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91
Chrono Trigger Modification / Re: Can you change the music in Chrono Trigger to an outside music source?
« on: August 20, 2007, 12:24:19 pm »
No.
---T.Geiger
---T.Geiger
92
Chrono Trigger Modification / Re: Perpetual Temporal Flux Bug Report / Feature Suggestion Thread
« on: August 20, 2007, 12:23:44 pm »
Would it be possible to be able to simply "click" on a treasure chest or exit and automatically select it rather than having to go through the invidiual "Chest/Exit" numbers to select them?
I have wanted to do this for awhile myself, largely because I use exit chaining to traverse Locations. It has not happened yet though because there is no "selection" interface in Flux. Its all copy and paste. It may happen eventually, but I will have to figure out how I want to add the behavior into the GUI.
Being able to "Drag" Chests or Exits wouldn't be a bad idea either.
This probably won't happen soon, if ever. Once again, this would require a selection interface. But beyond that, it would also create an inconsistent GUI behavior since nothing else can be logically dragged so long as I have no layering capability. Map layers are not really layered, and all the stuff that draws on top of the map is only pseudo-layered.
On a sidenote, I was hoping XNA would finally allow me to get into a layered GUI, but its really been no help at all. While Microsoft has made some things easier, most stuff is harder if you are approaching it from a pure code standpoint, like one would commonly do with manipulating window elements. XNA is designed for modern game making and all the tools that would go along with it, which sticks me right back to GDIPlus. Unfortunately, it took me several frustrating months to reach that conclusion. The XNA version of Flux is dead in the water. I will try to get an update to the regular version of Flux out sometime before the end of the year.
Really, I was hoping to get back to the quarterly update scheme I had originally planned. Stupid outside forces, distracting me and ruining my plans. :shakes fist:
this would be *VERY* useful for Explicit Pasting maps into other ones where the layers are switched.
I am having a hard time thinking of an example for this.
8 MEG ROM. Temporal Flux appears to work perfectly with this.
With the first six megs of it, sure.
Flux is not coded to use any free space past the first six megs, though it will still open and save the rest of the ROM properly.
they laughed me out of the board saying that 8 MB is way more than anyone would ever need.
While I would never make this statement, I have pointed out before that a 64 megabit ROM is not really all that and a bag of chips. In this very thread, even.
I predict that soon after they find THAT out they'll add 8 MB support rather quick.
I doubt it. ZSNES and Snes9x share a lot of the same developers, and Snes9x has supported 64 megabit ROMs since antiquity, so its not much of a secret. Then there's also the fact that none of the developers really seem to bother communicating with one another enough to get stuff done.
Little known fact, I was the official Snes9x Windows developer for about a year. The same year I got laid off and had to commute 300 miles to my new job. Yeah, not much got done. The guy that wound up coding the new official version made a number of questionable design changes (as in, I questioned them, and no one else seemed to care). If I can even compile the new version (last I checked, I couldn't), I'm not sure I want to update GSD to use the new GUI, despite the emulation improvements.
would it be possible to add a function in Temporal Flux that will expand to 8 MB's?
I have expounded on this before. Its not a priority. In theory, though, the SNES could support up to 128 megabit. Why don't you get the two major emulators to support that if you are going to bother to bug them about it?
would it be possible to expand EVERY map to 40x40 tiles? is 2MB enough to increase all the maps to this size?
If you fill the game with empty 40x40 maps, yes, it is possible. Once you start putting stuff in them, not so much. JLukas stress-tested a 48 Mb ROM and ran out of room well before hitting the top. 64 Mb would have a similar, if not identical result (since the packets may not fit into the expanded space at all).
---T.Geiger
I have wanted to do this for awhile myself, largely because I use exit chaining to traverse Locations. It has not happened yet though because there is no "selection" interface in Flux. Its all copy and paste. It may happen eventually, but I will have to figure out how I want to add the behavior into the GUI.
Being able to "Drag" Chests or Exits wouldn't be a bad idea either.
This probably won't happen soon, if ever. Once again, this would require a selection interface. But beyond that, it would also create an inconsistent GUI behavior since nothing else can be logically dragged so long as I have no layering capability. Map layers are not really layered, and all the stuff that draws on top of the map is only pseudo-layered.
On a sidenote, I was hoping XNA would finally allow me to get into a layered GUI, but its really been no help at all. While Microsoft has made some things easier, most stuff is harder if you are approaching it from a pure code standpoint, like one would commonly do with manipulating window elements. XNA is designed for modern game making and all the tools that would go along with it, which sticks me right back to GDIPlus. Unfortunately, it took me several frustrating months to reach that conclusion. The XNA version of Flux is dead in the water. I will try to get an update to the regular version of Flux out sometime before the end of the year.
Really, I was hoping to get back to the quarterly update scheme I had originally planned. Stupid outside forces, distracting me and ruining my plans. :shakes fist:
this would be *VERY* useful for Explicit Pasting maps into other ones where the layers are switched.
I am having a hard time thinking of an example for this.
8 MEG ROM. Temporal Flux appears to work perfectly with this.
With the first six megs of it, sure.

Flux is not coded to use any free space past the first six megs, though it will still open and save the rest of the ROM properly.
they laughed me out of the board saying that 8 MB is way more than anyone would ever need.
While I would never make this statement, I have pointed out before that a 64 megabit ROM is not really all that and a bag of chips. In this very thread, even.
I predict that soon after they find THAT out they'll add 8 MB support rather quick.
I doubt it. ZSNES and Snes9x share a lot of the same developers, and Snes9x has supported 64 megabit ROMs since antiquity, so its not much of a secret. Then there's also the fact that none of the developers really seem to bother communicating with one another enough to get stuff done.
Little known fact, I was the official Snes9x Windows developer for about a year. The same year I got laid off and had to commute 300 miles to my new job. Yeah, not much got done. The guy that wound up coding the new official version made a number of questionable design changes (as in, I questioned them, and no one else seemed to care). If I can even compile the new version (last I checked, I couldn't), I'm not sure I want to update GSD to use the new GUI, despite the emulation improvements.
would it be possible to add a function in Temporal Flux that will expand to 8 MB's?
I have expounded on this before. Its not a priority. In theory, though, the SNES could support up to 128 megabit. Why don't you get the two major emulators to support that if you are going to bother to bug them about it?
would it be possible to expand EVERY map to 40x40 tiles? is 2MB enough to increase all the maps to this size?
If you fill the game with empty 40x40 maps, yes, it is possible. Once you start putting stuff in them, not so much. JLukas stress-tested a 48 Mb ROM and ran out of room well before hitting the top. 64 Mb would have a similar, if not identical result (since the packets may not fit into the expanded space at all).
---T.Geiger
93
Chrono Trigger Modification / Re: String expansion
« on: August 15, 2007, 09:50:37 am »
Not entirely sure what problem you are facing here, but try clicking on some random command, updating (without changing), and then Write Mem. Close the window and reopen the event data. If you still cannot change the string index to something useful, I am not sure what to tell you.
---T.Geiger
---T.Geiger
94
Chrono Trigger Modification / Re: String expansion
« on: August 09, 2007, 09:19:28 am »
You should be limited to 256. Have you tried changing the index?
---T.Geiger
---T.Geiger
95
Chrono Trigger Modification / Re: Question on SA and something else
« on: August 03, 2007, 10:11:38 am »
You guys are probably missing some pointers somewhere, probably in the ASM code. For example, the independent string banks are hard to get moved properly because some of them have a dozen pointers in various places in the ASM.
---T.Geiger
---T.Geiger
96
Chrono Trigger Modification / Charm Details
« on: July 30, 2007, 03:55:24 pm »
Here's a thread discussing Ayla's Charm ability from my team's internal database. Some of this information is also in the Offsets Guide.
For a 100% base Charm chance, use this code: CC235C FF
---T.Geiger
Quote
Geiger
01E9D5 - Beginning of charm processing
0C235C - Charm chance
Also of note, normally, Ayla has a fixed 27.7% chance to charm an item. With
the Charm Top, this chance is tripled to just over 82.4%.
All determination of whether you get the item or not is done well before Ayla
even fluffs her hair.
Have not checked into Twin Charm yet.
JLukas
Interesting stuff. From watching what's getting stored to 7EAEE7 and 7E0016,
Twin Charm gets the byte at 0C2464 ($50). In other words, 31.4% Hmm, is that
correct? That isn't much of an upgrade.
Breakpoint C1D5EF is worth noting. When you perform an attack or tech, it
loads 12 bytes of data (starting at 0C213F), the second of which is the %
chance?
Trying to break down the Charm code further:
C1E9D5 C1E9DA CODE N Start of Charm processing
C1E9DB C1E9DE CODE N Check if Charm Top is equipped
C1E9DF C1E9DF DATA N Charm Top item index ($A5)
C1E9E0 C1E9E1 CODE N Check if Charm Top is equipped
C1E9E2 C1E9E9 CODE N Charm Top equipped, increases Charm chance to
82.4%
C1EA27 C1EA3F CODE N Charm - stolen bit $80 and gets item reward index
C1EA40 C1EA56 CODE N Charm - stolen bit $40 and gets item reward index
(these last two lines are for resetting the enemy stolen bit in memory, so that
you can't steal the same item more than once from a single enemy)
Geiger
31.6% to be more precise (remember, 0 is also a success). Yeah, ye olde Twin
Charm is not so hot. But if the Charm Top still counts (and I am guessing it
does), the highest steal chance is 94.1%. Probably great for single charm
chances, like boss fights.
---
As for why its not much of an upgrade, with the Charm Top tripling the result,
the maximum value without overflow is 0x55. A better solution would probably
have been to up the base result slightly, make Twin Charm more effective, and
only doubled the effect with Charm Top.
---
0C2A33 - Chance to get rare charm (aka normal drop)?
Code is a bit confusing, but this appears to be the value loaded and checked
against to determine if a Charm attempt results in a charm or rare charm.
For a 100% base Charm chance, use this code: CC235C FF
---T.Geiger
97
Kajar Laboratories / Re: Chrono Cross Character Ranking Feature
« on: July 20, 2007, 09:27:58 am »
With the shear number of playable characters in the game, I think even a three votes poll would be a bit limiting. My thought was to just have each individual character be rated. Rating them independently will tend to limit the fanboy tilt slightly more than a free-for-all. If you run each poll for a week, that's almost a year's worth of polls, content to keep you busy.
Another feature you might do someday, would be to take the inverse viewpoint. Why does character X suck? I mean, I can talk myself out of liking the entire original cast.
Except Ayla. She's pretty much perfect.
---T.Geiger
Another feature you might do someday, would be to take the inverse viewpoint. Why does character X suck? I mean, I can talk myself out of liking the entire original cast.
Except Ayla. She's pretty much perfect.

---T.Geiger
98
Chrono Trigger Modification / Re: Temporal Flux Not Loading ROM
« on: July 20, 2007, 09:14:39 am »
works fine with Emulators like ZNES
The internal title should be displayed in the lower left corner when you open the file in ZSNES. Make sure it looks like the title above.
Does it matter which site I got it from?
It matters less what site you got it from and more that you got a good dump. Try downloading GoodSNES and having it check the ROM for you.
---T.Geiger
The internal title should be displayed in the lower left corner when you open the file in ZSNES. Make sure it looks like the title above.
Does it matter which site I got it from?
It matters less what site you got it from and more that you got a good dump. Try downloading GoodSNES and having it check the ROM for you.
---T.Geiger
99
Kajar Laboratories / Re: Chrono Cross Character Ranking Feature
« on: July 19, 2007, 06:05:14 pm »
Combat and Design are fine. Backstory and development are not for the reason already mentioned. I'd suggest a third category, Tilt. Basically just a catch-all.
I'd also suggest using named ratings, since unnamed numbers mean different things to different people. Terrible, Bad, Okay, Good, and Superb or something. Make sure you have a Taco option for non-votes also.
---T.Geiger
I'd also suggest using named ratings, since unnamed numbers mean different things to different people. Terrible, Bad, Okay, Good, and Superb or something. Make sure you have a Taco option for non-votes also.

---T.Geiger
100
Chrono Trigger Modification / Re: Temporal Flux Not Loading ROM
« on: July 19, 2007, 05:55:03 pm »
It says: " This does not appear to be a Chrono Trigger ROM"
Then its failing test C. This means either your ROM has an incorrect internal title or is interleaved in an unusual format. Also make sure you're not trying to open a compressed file.
---T.Geiger
Then its failing test C. This means either your ROM has an incorrect internal title or is interleaved in an unusual format. Also make sure you're not trying to open a compressed file.
---T.Geiger
101
Chrono Trigger Modification / Re: Weapon Palettes?
« on: July 19, 2007, 12:27:07 pm »
Just trying to change the palette of the weapons in battle.
So that would be.. the index then?
---T.Geiger
So that would be.. the index then?
---T.Geiger
102
Chrono Trigger Modification / Re: Temporal Flux Not Loading ROM
« on: July 19, 2007, 09:16:03 am »
Temporal Flux should tell you in the status bar at the bottom what the problem is. It will not open a file if it:
A) Is open in write mode by another program (like a hex editor)
B) Has a header and you decline to remove it
C) Does not have "CHRONO TRIGGER " as the ROM title
D) Is not version 1.0
Interestingly enough, it will open an interleaved ROM even if you decline to de-interleave it, which should probably not be the case.
---T.Geiger
A) Is open in write mode by another program (like a hex editor)
B) Has a header and you decline to remove it
C) Does not have "CHRONO TRIGGER " as the ROM title
D) Is not version 1.0
Interestingly enough, it will open an interleaved ROM even if you decline to de-interleave it, which should probably not be the case.
---T.Geiger
103
Chrono Trigger Modification / Re: Weapon Palettes?
« on: July 19, 2007, 09:08:30 am »
Are you wanting to change the palette itself (the colors) or which palette is loaded (the index)?
---T.Geiger
---T.Geiger
104
Chrono Trigger Modification / Re: SPC event hacking
« on: July 05, 2007, 02:44:27 pm »
I do know from the assembly code that 10-1F, 80-8F and F0-FF are the only valid command ranges. Commands 84, 8A, 8B, 8C, 8D, 8F, F7, FA and FB have blank handlers so do nothing. I found the dispatcher for 8x and Fx but not 1x yet. 00 on the F4 port means no command as a special case.
Not sure how the APU handles it, but the preprocessor in the CPU code can handle a much larger range. I'm not sure how many of these commands will get stored to the APU, but the section of code from C70907 to C70912 stores E0 to special registers 2140 and 2141 (which correspond to F4 and F5 respectively in the APU). In order to get to this code, the command issued to the preprocessor must be 70, with the first parameter being different from 7E1E11 (not sure what that is). The preprocessor then sends the APU the FE command first, and then E0.
I'm still in the process of disassembling the preprocessor (starting at C70004). If I figure anything else out, I'll report it here.
---T.Geiger
Not sure how the APU handles it, but the preprocessor in the CPU code can handle a much larger range. I'm not sure how many of these commands will get stored to the APU, but the section of code from C70907 to C70912 stores E0 to special registers 2140 and 2141 (which correspond to F4 and F5 respectively in the APU). In order to get to this code, the command issued to the preprocessor must be 70, with the first parameter being different from 7E1E11 (not sure what that is). The preprocessor then sends the APU the FE command first, and then E0.
I'm still in the process of disassembling the preprocessor (starting at C70004). If I figure anything else out, I'll report it here.
---T.Geiger
105
Chrono Trigger Modification / Re: SPC event hacking
« on: June 27, 2007, 09:16:29 am »
Nothing that's been publicly documented. A few individuals have worked with editing SPCs. JCE3000GT has worked on converting SPCs from certain Square games to others.
---T.Geiger
---T.Geiger