Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Topics - Chrono'99

Pages: 1 2 3 [4] 5
46
Crimson Echoes / Unlockable exits on the overworld
« on: September 30, 2006, 02:21:59 pm »
In the demo, it disturbed a lot of players that the Dalton's dungeon entrance was hidden behind a mountain. We put it there because we didn't want them to find it before having met Sargon and the Elder, right? The better solution would have been to put the exit in front of the mountain, and to have it accessible only after some storyline flag is activated. Unfortunately, we didn't know how to do this since it requires complicated overworld event modification. Well, now I can say that...

...We still don't know how to do it :lol:

But I've found another solution: we can "parasitize" the Black Omen code in the overworld events to activate or deactivate the Dungeon exit. Overworld exits are at Mem 7E7E00. We can insert a BitMath command anywhere in the Black Omen code to set or reset this mem (=to activate or deactivate the exit). Basically, the trick works like this:

If the Black Omen is loaded = Dalton's Dungeon entrance is deactivated.
If the Black Omen isn't loaded = Dalton's Dungeon entrance is available normally.

At the beginning of the Chapter 1, I set Mem 7F01F7 ("Black Omen has appeared") so that the Black Omen is loaded on the map. This make the entrance not available. This also means that the Black Omen will hover in the sky, but it's not a problem, since it's out of sight and Magus doesn't have access to the Epoch!

After talking to Dalton in the Beast Forest, I reset Mem 7F01F7 in the location code. This means that the overworld map code will not load the Black Omen anymore, and thus the Dungeon entrance will not be deactivated: Magus will be able to enter it normally.

It is even possible to add a SetTile command after the BitMath 7E7E00 to make a "cave entrance" tile appear on the mountain!

Well I'm not sure I explained this very clearly, but the important thing is that all this works. Now if it works once it'll work twice, won't it? I'm thinking about applying the trick to the Dorino Plains (using the Sunken Desert code).

47
Characters, Plot, and Themes / The Dragonians and their subspecies
« on: September 23, 2006, 08:29:02 am »
According to Korcha, a subspecies of the Dragonians exists or existed, apart from the main race:

Quote
**************************************************
******************** Room 240 ********************
**************************************************

00019 (L:00272.H:00004)
+----------------------------------
Korcha:
Damn... They're a subspecies of
the ancient Dragonians alright...!
They're strong as hell!!!
Yo, Serge., we better
retreat for now!
We'll be dead meat for sure!

00025 (L:00224.H:00004)
+----------------------------
DaggyDwarf:
We're going to feed you
to Pentapus, just like that
fairy that wandered in here!

00029 (L:00272.H:00004)
+----------------------------------
Korcha:
This sure the hell ain't my world!
I can't believe there's a Hydra
before my eyes...! It's comin'!!!

00031 (L:00176.H:00004)
+----------------------
Poshul:
PO-SHU!?
Rook out everyone!
The big one'th coming!

00032 (L:00352.H:00003)
+--------------------------------
Membre 2:
l.ookout!
It's .coming.suffixe!

This quote is from the "Unconfirmed dialogue" part of the script dump, which means that nobody has actually seen it while playing the game yet. We can read the text dump but not see the scene... so the question I have to ask is: is Korcha referring to the Hydras or the Dwarves when he mentions the Dragonian subspecies?

48
Discussions about this theory was scattered around a few threads centered on other stuff so I guess I'll start a new one with a summary.

http://www.chronocompendium.com/wiki/index.php?title=Ocean_Palace_Incident_%28Flame_Theory%29
Quote
This theory holds that Lavos effected the moving of the Mammon Machine through Queen Zeal in order to reunite with the Frozen Flame.

If we take into consideration that the Mammon Machine may have been operating by using the Frozen Flame, we essentially have the Frozen Flame opening a pocket dimension, dragging the Mammon Machine, or a projection of it, into the dimension with it. A link is established with Lavos, and Lavos comes onto the scene. Afterwards, the Black Omen forms, and the physical Mammon Machine is destroyed. What about the projection and the Frozen Flame? It very well could have been that the Frozen Flame resided inside of this projection of the Mammon Machine in the pocket dimension.

Now, let's just assume for the moment that what I'm proposing is true. This has some implications, namely, the real reason for the Ocean Palace disaster, and just how the Frozen Flame is recovered in the future.

The Ocean Palace disaster now makes a little more sense if I think about it like this: Zeal was using the Frozen Flame to extract energy from Lavos. While Lavos may be getting drained of energy, it probably isn't the reason why Lavos controlled Queen Zeal and the Enlightened Ones. If you notice, it was Queen Zeal, who was under Lavos' control, who decided to move the Mammon Machine closer to Lavos. During the Ocean Palace disaster, Lavos makes its move to be reunited with the Frozen Flame. When Crono & co. arrived, they unknowingly thwarted the attempt. In both timelines, original and new, Lavos destroys Zeal. The reasoning here is most likely still the same - to prevent Zeal from developing further and becoming a real threat to Lavos. The reason the Black Omen appears in the new timeline is because Lavos' attempt to reunite with the Frozen Flame failed. So, instead the Black Omen is a place that houses the Frozen Flame. This makes sense and can explain the Omen's ability to transcend time.

This theory is really interesting, but it's a bit complicated to understand in details.

If Lavos reunited with the Mammon Machine's Frozen Flame in the original timeline, why does he try to reunite again in the modified timeline? He already has a version of the Flame, another version would just get time-bastardized. Plus the attempt is so dangerous that it's not worth the effort (and the attempt did indeed fail in the modified timeline).

Speaking of Time Bastard, if the Frozen Flame entered a pocket dimension in the first timeline, shouldn't it disappear in the second timeline instead of entering another, different (?) pocket dimension?

Also how was Lavos reunited with the Flame? Lavos dies in CT but the Flame doesn't follow him in the Darkness of Time, so it wasn't really united right?

Hell, can someone just re-explain the theory with different words? The premise seems very interesting and pertinent (Time Crash = Ocean Palace incident vol#2) but the exact implications are difficult to grasp.

49
Crimson Echoes / Hilarious CT:CE thread on Gaming World
« on: August 12, 2006, 11:50:02 am »
Beware, this thread is either totally hilarious or totally frustrating to read... Have fun:

http://www.gamingw.net/forums/index.php?topic=46414

Quote
"Crimson Echoes"? Soundwaves aren't visible and aren't colors

50
Other Topics and the Prerelease / Tyrano meat banquet?
« on: August 11, 2006, 01:17:23 pm »
This is about Temporal Flux and the normal CT game (not prerelease).

Hidden inside the Prehistoric overworld subtiles, are a bunch interesting stuff that are not used in the game (they start at Subtile 304). The first tiles when pieced together appear to be a giant soup cauldron and 2 pieces of meat cooking on fire.

The last object is harder to recognize (at the top right side of the first attachment), it seems to be a giant chain to me with the palette I put. The other palette makes it ugly so I think it's the correct one. This chain is probably the Black Tyrano's chain. I don't know what else it could be (the Tyrano on the world map would have appeared as a sprite like Robo in 600 AD... bigger).

Maybe the cauldron and meat were used during Ayla's banquet scene, if there was access to the world map during that part and if it was originally intended to be set during daytime. These cauldron and meats are really big though, so perhaps they were intended for another banquet, after having captured the Tyrano or another giant dinosaur^^ Of course, a lot of other things are oversized on the world maps so they might just be normal-sized stuff.

Well, or maybe those stuff were intended for something that was totally scrapped of the final version of the game.

[attachment deleted by admin]

51
Crimson Echoes / The C 2007 poster
« on: August 10, 2006, 06:33:21 pm »
I keep a lot of stock photos or self-made textures on my comp so that I can pull out something quickly when needed... And I precisely have a very nice fire thingy picture that I made a long time ago.

I just added the C and 2007 and there it is, the CT:Crimson Echoes poster :) (whether we use it now or later)

[attachment deleted by admin]

53
Time, Space, and Dimensions / Armageddon-Branch and the Apocalypse
« on: July 31, 2006, 06:34:18 pm »
Let's go straight to the problem.

Zaperking pointed out that Lavos was most probably not defeated in 1,999 AD but in 12,000 BC, because of these infos from Chrono Cross which imply that Lavos simply never appeared in 1,999 AD in the Keystone timelines:

Quote from: A computer in Chronopolis
[Computer]
   ~
   ~
   ~~~~ -- LAVOS -- ~~~~
   ~
   ~~~~~~~~~~~~~~~
   An extraterrestrial life-form
   that is thought to have
   fallen from the heavens
   65 million years ago.
   On the time line that existed
   before history was changed,
   Lavos was assumed to have
   slept deep below the planet's
   surface...

   Sleeping and consuming the
   planet's energy up until the
   day of destruction known as
   the '"Apocalypse."'
   There are those who believe
   that, 12 thousand years ago,
   the legendary ancient magical
   civilization known as Zeal
   came into contact with Lavos.
   That fateful encounter is
   said to have resulted in
   Zeal disappearing from the
   surface of the planet within
   the space of a single night.
   However, the very existence
   of the ancient civilization
   of Zeal has never been proven,
   so up till this day this
   theory cannot be confirmed.
   On some time lines, Lavos
   appeared on the surface of
   the planet in the year 1999
   and brought the world to
   ruins.

   However, a group of young
   time travelers saw where
   their planet's history was
   heading and, through their
   actions, rewrote time.
   This very research facility
   exists on that new time line...

   In a world where, thanks to
   the defeat of Lavos by the
   young adventurers, the
   Apocalypse never happened...
   On a temporal vector where
   human civilization continued
   to evolve unhampered.
   All the data on Lavos that was
   obtained from tracing different
   parallel world possibilities
   has proven to be volatile, with
   fluctuating discrepencies.
   Perhaps, at this point in time,
   it is nearly impossible to
   obtain any true information
   about Lavos.

Moreover, while it was possible in Chrono Trigger to defeat Lavos either in 1,999 AD or in 12,000 BC after the Black Omen, storyline-wise it makes more sense for Lavos to be defeated in 12,000 BC, because the player is taken straight to his first form after having beat the Black Omen. It's impossible to clear the Black Omen without having to defeat this first form. After that the player can use the Time Gate in Lavos' body to return to the End of Time, but it makes no sense storyline-wise since the party would be much more inclined to finish what they've just started, i.e. to defeat Lavos entirely, rather than to "run away" and leave Lavos' shell there to either regenerate or just be there for 13,999 more years.

However, a problem appears when the Armageddon-Branch Theory is considered. This is a theory which explains why the future was destroyed in Home World:

Quote from: The Salt for the Dead Sea article
Armageddon-Branch Theory

GrayLensman

Crono could not have defeated Lavos in Home World. The event which spares Serge's life also creates a plurality of dimensions from 1010 onwards. Since there is only one Crono in 1000 AD to defeat Lavos, only the future in Another World is saved.

Further Explanation

In the original timeline (Another World) Serge dies in 1010 AD, but Kid changes the past, somehow creating an alternate dimension in which Serge lives (Home World). Another World always existed; it is the original dimension, but Home World only extends from 1010 AD onwards. In 1000 AD, Crono exists in Another World. If he travels through time, he can only reach a destination within his own dimension. When Crono defeats Lavos in 1999 AD, or any other time, the battle takes place in Another World. In 1000 AD, there is only one version of Crono. If Crono lived past 1010 AD, there would be a version for each dimension, but that version did not travel through time to defeat Lavos. In Home World, no savior appears in 1999 AD to save the future. Serge caused the destruction of the world by spawning an alternate dimension which is beyond 1000 AD Crono's notice or reach. He does not undo any of Crono's actions. In Another World, the future is secure, at least until the Time Devourer arrives. There cannot be multiple Crono groups because there is only one dimension in 1000 AD!

As you can see, the theory assumes that Lavos was defeated in 1,999 AD. If we assume that Lavos was defeated in 12,000 BC, the theory doesn't work because there's only one 12,000 BC. Lavos would be dead in both Another and Home dimensions.

So, how do we solve this?

54
Crimson Echoes / {Epoch} is a password... and now a year number too!
« on: July 15, 2006, 05:18:57 pm »
Yes, it's an idea I got. We'll find a good riddle/question to put in some dungeon, and the Epoch renaming screen will serve for the player to input the answer to the riddle.

This way the player will have to actually think about the answer to the riddle or the question, because there won't be 3 or 4 pre-written answers in a dialogue box, there will be the entire alphabet and a 5-letter word to input himself. This will really surprise the player when he'll play the game :) Maybe we can even use the screen more than once and do as many riddles as we wish! (depends on how I code this)

As for the name of the actual Epoch ship, we'll just change all the {Epoch} to Epoch in dialogues (nobody ever renamed the ship to something else in CT anyway).

This is really possible and I've started to code it. It's a bit of Memory Copy and Comparisons. I'll post when I finish. Any comment?

55
Chrono Compendium Discussion / Slithers??
« on: June 26, 2006, 07:23:01 am »
I noticed there is a "Slithers" entry in the encyclopedia, in the CT enemies section. What the heck is it? There's just a dead link.

56
Crimson Echoes / Truce-Medina Ferry
« on: June 02, 2006, 02:36:16 pm »
Using those informations, I've done a Truce-Medina Ferry, it works perfectly in both directions. It's all in the OW Events 0 in the attachment. The Ticket Offices location events must also be changed (to point to the world map instead of directly to the destination), but I didn't bother making patches for them since a simple copy-paste from the original CT ROM (a BitMath and the ChangeLocation I think) is enough.

I'd like to make the Medina-Choras Ferry but I'd have to actually add stuff in the overworld code (instead of changing the Truce-Porre Ferry code like I did). Plus the Medina station is at a really bad place, the ship has to circle the whole continent just to reach the southeast of the town and sail to Choras...

[attachment deleted by admin]

57
Chrono Trigger Modification / Overwold event editing
« on: May 21, 2006, 02:49:07 pm »
I've experimented a bit with overworld cutscene editing, and I've found something... not spectacular, but which hopefully could still be useful. From a location, it shows the world map then returns to a location (not necessarily the same one). I did this with the 600 AD map, but there are probably similar codes in the other eras.

In the location events, put this where you want:

- BitMath 7F01F8 Bit 1 Set
- Change the location to {1F1} Middle Ages

When triggered, this will switch to a view of Hero's Grave on the world map, then teleports the party to the End of Time (I think normally this scene plays when Gaspar tells you about the Cyrus side-quest). If you don't put a ChangeLocation, the scene will still shows when you walk out of the room.

To change the scene (just a bit), you can do this:

In the Middle Ages overworld events, look at [0B0A] (look at the attachment also):

- 7E00E3 and 7E00E5 are the X coordinate (one for Layer1 and one for Layer2)
- 7E00E7 and 7E00E9 are the Y coordinate (one for Layer1 and one for Layer2)
- [0B2C] is the duration of the scene (in whatever unit of time)

I have no idea about the other commands, and no idea about how to put sprites in the scene (I've looked at the scene in 2,300AD with the scrapped Robo but the code is much longer).

I hope I'm not stating what everybody already knows or something.

[attachment deleted by admin]

58
Crimson Echoes / Villagers can finally say "Get out of my house!"
« on: April 18, 2006, 07:27:17 pm »
Thanks to this: http://img142.imageshack.us/img142/4756/ctloc08b5ky.png :)

It's the exterior of a house made with an interior tileset. It comes out quite good :)

I don't think whole villages would be possible though, due to the lack of vegetation in the tileset, and because they're some issue with the geometry of the roof shadows on the ground (that's why I made the shadow on this one cut by the screen).

59
General Discussion / Who framed Letrimh?
« on: March 09, 2006, 02:55:05 pm »
http://home.earthlink.net/~letrimh/main.htm

It seems the famous site Corridors of Time is no more :(

60
General Discussion / Terminator 4 (re)invents Time Error
« on: February 15, 2006, 09:32:39 pm »
http://en.wikipedia.org/w/index.php?title=Terminator_4&oldid=40029305

In T4, a "Perpetual Time Displacement" is basically a Pocket Dimension (or the End of Time), and Time Error seems to be in effect in it.

Pages: 1 2 3 [4] 5