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Messages - IHBP

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1
Kajar Laboratories / Re: Chrono Trigger plus 2.0
« on: Yesterday at 01:02:59 pm »
Thaks that would be really swell what would also be really cool is if someone could piece together a trailer showing off their favorite parts.

Here's a few highlights though


All 1999 is explorable, and the small part that was previously available is improved as well.

You can now acquire the ability to go to 1999 via Epoch, however only from the End of Time and only to a set location. Later versions will allow it on the world map but I'll need time to readjust the tile properties.

Tons of bugs have been fixed including all known ones related to Magus on the Blackbird.

Added a few flavor scenes.

End of Time is expanded.

Crossing Lab 32 on foot is now longer and has some story.

New area in 2300ad where Porre used to be.

A few scenes now feature the entire recruited party rather than just the three current members.

Possibility of acquiring the Speed shoes that allow 50% faster running

Can now buy a drone that will join you in battle as a sort of AI party member.

2
Kajar Laboratories / Chrono Trigger plus 2.0
« on: August 19, 2019, 11:17:40 pm »
Finally available with all the cool stuff from my YouTube videos.

https://www.romhacking.net/hacks/3691/

3
Chrono Trigger Modification / Re: Some of my work
« on: August 11, 2019, 05:11:11 pm »
They have HP limits which I kept very small because enemies can't attack them anyway but sometimes you'll need to shut them down for enemies to lower their defenses. They are however immune to your spells so you won't shut them down by casting magic.

I'll make a tutorial on how to set one up eventually.

4
Chrono Trigger Modification / Re: Some of my work
« on: August 08, 2019, 10:17:59 pm »
The last thing to add in before version 2.0 is released.

https://youtu.be/JD3wB8obqIY

5
Chrono Trigger Modification / Re: Another idea
« on: August 08, 2019, 01:54:40 pm »
I figured out what the problem I was having with barrier was, I was testing it on Nu Spekkio and he has a reduce to 1 HP move, I forgot those cancelled barrier and protect.

6
Chrono Trigger Modification / Re: Enemy AI Update
« on: August 02, 2019, 10:13:50 pm »
Ya I guess it was, though unlike the other stats it only needs to be saved to one address.

7
Chrono Trigger Modification / Re: Enemy AI Update
« on: August 02, 2019, 06:43:44 pm »
I have successfully added HP by event, do you want my notes on that?

Unrelated but since I'm typing, is the default run speed 28?

8
Chrono Trigger Modification / Re: Another idea
« on: July 30, 2019, 10:53:52 pm »
Ok that clarifies things a bit, I can probably refine it a little now.

9
Chrono Trigger Modification / Re: Another idea
« on: July 30, 2019, 06:38:57 pm »
Forget what I just said, I put a few more 00 00 00 00 FEs before the FF and that did it

10
Chrono Trigger Modification / Re: Another idea
« on: July 30, 2019, 06:33:44 pm »
Not sure what value to add, I did 7F 03 00 (06) FE FF and nothing changed the full actions are in post 32, I'll keep playing with it to see if anything changes.

11
Chrono Trigger Modification / Re: Another idea
« on: July 30, 2019, 06:15:07 pm »
Ok so I played with it and that doesn't seem to be it the whole reaction part of the code looks like this

05 01 00 00 FE 02 7F 03 00 00 FE FF 00 00  00 00 00 FE 00 00 00 00 00 FE 00 00 00 00 FE FF

12
Chrono Trigger Modification / Re: Another idea
« on: July 30, 2019, 05:01:36 pm »
Ya I was thinking it might be leftover from the enemies original code, could I just fill it in with FF?

13
Chrono Trigger Modification / Re: Another idea
« on: July 30, 2019, 04:06:52 pm »
So I've been putting my guest on various maps and it hasn't caused much problem except that it counters when its attacked, is there anything I could put in the reactions section to make it ignore being hit?

It gets annoying when you use all enemy spells, other than that it's super fun.

14
Chrono Trigger Modification / Re: Another idea
« on: July 29, 2019, 11:16:16 pm »
That's it, we have the first fully working guest companion  :o

I actually did read the link, what I could understand of it was actually very helpful in organizing the data, I however did not read far enough down to see the targeting bytes and I feel kinda dumb about that  :oops:

15
Chrono Trigger Modification / Re: Another idea
« on: July 29, 2019, 05:33:13 pm »
Ok so I have the battle ending when it's the last one alive working perfectly and it uses the attack I wanted it to but the targeting at 03 makes it only attack itself 00 and 04-09 make it attack one party member, 02 03 and anything above 09 will make it take no actions.

Also what can I change to make it move around?

For actions I have the run away code and the shoot laser code.
05 01 00 00 FE 02 7F 03 00 00 00 FE 00 00 00 00 FE 02 EC 00 00 00 00 FE FF

For reactions I have just the run away code again.
05 01 00 00 FE 02 7F 03 00 00 FE FF

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