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Messages - IHBP

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151
Chrono Trigger Modification / Re: Character Graphics Swap hack.
« on: September 20, 2019, 02:36:01 pm »
Not sure what methods you're using to do this but I was wondering...

Since each character is made up of three parts Graphics packet, Animation, and Palette, (Sprite size is irrelevant here) couldn't you just tie those to an address in the 7E28XX range like you did with the run speed value? Then a simple ingame event could set those addresses to new values.

152
Maybe with this step by step I can get this thing working again, I swear it's more complicated than my ex girlfriend.

153
Kajar Laboratories / Re: Chrono Trigger plus 2.0
« on: September 18, 2019, 04:42:54 pm »
For those that haven't been following on rhdn version 2.1 is up it fixes some bugs, makes a few places available earlier and allows fair prizes to carry over.

154
Chrono Trigger Modification / Re: Temporal Flux Plugins
« on: September 15, 2019, 08:54:32 pm »
Cool

155
The short answer is yes but it also depends where you want him to start, in location 00 'Load Screen'  is a command to go to the 1000 ad world map, you will need to change this to your starting location, then at your starting location in the script object 00  startup/idle add a command that says if storyline <3 add Robo active.

156
Chrono Trigger Modification / Re: Temporal Flux Plugins
« on: September 10, 2019, 08:07:55 am »
Cool, though as someone who plays with this sort of thing I'd like to suggest a revert to vanilla button.

157
Chrono Trigger Modification / Re: Temporal Flux Plugins
« on: September 09, 2019, 11:07:41 pm »
What kind of new plugin? Or is it a surprise?

158
Chrono Trigger Modification / Re: Temporal Flux tutorial videos.
« on: September 08, 2019, 06:13:04 pm »
Do you have a tutorial video for extracting  (compressed) graphics and reinserting them? I know there's a topic on this here but the language is a bit too technical for me.

159
Chrono Trigger Modification / Re: Temporal Flux Plugins
« on: September 08, 2019, 03:23:09 pm »
Those values are set in RAM at the start of battle. There's limited ability to modify them at the moment, but I may create a plugin to handle some status data.

You made the duration unlimited in my hack already.

160
Kajar Laboratories / Re: Chrono Trigger plus 2.0
« on: August 25, 2019, 07:04:53 pm »
Why would you modify the events?

161
Kajar Laboratories / Re: Chrono Trigger plus 2.0
« on: August 21, 2019, 10:05:56 pm »
Saw the post very cool, yup streaming is fine with me.

162
Kajar Laboratories / Re: Chrono Trigger plus 2.0
« on: August 21, 2019, 02:21:15 pm »
Thanks for the publicity.

163
Kajar Laboratories / Re: Chrono Trigger plus 2.0
« on: August 20, 2019, 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.

164
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/

165
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.

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