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.


Messages - Agent 12

Pages: 1 ... 161 162 [163] 164 165
2431
Crimson Echoes / random number
« on: August 10, 2005, 11:08:43 pm »
I still can't seem to get the Random number/downshift part right.

Here's the code I'm using to select which handicap is applied

https://netfiles.uiuc.edu/jsondag2/shared/code.bmp

what I want is

Assign random number to 7F0202
Downshift so that there are 8 choices
Use If statments to see which handicap is applied

--jp

2432
Crimson Echoes / a
« on: August 10, 2005, 05:48:49 am »
Hey all,

It took me awhile but I now have 3 working sets of 7 bad guys each of varying difficulty.  That combined with some leftover italian beef has left me in a great mood.  I'm going to use the my new knowledge of downshifting to make the handicaps random, however I still need more if anyone has any ideas, I currently have

-auto equip wood sword
-auto equip hide armor
-Flea? come's and drains MP
-Cure all HP
-Lucky 7
 
I could add auto equip of accessory but I'd have to give them a bandana every time it came up.  I didn't add auto equip of helmet, but I guess I could.



In a later version I've decided that I'm going to have them fight  3 fights, move to a new room, fight 3 fights and move to a new room to fight the boss.  It'll help save the insane amount of headaches that is caused by having one enemy make it impossible to load another.

There is only one more bug that I don't know how to fix, Look at the bad guy on the right of this picture

https://netfiles.uiuc.edu/jsondag2/shared/newerpics/mergedbadguys.bmp

He's growing nu arms, I've tried everything to get it to go away but it won't, so if anyone else has experienced it and knows how to fix it please share the wealth.  Tomorrow I'm going to make the random handicap generator and then it's just bug fixes before I start Colloseum V 2.0

--jp

2433
Chrono Trigger Modification / Scroll Screen
« on: August 10, 2005, 12:47:26 am »
It did exactly what I wanted to when I used param one as upper left X and param 2 as upper left Y.

Maybe it was just a reallllllllllllllly freak coincidence I'll try a few more and post back here in a few minutes

UPDATE:

Good news:  my method works flawlessly when you want to scroll to the RIGHT

Bad news:  my method works flawlessly only when you want to scroll to the right

This includes diagnolly up and diagnolly down.

--jp

2434
Chrono Trigger Modification / Version
« on: August 09, 2005, 02:33:43 pm »
I'm not sure about the WU problem but I downloaded V 1.07, run WU all the time, and didn't have a problem with it.

I would look around for 1.07 (I think I actually got it off this site Encyclopedia-modification-TF

I don't know about any of your other questions, but I would work on more simple stuff first, do the tutorials they are well written and you learn even more than you think (you get better at the feel for the program as well as learn what he is teaching you).  After that set a goal for yourself, it's really easy to just get overwhelmed by information if you're just using it to mess around, if you set a goal and can break it into really small steps than you'll find yourself progressing really fast and doing amazing things.

Good luck!


--jp

2435
Crimson Echoes / Scroll Screen
« on: August 09, 2005, 02:16:31 pm »
In an earlier post I mentioned having trouble with the function Scroll screen, I no longer am.  Here's the post where I figured it out

http://www.chronocompendium.com/Forums/viewtopic.php?t=1118

I've also had a slight update with the unable to load enemies problem, it seems that when Enemy A is loaded, Enemy B cannot be loaded.  I don't know if certain enemies share the same spots in memory, but that could be the problem.  So I was wondering if there was a way to "unload" enemies, or atleast a way to find out what spot in memory they occupy, and then maybe I can assign 0 to it after the fight?  I've tried Sprite Drawing->Draw Status-remove but it didn't work.


--jp

2436
Chrono Trigger Modification / scroll Screen
« on: August 09, 2005, 02:14:01 pm »
If anyone is still having trouble with scroll screen be sure to check out here

http://www.chronocompendium.com/Forums/viewtopic.php?t=1118

--jp

2437
Chrono Trigger Modification / OH YEA
« on: August 09, 2005, 02:09:29 pm »
Wow in a moment of clarity I figured out scroll screen.  

The first parameter will be the new "X" for the upper left corner of the screen
The second Parameter will be the new "Y" for the upper left corner of the screen.

Maybe you guys already figured that out, but perhaps changing the name of the parameters to something more clear will help upcoming rom hackers

--jp

2438
Chrono Trigger Modification / Code
« on: August 09, 2005, 02:05:35 pm »
Sure

Here's the code
https://netfiles.uiuc.edu/jsondag2/shared/newerpics/code.bmp

Here's what it's like after Move Party
https://netfiles.uiuc.edu/jsondag2/shared/newerpics/aftermoveparty.bmp

I just had a thought do the two parameters specify a specific point on the "new screen."  I just realized I always put a 0 or a low number for one of them and it makes it go scroll to a corner.......I'm gunna go test.

--jp

2439
Crimson Echoes / Thanks
« on: August 09, 2005, 04:43:21 am »
I don't really understand how the downshifting works, how much would I have to downshift to have 7 leftover choices?

After I finish this random handicap generator, I'm going to be pretty much stuck until I can load any enemy to the screen.  I've tried checking event code but even when I use the same variables and enemy prms as they do I still can't load most of the enemies onto my map.  I'll really concentrate on it tomorrow.

If I can't figure that out I'll work on drawing up the new arena.

--jp

2440
Crimson Echoes / the operator %
« on: August 08, 2005, 11:05:33 pm »
I haven't exactly "advanced" much today but I did make my code a little more manageable for handicaps.  I would like to hear how the "random number" function works.  THe reason is if there was a way to take a random number and get the remainder after dividing by 7 I could use that to apply one of the 7 handicaps randomly.  But the code doesnt have a modulas operator.  If I knew the beginning and end of the random numbers generated I could divide it by 7 and apply each of the 7 handicaps to one of the seven divisions made.  

This would also allow for me to give a small chance of "good handicaps" maybe 5% of the random numbers will actually cure the player's HP.

Geiger thanks for the help with the soda cans it was driving me crazy.

UPDATE:

O.k I managed to get 7 different bad guys, but it seems like alot of the enemies cause the game to glitch.  Has anyone else experienced this?  When I changed the enemy from blue imp to something else when the code hits the point to load the new enemy the screen changes to all pink or just black.  It's fairly annoying, there's still plenty of enemies to choose from but it could be a concern if we were to say import a new enemy to an enemy that can not even be loaded.

These are the 8 enemies I have being loaded currently.  I have not changed the variant or enmy prm for any of these yet (I'd have NO idea what to change either too).  If someone notices a pattern that I haven't please post.  I noticed that alot of these are imps...if that means anything.

Blue imp
juggler
green imp
Reptite
Stone Imp
E1 speekio
Martello
Kilwala

I'm probably going to make a list of enemies I can load and sort them in order of difficulty...that will take awhile so if anyone knows what the problem is I'd like to know.

--jp


--jp

2441
Chrono Trigger Modification / Scroll Screen
« on: August 08, 2005, 09:11:23 pm »
Hi I was wondering if there's been anyone has had a  breakthrough using the Scroll screen function of Screen Manipulation?

I have a part a scene where I use the Move Party Command after this the screen is shifted down, if the player does not fix it it's possible for them to trigger a load enemy that loads the enemy off the screen, which causes all sorts of problems for me.

Thanks in advance

--jp

2442
Crimson Echoes / Update and replies
« on: August 08, 2005, 09:03:50 pm »
Quote
For the arena battles themselves, FF7's style is better, because you can actually control your character. I figure at least one of the penultimate weapons can be obtained that way.


We went with FF7 my main concern with FF7 vs FF6 was how you were entered in FF6 and how many battles you fought.  It was kind of cool to bet a great item to vs some huge guy for en even better item.  But yea I definately agree with being able to control your character.

Quote
For prizes, the enemies should either drop items or BP according to difficulty.


Agreed, but the enemies won't drop you just "win" BP after each fight.  

Quote
For the enemies themselves, we had discussed earlier a possible developer fight in the developers' ending, utilizing either the leaders of the project or multiple waves filled with everyone who worked on the game. That could possibly be moved here. If we want to save that for the developers' ending, we can either insert a powerful boss or a ridiculously overpowered cameo enemy from another game here. Criosphinx, another mythological beast or character, one of the Weapons, Kefka, some of the FFVI protagonists, Sephiroth, or maybe even something completely unrelated like Darth Vader could fit the bill.


Sounds cool.  I assume that involves replacing an enemy so if you tell me which one is being replaced I'll insert it here and it can be filled later.  I know they were talking about a Cyan cameo earlier.


Quote
there could just be three rooms, all accessible to the player, or players might have to beat the Bronze room to have access to the Silver, and so on


When I move the map I'll redraw it.  I'll see what I can do.

UPDATE:

I have two ranks now, it was really easy.  If you have 0 bike keys the level one enemy is loaded, if you have 1 bike key the level 2 enemies are loaded.

--jp

2443
Crimson Echoes / Colosseum
« on: August 08, 2005, 04:43:03 pm »
Quote
1. Should we release the Coliseum as a separate hack after awhile? It may be a long time before Crimson Echoes is complete, and the Coliseum could be vastly cool as an addition to regular Chrono Trigger. Need feedback on this.


I certainly don't mine releasing earlier it but I still think it'd be cool in crimson echoes too.  And I would really enjoy knowing that I did something cool for the game.  

Quote
2. Extending replayability should be a top goal, as well as challenge. I don't want to suddenly intrude upon the creative process, but I'm thinking that perhaps we can do a couple things to expand the replayability and difficulty, so that players hit the coliseum up more than a few times and for more items. I'm simply thinking we can expand like this:


Is there a way to check levels?  Right now the way I was going to do it was to check items.  Speaking of which I was wondering if you were using the item "bike key" cause I was going to make that the item checked.  I can make 3 levels and just make them have to find 2 "bike keys."

--jp

2444
Crimson Echoes / Final attacks
« on: August 08, 2005, 04:05:58 pm »
Huge help there JLukas, thanks a ton.

I spent awhile looking at Enemy AI for final attacks, I don't know how much of this you guys already know but here's what I found

Flea?'s MP BUster
FE FF 20 00 00 00 FE  02  57 05 00 00 00 28 FE

second occurance explosion attack (how many people)
FE FF 20 00 00 00 FE  02  18 05 00 00 00 FE

Doesn't attack party (enemy goes into void, Dalton plus)
FE FF 20 00 00 00 FE  02  79 03 00 00 78

Self destruct caster dies, Damage to all
FE FF 20 00 00 00 FE  02  76 06 00 00 CE FE

Lavos Needle(hits all)
FE FF 20 00 00 00 FE  02  A8 05 00 00 86 FE

I Ignored anything that didn't have 02 XX, and all the 02 7F's because those are just automatically win fights.  What' I'm looking for is which how to target everybody.  Because I want to be able to do MP buster on everyone for a handicap.  It looks like the 3rd Byte is what determines who gets attacked.  05 for good guys, 03 for bad guys, and 06 for everyone?  But 05 is used for both target one good guy and target all good guys (Lavos needle and MP Buster both use 05).

I could be completely wrong of course and maybe you guys already know the answer.  But my thoughts were is it possible to do 3 final attacks  or is it possible to make MP Buster a target all spell?  I don't think it would hurt even if it MP buster targeted everyone throughout the whole game, it'd make it more challenging.  

Well that oughta give you guys something to chew on for awhile,

I was gunna try out pumping up enemy stats and was wondering if there were 1 or 2 enemies you guys know that you are not going to use (a boss for easy and hard versions).

--jp

2445
Crimson Echoes / Update
« on: August 08, 2005, 07:07:45 am »
Ok, time to say where I am and where I'm heading, I'll go room by room and even so a few (which turned into alot) more pics

I'll go room by room cause it keeps my thoughts organized

Kitchen/lounge

Three people with simple/cliche/hinting dialogue, Cyan would probably hang out here.  I added a chef who you can talk to to recover HP/MP.  I added my favorite line, which is shown in one of the kitchen pics...I crack myself up

Store

The left guy was simple I copied his code straight from some other store, however I have not decided which shop I want him to copy off of, I want one with just items but good useful items.  The right guy currently only has 4 choices to choose from but that was when I was limited to 255 BP.  He does to make sure you have enough BP (I forgot the first time) The items of course are temporary (he has hyper ether, megaElixer, rainbow nova armor heh heh).  The girl (boy did this one cause me a headache) tells your current BP.  I will put a space before the word BP I noticed that when I uploaded the picture.

MainRoom:

Desk on the Right is help desk nothing new.  The guy on the left ask if you will fight alone, party, or nothing.  Alone and Party currently do the same thing.  But eventually it will trigger a temp variable that will be used to calculate BP.  If you choose either of the first two options, the guards open up, you automatically follow the guard (BOY do I wish the scroll screen function not ridiculously weird for this point) and the guards close up.  You can then run down or into a wall to get the screen looking good again.

Arena:

OK those imps look cool and joyous now but if you touch them they act WEIRD, but that glitch is for another day.  Don't touch the imps.  Talk to good ol' Mr. Bekkler (he can be changed I just wanted to hear that laugh again) and the fun begins.  For any of the 7 fights choosing quit will open the guards up for you to exit and calculate the BP you earned for that fight.  Choosing Fight/round2 etc will load the next enemy.  Every enemy is blue imps right now but easy to change.  Handicaps are loaded right after choosing Fight/round2 etc.  I only have the weapon/armor handicap right now.  Bekkler does dissapear/reappear before and after fights.

 Explore Mode from the moment you talk to him till you choose quit BUT there is a split second right after fights that seem to be unaffected.  Unfortunately this can be used to run low enough so that the imp is not loaded on the screen, in which case you "win" the fight and Bekkler asks you if you want to move on to the next round.   I'll move the imp closer when the minor stuff becomes more important.

That's where I stand, here's what I still want and how I THINK I can do it, if you know an easier way please do tell

Modified enemies-still no word on adding preemptive attacks but having final attacks could allow for an MP handicap.  Pre-emptive attacks could mean status handicaps.  Also I would like to make a few Gato Plus of my own to add in here Chrono tweaker makes it look easy to modify stats and such.  <--I'd still want to double check before I do anything crazy.

Party/single function--actually with my code I believe that the party function is the one working.  Single function....I have no idea how to do this but have been told it's possible.  I think there's I glanced on a function to turn PC->NPC?

Hard Mode--The way I foresaw this was doing some sidequest for an item maybe a pass, maybe a jewel (I have toma mention this but that's not final).  Nothing big just an item that would have been hard to find unless you got the hint inside the Collaseum (like the power tap and William in the demo).  When you sign up, your inventory is checked for the item.  If you have it a temporary variable is changed and 7 if statements in the monster objects load up 7 bigger monsters.

Finalize BP/reward system--easy I just have to find a happy medium and make sure I undersant {value 16}.  

Spruce up Map--I'm officially worried to be occupying Lot {1cd} and It'll make it easier to transfer over anyways.  So it'll give me a chance to even up lines.  I want to add a crowd anyways, those imps are cool but they do some funky glitches if you touch them.  

That's about it, it takes up alot of space but I've come alot farther than I still have to go.  If you have anything you'd like to add, change, or give a suggestion on how to accomplish you know what to do.  I'm especially open to the handicap situation, we may have to get creative here.

Finally (wow that was long) here's some picture for you to look at.

https://netfiles.uiuc.edu/jsondag2/shared/newerpics/

picture notes
The text is certainly not meant to woo the reader but it holds it's place.
That stupid invisible pop can be seen in some of these
Notice how close you are to the top of the screen after you're done following the guard

Well I'm going to head to bed.  Check out the pictures, especially the one with the kitchen line, man I crack myself up.

--jp

Pages: 1 ... 161 162 [163] 164 165