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 ... 162 163 [164] 165
2446
Crimson Echoes / woah
« on: August 08, 2005, 05:31:35 am »
That's enough to make me switch, I'll look for another map any suggestions?

Also does anyone else have a problem with after calling an objects function the object keeps  going without waiting for the function that got called to return?

Here's my example
Object A selects to fight it calls Object B to apply the weak weapon handicap
Object B starts the weak weapon handicap (add wood sword, equip wood sword)
Literally right in the middle of Object B's function(I have a text box right in the middle that loads but the next line is not ran) Object A thinks that the battle has already ended and is asking if he wants to move on to battle 2

I added a pause to Object A which fixes it but if I wanted to test for glitches I could just wait at the textbox that says "handicap 1 weak weapon" for 20 seconds.  I was just wondering if there's a way say " pause until this function is finished".

Any help would be appreciated.
--jp

2447
Crimson Echoes / Colosseum
« on: August 08, 2005, 04:46:42 am »
Whoa lots to respond to here, I think it's time I join the cool crowd and learn to use the fancy quotes.

Quote
Okay, the ones being used are in the Chrono Trigger Changelog. I think we have about 3 or 4 permanents right now, and a couple temporaries.


1cd is not mentioned on there but when I checked the crimson echoes Rom it was changed, however {1c1} is the same map just different scroll values.

Quote
The counter is going over his head, or the invisible soda sprite?


The soda sprite, I am going to try Chickenlumps idea of not drawing the sprite at all

UPDATE:
It's drawn by default I guess.  I have a pic

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

The upper left of his hair is being covered, it's such a minor thing but it bugs the crap out of me about every 500th time I talk to that guy to enter the colloseum while debugging.  And the part that REALLY bugs me is that when it isn't hidden Chrono's head goes over it just fine, it's like it's taunting me.


Quote
Pick two of those and use them together if you do not plan to use them anymore (52 and 53 would probably work best). Then use {value 16} in your string. I do not think the game makes use of this character, so there may be some issues with it.


To use {value 8} I had to copy data into 7E0200 do you know off hand what Memory spot I have to copy data into to use {value 16}?

A Cyan cameo sounds awesome by the way.  Before bed tonight I am going to try to add my version of "broken weapon" and "armor" handicaps.  I'll post tonight if I'm successful.  If you guys want me to move my map to a new memory place it's fine, the event code was the hard part and that can be cut and pasted.  I even plan on adding to the arena (I want to  have an audience) that watches you as you fight).  

--jp

2448
Crimson Echoes / Map
« on: August 08, 2005, 12:25:20 am »
Map

I'm using  {1cD}(empty data}
Map(guardia Castle)

I'll try using one of those variables that is not limited to 255.  You're not using any of them right?  I've got most of the big things down now.  My big task left is the handicaps.  First I am going to do the one's that don't involve messing with AI, after that I'll see what I can do about editing enemies.  

After that it is just small tweaks, Here's something that keeps bugging me, to talk to people behind counters i put a soda can and made did draw status->hide sprite.  However it still goes over Chrono's head.  Is there a way to make it completely invisible?

I'll update later tonight.


--jp

2449
Crimson Echoes / Free program
« on: August 07, 2005, 07:50:05 pm »
http://www.whitsoftdev.com/files/unfreez.zip

I got that with a quick Google search, it doesn't look amazing but it's good enough to show us your work.  Plus it'll let you test the sprites as you work on them.  

--jp

2450
Chrono Trigger Modification / Scene Manipulation
« on: August 07, 2005, 07:33:19 pm »
Hey, I was wondering if you guys ever figured out how to scroll the screen.  I thought I might have seen it during the beta.  What I'm doing is having the character automatically move into the Colloseam and then guards walk to block the exit.  But after I move him the screen is to low and the player has to walk against a wall to center the screen again it's pretty annoying.

Any help would be apprciated cause I messed with it for awhile and got nowhere.

--jp

2451
Crimson Echoes / Figured it out
« on: August 07, 2005, 06:21:12 pm »
Hey everyone I figured out what it was.
If you ever want to see the value of the temporary variable 7E0200 it's {value 8}

What they did in Leene square and the fair was assign the temporary Variable they store silver points in to the one {value 8} is linked to.  Which is what I did.  The arena now has a system of rewards which brings me to my next poll, how to reward each fight, I currently have 7 fights.  Here's how I was going to do the rewards (remember max BP is 255)

1--1
2--2
3--4
4--8
5--16
6--32
7--64

with double for going solo.  Keep in mind that it'll be hard to go through every round so they won't max out TOO quickly.  But maybe I should lessen the rewards.  I was thinking that the player could trade in BP for prizes at 50, 150, 200, 250.  

Any suggestions to change or add to this method?

--JP

2452
Crimson Echoes / Colosseum
« on: August 07, 2005, 05:15:20 pm »
I've come to the conclusion that I have the silver points worked out.  The problem isn't the memory it is this piece of code:

TextBox(Bottom, "You have {value 8}BP{null}")

Query: Does {value 8} change from location to location?
 This is what I first thought since my BP checker says how much gold I gained in the last battle.  But if I go to the silver point checker he tells me the correct info.  

The only thing that is confusing me is that if I go to my BP checker AFTER going to the silver point checker my BP checker tells me the correct number.  I'm gunna read some more code.

I'll post more if I figure something out.

To Geiger
I didn't want to use the temp. variable but when I try to write a value directly to 750052(Mem.SilverPoints) it replaces the Paramater add/subtract to 750200, so I have to use a temp. variable as a medium.
I'm going to take your advice and look at the fair for clues on my {value 8} problem.

UPDATE:
The soda guzzler says "only {value 8} cans is that it?"
and the man in front of Bekklers tent says
 "come spend your {value 8 } silver points here"

The first quote means that the problem is not that it is changing for each map cause the soda guzzler and silver point checker both use {value 8} for different values.

The second quote shows that on a different map it is still being used to display silver points.

Well it's a small step in the right direction atleast.
--jp

2453
Crimson Echoes / Future
« on: August 07, 2005, 02:33:53 pm »
I'll work more on AI once I figure out what's going on with the silver points.  If someone has a save spot next to the fight against Lavos at Zeal (where chrono dies) and see if his first attack is preemptive.  Maybe I'm wrong but I always remember him getting the first attack.

Tell me if this is how I would do an MP handicap

The fight before the MP handicap I'd add Flea?'s AI which would cast MP buster at the end.   To find Flea's AI I take F0*2(if the pointer is two bytes), go to 0C8D08 (unheadered Rom), go forward F0*2 bites to find flea?'s pointer. Here's where I'm guessing.  I swap the first two numbers with the last two numbers and put a C before it.  That is where I can find Flea?'s AI.

Somewhere in this AI is going to be
              20 00 00 00 FE FF 02 51
            (pre condition)    (magic) (mpbuster)
            (final attack)

I'm not saying I'm going to do this right now but I'd like to know if I'm doing it right.

The only Hex editing I have ever done was for Halo and I was told what to do for every step so I'm really new at this.  But with all the documentation you guys have done it seems plausible to learn fairly quickly.

Ok I'm going to try to figure out what the heck is going on with the silver points thanks for all the help everyone.

--jp

2454
Crimson Echoes / Enemy A.I
« on: August 07, 2005, 03:46:52 am »
Is there an example of an enemy that does a preemptive attack, I'd say lavos at zeal with his rain from the heavens but he's so pumped up he might just be that fast.

--jp

2455
Crimson Echoes / Handicap
« on: August 07, 2005, 03:31:38 am »
We could do other kind of handicaps, maybe give the character the wood sword and force equip it, or get rid of the character's MP...I dont even know if that's possible but it seems plausible.

I'll give my update/question of the night

I just finished having the character fight all 7 fights.  They are all blue imps right now but it's easy enough to switch which enemy gets loaded.  I'm working with the silver points now or BP as it is being called at the arena.  Which brings me to my problem.

I looked at the fair and leene square events and thought I understood what was happening.  They add to some random memory spot then they copy that memory spot to The silver points memory spot.  To check they have the merchant say "you have {value 8} silver points"

Here's where it gets weird.  I did everything the same in my code down to the person saying "you have {value 8} BP" but for some reason my person says how much gold you gained in the last battle.  She was saying 12 which was the G my enemy dropped, I changed the enemy and she was saying the new amount of G.  So I went to the fair and the guy said I had 0 silver points, then I  went and gained one silver point from the strength maching and he said I had 3 silver points, which means I had gained my silver points from the last fight.  Here's the kicker I went and talked to my person and now she says I have 3 BP.  I went and fought a fight to gain another point, and all of a sudden she is saying the old 12 BP.

I'm going to figure it out but if my mistake is jumping out of the page at you guys then I'd appreciate the help. I'll try to figure out more unique ways to handicap the characters if the status effect is not working.  Tell me if it's possible to force equip weapons or armor.

--jp

2456
Crimson Echoes / Points
« on: August 06, 2005, 10:02:38 pm »
Yes.  I was thinking right along your lines Geiger do you happen to know what the cap on silver points was 99 or the same cap as G?

edit:
Also a few more simple questions
1--What allows characters to talk to characters behind a desk
2--What makes characters not talk unless you press a button to talk to them
3--(bit harder) people who have read Chickenlumps Event tricks, I'm trying to make it so that when the enemy you are going to fight appears he fades in from black but the code in that topic either
     A. made everyone on the screen fade from black
     B. made one character on the screen fade to white and stay like that
Right now I have one enemy he is loaded when the characters enter the room.  Then when they agree to fight his Arbitary is triggered which places him in front of you that is when I plan on putting the memcopy commands Chickenlump was using.  So does anyone know how to fade in one sprite from black?


--jp

2457
Crimson Echoes / Monsters
« on: August 06, 2005, 09:10:27 pm »
From Chickenlump
2. You can have the enemies drop one item, or have the player 'win' an item if they win the match, by giving the player an item through event code. The event would give you the item for each match, and would only apply to that event. The enemies would still give their regular items there and elsewhere, but only in that scene would you 'event' some specific winnings.


That covers working around what they drop.

However, I think alot of people do want some sort of ultimate monster at the end.  Which would require custom editing of stats.  I would certainly be interested in making one through hacking.

--jp

2458
Crimson Echoes Plot Construction / drawings
« on: August 06, 2005, 04:35:14 am »
Awesome drawings Krispin have you drawn the Masamune or the Masamune after it's been tainted yet?

--jp

2459
Crimson Echoes / update1
« on: August 06, 2005, 01:04:53 am »
I'm nearly visually completed here's the pics

https://netfiles.uiuc.edu/jsondag2/shared/firstroom.bmp
https://netfiles.uiuc.edu/jsondag2/shared/arena.bmp
https://netfiles.uiuc.edu/jsondag2/shared/foodroom.bmp
https://netfiles.uiuc.edu/jsondag2/shared/shops.bmp

It's a redone Guardia's Castle.  Firstroom is where you walk in shops on the right, foodroom on the left arena straight ahead.  There's only the exit where you walk in from, I blocked off all the rest.  If there's minor visual problems (things not in a straight line or something) I'll fix them it's only my second day using the flux so I don't know all the shortcuts that make life easier.  

I'm going to go through each room and give my plan.  Feel free to rip it apart, I'm sorry about the length but I've seen some of the religious discussion in other topics so it's not that long by comparison.

Foodroom:
Minor conversation, maybe they'll give the clue on how to get the special fights for higher levels (an item perhaps).  Toma does not have to be here, I dont know the plan for him though I do know you need some reason to find someone named Toma in Marbule.  It seems like this is the kinda place he'd visit though. The soup is used to recover hp/mp.

Shops:
The shopkeeper on the left will sell basic tonics, ethers, shelters etc.  The shopkeeper on the right will trade items for the prizes won at the arena. This system will be similar to the system used in 65,000,000 B.C.

Firstroom:
The desk on the left will be to enter the arena.  He'll have 3 choices (I think the flux calls them decisions) Fight alone, Fight together, Don't fight, each will go to an arbitrary(sp) for the code needed.  The desk on the left will explain the rules of the arena and how to trade.  You can only go through the door if you agree to fight.  There'll be code that has the guy yell and the character's move back.

Arena:
The blue imps do some animation (i was hoping moving an arm up and down).  An enemy will be at the end of the hall, it would have been loaded in the code where you agree to fight.  After fighting the enemy you "win" a prize (thanks to chickenlump for this) so we don't have to worry about what it drops.  After getting the prize you either A. get asked if you want to go on by a random text box b.  I put someone for you to talk to after the fight, either way if you choose go on that's when the next enemy gets loaded for you to fight, if you choose no the door at the bottom reopens.

Query:  Is there a way to trigger code by winning a fight?  That'll determind if the textbox just appears after the fight is over, though talking to someone would not be hard to implement.

Feedback, Concerns, Questions?  Go nuts

--jp

2460
Crimson Echoes / name
« on: August 06, 2005, 12:13:49 am »
iprbablydontcare

thats my name I'll be busy once school hits but will try my best to join.

--jp

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