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 - prizvel

Pages: [1] 2 3 ... 8
1
Chrono Cross HD Edition / Re: Goals, Progress, & Discussion
« on: March 09, 2021, 03:48:27 pm »


Thank you, I was able to get the textures for 3D models (like characters, weapons and such) very easily using that tool.

The pre-rendered backgrounds seem a lot harder to find, or, maybe they're stored in multiple parts? I see what looks like bits and pieces of different backgrounds, stored in different textures... definitely not all just one image for each. If that's the case then this'll be a lot more complicated than I thought!  :shock: Or maybe the backgrounds are somewhere else and stored in a compressed format or something.  :?

BTW here's another test I just made. You'll want to open this image in a new tab and zoom in to see the difference, this forum's width shrinks it otherwise.

Very good! But now i realized that the Tyrion's mod does not use the originals from the disk.
Unfortunately, I was inactive for a year, so I skipped this project. It took me several days to figure out what's what. Now that I understand how it works, I need to add new textures to the archive for my mod, because my game looks like this

Hash of my textures does not match the hash from Tyrion's archive, so i make them.

Therefore, I will create a folder on google drive and upload the originals of the textures there. You can take them from there. I will lay out the textures gradually, and not all 8k at once, and they will be sorted into folders. I will post a link to the disc with the originals a little later.
If you need some specific one, then write to me, I will try to speed up its appearance in the archive. You also need a place to store new textures. Has anyone thought about this?
upd:
Original texture dump: https://drive.google.com/drive/folders/1b7uTH0Hj_XfwqOxwqfYsOynfOYysrCOi?usp=sharing

2
Chrono Cross HD Edition / Re: Goals, Progress, & Discussion
« on: March 08, 2021, 11:22:54 am »
can you tell, what method is used to calculate textures hash? For example, if I want to improve the textures other languages.
upd:
Okay, I just do the damping new elements. However, texture navigation is very difficult. Need some kind of table

4
Chrono Cross HD Edition / Re: Goals, Progress, & Discussion
« on: March 07, 2021, 05:24:28 pm »
Great job!


5
Chrono Cross Modification / Re: Chrono Cross Single-Disk Project
« on: September 12, 2020, 06:07:36 pm »
Question for prizvel: I think a couple years ago, I saved down the ISOs from your site. But is the site offline?

I can host them on the Compendium if you want (Chrono Cross Single Disk RU, Time's Anguish + Single disk RU, Debug Room Mod 2.5f)

Hi. The site is temporarily disabled, but I periodically work on modifications and have made great progress compared to the version from the site.
I think it would be better to publish iso after new release.
By the way, it will be in Russian, and then I will work on the English version.

6
At one time I was looking for prices, in particular I was interested in the price of a gold tiara, but I never found it. I can only say 99% that the price is not in the files 0197.smith_shop_goods_list.out and 0198.smith_shop_costs_list.out

7
Chrono Cross Modification / Re: Pip Element Grid Glitch FIX!
« on: November 28, 2019, 05:42:48 am »
This patch changes the save and load function, which is different in the EN JAP and my mod versions.
Anyway the disk that distributed Danetta this feature is still with the disk EN. You can try to patch the original EN DISK, find the differences and transfer them to the hex editor. If you can't do it, I can do it later.

8
Chrono Cross Modification / Pip Element Grid Glitch FIX!
« on: November 27, 2019, 01:51:21 pm »
Quote
Element Grid Glitch
Pip's character has a glitch where even if he evolves to Holy Beast or an Arch form, he loses the last two slots in his Element Grid if the Playstation console is turned off. This can be counteracted in two ways. Firstly, one can simply never turn off the Playstation. This can burn the disc, however. Secondly, one can keep two save files; one with a normal game and evolved Pip, and one with a Pip almost ready to evolve. When you boot up, load up the unevolved Pip game first, evolve him, and then load up the real game. Pip's new Element Grid will carry over. This can be done with different evolved forms to make a larger than normal Element Grid (Archangel has the largest).
from https://www.chronocompendium.com/Term/Pip.html

Remi Negest made a patch that fixes a Pip Element Grid Glitch. The problem was due to an error saving and loading the game. Now everything is all right!
Patch supports old save if pip has not evolved yet

9
Chrono Cross Modification / Re: Need Help Finding Chest Content
« on: October 17, 2019, 03:54:00 pm »
The script is Packed in lzss archive, it will not be found in iso.
Here is an example of unpacking the archive https://www.chronocompendium.com/Forums/index.php?topic=12597.0

10
Chrono Cross Modification / Re: Need Help Finding Chest Content
« on: October 17, 2019, 08:42:39 am »
Replace this byte with 08 and you get 520. In the attachment, a file with a list of items. It's in Russian, but I've added English element names.

https://www.dropbox.com/s/7d989xd6l2oree8/Chrono_Cross_Item_IDs.xls?dl=1

11
Somewhere I have a disks, where I changed the executable to the ones in beta and also added 0-7 rooms.

12
Chrono Cross Modification / Re: Need Help Finding Chest Content
« on: May 24, 2019, 10:14:36 am »
The contents of the chests are set differently in different rooms. Sometimes it is clearly defined, sometimes it is set to a variable at the beginning of the script.
For example

[10 12 02 05 02 40 ]
( var[0x212] = 0x205 )

[BB 00 12 02 ]               
bb - RECEIVE_ITEM
00 - give (00 give, 01 take)
12 02 variable number 0x212 = iceBlust

[BB 00 12 82 ]               
bb - RECEIVE_ITEM
00 - give (00 give, 01 take)
12 82 item number 0x212 = tornado

13
Chrono Cross Modification / Re: FATE scene
« on: March 21, 2019, 04:35:01 pm »
I edit the POSITION of all the characters in the fieldscript and rotate them
Quote
25 TTUU VVWW XXYY ZZ - ~SET_POSITION_UNSIGNED
26 TTUU VVWW XXYY ZZ - ~SET_POSITION_SIGNED
30 XXYY - Set rotation to YYXX(?) for current entity (complex version)
https://www.chronocompendium.com/wiki/index.php/Chrono_Cross_Fieldscript_Notes

14
Chrono Cross Modification / FATE scene
« on: March 21, 2019, 04:01:37 pm »
What do you think, it looks better from this angle?
https://youtu.be/wW8mJz5EAXY

15
Also good to know that the program that dumped the fieldscript left gaps when it encountered some unknown codes.  I need to look at Danetta's updated version.

I don't know if Danetta finished it. I manually write operators from this page https://www.chronocompendium.com/Term/Chrono_Cross_Fieldscript_Notes.html . It has everything except FE 6F 00.

Pages: [1] 2 3 ... 8