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Messages - Fortranm

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Good stuff!
How do I enter the debug rooms though? I turned on the debug option in pause menu but nothing changed.

Kajar Laboratories / Re: Proposal: CT Coliseum 3.0
« on: April 10, 2018, 03:04:23 am »
 :D Good to know! It might be hard to reach them at this point though.
Is there an easy way to check what are the exact list of enemies in the Coliseum at the moment? I don't quite get why the readme mentions Zeal when the 7th enemy on hard mode turns out to be 2 pink nus in the longest CT Coliseum video I found on Youtube. (
Also, the reason Ending 3 was overwritten was to make space for the Coliseum. Is it possible to expand the rom while still make it playable on flashcarts and modern emulators at this point?

Kajar Laboratories / Proposal: CT Coliseum 3.0
« on: March 26, 2018, 02:20:41 pm »
CT Coliseum was the first complex hack of CT, and it's still arguably one of the best even now. However, more than a decade has passed since its last update, and there are some improvements that can be made to it.
I think it's a good idea to refurbish Coliseum, and it's should be relatively more feasible compared to bigger projects.
I have the following improvements in mind:
1. The map design of the region where the Coliseum is located can be improved to that it looks more "natural".
2. Currently, Crono's death is marked by a new item called Flag. If someone transfer a save file from OG game, the game wouldn't know that Crono is not supposed to be available at the moment. The Crono-check should be based on the game progression flag instead, as other parts of the game do. If possible, it's probably even better to change the player's team to Marle/Luca/Frog/Ayla when Crono is gone instead of temporarily disabling Coliseum since those 4 characters will be in your team for sure. (Robo will be gone during Fiona's quest, mind ya.)
3. The readme file mentions that the dream team ending is not available. I haven't tested, but what happens when you beat Lavos in those cases then? If Ending 3 is not restored, at least the player should be teleported back to where they were before facing Lavos.

These are the ones I can come up with so far. Maybe it's good to tweak the enemy pool a little as well. What are the exact list of enemies in Coliseum, anyway? The readme file mentions Zeal, yet the only (almost) full Coliseum playthrough I can find on Youtube shows that the 7th fight in hard mode involves 2 pink Nu's.

Edit: Oh, does anyone still has a copy of CyberSarkany's proof video? I don't know if it was ever publicly uploaded.
It's probably a good idea to try to contact JP & Cory for permission as well.

What happens if you lose this fight? Does the game crash, or go back to the title screen like a standard non-Lavos game over, or something else?
You get the regular game over and return to the title screen.

The battle triggered is the "You opened the menu in the Guardian chamber" fight. Without any special cheating, on an emulator I can start the spawn, but I can't get the perfect timing to get into the fight before getting kicked back to the pendulum.
It shouldn't be too hard if you press the button as soon as you can see the room(or a few frames after that).

So they all try to grab part of RustTyranno's AI and crush the game in the same way?
What a downer. I thought it might be possible to skip the first two dungeons if there is a way to save the game during autoplay.  :(

Do all glitch items with Tech as names grab the same data? Do all of them inevitably crash the game without doing anything else?

This video shows the glitch items.
This video shows leveling up.

To activate the battle during autoplay, you need to press X button for exactly one frame in the Guardian room.

As you can seen in this video, you can trigger an battle during the autoplay cutscenes by pressing X button at the right time. There are some glitch items available, and if you try to use them, the game usually crash. What is the nature and exact effects of those items though? Are there any possibilities that they could be used to create a wrong warp?
BTW, apparently you can repeat that fight indefinitely. You get exp and TP as you normally would.

Chrono Trigger Modification / Re: Is there a list of items by index number?
« on: February 25, 2018, 04:55:20 pm »
I found this list of AR for DS version:
In the "ITEM SLOT 1 MODIFIER CODES" section, are the last 2 bytes the index number of the corresponding item? For example, is "4011" the hex index of Strength Capsule?

Chrono Trigger Modification / Is there a list of items by index number?
« on: February 25, 2018, 05:23:53 am »
Do the items have the same index numbers in DS version?
I'm trying to find a way to tell the item my monster would be carrying upon returning in Arena of Ages the moment I send it to train by RAM watching. Alternatively, is there the formula for carrying item generation known?

Chrono Cross Modification / How does CC's save file checksum work?
« on: May 18, 2017, 05:36:53 am »
I was trying to see if it's possible to combine two save files by resetting the game while overwriting one save file with another. However, the game refuses to load the resulting save file. Is there a documentation of how sram checksum works for this game?

It seems the rom with glitched texts is from the US disk. ROM.BIN from Japanese disk is actually identical to SFC Chrono Trigger rom. I wonder what changes were made to ROM.BIN for US release.

Is the "bonus" SFC/SNES file included in Final Fantasy Chronicles supposed to be identical to the rom of vanilla Japanese Chrono Trigger on SFC? This page ( doesn't quite answer this question.
I found a rom named "Chrono Trigger (J) (PSX Version).smc" online and tried to run it on an emulator. It turns out the texts are glitched. Is this the supposed behavior of the "bonus" file?

Maybe it's the wrong place to ask, but I was asking whether it's possible to do so in untouched vanilla game.  :D

Is there a way to boost the power of Marle's Cure 2 over 99*25? It seems PrismSpecs doesn't increase the power of healing techs.

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