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Messages - Grobycftw

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31
Chrono Cross Modification / Re: Dario & Slash are now 100% Playable!
« on: December 10, 2020, 02:56:54 pm »
Almost there!
About 6h into it so far (~2-3h preparing Info/Doc , ~2-3h of Testing Dario Climbing)

After the Climbing Animation, there is only the Battle Stance left to do in Dario Overworld Model, then I will have to make all the Standard PC animation (Which are separated from the Model)
Seen here :
https://www.chronocompendium.com/Term/Chrono_Cross_Player_Character_Overworld_Animation_Files.html

I'm still unsure about the Special Animations, I'll have to do some testing later on that matter.

Also I will post soon another exciting feature added to the Hard Hack! Stay Tuned!

32
Here you can access the Bend of Time (New Game+ content only) in a regular game!
Always thought it would be cool to be able to fight "them" in a normal game  :wink:

Simply open(drag and drop) your Iso/Img/(Bin?) in an Hex Editor (I use HxD , very easy to use)
and then edit 2 values!   

Go to the corresponding Offset (seen below) and changes these values : 05 80 -> Set to  54 60

Quote
************************************************
**************
 FORMAT 2048
**************
---CD1---
Offset = 0E0CE395 => 05 80 EB -> Set to 54 60 EB

---CD2---
Offset = 0DEDD395 => 05 80 EB -> Set to 54 60 EB
************************************************

************************************************
**************
 FORMAT 2352
**************
---CD1---
Offset = 1022CCED => 05 80 EB -> Set to 54 60 EB

---CD2---
Offset = 0FFF208D => 05 80 EB -> Set to 54 60 EB
************************************************

Info :
https://www.chronocompendium.com/Term/1925-1930.html

Here's my additional info on the Bend of Time Room
https://drive.google.com/file/d/1Yqi_0L7FiQjyQVsAC3LWv5KmDKTzj8Zi/view?usp=sharing

This doc is a bit old so not all of it make sense, now I know much more about Room/Script!
but still can be useful maybe
https://drive.google.com/file/d/1NP9QF6z1M0X3U1M6fOy-5lQVzgkopFVf/view?usp=sharing

33
Chrono Cross Modification / Re: Dario & Slash are now 100% Playable!
« on: December 08, 2020, 05:39:11 pm »
Alright everyone! There we are, Dario with Changeable Weapon!!! (Like all the other PC!!)

Can't believe it actually worked!  :lol:

***Little Update on Dario Climbing Anime
I successfully added a new animation to Dario Overworld! :D

34
Chrono Cross Modification / Re: Dario & Slash are now 100% Playable!
« on: December 08, 2020, 02:27:45 pm »
Oh and here, I manage to Edit Weapon Model via Blender, (using 2 different version of blender lol) a bit messy but doable now, I'll make a post for that too. There are older post about it, but it's kind a complicated and info are scattered through multiple post so I think a fresh one with everything wouldn't be bad!   :)


**This new model is terrible, but I just wanted to see if it works and it does!

35
Chrono Cross Modification / Re: Dario & Slash are now 100% Playable!
« on: December 08, 2020, 01:58:27 pm »
Dario now has a weapon!! Everything works so far, his anim/attack, but I had to do some changes to his battle Model, I'm currently working on it, deciphering his "script anim?" not sure what it is exactly that cause it to loads weapon.
Funnily It is "link" to his Head "Bone" for now , but all I have to do his set it to his right hand!
I'm working on this today, meanwhile here's some other fun things I manage to do


Oh and why I'm trying to add a weapon to Dario, his Blade model is located inside Dario's Battle Model, unlike every other Characters who has a weapon, their weapon are separated from their model , which is why you can easily swap weapon between them.
So Dario has no "weapon" , when you look at his Texture/Battle/Weapon
Quote
3664.battle_texture_dario.atim   Y   151574   Y   151494
3665.battle_model_dario.mdl   Y   151607   Y   151527
3666.weapons_dario.weap           Y   151638   Y   151558 (1 Sector long = No weap)

Example of a Regular PC :
Quote
3064.battle_texture_Norris.atim.cpt   Y   141935   Y   141099
3065.battle_model_Norris.mdl           Y   141954   Y   141118
3066.weapons_Norris.weap           Y   141978   Y   141142 (31 Sector long = weap)

Dario .weap is "empty" , same as PC who uses Gloves (Grobyc/Poshul etc..)
that's why is it not possible for him to "change" weapon

*Info from :
-Dario-
https://www.chronocompendium.com/Term/3646-3690.html

-Norris-
https://www.chronocompendium.com/Term/Chrono_Cross_Player_Characters_Combat_Files_List.html


*Welp I don't know how to post image in a post  :picardno *

36
Chrono Cross Modification / Re: Dario & Slash are now 100% Playable!
« on: December 08, 2020, 01:19:34 pm »
@ glennxserge

Yes actually to do some testing, it is easier to just swap the "Element data" , I usually swap the first 20 Bytes of an Element to "replace" it, the reason I do this is exactly  what you've mention,

Quote
I've always wondered if enemy elements could be equipped in character inventory"

I remember trying to do that , how I proceed was -> Changing the Element Shop, any shop, and make it sell enemy elements, the problem I remember with that was :
The "Element Allocation Restriction" , after Orlha's last Element (@SisterHoods  00271728 - 0027172E) have no values declare for the rest of the list (which 100% of the enemy's spells are at)

Quote
*Format 2352*
Offset 271720
00 00 20 20 00 00 00 00 00 00 00 00 00 04 00 00 = @PunchDrunk
00 00 20 20 00 00 00 00 00 00 00 00 00 04 00 00 = @SisterHoods
00 00 20 20 00 00 00 00 00 00 00 00 00 00 00 00 = Would normally be @Pounce (Pip 1)
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 = Would normally be @Soothe (Pip 1)
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 = ...@Pounce (Pip 2)
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 = ...
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 =
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 =

as seen there are no values, I will do some testing maybe it can be set, but I was having that problem about adding "restricted" Enemy Element.






@ Boo the Gentleman Caller
Well no I didn't set them in this test but It is doable very easily!
as for their Names, yes every Element Name(String) is editable!
The only downside about changing the element(and weapon) strings is, if you want to change its length, you will have to repoint every following element by that new value.

Ex : I want to make let's say   
BlackHole -> GravityBomb
9 Letter         11 Letter

Every element following BlackHole will have to be repoint (Offseted by +2) it would take some considerable time, I suggest when you do this make sure all of your Names are final! So you won't have to do it again and waste time!

*Every element names are set one next to the other, so there is no room/space between them thats why it is "probematic", but I remember there was some free space at the end, so you can
make new bigger names!

But if by chance(or too make it easier) your name is the same length (Fireball -> Firebomb)
everything works perfectly, you only have to edit 4 bytes.




Also here's some new progress made yesterday!

37
Chrono Cross Modification / Re: Dario & Slash are now 100% Playable!
« on: December 06, 2020, 03:52:56 am »
Have you ever wanted Dario and Slash as Playable Charaters?

Well Here they are!!

https://www.youtube.com/watch?v=SVs44a2thgY


This is the result of all the work and effort put into this forum!
I will be posting a "How To Add Dario/Slash as PC"  soon but for now
There are still a few details to be edit, nothing that can't be done luckily

As some may not know, Dario Overworld don't have Running/Climbing/Jumping and probably
other Animation, He only had Standing/Walking/Idle/Sitting (maybe other).

But with the Info gathered on here we created a Custom Running animation for Dario!
Let me know what y'all think about it  :D


Enjoy the Show  8)

38
Chrono Cross HD Edition / Re: Goals, Progress, & Discussion
« on: November 25, 2020, 10:22:35 am »
Amazing work you guys are doing!
Just want to mention a classic old Bug to Fix.

When you get Serge back in party (just before starting CD2) head to Termina (Home World) with Viper in your party, in the Bar's backstore/secret room you can get Viper's Lv.7 Signature Element (FlagBearer) and Dragoon's Glory, the Bug is you can exit->reenter the room and spam infinite FlagBearer/Dragoon's Glory

Recently I manage to edit the Fieldscript in the room and fixed it! But I'm not sure how to share it
So I'll just post the Raw Hex data, you can simply use a HexEditor (I use HxD) , open your iso/img , open the corresponding .txt and just copy-paste it in your iso! (Make sure to use the corresponding .txt files) and Voila!

Location on a regular CD1 iso/format 2352 (Sector 25473)
from offset : 03923148 to 0392D8AF (Length = A768)

Location on a regular CD2 iso/format 2352 (Sector 24658)
from offset : 0374F178 - 037598DF (Length = A768)

-------------------------------------------------------------

Location on a CD1 iso/format 2048
from offset : 031C0800 - 031C9A0F

Location on a CD2 iso/format 2048
from offset : 03029000 - 0303220F


*I know it was done in the Single-Disk Project
 
Quote
Changes:
*All data from disk2 added to disk1.
*fix Viper tech bug in Termina
*fix Dario battel logic
*fix Criosphinx battel logic

but just in case it can help!


39
Hi :) If anyone can update the Chrono Cross Fieldscript Notes
I found what the Command :  FE 6D - Unknown     does!

FE 6D - Recover Stars to max !

If you look in the decompiled script, let's say
0425.room_023_arni_home_-_serge's_room.script.cpt

you can find
0x037E: HEAL_GROUP(249)
0x0382: opFE6D()
0x0384: CURE_ALL_STATUS_AILEMENT(249, 57)

it is always with the Heal Group/Cure Ailement function!

*It is possible to prevent the opFE6D() if you set it to 0C0C you will not recover star's when you go at the inn/serge's bed !
But I've encounter a little issue, when decompiling/recompile Termina's Inn (Home)
using PurpleCat Tools   :(
The room is corrupt, everything is fine until you try to sleep at the Inn, control's stopped and you're stuck forever :/  but all the other Inns work!




***Edit

Just founded the command
45 TT UU VVWW XX YY ZZ - Unknown, UU may be a character ID.

here's an example :
45 00 FF 1E 80 45 01 FF
0xFF is the current party leader

This Command makes the NPC (usualy it's an NPC) Run to current party leader when near by!
Strangely changing it to the Second or Third party Character doesn't change anything
but you can remove the command with no issue.

*To make my test, I always set all the value of a Command to 0C
*0C = No-op

***Edit
Command D1 is Similar to 0F XX YY.
D1 XXYY - Unknown
0F XXYY - Load NPC model: Loads the ~YYXXth NPC model for this room for the current entity.

Example :
D1 04 80
Load Model 04 for Current Entity, I think D1 is used when you have the same model loaded Multiple times in the room.
(D1 04 80 Loads the Googhoul's Model in
1358.room_334_fort_dragonia_another_-_west_maze.script.cpt)
(There's 2 Googhoul) - would need more testing/data to be 100% sure.


***Edit
I think command C5 is related to the Sound.
C5 UUVV WWXX YYZZ -  Unknown

In my example :
C5 0A 80 7F 80 00 80
This put the "Wing's Flapping" sound effect on Ghoogool
The closer you get to the Ghoogool the Louder the sound is. (not sure if it always set like this)

40
Chrono Cross Modification / Re: CC Enemyedit: Max HP Possible?
« on: November 24, 2020, 04:40:02 am »
Nice finding glennxserge , that sure will be useful to know when scaling the difficulty for a hack!
Let us know what you find with Lynx!

41
Heyy y'all finally some new discovery!

Here's the Weapon-Armor-Accessory Forge Price!!  8)
I made a little doc explaining how it works

https://drive.google.com/file/d/1z8jHgWihnGYmpTiPzLbrwmWhtBS-EHoU/view?usp=sharing

It is located just before the Weapon/Armor/Accessory  Character Restriction/Equipable

Somehow we still can't edit the price of all Secondary Material (Eyeball, Humour, Scale...)
And we haven't found the Sell Price yet  :o  still under study

The way Element Price Buy/Sell works is it takes the Price of the Element and divide it by 4 and round it down.

Magnify
Buy = 1670
Sell = 417 -> (417.5)

(most element price finishes by 0, 2 ,5 or 7  expected for a few)
I assume it is the same for Weapon/Armor/Access since every(so far) Sell Price finishes by 0, 2, 5 or 7

Hopefully we'll have some result soon!

42
Chrono Cross Modification / Re: Make Slash a 100% Playable Char
« on: November 19, 2020, 05:20:58 am »
So I manage to open slash .mdl and edit the UV to fit 128x128!
but now I don't know how to export it to .mdl file :o

How do revert it to .mdl ?
I remember seeing something about .md2 but not sure where

43
Chrono Cross Modification / Dario & Slash are now 100% Playable!
« on: November 16, 2020, 05:10:01 am »
Hi everyone, long time!

So I'm trying to make Slash become a fully playable character.
I think I have all the right tools for it and I'm really close but I still have 1 major issue and 1 minor issue

I manage to "extract" Slash Overworld model and Texture(.Tim) from
1928.room_524_bend_of_time_-_spekkios_room.script.cpt (in sector 115254)

Major issue : Slash Overworld uses a .Tim format 128x256
while all PC uses a .Tim format 128x128

I edited the Slash Texture using Photoshop (Tim Plugin) to set the size to 128x128

(I put both texture, Slash Overworld & Battle Model in the .rar)

I know that if I only do this, Slash Model will not apply the texture properly, so I have to edit the model so it can map the 128x128 texture, I don't know how to do that .
While reading some post I found the remap.exe , it seems to be exactly what I need to do but I can't figure how remap.exe works properly  :shock:
And remap seems to be using Battle Model only, can it work for Overworld Models too?


Minor issue : Whenever Slash is in the second character spot, he became all explody/glitchy lol! I have no Idea what causes that or how to start to fix it   :?
here's a video of it :
https://www.youtube.com/watch?v=ZAk5MHT8vIs

Slash in battle is 99.99% complete , I only need to remove the blinking eyes and it's 100% done! (I saw a post on that somewhere I think) Still not a major issue tho
Here's Slash in battle fully working :
https://www.youtube.com/watch?v=3kMXT9z0l_Y



*** I just thought of a possible solution to my Major issue
What if I could point to another Texture from the Overworld Model?

How does a Model (.mdl) knows which Texture (.Tim) to use?
Does it uses the first file it sees directly after the .mdl? (unlikely)
Is it called by a pointer? (I hope it uses that)
Or maybe it's the texture that knows which model it has to go to? (less logical answer)

If I look at Pierre's model and texture
overworld_model_Pierre.mdl   Y   CD Sector 6727 = 00D23800 (Length 7440)  (uses 15 Block = 7800)
overworld_texture_Pierre.tim   Y   CD Sector 6742 = 00D2B000 (Length 4220)  (uses 09 Block = 4800)

I would need to make Pierre.mdl to use(point to) Overworld texture_slash.tim   Y   0E18EA78 to 0E196C97 = 8220 (would use 17 Block = 8800)
which is very far away from the Player Character Field Files List
https://www.chronocompendium.com/Term/Chrono_Cross_Player_Character_Field_Files_List.html  (for reference) I wonder if it is possible

I'm working on this at the moment! If anyone knows how a Mdl calls it's texture, maybe that would work :o !

44
Chrono Cross Modification / Re: Element Base Damages?
« on: November 09, 2020, 05:15:15 am »
 @glennxserge  That chart is pretty neat! No sadly I don't have much more doc on this matter :o
but most of it has been documented by now! Last thing I was trying to do is to find the cost of Armor/Weapon/Acc. Forge & Sell,  it's nice that there's a wide range of element modes!

@hexhexhex you're right my bad I didn't understood what you meant, I didn't knew about the damage equation!

45
Chrono Cross Modification / Re: CC Enemyedit: Max HP Possible?
« on: November 09, 2020, 05:05:30 am »
If I remember well, the way enemy HP's are set, depends on the number of character you have in your party when fighting , go and try fighting the Beach Bum on a new game with Serge only, then try with Serge and Poshul, and then with 3 char, you should see a difference, also when doing a new game plus it does x2 to all HP I believe

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