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Messages - Grobycftw

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46
Chrono Cross Modification / Re: Element Base Damages?
« on: August 14, 2020, 11:09:13 pm »
Yaa it's pretty cool actually you can also put more then one debuff at the same time, also apply stats boost, I remember trying to make a full list of it.

------------------------------------------------
Stats Boost Element
------------------------------------------------
FF FF FF FF XX XX XX XX 00 01 00 00
List of Stats

40 00 00 00 = Att.
80 00 00 00 = Hit%
00 01 00 00 = Def
00 02 00 00 = Evd.
00 04 00 00 = M.Att.
00 08 00 00 = M.Def

ex : C0 00 00 00 = Att. + Hit%

------------------------------------------------
Debuff Status Element
------------------------------------------------
MagmaBurst
01 01 00 00(80 20 04 00)1C 00 32 00 14 00 00 00
2B 00 44 00 FF FF FF FF 00 00 10 00 00 00 00 40
00 00 00 00 00 00 00 00 00 00 00 00

If
80 20 04 00 => 00 calls a list for status
32 = 50% of 00 00 10 00 = Confused
01 00 00 00 = Poison
08 00 00 00 = Burns
10 00 00 00 = Sprain
20 00 00 00 = Flu

00 01 00 00 = Afraid
00 20 00 00 = Fatigued
00 40 00 00 = Asleep
00 00 02 00 = Darkness
00 00 10 00 = Confused
00 00 20 00 = Frozen
00 00 00 04 = Cursed
00 00 00 02 = Dizzy

If
80 20 04 02 => 02 calls another list of status?
32 = 50% of
80 00 00 00 = Curse+Darkness+1hit kill?
20 00 00 00 = Curse or Darkness?
01 00 00 00 = Poison or Darkness?

47
Chrono Trigger Modification / Re: Temporal Flux Plugins
« on: June 12, 2020, 05:59:59 pm »
Ohhhhh Thanks a bunchh Mauron !!!   8)  8)  8)
It worked perfectly!  :D Thank you for taking your time for this  : 3

48
Chrono Trigger Modification / Re: Temporal Flux Plugins
« on: June 03, 2020, 08:23:46 pm »
Oh wow Thanks Mauron! It did unequip her weapons  8) !
that part looks good now! But (there's a but xD) I thought it* would be solved by removing Ayla's weapon, let me explain

When we get in the Blackbird, I manage to make Ayla unable to start a battle unless she gets her equipment back , by editing event  089C (7F00D1, 80, set) to (7F00D1, 08, reset)
*Im not entirely sure what it does but it seems to work for what we had in mind, but she still had her weapon equip. Now it looks perfect thanks to you! (We want Ayla's weapon to be switchable like the other)*

The Real issue is , Ayla will start fighting whenever she Or another char in the party acquire his/her equipment back, *Lets say I put Robo in first char slot, then I only get his Equipment then start a battle, she will be able to fight regardless if she has a weapon or not equip but she can't start a battle on her own :o :o   

49
Chrono Trigger Modification / Re: Temporal Flux Plugins
« on: June 03, 2020, 01:32:10 am »
Hi guys!
Sorry if this is a bit off topic, but I have a question for you Mauron! :D

I was wondering if you could help with a little problem we're having with Ayla's Weapon
In the BlackBird Cell's Script (Location 173)  there's a event that unequips all Weapon/Helm/Armor/Acc from everyone, except it doesn't works on Ayla's Weapon, so I tried to trick the game by equipping another type of weapon to Ayla then remove all her Item but in vain (like seen in this picture)   looks like "Ayla weapon's" are uncheck for this function  :o  .

Do you know a solution for this?

50
Chrono Cross Modification / Re: Element Base Damages?
« on: May 20, 2020, 12:50:31 pm »
Ahh my bad, I wasn't sure what you wanted , you're looking to change the formula for damage
 is that it?
I think just changing that number and editing Magic Def on enemies should do the trick!
Cause yes you we're right about the "base" damage multiplier of the element you posted

like Aquabeam 12 (0C)
and Iceberg 38 (26)

And for the 2048 & 2352 format,
If you say your iso is about 707MB, then you're on 2352 format
you work mainly in hex just as I do, so try and find these value

00 FF FF FF FF FF FF FF FF FF FF 00 00 02 01 02
00 00 08 00 00 00 08 00

if you go 930(Hexa) offset further you'll see
00 FF FF FF FF FF FF FF FF FF FF 00 00 02 02 02
00 00 08 00 00 00 08 00

those act as separators
and they are actually 130(Hexa) bytes long
heres a pic of the 1 separator

You can ignore those , don't edit them it will make your disc crash upon loading it.
It essentially does nothing different, I think the format 2352 works on most emulator as the 2048 format doesn't, but working in 2048 does have its advantage when editing specific thing! Altho I mainly work on 2352 format as I don't have to convert it back to 2352 before testing!
So yes offset will be different depending on you're format, also there could be some version of the game that offset might be a bit off (like japan and english version)! Oh and there's no other format then 2048 and 2352 that I know of :P


51
Chrono Cross Modification / Re: Element Base Damages?
« on: May 16, 2020, 05:16:11 am »
Hi Hexhex,
I just want to confirm your findinds, Indeed the data sheet I made was for Format 2352
you're probably working with format 2048 making the disk slightly smaller , so the offset are a bit off, I remember wanting to make the list for format 2048, its not hard just take a little bit of time to do,
You said you're not sure about the f variable ,

If we look at Aquabeam
                       "f"
01 01 00 00 80 80 01 00 0C 00 00 00 14 00 00 00
20 00 77 00 FF FF FF FF 00 00 00 00 20 00 00 20
00 00 00 00 00 00 00 00 00 00 00 00

the 6th Byte in element correspond to its Color
using this Table
Table 2:
80 = Blue
20 = Red
40 = Yellow
04 = Green
10 = Black
08 = White

and it works just looking at Iceberg for ex:
                       "f"
01 01 00 80 90 80 06 00 26 00 00 00 14 00 00 00
25 00 22 00 FF FF FF FF 00 00 00 00 00 00 00 80
00 00 00 00 00 00 00 00 00 00 00 00


also I think Blackhole as a chance to 1 hit Kill any regular mobs (no boss or mini boss I think)
maybe its only white color foes but I think it apply to all of them!

If you have any other question let us know!

**Oh also have you notice that the Element data are spread on 2 Blocks
The first block is the Data that will be show in the in-game menu, like when you allocate your element to your characters. The Second block is the Data use in Battle, so you have to change Both if you want a clean hack!  Both Block will be identical ! Make sure you keep it that way when editing  8)

First Block start at
002694D4 (Aquabeam)  -Formart 2352-
or
~00‬21983B  (00219C7C not sure why its a tiny bit offset from my calcul)‬
 (Aquabeam)  -Formart 2048- (Please correct me If im wrong, I usually use 2352 format to work mainly,

the Second block start at
13BA00F4 (Aquabeam)  -Formart 2352-
or
~112D483B (112D4C7C) (Aquabeam)  -Formart 2048-

52
Hey guys, I can't figure out how to edit the Price of items
Let's say I want to edit :

Rainbow Axe    Forge = 24,000    Sell = 10,957
Here's a few other number

Bone Axe  150     245
Iron Axe   560     522
Silver Axe 2,000  1,210
Stone Axe 7,980  3,987

I've changed every 10957 in the iso (2ACD, and in little-indian CD2A) both didn't work.
I tried doing 10957 x 2 , sometime it uses 1/2 the value, I can't remember where I've seen it for money but I think it's related to Newgame+ (just like enemy's HP do) didn't work either,
I also found out in the script to buy the Masterhammer for 10000 (2710) or (1027), the value was actually (10A7) , so I looked for (CDAA)
if 2710 -> 1027  -> 10A7
   2ACD -> CD2A -> CDAA
Still no luck changing every CDAA in game (lots of visual glitch but price didn't changed) xP

Scanning through
0197.smith_shop_goods_list.out   Y   5698   Y   5698
0198.smith_shop_costs_list.out   Y   5700   Y   5700

I made these lists
https://drive.google.com/open?id=1_VndbWN-sTNuI2W2UVszkzdhJH-bhJU0

I Found that the number of mats it cost to forge the corresponding Item, will affect the Forge Price but Not the Sell Price. (I listed the mats price in the Weapon Forge Cost)
The way it calculates the price of an Item is using the (let's call it) "Main" mats and multiplies it buy the number of total mats. (Sorry sounds dump at first) but here's an example :
If I make an item cost 10x Bones and 1x Rainbow Shell to forge, the price will be the same as 11 Rainbow Shell (11 x 2400 = 26400)

I'll keep looking around
0197.smith_shop_goods_list.out
0198.smith_shop_costs_list.out

I think it should be somewhere there.

I have all the Element Shop listed, it's very easy to edit Element price :o but sadly it is not build the same way as blacksmith's Shop >.<

Ideally I'd like to change everything (Forge/Sell)
If anyone knows something about this don't hesitate to let us know : )  thx!

53
Kajar Laboratories / Re: Recognition for hackers
« on: November 23, 2019, 12:57:32 am »
Hi y'all , just wanna give a cheer to all the hacker here and everyone who share their knowledge and time on this forum!
^-^ I love this community  :D keep it upp!!

54
Chrono Cross Modification / Re: Innate Type Modification
« on: November 16, 2019, 02:38:36 pm »
Oh sorry I'm not very familiar with gameshark codes, there's a couple of thread of the forum for on gameshark coding I think,  but if you know how to edit your iso with Hxd, it shouldn't take more then 30sec~1min !

55
Chrono Cross Modification / Re: Innate Type Modification
« on: November 15, 2019, 04:35:53 pm »
Hi Storm, you've come to the right place!
So basically you want to, make Kid being Innate Blue, and that her 3 Element (Pilfer/Redpin/Hotshot) also Blue?

1) Kid Innate color can be easily edited by going to offset 13B72279
you should find the value "20"
The game use this table for innate color
Blue   = 80
Red   = 20
Yellow = 40
Green = 04
Black  = 10
White = 08

So changing 20 for 80 will make Kid Innate color Blue (Only when she joins you, the game set the innate color before the character joins you, so changing it and loading in a game where kid is already in your party won't work! Make sure you test it that way :)  )

2) Her 3 elements can be found at offset
0026B43C - 0026B467 = @Pilfer
0026B468 - 0026B493 = @RedPin
0026B494 - 0026B4BF = @HotShot

and
13BA205C - 13BA2087 = @Pilfer
13BA2088 - 13BA20B3 = @RedPin
13BA20B4 - 13BA20DF = @HotShot

(The first set of value found are used in the Menu, lets says I only edit the Pilfer at 0026B43C , Pilfer info will only change in the menu , not in battle!
The second set is for the Battle! So You wanna make sure you edit both set to get your element properly edit ! )

Remember all element length are "2C". You can find lots of info at https://www.chronocompendium.com/Term/2541.html also concerning element !
Element color use the same table as Innate color (and FC is used for ChronoCross element Color, Funny thing I haven't tried to put a Character with innate color FC , wonder what would that do lol!)

How to make Pilfer Blue :
So changing offset 0026B441 & 13BA2061 (Both value are 20 "Red" , change it for 80 "Blue"
and Pilfer will now appear as Blue element in Menu and in Battle!

How to make Redpin Blue :
Change 0026B46D & 13BA208D same as Pilfer!

How to make HotShot Blue :
Change 0026B499 & 13BA20B9

There you go ! Let me know if you have any other question!
*Small thing is : Sadly It won't change the color of the Redpin in the animation *When kid toss tons of pins*, I haven't found yet how to edit those).

56
Chrono Cross Modification / Re: Chrono Cross - German Translation Project
« on: November 13, 2019, 09:12:21 pm »
Hi guys,
I was wondering if you could help me edit a small thing with the Chronocross Translation Tools
I want to change the "Master Hammer" and "10,000G"  for another Item and make it worth 30,000
We already manage to change the script so it cost 30k but can't figure how to change the text :(
I found the text is in CD1 \ 40_Textes_Avant \ ScriptC_CD1.txt

|HEY!!!
|You're an adventurer, right!?
|Well, you're in luck!\NE\
|I'll sell you my handcrafted
|\'"\Master Hammer\"'\ for only
|10,000G! Cheap, eh!?\Ptr\

I tried using TT but can't figure how to make it work properly (See image)

If you have any tips let us know ! :) Thx!

57
Chrono Cross Modification / Re: Need Help Finding Chest Content
« on: October 19, 2019, 04:16:01 am »
 8)
Omg it worked!!!
I went to a friend who's very familiar with coding/prog
on his Mac/Linux , he had Perl 5.18 installed and everything worked the first try!!
Now I still can't make it work on my windows using Perl 5.26 (Strawberry Perl or ActiveState), it always fail to use Chronocross.pm in the local folder :( (we even tried on different OS but not all of em) but no worry , I'll just make a copy my iso with all the chest edited ASAP and then I shouldn't need to do this afterward!
Thanks for all your helps guys :D !!
If you have any idea how to make Perl 5.26 work with the Chronocross.pm let me know


Nvm!!! I downloaded Strawberry 5.16.3.1
did the command :  cpan install List::MoreUtils , worked perfectly
then I was able to run dumper.pl with no error :D!!! Yayyyyyyyy

58
Chrono Cross Modification / Re: Need Help Finding Chest Content
« on: October 17, 2019, 06:59:52 pm »
:o watched the whole video that seems like exactly what I need to do
But when I run the dumper.pl in Perl.exe it says this :

I Can't get the ChronoCross.pm to work..


had the same problem using ActiveState >.<
**And I don't understand how to install the  List::MoreUtils  either :<

59
Chrono Cross Modification / Re: Need Help Finding Chest Content
« on: October 17, 2019, 02:24:33 pm »
:o Priz hummmmmm I just have to ask, how do you Re-insert these value in the iso? (Is it complicated?)
I thought I could just copy paste   it but its not there. :picardno
I am so lost >.<
I thought that the compile script was the original data.

60
Chrono Cross Modification / Re: Need Help Finding Chest Content
« on: October 16, 2019, 06:45:13 pm »
Hi guys me again, I was just wondering if you could post for me the compiled script of
CD0-050-Lizard Rock Entrance (Home)
with the value 520 instead of 519
That would really be helpful!

*Oh and today I was able to confirm that Vehek was right
in CD0-050-Lizard Rock Entrance (Home) -> 0x005C: var[0x0498] = 519   , is Fireball (0007)
CD0-329-Fort Dragonia Northeast Third Area (Home) -> 0x0046: var[0x045E] = 530  , is Tornado (0012)
CD0-148-Viper Manor Bluffs Final Ascent (Another) -> 0x00DF: var[0x04CA] = 540   , is Meteorite (001C)

so it all make sense when looking at the Element list. :o




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