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Messages - Vargose

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31
Crimson Echoes / Re: The Glenn Thread
« on: August 21, 2006, 04:49:57 pm »
If this sprite assembly is possible on the chars, could we do it on the overworld sprites as well?  Frog's body is WAY 2 small for new Glenn and it needs to be taller.  I'm not sure if it's possible so i'm asking you guys >_> 

Well a couple of things.
1. Sprite assembly won't solve the overworld sprite problem. Each overworld PC is composed of 4 tiles. Essentially a 16 by 16 pixel square. Frog has graphics in all four tiles. Since sprite assembly only really determines which tiles are loaded where, it won't help us. It can easily be done with just a grphics hack.
2. The real problem is simply graphics. Frog's overworld sprite is only a few pixels shorter than everyone else. It is as easy as putting Glenn into the 16 by 16 pixel space given. Now this may compress larger. So we may have to put the compressed overworld sprites in some empty space and change the pointer to them.

So just decompress the overworld PC sprites and change the graphics. When you are done post it, and we will find a suitable place for it in the rom, and we will change the pointer accordingly.

059A56 offset of overworld PC sprites
06FDF0 pointer to overworld PC sprites



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32
Crimson Echoes / Re: Sprite Aseembly Tutorial
« on: August 21, 2006, 12:08:27 pm »
I'm guessing this tutorial is partially complete.

I got the first few steps done last night. When I am finished I will post a word version with pictures.

Yes, This tutorial is only partially complete. I will add STEP 3 and 4, which is importing the graphics, and STEP 5 and 6 are the actual sprite assembly. I will also include any tips and tricks I can think of at the end.

33
Crimson Echoes / Re: The Glenn Thread
« on: August 18, 2006, 01:54:03 pm »
I made a save state right after you get frog, so people can check out Glenn as he progresses.

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34
JCE3000GT, I have also been trying to track down the repeat command in the SPC code. To make songs that normal don't repeat, actually repeat in the game like determination in CT. I was hoping that you might be able to help find it.

35
Kajar Laboratories / Re: Search for chipsets...
« on: August 18, 2006, 11:35:33 am »
The Chrono Stream and the old Chrono Crisis demos have the tile sets they used. Or you could just go into Temporal Flux, and make screen shots of the tiles sets, and build them from that.

36
Crimson Echoes / Re: The Glenn Thread
« on: August 18, 2006, 10:51:35 am »
Keep up the good work on the portraits. We will vote for which one we will add. Feel free to keep posting some.

37
Chrono Trigger Modification / Re: Sprite Assembly
« on: August 16, 2006, 02:27:00 pm »
You have four 16 by 16 squares to work with. You can make a 32 by 32 square, or a 16 by 64 rectangle, and L shape, or any other shape you can make (think tetris). The squares don't even have to touch neccessarily. You can even overlap them.

38
Crimson Echoes / Re: Sprite Aseembly Tutorial
« on: August 15, 2006, 01:34:58 pm »
Thanks and yes feel free to give tips. I don't claim to know all.

39
Crimson Echoes / Re: The Glenn Thread
« on: August 15, 2006, 11:26:14 am »
Note for the future: At some point we will need to work on the weapon palette.

40
Crimson Echoes / Re: Sprite Aseembly Tutorial
« on: August 15, 2006, 09:49:26 am »
I got the first few steps done last night. When I am finished I will post a word version with pictures.

Read the basics here. http://www.chronocompendium.com/Forums/index.php?topic=2872.0

Sprite Assembly in Chrono Trigger
By Vargose

Needed Tools
1.   A Hex Editor of your choice. I used Translhextion.
2.   TileMolester
3.   The sprite you intend to import.
4.   Irfanview
5.   Paint and/or Microsoft Photo Editor
6.   The Chrono Trigger Offsets Guide
7.   An Unheadered rom of Chrono Trigger
8.   Lots of Patients

History
   Vehek researched and discovered the inner workings of sprite assembly. I learned what I know from his post on the Chrono Compendium Forums. This is for sprites of size type 0 (Chrono Tweaker), which include the playable characters.

Definitions
•   Tiles – 8 pixel by 8 pixel squares.
•   Tile Group – a group of four tiles used in sprite assembly
•   Frames – a single sprite, made up of 4 four tile groups in the case of size 0 sprites.
•   Animations – a sequence of frames.

GOAL: Successfully import a custom sprite into Chrono Trigger

STEP 1: Prepare the custom sprite for importing
•   You have 4 tile groups to work with. That’s mean you will have to size the sprite to fit into any configuration of four 16 by 16 pixel squares.
•   For this tutorial I have chosen to use a sprite from Final Fantasy Tactics, specifically Cloud Strife. I also made a 16 by 16 sprite of the top of his buster sword for demonstration purposes.
•   The original sprite itself was 37 pixels tall. The CT playable characters are 32 pixels tall. 32 is 86% of 37, so I shrank the sprite by 86% using the stretch/skew command in Paint.
•   CT playable characters have 12 colors one of which is transparent. Make sure the background color is not used in the sprite itself, because it will be replaced by the transparent color later (green screen trick). Open the sprite in Irfanview and decrease the color depth to 12 using the decrease color depth tool in the image menu.


STEP 2: Changing the color Palette
•   Open the sprite in Irfanview. Click edit palette in the palette submenu of the image menu. Click on each color (except your green screen transparency color) and record the RGB values (should be 11 colors). Divide each number by 8 to get the corresponding Chrono Trigger RGB value, or in SNESPal enter each RGB value into the search boxes with the auto-convert check box checked, and then uncheck it to get the corresponding values. 
•   Open the rom in SNESPal and edit the palette of the sprite you intend to replace. For this tutorial we will replace Crono. The offset to the character palettes, according to the Chrono Trigger offsets guide, is 240000. The first palette is Crono’s. Each palette contains 11 colors that last of which is transparent. Input each of the RGB values and save.
•   Now Open the rom in Zsnes, and when Crono appears on screen with his new palette make a save state.



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41
Crimson Echoes / Sprite Aseembly Tutorial
« on: August 14, 2006, 03:22:39 pm »
I am going to be working on a sprite assembly tutorial. This will be my work space. The sprite below will be the finished product of the tutorial.

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42
Crimson Echoes / Re: Graphics Hacking
« on: August 14, 2006, 11:43:17 am »
Lets try to keep all Glenn related stuff in the Glenn thread.

http://www.chronocompendium.com/Forums/index.php?topic=3025.0

43
Crimson Echoes / Re: The Glenn Thread
« on: August 14, 2006, 11:32:44 am »
Feel free to submit possible menu portraits for Glenn here.

Like this
http://www.chronocompendium.com/Forums/index.php?topic=2829.msg57338#msg57338

Here is how it is done.
http://www.chronocompendium.com/Term/Changing_the_status_menu_portraits.html

There is a character from Dragon warrior VII I think we can use, Just gotta doctor him up a bit. Maybe add a cape.

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44
Crimson Echoes / Re: The Glenn Thread
« on: August 14, 2006, 10:46:04 am »
But good work on the glenn sprites. I want to take a bite out of that apple.

Well Outlaw if you want a piece of this just show us what you can do. There is plenty of work to be done. The first thing I would say is try doing something with sprite assembly. If you can prove you can do something with sprite assembly you'll be a big help to this thread. If you just want to be a sprite artist, I will let you know what I need as I need it. This goes for anyone else who wants to help Glenn along aswell. If you have any question feel free to ask.

45
Crimson Echoes Plot Construction / Re: Endings
« on: August 14, 2006, 10:24:20 am »
How many endings can you have? From what I've read, you don't have any portals to take you to King Zeal at any point in the game.

Not yet, we don't. But be sure that we will.

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