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Messages - Vargose

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Crimson Echoes / Re: The Glenn Thread
« on: August 14, 2006, 10:04:31 am »
I did the last three downward walking frames last night. It looks great.

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Crimson Echoes / Re: Graphics Hacking
« on: August 11, 2006, 09:43:19 am »
As far as Glenn's portrait is concernes. There is plenty of Akira Toryama artwork out there of other characters. Dragon Ball and Dragon Warrior to name a few. We just gotta pick somebody who is close and doctor him up.

Chrono Trigger Modification / Re: My Personal Hack(s)
« on: August 10, 2006, 09:43:29 am »
Whats your plan on how to make glenn?

Crimson Echoes / Re: The Glenn Thread
« on: August 09, 2006, 09:42:48 am »
Yes, Schala is much harder than glenn for sure.

I have been having trouble getting Gale from Radical Dreamers to sound right in CT if you want to take a stab at it.

Crimson Echoes / Re: Robot Factory
« on: August 08, 2006, 03:54:43 pm »
he is my crude child like thoughts. Belts are brown. The paths between are gray. The arrows represent the barrel direction. These are three ideas, each starting from the right.

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Crimson Echoes / Re: The Glenn Thread
« on: August 08, 2006, 12:25:47 pm »
Yes it can be pulled off for sure. Each animation is composed of frames. Each Frame is created by the sprite assembly and is composed of 16 tiles. All I have to do is add the tiles in tile molester. Change the Sprite Assembly and rearrange the tiles in a hex editor. I did a test originally to make sure I could do both battle frames and walking arround frames. I also test to make sure I could resolve the size issue, but each frame I have done has proven I can do that. With Vehek's research on tech editing we should be able to change slurp and slurp cut, but even if that doesn't work I am sure I can do some fancy graphics hacking there. And as long as our spriters keep giving us custom sprites we will have a playable glenn.

Crimson Echoes / Re: The Glenn Thread
« on: August 08, 2006, 09:49:16 am »
Hello all. It has been quite on the glenn front for a while. I wanted to let you know that my evenings have gotten busy, which has killed my time during the week in which I could work on the frames. My weekends however still have an amount of free time. It just requires of me a little discipline. So my plan is to work on the frames over the weekends and do posts on mondays.

Crimson Echoes / Re: The Glenn Thread
« on: July 28, 2006, 10:04:57 am »
We want him with the sword. Both are in the game for the NPC. I needed both because in some cases the sword is actually drawn seperately and placed over him.

Crimson Echoes / Re: The Glenn Thread
« on: July 27, 2006, 09:55:46 am »
I know its been awhile. I got three of the downward walking frames done. I should have the other three done soon. Oh and by the way this is the first with custom made tiles.

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I think it would look great. The war craft style even fits well with chrono trigger. If you look throught out the posts I believe there has been some Chrono related war craft stuff, that you might be able to use.

Crimson Echoes / Re: Graphics Hacking
« on: July 21, 2006, 10:05:10 am »
You won't be able to replace any of the Crono or magus enemies with other monsters.  If you do, you'd have to have them overwrite crono's sprite sheet.  Which you wouldn't like.  THe monsters do not use seperate sheets either.

Not True. All we have to do is change the pointers in Chrono Tweaker. Pick an enemy change the pointers to match azala and you are done. Now we will want to find pallettes that will work well. There is no real graphics hacking needed, maybe just a pallette change.

Crimson Echoes Plot Construction / Re: From Zeality
« on: July 19, 2006, 11:13:42 am »
I am assuming this is a TF game.

I think our playable characters should include Esmeld. He is an interesting character, and full of personality in RD. I personally like him alot.

I also think we should use the ghost of Shea as a playable character. This will create an interesting moral dilema in fighting Lynx, beacuse she is keeping him alive, and I imagine that connection is keeping her spirit in this world.

Granted using these two will eliminate the use of two of the original CT cast, but I think it will add some much needed RD expansion. Esmeld could replace frog, which would only require sprite assembly work, which I could do. Shea would require Tech work, and sprite assembly. We would also need a good sprite artist. We are already replacing Crono with Serge and Marle with Kid, we might aswell take advantage of the other characters in RD. 

Using these two can give us a huge plot adavantage.

I also think the scenarios of RD should very much influence the plot, even the bizarre mars one (hmmm 2300 AD map would make a good mars). I'll jot down some of my ideas as they come, but RD has a huge amount of plot material to work with.

RD by nature is a smaller scope for the plot. This carries the simple themes of revenge, family, and love. While the original cast was worried about saving the world.

Chrono Trigger Modification / Re: Playable Apocolypse
« on: July 18, 2006, 06:08:03 pm »
When you do this map, are you keeping in mind there is a real map you can see in Chrono Trigger for 1999 A.D., in the infamous 13th ending?
That's actually 1000 AD.  =/

Justin is correct it does use the 1000 AD map for that scene, but it should be kept in mind that it is used to portray 1999 AD. Therefore it should be considered when constructing a playble 1999 AD map. For instance, the locations pointed out on that map should in fact be considered when making locations on the 1999AD map.

No. Overwriting is pretty much the name of the game with almost everything.
It's possible to create new overworld maps. I just added one a few minutes ago. Sometime this summer, I read a document on repointing enemy AI scripts in FF6. In ASM code of the SNES, the value BF appears to be involved in loading pointers. So I changed the pointer location of the overworld data and added on a new pointer to the new location. I filled in the location of the new overworld data with 1000 AD's and I was able to go to the new map ingame.

Edit-The place where it loads the pointers set is 2275B. The original data should be BF 00 FD C6.

Vehek is right; I spoke to soon. To edit the map you could switch the pointers with a map TF can already edit. Make your changes and then switch them back when your done. I think that might work.

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