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Messages - Vargose

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61
Crimson Echoes / Re: The Glenn Thread
« on: July 17, 2006, 10:19:56 am »
I have gotten all of Glenn's standing frames done. Doing these has really helped me figure out the basics. Here is the patch.

[attachment deleted by admin]

62
Crimson Echoes / Re: The Glenn Thread
« on: July 13, 2006, 10:27:19 am »
Vehek helped me confirm that the last 8 bytes are the X/Y positions of the four 4-tile groups. This explains why some of the frames arrange the tiles differently.

63
Chrono Trigger Modification / Re: Playable Apocolypse
« on: July 12, 2006, 04:41:26 pm »
Also The Blackbird, and The Black Omen, have usable futuristic tile sets. There is also an Epoch docking room that has a good tile set too. Lucca house would be a good tileset to use aswell.

64
Chrono Trigger Modification / Re: Sprite Assembly
« on: July 11, 2006, 11:30:47 am »
Thanks Vehek. Whats the relative point of origin?

65
No. Overwriting is pretty much the name of the game with almost everything.

66
Crimson Echoes / Re: The Glenn Thread
« on: July 11, 2006, 10:30:45 am »
I did another two frames last night. His facing down frame and one of his walking frames. I found that some frames arrange the tiles differently, so I will have to examine the last 8 bytes of the sprite assembly data.

[attachment deleted by admin]

67
Chrono Trigger Modification / Re: Sprite Assembly
« on: July 11, 2006, 10:18:06 am »
Last night I found that sometimes the tiles are arranged differently. This probably has something to do with the last eight bytes of the sprite assembly data. I will be investigating

68
Crimson Echoes / Re: Official Music Topic
« on: July 10, 2006, 02:17:28 pm »
This is what I am thinking for the Reptite OW theme's

1 AD Reptite OW
FM:GH- Cavern

1002 AD Reptite OW
RS3 - Harrid's Theme

1999 AD
FM:GH - Trial Zone

69
Crimson Echoes / Re: Graphics Hacking
« on: July 10, 2006, 02:13:28 pm »

70
Crimson Echoes / Re: The Glenn Thread
« on: July 10, 2006, 01:03:33 pm »
The trick is we'll need Glenn doing similar things as Frog. Frog's sprite sheet and the CT Character Library rom should help with this. Jsondag is building a test room for us aswell.

http://www.chronocompendium.com/images/wiki/b/b1/Frog_sprites.gif

71
Crimson Echoes / Re: The Glenn Thread
« on: July 10, 2006, 12:19:26 pm »
Big news......huge news......We'll need a spriter, shout out if you want the job.

--jp

I'll take a stab at it.  I may not finish it all.  But it's worth a shot.  It'll be kinda fun.  Just tell me what to do.

This is awesome. In that second picture Glenn fits so well with Crono and Lucca... It sounds so natural to have him in human form hanging around... This will be really fantastic when he'll have all his animation frames.

I don't know if I'm playing Mr Obvious or not, but note that Schala's spriteset was in the making some times ago also. It seems Oswego Del Fuego didn't finish it but it's almost complete: http://www.angelfire.com/moon/dandymasher/schala.html

72
Crimson Echoes / The Glenn Thread
« on: July 10, 2006, 12:17:31 pm »
Playable thy name is soon to be Glenn. Thanks to Vehek, I have been working on sprite assembly. This weekend I started working on replacing frog with Glenn. I pasted glenn's graphics over frog's and I built two 4x4 frames of sprite assembly. I just made two frames as a test. His facing up frame, and one of his battle frames. I included pictures below. Both worked great. The process of building a frame isn't that tough once you get the hang of it. Keep this on the down low.

[attachment deleted by admin]

JP Addition: 

Eventually we'll need to port this sucker over to a fresh ROM i'm going to put some things I've changed:

Applied Veheks Sprite Location Patch:
00E695       4    No     00000005-0000000D        9
24F540      94    No     0000000E-000000A6       99

Repoint Glenn's Graphics:

24200C (3 byes)

Change Palette:
 
I'm not convinced on the "offset"

240060   
24005E (correctional)  24 bytes


Sprite Assembly

1C7490


73
Chrono Trigger Modification / Re: Sprite Assembly
« on: July 10, 2006, 10:44:41 am »
From what I can tell there are 2 bytes per tile, and there are 16 tiles per frame. The ones I was working with were 4x4 boxes laid out like this. 1 is the first two bytes of the sprite assembly. 2 is the second and so on.



[attachment deleted by admin]

74
Crimson Echoes / Re: Graphics Hacking
« on: July 10, 2006, 10:03:55 am »
Playable thy name is soon to be Glenn. Thanks to Vehek, I have been working on sprite assembly. This weekend I started working on replacing frog with Glenn. I pasted glenn's graphics over frog's and I built two 4x4 frames of sprite assembly. I just made two frames as a test. His facing up frame, and one of his battle frames. I included pictures below. Both worked great. The process of building a frame isn't that tough once you get the hang of it. Keep this on the down low.

[attachment deleted by admin]

75
Chrono Trigger Modification / Re: Sprite Assembly
« on: July 07, 2006, 02:47:39 pm »
I wondered if Frog's sprite assembly was smaller or did it just fill in above him with the empty tile. So I put a little bit of graphics in the empty tile to confirm this. Frog's sprite assembly does just fill in with the empty tile. I have a picture of his running animation below. I am trying to confrim this now for his battle animations.

On a side not the guy at the bottom is Guile from Justin's hack Time's Illusion, looks alittle like Serge.

[attachment deleted by admin]

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