Author Topic: Temporal Flux Plugins  (Read 9029 times)

Schala Zeal

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Re: Temporal Flux Plugins
« Reply #135 on: February 12, 2020, 02:27:14 am »
Qt has a good modular plugin system... for image I/O and stuff... Making a custom plugin system for game binary formats though might require some work. I actually have a plugin for Qt 5 to read Playstation 1 .tim files I made 5 years ago. If you have a Qt 5-based image viewer (ie. GwenView on KDE) just drop it in the plugins/imageformats folder after you build it:

https://github.com/Schala/Qt-extra

trig

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Re: Temporal Flux Plugins
« Reply #136 on: February 12, 2020, 09:55:23 am »
Sorry--not to derail!
I did some reading on the Steam port. It looks like the Chrono Trigger "event language/bytecode" (or whatever it is called, I am new to this stuff!!) is the same, although assets like music, images, tile maps, etc are totally different. (In fact it appears that imagery for example is simply PNG! Everything's just packed into a resources file.) Wouldn't it be cool to make a sister project to Temporal Flux that can edit the bits that aren't already editable in the Steam version!?
I'd love to try and take it on !!

Edit: We should also consider what efforts have been put into CTDS modification, I have never looked at that at all

A couple sites/communities:
https://chrono-trigger.fandom.com/wiki/Chrono_Trigger_Ports_Wiki
https://steamcommunity.com/groups/ChronoTriggerModding
« Last Edit: February 12, 2020, 09:56:36 am by trig »

Mauron

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Re: Temporal Flux Plugins
« Reply #137 on: February 12, 2020, 01:28:50 pm »
I've poked at the DS version a little. The data format is the same in many cases. I was actually able to hack one of the overworld maps by editing it in Temporal Flux, then exporting it manually to a DS ROM.