Author Topic: Dario & Slash are now 100% Playable!  (Read 5847 times)

Grobycftw

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Dario & Slash are now 100% Playable!
« on: November 16, 2020, 05:10:01 am »
Hi everyone, long time!

So I'm trying to make Slash become a fully playable character.
I think I have all the right tools for it and I'm really close but I still have 1 major issue and 1 minor issue

I manage to "extract" Slash Overworld model and Texture(.Tim) from
1928.room_524_bend_of_time_-_spekkios_room.script.cpt (in sector 115254)

Major issue : Slash Overworld uses a .Tim format 128x256
while all PC uses a .Tim format 128x128

I edited the Slash Texture using Photoshop (Tim Plugin) to set the size to 128x128

(I put both texture, Slash Overworld & Battle Model in the .rar)

I know that if I only do this, Slash Model will not apply the texture properly, so I have to edit the model so it can map the 128x128 texture, I don't know how to do that .
While reading some post I found the remap.exe , it seems to be exactly what I need to do but I can't figure how remap.exe works properly  :shock:
And remap seems to be using Battle Model only, can it work for Overworld Models too?


Minor issue : Whenever Slash is in the second character spot, he became all explody/glitchy lol! I have no Idea what causes that or how to start to fix it   :?
here's a video of it :
https://www.youtube.com/watch?v=ZAk5MHT8vIs

Slash in battle is 99.99% complete , I only need to remove the blinking eyes and it's 100% done! (I saw a post on that somewhere I think) Still not a major issue tho
Here's Slash in battle fully working :
https://www.youtube.com/watch?v=3kMXT9z0l_Y



*** I just thought of a possible solution to my Major issue
What if I could point to another Texture from the Overworld Model?

How does a Model (.mdl) knows which Texture (.Tim) to use?
Does it uses the first file it sees directly after the .mdl? (unlikely)
Is it called by a pointer? (I hope it uses that)
Or maybe it's the texture that knows which model it has to go to? (less logical answer)

If I look at Pierre's model and texture
overworld_model_Pierre.mdl   Y   CD Sector 6727 = 00D23800 (Length 7440)  (uses 15 Block = 7800)
overworld_texture_Pierre.tim   Y   CD Sector 6742 = 00D2B000 (Length 4220)  (uses 09 Block = 4800)

I would need to make Pierre.mdl to use(point to) Overworld texture_slash.tim   Y   0E18EA78 to 0E196C97 = 8220 (would use 17 Block = 8800)
which is very far away from the Player Character Field Files List
https://www.chronocompendium.com/Term/Chrono_Cross_Player_Character_Field_Files_List.html  (for reference) I wonder if it is possible

I'm working on this at the moment! If anyone knows how a Mdl calls it's texture, maybe that would work :o !
« Last Edit: December 06, 2020, 03:14:31 am by Grobycftw »

Grobycftw

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Re: Make Slash a 100% Playable Char
« Reply #1 on: November 19, 2020, 05:20:58 am »
So I manage to open slash .mdl and edit the UV to fit 128x128!
but now I don't know how to export it to .mdl file :o

How do revert it to .mdl ?
I remember seeing something about .md2 but not sure where

Grobycftw

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Re: Dario & Slash are now 100% Playable!
« Reply #2 on: December 06, 2020, 03:52:56 am »
Have you ever wanted Dario and Slash as Playable Charaters?

Well Here they are!!

https://www.youtube.com/watch?v=SVs44a2thgY


This is the result of all the work and effort put into this forum!
I will be posting a "How To Add Dario/Slash as PC"  soon but for now
There are still a few details to be edit, nothing that can't be done luckily

As some may not know, Dario Overworld don't have Running/Climbing/Jumping and probably
other Animation, He only had Standing/Walking/Idle/Sitting (maybe other).

But with the Info gathered on here we created a Custom Running animation for Dario!
Let me know what y'all think about it  :D


Enjoy the Show  8)
« Last Edit: December 06, 2020, 05:23:06 am by Grobycftw »

glennxserge

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Re: Dario & Slash are now 100% Playable!
« Reply #3 on: December 07, 2020, 04:50:50 pm »
Wow!  This is really cool, Grobycftw.  Can't wait to see the 'How to'. 

Did you use the fireball element as a placeholder for Dario's tech? (copying his element data directly into the fireball block)

I've always wondered if enemy elements could be equipped in character inventory, but the closest I've found is modifying a trap element to catch an enemy element, but the game would only give me the element indexed by the low byte.  Seemed to ignore the full value.  I wonder if inventory is the same.  But I suppose if you are replacing Razzly with Dario, you could just swap all her techs for his.

Really cool work! 

Boo the Gentleman Caller

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Re: Dario & Slash are now 100% Playable!
« Reply #4 on: December 08, 2020, 09:41:37 am »
This is amazing! You even got their Techs included!

Are the elements still the base character elements, or are they changed to match Dario/Slash? What about their Tech names -- are those able to be changed?

Grobycftw

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Re: Dario & Slash are now 100% Playable!
« Reply #5 on: December 08, 2020, 01:19:34 pm »
@ glennxserge

Yes actually to do some testing, it is easier to just swap the "Element data" , I usually swap the first 20 Bytes of an Element to "replace" it, the reason I do this is exactly  what you've mention,

Quote
I've always wondered if enemy elements could be equipped in character inventory"

I remember trying to do that , how I proceed was -> Changing the Element Shop, any shop, and make it sell enemy elements, the problem I remember with that was :
The "Element Allocation Restriction" , after Orlha's last Element (@SisterHoods  00271728 - 0027172E) have no values declare for the rest of the list (which 100% of the enemy's spells are at)

Quote
*Format 2352*
Offset 271720
00 00 20 20 00 00 00 00 00 00 00 00 00 04 00 00 = @PunchDrunk
00 00 20 20 00 00 00 00 00 00 00 00 00 04 00 00 = @SisterHoods
00 00 20 20 00 00 00 00 00 00 00 00 00 00 00 00 = Would normally be @Pounce (Pip 1)
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 = Would normally be @Soothe (Pip 1)
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 = ...@Pounce (Pip 2)
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 = ...
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 =
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 =

as seen there are no values, I will do some testing maybe it can be set, but I was having that problem about adding "restricted" Enemy Element.






@ Boo the Gentleman Caller
Well no I didn't set them in this test but It is doable very easily!
as for their Names, yes every Element Name(String) is editable!
The only downside about changing the element(and weapon) strings is, if you want to change its length, you will have to repoint every following element by that new value.

Ex : I want to make let's say   
BlackHole -> GravityBomb
9 Letter         11 Letter

Every element following BlackHole will have to be repoint (Offseted by +2) it would take some considerable time, I suggest when you do this make sure all of your Names are final! So you won't have to do it again and waste time!

*Every element names are set one next to the other, so there is no room/space between them thats why it is "probematic", but I remember there was some free space at the end, so you can
make new bigger names!

But if by chance(or too make it easier) your name is the same length (Fireball -> Firebomb)
everything works perfectly, you only have to edit 4 bytes.




Also here's some new progress made yesterday!
« Last Edit: December 08, 2020, 01:48:02 pm by Grobycftw »

Grobycftw

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Re: Dario & Slash are now 100% Playable!
« Reply #6 on: December 08, 2020, 01:58:27 pm »
Dario now has a weapon!! Everything works so far, his anim/attack, but I had to do some changes to his battle Model, I'm currently working on it, deciphering his "script anim?" not sure what it is exactly that cause it to loads weapon.
Funnily It is "link" to his Head "Bone" for now , but all I have to do his set it to his right hand!
I'm working on this today, meanwhile here's some other fun things I manage to do


Oh and why I'm trying to add a weapon to Dario, his Blade model is located inside Dario's Battle Model, unlike every other Characters who has a weapon, their weapon are separated from their model , which is why you can easily swap weapon between them.
So Dario has no "weapon" , when you look at his Texture/Battle/Weapon
Quote
3664.battle_texture_dario.atim   Y   151574   Y   151494
3665.battle_model_dario.mdl   Y   151607   Y   151527
3666.weapons_dario.weap           Y   151638   Y   151558 (1 Sector long = No weap)

Example of a Regular PC :
Quote
3064.battle_texture_Norris.atim.cpt   Y   141935   Y   141099
3065.battle_model_Norris.mdl           Y   141954   Y   141118
3066.weapons_Norris.weap           Y   141978   Y   141142 (31 Sector long = weap)

Dario .weap is "empty" , same as PC who uses Gloves (Grobyc/Poshul etc..)
that's why is it not possible for him to "change" weapon

*Info from :
-Dario-
https://www.chronocompendium.com/Term/3646-3690.html

-Norris-
https://www.chronocompendium.com/Term/Chrono_Cross_Player_Characters_Combat_Files_List.html


*Welp I don't know how to post image in a post  :picardno *
« Last Edit: January 22, 2021, 11:14:42 pm by Grobycftw »

Grobycftw

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Re: Dario & Slash are now 100% Playable!
« Reply #7 on: December 08, 2020, 02:27:45 pm »
Oh and here, I manage to Edit Weapon Model via Blender, (using 2 different version of blender lol) a bit messy but doable now, I'll make a post for that too. There are older post about it, but it's kind a complicated and info are scattered through multiple post so I think a fresh one with everything wouldn't be bad!   :)


**This new model is terrible, but I just wanted to see if it works and it does!
« Last Edit: January 22, 2021, 11:16:00 pm by Grobycftw »

Grobycftw

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Re: Dario & Slash are now 100% Playable!
« Reply #8 on: December 08, 2020, 05:39:11 pm »
Alright everyone! There we are, Dario with Changeable Weapon!!! (Like all the other PC!!)

Can't believe it actually worked!  :lol:

***Little Update on Dario Climbing Anime
I successfully added a new animation to Dario Overworld! :D
« Last Edit: December 08, 2020, 09:47:19 pm by Grobycftw »

justin3009

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Re: Dario & Slash are now 100% Playable!
« Reply #9 on: December 09, 2020, 12:31:50 am »
You're doing a damn good job on this! Pretty fun and exhilarating to see all the progress being made on this.

Boo the Gentleman Caller

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Re: Dario & Slash are now 100% Playable!
« Reply #10 on: December 09, 2020, 09:49:00 am »
Yeah, I won't lie, this is one of the most exciting things to happen around here in quite some time. I'm pumped watching this progress!

Grobycftw

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Re: Dario & Slash are now 100% Playable!
« Reply #11 on: December 10, 2020, 02:56:54 pm »
Almost there!
About 6h into it so far (~2-3h preparing Info/Doc , ~2-3h of Testing Dario Climbing)

After the Climbing Animation, there is only the Battle Stance left to do in Dario Overworld Model, then I will have to make all the Standard PC animation (Which are separated from the Model)
Seen here :
https://www.chronocompendium.com/Term/Chrono_Cross_Player_Character_Overworld_Animation_Files.html

I'm still unsure about the Special Animations, I'll have to do some testing later on that matter.

Also I will post soon another exciting feature added to the Hard Hack! Stay Tuned!

Grobycftw

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Re: Dario & Slash are now 100% Playable!
« Reply #12 on: December 11, 2020, 09:52:34 pm »
Dario's climbing anim is finally completed!  :lol:

Grobycftw

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Re: Dario & Slash are now 100% Playable!
« Reply #13 on: December 22, 2020, 03:55:23 am »
Quel Serrar from Wow  :lol:

Lots of cool Weapon Look in wow , we're looking to add a few of them  :P

Boo the Gentleman Caller

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Re: Dario & Slash are now 100% Playable!
« Reply #14 on: December 22, 2020, 10:31:54 am »
Daggum! All this CC hacking is exciting! First fully playable characters, now new weapon imports. What's next?

How are ya'll able to get the weapons to match so well? Even the pixelation on the weapons matches the Chrono Cross look -- what's the conversion process like?