Author Topic: Temporal flux view tile animation and export  (Read 1728 times)

Dark_Ansem

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Temporal flux view tile animation and export
« on: January 16, 2022, 11:27:16 am »
Howdy there,
I'm not sure this has been already asked in recent times, but how is it possible to view the animations of tiles in temporal flux and how to export the whole tileset (I seem to recall that this is not possible, but I may be wrong).

I tried getting the files from the PC version, but AFAIK the non-horrible graphics (the original SNES one) are hidden in cgxx.bin files which are, as of today, non-browsable.
« Last Edit: January 16, 2022, 11:34:52 am by Dark_Ansem »

TheMage

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Re: Temporal flux view tile animation and export
« Reply #1 on: January 17, 2022, 11:23:03 pm »
As far as the animations, I have no idea  :cry:

I can help with extracting the tilesets by showing you how to decompress their individual graphics packs. :D

 I dont know of a way to extract the tileset that has been neatly put together in each location on the right in TF, though print screen might nab a bunch of it so long as the size/resolution stays the same.

If you want to export them via their graphics packs, we'll use Black Omen as an example, since I've actually been building a tutorial for replacing graphics packs so I happen to have a bunch of pictures handy!

So in locations go to any black omen map, I chose 1C2. On the lower left hand side you'll see L 1/2 Tilesets 19.


Remember that 19. You'll want to go to here https://www.chronocompendium.com/Term/Tutorials_(Chrono_Trigger).html and click adding a new tileset. Your browser should begin to download the zip file. If it doesn't let me know. The zip file has an excel spreadsheet named Chrono Trigger Background Graphics Info. Open that, and go to the first tab (if not already there) tileset composition. Then, in column A, we look for 19.



Columns C-J hold your 7 graphics packs and the addresses: 6D, 6E, 6F, 70, 71, 72, and 18, though 18's mostly a dud.

Go to the next tab GFX PACK layer 1 and 2. Find 6D, and look at Column 3.



We get 2A0CD4. Congratulations thats our first graphics pack! Do this for all of them and record them!

6D----2A0CD4             1
6E --- 2A1A3F            2
6F --- 2A270C            3
70 --- 2A33FA            4
71 --- 2A411E            5
72 --- 2A4D83            6
18 --- 25CC23            7

now that we have our addresses, lets go back to Temporal Flux and open the rom if not already open.

Go to File > Compression > 2A0CD4 > hit the square with the 3 dots > name this file something like blackomen1 or whatever you fancy > hit open > then hit decompress. It will decompress to the area you chose with the name you chose.

Now open up TileMolester (and make sure you have java installed)-  (https://www.romhacking.net/utilities/109/).

Hit file > open > and make sure you have Files of Type: All Files selected on the bottom. Than select whatever you named the decompressed 2A0CD4.



it'll look a little wonky:



Go to view > Codec > 4bpp planar, composite 2x2 bpp.



Now to pull in the palette. Open up a CT Rom with a late save state, and go to the black omen and make a save state on the map. There are a few different black omen graphics packs some of which are not in the tile set index 19 that we chose so if the colors dont work try a different black omen map.

Load up the save state palette, make sure in tm you've set it to all files. You'll get something like this:



Hit the read arrow on the bottom until it looks right.

Then repeat for the other 5 (or 6 if you want to see what's in that 7th gfx pack).

And you get:


which make up all of:


They're pieced together inside the rom, I'm afraid I dont know how to extract that last image other then print screening and praying. But the graphics packs extractions are fun for replacing/changing graphics within the rom.

 Also fun fact, as I've demolished black omen with my own inserted graphics, ive noticed the animations and color changes of the original black omen map make my new tiles adhere to the old expectation.

For example there is a little circular area on the doors that fade from one color to another and I replaced it with say a chair, that chair in that specific area on the chair will still change color as the original door circle thing. I wonder if animation would work the same?


Edit: I realized a lot of those pictures are rather hard to see so i've attached the originals.

« Last Edit: January 17, 2022, 11:31:28 pm by TheMage »

Dark_Ansem

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Re: Temporal flux view tile animation and export
« Reply #2 on: January 18, 2022, 10:39:52 am »
Why thank you very much! But what is the advantage of this compared to screenshot since, in the end, I'd also have to screenshot?

TheMage

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Re: Temporal flux view tile animation and export
« Reply #3 on: January 18, 2022, 07:42:29 pm »
Sadly, no advantage whatsoever! Unless you wanted to insert something new into the rom  8)

Dark_Ansem

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Re: Temporal flux view tile animation and export
« Reply #4 on: January 19, 2022, 06:22:05 am »
Mmm, maybe at a later date. Right now I just want to get it out. But replacing black omen tiles would be fun. So thanks again, I'll try it at a later date.

Zakyrus

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Re: Temporal flux view tile animation and export
« Reply #5 on: February 01, 2022, 03:03:25 am »
I know this has been asked a TRILLION times...could we have the above said tutorial turned into a PLUGIN so this is ALOT easier?

~Z

Dark_Ansem

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Re: Temporal flux view tile animation and export
« Reply #6 on: February 01, 2022, 04:45:48 am »
Would that be even possible?

Zakyrus

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Re: Temporal flux view tile animation and export
« Reply #7 on: March 18, 2022, 09:51:27 pm »
Would that be even possible?

Yes. Surely. Because, in Programming EVERYTHING is a number, there is certain Hexidecimal Place Holders for Data and Tables of Data. Most of things in animation lists are going to be an
index, say a tile has 4 steps (or parts) to it's animation. It's going to be 00, 01, 02, 03, ...not sure in ChronoTrigger if it's based on the Subtiles BEFORE the Tiles (which are Quads of Subtiles) or after....

However, in exploring a bit of this...<these> have something to do with IF a particular map tileset/pallet has animation(or not) for it's LAYER 3.

West Cape palette
3DF9E7 88 (was 7F)
3DF9E8 00 (was 00)

Dactyl Nest palette
3DFA67 88 (was 53)
3DFA68 00 (was 04)

North Cape palette
3DFA4D 88 (was 3B)
3DFA4E 00 (was 03)

Ocean Palace palette
3DF9FB 88 (was 18)
3DF9FC 00 (was 01)

Algetty palette
3DFA3D C4 (was 00)
3DFA3E 02 (was 92)

I'll try to dig up the formulae for this. Surely, there is some deeper aspect for which Layer1 & Layer 2 Tiles in the Subtiles/TileSwatch have animations.

For instance::(In my CT+ Eternal End mod)
https://ibb.co/K2SzSgb

Because the Layer1 Scrolling is the Backround(Sunset Ocean) which is 3 (a rate the backround scrolls by moving) and Layer 3 is the Water Titles(set to scrolling A, move from right to left across the screen)... Yet, these are different from individual tile scrolling index tables.

:)

~Z
« Last Edit: March 18, 2022, 10:19:32 pm by Zakyrus »

Dark_Ansem

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Re: Temporal flux view tile animation and export
« Reply #8 on: March 19, 2022, 09:05:28 am »
I see, thank  you - I'm not sure I am following entirely, but it's a start, thank you.

Zakyrus

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Re: Temporal flux view tile animation and export
« Reply #9 on: March 29, 2022, 11:52:34 am »
Ok, well I'm going to ATTEMPT to make a video tutorial of this...  :lee:

~Z

TheMage

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Re: Temporal flux view tile animation and export
« Reply #10 on: March 30, 2022, 09:48:52 pm »
Ooo thats very interesting! I didnt realize changing the hex numbers could trigger animation!

 I wish I knew a lick of code to make a plugin.