Author Topic: Causing much grief  (Read 2920 times)

ZeaLitY

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« on: February 17, 2004, 08:58:15 pm »
I downloaded a utility to extract things from the ROM, and it requires the command line

decomp.exe (name of ROM) (offset to start at) format format2

Unfortunately, the genius didn't include documentation. I have no idea what the format tags mean, or what a logical offset to start at would be. Also, no clue on how to run a command line.

Chickenlump

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« Reply #1 on: February 17, 2004, 09:28:19 pm »
Hey there. I had so much trouble using lunar compress when I first started using it also. The creator of it intended it to be used as part of other programs, to decompress on the fly, for editors and what not, he never intended people to manually decompress things  (like I do anyway :D )

The offsets for almost everything are different for the prerelease and final release rom, including graphics, compressed or otherwise. I even think I found a couple of unused graphics in there, (or I was just tired or not looking at them correctly).
I have a zip file here that has all the decompressed graphics that I found, and a text file that has the locations of the graphics in the prerelease rom.
If these don't have what your looking for, I could help you out by diving into it again, it's a pleasure anyway, Chrono Trigger is timeless for me. :)

http://www.angelfire.com/in3/chickenlump/ctpgraphics.txt

http://www.angelfire.com/in3/chickenlump/ctpgraphics.zip

and if you find what you need, but want to learn the lunar utilities a little more, just let me know. I gave a brief (uber brief) head start on it here...

http://www.romhacking.com/battleground/viewtopic.php?t=412

ZeaLitY

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« Reply #2 on: February 17, 2004, 09:44:49 pm »
Thanks hugely!

Chickenlump

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« Reply #3 on: February 17, 2004, 10:09:07 pm »
With a tile viewer or editor. I'll link to some for you below. Yeah, I do beleive I have Schala and Toma in the prerelease.... *checks*

Ok, Schala is located at 19E7A3 in the prerelease rom, and the decompressed file with her graphics should be 19E7A3.smc (i just named it smc, it makes no difference about the file extension)

And...Toma...Toma.... oh dear...I don't see him here.... He could still be in there, I just did a quick run through. I definitely have him decompressed in this zip file http://www.angelfire.com/in3/chickenlump/ctugraphics.zip.

Which is a zip file of ALL the graphics decompressed from the FINAL release of the game, which means much more graphics.

In the final release rom Toma is located at... 1A5AA4  so his file in that zip would be 1A5AA4.smc

Viewing these files in a tile editor will take a little tweaking to get looking right, as they have no palettes assigned to them right off the get go (but they should still be recognizeable)

OK, my favorite Tile viewer, editor is
http://www.romhacking.com/utils/general/graphics/tiled/TilEd2002v064b2600.exe

I named the files as smc so that the tile editors will open them up directly in snes mode, so no need to fiddle with that.

ZeaLitY

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« Reply #4 on: February 17, 2004, 10:26:41 pm »
You know, as the Compendium's mission to host all knowledge regarding the series...I suppose we should incorporate information about rom hacking and stuff. Pretty big subject

Has a guide to the graphics located in each offset of the prerelease and full release been done?

Oh yes; is there a way to make the images display coherently or normally?

Chickenlump

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« Reply #5 on: February 17, 2004, 10:48:46 pm »
That would be a neat addition to your site, I'd love to see it. There's so many tile editors available, some suck some don't. Some will import palettes from zsnes savestates, or gif or png pictures to apply the correct colors. I'll try to get the correct palettes for you, and post how to get the two files to display correctly.

They won't display like they do in the game, the game puts the tiles together, and reuses tiles, and flips the tiles, etc...
Walking animation for example, top 4 tiles stay the same, bottom two tiles change. Or similar. To save space in the rom mostly, instead of having a whole Schala for each frame of animation.  (not just CT, all games are like this, which makes ripping sprites from roms no fun, better to do it from emulators by disabling all layers but the sprite layers and ripping from screenshots).

I havent seen any other Prerelease rom hacking work done besides that old thread you started waaaaay back when.

I could send you a big juicy zip file through email with all known Chrono Trigger Rom Hacking information, docs, files, notes, offsets, etc.

ZeaLitY

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« Reply #6 on: February 17, 2004, 11:04:14 pm »
Sure, I suppose. I'm really interested in seeing if there are tiles of Schala in a running motion; we're checking whether remants of her playability is left.

I can do the trick to access Singing mountain for a faq as well.

Chickenlump

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« Reply #7 on: February 17, 2004, 11:15:55 pm »
No, I'm looking at her decompressed graphics (from both roms) and she has no unused animations I'm afraid. She couldn't be playable anyway though, as the game has the playable characters uncompressed, whilst Schala is compressed. If the pointers that point to Chrono's Graphics were changed to Point to that of Schala, it would be garbled. It can only display uncompressed 4bpp graphics for the main characters. I did however change them to point to Robo instead of Chrono, making for an interesting play through.




And....here is a zip file containing all of the known (that I know of at least) docs and files CT hacking related. Some of it isn't all that spectacular, but interesting none the less. 4.5 megabyte download though.

http://www.angelfire.com/in3/chickenlump/cthack.zip

ZeaLitY

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« Reply #8 on: February 18, 2004, 12:47:34 am »
Hm. I'm wondering how we might compile this into one, huge section. An encyclopedia would be too disjointed, but an article could not encompass the sheer vastness. Perhaps we could release it in that manner -- as a huge zip file, though carefully refined, organized, and laden with tutorials or explanations.

I uploaded it to the Compendium; I'm familiar with those angelfire bandwith limits.

http://www.chronocompendium.com/docs/cthack.zip

Chickenlump

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« Reply #9 on: February 18, 2004, 12:55:44 am »
Now THAT would be awesome. Or, if anyone knew how to make a windows help file, there could be a Chrono Trigger Rom help file, filled with all the documents, links, pictures... Or that pdf format of Adobe's. Zip file is cool,help files and pdf files could be cool too, since they can contain text and pictures and links, and still be 1 file.

ZeaLitY

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« Reply #10 on: March 04, 2004, 10:34:45 pm »
I've been exploring the secret Blue Pyramid palace, but the final room doesn't ... start with a Crono anywhere. Can't even move with Walk Through Walls. is there any way around this?

Oh yeah. In addition, I noticed that ctbetarooms.doc in the megafile only contains the rooms accessable by loading the game with the code already in effect. Singing Mountain and such are able to be entered by pressing start on the pendulum screen after placing a code in effect. Does a list exist for those values? If not, I'll make one.

Chickenlump

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« Reply #11 on: March 12, 2004, 09:51:42 pm »
Sorry Zealty, I don't think a list exists for those values that I know of....
I was going to look further in Acmlm's for a way around your no crono problem, but Acmlm's seems to have....died  0_0

Yeah, the Merchant and Knight runner were graphically hacked by myself. I eventually plan on making a full blown hack one day...

Some fun pics I thought I'd share....











These were all made possible by JLukas, who came out of nowhere with some neat data that can be added to the zip file. I coded 3 small editors based on it.

------------------------------------------------------------------------------------
By JLukas



Here's the update to my post in the CT spooky music thread.

These offsets are the summary of the sprite creation data starting at offset 240200

Main tables for player characters, NPCs and enemies

5 bytes each

1 - sprite starting location?
2 - starting animation?
3 - pallete
4 - sprite assembly
5 - sprite size? 00 - standard size

The enemy table uses the same 5 byte setup, but then 5 unknown bytes before the next entry.

Offset start 24F200 end 24F222 Player character
Offset start 24F223 end 24F722 NPC
Offset start 247F23 end 24F7FF unused space
Offset start 24F800 end 2501FF Enemy

Example usage:

Enter these patch codes:

E4F00006
E4F00106
E4F00206
E4F00306
E4F00400 <- not neccessary but I listed it anyway

Crono now has Magus' sprite in action screens (but not battle mode, that's somewhere else)

...

Enemy and NPC sprites are interchangable

Example usage:

F800F000
E4F6001D
E4F60112
E4F60287
E4F6030C

Battle King Guardia at Gato's spot at the Millenial Fair (really a Nu, modified)

-----

81 = Player Character

00 - Crono
01 - Marle
02 - Lucca
03 - Robo
04 - Frog
05 - Ayla
06 - Magus

-----

82 = NPC (note there are a number of repeats, ecspecially for townsfolk)

00 - Melchior
01 - King Guardia (Guardia Castle, 1000 A.D.)
02 - Johnny (Lab 32, 2300 A.D.)
03 - Queen Leene (Guardia Castle, 600 A.D.)
04 - Tata (600 A.D)
05 - Toma (600 A.D.)
06 - Kino (65000000 B.C.)
07 - Chancellor (green) (Guardia Castle, 1000 A.D.)
08 - Dactyl (Dactyl Nest, 65000000 B.C.)
09 - Schala (12000 B.C.)
0A - Janus (12000 B.C.)
0B - Chancellor (brown) (Guardia Castle, 600 A.D.)
0C - Balthasar (Keeper's Dome, 2300 A.D.)
0D - Crono's mom (Crono's House, 1000 A.D.)
0E - Present Age villager (man) (1000 A.D.)
0F - Present Age villager (woman) (1000 A.D.)
10 - Castle guard (1000 A.D.)
11 - Present Age villager (elderly man) (1000 A.D.)
12 - Present Age villager (elderly woman) (1000 A.D.)
13 - Present Age villager (little boy) (1000 A.D.)
14 - Present Age villager (little girl) (1000 A.D.)
15 - Present Age villager (waitress) (1000 A.D.)
16 - Present Age villager (shopkeeper) (1000 A.D.)
17 - Nun (Cathedral, 600 A.D.)
18 - Knight in gold armor (600 A.D.)
19 - Taban (Lucca's house, 1000 A.D.)
1A - Dome citizen (man) (2300 A.D.)
1B - Dome citizen (woman) (2300 A.D.)
1C - Doan (2300 A.D.)
1D - Dome citizen (little girl) (2300 A.D.)
1E - Prehistoric villager (man with club) (65000000 B.C.)
1F - Prehistoric villager (woman in green dress) (65000000 B.C.)
20 - Prehistoric villager (little girl) (65000000 B.C.)
21 - Laruba tribe chief (65000000 B.C.)
22 - Zeal citizen (man) (12000 B.C.)
23 - Zeal citizen (woman) (12000 B.C.)
24 - Zeal citizen researcher (man with glasses) (12000 B.C.)
25 - Crono's mom (1000 A.D.)
26 - Dark Ages citizen (little girl with purple hair) (600 A.D.)
27 - Dark Ages citizen (man) (600 A.D.)
28 - Dark Ages citizen (woman with purple hair) (600 A.D.)
29 - Dark Ages citizen (man) (600 A.D.)
2A - Dark Ages citizen (woman) (600 A.D.)
2B - Dark Ages soldier (600 A.D.)
2C - Dark Ages citizen (elderly man) (600 A.D.)
2D - Present Age villager (woman) (1000 A.D.)
2E - Present Age villager (little boy with green hair) (1000 A.D.)
2F - Present Age villager (little girl) (1000 A.D.)
30 - Dark Ages citizen (waitress with purple hair) (600 A.D.)
31 - Present Age villager (shopkeeper) (1000 A.D.)
32 - Nun (Catherdral, 600. A.D.)
33 - Dark Ages knight in blue armor with red cape (600 A.D.)
34 - Taban (Lucca's house, 1000 A.D.)
35 - Dark Ages knight in black armor with gold trim and blue cape (600 A.D.)
36 - Young Glenn (600 A.D.)
37 - King Guardia (Guardia Castle, 600 A.D.)
38 - Hero's Medal
39 - Dark Ages citizen (elderly man) (600 A.D.)
3A - Zeal citizen researcher (man with glasses) (12000 B.C.)
3B - Crono's cat (Crono's house, 1000 A.D.)
3C - False prophet Magus (12000 B.C.)
3D - Melchoir in a different colored robe*
3E - Prehistoric citizen (prisoner with club) (Tyrano Lair, 65000000 B.C.)
3F - Prehistoric citizen (woman with purple hair) (65000000 B.C.)
40 - Prehistoric citizen (little girl with purple hair) (65000000 B.C.)
41 - Earthbound one (man) (Algetty, 12000 B.C.)
42 - Earthbound one (woman) (Algetty, 12000 B.C.)
43 - Earthbound one (elderly man) (Algetty, 12000 B.C.)
44 - Earthbound one (child) (Algetty, 12000 B.C.)
45 - Queen Leene (Guardia Castle, 600 A.D.)
46 - Chef (Guardia Castle, 1000 A.D.)
47 - Trial judge (Guardia Castle, 1000 A.D.)
48 - Gaspar (End of Time)
49 - Fiona (Fiona's House, 600 A.D.)
4A - Queen Zeal (12000 B.C.)
4B - Guard (enemy) (Guardia Castle, 1000 A.D.)
4C - Reptite (65000000 B.C.)
4D - Kilwala
4E - Blue imp
4F - Present Age villager (man) (1000 A.D.)
50 - Present Age villager (woman) (1000 A.D.)
51 - Dark Ages castle guard (Guardia Castle, 600 A.D.)
52 - Dark Ages citizen (elderly man) (600 A.D.)
53 - Dark Ages citizen (woman) (600 A.D.)
54 - Dark Ages/Present Age citizen (little boy)
55 - Dark Ages/Present Age citizen (little girl)
56 - Lightning bolt
57 - Opened time portal (upper half)
58 - Opened time portal (lower half)
59 - Dark Ages citizen (shopkeeper) (600 A.D.)
5A - Guillotine blade from Magus' Castle/Ozzie's Fort
5B - Guillotine chain
5C - Machine from Lucca's house (Lucca's House, 900 A.D.)
5D - Tombstone
5E - Giant soup bowl (Meeting Site, 65000000 B.C.)
5F - Magus statue
60 - Dreamstone
61 - Gate Key
62 - Soda can (Sewer Access, 2300 A.D.)
63 - Pendant
64 - Poyozo doll
65 - Pink lunch bag (Millenial Fair, 1000 A.D.)
66 - Melchior
67 - Red knife
68 - Broken masmune blade
69 - Slice of cake
6A - Trash can on its side (Sewer Access, 2300 A.D.)
6B - Piece of cheese
6C - Barrel (Factory Ruins, 2300 A.D.)
6D - Melchior
6E - Dead sunstone
6F - Metal mug
70 - Blue star
71 - Giant blue star
72 - Red flame
73 - Giant red flame
74 - Explosion ball
75 - Giant explosion ball
76 - Smoke trail
77 - Hero's medal
78 - Balcony shadow?
79 - Save point
7A - Prehistoric drummer (65,000,000 B.C.)
7B - Caveman log drummer (65,000,000 B.C.)
7C - White explosion
7D - Lenne's bell
7E - Bat hanging upside down
7F - Computer screen (2300 A.D.)
80 - Water splash
81 - Explosion
82 - Brown star shining
83 - Leaves falling
84 - 3 coins spinning
85 - Mole hill
86 - Small puff explosion
87 - 3 small puff explosion
88 - Blue wind/elements spinning
89 - Blue water/elements flashing
8A - Dirt mound
8B - Masamune spinning
8C - Musical note
8D - Dark candle
8E - Water splash??
8F - Lightning bolt
90 - Piece of epoch/machinery?
91 - Melchior
92 - ? (piece of something)
93 - ? (piece of something)
94 - ? (piece of something)
95 - Rainbow shell
96 - Archway shadow?
97 - Portal (closed)
98 - Balloon
99 - Flashing bush
9A - Shadow from something floating
9B - Brown dreamstone
9C - Crane machine (Factory Ruins, 2300 A.D.)
9D - Melchior
9E - Dripping water
9F - Cupboard doors
A0 - Brown stones
A1 - Flashing dark green bush
A2 - Toma's journal
A3 - Norstein Bekkler
A4 - Rat
A5 - Firecracker explosion
A6 - Zeal teleporter (12000 B.C.)
A7 - Ocean palace teleporter (12000 B.C.)
A8 - Dome operations commander ("bad" ending cutscene, 1999 A.D.)
A9 - Epoch seats
AA - Robot
AB - Red star
AC - Sealed portal (Magic Cave, 12000 B.C.)
AD - Animated Zz (sleeping) icon
AE - Flying map epoch
AF - Grey cat
B0 - Yellow cat
B1 - Alfador (12000 B.C.)
B2 - Time egg
B3 - Zeal citizen (man) (12000 B.C.)
B4 - Zeal citizen (woman) (12000 B.C.)
B5 - Potted plant (Commons, 12000 B.C.)
B6 - Kid with purple hair (from Glenn/Cyrus cutscene)
B7 - Sealed chest
B8 - Squirrel (Programmer's Ending)
B9 - Blue poyozo
BA - Stone rubble pile
BB - Rusted Robo (Fiona's Shrine, 1000 A.D.)
BC - Gaspar (from cutscene, 12000 B.C.)
BD - Melchior
BE - Orange cat
BF - Present Age villager (little boy) (1000 A.D.)
C0 - Present Age villager (little girl) (1000 A.D.)
C1 - Spinning water element
C2 - Blue shining star
C3 - Bigger blue shining star
C4 - Multiple balloons
C5 - Dancer from Millenial Fair ending
C6 - Present Age villager (little girl) (1000 A.D.)
C7 - Silver leene's bell
C8 - part of bat?
C9 - piece of tugboat?
CA - THE END text
CB - Human Glenn sprite
CC - Queen Zeal
CD - Schala from the Death Peak cutscene
CE - Lavos eye from Death Peak cutscene
CF - Crono from the Death Peak cutscene
D0 - Hironobu Sakaguchi (Programmer's Ending)
D1 - 2nd programmer (Programmer's Ending)
D2 - 3rd programmer (Programmer's Ending)
D3 - 4th programmer (Programmer's Ending)
D4 - Lightning flash
D5 - Lara (Lucca's House, 1000 A.D.)
D6 - Purple explosion
D7 - Crono's mom (Crono's house, 1000 A.D.)
D8 - Melchior
D9 - Melchior
DA - Melchior
DB - Melchior
DC - Melchior
DD - Melchior
DE - Melchior
DF - Melchior
E0 - Balloons (green)
E1 - Balloons (yellow)
E2 - Balloon (blue)
E3 - Balloon (pink)
E4 - Glowing light (brown)
E5 - Glowing light (yellow)
E6 - Glowing light (blue)
E7 - Glowing light (blue)
E8 - Melchior
E9 - Melchior
EA - Melchior
EB - Melchior
EC - Melchior
ED - Melchior
EE - Melchior
EF - Melchior
F0 - Melchior
F1 - Melchior
F2 - Melchior
F3 - Melchior
F4 - Melchior
F5 - Melchior
F6 - Melchior
F7 - Melchior
F8 - Melchior
F9 - Melchior
FA - Melchior
FB - Melchior
FC - Melchior
FD - Melchior
FE - Melchior
FF - Melchior

-----

83 = Enemy

00 - Nu
01 - Reptite
02 - Terrasaur
03 - Kilwala
04 - Krawlie
05 - Hench
06 - Omicrone (SPECIAL) (not to be confused with OmNicrone)
07 - Martello
08 - Bellbird
09 - Panel
0A - Mammon M.
0B - NO NAME
0C - Blue Imp
0D - Green Imp
0E - Stone Imp
0F - Mud Imp
10 - Roly
11 - Poly
12 - Rolypoly
13 - Roly Rider
14 - NO NAME, casts Water Rise/Water (Lavos support monster)
15 - Blue Eaglet
16 - Gold Eaglet
17 - Red Eaglet
18 - NO NAME, right arm attack (Lavos support monster)
19 - Avian Chaos
1A - Imp Ace
1B - Bantam Imp
1C - Gnasher
1D - Gnawer
1E - Naga-ette
1F - NO NAME (Lavos support monster)
20 - Ruminator
21 - NO NAME (Lavos support monster)
22 - Octopod
23 - Octoblush
24 - Octobino (SPECIAL)
25 - Zeal
26 - Fly Trap
27 - Meat Eater
28 - Man Eater
29 - Krakker
2A - Egder
2B - Defunct
2C - Departed (SPECIAL)
2D - Deceased
2E - Decedent
2F - Macabre
30 - Reaper
31 - Guard
32 - Sentry
33 - Free Lancer
34 - Outlaw
35 - Giga Mutant
36 - NO NAME (Mutant bottom half)
37 - TerraMutant
38 - NO NAME (Mutant bottom half)
39 - Juggler
3A - Retinite
3B - Mage
3C - NO NAME (Lavos support monster)
3D - Reptite
3E - Blue shield
3F - Yodu De
40 - Incognito
41 - PeepingDoom
42 - Boss Orb
43 - Side Kick
44 - NO NAME (Lavos support monster)
45 - Jinn Bottle
46 - Evilweevil
47 - Tempurite
48 - Diablos
49 - Gargoyle
4A - Grimalkin
4B - Hench
4C - T'pole
4D - Croaker
4E - Amphibite
4F - Bull Frog (SPECIAL)
50 - Mad Bat
51 - Vamp
52 - Scouter
53 - Flyclops
54 - Bugger
55 - Debugger
56 - Debuggest
57 - Sorcerer
58 - Jinn
59 - Barghest
5A - NO NAME (Lavos support monster)
5B - Crater
5C - Volcano
5D - Shitake
5E - Hetake
5F - Rubble
60 - NO NAME (Lavos support monster)
61 - Shist
62 - Pahoehoe
63 - Nereid
64 - NO NAME (fake save point)
65 - Mohaver
66 - Shadow
67 - NO NAME (Lavos support monster)
68 - Base
69 - Acid
6A - Alkaline
6B - Ion
6C - Anion
6D - Thrasher
6E - Lavos Spawn
6F - Lavos Spawn
70 - Lasher
71 - Goblin
72 - Ogre
73 - Cave Bat
74 - Ogan
75 - Flunky
76 - Groupie
77 - NO NAME (Lavos support monster)
78 - NO NAME (Lavos support monster)
79 - Winged Ape
7A - Cave Ape
7B - Megasaur
7C - Omnicrone
7D - Beast
7E - Blue Beast
7F - Red Beast
80 - Turret
81 - Lizardactyl
82 - NO NAME (fake Nu from battle in Zeal)
83 - Avian Rex
84 - Blob
85 - Alien
86 - Rat
87 - Gremlin
88 - Runner
89 - Proto 2
8A - Proto 3
8B - Proto 4
8C - Bug
8D - Beetle
8E - Goon
8F - Cyrus
90 - Yakra
91 - Rain Frog
92 - Gato
93 - Dragon Tank
94 - Grinder (Dragon Tank wheel)
95 - Golem
96 - Synchrite
97 - Masa
98 - Mune
99 - Masa & Mune
9A - Azala
9B - Nizbel
9C - Nizbel II
9D - Slash
9E - Slash
9F - Flea
A0 - Flea Plus (runs away!)
A1 - Dalton
A2 - Dalton Plus
A3 - Mutant
A4 - Metal Mute
A5 - Super Slash
A6 - Ozzie
A7 - Ozzie
A8 - Great Ozzie
A9 - Heckran
AA - Gigasaur
AB - Leaper
AC - Fossil Ape
AD - Tank Head (part of Dragon Tank???)
AE - Frog King (SPECIAL)
AF - Octorider (SPECIAL)
B0 - Zeal
B1 - No NAME (Zeal hand)
B2 - NO NAME (Zeal hand)
B3 - Zombor (lower half)
B4 - NO NAME, (Zombor-like monster upper half)
B5 - NO NAME, casts Sand Cyclone (Zombor-like monster bottom half)
B6 - NO NAME (Zombor upper half)
B7 - Display
B8 - Mega Mutant
B9 - NO NAME, casts Chaotic Zone/Chaos (Mega Mutant bottom half)
BA - Super Slash
BB - Flea Plus
BC - BlackTyrano
BD - RustTyrano
BE - MotherBrain
BF - NOTHING (Mother Brain body)
C0 - Atropos XR
C1 - Cybot
C2 - Lavos
C3 - Lavos
C4 - Lavos
C5 - Lavos
C6 - Lavos
C7 - Yakra XIII
C8 - Tubster
C9 - Lavos
CA - Lavos
CB - NO NAME, casts Obstacle (Lavos second form?)
CC - NOTHING (right arm from Lavos' second form)
CD - Lavos
CE - Lavos Core (Lavos final form, main body)
CF - Bit, casts Ampilfire
D0 - Byte
D1 - Giga Gaia
D2 - NO NAME, casts Water Rise (Giga Gaia arm)
D3 - NO NAME, casts Arm Attack (Giga Gaia arm)
D4 - Guardian
D5 - Red Scout
D6 - Blue Scout
D7 - Lavos Spawn
D8 - NO NAME (Lavos Spawn's eye)
D9 - Laser Guard
DA - NO NAME, Parts on Left Restore HP... (Lavos support monster)
DB - NO NAME, Parts on Right Store Energy... (Lavos support monster)
DC - NO NAME, casts Ampilfire (Lavos support monster)
DD - NO NAME, casts Ampilfire (Lavos support monster)
DE - NO NAME, Rrrrrrrrrr (Lavos support monster)
DF - NO NAME, casts Pyschokenesis (Lavos support monster)
E0 - Spekkio (frog)
E1 - Spekkio (kilwala)
E2 - Spekkio (blue ogre)
E3 - Spekkio (omnicrone)
E4 - Spekkio (blue Masa & Mune)
E5 - Spekkio (pink Nu)
E6 - Lavos
E7 - NO NAME, casts commencing Parts Restoration (Lavos)
E8 - Lavos
E9 - Lavos
EA - Lavos
EB - Lavos
EC - Lavos
ED - NO NAME, the bit disappears (bit from Lavos final form)
EE - Hexapod
EF - NO NAME, Lavos Core Shuts off Def. (bit from Lavos final form)
F0 - Flea?
F1 - NO NAME (nothing?)
F2 - Roly Bomber
F3 - Golem Boss
F4 - Johnny (SPECIAL)
F5 - Basher
F6 - Son of Sun
F7 - Son of Sun (surrounding flame)
F8 - R Series
F9 - Magus
FA - Magus
FB - Magus
FC - Crono
FD - Crono (glitched)
FE - Crono (glitched)
FF - Crono, freezes when battle starts

--------------------------------------------------------------------------------





Good thing I grabbed all that before Acmlm's boards died...  :(



and the 3 small editors to edit some of that are here:

http://tekhacks.net/bored/attach/117.zip

ZeaLitY

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« Reply #12 on: March 13, 2004, 07:31:16 pm »
ACLMLs died? It looked like the central hub for ROM Hacking! I hope all the information there hasn't been lost. You've done a vital service by saving those things.

I'll make a list of the areas that can be accessed using the aforementioned method, and upload it so it can be included in the CT Hacking .zip file.

Chickenlump

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« Reply #13 on: March 13, 2004, 08:28:04 pm »
It will be back up shortly, they are moving to another host, and starting fresh. They lost the last 4 months worth of posts (they found a backup, but they arent' going to use it, it will be on display for viewing). I feel kind of lost without it, like a fish out of water...


I have a few more things I found out while hacking around in it (which is pretty much all the time).
Someone told me that if the sprite assembly data was figured out, making a custom character or custom monster would be a snap. Well, I looked at it, and it does seem fairly simple ...

Here is what I have on it so far...

Chrono's Sprite Assembly starts at 1C29B0

For each frame of animation, there are 32 bytes that determine what peices of graphic to use to make up the frame of animation. The 32 bytes consist of 2 byte integers that tell the game what pieces to use, and 8 bytes following each frame of 32 bytes, I havent messed with these, but I think these set the size of distribution of the 32, like the death animation is longer than it is tall, for example.

Evil Peer has it in his offsets doc, but it just marked the location of it. I just looked into it a bit.

ZeaLitY

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« Reply #14 on: March 14, 2004, 03:52:52 pm »
Very nice. Once the Chrono Trigger Script is completed, the 'Content' page will be necessitated, and a place to download things will be formed. I suppose I'll host the Hacking utility ZIP file there along with translations, patches, etc. and of course everything else the Compendium wishes to have available.