Author Topic: Chrono Trigger- Azala Style  (Read 11469 times)

Andrelvis

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Re: Chrono Trigger- Azala Style
« Reply #30 on: November 24, 2007, 11:26:13 pm »
Given my absolute liking of reptites, I can only say that the project sounds great. Hope you get through that battle assembly problem!

Vehek

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Re: Chrono Trigger- Azala Style
« Reply #31 on: November 24, 2007, 11:28:32 pm »
What are you referring to when you say "battle assembly"?
Are you referring to sprite assembly in battle? The same sprite assembly is used for both the field and battles/menus.

justin3009

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Re: Chrono Trigger- Azala Style
« Reply #32 on: November 25, 2007, 12:35:25 am »
He's talking about when you change Crono's sprites instead of 00 00 00 00 00 it's set to Azala's stuff.  It only appears on the map and not battle.  The sprite assembly is also hard to work with since Azala is big..

Vehek

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Re: Chrono Trigger- Azala Style
« Reply #33 on: November 25, 2007, 12:52:04 am »
The solution then, is to change the pointers or stick the proper data at Crono's data locations.
Azala's just a size 0 sprite.

Azala

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Re: Chrono Trigger- Azala Style
« Reply #34 on: November 25, 2007, 11:01:41 pm »
...stick the proper data at Crono's data locations...

Where are these data locations? Does anyone know them?

Vehek

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Re: Chrono Trigger- Azala Style
« Reply #35 on: November 25, 2007, 11:09:11 pm »
Crono's sprite assembly is at 1C27B0. His animation data is at 243000.

Lavodox

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Re: Chrono Trigger- Azala Style
« Reply #36 on: November 27, 2007, 04:13:40 pm »
How hard would it be for a beginner to master? :lee:

justin3009

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Re: Chrono Trigger- Azala Style
« Reply #37 on: November 27, 2007, 10:04:21 pm »
?  You mean figuring out this stuff?  It seems hard but once you start on the easy stuff, you begin to realize just how stuff is organized and tends to get easier.  But still semi-hard.