Author Topic: Beta testing and remaining tasks  (Read 9367 times)

ZeaLitY

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Beta testing and remaining tasks
« on: September 04, 2007, 05:05:42 pm »
The unheadered beta patch "Janus" is attached to this post.

Remaining Tasks

These will have to be done after the final round of beta testing. Still, it'd be nice if someone could demonstrate that tasks 2 and 3 can work on a new ROM.

1. Someone needs to decompress the "Lightning" and "Shadow" graphics and redo them to "Sky" and "Darkness".
2. From JLukas, to get the ending art in the ROM (we'll edit the Crono & Marle location to make it display afterwards):

Quote
This has not yet been tested.

Export JPN version GFX packets at:
368000
368BC3
3D8E64

Import to USA version free space and update pointers located at:

362484:362486 (old 3D8E64)
362499:36249B (old 368000)
36249C:36249E (old 368BC3)

Update the USA version 14 byte location data to match the JPN version:
3604D0-3604DD

The MAP, TASM, palette, and location event will probably not need to be
updated.

3. Insert our title screen perhaps like #2, if it's even possible...otherwise, we'll just stick in an interstitial location with a text box displaying "CHRONO TRIGGER RETRANSLATION" etc.
4. Replace Battle 2 with "Far Promise ~ Dream Shore" for #3 title screen or interstitial location
5. Manually add star character (2E) to the names of magic spell strings

Beta Testing Notes

1. Look for extraneous periods. When Chrono Trigger sees three periods, it turns it into a single ... character. But extra ones sometimes hang on the end of those, and it looks bad.
2. Look for failed line breaks, or extraneous line breaks. If an unnamed NPC has line breaks, there's a problem.
3. Look for anything else out of the ordinary, like dialogue lines which do not fit in the box.
4. Name your characters other things than the default names so you can see where we missed stuff like {Magus} (instead of regular "Magus").
5. Look for Item / tech descriptions that are too long.
6. Speak to every NPC and try to trigger as much text as possible.
7. And of course, watch for text left over from the original Chrono Trigger. It means we forgot to export something.

Use this savestate to blaze through the game: http://www.zophar.net/zsnes/archive/chrono-8.zip

Use these teams to get more dialogue. Since the third character usually doesn't matter or is forced to be Crono, use these. Put the first in lead of the party when possible and the second in second position:

* ALL - Take Lucca to the Factory; I've already taken Marle.
* Shinrin - Lucca at all times, then Robo
* justin3009 - Robo at all times, then Frog
* Glennleo - Frog at all times, then Magus
* Flynn - Marle at all times, then Lucca
* Kebrel - Magus at all times, then Marle
* nightmare - Ayla at all times, then Marle

I played with Marle in the leader and Ayla second, so they're mostly covered.

NOTE

Despite what the title screen says, everyone who helps will be credited. Of course, figuring out how we're going to make a new ASCII string with our names in it without messing up the credits is a different story...we could settle for a simple textbox or something, but it might be intrusive.

[attachment deleted by admin]
« Last Edit: September 04, 2007, 10:39:23 pm by ZeaLitY »

justin3009

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Re: Beta testing and remaining tasks
« Reply #1 on: September 04, 2007, 11:21:35 pm »
Not sure where to post bugs but

I tried equipping crono with Prism Helm, and the graphics go scrambled and game crashes O_o

Edit: The npc that talkes to you about shelters in the Private House.  You can't select yes, the No option is off, and is located at the bottom of the dialogue.

Edit 2: The NPc that teaches about status effects, most of her dialogue boxes are...kinda off screen when she talks.
« Last Edit: September 04, 2007, 11:26:58 pm by justin3009 »

Shinrin

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Re: Beta testing and remaining tasks
« Reply #2 on: September 04, 2007, 11:35:50 pm »
Seems to be an line break here that shouldn't be here.



The decision should be set to line 1 and 2, instead of 2 and 3. Plus, if you chose the unmarked one, that's selected in the picture, it's yes.



Space(s) between Potion and !



Line break here when there shouldn't be one. A simple enter would work



Same thing, and two extra periods.



Test over flow, and line breaks



extra ...



check the rest of the text out for line breaks. ;) to many errors from the Battle teachers. ;)

extra ... again







Text over flowage





Double ... and some of the text on the second line could be place on the first line



Extra line break in here, and the text disappears and puts out more text.



« Last Edit: September 05, 2007, 12:10:00 am by Shinrin »

Kyronea

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Re: Beta testing and remaining tasks
« Reply #3 on: September 05, 2007, 12:01:43 am »
The same error Justin mentioned with the Prism Helm happens with the Berserk Ring too...and that's probably my fault because I think I wrote too much. The item that turns experience into money also extends off the dialog box, but only by a wee bit...it seems only lines that extend past the screen entirely cause the glitch.

And most of those extraneous periods seem to be from my copying...I left in all of those from the Retranslated script.

justin3009

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Re: Beta testing and remaining tasks
« Reply #4 on: September 05, 2007, 12:07:05 am »
Yes, there's too much written so it freaks out and commits suicide.  Just remove a few words and your fine.

Shinrin

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Re: Beta testing and remaining tasks
« Reply #5 on: September 05, 2007, 12:16:28 am »
No pictures, but text over flow on the Status attack teacher stuff. (as pointed out by justin)

nightmare975

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Re: Beta testing and remaining tasks
« Reply #6 on: September 05, 2007, 01:04:51 am »
As it's getting late over here, I'll get onto it tomorrow.

Damn, I hope school doesn't intrude.

Kyronea

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Re: Beta testing and remaining tasks
« Reply #7 on: September 05, 2007, 01:21:26 am »
I've found a problem with a line of dialog in the Queen's Chamber in Guardia Castle.

And in the Lucca Explains Paradoxes bit, the line about Queen Leene right after the imp takes the Queen Leene sprite up is mostly cut off...a small portion is there, but the rest is gone.

[attachment deleted by admin]
« Last Edit: September 05, 2007, 01:26:14 am by Kyronea »

Flynn

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Re: Beta testing and remaining tasks
« Reply #8 on: September 05, 2007, 03:48:59 am »
I found this error in the Mayor's Manor . . .


justin3009

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Re: Beta testing and remaining tasks
« Reply #9 on: September 05, 2007, 08:40:10 am »
I've had more errors but i've told Zeality about most of them when he was online.  Most are just lil text errors, but there's 1 error by the Cockadoodles in 600 AD where they sometimes die randomly and the battle continues :S

Glennleo

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Re: Beta testing and remaining tasks
« Reply #10 on: September 05, 2007, 09:47:31 am »
I've had more errors but i've told Zeality about most of them when he was online.  Most are just lil text errors, but there's 1 error by the Cockadoodles in 600 AD where they sometimes die randomly and the battle continues :S

That is a weird error I have gotten as well while beta testing a newer version of the ROMhack Kyronea, Zakyrus, and myaself are working on.
Somehow they just die, and keep destroying you, and you can do nothing to retaliate. You can't target them so you are basically a sitting duck until you game over.  :x

Shinrin

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Re: Beta testing and remaining tasks
« Reply #11 on: September 05, 2007, 12:15:20 pm »
I've had more errors but i've told Zeality about most of them when he was online.  Most are just lil text errors, but there's 1 error by the Cockadoodles in 600 AD where they sometimes die randomly and the battle continues :S

That is a weird error I have gotten as well while beta testing a newer version of the ROMhack Kyronea, Zakyrus, and myaself are working on.
Somehow they just die, and keep destroying you, and you can do nothing to retaliate. You can't target them so you are basically a sitting duck until you game over.  :x

or run away!

Kyronea

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Re: Beta testing and remaining tasks
« Reply #12 on: September 05, 2007, 05:38:34 pm »
One of Queen Leene's dialog pieces during the scene in Guardia Castle just after slaying Yakra still has Leene's name in all capitalized letters...that would be my fault accidentally forgetting to correct that since the line itself doesn't change from original to retranslation....

Also, Marle's decision box for the "if I were a Princess" decision is missing the actual text for the decisions, though you can still move the cursor.

And that line spaced item bit seems to plague a lot of the items...I think it's any item that just has the dialog "Got 1 {item}!" for some reason...something somewhere is causing a space there. That's why it happens to so many different items, because the dialog box isn't keyed to the specific item.

Some of Banta's dialog is missing...he's supposed to say something both before and after the real Queen Leene is resued after the whole "We couldn't be talking about BELLS!" line. I know I input that dialog too...I must've screwed up one of the text boxes since they're in separate text boxes.

Lucca's line in the Telepod scene after the return from 600 A.D. where she tells Crono to do a good job of escorting Marle home has an extra period.

Okay, one ending checks out perfectly...The Successor of Guardia, I think it's called. The one with Frog marrying Leene.

Fritz's dialog when you save him is completely unmodified...someone missed that part.

Extra line break for King's dialog here:

Extraneous period where Marle asks "Where are we?" after they arrive in 2300 A.D. for the first time.

Crisis Arm descreption needs to be shortened just a little bit more...it glitches otherwise. Not with the suicidal screwed up graphics, but just the text is a little misplaced.

The alteration of Robo's Robo-Tackle technique name is causing a textual glitch in the line for it.

The final two lines said by Lucca just before they go into the gate at Promethe Dome are unaltered from the original translation.

All dialog for 65,000,000 B.C. for before you head to Medina are spot on, so no worries there.

Decision box for giving up or pleading to the Medina Inn person is messed up just like the "Shelters" decision box.

[attachment deleted by admin]
« Last Edit: September 05, 2007, 08:23:54 pm by Kyronea »

Kebrel

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Re: Beta testing and remaining tasks
« Reply #13 on: September 06, 2007, 02:08:12 am »
More extended "..."

It seems that they replaced every standard "..."

I don't think I seen any normal "..."

The status effect tutorial was completely warped.



I think something is wrong with the Description.

Quote from: Kyronea
And that line spaced item bit seems to plague a lot of the items...I think it's any item that just has the dialog "Got 1 {item}!" for some reason...something somewhere is causing a space there. That's why it happens to so many different items, because the dialog box isn't keyed to the specific item.
That not what happened here, Extra period.

Item description to long




P.S. snes9x does not work for me so I had to use Zsnes, I am impressed.

ZeaLitY

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Re: Beta testing and remaining tasks
« Reply #14 on: September 06, 2007, 02:19:18 am »
All right. Yeah, six periods is okay. It's just seven, five, or anything not divisible by three that's bad.

Thanks for the hard work.