Although Chrono Cross hacking is yet in its infancy, I believe it will soon be time to explore the possibility of locating and interpreting the game's event code -- the instructions that say, "create a dialogue box (with this dude's portrait)," or "make this character walk five steps to her left," or "load this character model."
So, anyone who's worked with event code before (for any game), could you provide some insight as to what we'd be looking for? I assume that each room will have associated with it some code that defines what happens during the scenarios that play out in that room. Would event code consist of pointers to instructions defined in the game executable?
One clue key to exploring Chrono Cross' event code may lie in the fact that each room contains its own code for dialogue and its own overworld NPC character and enemy models, meaning the event code must refer to the data only in that room. This is why we see so many duplicate character and enemy textures strewn throughout the Chrono Cross game image -- each room that has a Cybot enemy, for example, has its very own Cybot model. It also explains why we see so many Kid overworld models -- Kid's NPC model exists separately in each room in which she appears as an NPC. This happens quite often if you decide not to take Kid with you; the game uses Kid's NPC models as opposed to her in-party overworld model.
A twist on the "room segregation of data" phenomenon is that in-battle models are defined only once on the game disc (though player characters have a copy of their battle model sans some animation data for status screen purposes, as Gemini pointed out long ago). Therefore, instructions for loading battle models refer not to any single room, but to a communal battle model collection.
I know so little about event code right now that I'm probably muddling up my own questions on the matter. Anyone happen to know if The Great Ones (Geiger, Chickenlump, JLukas, et al) left notes regarding the intricacies of Chrono Trigger's event code? Their notes, if accessible, may not be perfectly applicable to the event code in Chrono Cross, but they would probably help myself and other hacking novitiates learn some basics.
Also, for those experienced in PSX programming, I'm seeing lots of instruction sets defiined in the game executable (things like "kz_getmodel()" and such). Would each of these pre-defined game instructions have an index number, and the event code simply specifies that index number to get things to happen during storyline scenes? I assume the event code would also be responsible for things like making a loaded character model walk from one point to another, which would necessarily involve specifying the character model's displacement within the room (starting coordinates and ending coordinates). Anyone know what would have to be done in a debugger to observe a game's event code?