Author Topic: What do I need to make modifications  (Read 3695 times)

lockgar

  • Architect of Kajar
  • Porrean (+50)
  • *
  • Posts: 89
    • View Profile
What do I need to make modifications
« on: December 09, 2008, 01:00:27 pm »
Right now I am currently starting finishing my BA and will start on my Master degree in fields related to computer programming.

Since I am not comfortable in posting personal information online, especially since there are apparently certain issues with this type of modifications, lets just leave it at that.

I am familiar with C, C++ java, and VB.net . I thought to myself, what better way to teach myself, then to make something related to something I love. So my question is, what do I need to know, and what do I need to use to make modifications for ether/both Chrono Cross, and Chrono Trigger?

From my experience however, many of the works here seemed to focus more on art design rather then coding, but it couldn't hurt to ask, right?

justin3009

  • Fan Project Leader
  • God of War (+3000)
  • *
  • Posts: 3296
    • View Profile
Re: What do I need to make modifications
« Reply #1 on: December 09, 2008, 01:09:48 pm »
Chrono Cross, I'm not entirely sure.

Chrono Trigger, there's quite a few things out there.  Temporal Flux is your big one for event editing, Tile Molester for graphics, Translhextion to edit well...some hex edits.  Or you can use some other dialogue editor.  ChronoTweaker (Headered Rom) for editing items/monsters stats...I think there's more.  I'm usually using these few tools though.

lockgar

  • Architect of Kajar
  • Porrean (+50)
  • *
  • Posts: 89
    • View Profile
Re: What do I need to make modifications
« Reply #2 on: December 17, 2008, 04:37:03 pm »
Is there anything that can be done that relates to Chrono Cross?

ZeaLitY

  • Entity
  • End of Timer (+10000)
  • *
  • Posts: 10797
  • Spring Breeze Dancin'
    • View Profile
    • My Compendium Staff Profile
Re: What do I need to make modifications
« Reply #3 on: December 17, 2008, 05:36:09 pm »
You can help Luminaire85 and Faustwolf decipher the last remaining mysteries about how models are handled, or you can find out how backgrounds are assembled in the game so that we can rip them for encyclopedia use. That's about it.

FaustWolf

  • Guru of Time Emeritus
  • Arbiter (+8000)
  • *
  • Posts: 8972
  • Fan Power Advocate
    • View Profile
Re: What do I need to make modifications
« Reply #4 on: December 17, 2008, 08:37:47 pm »
lockgar, Luminaire85 may need some coding help incorporating all the info we've discovered about the CC model format into his Blender plugin. However, that's coded in python, which may complicate things a bit. The latest version of Luminaire's Blender plugin needs to be updated to handle a.) textures of less than 128x128 pixel dimensions and b.) handle models that require application of two separate 128x128 pixel textures. The theory's there, but Luminaire's strapped for time.

Also, as ZeaLitY says, a standalone program to view 2D data, with proper application of palettes, would be awesome.

For the models, here's our accumulated knowledge:
http://www.chronocompendium.com/Forums/index.php?topic=4770.0

I can dig up some notes on the 2D background format too if working with that sort of thing interests you more.

Oooh! Decompression too!! Darn, I almost forgot that we need something capable of decompressing all the code files, though I think Vehek's been working with some fieldscript that didn't need decompressed. Vehek, does fieldscript even need decompressed based on what you've studied?

Agent 12

  • Zurvan Surfer (+2500)
  • *
  • Posts: 2572
    • View Profile
Re: What do I need to make modifications
« Reply #5 on: December 17, 2008, 09:27:19 pm »
The most significant way to help the fan community is to create programs to let those who aren't as CS savvy modify the games.  With the recent release of TFPA it's super easy to make a plugIn for TF to modify data. 

It is definitely a fun way to put your skills to the test, and depending on how far you want to take it you have options.....for example Version 1 of my plugins are probably going to be restricted to keeping the data within their original sizes but version 2 will handle moving the data to free space within the rom (which is much more complicated). 

If you want more information you can PM me and I'll can give you my gmail address.

--JP

Vehek

  • Errare Explorer (+1500)
  • *
  • Posts: 1761
    • View Profile
Re: What do I need to make modifications
« Reply #6 on: December 17, 2008, 09:47:45 pm »
Vehek, does fieldscript even need decompressed based on what you've studied?
Fieldscript is compressed; it's in OUT 3 made by Yazoo's room dumper. However, I've done my tests in-game by modifying the decompressed fieldscript in memory. (You can get the pointer to the decompressed fieldscript by looking at 0xE3A48 of memory.)

FaustWolf

  • Guru of Time Emeritus
  • Arbiter (+8000)
  • *
  • Posts: 8972
  • Fan Power Advocate
    • View Profile
Re: What do I need to make modifications
« Reply #7 on: December 17, 2008, 10:07:30 pm »
Super thanks for that info Vehek -- by comparing the compressed data to the uncompressed data, we can, perhaps, figure out the decompression routine, especially if it's a variation of LZS compression. Uber!

Vehek

  • Errare Explorer (+1500)
  • *
  • Posts: 1761
    • View Profile
Re: What do I need to make modifications
« Reply #8 on: December 17, 2008, 10:18:51 pm »
Can't you look at the source code in the Terminus Traduction tools?
I have the fieldscript for all the rooms in CD 1 decompressed by using the Lzss_d function in it.

FaustWolf

  • Guru of Time Emeritus
  • Arbiter (+8000)
  • *
  • Posts: 8972
  • Fan Power Advocate
    • View Profile
Re: What do I need to make modifications
« Reply #9 on: December 17, 2008, 10:23:41 pm »
Well, hell! I think my problem was that I was never able to get whatever utility uses the lzss_d function working correctly. Now that I know it can be done, I'll have to check this out. On top of everything else I need to check out. So many things to do, so little time, arrrghh!

Anyway lockgar, it seems the decompression problem is probably solved by Vehek's discoveries. If the fieldscript can be decompressed, I imagine all other compressed data can be decompressed and examined as well...I hope.