1925-1930
General Information[edit]
Chrono Cross[edit]
File | CD 1 | CD Sectors | CD 2 | CD Sectors |
1925.room_523_bend_of_time_-_main.script.cpt | Y | 115098 | Y | 114104 |
1926.room_523_bend_of_time_-_main.drp | Y | 115112 | Y | 114118 |
1927.room_523_bend_of_time_-_main.rgfx | Y | 115122 | Y | 114128 |
1928.room_524_bend_of_time_-_spekkios_room.script.cpt | Y | 115231 | Y | 114237 |
1929.room_524_bend_of_time_-_spekkios_room.drp | Y | 115279 | Y | 114285 |
1930.room_524_bend_of_time_-_spekkios_room.rgfx | Y | 115280 | Y | 114286 |
See also Access Bend of Time in Regular Game.
grobycftw:
********* 1925.out ********* 1925.room_523_bend_of_time_-_main.script.cpt Sector Offset **Format** -------------- **2048** // **2352** CD1 - 115098 = 0E0CD000 // 1022B6E0 CD2 - 114104 = 0DEDC000 // 0FFF0A80 (at 1395 further => Doors Offset) To unlock Bend of Time Doors, just edit these 2 offset! ************************************************ ************** FORMAT 2048 ************** ---CD1--- Offset = 0E0CE395 => 05 80 EB -> Set to 54 60 EB ---CD2--- Offset = 0DEDD395 => 05 80 EB -> Set to 54 60 EB ************************************************ ************************************************ ************** FORMAT 2352 ************** ---CD1--- Offset = 1022CCED => 05 80 EB -> Set to 54 60 EB ---CD2--- Offset = 0FFF208D => 05 80 EB -> Set to 54 60 EB ************************************************ ---003D--- 1AD9 in 003D file !!! Offset 1AD9 - 1ADA => 7E 00 => Set to 00 01 ---eee--- 54 60 => unlock ---0003.sszl--- Offset = 00000F11 - 00000F12 05 80 EB -> Normal what if 54 60 EB -> Works!!!
1. In General The world of Chrono Cross is built out of a series of rooms: locations with a single backdrop that scroll as the player moves around them. Each room can be divided up into three files containing various kinds of resources: a script.cpt, a rgfx pack, and a drp. Examination of 7 samples suggests that the drps contain graphical resources pertaining to animated sections of the background (tim textures, meshes, and in one case models) and information for using/assembling them (timinfo, types 10, 12, 16). One drp examined was empty. 2. Standard Locations Individual rooms can be blocked together to form areas (villages, dungeons, etc.); in most cases the location files for Home World and Another World are interleaved in the same block (for instance, the ground floor of Serge's house in Arni(Home) is followed by the ground floor of the same house in Arni(Another), then by Serge's room in Arni(Home), etc.). Exceptions are few; they include the Zelbess/Invincible, the Dead Sea/Sea of Eden, and locations which either exist only in one world or are the same in both worlds, such as the Bend of Time. Viper Manor is probably the largest single area, with ~60 rooms and nearly 200 files. ~CD2 replaces parts of the Dead Sea and some endings available only on ~CD1 with parts of Chronopolis, most of Lucca's House, and endings available only on ~CD2. The Darkness Beyond Time has no room data as such—it consists only of a battlefield and a scripted cut-scene, both of which are probably called from the Opassa Beach fieldscript code. 00E7 = What'sUpDoc ---------------------------------------------------------------- Trying to enable the door to be open in regular game! All Test where made in Home Bend of Time ---------------------------------------------------------------- --------------------------------------- All Values in format 2352 --------------------------------------- Room 523 Bend of time - main.script.cpt : Sector 115098 = 1022B6E0 (14 Sector) Sector 1 1022B6F8 - 1022B76F = Big Pointer 0E 00 00 00 40 00 00 00 74 00 00 00 74 04 00 00 84 04 00 00 04 1B 00 00 D4 20 00 00 40 23 00 00 84 24 00 00 04 3E 00 00 78 44 00 00 8C 44 00 00 A0 44 00 00 C4 4B 00 00 50 61 00 00 CC 69 00 00 0E 00 => 00 0E First 3 Pointer 40 00 => 00 40 All Pointer 74 00 => 00 74 = 1022B738 - 1022B76B more Pointer 43 0F FF FF CC 04 11 03 4C 0C 3D F6 4F FC 3B 0A BB 0B A8 FE 91 FF 9F 27 69 05 C0 00 40 FF 40 00 C0 FF 16 00 03 00 00 00 00 10 00 00 00 10 00 00 00 10 00 00 43 = Affect Collision 0F = Room Shape FF = Unknown doesnt do nothing FF = Room Shape CC = Unknown (tested) 04 = Room Shape 11 = Messes the Floor collision 03 = Room Shape 4C = Unknown (tested) 0C = Room Shape lol 3D = Unknown (tested) F6 = Room Shape 4F = Unknown (tested) FC = Room Shape 3B = Unknown (tested) 0A = Room Shape BB = Unknown (tested) 0B = Room Shape A8 = Room object location FE = Room object location 91 = Room object location FF = Room object location 9F = Unknown (tested) 27 = Room object location 69 = Unknown (tested) 05 = Object Size C0 = Camera Limitation 00 = Camera Limitation 40 = Camera Limitation FF = Camera Limitation 40 = Camera Limitation 00 = Camera Limitation? Dont Know C0 = Camera Limitation FF = Camera Limitation 16 = Affect Object in room (No door, cant exit or fight Enemy) 00 = Crash if changed 03 = Unknown (tested) 00 = Unknown (tested) 00 = Unknown (tested) 00 = Unknown (tested) 00 = When put to FF enable camera effect lol 10 = Camera Affected 00 = Unknown (tested) 00 = Unknown (tested) 00 = Unknown (tested) 10 = Unknown (tested) 00 = Unknown (tested) 00 = Unknown (tested) 00 = Unknown (tested) 10 = Unknown (tested) 00 = Unknown (tested) 00 = Unknown (tested) 74 04 => 04 74 1022B770 - 1022B96F = Some Texture Part 1 (CLUT? Length = 200) 1022B970 - 1022BB6F = Some Texture Part 2 (CLUT? Length = 200) 84 04 => 04 84 1022BB6C - 1022BB7B = Lzss 16 byte 1022BB6A - 1022BB7F = Doesnt Do nothing Length 1680 1022BB7C - 1022BEF7 Length 37C AC 26 00 00 00 06 D4 82 80 40 22 00 01 00 02 CF AC = 1022BB80 = If Value A8 or less game crash, if more doesnt do nothing 26 = 1022BB81 = Crash if 00, 00 00 00 = 1022BB82 - 1022BB84 = Crash if changed 06 = 1022BB85 = Doesnt do nothing D4 82 80 = 1022BB86 - 1022BB88 = Crash if less 82 = 1022BB87 = This value doesnt do nothing when changed 40 = When lowered,cannot start using PC, if changed reset the game 22 = 00 = 01 = 00 = 02 = CF = 1022BB89 - 1022BB92 = NEED TO TEST THESE VALUE they all do the same thing >.< FF FF 1F 00 43 CF C0 09 60 2A F0 1D F8 13 3C 0B 1022BB90 = if value "FA or F7 or F2" Appear in front the Door! 1022BB90 = Location Appear But change stuff also >> 1022BBC1 = Change too much crash 1022BBD0 = This byte doesnt do nothing 1022BC20 - 1022BC5F = interesting block 1022BC47 = funny value need more testing 1022BC4D = affect walking speed in defined direction >> (if Value = FA , PC 1 walk/run slowly like in lava!) Sector 2 = Start at 1022C028 1022C028 - 1022C827 Length 800 1022C1D5 = if "F5" Unlock all Cylinder but wierd effect on 1022C1F8 = Crash if Lowered 1022C225 = Change 5 crash but 0 doenst Sector 3 = Start at 1022C958 1022C958 - 1022D157 Length 800 Sector 4 = Start at 1022D288 1022D288 - 1022D58B Length 304 1022D57B = Affect Model of your characters at certain point in the field 1022D588 1022D58B End of Script block 04 1B => 1B 04 5D0 1022D58C - 1022DA87 Length 4FC Sector 5 = Start at 1022DBB8 1022DBB8 - 1022DC8B = End of Collision walls Length D4 D4 20 => 20 D4 Length 26C 1022DC8C - 1022DEF7 40 23 => 23 40 Length 144 1022DEF8 - 1022E03B 84 24 => 24 84 Length 1980 1022E03C - 1022FD4B 1022E03C - 1022E3B7 Length 37C Sector 6 = Start at 1022E4E8 1022E4E8 - 1022ECE7 Length 800 Sector 7 = Start at 1022EE18 1022EE18 - 1022F617 Length 800 Sector 8 = Start at 1022F748 1022F748 - 1022FD4B 1022EE18 - 1022F617 Length 604 04 3E => 3E 04 Length 674 1022FD4C - 102304EF 1022FD4C - 1022FF47 Length 1FC Sector 9 = Start at 10230078 10230078 - 102304EF Length 478 78 44 => 44 78 Length 14 102304F0 - 10230503 79 6F 73 31 0C 00 00 00 01 00 00 00 00 00 00 00 0C 00 00 00 8C 44 => 44 8C Length 14 10230504 - 10230517 79 6F 73 30 0C 00 00 00 01 00 00 00 00 00 00 00 0C 00 00 00 A0 44 => 44 A0 Length 724 10230518 - 10230D6B 10230518 - 10230877 Length 360 Sector 10 = Start at 102309A8 102309A8 - 10230D6B Length 3C4 C4 4B => 4B C4 Length 158C 10230D6C - 102311A7 Length 43C Sector 11 = Start at 102312D8 102312D8 - 10231AD7 Length 800 Sector 12 = Start at 10231C08 10231C08 - 10232407 Length 800 Sector 13 = Start at 10232538 10232538 - 10232687 Length 150 50 61 => 61 50 Length 87C 10232688 - 10232D37 Length 6B0 Sector 14 = Start at 10232E68 10232E68 - 10233033 Length 1CC 10233032 - 10233033 = 77 77 Last Bytes 10233034 - 10233667 = 00 00 00 .. Other Testing 1022BB6C - 1022BB7B = Do nothing 1022BB7C - 1022D58B = Gros Block 1022DC8C - 1022DEF7 = unknown Stuff 1022DEF8 - 1022E03B = unknown Stuff 1022DF55 - 1022DF5C = Change shadow effect color 1022DEF8 - 1022E03F = unknown Stuff 1022E038 - 1022FD4B = unknown Stuff 1022FD4C - 102304EF = unknown Stuff 102304F0 - 10230503 = some header? 10230504 - 10230517 = some header? 10230518 - 10230D6B = unknown Stuff 10230D6C - 10232687 = NPC properties 10232688 - 10233033 = Pyramid Properties 102304F7 = Working on this, Can make crash easely okay changing [1022E096 - 1022E098] to [1022E088 - 1022E08A] Make all the field texture nuts >.> , its stable but all messy 1022E8C8 = Can make crash. Texture related stuff 102304F0 - 10230577 = Small Block unknown crash if too much edit 10230588 - 102307B7 = Alot of FF (changing FF to 11 doesnt do anything hmmm) 102307B8 - 10230BC7 = Changed All data to FF and no result. (so unknown for now) 10230BC8 - 10230D47 = Unknown 10230CDC - 10230D1A = Some kind a Separation (Doesnt do anything to edit it) 10230D28 - 10230DE7 = Some kind a Big Header (If changed easy crash) 10230D3C - 10230D43 = Crash if changed 10230D44 = Doesnt do nothing? 10230D48 = Crash if changed 10230D50 = Doesnt do nothing? 10230D72 - 10230D76 = Color Of Little NPC 10230D80 - 10230D81 = Crash if changed 10230D84 - 10230D85 = If changed to E5 1E = Invisible npc lol 10230D88 - 10230D89 = Crash if changed 10230DAC = Model of little NPC HUGE >> 10230DBC = Model of little NPC all messy 10231FBC - 10231FFA = Same Separation 1023201C - 10232038 = Some kind of Header Crash if changed 102320D8 - 10232157 = little NPC movement loool 102321B8 - 102322A2 = More of little npc movement 102322A2 - 10232407 = Changed All data to FF and no result. (so unknown for now) 10232538 - 10232687 = Changed All data to FF and no result. (so unknown for now) 10232688 - 10232692 = Affect Pyramid Texture 10232694 - 1023269F = Some kind a classic header [06 00 00 00 20 00 00 00 CC 02 00 00] 102326A0 - 102326A1 = Color of 2 Side of Pyramid 102326A5 = WOAH lOOOOL if changed value to 0F = Flying Pyramid Changed ot 0D = No pyramid 10232688 - 10232807 = Pyramid Properties 10232808 - 10232810 = Pyramid color and stuff 10232A8C - 10232ACB = Separation 10232AF8 - 10232D37 = Pyramid?? 10232E68 - 10233034 = Pyramid Properties 10233038 - 10233667 = End of main.script.cpt (Empty Space) ---------------------------------------------------------------- Room 523 Bend of time - main.drp : Sector 115112 = 10233780 (10 Sector) 10233798 - 102337A3 = Header? 102337A4 - 10233857 = List of offset? 10233858 - 10233933 = 220/DC? 10233934 - 102339FB = 200/C8? 102339FC - 10233AD7 = 220/DC? 10233934 - 10233AD7 = Change Rien 10233AD8 - 10233BB7 = Rien pentoute 10233BB8 - 10233C97 = Opacite lampadaire? 10233C98 - 10233D77 = Cylinder 1 10233D78 - 10233E57 = Cylinder 1 Base 10233E58 - 10233F37 = Cylinder 2 10233F38 - 10233F97 [cut] 102340C8 - 10234147 = Cylinder 2 Base 10234148 - 10234227 = Cylinder 3 10234228 - 10234307 = Cylinder 3 Base 10234308 - 102343E7 = Cylinder 4 102343E8 - 102344C7 = Cylinder 4 Base 102344C8 - 102345A7 = Cylinder 5 102345A8 - 10234687 = Cylinder 5 Base 10234688 - 10234767 = Cylinder 6 10234768 - 10234847 = Cylinder 6 Base 10234848 - 102348C7 [cut] 102349F8 - 10234A57 = Cylinder 7 10234A58 - 10234B37 = Cylinder 7 Base 10234B38 - 10234C17 = Cylinder 8 10234C18 - 10234CF7 = Cylinder 8 Base 10234CF8 - 10234DD7 = Cylinder 9 10234DD8 - 10234EB7 = Cylinder 9 Base 10234EB8 - 10234F97 = Cylinder 10 10234F98 - 10235077 = Cylinder 10 Base 10235078 - 102350A3 = 44 102350A4 - 102350CF = 44 102350D0 - 102350FB = 44 10235128 - 102351AB = Exit Beam 10235128 - 10235153 = 44 10235154 - 1023517F = 44 10235180 - 102351AB = 44 102351AC - 102351D7 = 44 102351D8 - 102351F7 [cut] 10235328 - 10235333 = 44 10235338 - 102357F7 = Nothing?? Change does nothing 10235158 - 102351F7 [cut] 10235328 - 10235357 = 1023581D - 1023581F = Light Lampadaire texture 10235896 - 10235896 = ??? 10235A30 - 10235A4F = ??? 10236F40 - 10236FAF = ??? 102371BA - 102371DF = ??? 102384A9 - 10238B25 = Changes Nothing 10238B3A = Last value 10239360 = End of main.drp ---------------------------------------------------------------- *rgfx files are cpt files containing texture resources from a given room. *The contents fall into two types: pre-rendered backgrounds and NPC model textures. Room 523 Bend of time - main.rgfx : Sector 115122 = 10239360 ---------------------------------------------------------------- Room 524 Bend of time - spekkios room.script.cpt 115231 = Room 524 Bend of time - spekkios room.drp 115279 = Room 524 Bend of time - spekkios room.rgfx 115280 =