- 1 General Information
- 1.1 Chrono Cross
- 1.1.1 Blender Model Importing Plugin
- 1.1.2 Chrono Cross Save State Editor
- 1.1.3 Enemy Editor
- 1.1.4 Purple Cat Tools
- 1.1.5 Room Viewer
- 1.1.6 ~R-Y Toolset
- 1.1.7 Terminus Translation Tools
- 1.1.8 TIM Viewer
- 1.1.9 utunnels Assorted Tools
- 1.1.10 Walkmesh OBJ Exporter
- 1.1.11 yazoo's Tools
- 1.1.12 Lost Tools
- 1.2 General
- 1.1 Chrono Cross
Several utilities are functional with the playstation release of Chrono Trigger and Chrono Cross. If the utilities here do not work, do check out http://www.zophar.net/utilities/psxutil.html for more options. If you need an emulator, grab ePSXe.
Blender Model Importing Plugin
You can take the model OUT files that Nemesis's translation tools put out and import them into Blender using this plugin. It's still a work in progress; not every model will import correctly.
- Ground-up rewrite to take advantage of Python's object-oriented capabilities.
- Modified to be able to handle models with multiple textures.
- Modified to be able to handle textures of varying size.
- Improved console output to facilitate debugging.
- Steps to improve Blender viewing of models: turn off mipmapping and interpolation, enable transparency in rendering.
- Fixed remaining bugs in vertex unpacking; all models' vertices and faces are now viewable with 99% accuracy.
- Deferred attempt to derive armature from joint data.
Chrono Cross Save State Editor
This is one of Magil's toys—edits enemy stats, Elements, etc. and optionally outputs a .ppf patch to apply to a disc image. This is written in C# and requires the .Net framework, so this one is Windows-only.
Purple Cat Tools
Alfador's ongoing project, whose purpose is to produce a set of extraction and editing tools that will allow as many as possible of the files on the Cross ~CDs to be edited without reference to the documentation collected here. ;) Written in Perl (hence multiplatform).
0.3 was the last real release. There is reasonably complete documentation in the README file.
Features: break apart Cross CD images into their component files and rebuild them, or extract individual files and reinsert them.
Known problems: never much tested on Windows, creation of EDC/ECC data for CD sectors is really slow (not an issue unless you're rebuilding an entire CD).
0.4_ALPHA contains most of what was supposed to be the next version.
Features: In addition to just about everything the previous version can do, allows breaking down composite (drp and cpt) files into their component parts and rebuilding them, somewhat functional LZSS decompression and recompression. Faster at creating CD sectors than the previous version. Supports project settings files, so that you don't have to keep typing all those switches.
Known problems: the README was only partly updated, filebuilder.pl was never actually written, relzss.pl never worked properly (it's okay for short files, IIRC, but I screwed up on "what you do when you hit the end of the buffer"), some scripts don't work properly on Windows even though they're okay on Linux. I have a set of corrections someone on Triple-Tech gave me that I never got around to incorporating.
Created by Magil and written in C#. Check utunnels assorted tools below for a download link.
This was a re-write of the C++-based portion of the Terminus tools that was left unfinished after the Squeenix C&D forced the author to abandon it.
Terminus Translation Tools
These tools were used by Terminus Traduction to translate Chrono Cross into French. This is the oldest set of Cross tools. Heavily focused on dialogue editing, it predates the discovery of the purpose of many of Cross's files, and possesses minimal English-language documentation in the form of a PDF bundled with the programs. Written in a mixture of C++ and Java.
TIM Viewer can view, flip, resize and extract .tim (texture) files.
utunnels Assorted Tools
Includes some rough tools not found anywhere else, such as compilers and decompilers for fieldscript and battlescript, a de-~LZSS-er, a de-~DRP-er, and a texture remapper (remaps 2-textured battle models to use a single texture, for improved Doppelgang compatibility), all (I think) in C# .Net.
Walkmesh OBJ Exporter
This is some quick and dirty code that can export walkmeshes to OBJ files. Inputs are the OUT files corresponding to the walkmesh as output by yaz0r's tools.
Yazoo's tools can also extract the script, etc.
yaz0r had a fieldscript decompiler, and http://static.grumpycoder.net/yazoo/ccScript.rar was once the location of either the item itself or a thwack of scripts that had been run through it.
Common use of the TIM texture format for image files makes a TIM viewer/converter an invaluable tool for anyone who wants to do graphics work on Cross—http://www.romhacking.net/ has several. (If you need one that works on a non-Windows system, I can confirm that ~PSicture sort-of works under WINE. Use File > Scan rather than File > Open, and give your files short names if you don't want it to get cranky.)
It's possible that some utilities originally created to work with other PSX Squeenix games such as Final Fantasy ~VII-IX, Xenogears, Threads of Fate, etc. may be able to operate on Cross files with minimal or no adaptation, but this has not been tested. FFVIII and Xenogears are thought to have the most similar engines.
Author: Neil Corlett
Highly Experimental can play .psf soundtracks for Playstation games. It is a Winamp plugin.
Author: Some Japanese dude
PSXMC is a useful utility that allows playback of streaming .xa files, as well as .str cutscenes. They can also be ripped as .wavs or converted to .avi or other movie formats respectively.