Difference between revisions of "Temporal Flux FAQ"

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(Deleted FAQs N/A in 2.0, updated OW Tile Props. FAQ)
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''JLukas''
 
''JLukas''
 
==How do I know which string index dialogue is coming from?==
 
 
One of the first few Commands in each area using strings should be StringIndex which specifies where the strings are being loaded from in the ROM.  The address listed here is also listed in the string editor (though the first digit will be different, due to ROM-to-file-offset conversion).
 
 
''ZeaLitY''
 
  
 
==How do I test my hack? It's huge!==
 
==How do I test my hack? It's huge!==
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''Geiger''
 
''Geiger''
 
==I changed around a song's instruments, and now it plays briefly when I first load the ROM.==
 
 
Song 00 (Silence) is an actual song used during the loading of Chrono Trigger when it is first booted up, but you cannot hear it because all the instruments are silent. Sometimes, a pointer to the song recently edited might get copied to Song 00's location. If this occurs, simply go to Song 00 in Temporal Flux and hit Write to Memory, Save.
 
 
''JLukas''
 
  
 
==When I edit a certain map, it messes up somewhere else!==
 
==When I edit a certain map, it messes up somewhere else!==
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==Why doesn't my new Overworld Exit work?==
 
==Why doesn't my new Overworld Exit work?==
  
At this time, Overworld Exits only work with certain tiles. Try pasting a Layer 2 tile that lies beneath other Exits on the map where you have your new exit.
+
Overworld exits must be placed on a tile that has the Exit bit set (displayed in yellow in the Overworld Tile Properties view)
 +
 
 +
You can copy and paste a tile from an existing exit to use, or set the Exit bit for the tile using the Overworld Tile Properties editor. It is important to note that changing a tile's properties will affect every instance of the tile on the map.  It is highly recommended you only set the Exit bit when absolutely necessary to prevent problems with the Epoch.
  
 
A more technical reason for why an exit cannot just be any tile on the Overworld maps is that entering an exit takes precedence over boarding the Epoch (meaning if you were to ever land the Epoch on an exit, you would never be able to take off again).  To avoid this issue, the programmers coded the Epoch so that it could not land on an exit.
 
A more technical reason for why an exit cannot just be any tile on the Overworld maps is that entering an exit takes precedence over boarding the Epoch (meaning if you were to ever land the Epoch on an exit, you would never be able to take off again).  To avoid this issue, the programmers coded the Epoch so that it could not land on an exit.
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Also, unlike Locations which actually build an "exit map" when they load, Overworld exit information is coded directly into the tile properties, essentially making it a part of the map proper.  Allowing every tile to be an exit would disallow the Epoch to land anywhere at all.
 
Also, unlike Locations which actually build an "exit map" when they load, Overworld exit information is coded directly into the tile properties, essentially making it a part of the map proper.  Allowing every tile to be an exit would disallow the Epoch to land anywhere at all.
  
''Geiger''
+
''Geiger'', ''JLukas''
  
 
''From'': [[Modification]]
 
''From'': [[Modification]]

Revision as of 02:56, 24 December 2005

How can I quickly and easily listen to songs that I've edited?

Have a save game by Crono's house, and then enter PAR code 7E1B9Cxx, where xx is the song you want to play. It'll instantly stop playing the town music and begin with the new one.

JLukas

How do I test my hack? It's huge!

Many roms have debug rooms that allowed the programmers to skip to various parts of the game to test stuff out and not have to play through the game to get to other worlds, locations and changes. I think it's a good idea for people to code one themselves, a room that won't be in the final, just have people that warp you to locations upon talking to them, different time periods, a good little space that will help with getting places and such, like an in game shortcut. When the hack is complete, it can be deleted, or left as a secret of sorts.... all kinds of possibilities.

Chickenlump

I can't make this exit to the Overworld work right. The coordinates are messed up!

If you're trying to make an exit to the Overworld from a location and find that you cannot seem to get the coordinates right (e.g. Crono ends up in the ocean when he uses the exit), it is because OW maps work in subtiles. The math does not work out quite as neatly, so instead of dividing your coordinates by 16 (the effect of shaving the last digit off), you need to divide by 8. So effectively, shave off the last digit, double, and add one if you want the character in the center of the tile (respective to that direction). REMEMBER that you're multiplying in hex! For instance, 26 x 2 = 4C, not 52. If you need help working in hexadecimal, just load up Windows calculator and hit the "Hex" button. It'll take care of everything else.

Geiger

When I edit a certain map, it messes up somewhere else!

Locations are not the only store of data; maps are also correspondent to particular locations, meaning if you load Map 3 in an unused location, everything on Map 3 (which is in the Black Omen) will show up with whatever tileset you have loaded (probably looking like a bunch of garbage). Any edits to Map 3 will occur in the Black Omen as well, since both its location and the one you're editing use that map.

Geiger

When I use select tiles in the Overworld Editor, they come out different on the map. Why?

The top half of the Overworld tilesets is reserved for Layer 1, and the bottom for Layer 2. Layer 2 tiles pasted while working with Layer 1 will result in their Layer 1 equivalent, and vice versa, so painting a shore in Layer 1 might equate to part of a house. Make sure you're in the right mode.

ZeaLitY

Why doesn't my new Overworld Exit work?

Overworld exits must be placed on a tile that has the Exit bit set (displayed in yellow in the Overworld Tile Properties view)

You can copy and paste a tile from an existing exit to use, or set the Exit bit for the tile using the Overworld Tile Properties editor. It is important to note that changing a tile's properties will affect every instance of the tile on the map. It is highly recommended you only set the Exit bit when absolutely necessary to prevent problems with the Epoch.

A more technical reason for why an exit cannot just be any tile on the Overworld maps is that entering an exit takes precedence over boarding the Epoch (meaning if you were to ever land the Epoch on an exit, you would never be able to take off again). To avoid this issue, the programmers coded the Epoch so that it could not land on an exit.

Also, unlike Locations which actually build an "exit map" when they load, Overworld exit information is coded directly into the tile properties, essentially making it a part of the map proper. Allowing every tile to be an exit would disallow the Epoch to land anywhere at all.

Geiger, JLukas

From: Modification