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Acmlm's Board - I2 Archive - Rom Hacking - Chrono Trigger Sprite Assembly | | | |
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Chickenlump Level: 41 Posts: 1/722 EXP: 474192 For next: 5953 Since: 03-15-04 From: Columbia City Indiana Since last post: 3 hours Last activity: 4 min. |
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Before the board died, Blue Antoid of Starmen asked about the sprite assembly in Chrono Trigger, which would be key to making really customizeable characters and monsters. As outlined in Evil Peer's doc, Crono's sprite assembly starts at 1C29B0 Each frame of Crono's animation is a total of 40 bytes each. 32 of those bytes are 2 byte integers that determine which tile of graphics are used to piece him together, from 00 and up. The 32 bytes are followed by 8 bytes that determine (I think) how the 32 are distributed, like Crono's death animation is wider than it is tall. (speculation right now, I havent played with it yet) I'm thinking that making a custom character is going to be as simple as replacing crono's tiles with that of a custom character of your choice, and the tiles can be in any order you want, since your gonna change the sprite assembly anyway. And the animation date is even easier. Changing this along with the sprite assembly means that if you have less frames of character than the original Crono, just change this to re use existing frames. Crono's animation starts at 243200 It goes something like this 00 01 02 03 04 FF 00 - first frame of walking animation 01 - second frame of walking animation 02 - third frame of walking animation etc Terminated by FF, so between every FF is an animation sequence, from running to unsheathing a sword. So, if you wanted to change Crono's win animation to show Crono Laughing instead, it would be all too easy (I've done it) Here is a W.I.P. list of Crono's animation bytes (that I will finish up soon) 00 - facing down 01 - facing left 02 - facing right 03 - facing up 04 - walking down 1 05 - walking down 2 06 - walking down 3 07 - walking down 4 08 - walking down 5 09 - walking down 6 0A - walking left 1 0B - walking left 2 0C - walking left 3 0D - walking left 4 0E - walking left 5 0F - walking left 6 10 - walking right 1 11 - walking right 2 12 - walking right 3 13 - walking right 4 14 - walking right 5 15 - walking right 6 16 - walking up 1 17 - walking up 2 18 - walking up 3 19 - walking up 4 1A - walking up 5 1B - walking up 6 1C - running down 1 1D - running down 2 1E - running down 3 1F - running down 4 20 - running up 1 21 - running up 2 22 - running up 3 23 - running up 4 24 - running left 1 25 - running left 2 26 - running left 3 27 - running left 4 28 - running right 1 29 - running right 2 2A - running right 3 2B - running right 4 2C - pulling sword out of sheath facing down 1 2D - pulling sword out of sheath facing down 2 2E - pulling sword out of sheath facing down 3 2F - facing down sword drawn 30 - pulling sword out of sheath facing left 1 31 - pulling sword out of sheath facing left 2 32 - pulling sword out of sheath facing left 3 33 - facing left sword drawn 34 - pulling sword out of sheath facing right 1 35 - pulling sword out of sheath facing right 2 36 - pulling sword out of sheath facing right 3 37 - facing right sword drawn 38 - pulling sword out of sheath facing up 1 39 - pulling sword out of sheath facing up 2 3A - pulling sword out of sheath facing up 3 3B - facing up sword at the ready 3C - running left 3D - running right 1 3E - running right 2 3F - running down 1 40 - running down 2 41 - running up 1 42 - running up 2 43 - facing down with sword drawn 44 - facing down with sword drawn 2 45 - lying on the ground, with head pointing to the left of the screen 46 - lying on the ground, with head pointing to the right of the screen 47 - kneeling down facing up 1 48 - kneeling down facing up 2 49 - kneeling down facing down 1 4A - kneeling down facing down 2 4B - kneeling down facing left 1 4C - kneeling down facing left 2 4D - kneeling down facing right 1 4E - kneeling down facing right 2 4F - facing up with sword drawn 50 - facing up with sword lifted above head 51 - facing up , slightly bent over with sword down 1 52 - facing up , slightly bent over with sword down 2 53 - facing up, sword to the left 54 - facing up, sword to the right 55 - facing down, sword in the air 56 - facing down, sword down to the right 1 57 - facing down, sword down to the right 2 58 - facing down, sword down to the right 3 59 - facing down, sword to the left 5A - facing left, sword in air 5B - facing left, sword down to the left 1 5C - facing left, sword down to the left 2 5D - facing left, sword down to the right 5E - facing left, sword to his right 5F - facing right, sword in air 60 - facing right, sword down to the right 1 61 - facing right, sword down to the right 2 62 - facing right, sword down to the left 63 - facing right, sword to his left 64 - facing up, hurt 65 - facing left, hurt 1 66 - facing left, hurt 2 67 - facing right, hurt 68 - facing up, dance 1 69 - facing up, dance 2 6A - facing up, dance 3 6B - facing up, dance 4 6C - facing down, right hand in air, win pose 6D - facing down, right hand down, win pose 6E - facing down, surprise 6F - facing left, surprise 70 - facing right, surprise 71 - facing up, both hands in air 72 - facing up, both hands in air, wind affecting clothing 73 - facing down, both hands in air 74 - facing down, both hands in air, wind affecting clothing 75 - facing left, both hands in air 76 - facing left, both hands in air, wind affecting clothing 77 - facing right, both hands in air 78 - facing right, both hands in air, wind affecting clothing 79 - facing up, both hands in air 7A - facing down, both hands in air 7B - facing up, right hand in air 7C - facing up, left hand in air 7D - facing down, right hand in air 7E - facing down, left hand in air 7F - facing down, sword spin 80 - facing up, sword spin 81 - facing right, sword spin 82 - facing down, only a head, sleeping 83 - blank 84 - blank 85 - blank 86 - blank 87 - facing up with sword in front 88 - facing down with sword in front 89 - facing left with sword in front 8A - facing right with sword in front 8B - facing up, off the ground, sword in front 8C - facing up, off the ground a little less, sword in front 8D - facing down, off the ground, sword in front 8E - facing down, off the ground a little less, sword in front 8F - facing left, leaping back with sword 90 - facing left, leaping back a little less, with sword 91 - facing right, leaping back with sword 92 - facing right, leaping back a little less, with sword 93 - facing up, head down 94 - facing down, head down 95 - facing left, head down 96 - facing right, head down 97 - facing up, head shake 1 98 - facing up, head shake 2 99 - facing down, head shake 1 9A - facing down, head shake 2 9B - facing left, head shake 1 9C - facing left, head shake 2 9D - facing right, head shake 1 9E - facing right, head shake 2 9F - facing down, eyes half closed A0 - facing down, eyes closed A1 - facing left, eyes half closed A2 - facing left, eyes closed A3 - facing right, eyes half closed A4 - facing right, eyes closed A5 - facing up, arms crossed A6 - facing down, head down, arms crossed A7 - facing left, looking thoughtfull A8 - facing right, looking thoughtfull A9 - facing down, kneeling on one knee AA - facing left, kneeling on one knee AB - facing right, kneeling on one knee AC - facing up, feet lifting off ground, both arms in air 1 AD - facing up, feet lifting off ground, both arms in air 2 AE - facing down, feet lifting off ground, both arms in air 1 AF - facing down, feet lifting off ground, both arms in air 2 B0 - facing left, feet lifting off ground, both arms in air 1 B1 - facing left, feet lifting off ground, both arms in air 2 B2 - facing right, feet lifting off ground, both arms in air 1 B3 - facing right, feet lifting off ground, both arms in air 2 B4 - facing up, sword to the left B5 - facing right, sword to the right B6 - facing up, looking left, and getting ready to leap B7 - facing up, looking right, and getting ready to leap B8 - facing up, leaping forward, with sword over head B9 - facing up, stabbing down with sword BA - facing down, leaping forward with sword over head BB - facing down, stabbing down with sword BC - facing left, leaping forward with sword over head BD - facing left, stabbing down with sword BE - facing right, leaping forward with sword over head BF - facing right, stabbing down with sword I hope all this made sense to someone. I've been itching to make a custom character for quite awhile. (edited by Chickenlump on 03-15-04 05:10 PM) |
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dormento Shyguy Level: 17 Posts: 1/99 EXP: 24075 For next: 668 Since: 03-15-04 From: Esteio - Brasil Since last post: 182 days Last activity: 161 days |
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I've been itching to make a custom character for quite awhile. Yo, just wait till all the Schala freaks hear this At least the "assembly" is easy, and gives place for a lot of interesting stuff. Good job |
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Chickenlump Level: 41 Posts: 5/722 EXP: 474192 For next: 5953 Since: 03-15-04 From: Columbia City Indiana Since last post: 3 hours Last activity: 4 min. |
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Schala freaks? I don't know what your talking about.... *whistles innocently* |
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dormento Shyguy Level: 17 Posts: 3/99 EXP: 24075 For next: 668 Since: 03-15-04 From: Esteio - Brasil Since last post: 182 days Last activity: 161 days |
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Crap, i had written like 150+ pages of praises and acmlm says i'm not logged on! GRR! The sprites are very nice and detailed, did you drew them yourself? I remember i fiddled with a gg code that displayed a 9 boxes char. selection screen instead of the norm...maybe there were more characters planned, but they were cut early in development. If there's such a thing as "free space", would you just add the new Schala's sprites? or Would the game require you to overwrite one of the existing ones? |
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Chickenlump Level: 41 Posts: 6/722 EXP: 474192 For next: 5953 Since: 03-15-04 From: Columbia City Indiana Since last post: 3 hours Last activity: 4 min. |
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I would probably just overwrite one of the existing ones, but with Lunar expand, adding extra space is as easy as clicking a few buttons. Repointing the pointers to the graphics wouldn't be all that hard. Most of them I tweaked from existing sprites in Microsoft paint. I remember the game genie code you mentioned. I looked forever for other playable characters, for the longest time thinking it was either Slash, Flea, Ozzie or Schala... I think there were going to be extra characters at one time, in the japanese prerelease, there is a map character that wasn't finished, kind of looks like a soldier. |
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Imajin Buster Beetle Level: 34 Posts: 9/452 EXP: 234863 For next: 18788 Since: 03-15-04 From: Kingdom of Zeal Since last post: 39 days Last activity: 53 days |
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That blue pallete makes it look really out of place, did you add that? It reminds me of the troopers in FF6.. |
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Chickenlump Level: 41 Posts: 7/722 EXP: 474192 For next: 5953 Since: 03-15-04 From: Columbia City Indiana Since last post: 3 hours Last activity: 4 min. |
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No, that screenshot was taken when I decompressed and opened an unmodified Chrono Trigger Prerelease rom, its in there, at offset 5A732, just decompress it with Lunar Compress. | |||
dormento Shyguy Level: 17 Posts: 5/99 EXP: 24075 For next: 668 Since: 03-15-04 From: Esteio - Brasil Since last post: 182 days Last activity: 161 days |
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Biggs, Wedge...Pitt maybe? | |||
Imajin Buster Beetle Level: 34 Posts: 14/452 EXP: 234863 For next: 18788 Since: 03-15-04 From: Kingdom of Zeal Since last post: 39 days Last activity: 53 days |
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Hm, weird,... Judging by it's color usage, and how the mini-sprite palletes look in this savestate, it looks like it wouldnt work too well in any of them | |||
Geiger Buster Beetle Level: 34 Posts: 1/460 EXP: 241080 For next: 12571 Since: 03-15-04 From: Indianapolis, IN, USA Since last post: 6 hours Last activity: 6 hours |
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Originally posted by dormento maybe there were more characters planned, but they were cut early in development. Extra map characters aside, there could never be room for more than 8 characters in the game without seriously restructuring the data. And its unlikely that there could ever be more than 7 considering that the Epoch is often "character 8". What is much more likely is that the two extra spaces are for reducing your party to one member. ---Evil Peer |
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Chickenlump Level: 41 Posts: 13/722 EXP: 474192 For next: 5953 Since: 03-15-04 From: Columbia City Indiana Since last post: 3 hours Last activity: 4 min. |
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I attempted to replace one of Chrono's map sprites to that of the soldier, to get an in-game look at him, but the game didnt' like it one bit. Refused to load. Must have something to do with the blue, and palettes... I'm thinking perhaps he was intended as a map resident, like in Wild Arms, how it had townsfolk wandering the world map. The soldier could have been standing in front of a castle to block entrance to it at one time or something. "What is much more likely is that the two extra spaces are for reducing your party to one member" .....wow, thats clever, two blank spaces to make two...blank...spaces.... heh |
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dormento Shyguy Level: 17 Posts: 9/99 EXP: 24075 For next: 668 Since: 03-15-04 From: Esteio - Brasil Since last post: 182 days Last activity: 161 days |
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....wow, thats clever, two blank spaces to make two...blank...spaces.... heh Very clever now that you mention it... It makes sense. And about the soldier, he donesn't even have all of the required frames, although the game shoudn't crash because of that (it should just draw ugly squares, or nothing cause of the transparency). And what about Techs, is there any free space at all? I have no experience with expansion, but i heard from a pro that expanding Snes roms is much easier than expanding Nes ones. |
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JLukas Red Paragoomba Level: 13 Posts: 1/51 EXP: 8897 For next: 1370 Since: 03-15-04 From: USA Since last post: 9 hours Last activity: 6 hours |
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I also had no success trying to get the map soldier to load. I'll look at it further. With the 9 playable character select screen, Evil Peer is correct - it is used when your party is reduced to 1 member. Specifically, the event where you control Lucca to save Lara in 990 A.D. The reason you never see that select screen is because menu access is disabled during that event. If you warp Lucca out of there with cheat codes you can view the menu in action. On the topic of sprite data..chickenlump, what is the Extra Crono Animations 18C4EA? I tried to look at it in PSV but couldn't get it to appear right. What animations are they? |
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Geiger Buster Beetle Level: 34 Posts: 4/460 EXP: 241080 For next: 12571 Since: 03-15-04 From: Indianapolis, IN, USA Since last post: 6 hours Last activity: 6 hours |
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Probably things like Crono drinking root beer, sitting against the tree, etc. Marle has a custom animation for opening her big fat mouth. ---Evil Peer |
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Chickenlump Level: 41 Posts: 15/722 EXP: 474192 For next: 5953 Since: 03-15-04 From: Columbia City Indiana Since last post: 3 hours Last activity: 4 min. |
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Originally posted by Evil Peer Probably things like Crono drinking root beer, sitting against the tree, etc. Marle has a custom animation for opening her big fat mouth. ---Evil Peer XD Not a big Marle fan eh Peer? It will be a pleasure to replace her. Perhaps with Terra from FF6. *writes down idea* JLukas, I think the extra Crono animations also include Crono being torn apart, or disintegrating (when he saves the party in the game, Crono rising off the ground, screen turns white, and Crono kind of....melts away...heh) I tried everything to get that map character to load, it puzzles me beyond beleif! Even the Prerelease won't accept it if I replace even one tile of a playable map character with him. 0_0 Perhaps if I recolor him using the colors the characters are using.... |
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Geiger Buster Beetle Level: 34 Posts: 5/460 EXP: 241080 For next: 12571 Since: 03-15-04 From: Indianapolis, IN, USA Since last post: 6 hours Last activity: 6 hours |
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Originally posted by Chickenlump Not a big Marle fan eh Peer? No, I like her fine. Doesn't change the fact that she's got a big fat mouth though. ---Evil Peer |
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