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11-02-05 12:59 PM
1 user currently in Rom Hacking: hukka | 2 guests
Acmlm's Board - I2 Archive - Rom Hacking - Temporal Flux Release | |
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Parasyte

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Posted on 02-05-05 10:58 AM Link | Quote
Originally posted by Geiger
Rendering Chrono Trigger maps is much more complex than Super Mario World. FuSoYa started a Chrono Trigger editor named Lunar Trigger which was never finished, though it could edit Location maps. Last time I checked, TF's managed code ran just slightly slower than LT's native code (5 seconds for large maps). Version 1.06 renders a 3 megapixel image on the fly in software. The WIP version renders a 12 megapixel image in about the same amount of time.

...

---T.Geiger


On my machine, Lunar Trigger can render large maps (for example, 08E and 0F4) in about 30ms. Temporal Flux v1.06 takes almost 3 seconds to render these maps. I don't see how 3 seconds is only "slightly slower" than 30 milliseconds. That's actually on the order of 100 times slower. *shrug*
As for the WIP, 4 times faster [than the current public build] is still no where near as fast as Lunar Trigger. Either I am completely missing any point you may have about the speed comparison between Lunar Trigger and Temporal Flux, or the .NET framework really is as damn slow as anyone could imagine.
Geiger

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Posted on 02-05-05 11:45 AM Link | Quote
Either I am completely missing any point you may have about the speed comparison between Lunar Trigger and Temporal Flux

You seem to be getting some radically different times than I did.

Does not really much matter though. You do not like .NET? That is fine. I heard you the first 20 times you said it. I will code this program for whatever platform I choose. And if I decide to use an algorithm that takes 30 minutes to render an empty map, then so be it. You can love it or leave it.

Frankly, you people are starting to get on my last damn nerve. If you do not have anything constructive to add to this thread then do not post. And that includes any further posts on this exchange. No apologies, no retorts, and no taking up one side or the other.

Add to the signal, not the noise.

---T.Geiger
DivineDragoonKain

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Posted on 02-05-05 10:16 PM Link | Quote
*cough* Anyway, in case you read this before checking your mail, I sent the patches.

Also, to make this post useful, I might as well ask a question that's been itching. What things do you plan to incorporate in the next release? I believe I heard you say Overworld events, which would be awesome (though there wouldn't be that many varying events, would there? I can't think of more than 10 or so such events throughout the entire game)
xZeaLitYx

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Posted on 02-05-05 11:43 PM Link | Quote
Map Expansion I think is completed. I forget if infinite String length and number are on the short list or not. The Strings system will also be integrated with the Event code, rather than being its own standalone editor.
Geiger

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Posted on 02-05-05 11:44 PM Link | Quote
Overworld event editing is not as rich as Location event editing. There are only about a third as many commands and many of them unused. This is why I did not hold the release of the editor until after this feature was complete.

I have finished Layer 3 rendering, but I do not remember if I have completed the editing portion of it. I prefer not to discuss any further features just so there's a little bit of surprise in the release.

(edit)

The Strings system will also be integrated with the Event code, rather than being its own standalone editor.

This will only be true for dialogue. Non-event related strings such as enemy names will still be edited as they are now.

---T.Geiger


(edited by Geiger on 02-05-05 07:47 PM)
DahrkDaiz

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Posted on 02-06-05 02:58 AM Link | Quote
This thread is huge, it's about time for a sticky!
xZeaLitYx

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Posted on 02-06-05 08:32 AM Link | Quote
DDK recently used Save to .png to map some Truce residences for the Locations encyclopedia. I noticed that his .png turned out darker than it should, as well. I've made a comparison; the first is the saved .png, the seocnd is a ZSNES screenshot, and the third is a printscreen of Temporal Flux.



Could it be my computer?


(edited by xZeaLitYx on 02-06-05 04:32 AM)
Geiger

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Posted on 02-06-05 10:56 AM Link | Quote
Send me the original unmodified PNG file.

---T.Geiger
xZeaLitYx

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Posted on 02-07-05 02:51 AM Link | Quote
www.chronocompendium.com/Term/Image:TruceResidences.png
Geiger

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Posted on 02-07-05 06:04 AM Link | Quote
It is definately your computer or the program you are using to view PNGs.

---T.Geiger
Lenophis

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Posted on 02-07-05 02:19 PM Link | Quote
I was thinking it was an old version doing this, but, apparently not. TF is crash prone... I probably did about an hour's worth of work in changing item descriptions, but as soon as I click "save," it crashes with stupid IO errors. Oh yeah, it also does that whenever I open a rom too. So not only were my changes not saved, I can't even open a rom now and then! And before you ask:

.NET framework v1.1
TF v1.06
Windows 2000

And I have something else to gripe about too. You have rendered two previously released editors useless. And by useless, I mean "you removing the header means I can't edit the game further because they do stuff that TF cannot."

Oh so nice, and at the same time, oh so limiting....
Geiger

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Posted on 02-07-05 06:22 PM Link | Quote
it crashes with stupid IO errors. Oh yeah, it also does that whenever I open a rom too. So not only were my changes not saved, I can't even open a rom now and then!

Make sure you do not have the file open in another program (like say a hex editor). I do not handle file access mode exceptions. Chalk this one up to laziness. Even had I coded it in, you still would not be able to save though. You would just receive an error message instead of an unhandled exception.

And its hardly "crash prone".

---T.Geiger
JCE3000GT

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Posted on 02-07-05 08:08 PM Link | Quote
Any news on the next version? And I have a few simple questions. Any chance on adding a menu/dialog font editor? How long before basic graphics like char/enemies/npc are put in? And, would there be any possible way to add some templates to the event editors...let me explain. End user wants to create a basic chest, so he chooses the option "Create Treasure Box" and TF creates a blank treasure chest with some sample values where all the end user has to do is fill in the map/coord/etc. Or, "Dialog+Battle Event" where the end user would want the chracter to touch a certain tile, an enemy npc to talk, then a battle ensues. Or somethings to that effect that would be commonly used to speed up the time the end user uses at design time.
Heian-794

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Posted on 02-08-05 01:17 AM Link | Quote
Font editing, now that would be great! I love designing fonts and would be happy to make one for CT.

Come to think of it, both CT and FF3u use modified versions of the classic Mac font Chicago, and when some independent translators made a German version of FF3/6, they made a really spiffy custom font. I'm presuming that most of the letter width values are the same as in FF3's Chicago, which means that this could be placed into CT easily.

I'll try and get a screenshot or two together so you can see what I'm talking about.
DivineDragoonKain

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Posted on 02-08-05 01:39 AM Link | Quote
I think it would be both awesome and completely "WTF" weird to see the entirety of Chrono Trigger in Mr. Saturn font.
Geiger

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Posted on 02-08-05 01:46 AM Link | Quote
Any news on the next version?

http://geigercount.net/crypt/tf107.update.zip


v1.07
Fixed
- Overworld Exits . increasing the number of exits caused some of the exit data to be omitted
- Location Scroll Mask . some areas have scroll masks larger than they should be able to, which caused problems when their data was read



Presumably you mean v2.0 though. There is no set timetable on that. Right now I do not even remember what still needs to be implemented (I have been nose-deep in Snes9x code for the past few weeks; release coming soon).

Any chance on adding a menu/dialog font editor? How long before basic graphics like char/enemies/npc are put in?

Probably about three or four years out. Graphics editing is absolute last on the list since there are many other programs out there that can do this (and better than anything I would code). I seem to recall having answered this question before.

And, would there be any possible way to add some templates to the event editors

My original plans for the editor were for it to be more macro oriented. Someday I may add macros to the event editor, but it is not a top priority.

End user wants to create a basic chest, so he chooses the option "Create Treasure Box" and TF creates a blank treasure chest with some sample values where all the end user has to do is fill in the map/coord/etc.

Normal treasure data is not event related. Chrono Tweaker can take care of this (I think).

---T.Geiger
xZeaLitYx

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Posted on 02-08-05 06:16 AM Link | Quote
This is somewhat unrelated, but aside from extremely skilled hacking, how plausible is a playable Schala replacing Ayla? I'm going to work with TF as a vacation from the Encyclopedia for awhile, and I'll probably get started on the Crimson Echoes demo. I'm just wondering how feasible that is before I plan the plot out further to revolve around her as a playable character.
Geiger

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Posted on 02-08-05 06:37 AM Link | Quote
Schala could replace any character so long as you are willing to draw all the new sprites necessary. Until such time as all the animation data is hacked apart, it would make the most sense to replace Marle or Lucca and give Schala distance attacks.

---T.Geiger
Jigglysaint

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Posted on 02-18-05 11:32 PM Link | Quote
Any plans to add treasure chest editing?
Chickenlump

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Posted on 02-19-05 11:33 PM Link | Quote
Chrono Tweaker had chest editing at one point, but I lack the time these days to complete it. I also suck at bit operations in Visual Basic (not that I didn't try, though...heh..)


(this was a reply to an earlier post, which I seemed to have missed..)



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