Register | Login
Views: 19364387
Main | Memberlist | Active users | ACS | Commons | Calendar | Online users
Ranks | FAQ | Color Chart | Photo album | IRC Chat
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 | |
Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21Add to favorites | "RSS" Feed | Next newer thread | Next older thread
User Post
PeterGriffinTheMan

Deddorokku
Level: 29

Posts: 3/425
EXP: 137018
For next: 10867

Since: 03-02-05

Since last post: 4 hours
Last activity: 6 hours
Posted on 03-03-05 04:06 AM Link | Quote
Are you guys just messing around with the temporal flux or is there going to be a actual game of it(full game version).
Geiger

Buster Beetle
Level: 34

Posts: 321/460
EXP: 241080
For next: 12571

Since: 03-15-04
From: Indianapolis, IN, USA

Since last post: 6 hours
Last activity: 6 hours
Posted on 03-03-05 07:41 AM Link | Quote
If you are talking about the story presented in my teaser patch, some day in the far flung future, when I have all the free time in the world, I may actually produce a full length version of it. But I would not suggest holding your breath, considering the complexity of my current projects. It will probably take me years to complete the Temporal Flux editor alone.

If you are asking whether someone plans to make a complete game using the editor, the one furthest along in planning is being produced by the Chrono Compendium.

While the stories have some similar ideas, Crimson Echoes is CT 1.5, where as the Temporal Flux story is CT 3.

---T.Geiger


(edited by Geiger on 03-02-05 10:41 PM)
PeterGriffinTheMan

Deddorokku
Level: 29

Posts: 4/425
EXP: 137018
For next: 10867

Since: 03-02-05

Since last post: 4 hours
Last activity: 6 hours
Posted on 03-03-05 09:11 AM Link | Quote
So you are just testing the editor and fixing bugs and what not.
Geiger

Buster Beetle
Level: 34

Posts: 322/460
EXP: 241080
For next: 12571

Since: 03-15-04
From: Indianapolis, IN, USA

Since last post: 6 hours
Last activity: 6 hours
Posted on 03-03-05 06:28 PM Link | Quote
Me? I am writing the editor. Version 2.00 is about 70% complete, though it may be some time before it sees release since I have a lot of other stuff to do at the moment.

---T.Geiger
xZeaLitYx

Cheep-cheep
Level: 23

Posts: 83/199
EXP: 66932
For next: 791

Since: 04-13-04

Since last post: 1 day
Last activity: 3 hours
Posted on 03-06-05 11:48 AM Link | Quote
Basic rom hacking question: is it possible to simply copy an .spc to another address in the data? For instance, making a copy of the song Zeal Palace and sticking it in an empty offset? I've been playing with this concept as a way of expanding the soundtrack for Crimson Echoes or other projects.
Chickenlump

Level: 41

Posts: 492/722
EXP: 474192
For next: 5953

Since: 03-15-04
From: Columbia City Indiana

Since last post: 3 hours
Last activity: 4 min.
Posted on 03-07-05 02:27 AM Link | Quote
From what I understand, the SPC isn't in just one place. I think it's asm and placed in a few different areas that link together to output the 'song' heard. Geiger sort of explained it rather well in his Spooky West patch thread, which was unfortunately deleted. I wish that thread were archived somewhere.
Geiger

Buster Beetle
Level: 34

Posts: 325/460
EXP: 241080
For next: 12571

Since: 03-15-04
From: Indianapolis, IN, USA

Since last post: 6 hours
Last activity: 6 hours
Posted on 03-07-05 04:48 AM Link | Quote
is it possible to simply copy an .spc to another address in the data? For instance, making a copy of the song Zeal Palace and sticking it in an empty offset?

While you could copy the music data to another location, it would not really accomplish anything since Chrono Trigger is hardwired to 83 songs.

And even if this were not true, you would still only be able to replace it with music from compatible games (like Final Fantasy VI). The "SPC"s are actually small programs written for the APU. It is not really anything like a wav file.

The most you could really do would be to reorchestrate the instruments to get a different sound out of an old song (like Robo's Fair or Space Age Schala).

---T.Geiger
Spekkio

Level: 8

Posts: 11/22
EXP: 1898
For next: 289

Since: 11-29-04
From: End of Time

Since last post: 15 days
Last activity: 70 days
Posted on 03-10-05 10:01 AM Link | Quote
Is there any way to remove the fog in Arris Dome?
Geiger

Buster Beetle
Level: 34

Posts: 330/460
EXP: 241080
For next: 12571

Since: 03-15-04
From: Indianapolis, IN, USA

Since last post: 6 hours
Last activity: 6 hours
Posted on 03-10-05 10:36 AM Link | Quote
Not in the current version. The next major release will allow for map header editing, which is where it determines if Layer 3 exists.

---T.Geiger
Rayinne

Level: 2

Posts: 1/1
EXP: 15
For next: 31

Since: 03-20-05

Since last post: 227 days
Last activity: 208 days
Posted on 03-20-05 07:12 AM Link | Quote
OK, I just started messing around with TF. And I want to start my project, Chrono Entropy, with a bang. Right off the bat - Lucca's final battle. Anyway, I'm having trouble getting the game to initialize Lucca as a single PC party. Apparently, in the beginning, there's something to make Crono the leader, and since he ain't there, bad things happen, specifically Lucca not obeying the directions I enter into TF!
The gist of my orders is: run into room, take look around, screen scroll to Gato(temp. stand in for Lynx), walk up, conversation with gestures, trigger fight. But after the run into room, Lucca just keeps moving and eventually ends up in the middle of a fire I placed.

Has anyone been able to work around this sort of thing, or am I going to have to shoehorn Crono into a fight he has no business being in?
doug_protocols
Newcomer
Level: 2

Posts: 1/1
EXP: 14
For next: 32

Since: 03-31-05

Since last post: 216 days
Last activity: 216 days
Posted on 03-31-05 03:39 PM Link | Quote
Hey all,

Very nice job on all this, Geiger. I remember trying to decode things in CT years ago and that it was particularly difficult- more so than other games. You have my infinite gratitude. I hope to see a lot more development on this editor.

To others: has anyone began thinking about using this to create a facelift hack? Chrono Trigger is such a classic, it would be nice to just go through and debug it and add subtle new things that would add to the game without drastically altering it. For example, there is various bug-fixing that could be done. A very common bug in Chrono Trigger is that when people are lying down, their sprites are set up all wrong so if you walk up behind them, it seems as if they are lying down standing up. An example of this would be Marle in the forest scene after the Fiona quest, or various Blackbird guards. There is also occasional dialogue errors, but these are rare. A major facelift would be upgrading events to pay more attention to the later game states. "The Final Battle" is particularly bad, if you go to Lavos through Black Oman and take the resulting gate back to the end of time. Doing this, you can quickly find many screwed up things. For example, if from there you take Epoch to 1999, you'll get the fly-into-Lavos scenario even though the shell already has a hole in it!! Another nice little uplift would be to add more Lavos-specks like the one on the right telepod in new game +, allowing travel to Lavos at points where it is otherwise not possible (eg: when gate key is stolen, when you first power up Marle pendant, on board the Blackbird, Lucca's post-Fiona trip, Guardia dungeons, etc.) This would in turn let you seamlessly integrate entirely new ending sequences! Another neat thing would be to set it up so certain endings let you continue playing afterwards in a post-ending world (probably without time travel, or at least time travel beyond the present, of course). New silver point games, new Bekkler options with new prizes, etc. There are enough hardcore CT fans out there that subtle facelift type stuff like this would be very deeply appreciated, possibly even more so than dramatic "Let's add Lynx!" nonsense.

Anyway, just posting some ideas. Very nice to see such progress, this editor is truly a great joy.

D.P.
xZeaLitYx

Cheep-cheep
Level: 23

Posts: 98/199
EXP: 66932
For next: 791

Since: 04-13-04

Since last post: 1 day
Last activity: 3 hours
Posted on 04-11-05 02:24 AM Link | Quote
After asking, I do think I can get plenty of help with Crimson Echoes, as it is fun to design places (and for me, to direct / write dialogue). I'll go ahead and ask -- transferring FF6 .spcs to CT is an excruciating process, right? It would offer good opportunities and would help expand the scope of the game, but I do not want to make the mistake of planning scenes around this if it is not feasible.

I feel like I've asked someone else about this through private message, learning that FF6 is pretty much the only game that this can be done (and that the reverse - CT to FF6 - wouldn'[t work). These might be fabrications, because I can't locate the message in which I was told this information.


(edited by xZeaLitYx on 04-10-05 11:31 AM)
Geiger

Buster Beetle
Level: 34

Posts: 352/460
EXP: 241080
For next: 12571

Since: 03-15-04
From: Indianapolis, IN, USA

Since last post: 6 hours
Last activity: 6 hours
Posted on 04-11-05 08:55 PM Link | Quote
transferring FF6 .spcs to CT is an excruciating process, right?

Transfering the music data is not what I would call an excruciating process, but it is not easy either. You will need to extract the music data from the ROM, insert it into Chrono Trigger, update the pointer, and then resequence all the instruments. You will need to eliminate a song in order to accomplish this since CT is hard-coded to 0x52 tracks.

Resequencing can be done in Temporal Flux, but the rest of it will have to be done manually, probably with a hex editor.

I do not want to make the mistake of planning scenes around this if it is not feasible.

It is feasible, but you need to decide if you are willing to sacrifice current tracks for Final Fantasy VI music. And then there is the fact that not all songs will translate well (due to different instruments used in the two games), and most of them will sound out of place since they were designed with another game in mind. That said, the music for The Wild West works fairly well.

FF6 is pretty much the only game that this can be done

It is the only game I know of, but I have not actually tried any other games. I would expect most games to be completely incompatible. Your best bet would be to check other Square products (Final Fantasy IV, Secret of Mana, etc).

the reverse - CT to FF6 - wouldn'[t work)

True. From what I have been told, the two games use different means of handling drum instruments, making CT music data incompatible to FFVI.

---T.Geiger
xZeaLitYx

Cheep-cheep
Level: 23

Posts: 99/199
EXP: 66932
For next: 791

Since: 04-13-04

Since last post: 1 day
Last activity: 3 hours
Posted on 04-12-05 04:53 AM Link | Quote
Will TF support renaming of certain tags? I'm documenting every enemy, NPC, and new sprite that I introduce, and it would be somewhat convenient to rename the tags in Temporal Flux for easy remembering.

This is not directly relevant to TF or only aimed at Geiger. I received some custom Layer 1 sprites for the new Millennial Fair -- benches, as the square is painfully empty without the tents. I have other plans for the Square, but right now, I would like to learn the steps involved in editing tiles. To my current understanding, they're compressed, meaning I need to find the exact address for the tile I'm editing and decompress it, edit, and reinsert it. Any help in this direction is appreciated.
Geiger

Buster Beetle
Level: 34

Posts: 355/460
EXP: 241080
For next: 12571

Since: 03-15-04
From: Indianapolis, IN, USA

Since last post: 6 hours
Last activity: 6 hours
Posted on 04-12-05 05:42 AM Link | Quote
Will TF support renaming of certain tags? I'm documenting every enemy, NPC, and new sprite that I introduce, and it would be somewhat convenient to rename the tags in Temporal Flux for easy remembering.

Define "tag".

To my current understanding, they're compressed, meaning I need to find the exact address for the tile I'm editing and decompress it, edit, and reinsert it. Any help in this direction is appreciated.

I plan to add an export feature to Temporal Flux that would be helpful for this. Not sure if it will make it into v2.0 or not (I hope so).

In the meantime, you should be able to find the location of the pointers in the Offsets Guide. You can use TF's compression dialog to export and import the packets, though you will need to watch their sizes to make sure you do not overwrite other data or code.

Someone else would be more qualified to suggest a tile editor.

---T.Geiger
xZeaLitYx

Cheep-cheep
Level: 23

Posts: 100/199
EXP: 66932
For next: 791

Since: 04-13-04

Since last post: 1 day
Last activity: 3 hours
Posted on 04-12-05 07:27 AM Link | Quote
Thanks. Tag, in the sense I'm suggesting, would mean changing {001} Crono's Kitchen to {001} Zealian Repository on the selection dropdown list for Locations. The same for NPCs and enemy labels in the Event editor.
Geiger

Buster Beetle
Level: 34

Posts: 356/460
EXP: 241080
For next: 12571

Since: 03-15-04
From: Indianapolis, IN, USA

Since last post: 6 hours
Last activity: 6 hours
Posted on 04-12-05 09:33 AM Link | Quote
Tag, in the sense I'm suggesting, would mean changing {001} Crono's Kitchen to {001} Zealian Repository on the selection dropdown list for Locations. The same for NPCs and enemy labels in the Event editor.

This is something I have considered. Sort of a project file a la Visual Studio or something (which is what the design of TF is largely inspired by). But it is very low priority since we are now talking about editing metadata instead of stuff in the game. It will probably get implemented about the same time I add multi-language GUI support.

Does not apply to enemy labels though, since that is generated from the strings in the ROM.

---T.Geiger
xZeaLitYx

Cheep-cheep
Level: 23

Posts: 101/199
EXP: 66932
For next: 791

Since: 04-13-04

Since last post: 1 day
Last activity: 3 hours
Posted on 04-14-05 03:18 AM Link | Quote
Alright, next round of questions.

1. When I try to decompress location tilesets at 361C00 (Offsets Guide), I get an empty file. Is there a special condition or problem with this address?

2. Is information and graphics stored per byte, like 361C00 would give you a Blue Imp, 361C01 would give you a Green Imp, and so on increasing, or might decompressing something at 361C00 cover an entire range of addresses (as in, 361C00-361C05 cover the Green Imp)? I think I'm grasping this though my own trial and error, but help would clear it up.

3. Since palettes are stored in a different location, I surmise that one adding in new enemies would have to first find the correct NPC palette somehow for the one he wishes to edit, like loading a savestate in TileMolester, and then dig through the palette data until he finds the exact same palette. Do you plan to release in-depth offests for Enemies, NPCs, Locations etc. offsets and the appropriate offsets for the palettes they draw on?

Feel like I'm getting somewhere. I plan to release a screenshot when I get those benches added to Leene's Square.
JLukas

Red Paragoomba
Level: 13

Posts: 17/51
EXP: 8897
For next: 1370

Since: 03-15-04
From: USA

Since last post: 9 hours
Last activity: 6 hours
Posted on 04-14-05 06:47 AM Link | Quote
1. That's not the correct address, instead of the graphics themselves that is just data telling the game what tiles to use where. The tile graphics start at 252000. Look at the pointers starting at 362220 to get the list of offsets to decompress tiles. The first pointer should be 0020E5, when reveresed it is 252000.

2. decompressing something at 361C00 cover an entire range of addresses (as in, 361C00-361C05 cover the Green Imp)?

Exactly. Here's a great picture example of the Nu packet (note the start and end addresses) from Geiger's PSV:

http://geigercount.net/crypt/psv01.png

A packet can contain more than one enemy, usually similar enemies are stored together, such as the Hetake, Rubbles, Volcano, etc.

3. You can already find an exact offset for NPCs and enemy palettes with help from Chickenlump's Chrono Tweaker program.

Load Chrono Tweaker, open the enemy section. Look at 3D - Reptite. It says the sprite palette is 17. The pointers for NPC and enemy palettes start at 242A00. The 17th pointer in that list tells you the offset for the Reptite palette. Then, when you go to that offset you can modify the palette values, like that method to change the character potrait in the status screen. Don't forget that some NPCs and enemies share palettes, for example if you modify the Reptite palette it may also affect one of the Frog enemies.




(edited by JLukas on 04-13-05 02:05 PM)
Geiger

Buster Beetle
Level: 34

Posts: 361/460
EXP: 241080
For next: 12571

Since: 03-15-04
From: Indianapolis, IN, USA

Since last post: 6 hours
Last activity: 6 hours
Posted on 04-14-05 10:24 AM Link | Quote
You should really be looking at the Location tilesets instead of the NPCs. Tilesets are a part of the map, NPCs are not. And there is a limit to the number of NPC sprites you can have on the screen at once. The final scene from the teaser patch hits that limit. I originally wanted more fire.

---T.Geiger
Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21Add to favorites | "RSS" Feed | Next newer thread | Next older thread
Acmlm's Board - I2 Archive - Rom Hacking - Temporal Flux Release | |


ABII


AcmlmBoard vl.ol (11-01-05)
© 2000-2005 Acmlm, Emuz, et al



Page rendered in 0.019 seconds.