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
JLukas

Red Paragoomba
Level: 13

Posts: 22/51
EXP: 8897
For next: 1370

Since: 03-15-04
From: USA

Since last post: 9 hours
Last activity: 6 hours
Posted on 05-19-05 03:06 AM Link | Quote
Originally posted by Conker the Great
I can certainly have a lot of fun with Temporal Flux, but since the site in the first page has been taken down, I'm wondering if any has mirrored the program.


Geiger's server is down at the moment. You can find the program at Zophar's Domain http://www.zophar.net/ under Utilities->Game Modification->Game Specific->SNES

Conker the Great
Newcomer
Level: 5

Posts: 2/8
EXP: 292
For next: 237

Since: 05-19-05

Since last post: 3 days
Last activity: 2 days
Posted on 05-22-05 08:44 AM Link | Quote
All I'm really doing is string editing, but I've seen some problems, sorry if they've already been addressed or if its just me.

When I press enter, nothing happens, I find myself having to copy a line skip from another program where I can write.
Holding shift and pressing space highlights everything, so if you press another key, it all gets replaced.
When I saved the rom and opened it in the emulator, I found my changes. I opened the ROM again and made some changes, but when I checked in the emulator again and nothing had changed. I'm thinking this is just me being an idiot though.
I've seen points where there are {line break} and just a normal line skip, as if you press enter. I thought thats what line break did.
The dialog seems to be in no real order. Luckily, I've played through this game elventy zillion times so I pretty much know what point in the game it is all at.
It seems that theres no way of knowing what item corresponds to its description.


(edited by Conker the Great on 05-21-05 03:49 PM)
Geiger

Buster Beetle
Level: 34

Posts: 378/460
EXP: 241080
For next: 12571

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

Since last post: 6 hours
Last activity: 6 hours
Posted on 05-22-05 11:43 AM Link | Quote
When I press enter, nothing happens, I find myself having to copy a line skip from another program where I can write.

Press Shift-Enter. This is a Windows widget issue.

Holding shift and pressing space highlights everything, so if you press another key, it all gets replaced.

Probably another widget issue. I would suggest not pressing Shift-Space.

I've seen points where there are {line break} and just a normal line skip, as if you press enter. I thought thats what line break did.

I do not remember what 1.07 does, but the WIP accepts both with and without a hard return. Flux displays the text with one so as to mimic the breaks in game. It should be noted that a {line break} denotes a hard return and indent. This should be in the manual, but I do not have a copy handy to check.

The dialog seems to be in no real order.

The dialogue is in the same order that the pointers in the ROM indicate. This is a non-issue in the WIP since dialogue is no longer edited separately from Location Events.

It seems that theres no way of knowing what item corresponds to its description.

The names and descriptions are not stored together in the ROM. When Flux someday supports item editing (a low priority), they will be tied together through that dialog.

---T.Geiger
xZeaLitYx

Cheep-cheep
Level: 23

Posts: 109/199
EXP: 66932
For next: 791

Since: 04-13-04

Since last post: 1 day
Last activity: 3 hours
Posted on 05-22-05 11:17 PM Link | Quote
I'll chime in on something I've noticed. I type at upwards of 150 wpm, and doing so sometimes causes the entire box to be selected and overwritten
Geiger

Buster Beetle
Level: 34

Posts: 379/460
EXP: 241080
For next: 12571

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

Since last post: 6 hours
Last activity: 6 hours
Posted on 05-23-05 08:05 AM Link | Quote
Sounds like it is the same thing as Shift-Space. I do not know if there is anything I can do about that.

---T.Geiger
Conker the Great
Newcomer
Level: 5

Posts: 3/8
EXP: 292
For next: 237

Since: 05-19-05

Since last post: 3 days
Last activity: 2 days
Posted on 06-01-05 12:59 AM Link | Quote
With the current version of Temporal Flux, what will happen if I replace dialog with something longer?
Geiger

Buster Beetle
Level: 34

Posts: 380/460
EXP: 241080
For next: 12571

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

Since last post: 6 hours
Last activity: 6 hours
Posted on 06-02-05 01:35 AM Link | Quote
With the current version of Temporal Flux, what will happen if I replace dialog with something longer?

v1.07 will take the entire string bank and stuff as much of it as it can back into the ROM. If the entire bank is larger than the original size was (including any extra space that might follow the bank), the last several strings will be truncated until the entire bank fits.

IOW, if you just make all the strings longer, you will lose some text. But if some strings are longer and some shorter, you may not lose anything.

It was really the best I could do at the time. The method v2.00 uses to save strings was not easy to program by any stretch of the imagination and took the longest amount of time to implement aside from the event editors. And it does it without using an ASM hack or requiring that the original ROM data be changed.

---T.Geiger
Xenesis Xenon

Level: 10

Posts: 13/44
EXP: 4114
For next: 300

Since: 04-17-05
From: Australia

Since last post: 1 day
Last activity: 1 day
Posted on 06-03-05 08:35 PM Link | Quote
Hi, I'm just fiddling around with this and learning how to use it, and I've got a question or two on the event scripts. Basically, what i'm trying to do is make Magus lead party character at the start of the game.

So, I figured, I'd use a Modify Party Command, to Add Magus to my party. But the bit I'm at a loss at is how I can set him to first party member, as Crono refuses to budge. I know there's some event in his death scene that sets it so other characters can be in the lead, but in looking through everything there, I haven't the slightest idea of what to use.

I basically want to set Magus as an 'irremovable' party leader, like chrono most game and Robo when you enter Geno Dome.

The other thing I need to do is learn how to get the sprite loading to work, do you just use the Load Sprite command? Can someone give me a short rundown on how it works (I've been reading through the actual events of the game, but most of it goes over my head) I want it a bit more sensical than Magus appearing on the map once I leave a house.

Thanks for any help.
Geiger

Buster Beetle
Level: 34

Posts: 382/460
EXP: 241080
For next: 12571

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

Since last post: 6 hours
Last activity: 6 hours
Posted on 06-04-05 12:20 AM Link | Quote
The other thing I need to do is learn how to get the sprite loading to work, do you just use the Load Sprite command?

Essentially, yes. It gets a bit more complex when you load enemies because they fit into slots, and have limited palettes. And there is a maximum sprite limit (the final scene of the teaser uses the max number).

---T.Geiger
JLukas

Red Paragoomba
Level: 13

Posts: 26/51
EXP: 8897
For next: 1370

Since: 03-15-04
From: USA

Since last post: 9 hours
Last activity: 6 hours
Posted on 06-04-05 02:55 AM Link | Quote
Originally posted by Xenesis Xenon
Hi, I'm just fiddling around with this and learning how to use it, and I've got a question or two on the event scripts. Basically, what i'm trying to do is make Magus lead party character at the start of the game.

So, I figured, I'd use a Modify Party Command, to Add Magus to my party. But the bit I'm at a loss at is how I can set him to first party member, as Crono refuses to budge. I know there's some event in his death scene that sets it so other characters can be in the lead, but in looking through everything there, I haven't the slightest idea of what to use.

I basically want to set Magus as an 'irremovable' party leader, like chrono most game and Robo when you enter Geno Dome.

The other thing I need to do is learn how to get the sprite loading to work, do you just use the Load Sprite command? Can someone give me a short rundown on how it works (I've been reading through the actual events of the game, but most of it goes over my head) I want it a bit more sensical than Magus appearing on the map once I leave a house.

Thanks for any help.


Under the Party Management category use Remove PC commands to remove all the characters, and then Add PC commands to add them all back in the order you choose (Magus first in your case)

With Load Sprite, put the Load Sprite command in the Object startup section, followed by a SetObjectCoords to place it where you want on the map. There's a bunch of optional directions you can add after that, such as a DirectionFacing, animation, Setspeed (how fast the sprite moves during a MoveSprite command), sprite solidity, etc.
Xenesis Xenon

Level: 10

Posts: 14/44
EXP: 4114
For next: 300

Since: 04-17-05
From: Australia

Since last post: 1 day
Last activity: 1 day
Posted on 06-04-05 10:36 AM Link | Quote
Okay, I can get the sprite appearing and party change to work properly, so I've now got a party consisting of magus. The problem I face now, is that I can't move him. It just continues with the sprite commands that I've set for him when he's not in the party.

Here's what I've got so far, as a sprite in Crono's Kitchen:

-Startup
LoadPC Magus
Setobject Coord: (xxx,yyy)
Return
(1)Movesprite (xx,yy)
Pause 3
Movesprite (xx2,yy2)
Pause 3
Goto 1

-Activate
Return

-Arbitrary0
Textbox Personal ("")
PartyManip Crono Remove Active
PartyManip Magus AddActive
Return

So, that's my script. Basically what happens, is that I bump into the wandering magus sprite, I lose control of Crono and Magus continues wandering merrily back and forth along the screen, as he's the leader of my party..I can't actually do anything. Also, if I go into the menu, and go back out, Crono's sprite dissapears.

Basically, how can I fix it so that I can control the character after? And also, how can I set it up so that Magus responds when I talk to him, rather than just bumping into him?

Thirdly, I haven't the slightest idea how to use the strings dialog. I can't seem to figure out how to add new strings, save them, and then get the textbox script command to use a string from a particular bank (I only seem to have a choice of one bank..)

Thanks for your previous help too.
Geiger

Buster Beetle
Level: 34

Posts: 383/460
EXP: 241080
For next: 12571

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

Since last post: 6 hours
Last activity: 6 hours
Posted on 06-04-05 01:05 PM Link | Quote
how can I fix it so that I can control the character after?

There is a command you need to use to set the character to controllable. I do not remember which one off the top of my head, so someone else will have to tell you the number (it was not identified in the 1.xx versions). Or you could just try to figure it out from one of the other event scripts.

You will also need to set up a variable to keep track of whether Magus is controllable or not (or maybe you wont? Check how the End of Time handles it).

And also, how can I set it up so that Magus responds when I talk to him, rather than just bumping into him?

Not really sure. I have not yet been able to figure out when or why Activate responds to directional presses. Probably has something to do with one of the unidentified commands.

---T.Geiger
Xenesis Xenon

Level: 10

Posts: 15/44
EXP: 4114
For next: 300

Since: 04-17-05
From: Australia

Since last post: 1 day
Last activity: 1 day
Posted on 06-04-05 03:42 PM Link | Quote
Nope. having had a look through some other events where a character change happens, I have no flipping idea.

I've checked out the End of Time events too, and had a fiddle with some of the variables that it provides, but it didn't help me one iota (apart from making Magus swish his cape, but still).

Gaah..this is too frustrating and difficult for me to understand.
Conker the Great
Newcomer
Level: 5

Posts: 4/8
EXP: 292
For next: 237

Since: 05-19-05

Since last post: 3 days
Last activity: 2 days
Posted on 06-06-05 03:49 AM Link | Quote
Hey, it seems that if you use the expand rom option it makes the game blink after and during battles.

And this is more of a suggestion for version 2.0, but...could you make it so that when editing strings, the thing automatically skips a line when it reaches the end of the text box, or have it so you know when you've filled it up somehow? Theres times when I end the box too soon and theres big gaps or when it runs off the screen and glitches up.
Imajin

Buster Beetle
Level: 34

Posts: 416/452
EXP: 234863
For next: 18788

Since: 03-15-04
From: Kingdom of Zeal

Since last post: 39 days
Last activity: 53 days
Posted on 06-28-05 09:00 PM Link | Quote
First off, amazing editor. I have two questions?
1) Is there anywhere I can find a list of graphics offsets, or should I simply look for them myself?
2) Is it possible to take an area that's divided into several areas (like the Truce rooms) and unite them into one large room?
Geiger

Buster Beetle
Level: 34

Posts: 385/460
EXP: 241080
For next: 12571

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

Since last post: 6 hours
Last activity: 6 hours
Posted on 06-28-05 09:07 PM Link | Quote
Is there anywhere I can find a list of graphics offsets, or should I simply look for them myself?

My offsets guide listed the clusters of graphics, but I cannot afford the electricity for my server right now. Someone else might have it.

Also, at one time Chickenlump had compiled a detailed list of nearly every graphic in the game.

Is it possible to take an area that's divided into several areas (like the Truce rooms) and unite them into one large room?

Sure. You will need to change the scroll boundaries, among other things.

---T.Geiger
Imajin

Buster Beetle
Level: 34

Posts: 417/452
EXP: 234863
For next: 18788

Since: 03-15-04
From: Kingdom of Zeal

Since last post: 39 days
Last activity: 53 days
Posted on 06-28-05 11:11 PM Link | Quote
Hm.. I altered the Crono's Room Boundaries to include Crono's Kitchen, but when the game starts, I'm stuck on the Crono's Kitchen screen.
Chickenlump

Level: 41

Posts: 602/722
EXP: 474192
For next: 5953

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

Since last post: 3 hours
Last activity: 4 min.
Posted on 06-28-05 11:34 PM Link | Quote
Check tile solidity between the two rooms, although you may have connected them, tile solidity must also be changed.

(this is assuming that this is your problem of course )

In this picture, you see that I have Tile Solidity turned on. The red areas are completely solid, and you cannot walk there. You can, and usually have to, change this to fit your new areas.


In this picture, I connected the two rooms, and changed the area to be non solid and walkable, allowing free movement between the two maps (I also changed the scroll boundaries, which is a bit harder to see here).


Hope this helps out some.
Imajin

Buster Beetle
Level: 34

Posts: 418/452
EXP: 234863
For next: 18788

Since: 03-15-04
From: Kingdom of Zeal

Since last post: 39 days
Last activity: 53 days
Posted on 06-28-05 11:35 PM Link | Quote
Well, actually, I mean the screen itself is stuck on the Crono's Kitchen: I see Crono's Kitchen, no Crono, and meanwhile MOM's words show up, etc...
Chickenlump

Level: 41

Posts: 603/722
EXP: 474192
For next: 5953

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

Since last post: 3 hours
Last activity: 4 min.
Posted on 06-28-05 11:39 PM Link | Quote
Oh, I never thought about that. I wonder if changing the map size to encompass the two rooms make the X and Y coords different (meaning that the new map size must be taken into account and the events X and Y coords must be changed as well, for screen scrolling and sprite placement and movement) Well, that all made sense in my head anyway .
I'll have a look-see here after a bit.
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 0.020 seconds.