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Imajin

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Posted on 06-28-05 11:49 PM Link | Quote
And yet another problem (sigh) I've attempted to put in a simply exit, duplicating that from Crono's Kitchen but putting it in Crono's Room, but it won't work...
Chickenlump

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Posted on 06-30-05 11:42 PM Link | Quote
Here is a VERY old listing of the compressed graphics I made.
Some things may be mislabeled or slightly wrong, and this list was made using a headered ROM, so be sure to subtract the header from these offsets when compressing and decompressing.
It's nowhere near complete or accurate, but it should help somewhat.

I also have something like this for the PreRelease version of the ROM, so if anyone wants that list posted as well, let me know.

--------------------------------------------------
Chrono Trigger Compressed GFX Addresses WIP
By Chickenlump
Last Modified 6/5/04
--------------------------------------------------

031400 - Arrow, Numbers 0-9,Letters A B C D E F
038200 - Title Screen Graphics or epoch choose a time (Title)
0410B8 - map tiles
041F3A - map tiles
042E32 - map tiles
043CA0 - map tiles- Town
044A39 - map tiles- more town
0457D7 - Guardia Castle, Town Lighthouse, Well
046623 - map tiles
0474C2 - forest map tiles
04824F - Cities in Domes
049033 - map mountain
04A045 - map mountain and other
04AF56 - map houses
04BF49 - map domes
04C904 - map trees and some building
04D5FF - map tiles?
04DD31 - kingdom of zeal map tiles (and that blue transparent triangle dome)
04EA82 - More zeal map tiles
04F9AF - clouds
04FF72 - unkown
050200 - background, clouds of some kind
0510E8 - clouds, rocks
052026 - more zeal, waterfall, rocks....
05301C - more zeal
053EC9 - clouds
054C9B - trees ?
055C48 - mountain from prehistoric map I thinik...
0567A5 - volcano
057351 - bottom part of volcano with lava and a giant crater
058200 - map castle, more rocks
058D02 - Path Leading Into The Mountainside (map)
05915A - map stuff, mountain, little craters....other stuff
0599F7 - unknown
059A48 - unknown
059AAC - unknown
040200 - Overworld Map Tiles (Map)
059C56 - Character Map Sprites (Map)
05B314 - Epoch Map Sprites (Map)
05B998 - Lavos Map Sprites (Map)
05C8ED - Black Omen Map Sprites (Map)
05CF21 - Map Boat,Map Vortex,Map Balloon (Map)
05D797 - Smoke From Houses (Map)
05DA0B - Question Mark Map Year (Map)
05DC88 - Map Birds, Map Years, Map Epoch (Map)
05E2F7 - Top of Magus' Castle (Object)
05ECAF - single round map object
05EF14 - Map Dactyl (Map)
060200 - Mt. Woe (Map)
0609B6 - 12,000 BC Map Tiles, Black Bird (Map)
06109A - Deteriorating Zeal (Map)
12F080 - Dancing Girl With Swirling Dress (NPC)
12FA5E - Little Girl Blowing Kisses (NPC)
13E480 - npc or enemy
13E946 - Headstone (Object)
13EAA9 - Large Bowl With and Without Soup (Object)
13EC5B - Statue of Magus (Object)
13F014 - Piece of Paper (Object)
13F0B0 - 3 small round objects
13F24A - Hit Effect (Object)
13F2AC - Computer Screen Readout (Object)
13F39D - Computer Screen Readout (Object)
13F4A7 - Truce Dome Supervisor (NPC)
13F5CC - Map Tiles For 2300 AD (Map)
13F7BD - Dome Tiles For 2300 AD (Map)
13F839 - The Chrono Egg (Object)
13F871 - Large Fruit (Object)
13F90B - Treasure Chest Locked By Pendant (Object)
13F9A7 - Rat (NPC)
13FB96 - Magically Sealed Gate (Object)
13FD9E - epoch
13FE56 - round object disintigrating
13FFBB - Two Glasses On A Platter (Object)
140037 - unknown
1400C9 - THE END Graphic (Object)
14FD00 - unknown
14FEFB - Firwork (Object)
14FFB0 - Epoch Top Down View (Object)
158E00 - Ozzie, Ozzie the 13th (NPC, Enemy)
15A240 - Masa and Mune (NPC, Enemy)
15B499 - Masamune (Enemy)
15E378 - empty
15E3B5 - Man Eater, Meat Eater, Fly Trap, Octo Blush, Octo Pod, Enemy Riding Imp (Enemy)
15FAF7 - Mohavor, Neried (Enemy)
160200 - Mage (Enemy)
1616EF - Lasher (Enemy)
162B62 - Tempurite, Evil Weevil (Enemy)
1647F3 - Kilwala (Enemy)
164EBA - Proto 2, Proto 3, Proto 4 (Enemy)
16621E - Amphibite, Croaker, Rain Frog, T'pole (Enemy)
166C12 - Nu (NPC, Enemy)
1681B6 - Sorcerer, Jinn, Barghest (Enemy)
168DA3 - Leaper, Runner (Enemy)
16998A - Shadows (Object)
16A48D - Blue Shield, Incognito, Peeping Doom, Yodu De (Enemy)
16AB3A - Deceased, Decedent, Defunct, Departed (Enemy)
16B9D9 - Macabre, Reaper (Enemy)
16C97E - Gnasher, Gnawler, Ruminator (Enemy)
16F00A - Blue Scout, Flyclops, Scouter (Enemy)
16F5DE - Mohavor, Neried (Enemy)
170200 - Cave Bat, Mad Bat, Vamp (Enemy)
170701 - Edger, Krakker (Enemy)
170F18 - Diablos, Gargoyle, Grimalkin (Enemy)
172CD8 - Crater, Hetake, Pahoehoe, Rubble, Shist, Shitake, Volcano (Enemy)
1736F6 - Beast, Blue beast, Redbeast (Enemy)
1750EF - Bugger, Debugger, Debuggest (Enemy)
175611 - Acid, Alkaline, Anion, Base, Ion, Jinn Bottle, Shadow (Enemy)
175BBC - Flunky, Groupie, Ogan (Enemy)
178100 - Juggler, Flea (Enemy)
178A14 - Beetle, Bug (Enemy)
17954F - Avian Rex, Lizardactyl (Enemy)
17A073 - Mother Brain (Enemy)
17BDB6 - Pointy Tree Leaves (Object)
17BF33 - Giga Gia - Arms (Enemy)
17D72D - Basher, Thrasher (Enemy)
17EA97 - Guard, Sentry (Enemy)
180200 - Blue Imp, Green Imp, Mud Imp, Poly, Roly, Roly Bomber, Roly Poly, Roly Rider, Stone Imp (Enemy)
181A08 - Cave Ape, Fossil Ape, Winged Ape (Enemy)
183686 - Reptite (Enemy)
184348 - Gigasaur, Megasaur, Terrasaur (Enemy)
187083 - Krawlie, Hexapod (Enemy)
188DD3 - Omnicrone (Enemy)
18AB52 - Avian Chaos, Bantam Imp, Bellbird, Blue Eaglet, Gold Eaglet, Imp Ace, Red Eaglet (Enemy)
18BA0F - Glenn (NPC)
18C4EA - Extra Crono Animations (PC)
18C829 - Hironobu Sakaguchi - Developer's Room (NPC)
18CA96 - Yuji Horii - Developer's Room (NPC)
18CD1D - Akira Toriyama - Developer's Room (NPC)
18CFDC - Kazuhiko Aoki - Developer's Room (NPC)
190200 - Village Guy (NPC)
190927 - Girl With Ponytail (NPC)
190FE6 - Old Man (NPC)
191531 - Old Woman (NPC)
191A1E - Pierre, Merchants (NPC)
191FE2 - npc woman in dress
192592 - Nun (NPC)
192B7A - Enlightened One (NPC)
1932E7 - Prehistoric Chief (NPC)
1938B1 - Zeal Palace Guard (NPC)
193F14 - Earthbound Man (NPC)
194585 - Earthbound Woman (NPC)
194C58 - Doan (NPC)
195400 - Young Human Glenn (NPC)
195C9C - Village Girl (NPC)
1963D3 - Enlightened One (NPC)
196B22 - Child From Prehistoric Time (NPC)
196F63 - Little Boy (NPC)
197362 - Child Lucca (NPC)
197713 - Earthbound Child (NPC)
197B47 - Prehistoric Dancer (NPC)
198408 - Prehistoric Dancing Girl (NPC)
198D63 - Young Gaspar (NPC)
198FE3 - Chancellor (NPC)
199BDF - Melchior (NPC)
19A4A0 - King Of Guardia (NPC)
19B208 - Lightly Armored Soldier, Wedge and Vicks (NPC)
19BA8E - Queen Leene (NPC)
19C315 - Earthbound Guy With Head Down (NPC)
19C9CA - npc guy with beard
19D4BC - Crono's Mom (NPC)
19DD66 - Belthasar (NPC)
19E4CE - Schala (NPC)
19EE5D - Lavos Core Final Form (Enemy)
1A0200 - Kight, Knight Commander, Cyrus In and Out of Armor (NPC)
1A0DB9 - Kino (NPC)
1A178D - Cat (NPC)
1A1A38 - Barrel (Object)
1A1B22 - Fish (Object)
1A1B89 - Hole Forming in Ground (Object)
1A1E16 - unknown
1A1EA5 - Slice of Cheese (Object)
1A1F5D - Breaking Rocks (Object)
1A23B4 - Sword (Object)
1A2538 - Musical Notes (Object)
1A25ED - Small Flames (Object)
1A26A5 - Sparkles (Object)
1A26E9 - Smoke (Object)
1A2804 - Spinning Amulet (Object)
1A2871 - npc helmeted guy facing forward and back
1A29FA - Man Playing Log As A Drum (NPC)
1A2CD2 - Hit Effect (Object)
1A2D4B - Disintigrating Object (Object)
1A2E92 - Withered Leafless Tree (Object)
1A2F64 - Explosion (Object)
1A3173 - Circular Energy Field (Object)
1A3408 - unknown
1A370B - Hit Effect (Object)
1A37D2 - Spinning Energy Or Fire (Object)
1A3BC4 - Falling Leaves (Object)
1A3E82 - Spinning Hero's Medallion (Object)
1A3F51 - Puff of Dirt Or Smoke (Object)
1A3FF8 - Shadows (Object)
1A402B - The Dreamstone (Object)
1A40B2 - Gate Key (Object)
1A4134 - Glass (Object)
1A417A - Marle and Schala's Pendant (Object)
1A41D3 - Puyozo Doll (Object)
1A4260 - Small Shell (Object)
1A42EE - diamond shaped tile
1A4375 - Knife (Object)
1A43D9 - Broken Masmune (Object)
1A44C2 - Tied Bag (Object)
1A4550 - Food Filled Plate (Object)
1A45D1 - Plastic Waste Basket Tipped Over (Object)
1A4653 - Time Gate Animations (Object)
1A49FA - Son of Sun Flames (Enemy)
1A4CEE - Janus (NPC)
1A52D0 - Men and Women From 2300 AD (NPC)
1A5AA4 - Toma (NPC)
1A6380 - Tata (NPC)
1A68C4 - Judge (NPC)
1A6AA1 - Star (Object)
1A6B33 - Giant Chain Links (Object)
1A6FD7 - Fiona (NPC)
1A7855 - Chef (NPC)
1A7F2F - Gaspar (NPC)
1A8264 - Lightning (Object)
1A8656 - Time Gate (Object)
1A8CA0 - False Prophet Magus (NPC)
1A9456 - Johnny (NPC)
1AA308 - Little Girl (NPC)
1AA7D3 - unknown
1AAB7F - Queen Zeal (NPC)
1ABC15 - round crystal sphere
1ABCAD - unknown
1AC053 - soda with straw and 2 other objects
1AC150 - shiny glass object
1AC1F1 - Rainbow Shell (Object)
1AC3BE - Balloon (Object)
1AC467 - Expanding Shadow (Object)
1AC523 - Castle Soldier (NPC)
1AD129 - Small Bats (Object)
1AD238 - Mug (Object)
1AD2C3 - Computer Screen Scan (Object)
1AD48C - Shadows (Object)
1AD4B3 - half an eyball
1AD570 - Large Mechanacal Grab Hand (Object)
1AD8DE - Rectangular Box (Object)
1ADA07 - Sparkle (Object)
1ADA5A - Small Chains (Object)
1ADAA7 - Status Ailment Visual Remindersn (Object)
1ADE28 - Boy With Ponytail (NPC)
1AE24E - Firey Effect (Object)
1AE733 - Lavos Hitting Earth In Space (Object)
1AEA78 - Lavos Sidekicks (Object)
1AF95B - Sparkle (Object)
1AF9AB - Sparkle (Object)
1AFA48 - Group of Balloons (Object)
1AFC69 - Potted Plant (Object)
Imajin

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Posted on 07-01-05 07:30 AM Link | Quote
Thank you very much, Chickenlump!

I'm full of questions right now, arent I?
Anyway, is it possible to use the 1999 AD World Map as another World Map? In fact, if you eliminate the Fall of Zeal Event, would it be possible to use the second Dark Ages Map as another Map?
Of course, I am aware that the Lavos Recording and 1999 Eruption would be screwed up, as well as that the Epoch would not be able to go to those locations...
PeterGriffinTheMan

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Posted on 07-01-05 07:49 AM Link | Quote
You should be able to use 1999 AD world tiles in the other era's. I think you can already, but it is mest up if you use other tiles from the era's into 1999 AD world.
Is it already possible to use world tiles on every era?
Imajin

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Posted on 07-01-05 07:53 AM Link | Quote
Originally posted by Bush Hater
You should be able to use 1999 AD world tiles in the other era's. I think you can already, but it is mest up if you use other tiles from the era's into 1999 AD world.
Is it already possible to use world tiles on every era?

Well, yes, I believe I could simply take the 1999 AD's tiles, however, I was wondering if it was possible to use 1999 itself as a map...

Of course, I haven't actually done a complete plan for my hack, only sketchy beginnings.. just figuring out the limits, is all.
Geiger

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Posted on 07-01-05 12:27 PM Link | Quote
I was wondering if it was possible to use 1999 itself as a map...

Sure. But it might be difficult to get some of the results you want without Overworld Event editing.

---T.Geiger
xZeaLitYx

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Posted on 07-06-05 08:42 PM Link | Quote
Sorry, I've been away. Geiger's offsets and three other small collections are in the Compendium modification library at http://www.chronocompendium.com/wiki/index.php?title=Offsets_(Chrono_Trigger) . You can download them all or view them one by one online.


(edited by xZeaLitYx on 07-06-05 11:42 AM)
(edited by xZeaLitYx on 07-06-05 11:43 AM)
Avatar Terminus
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Posted on 07-07-05 08:38 PM Link | Quote
A handful of Temporal Flux questions... being unskilled at ROM editing, it may have been foolish for me to embark upon a full-scale assault on Chrono Trigger, but this editor just made it too easy.

I've got a handful of quickie questions that I can't really answer on my own.
The first things I've been doing have been messing around with Zeal; I figured out soon enough how to layer 1st and 2nd layer tiles to make lovely lovely rooms. (The quickie make an exit tutorial in the manual was a BIG help, by the way) I expanded Schala's bedroom to look like it was actually used by a serious spellcaster, and built an entirely new room in the Zeal Palace using one of the unused maps. Regardless, I've run into a few difficulties and would like some input from the experts:

1: As far as I can tell, objects like the five tile tall one tile wide Zeal statue, the base of the , and the top half of the two by two potted plant naturally "layer" over sprites. Such as my party wandering around.

I've also noticed that everywhere in game I haven't messed with this isn't the case. In the L12 tile palette they're marked with "Over Sprites: True'. When I turn this dialog to false and relay these tiles, it doesn't seem to make a difference. Since I can't investigate the tiles already laid in game, how do I make these things not jump up and make visual problems?

2: Is there any way to expand the size of a location map?
Thanks in advance, everyone!

THE EDITED VERSION!:
So I figured out how to place an NPC, but how do I expand strings to make new dialog? Or do I just look around for strings I want to subvert into my own dialog?

EDITS 2&3: Read through the remainder of the thread and am dropping the treasure chests entirely. They're not important, anyhow. My mind is still melting over the sprite-coverup issue. Did some exploration of Event coding, and I've figured out how to make NPCs with dialog and I'm fairly confident I can figure out how to make monsters appear. However, without being able to add strings at this point in time, and, as I understand it, Temporal Flux being unable to expand the amount of strings, I'm somewhat unable to expand the dialog. No biggie; at the moment I'm just a little crushed by the cruelty of those Layer 1 sprites.


(edited by Avatar Terminus on 07-07-05 01:18 PM)
(edited by Avatar Terminus on 07-07-05 02:05 PM)
(edited by Avatar Terminus on 07-09-05 12:40 AM)
Geiger

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Posted on 07-09-05 02:41 PM Link | Quote
In the L12 tile palette they're marked with "Over Sprites: True'. When I turn this dialog to false and relay these tiles, it doesn't seem to make a difference.

Technically, that is subtile information you are looking at. By default, it is the NW subtile, but you can select that by clicking on a different quadrant in the tile preview just above that. Also, this information is read only, which I thought was mentioned in the manual somewhere. This was poor UI design on my part; those items should not be interactive.

Since I can't investigate the tiles already laid in game, how do I make these things not jump up and make visual problems?

You cannot really. You might try messing with layer priorities in the event editor, but I am pretty sure if the subtile information says "over sprites", that it always is. I am not certain whether I added editing for this to v2.0 or not (since I have not coded on it for nearly two months now). If not, I should probably hold up v2.0's release until I can.

Is there any way to expand the size of a location map?

Not in Flux 1.07. Flux 2.00 has map header editing (which actually has a lot more information than just map dimensions involved). For now, you would have to edit the map packets by hand. You would need to find the packet offset, decompress it manually with Flux, open it in a hex editor, make the appropriate bit changes, and then recompress it back in (hopefully no larger than it was previously).

The information you need about the proper bits is in the "Data Format" file at Zeality's above link (use a program that can display tab-delimited files properly). It is listed as "Location Map". The only other piece of information you might need is what the values are:
0 - 16 tiles
1 - 32 tiles
2 - 48 tiles
3 - 64 tiles

You could also try editing the tile assemblies by hand (the stuff that makes subtiles float over sprites), but considering the amount of information that has to be cross-referenced, it is not a task for a beginner.

---T.Geiger
xZeaLitYx

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Posted on 07-12-05 09:08 AM Link | Quote
I've probably asked this before, but what's the best way to

1. Track down the palette for monster / NPC GFX you're editing
2. Intelligently track down the monster / NPC GFX themselves preferably without trying hundreds of offsets

Right now, I'm trying to find NPC {2B} in Temporal Flux denotation, the Middle Ages Soldier. How exactly does the decompression work in terms of ... I think, the width of a byte? For instance, 1F0000 is the first NPC / Monster GFX offset. Decompressing that got me some stuff I haven't been able to identify yet, but going up 1F0001 and 1F0002 haven't netted me anything, so I'm assuming that 1F0000 encompasses a whole range of addresses (bytes?). How do I determine the range? Also, assuming this framework is right, did the Chrono Trigger developers leave holes in the code, or did they pack in everything one after the other?

And, lastly, I noticed in TileMolester that importing palettes from zst savestates is giving me 4 color palettes only now. I'm not sure what changed that, because back in the day it'd give me the proper 16.

Okay. After I get these down, I'm going to ask some other stuff. Chickenlump, if you're here, does Chrono Tweaker also allow you to assign NPC animation pointers as well as monsters? You see, my master plan is to copy the Middle Ages soldier and paste him so we'll have two (but questions regarding that will come after these). I'm going to then give him a palette swap and whala, got some new guys.

Okay, feel like I'm learning something!


(edited by xZeaLitYx on 07-12-05 12:34 AM)
Geiger

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Posted on 07-12-05 01:07 PM Link | Quote
Track down the palette for monster / NPC GFX you're editing

Find the palette data in a ZST and search for the latter 15 colors in the ROM. I do not remember if I have figured out how CT knows which palette to use for which monster.

Intelligently track down the monster / NPC GFX themselves preferably without trying hundreds of offsets

You could use Peer Sprite Viewer for this task. Open up the ROM. Load a ZSNES palette. Set decompression to Chrono Trigger. Use "Get Pointer Table" or whatever I called it and put the beginning offset for the packet pointers. Then just iterate through them with Next or + or whatever the released version has.

How exactly does the decompression work in terms of ... I think, the width of a byte? For instance, 1F0000 is the first NPC / Monster GFX offset. Decompressing that got me some stuff I haven't been able to identify yet, but going up 1F0001 and 1F0002 haven't netted me anything, so I'm assuming that 1F0000 encompasses a whole range of addresses (bytes?).

I am not entirely certain what you are asking, but the graphics are made up of packets. If you do not decode the packet from the beginning, it will not decode at all.

How do I determine the range?

IIRC, the first two bytes determine the length. Remember that the number is basically backwards, so FF 01 is really 0x01FF which is 511 in decimal. This is not a "hard" length though, as the Chrono Trigger compression format allows for packet extensions. It is better if you work from the pointer table instead.

did the Chrono Trigger developers leave holes in the code, or did they pack in everything one after the other?

There are not any "holes", but there are some invalid packets (Location Events) and some bad addresses (for missing data).

---T.Geiger
JLukas

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Posted on 07-12-05 01:36 PM Link | Quote
In Chrono Tweaker:

NPC Soldier 2B you see the values 30, 19 etc.

Scroll down to an open slot. E8 for example (that Melchior is just a repeat, it is an unused spot. The Chrono Tweaker NPC list is old, the newer one in TF lists the unused spots) Replace the values there with the same 30 19 130 13 values that the soldier uses. Save. Now in TF when you LoadNPC E8, it loads a soldier just like 2B. To modify the palette for that new soldier, change the 130 to something else to cycle through the existing palettes the game has*. Many won't be a great match, but you'll probably find a few that look excellent.

*The fastest way to check the different existing palettes: Make a save state on the 600 AD map right outside Truce Inn. Enter PAR code E4F0FCxx and go inside to check the new soldier palette. If you find one you want to keep, write down the hex value, convert it to decimal and replace the 130 for NPC Soldier E8 in Chrono Tweaker.

If you want to make your own palette, that starts at offset 240C30. The offsets say those palettes are uncompressed so you can just change the hex values around and check the results in-game. Again, use PAR codes to check the changes, the PAR code will be E40C30 for the first color, E40C31 for the second, etc.


-----
Edit:

Pro Action Replay code E4F0FC09 (Palette 09 in hex, 9 in decimal)



That's the same palette a lot of NPC townspeople use.


(edited by JLukas on 07-12-05 04:49 AM)
(edited by JLukas on 07-12-05 04:54 AM)
xZeaLitYx

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Posted on 07-13-05 10:25 AM Link | Quote
Okay, some successes on both fronts.

I have a couple of questions now. I've successfully made an exchange between the Medina Elder and Bandeau over accepting Porre merchants. It's done through Arbitrary exchanges. However, there's one for Bandeau that looks like this:

Textbox
Animation 9
Textbox
Goto #

That all works, except the animation happens to the Elder instead of Bandeau. Is that because the Elder is the trigger for the Arbitrary chain of events?

And, how do I make textboxes self-terminate?
Geiger

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Posted on 07-13-05 12:01 PM Link | Quote
Is that because the Elder is the trigger for the Arbitrary chain of events?

If the command is in one of the Elder's contexts, then it will animate him specifically. If it is in one of Bandeau's contexts, I have no idea why it would be animating the Elder.

And, how do I make textboxes self-terminate?

You have to use a special character (just a timer I think). The teaser uses these for every textbox it has, so look there for an answer.

---T.Geiger
JLukas

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Posted on 07-13-05 02:28 PM Link | Quote
Originally posted by xZeaLitYx
And, how do I make textboxes self-terminate?


IIRC, that is a Delay 00 command (hex 03 00)
xZeaLitYx

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Posted on 07-13-05 11:51 PM Link | Quote
Okay. I tried moving Bandeau and having him disappear at the doorway, but I have a few questions:

1. How exactly do I compute the placement system of moving sprites? For instance, location maps and object placement use three digits, while changing locations, moving sprites, etc. only utilize two. What's the difference?

2. Do I need to use NPCSolidProprs Ethereal/Immovable for something? I couldn't discern what it meant when I looked at other event code to construct this scene.

3. I'm still having issues with commands under Bandeau's Arbitrary headings applying to the Imp. I haven't aligned the MoveSprite command in any way yet (question one above), but it does currently move the Blue Imp off the screen. Here's the event code in case the problem can be diagnosed through it:

(note also that I'm not entirely sure what to do to hide the sprite (he exits the room), but I plan on checking another event for that. Additionally, right now I'm only safe writing value-to-mem, since I'm still not entirely sure of the machinations or applications of Bitmath)

(note also to disregard the text under the Blue Imp's Activate; those were just tests with String triggers)




(edited by xZeaLitYx on 07-13-05 02:51 PM)
(edited by xZeaLitYx on 07-13-05 02:52 PM)
(edited by xZeaLitYx on 07-13-05 02:54 PM)
Geiger

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Posted on 07-14-05 02:54 AM Link | Quote
How exactly do I compute the placement system of moving sprites? For instance, location maps and object placement use three digits, while changing locations, moving sprites, etc. only utilize two. What's the difference?

Most (All?) of the coordinate-based move commands presume you are only going to move a character in whole tiles, whereas most other coordinate commands have pixel accuracy. If it is tile movement, just knock the last digit off of your pixel coordinate.

Do I need to use NPCSolidProprs Ethereal/Immovable for something?

An ethereal NPC can be moved through by the PCs (and other NPCs if memory serves). An immovable NPC cannot be pushed out of the way by a PC.

I'm still having issues with commands under Bandeau's Arbitrary headings applying to the Imp.

Ah. You really should not run the code that way. When the elder executes that goto in Arb0, the code he goes to still "belongs" to him. That is why he is animating instead of the villager.

Normally, if you want to go from one object's arbitrary to another, you would use the Call Object Function commands. But in this particular instance, there is really only the need to make such a call once, and maybe not at all. If there is no reason why you cannot start this exchange in the villager's arbitraries, you can run the whole thing from the one arb. The elder is not doing anything special, and there is no reason why he has to speak his own dialogs. But if the elder must be the first object called, you can still shorten your efforts. Put everything in his arb, and make a Object Function call for the villager to animate. You save arbs for further uses by doing either. Only use gotos if you want to skip over some code, and avoid leaving your context if at all possible.

I'm not entirely sure what to do to hide the sprite

There is a command for that, under sprite drawing.

I'm only safe writing value-to-mem, since I'm still not entirely sure of the machinations or applications of Bitmath

Cannot help you there. You are going to have to learn how bit math works on your own. There are plenty of tutorials on the web. Bitmath will come in handy for saving space on all of those two-state variables (on/off, yes/no, finished/not).

---T.Geiger
xZeaLitYx

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Posted on 07-14-05 06:23 AM Link | Quote
Okay, success with those. Everything takes place under Bandeau's Arbitrary0 now. However, two more questions:

1. Where should NPCSolidPropts (Ethereal) go to make it effective? Bandeau, when moving down, is still unable to walk right through my party members, but goes around.

2. How do I animate his walking motions? Under MoveSprite, I have "Animated" checked, but he's still maintaining that Facing Right pose and merely floating to the bottom of the screen.

Okay, after those are done, I'll have the Imp walk over to the couch, and I can move on to bigger and better things.
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Posted on 07-14-05 10:35 AM Link | Quote

1. Where should NPCSolidPropts (Ethereal) go to make it effective? Bandeau, when moving down, is still unable to walk right through my party members, but goes around.


Put it in the NPC startup.

2. How do I animate his walking motions? Under MoveSprite, I have "Animated" checked, but he's still maintaining that Facing Right pose and merely floating to the bottom of the screen.

Animated means the NPC will keep their current animation when they begin walking. Turn it off to have the normal walking animation.
xZeaLitYx

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Posted on 07-15-05 12:50 AM Link | Quote
Okay, new set of questions. Almost got this scene nailed. Then I have to do some heavy mapping, but it's fun selecting maps and trying to pack in info without being wasteful.

Firstly, something strange is happening with the Man now. This staircase tile doesn't layer over anyone else, and the overlap disappears when he finally moves. I'm not sure what caused it.



Secondly are inquiries relating to this event code:



1. The man still isn't entirely ethereal; he has to walk around the party. Is the command wrong?

2. How do I make him stop animation 9 after a certain point? I can't locate a suitable example elsewhere at the moment.

~

And I'll throw this in. I've successfully converted {152} Present Room - Ending into the new Medina Ferry Station. Truce Ticket Office now plops the player right in the middle of it, and I also plan to have a weird item shop there. However, though I can make the Truce Ticket Office warp the player there, exiting the room immediately starts up the original ferry sequence between Truce and Porre. I'm not sure what triggers this in the Truce Ticket Office code, or I'd erase it.

And lastly, even though I made a successful overworld exit to the area, the player does not load, regardless of correct coordinates and the standard LoadPC / Controllable (Infinity) commands for player characters in each area.

The last two are developing problems, however, so I can post event code from those areas if need be.


(edited by xZeaLitYx on 07-14-05 03:52 PM)
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