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
Geiger

Buster Beetle
Level: 34

Posts: 393/460
EXP: 241080
For next: 12571

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

Since last post: 6 hours
Last activity: 6 hours
Posted on 07-15-05 01:01 AM Link | Quote
This staircase tile doesn't layer over anyone else, and the overlap disappears when he finally moves.

You need to set sprite priorities. I do not remember the exact number you will want, but the beta you have dissects the value pretty well. Look at it there, and then change it with the other.

The man still isn't entirely ethereal; he has to walk around the party.

Setting him to ethereal will only affect how others interact with him, not how he interacts with others. You will need to set the PCs to ethereal for him to walk through them (might want to set it back afterwards, too).

How do I make him stop animation 9 after a certain point?

Change to a different animation. IMS, 0 is usually standing, 1 is walking, and 2 is running. Mileage varies by sprite though.

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.

It is one of the memory values being set. JLukas can probably tell you which one (since he seems to know everything else ).

---T.Geiger
xZeaLitYx

Cheep-cheep
Level: 23

Posts: 124/199
EXP: 66932
For next: 791

Since: 04-13-04

Since last post: 1 day
Last activity: 3 hours
Posted on 07-15-05 06:49 AM Link | Quote
Found it and removed it until Overworld ferry editing becomes feasible (within my realm of ability). Everything's now working. In terms of "issues" at the moment (and you guys must be getting morbidly tired of this scene, but I am going to record everything I've learned at the Compendium), there's one hitch left.

Bandeau is still sidestepping Crono. I realize at this point that this is perfectly acceptable and does not impede the scene, but now I simply want to know how to pull off the ethereal event for future reference and usage. Here's the Event code:



Other than that, the PCs still aren't loading in my new Medina Station, but I'm going to create the other area (Medina Auxiliary) and try that before I seek the cause to the problem.

Lastly, Geiger, would you consider it prudent to hold off textboxes when writing events until the actions / other data is complete (using 1.7), and then add in text using the beta? Some crud popped up at the end of a dialogue offset over the last few days, so I'm a little worried. I think it is the offset with that titanic journal entry in it, as well.


(edited by xZeaLitYx on 07-14-05 09:50 PM)
JLukas

Red Paragoomba
Level: 13

Posts: 35/51
EXP: 8897
For next: 1370

Since: 03-15-04
From: USA

Since last post: 9 hours
Last activity: 6 hours
Posted on 07-15-05 12:52 PM Link | Quote
Originally posted by xZeaLitYx
Bandeau is still sidestepping Crono. I realize at this point that this is perfectly acceptable and does not impede the scene, but now I simply want to know how to pull off the ethereal event for future reference and usage.


I completely forgot about this one, it's a separate command (which is why it's so easy to forget.) Go to Category Sprite Movement, NPC Movement Properties, Variant 0D, False, False. Put the command in the NPC startup and that will correct it.

You also have another option for situations like these. Use a MoveParty command to move the characters out of the NPC's path, then turn off PC movement (Command E3) until the NPC finishes thier actions. This has the added effect of forcing you to watch important storyline events between NPCs. A perfect example is the scene where Schala gives Janus the amulet.



Geiger

Buster Beetle
Level: 34

Posts: 394/460
EXP: 241080
For next: 12571

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

Since last post: 6 hours
Last activity: 6 hours
Posted on 07-15-05 02:48 PM Link | Quote
Other than that, the PCs still aren't loading in my new Medina Station,

If your Crono is any indication, it is because you have not set a coordinate for him. All visible or interactive objects should have a coordinate set.

Lastly, Geiger, would you consider it prudent to hold off textboxes when writing events until the actions / other data is complete (using 1.7), and then add in text using the beta?

As I mentioned before, I do not think it much prudent to use the beta to edit anything you want to keep. It is not release quality. But saving text until last would probably be best. Just use some of the game's standard text until then.

JLukas: Good call on the Move Properties. I felt I was forgetting something, but could not put my finger on it.

---T.Geiger
xZeaLitYx

Cheep-cheep
Level: 23

Posts: 127/199
EXP: 66932
For next: 791

Since: 04-13-04

Since last post: 1 day
Last activity: 3 hours
Posted on 07-16-05 09:32 AM Link | Quote
I have finished the scene at last. I will now begin the tutorial for it. I have some new questions.

I've read your post and checked out Schala's room. I found the command E03 around the PC data, but as this scene will take some learning to understand, I'm not going to ask generalized questions right off the bat. However, I will start with this:

1. A simple Arbitrary0 list of event code will function as soon as the PC touches the NPC. What makes interactions between NPCs and other things start as soon as one enters the room? I'm searching around the Schala stuff for it.

2. What would be the difference between CommandE03 (disabling PC movement) and ExploreMode off? Can one not use the MoveParty command if EM is turned off?


(edited by xZeaLitYx on 07-16-05 12:36 AM)
JLukas

Red Paragoomba
Level: 13

Posts: 36/51
EXP: 8897
For next: 1370

Since: 03-15-04
From: USA

Since last post: 9 hours
Last activity: 6 hours
Posted on 07-16-05 02:51 PM Link | Quote

1. A simple Arbitrary0 list of event code will function as soon as the PC touches the NPC. What makes interactions between NPCs and other things start as soon as one enters the room? I'm searching around the Schala stuff for it.


Commands in startup are executed when you enter the room. In that scene all the data is in Janus' startup, with CallObjFunc commands to Schala's commands.


2. What would be the difference between CommandE03 (disabling PC movement) and ExploreMode off? Can one not use the MoveParty command if EM is turned off?


Disable PC movement / Exploremode off is the same command. Yes, you can use a moveparty command while it is off (in fact, that's when you'll use it the most)

Geiger

Buster Beetle
Level: 34

Posts: 395/460
EXP: 241080
For next: 12571

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

Since last post: 6 hours
Last activity: 6 hours
Posted on 07-17-05 02:51 PM Link | Quote
What makes interactions between NPCs and other things start as soon as one enters the room?

Commands in startup are executed when you enter the room.


But you will want to put it in the second half of the Startup context, otherwise known as Idle. Startup is everything upto the first return and Idle is everything after.

Startup is really for processing things before the room is displayed (coordinates, properties, and the like). Idle is for things the object will do when not doing something else, like walk a path or run an automatic scene.

---T.Geiger
xZeaLitYx

Cheep-cheep
Level: 23

Posts: 131/199
EXP: 66932
For next: 791

Since: 04-13-04

Since last post: 1 day
Last activity: 3 hours
Posted on 07-18-05 09:05 AM Link | Quote
Okay; that's taken care of. I now have a question about destination coordinates for the Overworld. On the Overworld map, for instance, the coordinates I read for where I wanted my players to reappear after they exited my new station were 127, 388. I shaved off the third digit to get 12 and 38; this sticks me in the ocean, however. I got sort of close by doubling the numbers 12 and 38 to 24 and 76, but it still isn't exact. Is there some mathematical operation that needs to be performed to compute accurate overworld destination exit coordinates?

After I get this figured out, I'm going to stage a small battle in the upper part of the Medina Auxiliary, once I build it. It will be a simple sparring floor, and an Imp will be suspect of Crono's powers. Little does he know!

The Medina Auxiliary:

This is a work in progress now. I'm experimenting with other looks.




(edited by xZeaLitYx on 07-18-05 12:07 AM)
(edited by xZeaLitYx on 07-18-05 12:36 AM)
(edited by xZeaLitYx on 07-18-05 12:43 AM)
Geiger

Buster Beetle
Level: 34

Posts: 396/460
EXP: 241080
For next: 12571

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

Since last post: 6 hours
Last activity: 6 hours
Posted on 07-18-05 10:10 PM Link | Quote
I do not really remember. But looking at the data now, it looks like Overworld maps work in subtiles. The math does not work out quite as neatly, so instead of dividing your coordinates by 16 (the effect of shaving the last digit off), you need to divide by 8.

So effectively, shave off the last digit, double, and add one if you want the character in the center of the tile (respective to that direction).

---T.Geiger
xZeaLitYx

Cheep-cheep
Level: 23

Posts: 134/199
EXP: 66932
For next: 791

Since: 04-13-04

Since last post: 1 day
Last activity: 3 hours
Posted on 07-19-05 04:15 AM Link | Quote
Okay, that's taken care of. I am almost done with http://www.chronocompendium.com/wiki/index.php?title=Creating_a_small_scene_between_NPCs , but I have a question about making events startup the moment one enters. Which is the most tidy and efficient way to structure events? Is it more prudent to have less stuff in the Idle area?

-Put all the first NPC to act in the scene's events in his Idle, and take it from there.
-Keep his events in an Arbitrary, and simply callobject them out in his Idle.

My concern here is how to disable an event after it occurs once. In both cases, would putting a value comparison (If Address = X...) -- before the events in the first choice or the callobjectfunction in the second -- work if I put "End" in the value comparison's collapsable list? So it'd look like

SetObjectCoords
Load NPC - Imp
Return
+If 7F002=2,
++++End
Textbox
Movement
End


(edited by xZeaLitYx on 07-18-05 07:16 PM)
Geiger

Buster Beetle
Level: 34

Posts: 397/460
EXP: 241080
For next: 12571

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

Since last post: 6 hours
Last activity: 6 hours
Posted on 07-19-05 06:21 AM Link | Quote
Which is the most tidy and efficient way to structure events? Is it more prudent to have less stuff in the Idle area?

The way the teaser does it, and the way the game most commonly does it is to run the scene from the main object's idle (Object00). But there is no specific way it has to be done.

I would suggest running your events from the main object's idle if you do not have to have any animations, or if you are animating several objects. Otherwise, it would probably be more effecient to put it all in the animated object's idle, just so you use fewer arbs.

would putting a value comparison (If Address = X...) -- before the events in the first choice or the callobjectfunction in the second -- work if I put "End" in the value comparison's collapsable list?

If something only happens once, you would usually put this occurence inside the If statement. But either way will work.

---T.Geiger
Celice

Keese
Level: 16

Posts: 25/128
EXP: 17573
For next: 2683

Since: 06-08-05
From: Oroville, CA

Since last post: 2 hours
Last activity: 2 hours
Posted on 07-19-05 06:49 AM Link | Quote
Sorry to be out of the blue, but which .NET Frame did we need to run this?
Chickenlump

Level: 41

Posts: 651/722
EXP: 474192
For next: 5953

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

Since last post: 3 hours
Last activity: 4 min.
Posted on 07-19-05 06:51 AM Link | Quote
Originally posted by Celice
Sorry to be out of the blue, but which .NET Frame did we need to run this?



http://www.microsoft.com/downloads/details.aspx?FamilyId=262D25E3-F589-4842-8157-034D1E7CF3A3&displaylang=en

Celice

Keese
Level: 16

Posts: 27/128
EXP: 17573
For next: 2683

Since: 06-08-05
From: Oroville, CA

Since last post: 2 hours
Last activity: 2 hours
Posted on 07-19-05 06:53 AM Link | Quote
Was there any specific place we needed to place this? Or is it taken care of by the installer?
Chickenlump

Level: 41

Posts: 652/722
EXP: 474192
For next: 5953

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

Since last post: 3 hours
Last activity: 4 min.
Posted on 07-19-05 06:55 AM Link | Quote
It is all taken care of by the installer. Once it's finished, you won't need to reboot or anything, just fire up any .net program.
Celice

Keese
Level: 16

Posts: 29/128
EXP: 17573
For next: 2683

Since: 06-08-05
From: Oroville, CA

Since last post: 2 hours
Last activity: 2 hours
Posted on 07-19-05 06:57 AM Link | Quote
Great. That was the only thing keeping be from one of the most evolved editors out there. Thanks for your help!
xZeaLitYx

Cheep-cheep
Level: 23

Posts: 135/199
EXP: 66932
For next: 791

Since: 04-13-04

Since last post: 1 day
Last activity: 3 hours
Posted on 07-19-05 06:59 AM Link | Quote
1.1. (oops, a little late)

Okay, with that, I'm going to tidy up the tutorial. My schedule afterwards is

-Make a short tutorial on creating a new area
-Learn how to do a battle
-Battle tutorial

Tutorials might be a little distracting, but it should provide ample time for Jake to map the big Vanguard Post and cathedral.


(edited by xZeaLitYx on 07-18-05 10:00 PM)
Chickenlump

Level: 41

Posts: 653/722
EXP: 474192
For next: 5953

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

Since last post: 3 hours
Last activity: 4 min.
Posted on 07-19-05 07:47 AM Link | Quote
Ok, this is pretty cool.
These two memcopy commands will start your characters out completely black, and then slowly fade them into color. I currently have these in my character startup/idle right after loading my sprites. Try it out.



Here is the black sprites:



And here is them seconds later after a nice fade in:



Of course, you can split these two up if you want them to stay dark while something goes on, and then fade them in afterwards.
xZeaLitYx

Cheep-cheep
Level: 23

Posts: 136/199
EXP: 66932
For next: 791

Since: 04-13-04

Since last post: 1 day
Last activity: 3 hours
Posted on 07-19-05 08:31 AM Link | Quote
Small question for Geiger. Very long ago, you mentioned that the last several location pointers were unfit for use. I just used {1CD} Empty Data, and got it to work; my question now is, can you approximate a threshold for when it is no longer safe to edit? I would think offhand anything afte {1F7} apocalypse. This data will be included in this tutorial.
Geiger

Buster Beetle
Level: 34

Posts: 398/460
EXP: 241080
For next: 12571

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

Since last post: 6 hours
Last activity: 6 hours
Posted on 07-19-05 04:46 PM Link | Quote
Very long ago, you mentioned that the last several location pointers were unfit for use.

1F0 on. They all redirect to Overworlds. 1F7 on probably redirect to junk.

Also, on the .NET Framework, you should always get it from Windows Update where possible. Windows Update will always take into account the version of Windows you have (most notably, what language version). The redistributable will not.

---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 0.014 seconds.