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11-02-05 12:59 PM
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Acmlm's Board - I2 Archive - Rom Hacking - Temporal Flux Release | |
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xZeaLitYx

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Posted on 07-21-05 02:42 AM Link | Quote
DDK asked this on the Compendium. I'm posting it here as well. He's currently working on the Millennial Fair (which ended two years ago in CE), and is trying to get statues a la Ozzie in Medina Square to work.

Hey, guys! This is DDK. I'm on a different computer, but not for very long, so I'm not logging in. I have a Memory Copy question... I'm trying to use the Memory Copy that makes Ozzie's sprite greyscale(the Medina statue) for statues in other areas. However, after I posted it in said area, the Memory Copy simply gives me the black screen of doom when I enter the area. I know I got the right MemCop because I tested its function in Medina Square...

I don't have TF on this computer(so no screenshots currently), but I tried to match the placement of coding exactly like it was with Ozzie's statue, but no show. Any idea what I might be doing wrong?
Chickenlump

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Posted on 07-21-05 04:24 AM Link | Quote
You need the Memcpy command in the startup area of your Startup/Idle section. Anything after the Return command in Startup/Idle is considered Idle. You need a Goto command after that Return, and have the label be the same as the Memcopy.



Some sprites look better than others, of course.



Your labels will be different than my own, so make sure your labels and Goto's match up, and not match up with those of my screenshot.

-edit-
Actually, after fiddling with that Memcpy for a bit, it appears that the data is just an entire palette, effectively giving you the chance to make a palette and apply it through event code. Cool.


(edited by Chickenlump on 07-20-05 07:41 PM)
(edited by Chickenlump on 07-20-05 08:42 PM)
xZeaLitYx

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Posted on 07-21-05 09:08 AM Link | Quote
I've decided with DDK that we're going to make every human effort possible to get the CE demo out on CT's 10th anniversary. I'm going to be rapid fire learning stuff, and I'll post tutorials after August 22nd, most likely. Anyway...

Geiger, concerning sprite priority, [url=http://cc.herograw.com/Zeality/CTCE/MedinaAuxiliary.png]in this place[/img] Crono disappears underneath the countertops. I've never sort of tried to fix the problem until now; can you tell me if this is right? In the beta, I added a new command under Crono's startup - Sprite Priority. Every value was default except for Upper & Lower Half, which I set to "above both." Would doing so conceivably make him appear above the countertops that serve as a floor? I'm not having much luck. After I nail this down, I will be ready to script a battle.
Geiger

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Posted on 07-21-05 02:37 PM Link | Quote
Putting his sprite "above both" will make him appear over everything (I think). That includes the stuff in the lower portion of the room.

---T.Geiger
PeterGriffinTheMan

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Posted on 07-21-05 11:52 PM Link | Quote
The demo should about 20 minutes long. Thats what I suggest. Everybody would be happy if it was that long. I suppose it doesn't have to be that long. You guys are doing great though with the project and all.
xZeaLitYx

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Posted on 07-22-05 07:05 AM Link | Quote
Am I placing it correctly?



And here is DDK's question. He's working on the fair.

1. Currently, I have the same MemCopy command set up at Medina Square to apply to some Player Character loads that serve as statutes. The problem is, it is leaking out. Can you identify the cause?

http://www.geocities.com/divinedragoonkain/statueworld.png (problem)
http://www.geocities.com/divinedragoonkain/cronostatue.PNG (event code)


(edited by xZeaLitYx on 07-21-05 10:19 PM)
(edited by xZeaLitYx on 07-22-05 03:26 PM)
DivineDragoonKain

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Posted on 07-22-05 07:31 AM Link | Quote
Thanks, Zeality.

What Rock Lee forgot to mention though, was that the event code posted for the palette problem is repeated six times, using each non-Magus character as an object. That info might be helpful.
Super Slash

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Posted on 07-22-05 07:40 AM Link | Quote
How do you use this program? Can someone explain, please?
DivineDragoonKain

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Posted on 07-22-05 07:44 AM Link | Quote
Well, there's a few tutorials and such at www.chronocompendium.com...
Super Slash

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Posted on 07-22-05 07:46 AM Link | Quote
Meh...where on that site is the tutorials?
xZeaLitYx

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Posted on 07-22-05 07:50 AM Link | Quote
http://www.chronocompendium.com/Term/Tutorials_(Chrono_Trigger)
Super Slash

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Posted on 07-22-05 08:52 AM Link | Quote
How do you save the ROM changes?
DivineDragoonKain

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Posted on 07-22-05 09:00 AM Link | Quote
The little thing that says "Save" under "Open". =)
Chickenlump

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Posted on 07-22-05 09:06 AM Link | Quote
If you are editing a location, make sure to go to the menu item Write to Memory, and after that, click save.
If editing Events, click the Write Mem. button, and then go to save.

Super Slash

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Posted on 07-22-05 09:08 AM Link | Quote
Where is Write to Memory?


(edited by Super Slash on 07-22-05 12:08 AM)
(edited by Super Slash on 07-22-05 12:08 AM)
(edited by Super Slash on 07-22-05 12:08 AM)
(edited by Super Slash on 07-22-05 12:12 AM)
Chickenlump

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Posted on 07-22-05 04:15 PM Link | Quote
Originally posted by Super Slash
Where is Write to Memory?


If you are editing Location maps, it is located in the menu (make sure your location window is in front). Click save after you write to memory (Save is under the File menu).


If you are editing event data (click the blue 'event' caption) then the Write Mem. button will do the job. Click save after you write to memory (Save is under the File menu).


As a shortcut for Write to Memory, on your keyboard hit Ctrl+S.
As a shortcut for Save, on your keyboard hit Ctrl+Shift+S.



(edited by Chickenlump on 07-22-05 07:19 AM)
DivineDragoonKain

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Posted on 07-23-05 12:18 AM Link | Quote
Ok, you can cross the I AM ERROR guy off the list of problems. I erased him, gave him someone else's event code, and changed data accordingly. Works great now.
Chickenlump

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Posted on 07-23-05 03:04 AM Link | Quote
This is a pretty neat trick.
Random enemies!

I make use of the Random Number generator and have some comparison commands decide which monster gets loaded into the scene. In this example, I have 2 monsters, Gato, and MasaMune. Only one of them will load, based on the random number written to memory. Walk into Gato's Exhibit and Gato may be there, but the next time, maybe MasaMune will be there waiting.







I do have a question on this, I couldn't get this to work for the longest time, but then I opened up Geiger's Debugger and noticed that the Random Number was writing to the wrong spot in memory, so that's why my checks are checking a different byte than what the Random Number command says it's writing to. Is there a reason for this, perhaps that's just how it works?

Either way, I think this Random Number command and Compare commands could lead to some interesting event scenes.
DivineDragoonKain

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Posted on 07-23-05 07:11 AM Link | Quote
I've just gotten a brilliant idea. Using that same layout, CL, we can have random NPC layouts for area variety...
Geiger

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Posted on 07-23-05 11:21 PM Link | Quote
I couldn't get this to work for the longest time, but then I opened up Geiger's Debugger and noticed that the Random Number was writing to the wrong spot in memory, so that's why my checks are checking a different byte than what the Random Number command says it's writing to. Is there a reason for this, perhaps that's just how it works?

Can you mail me an IPS of that Chicken?

---T.Geiger
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