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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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Chickenlump

Level: 41

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

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Posted on 11-28-04 01:15 AM Link | Quote
Originally posted by Kawa-oneechan
Cool, cool. Any particular order? I intend to do only the playables for starters.


Crono
Marle
Lucca
Robo
Frog
Ayla
Magus

Kyoufu Kawa
I'm not bad. I'm just drawn that way.
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Since: 03-19-04
From: Catgirl Central

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Posted on 11-28-04 01:39 AM Link | Quote
K, thanks. Considering my blatant inability to decode SNES tiles, my tool will probably require TM-exported bitmaps but don't let that stop you
xZeaLitYx

Cheep-cheep
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Posted on 11-28-04 03:19 AM Link | Quote
Well, so far I've managed to have Marle wake Crono up and give him some new dialogue without problem. The minibar in his room has also been built.

I'm wondering how to make Events apply to certain tiles when activated; for instance, I'd like to have the Minibar give the party 10 Tonics when activated, and his radio play the racing theme. So far, I understand how to make the actual activation command, but I'm lost on how I should make it function when the player hits the A-button while facing a certain tile.

Thanks.
Geiger

Buster Beetle
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From: Indianapolis, IN, USA

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Posted on 11-28-04 05:38 AM Link | Quote
Originally posted by xZeaLitYx
I'm wondering how to make Events apply to certain tiles when activated; for instance, I'd like to have the Minibar give the party 10 Tonics when activated, and his radio play the racing theme. So far, I understand how to make the actual activation command, but I'm lost on how I should make it function when the player hits the A-button while facing a certain tile.


It works the same way as talking to an NPC, except you do not load a sprite.

---Evil Peer
Proto K

Repent!
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Since: 03-15-04
From: New Brunswick, Canada

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Posted on 11-28-04 07:04 AM Link | Quote
Ok, this sounds stupid, but how do you edit what music plays on a map? Do you do it through the music option or through Events?

Edit: Nevermind, figured out what I was doing wrong.


(edited by Proto K on 11-27-04 10:06 PM)
Heian-794

Red Super Koopa
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Since: 06-01-04
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Posted on 11-28-04 02:54 PM Link | Quote
Ok, this sounds stupid, but how do you edit what music plays on a map? Do you do it through the music option or through Events?

Edit: Nevermind, figured out what I was doing wrong.


Y'know, Proto K, you could tell us what it was you were doing wrong and then how you did it correctly, just in case some readers are having the same problem. And I happen to be one of those... ^^;

In my very brief and esperimental hack I've managed to make it so that Crono can go to the End of Time by waking up to his refrigerator, and when he gets there, Marle, Lucca, and Robo are waiting for him. Gaspar tells you about how only three people can travel at once, and you get a selection screen with only Crono available. All three of your friends express their desire to come along / displeasure at being left behind, but then it freezes.
Geiger

Buster Beetle
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Posted on 11-28-04 08:40 PM Link | Quote
how do you edit what music plays on a map? Do you do it through the music option or through Events?

Either. Both.

If you do it through the music panel, it will serve as the default music for the map. Write to memory after your change. If you do it in the event packet, it will override the map's music, once the command is executed.

Note also that there is a difference between silence and no music set. Silence is just what it sounds like. There will be no music playing. No music set (value FF) will continue to play whatever music is already playing.

---Evil Peer
Spekkio

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

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Posted on 11-29-04 02:49 AM Link | Quote
I would LOVE for the next version of TF to be able to put the header back in, otherwise the ROM will be unusable with other editors such as Crone.


(edited by Spekkio on 11-28-04 05:51 PM)
Chickenlump

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Posted on 11-29-04 02:53 AM Link | Quote
I've been using SNEStool to add the header back in, for switching back and forth between the different editors. It works just fine, and doesn't take too much time to do.

Geiger

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

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Posted on 11-29-04 04:24 AM Link | Quote
I would LOVE for the next version of TF to be able to put the header back in

This is something I will not do. ROM headers are pointless; serving only to make editing more difficult and to take up hard drive space.

I (very) seriously considered removing header support in PST, and may yet do it.

I made this post so that everyone will know I am unyielding on this point. I strongly encourage others to take the same approach.

---Evil Peer


(edited by Evil Peer on 11-28-04 07:29 PM)
Imzogelmo

Blue Octorok
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Since: 09-22-04
From: (Longview) Starkville, MS, USA

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Posted on 11-29-04 04:30 PM Link | Quote
The answer is simple:

Make a patch with the headered ROM, then either edit the ips file yourself (assuming you can figure this out) or write a littel program to convert ips files for headered ROMs to unheadered versions.
dan

Snap Dragon
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Posted on 11-29-04 07:34 PM Link | Quote
Readding the header before you want to make a patch/edit in another utility is the easiest solution. Just insert $200 bytes at the start of the ROM. Easy.
Kyoufu Kawa
I'm not bad. I'm just drawn that way.
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Since: 03-19-04
From: Catgirl Central

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Posted on 11-29-04 10:12 PM Link | Quote
Just telling that I can't quite grasp those eight bytes of sprite assembly data.

I can however tell you that the sprite, assuming Crono's idle forward anim, is split up in 16x16 blocks and each of the eight bytes controls a block's relative position. Seems rather negative too.

The 32 tile bytes are simply flag/tile combos. 4030 for Crono's left foot for example, flipped from 0030, his right foot.
xZeaLitYx

Cheep-cheep
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Posted on 12-02-04 05:54 AM Link | Quote
I've been rolling around the concept of a 'Clean Start ROM.'

What would constitute a safe, clean start? What event data can be removed completely, just leaving location data as a template for a new game?
Geiger

Buster Beetle
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Since: 03-15-04
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Posted on 12-02-04 09:15 AM Link | Quote
I would leave the Load Screen and the Title Screen intact, for the most part. You could probably safely delete all the other event data, though the game would be completely unplayable in that form.

A better idea would probably be to leave an empty Object 00 (just two returns) and the basics for each of the party members for each Location. That should still be mostly playable (no means of getting to 90% of the Locations though).

You do realize you are talking like a 2 meg patch here, right?

---Evil Peer
MathOnNapkins

Math n' Hacks
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Posted on 12-02-04 09:55 AM Link | Quote
Yeah, isn't the event flag field f-ing huge for CT?
s009

Paragoomba
Read the FAQ before jumping into the unknown. Spam, thoughtless posts, need I add more?
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Since: 12-05-04
From: marysville,washington

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Posted on 12-05-04 09:07 AM Link | Quote
Question about temporal flux when I put up the overworld and there was the tiles on the side. Halfway between the L12 tiles are the same like all the bottom are the same as the top and when I click on part of the round island and then I click on the map it is part of a bush when it supposed to be the island there has to be a glitch or a mest up in the tiles.
Lenophis

Super Koopa
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Posted on 12-05-04 09:24 AM Link | Quote
Originally posted by Evil Peer
I would LOVE for the next version of TF to be able to put the header back in

This is something I will not do. ROM headers are pointless;

true...


serving only to make editing more difficult and to take up hard drive space.

I fail to see how... "take up hard drive space?" I'll pretend that's stupidity talking...


I (very) seriously considered removing header support in PST, and may yet do it.

I made this post so that everyone will know I am unyielding on this point. I strongly encourage others to take the same approach.

---Evil Peer

Well I don't know what PST is. Besides, without the header, how can you be 100% sure that the rom was a clean dump in the first place?
xZeaLitYx

Cheep-cheep
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Posted on 12-05-04 09:29 AM Link | Quote
Originally posted by s009
Question about temporal flux when I put up the overworld and there was the tiles on the side. Halfway between the L12 tiles are the same like all the bottom are the same as the top and when I click on part of the round island and then I click on the map it is part of a bush when it supposed to be the island there has to be a glitch or a mest up in the tiles.


Overworld Tiles are different than Location Tiles in that they're confined to specific layers, and cannot be used elsewhere. The top half, Layer 1 tiles, will only work when editing Layer 1. Same for Layer 2.
MathOnNapkins

Math n' Hacks
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Posted on 12-05-04 09:29 AM Link | Quote
Keep a zip file with the header in if you want. Just expand a copy out and work on that. Shouldn't be a big deal.
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