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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 12-07-04 03:51 AM Link | Quote
No glitches in Porre now.

Is it possible to edit the music that plays when walking through townships? I'd like a dark theme to play when one enters the Porre city limits.
Geiger

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Posted on 12-07-04 04:09 AM Link | Quote
Is it possible to edit the music that plays when walking through townships? I'd like a dark theme to play when one enters the Porre city limits.

It will be in a later version. We know where the information for music transition is stored and loosely how it works.

---Evil Peer
MathOnNapkins

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Posted on 12-07-04 04:31 AM Link | Quote
I sense someone hopes to metamorphose CT to something closer to Chrono Chross?
xZeaLitYx

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Posted on 12-07-04 05:03 AM Link | Quote
Maybe later; there is talk of creating a port of Chrono Cross to the CT engine, but that's not going to happen until a long time from now. At the moment, the Compendium Spotlight Project is my vision of Chrono Break -- the story of what happened between Chrono Trigger and Chrono Cross, and the fates of the original CT team. So it should be just as interesting.
s009

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Posted on 12-07-04 05:08 AM Link | Quote
What is chrono break and is their a rom out for it or someone is making it?
xZeaLitYx

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Posted on 12-07-04 06:43 AM Link | Quote
http://www.chronocompendium.com/Term/Chrono_Break

I'm having a really basic problem.




(edited by xZeaLitYx on 12-06-04 10:43 PM)
(edited by xZeaLitYx on 12-06-04 10:43 PM)
Geiger

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Posted on 12-07-04 09:06 PM Link | Quote
I'm having a really basic problem.

You need to set your sprite priorities. HideSprite. Probably a value of 32.

I now know how to render Layer 3 onto the other layers, but I still have a problem. I have no freakin' clue where the ROM is pulling the palette information for L3 from.

For example, the hidden L3 in the Telepod Exibit seems to use SNES colors 74AA (Blue), 7F50 (Light Blue), and 7FFF (White). But the only place these values appear together in the ROM are in event packets (likely for changing the color of the portals).

If someone can track this down, I can add Layer 3 rendering (and editing) to Temporal Flux.

(edit)

I think I have figured it out.

---Evil Peer


(edited by Evil Peer on 12-07-04 05:27 PM)
xZeaLitYx

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Posted on 12-09-04 01:37 AM Link | Quote
Sorry to plague with problems, but I edited some Layer 2 tiles around Porre, and some of the buildings became vaporous, and their exits no longer functioned. Do exits/buildings require a certain tile be beneath them to work?
Geiger

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Posted on 12-09-04 04:04 AM Link | Quote
Sorry to plague with problems, but I edited some Layer 2 tiles around Porre, and some of the buildings became vaporous

Since you were not specific, I will have to guess you are talking about the Overworld map editor.

Only Layer 2 tiles have any solidity properties. You will need to use a tile that is solid. Try the tiles beneath other buildings.

and their exits no longer functioned. Do exits/buildings require a certain tile be beneath them to work?

For this one, I turneth to the Manual-eth. "Note: Exits can only appear in-game on certain tiles. At this time, Temporal Flux cannot edit this."

---Evil Peer
xZeaLitYx

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Posted on 12-09-04 09:42 PM Link | Quote
I've gone ahead and created pages on which I will make the Temporal Flux Guide available online, as well as a FAQ noting any questions received here or elsewhere that are still relevant to the current release version.

http://www.chronocompendium.com/Term/Temporal_Flux_FAQ
http://www.chronocompendium.cmo/Term/Temporal_Flux_Guide

I finished editing the Porre Mayor's Manor, but the process of exiting 2F to 1F no longer loads a Crono once the first floor is reached. What should I be looking for as possible causes of this problem?
Geiger

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Posted on 12-09-04 10:55 PM Link | Quote
Check the exit coordinates. Make sure the sprite is loading and has proper priority. Certify that the object coordinates are in pixels, not tiles.

---Evil Peer
xZeaLitYx

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Posted on 12-10-04 02:36 AM Link | Quote
Fixed. Somehow, the value had been changed from 2B to 41.

My next objective is to have two Porre soldiers fight Crono in the Market for his sword. I'll use the Medina Market events to learn.

I'm having a strange problem; in Crono's kitchen, I've changed Mom's dialogue and ordered the game to give Crono three items, confirm with a message, and play a sound upon the completion of her speech strings. Meanwhile, in Porre Mayor's Manor, I have several soldiers, each with their own new strings.

Saving my Events in one place will eliminate the Object events in the other. For instance, the Porre Mayor's Manor will still load the party, but it will be completely vacant of soldiers or the Power Tab I added. Saving there eliminates Crono's mother from the Kitchen.


(edited by xZeaLitYx on 12-09-04 05:37 PM)
Chickenlump

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Posted on 12-10-04 03:47 AM Link | Quote
One of the things I learned (common senses...tingling) is that when I change an event to a different location, 90% of the time, I forget to change the X/Y positions of objects, sprites, etc.... since they are different for each map. I kept wondering where everything is, turns out they were there, just off screen. Even if this doesn't help in this situation, it's a good thing to remember for the slow of mind. *hangs head in shame*
So now, if something doesn't appear to load, I remember to check the position of the objects.
xZeaLitYx

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Posted on 12-10-04 04:39 AM Link | Quote
Well, crap. I don't know how this happened, but now the Porre Mayor's Manor event flag = Crono's Kitchen's. I should have made a more recent backup, but it shouldn't be too hard to ressurrect the Mayor's Manor.
Spekkio

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Posted on 12-11-04 12:57 AM Link | Quote
Originally posted by xZeaLitYx
Well, crap. I don't know how this happened, but now the Porre Mayor's Manor event flag = Crono's Kitchen's. I should have made a more recent backup, but it shouldn't be too hard to ressurrect the Mayor's Manor.


Had that happen in Guardia Basement. I was, however, able to utilize a glitch(possibly the same one)to overwrite it with the original data.

Sometimes I'll get random noise after making structural changes to the Porre Inn. Editing the windows and wall around them to be closed and darker, respectively, will corrupt the room entirely, or add a row of trees at the bottom of the screen in the black portion. What could be causing this?

I have had the Giant's Claw entrance and the Sun Palace corrupted trying to change monsters. The game didn't crash so the changes probably were accepted but I could not test it as i couldn't explore the areas even with the Perfect Walk through Walls code!
Changing the monsters back didn't fix the problem.

Evil Peer, I can send you my ROM if you wish so you can look into the problem.


(edited by Spekkio on 12-10-04 04:05 PM)
Geiger

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Posted on 12-11-04 01:15 AM Link | Quote
I can send you my ROM if you wish so you can look into the problem.

Until someone can get a better idea of how or when exactly this is happening, it would not really do any good.

And it is simply not possible that editing events would corrupt a map. The data is not stored together (in memory or the ROM). So something else is happening there.

---Evil Peer
Spekkio

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Posted on 12-11-04 01:25 AM Link | Quote
Well, all I did in the Giant's Claw was change monsters.

As for Zeality's second problem, I can tell you how I fixed it: First I opened my second Rom and loaded the event data for Guardia Basement. With the event data still open, I loaded my first rom and then clicked Write Mem. on the event data screen.


(edited by Spekkio on 12-10-04 06:19 PM)
s009

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Posted on 12-11-04 02:43 AM Link | Quote
Problem when I was editing the overworld map then I saved the rom when I got out and came back in it was the same map it did not save it I even saved to the PNG and still did do nothing how do you save your overworld and your locations.
Geiger

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Posted on 12-11-04 04:59 AM Link | Quote
First I opened my second Rom and loaded the event data for Guardia Basement. With the event data still open, I loaded my first rom and then clicked Write Mem. on the event data screen.

I would expect that to work that way. When the event editor is open, there are actually four copies of the data in memory.

- Original ROM data
- Working ROM data
- Decompressed event packet
- Decoded event data

When you open a new ROM, the first three will be replaced, but not the fourth, since it only exists during editing. This is intentional behaviour.

Actually, the only information that live updates is the string data, since the structure the strings are stored in can be viewed as is without further processing.

---Evil Peer
s009

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Posted on 12-11-04 10:36 AM Link | Quote
Who is the farthest one on this project because I want to know how and see your project if I can download it from you just to see the examples.
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