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
xZeaLitYx

Cheep-cheep
Level: 23

Posts: 43/199
EXP: 66932
For next: 791

Since: 04-13-04

Since last post: 1 day
Last activity: 3 hours
Posted on 12-21-04 12:47 AM Link | Quote
I had it removed from the Compendium until I can figure out which version is the current one. I believe Chickenlump is still working on a new version anyway.
Geiger

Buster Beetle
Level: 34

Posts: 220/460
EXP: 241080
For next: 12571

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

Since last post: 6 hours
Last activity: 6 hours
Posted on 12-21-04 06:37 PM Link | Quote
I will be on vacation through Jan 2. There will be no new releases during that time.

---Evil Peer
Chickenlump

Level: 41

Posts: 442/722
EXP: 474192
For next: 5953

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

Since last post: 3 hours
Last activity: 4 min.
Posted on 12-22-04 01:01 AM Link | Quote
The version you had hosted was indeed the latest version, Zeality. For now, download it from here:
http://www.angelfire.com/in3/chickenlump/ChronoTweaker.zip

Note: It only works for a headered ROM, so for now, add a header, or begin with a headered rom, use it, and then remove the header afterwards. I will have the final version of it up sometime this week, for unheadered ROMs. The Gato editor, and Treasure Chest editor will be MIA, the Gato Editor is now obsolete, and the Treasure Chest editor never really worked anyway.

As for getting ANY sprite in the game as a fightable monster, all I did was change the monster's 'Sprite Creation' data to that of another. Since NPC's and monsters are all compressed, it was a quick switch. Just copy down the NPC of your choice's Sprite Creation data in Chrono Tweaker, and change the monster of your choice's Sprite Creation data to that.

Getting a playable character as a fightable enemy is easy as well. In Evil Peer's Offsets.txt file are the hex addresses of the uncompressed playable character's sprites. In a hex editor, copy the entire hex area that the sprite encompasses.

In the Offsets.txt file:
130000 136B3F GFX No No Frog sprites 5/1/2003

In a hex editor, copy from 130000 to 136B3F and copy. Paste it as it's own file, and save. You now have a file that has all of Frog's sprites. Now, in Temporal Flux, use the Compression Tool, and save that file over another monster's sprite (you must know the address of the monster's compressed sprites). Now, Frog's sprites are compressed and are in place of said monster. Now change that monster's Sprite Creation data to that of Frog (the characters have Sprite Creation data too) and you now have Frog as an enemy. Of course, change it's stats and name to match. Make sure that Frog's sprites aren't bigger than the sprite you are over writing, or the next sprite will be overwritten or corrupted.
xZeaLitYx

Cheep-cheep
Level: 23

Posts: 55/199
EXP: 66932
For next: 791

Since: 04-13-04

Since last post: 1 day
Last activity: 3 hours
Posted on 01-05-05 05:44 AM Link | Quote
Ok, excellency.

http://www.chronocompendium.com/Term/Editors

~

Peer, my efforts seem to have halted, but I did get some instruments reliably named, if you'd like to add these into the next release.

00 - Silence
01 - Clap
02 - Conga
03 - Bongo
04 - Tambourine
05 - Bass Drum
06 - Snare Drum
07 - Closed Hi-hat
08 - Loud Hi-hat
09 - Timpani/Shamisen
0A - Ethnic Wood
0B - Hembra
0C -
0D -
0E -
0F -
10 -
11 -
12 -
13 - Piano
14 -
15 -
16 - Church Organ
17 -
18 -
19 -
1A -
1B - Shout
1C -
1D - Accordion
1E - Elecric Guitar
1F -
20 -
21 -
22 -
23 -
24 -
25 -
26 - French Horn
27 -
28 - Bell
29 -
2A -
2B -
2C -
2D -
2E -
2F - Sitar
30 -
31 -
32 - Pan Flute
33 -
34 - Organ
35 -
36 -
37 -
38 -
39 -
3A - Choir
3B - Pendulum
3C -
3D -

~

Additionally, a soundbank exists at http://www.herograw.com/ocremix/Zeality/CTSoundBank/ , consisting of several .spcs of 'Morning Sunlight' with their titled instruments playing predominantly. These are useful for identification.
s009

Paragoomba
Read the FAQ before jumping into the unknown. Spam, thoughtless posts, need I add more?
Level: 13

Posts: 57/66
EXP: 9772
For next: 495

Since: 12-05-04
From: marysville,washington

Since last post: 292 days
Last activity: 40 days
Posted on 01-06-05 09:45 AM Link | Quote
When will this awesome thread start posting because I am interested in this thread and alot has been going on and I think this is the most populas thread here it is on fire.
Geiger

Buster Beetle
Level: 34

Posts: 230/460
EXP: 241080
For next: 12571

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

Since last post: 6 hours
Last activity: 6 hours
Posted on 01-06-05 10:22 AM Link | Quote
When will this awesome thread start posting

Temporal Flux is on hold for the moment while I work on Mark 9 of the Snex9x Tracer.

---T.Geiger
xZeaLitYx

Cheep-cheep
Level: 23

Posts: 61/199
EXP: 66932
For next: 791

Since: 04-13-04

Since last post: 1 day
Last activity: 3 hours
Posted on 01-08-05 09:19 PM Link | Quote
I noticed that exporting Overworlds to .png produces an image that is noticeably darker than what appears in Temporal Flux and in Chrono Trigger. Is this purposeful?
Geiger

Buster Beetle
Level: 34

Posts: 235/460
EXP: 241080
For next: 12571

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

Since last post: 6 hours
Last activity: 6 hours
Posted on 01-10-05 07:02 PM Link | Quote
exporting Overworlds to .png produces an image that is noticeably darker

I was not able to reproduce these results.

Also, it seems there is a problem with expanding the number of exits beyond 50 for the Present Overworld. Whether it is a problem with Temporal Flux or an issue with the game engine is still being investigated.

---T.Geiger
xZeaLitYx

Cheep-cheep
Level: 23

Posts: 62/199
EXP: 66932
For next: 791

Since: 04-13-04

Since last post: 1 day
Last activity: 3 hours
Posted on 01-10-05 11:01 PM Link | Quote
I downloaded a new CT ROM and Temporal Flux for testing purposes, and here's a comparison of a screen grab and the .png export:

Kyoufu Kawa
I'm not bad. I'm just drawn that way.
Level: 70

Posts: 1070/2481
EXP: 3008456
For next: 7355

Since: 03-19-04
From: Catgirl Central

Since last post: 14 hours
Last activity: 13 hours
Posted on 01-11-05 06:37 PM Link | Quote
Now that's what I call off-color.
Geiger

Buster Beetle
Level: 34

Posts: 237/460
EXP: 241080
For next: 12571

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

Since last post: 6 hours
Last activity: 6 hours
Posted on 01-11-05 07:01 PM Link | Quote
While you do seem to be suffering some sort of issue there (the image on the left definately looks darker), I have again confirmed that I cannot recreate this issue. Last time I did a visual inspection; this time I compared RGB values with Photoshop.

Screen (258k)

And it matches up to the RGB values from ZSNES also. The Middle Ages provided the same results.

---T.Geiger
xZeaLitYx

Cheep-cheep
Level: 23

Posts: 64/199
EXP: 66932
For next: 791

Since: 04-13-04

Since last post: 1 day
Last activity: 3 hours
Posted on 01-16-05 05:40 AM Link | Quote
Do Layer 1 tiles in the Overworld figure in to whether an exit is allowed to exist or not? I am trying to build an exit on Layer 1 subtile AC and Layer 2 subtile 65. I've simply moved the Heckran Cave exit over to the destination, but it is not appearing ingame.
Geiger

Buster Beetle
Level: 34

Posts: 239/460
EXP: 241080
For next: 12571

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

Since last post: 6 hours
Last activity: 6 hours
Posted on 01-16-05 06:12 AM Link | Quote
Do Layer 1 tiles in the Overworld figure in to whether an exit is allowed to exist or not?

No. It is based entirely on L2 tiles.

---T.Geiger
xZeaLitYx

Cheep-cheep
Level: 23

Posts: 65/199
EXP: 66932
For next: 791

Since: 04-13-04

Since last post: 1 day
Last activity: 3 hours
Posted on 01-16-05 06:43 AM Link | Quote
I'm working with a new ROM; I've simply altered Heckran Cave (Exit 26) to X 19, Y 35 with Half Tile Up switched to False. I've pasted the Layer 2 tile beneath the original Heckran Cave in the new destination, just to be sure. However, it isn't showing up. Is there any known problem with this operation?
Geiger

Buster Beetle
Level: 34

Posts: 240/460
EXP: 241080
For next: 12571

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

Since last post: 6 hours
Last activity: 6 hours
Posted on 01-16-05 10:24 AM Link | Quote
I've pasted the Layer 2 tile beneath the original Heckran Cave in the new destination, just to be sure. However, it isn't showing up. Is there any known problem with this operation?

Try the tile above the exit. It has been found that exits straddle tiles and should be displayed a half tile above their current positions. Whether an exit works depends on all four subtiles it sits on (the bottom two of the north tile and the top two of the south tile). If any subtile is capable of having an exit, one can be placed there.

This is corrected in the WIP version, and will not be fixed for 1.x.

---T.Geiger
xZeaLitYx

Cheep-cheep
Level: 23

Posts: 66/199
EXP: 66932
For next: 791

Since: 04-13-04

Since last post: 1 day
Last activity: 3 hours
Posted on 01-18-05 09:00 AM Link | Quote
I had completely forgotten that Medina uses the same setup I was trying to accomplish in Porre. I'll use its example and this information. Thanks.

Chickenlump just taught me this:




(edited by xZeaLitYx on 01-18-05 12:01 AM)
Kyoufu Kawa
I'm not bad. I'm just drawn that way.
Level: 70

Posts: 1087/2481
EXP: 3008456
For next: 7355

Since: 03-19-04
From: Catgirl Central

Since last post: 14 hours
Last activity: 13 hours
Posted on 01-18-05 06:59 PM Link | Quote
Goodbye Piccolo lookalike and Y HELO THAR custom portrait!
Geiger

Buster Beetle
Level: 34

Posts: 241/460
EXP: 241080
For next: 12571

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

Since last post: 6 hours
Last activity: 6 hours
Posted on 01-19-05 06:53 PM Link | Quote
I have looked at the new version of ZSNES. Seems some things work better and others worse. For example, there no longer seems to be any sprite priority issues in Final Fantasy VI.

But the "Coming Soon" message at the end of the Temporal Flux teaser no longer appears (which is why I am posting this here). I noticed no other changes in how the teaser plays, but if you discover any problems, please let me know.

---T.Geiger
xZeaLitYx

Cheep-cheep
Level: 23

Posts: 69/199
EXP: 66932
For next: 791

Since: 04-13-04

Since last post: 1 day
Last activity: 3 hours
Posted on 01-26-05 03:16 AM Link | Quote
I'm using Temporal Flux to complete the Vehicles encyclopedia at the moment, and I randomly clicked on Location {048} Prison Stairwell. I received this error:

''127' is not a valid value for 'Value'. 'Value' should be between 'Minimum' and 'Maximum'.

Afterwards, other areas cannot be displayed; the location window must be closed and reopened. Is this just me? Not that it's something of crucial importance at the moment, but if I've found a bug, hurrah for the continual improvement of the program.
DivineDragoonKain

Mini Octorok
Level: 7

Posts: 1/16
EXP: 1071
For next: 377

Since: 01-26-05

Since last post: 102 days
Last activity: 6 days
Posted on 01-26-05 03:18 AM Link | Quote
Hey. I seem to be having problems with character replacing.

Here's a semi-detailed version of my account.

I've replaced Crono with Magus in the opening scene, using the LoadPC command.
I noticed that it would only load a blank spot.
Fixed that problem by loading Crono in Magus's place.
I then proceeded to start the scene. It's all well and good until Magus gets out of bed. He turns and does his cape swishing animation, and just loops it. Over and over again.
Tried to fix this problem by removing the animation.
Magus now gets out of bed, does his stretches, and just stands there, uncontrollable.
At this time, I figure out that I can still pause and open the menu, and notice that level 1 Crono is still in my party. Some Party Manipulation later, and he's out, Magus in.
New problem: Magus walks to the left side of the room, then stops, reverting to uncontrollability. I figure this has something to do with Crono somehow still being registered as the lead party member for some reason, but since I'm trying to play as Magus(who is currently an uncontrollable NPC, it seems), I can't control "Crono", so to speak.

And that's about it. I also messed with Crono's mom, turning her into Queen Zeal, and I have a few map hacks, but that's about it. I've also not applied the version 1.06 patch, so that may help a few problems.

Thanks for any help.
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 0.019 seconds.