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11-02-05 12:59 PM
Acmlm's Board - I2 Archive - - Posts by Geiger
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Geiger

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Since: 03-15-04
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Posted on 12-01-04 11:36 AM, in 2004 Annual Hacker Awards Nominees Link
I am of the opinion that voting should not start before Jan 1st. I figure if it is an award for 2004, it ought to cover the entire calendar year.

---Evil Peer
Geiger

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Posted on 12-02-04 09:15 AM, in Temporal Flux Release Link
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
Geiger

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Posted on 12-03-04 11:08 PM, in Chrono Trigger Zeal Battle Hack Link
I would suggest distributing your patches in NINJA format. It will change the user's ROM to the appropriate ROM type before it applies the changes.

At some point, I would like to add native NINJA patch saving to Temporal Flux.

---Evil Peer
Geiger

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Posted on 12-04-04 02:37 AM, in Chrono Trigger Zeal Battle Hack Link
http://www.zophar.net/utilities/patchutil.html

Look for NINJA and Ouinja.

---Evil Peer
Geiger

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Posted on 12-04-04 06:48 AM, in Chrono Trigger Zeal Battle Hack Link
Originally posted by Chickenlump
The Ninja patch saving in Temporal Flux sounds fantastic, but would it only make a patch with the changes Temporal Flux itself makes, or scan the entire ROM for changes and make the patch?


It would save the changes it makes into a patch (so that the original ROM remains unmodified). If outside changes were made, you would need to use a full patcher.

This is pretty far down the line though. It is not on the short list by any means.

---Evil Peer
Geiger

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Posted on 12-05-04 10:30 AM, in Temporal Flux Release Link
I fail to see how... "take up hard drive space?"

0x200 useless bytes. Remove them, and 0 useless bytes. A lot of space? No. But since they serve no point, what is the point in keeping them?

I'll pretend that's stupidity talking...

Nope. Snes9x (and here, I mean the mainstream version) completely ignores the ROM header (beyond seeing if it exists). At one point, there was even discussion of eliminating the "copier" headers in favor of an "emulation" header that would add useful emulation information to it (though I would guess that has long fallen by the wayside).

Once more, I will not budge on ROM headers. I will ignore any further posts on this subject.

Lenophis, if you only plan to complain and call me names, please post your comments elsewhere.

---Evil Peer
Geiger

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Posted on 12-05-04 11:48 AM, in Temporal Flux Release Link
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?

Beats me. If you want to write up a step-by-step and mail it to me so I can reproduce it, I will check it out sometime this week.

---Evil Peer


(edited by Evil Peer on 12-05-04 02:51 AM)
Geiger

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Posted on 12-05-04 10:27 PM, in Temporal Flux Release Link
Second, why does it appear over and over again that I receive tile garbage on all layers at the bottom part of a location tilemap after editing flags (Z layer, solidity, ...)? Weird enough, it only appears after saving the location back to ROM, and only affects the few bottom-most rows of the whole tilemap.

This sounds like the same problem Zeality is having. This is not a problem I have seen yet, so until someone can send me a step by step to recreate it, I cannot solve the issue.

---Evil Peer
Geiger

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Posted on 12-06-04 12:02 AM, in Temporal Flux Release Link
Porre is becoming a dark place, except for Layer 3 lighting. Is there a way to remove it in the current version of TF?

Sort of. You can copy over it with the Copy Tile command. I had to do this for a couple of scenes in the teaser trailer. You might look at that patch to see what I am talking about.

---Evil Peer
Geiger

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Posted on 12-06-04 09:27 AM, in Offset of title in ROM Link
The documentation says that they will be at 32704 or 65472, but some roms seem to also have titles at 512 bytes away from these numbers.

The extra 512 bytes is from a copier header being on the ROM. All offsets will be off by 512 bytes if the header is present.

---Evil Peer
Geiger

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Posted on 12-06-04 09:13 PM, in Temporal Flux Release Link
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 came across an error in the code that may be responsible for this. Basically, I never adjust the size for the map packet, which results in an unterminated compression packet if the compressed size is bigger than it was before.

Try this fix and see if it solves the problem.

(old link)

---Evil Peer


(edited by Evil Peer on 12-13-04 04:40 PM)
(edited by Evil Peer on 12-16-04 05:13 PM)
Geiger

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Posted on 12-07-04 04:09 AM, in Temporal Flux Release Link
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
Geiger

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Posted on 12-07-04 06:30 PM, in WWE Thread Link
Lita vs. Trish tonight on RAW - SOLID GOLD.

It was pretty good. Got me to stop typing and actually watch the action. I feel the Trish / Victoria hardcore match was better though.

---Evil Peer
Geiger

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Posted on 12-07-04 09:06 PM, in Temporal Flux Release Link
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)
Geiger

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Posted on 12-07-04 11:09 PM, in SNES Assembler/Dissasembler That works? Link
Does anyone know of a SNES Assembler/Dissasembler combination that works?

Well, my favored SNES disassembler is Dispel, but I know nothing about assemblers.

---Evil Peer
Geiger

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Posted on 12-09-04 04:04 AM, in Temporal Flux Release Link
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
Geiger

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Posted on 12-09-04 04:12 AM, in SNES Assembler/Dissasembler That works? Link
although because it will have to "emulate" while it disasembles its going to be slower at doing it than other dissasemblers....

I am afraid there is no feasible way to do this. Even during full emulation, not all code will be executed in any given playthrough. Your real nemesis here is the code routine pointer table.

---Evil Peer
Geiger

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Posted on 12-09-04 10:55 PM, in Temporal Flux Release Link
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
Geiger

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Posted on 12-11-04 01:15 AM, in Temporal Flux Release Link
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
Geiger

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Posted on 12-11-04 04:59 AM, in Temporal Flux Release Link
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
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Acmlm's Board - I2 Archive - - Posts by Geiger


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