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

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Posted on 03-15-04 08:58 PM, in Chrono Trigger Sprite Assembly Link
I also had no success trying to get the map soldier to load. I'll look at it further.

With the 9 playable character select screen, Evil Peer is correct - it is used when your party is reduced to 1 member. Specifically, the event where you control Lucca to save Lara in 990 A.D. The reason you never see that select screen is because menu access is disabled during that event. If you warp Lucca out of there with cheat codes you can view the menu in action.

On the topic of sprite data..chickenlump, what is the Extra Crono Animations 18C4EA? I tried to look at it in PSV but couldn't get it to appear right. What animations are they?

JLukas

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Posted on 03-17-04 08:47 AM, in Peer Sprite Viewer v1.30 Link
Most the bosses are missing, and a number of not-yet-created enemies are a just a tiny diamond type thing. 20, 47 and E7 are a few of the pallete swap monsters unique to the pre-release (E7 is a gold color naga-ette for example) No completely unique monsters, though.

F2 is a roly that explodes when you hit it (lol) D4 I've yet to identify, it appears to be a giant piece of the dome guardian, or maybe lavos second form?

JLukas

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Posted on 04-04-04 11:01 AM, in How does one decompress... Link
Here's a quick tutorial on using Lunar Decompress. Let's say you wanted to decompress graphics in Chrono Trigger.

1. Open the LunarDLL.h file with Notepad or whatever, and scroll halfway down. You'll find a Compression Format Table. There you'll see the format, game and usage and description. You'll see Chrono Trigger is format LZ_LC13.

2. Open LunarDLL.def with Notepad. Right at the top you see LZ_LC13 followed by 12, the number Lunar Decompress assigns to that format.

3. Open a DOS prompt and type

Decomp.exe chronotrigger.smc output.bin 166C12 12 0

4. Open the output file in Tile Layer Pro or other program and you'll find you decompressed the graphics for a Nu. But how do you know the offset to start from is 166C12? That's where you look at an offsets guide that lists where things are stored.

If the game you want to decompress doesn't have an offsets guide, you'll have to find where the compressed graphics are on your own. Your main goal would be to find a pointer table(s) that the game uses to locate where the compressed graphics are. Then just work your way through the pointer list, decompressing each offset as you go along.

Hope this helps.
JLukas

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Posted on 12-06-04 03:35 AM, in Temporal Flux Release Link
Originally posted by s009
For some reason I can't click on layer 3 and it can't be highlighted what do i do.


The L3 tileset value chickenlump mentioned is at the very bottom of the location data box that's on the left.
JLukas

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Posted on 12-30-04 12:54 AM, in Disabling Yoshis Tongue Link
I had a look at it. Try out this PAR code:

01F1E380

This is a slightly different method than mentioned above. The previous statement was "If Mario is riding Yoshi, the tongue attack is enabled" The PAR code changes it to "Mario is never riding Yoshi, the tongue attack is disabled"

Try testing it out for a while. I tested it briefly and didn't have any problems. If everything is ok, use Lunar Address to convert the code to get the real offset (don't forget about the header) The previous hex value is D0.

Something else I found:

01F30Fxx Sound effect modifier for Yoshi's tongue



-----


(edited by JLukas on 12-29-04 03:58 PM)
JLukas

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Posted on 12-30-04 11:06 PM, in Ripping the Japanese CT Script Link
Thanks for the translations Heian! I went through all 90 or so overworld map names and those were the only ones that were different. The only other significant change was that Traveler's Hotel was used for every village, in the final it was changed to Porre Inn, Choras Inn, etc.

JLukas

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Posted on 01-05-05 02:21 AM, in i want to rip ct rom Link
The glitches are likely the result of the game reading external files such as the bonus mode, PSX memory card saving, etc. IIRC, they also modified some text handling to correspond to the PSX controller button layout.
JLukas

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Posted on 01-07-05 01:36 AM, in Ripping the Japanese CT Script Link
I've made a table of all the characters.

Part 1
Part 2
Part 3

The next step, I need the images carefully compared by a translator to Bisqwit's image (posted above) I expect a few errors with some of the kanji, the game font and windows font are a bit different. If there are mistakes, a list (Ex: "part 3, row 7, second from left, {kanji} should be {kanji} is all I need.

If I can get that part out of the way... I'll see what I can do.


JLukas

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Posted on 01-08-05 12:15 AM, in Ripping the Japanese CT Script Link
Originally posted by Geiger
As II think Part 1 Line 1 character 21 (or 22) is incorrect. You have
JLukas

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Posted on 01-08-05 01:48 AM, in Ripping the Japanese CT Script Link
Geiger: I've typed them all in already (to NJStar), now I'm just correcting the mistakes.

Edit: PM sent


(edited by JLukas on 01-07-05 05:05 PM)
JLukas

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Posted on 01-08-05 02:22 AM, in Ripping the Japanese CT Script Link
The game order is the same as the pics
JLukas

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Posted on 02-11-05 03:06 AM, in Geiger's Snes9x Debugger Mark 9 Link
Excellent work Geiger, congrats!

The new features are great, and also save a lot of time. Especially the hex editor and data logging.

Also, be sure to try running the game with the hex editor window open in RAM mode!
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Posted on 03-31-05 12:07 AM, in FFVI - Painful Chainsaw Link
What's changed in version 1.01?
JLukas

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Posted on 04-01-05 07:06 AM, in Disable small Mario's ducking...? Link
Originally posted by skateboarder11
Is there a currently known way to disable small Mario's ducking ability? I don't want the top of Super Mario's hat showing when small Mario "ducks"... Plus, small Mario ducking and jumping looks like shit =\

(I'm using peter_ac's Mario. )


I did a trace.

The Pro Action Replay code to disable ducking is 00D60480

If you convert that with Lunar Address the offset (header included) is 5804. Change the previous byte, F0, to 80.

But, the problem is it'll disable ducking for both big and small Mario.

The next step is to add ASM that checks 7E0019, the address in RAM that holds the value for Mario's status. If you have small Mario, you won't be able to duck, but big Mario will be unaffected.

Is there any offsets listing that says what nearby space is free?

JLukas

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Posted on 04-03-05 11:26 AM, in Disable small Mario's ducking...? Link
I mentioned in my original post that an ASM solution was required, because of the problem that disabling ducking affected both small and big Mario.

Here's what I came up with.

Pro Action Replay:

00D60620
00D607A0
00D608FF
00D609EA
00D60AEA
00FFA0A5
00FFA119
00FFA2F0
00FFA305
00FFA485
00FFA573
00FFA69C
00FFA7E8
00FFA813
00FFA960

I tested a few stages with it and it worked. Try it out for a while, and if everything is ok use Lunar Address to get the file offsets to make the changes permanent.

Do not include the modification from my original post with this, or it won't work.

BTW, this is for a SMW that hasn't been previously modified.

JLukas

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Posted on 04-03-05 12:08 PM, in Disable small Mario's ducking...? Link
Try it out and see if it works. If not, drop me a PM.
JLukas

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Posted on 04-14-05 06:47 AM, in Temporal Flux Release Link
1. That's not the correct address, instead of the graphics themselves that is just data telling the game what tiles to use where. The tile graphics start at 252000. Look at the pointers starting at 362220 to get the list of offsets to decompress tiles. The first pointer should be 0020E5, when reveresed it is 252000.

2. decompressing something at 361C00 cover an entire range of addresses (as in, 361C00-361C05 cover the Green Imp)?

Exactly. Here's a great picture example of the Nu packet (note the start and end addresses) from Geiger's PSV:

http://geigercount.net/crypt/psv01.png

A packet can contain more than one enemy, usually similar enemies are stored together, such as the Hetake, Rubbles, Volcano, etc.

3. You can already find an exact offset for NPCs and enemy palettes with help from Chickenlump's Chrono Tweaker program.

Load Chrono Tweaker, open the enemy section. Look at 3D - Reptite. It says the sprite palette is 17. The pointers for NPC and enemy palettes start at 242A00. The 17th pointer in that list tells you the offset for the Reptite palette. Then, when you go to that offset you can modify the palette values, like that method to change the character potrait in the status screen. Don't forget that some NPCs and enemies share palettes, for example if you modify the Reptite palette it may also affect one of the Frog enemies.




(edited by JLukas on 04-13-05 02:05 PM)
JLukas

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Posted on 04-15-05 09:36 PM, in Can anyone help me disable Mario's walking? [Issue] Link
Interesting idea.

I did a trace, and the Pro Action Replay codes to disable walking are as follows:

00D68BEA
00D68CEA

How it works, basically the game checks your controller to see what you're pressing, and this NOPs a branch so that it never goes to the walking movment code.

Try it out, and to make the change permanent use Lunar Address to get the ROM offset, you will be replacing the previous bytes D0 24 with EA EA.
JLukas

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Posted on 04-16-05 08:15 AM, in Can anyone help me disable Mario's walking? [Issue] Link
The overworld movement code is different and not affected by this patch.

JLukas

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Posted on 04-27-05 11:25 PM, in Temporal Flux Release Link
What's the plan for the TF export option?
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Acmlm's Board - I2 Archive - - Posts by JLukas


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