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11-02-05 12:59 PM
Acmlm's Board - I2 Archive - - Posts by Chickenlump
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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 03-15-04 02:55 AM, in Chrono Trigger Sprite Assembly Link
Before the board died, Blue Antoid of Starmen asked about the sprite assembly in Chrono Trigger, which would be key to making really customizeable characters and monsters.


As outlined in Evil Peer's doc, Crono's sprite assembly starts at 1C29B0
Each frame of Crono's animation is a total of 40 bytes each.
32 of those bytes are 2 byte integers that determine which tile of graphics are used to piece him together, from 00 and up. The 32 bytes are followed by 8 bytes that determine (I think) how the 32 are distributed, like Crono's death animation is wider than it is tall. (speculation right now, I havent played with it yet)

I'm thinking that making a custom character is going to be as simple as replacing crono's tiles with that of a custom character of your choice, and the tiles can be in any order you want, since your gonna change the sprite assembly anyway.

And the animation date is even easier. Changing this along with the sprite assembly means that if you have less frames of character than the original Crono, just change this to re use existing frames.

Crono's animation starts at 243200

It goes something like this

00 01 02 03 04 FF


00 - first frame of walking animation
01 - second frame of walking animation
02 - third frame of walking animation
etc
Terminated by FF, so between every FF is an animation sequence, from running to
unsheathing a sword.
So, if you wanted to change Crono's win animation to show Crono Laughing instead, it would be all too easy (I've done it)

Here is a W.I.P. list of Crono's animation bytes (that I will finish up soon)

00 - facing down
01 - facing left
02 - facing right
03 - facing up
04 - walking down 1
05 - walking down 2
06 - walking down 3
07 - walking down 4
08 - walking down 5
09 - walking down 6
0A - walking left 1
0B - walking left 2
0C - walking left 3
0D - walking left 4
0E - walking left 5
0F - walking left 6
10 - walking right 1
11 - walking right 2
12 - walking right 3
13 - walking right 4
14 - walking right 5
15 - walking right 6
16 - walking up 1
17 - walking up 2
18 - walking up 3
19 - walking up 4
1A - walking up 5
1B - walking up 6
1C - running down 1
1D - running down 2
1E - running down 3
1F - running down 4
20 - running up 1
21 - running up 2
22 - running up 3
23 - running up 4
24 - running left 1
25 - running left 2
26 - running left 3
27 - running left 4
28 - running right 1
29 - running right 2
2A - running right 3
2B - running right 4
2C - pulling sword out of sheath facing down 1
2D - pulling sword out of sheath facing down 2
2E - pulling sword out of sheath facing down 3
2F - facing down sword drawn
30 - pulling sword out of sheath facing left 1
31 - pulling sword out of sheath facing left 2
32 - pulling sword out of sheath facing left 3
33 - facing left sword drawn
34 - pulling sword out of sheath facing right 1
35 - pulling sword out of sheath facing right 2
36 - pulling sword out of sheath facing right 3
37 - facing right sword drawn
38 - pulling sword out of sheath facing up 1
39 - pulling sword out of sheath facing up 2
3A - pulling sword out of sheath facing up 3
3B - facing up sword at the ready
3C - running left
3D - running right 1
3E - running right 2
3F - running down 1
40 - running down 2
41 - running up 1
42 - running up 2
43 - facing down with sword drawn
44 - facing down with sword drawn 2
45 - lying on the ground, with head pointing to the left of the screen
46 - lying on the ground, with head pointing to the right of the screen
47 - kneeling down facing up 1
48 - kneeling down facing up 2
49 - kneeling down facing down 1
4A - kneeling down facing down 2
4B - kneeling down facing left 1
4C - kneeling down facing left 2
4D - kneeling down facing right 1
4E - kneeling down facing right 2
4F - facing up with sword drawn
50 - facing up with sword lifted above head
51 - facing up , slightly bent over with sword down 1
52 - facing up , slightly bent over with sword down 2
53 - facing up, sword to the left
54 - facing up, sword to the right
55 - facing down, sword in the air
56 - facing down, sword down to the right 1
57 - facing down, sword down to the right 2
58 - facing down, sword down to the right 3
59 - facing down, sword to the left
5A - facing left, sword in air
5B - facing left, sword down to the left 1
5C - facing left, sword down to the left 2
5D - facing left, sword down to the right
5E - facing left, sword to his right
5F - facing right, sword in air
60 - facing right, sword down to the right 1
61 - facing right, sword down to the right 2
62 - facing right, sword down to the left
63 - facing right, sword to his left
64 - facing up, hurt
65 - facing left, hurt 1
66 - facing left, hurt 2
67 - facing right, hurt
68 - facing up, dance 1
69 - facing up, dance 2
6A - facing up, dance 3
6B - facing up, dance 4
6C - facing down, right hand in air, win pose
6D - facing down, right hand down, win pose
6E - facing down, surprise
6F - facing left, surprise
70 - facing right, surprise
71 - facing up, both hands in air
72 - facing up, both hands in air, wind affecting clothing
73 - facing down, both hands in air
74 - facing down, both hands in air, wind affecting clothing
75 - facing left, both hands in air
76 - facing left, both hands in air, wind affecting clothing
77 - facing right, both hands in air
78 - facing right, both hands in air, wind affecting clothing
79 - facing up, both hands in air
7A - facing down, both hands in air
7B - facing up, right hand in air
7C - facing up, left hand in air
7D - facing down, right hand in air
7E - facing down, left hand in air
7F - facing down, sword spin
80 - facing up, sword spin
81 - facing right, sword spin
82 - facing down, only a head, sleeping
83 - blank
84 - blank
85 - blank
86 - blank
87 - facing up with sword in front
88 - facing down with sword in front
89 - facing left with sword in front
8A - facing right with sword in front
8B - facing up, off the ground, sword in front
8C - facing up, off the ground a little less, sword in front
8D - facing down, off the ground, sword in front
8E - facing down, off the ground a little less, sword in front
8F - facing left, leaping back with sword
90 - facing left, leaping back a little less, with sword
91 - facing right, leaping back with sword
92 - facing right, leaping back a little less, with sword
93 - facing up, head down
94 - facing down, head down
95 - facing left, head down
96 - facing right, head down
97 - facing up, head shake 1
98 - facing up, head shake 2
99 - facing down, head shake 1
9A - facing down, head shake 2
9B - facing left, head shake 1
9C - facing left, head shake 2
9D - facing right, head shake 1
9E - facing right, head shake 2
9F - facing down, eyes half closed
A0 - facing down, eyes closed
A1 - facing left, eyes half closed
A2 - facing left, eyes closed
A3 - facing right, eyes half closed
A4 - facing right, eyes closed
A5 - facing up, arms crossed
A6 - facing down, head down, arms crossed
A7 - facing left, looking thoughtfull
A8 - facing right, looking thoughtfull
A9 - facing down, kneeling on one knee
AA - facing left, kneeling on one knee
AB - facing right, kneeling on one knee
AC - facing up, feet lifting off ground, both arms in air 1
AD - facing up, feet lifting off ground, both arms in air 2
AE - facing down, feet lifting off ground, both arms in air 1
AF - facing down, feet lifting off ground, both arms in air 2
B0 - facing left, feet lifting off ground, both arms in air 1
B1 - facing left, feet lifting off ground, both arms in air 2
B2 - facing right, feet lifting off ground, both arms in air 1
B3 - facing right, feet lifting off ground, both arms in air 2
B4 - facing up, sword to the left
B5 - facing right, sword to the right
B6 - facing up, looking left, and getting ready to leap
B7 - facing up, looking right, and getting ready to leap
B8 - facing up, leaping forward, with sword over head
B9 - facing up, stabbing down with sword
BA - facing down, leaping forward with sword over head
BB - facing down, stabbing down with sword
BC - facing left, leaping forward with sword over head
BD - facing left, stabbing down with sword
BE - facing right, leaping forward with sword over head
BF - facing right, stabbing down with sword









I hope all this made sense to someone.
I've been itching to make a custom character for quite awhile.


(edited by Chickenlump on 03-15-04 05:10 PM)
Chickenlump

Level: 41

Posts: 2/722
EXP: 474192
For next: 5953

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

Since last post: 3 hours
Last activity: 4 min.
Posted on 03-15-04 03:24 AM, in Custom Titles: Do we get them back? Link
It would kind of ruin the 'fresh start' idea IMO.
It gives a little more incentive to post.
Chickenlump

Level: 41

Posts: 3/722
EXP: 474192
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Since: 03-15-04
From: Columbia City Indiana

Since last post: 3 hours
Last activity: 4 min.
Posted on 03-15-04 03:36 AM, in My FF3US hack Link
Well, lets remedy that "I can't change graphics" thing right now.

http://teriisenshi.web1000.com/ff6/ff3se/index.htm

A really nice graphics editor from Terii Senshi, for characters, monsters, portraits...

http://www.angelfire.com/pq/jumparound/news.html

Another graphics utility made by Lord J for the characters, also a great tool.

http://www.romhacking.com/utils/graphics.php

Romhacking.com's list of graphics tools and tile editors.

http://www.romhacking.com/utils/general/palette/snspal03.zip

A fantastic tool for snes that lets you search for and edit snes palettes, one of my favorite tools for graphics hacking.

Chickenlump

Level: 41

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

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Posted on 03-15-04 04:14 AM, in Mario Legacy: Super Mario World, version 0.05 Link
I see no point in trashing it. The showcase thread is NOT for feedback of hacks, just for hack posting, making them easy to find. Threads like this are great for feedback, critisism, suggestions, screenshots, etc...
Chickenlump

Level: 41

Posts: 5/722
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Since: 03-15-04
From: Columbia City Indiana

Since last post: 3 hours
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Posted on 03-15-04 04:17 AM, in Chrono Trigger Sprite Assembly Link
Schala freaks? I don't know what your talking about....

*whistles innocently*

Chickenlump

Level: 41

Posts: 6/722
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Since: 03-15-04
From: Columbia City Indiana

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Posted on 03-15-04 04:46 AM, in Chrono Trigger Sprite Assembly Link
I would probably just overwrite one of the existing ones, but with Lunar expand, adding extra space is as easy as clicking a few buttons. Repointing the pointers to the graphics wouldn't be all that hard.

Most of them I tweaked from existing sprites in Microsoft paint.
I remember the game genie code you mentioned. I looked forever for other playable characters, for the longest time thinking it was either Slash, Flea, Ozzie or Schala...
I think there were going to be extra characters at one time, in the japanese prerelease, there is a map character that wasn't finished, kind of looks like a soldier.

Chickenlump

Level: 41

Posts: 7/722
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Since: 03-15-04
From: Columbia City Indiana

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Posted on 03-15-04 05:38 AM, in Chrono Trigger Sprite Assembly Link
No, that screenshot was taken when I decompressed and opened an unmodified Chrono Trigger Prerelease rom, its in there, at offset 5A732, just decompress it with Lunar Compress.
Chickenlump

Level: 41

Posts: 8/722
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Since: 03-15-04
From: Columbia City Indiana

Since last post: 3 hours
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Posted on 03-15-04 05:57 AM, in Custom Titles: Do we get them back? Link
His opinion is every bit as valuable as yours is, reguardless of how you feel.
I've been posting here for a year or two, and never once even thought about the titles.
Is it that vital to your existance? Put it in your sig. Put it in your header. Earn another one.
Plant a tree. Be glad Acmlm's board is back.
Chickenlump

Level: 41

Posts: 9/722
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Since: 03-15-04
From: Columbia City Indiana

Since last post: 3 hours
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Posted on 03-15-04 06:13 AM, in Mario's Fun Levels Demo 3 Link










looks interesting so far.
Although the image resolution is kind of bad, it makes everthing look like it has
an interesting texture, which might be kind of cool to add.

Chickenlump

Level: 41

Posts: 10/722
EXP: 474192
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Since: 03-15-04
From: Columbia City Indiana

Since last post: 3 hours
Last activity: 4 min.
Posted on 03-15-04 07:33 AM, in How did ya learn about Emulation? Link
Bleem!
I first got a computer, then the internet, and visiting video game sites, I read an article about Bleem! Playstation emulator. Play Playstation games on my computer? NO WAY!
On those boards, I was General Leo, and chatted with Randy Linden, PJ, and so many other cool people, who taught me emulation. They even sent me a free Bleem! T-shirt, which I still have to this very day.
Chickenlump

Level: 41

Posts: 11/722
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Since: 03-15-04
From: Columbia City Indiana

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Last activity: 4 min.
Posted on 03-15-04 07:55 AM, in What's your favorite type of SMB3 level? Link
The plain levels. I feel no rush, or obligation to hurry in those levels. No worry of squid dodging, or slipping off to your doom, just a nice pace in a nice level. Although all the other level types can be outside too, the plain levels make it seem more like an outside level. And I like being outside.
Chickenlump

Level: 41

Posts: 12/722
EXP: 474192
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Since: 03-15-04
From: Columbia City Indiana

Since last post: 3 hours
Last activity: 4 min.
Posted on 03-15-04 10:32 AM, in How did you get your username? Link
When I first got the internet 6 years ago, I was so excited! I wanted to try one of the chat rooms out on Yahoo, so I typed in my name and was all smiles.....untill I found out the name Steve (my middle name, which I go by) had already been taken....MILLIONS of times already. So had my first name, James. I was shattered.
I finished the bowl of chickenwings I was eating at the time, and thought, hey, I bet the name chickenlump hasn't been taken (off the top of my head) and lo and behold...it wasnt!
I have been chickenlump ever since, and everywhere I register, I never have to worry that my name had already been taken.
Chickenlump

Level: 41

Posts: 13/722
EXP: 474192
For next: 5953

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

Since last post: 3 hours
Last activity: 4 min.
Posted on 03-15-04 11:00 AM, in Chrono Trigger Sprite Assembly Link
I attempted to replace one of Chrono's map sprites to that of the soldier, to get an in-game look at him, but the game didnt' like it one bit. Refused to load. Must have something to do with the blue, and palettes...

I'm thinking perhaps he was intended as a map resident, like in Wild Arms, how it had townsfolk wandering the world map. The soldier could have been standing in front of a castle to block entrance to it at one time or something.



"What is much more likely is that the two extra spaces are for reducing your party to one member"


.....wow, thats clever, two blank spaces to make two...blank...spaces.... heh
Chickenlump

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

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Posted on 03-15-04 11:13 AM, in Last emulator you used? Link
Virtual PC 2004.
I am attempting to learn Linux through an emulated OS.
I also use it to emulate my old Win98Se, just because I like it.
Chickenlump

Level: 41

Posts: 15/722
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Since: 03-15-04
From: Columbia City Indiana

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Posted on 03-16-04 01:36 AM, in Chrono Trigger Sprite Assembly Link
Originally posted by Evil Peer
Probably things like Crono drinking root beer, sitting against the tree, etc.

Marle has a custom animation for opening her big fat mouth.

---Evil Peer



XD
Not a big Marle fan eh Peer?
It will be a pleasure to replace her. Perhaps with Terra from FF6.
*writes down idea*

JLukas, I think the extra Crono animations also include Crono being torn apart, or disintegrating (when he saves the party in the game, Crono rising off the ground, screen turns white, and Crono kind of....melts away...heh)

I tried everything to get that map character to load, it puzzles me beyond beleif!
Even the Prerelease won't accept it if I replace even one tile of a playable map character with him. 0_0
Perhaps if I recolor him using the colors the characters are using....
Chickenlump

Level: 41

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Since: 03-15-04
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Posted on 03-16-04 02:50 AM, in Sniper Hex Out for the break! Link
Great features, fast, easy on the eyes, table creation support, wild card searching, and it's still only a demo..... ()

I used to have 5 different Hex editors on my hard drive, now I have only two. And Hex Sniper is one of them. Great job Panda. One request though, would it be possible to add in support for the page up button? It currently only goes up and down one line at a time. If not, feel free to push me onto a rusty spike, kick dirt in my eyes, throw stones at my head and call me scum.

*looks around for rusty spikes..*


(edited by Chickenlump on 03-15-04 06:25 PM)
Chickenlump

Level: 41

Posts: 18/722
EXP: 474192
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Since: 03-15-04
From: Columbia City Indiana

Since last post: 3 hours
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Posted on 03-16-04 07:04 AM, in Pokemon Solaris Link
Looking pretty good so far. I have always loved gameboy games for their simple, easy on the eyes graphics. If I ever attempt to play a Pokemon game, I'll start with your hack.

The hole in the roof could be a sun roof perhaps?
Chickenlump

Level: 41

Posts: 19/722
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For next: 5953

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

Since last post: 3 hours
Last activity: 4 min.
Posted on 03-16-04 07:38 AM, in Advent Children ((FF7)) Link
The Spirits Within was an O.K. movie, but it had nothing to do with Final Fantasy.
It wouldn't have bombed (as hard anyway) if it had a different title.

The hi res trailer to Advent Children has me wanting the movie something fierce!
I'm hoping that there will be no Tifa involved in the movie....
Chickenlump

Level: 41

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

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Posted on 03-17-04 06:12 AM, in Peer Sprite Viewer v1.30 Link
Thanks for the release Evil Peer!
I am having a much easier time identifiying graphics that were previously unknown, thanks to the get palette from file option, and being able to just go on down the line with it.
One of the first things I found while going through the prerelease graphics was a different look for Zeal.
(I think it's a different look )






------------------minor edit, move along, nothing to see here...------------------------
Someone told me it may not even have started out as Zeal, as technically, in the
prerelease, there is no ocean palace (Singing mountain got replaced by it )

and...the placeholder graphic for unfinished monsters....




(edited by Chickenlump on 03-17-04 05:13 PM)
Chickenlump

Level: 41

Posts: 21/722
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Since: 03-15-04
From: Columbia City Indiana

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Posted on 03-17-04 06:47 AM, in Peer Sprite Viewer v1.30 Link
Imajin, yes she does, but they are seperate monsters, (like the dragon tank, the wheel, the head, and the body are 3 seperate monsters) and they didn't look different. If you want to have a run through with every monster in Prerelease, just edit offset 3AC305. It should read 92 (which is Gato, change it to edit what monster loads there).

Also, Evil Peer, I am a tad confused by the get pointer options... is it for putting in the offset of a pointer table, and having the graphics the pointers are pointing to displayed?
I'm not sure what the "Multiply by" and "File maps to offset" & "Add offset" options do.
I also must say, your error handling in this program is really great.
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