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

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Posted on 07-15-05 12:50 AM, in Temporal Flux Release Link
Okay, new set of questions. Almost got this scene nailed. Then I have to do some heavy mapping, but it's fun selecting maps and trying to pack in info without being wasteful.

Firstly, something strange is happening with the Man now. This staircase tile doesn't layer over anyone else, and the overlap disappears when he finally moves. I'm not sure what caused it.



Secondly are inquiries relating to this event code:



1. The man still isn't entirely ethereal; he has to walk around the party. Is the command wrong?

2. How do I make him stop animation 9 after a certain point? I can't locate a suitable example elsewhere at the moment.

~

And I'll throw this in. I've successfully converted {152} Present Room - Ending into the new Medina Ferry Station. Truce Ticket Office now plops the player right in the middle of it, and I also plan to have a weird item shop there. However, though I can make the Truce Ticket Office warp the player there, exiting the room immediately starts up the original ferry sequence between Truce and Porre. I'm not sure what triggers this in the Truce Ticket Office code, or I'd erase it.

And lastly, even though I made a successful overworld exit to the area, the player does not load, regardless of correct coordinates and the standard LoadPC / Controllable (Infinity) commands for player characters in each area.

The last two are developing problems, however, so I can post event code from those areas if need be.


(edited by xZeaLitYx on 07-14-05 03:52 PM)
xZeaLitYx

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Posted on 07-15-05 12:55 AM, in General Project Screenshot Thread Link
Nice powerup!
xZeaLitYx

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Posted on 07-15-05 06:49 AM, in Temporal Flux Release Link
Found it and removed it until Overworld ferry editing becomes feasible (within my realm of ability). Everything's now working. In terms of "issues" at the moment (and you guys must be getting morbidly tired of this scene, but I am going to record everything I've learned at the Compendium), there's one hitch left.

Bandeau is still sidestepping Crono. I realize at this point that this is perfectly acceptable and does not impede the scene, but now I simply want to know how to pull off the ethereal event for future reference and usage. Here's the Event code:



Other than that, the PCs still aren't loading in my new Medina Station, but I'm going to create the other area (Medina Auxiliary) and try that before I seek the cause to the problem.

Lastly, Geiger, would you consider it prudent to hold off textboxes when writing events until the actions / other data is complete (using 1.7), and then add in text using the beta? Some crud popped up at the end of a dialogue offset over the last few days, so I'm a little worried. I think it is the offset with that titanic journal entry in it, as well.


(edited by xZeaLitYx on 07-14-05 09:50 PM)
xZeaLitYx

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Posted on 07-15-05 09:15 AM, in General Project Screenshot Thread Link
Ex, do you have a project thread? This looks pretty interesting.
xZeaLitYx

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Posted on 07-16-05 01:59 AM, in My Final Fantasy VI hacking project Link
Originally posted by ClockExplosion
As long as you didn't name a character "Shitface", I'm happy.


Story behind this?
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Posted on 07-16-05 09:32 AM, in Temporal Flux Release Link
I have finished the scene at last. I will now begin the tutorial for it. I have some new questions.

I've read your post and checked out Schala's room. I found the command E03 around the PC data, but as this scene will take some learning to understand, I'm not going to ask generalized questions right off the bat. However, I will start with this:

1. A simple Arbitrary0 list of event code will function as soon as the PC touches the NPC. What makes interactions between NPCs and other things start as soon as one enters the room? I'm searching around the Schala stuff for it.

2. What would be the difference between CommandE03 (disabling PC movement) and ExploreMode off? Can one not use the MoveParty command if EM is turned off?


(edited by xZeaLitYx on 07-16-05 12:36 AM)
xZeaLitYx

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Posted on 07-16-05 12:54 PM, in RELEASE: F-Zero X Expansion Kit Patch Link
I'll announce this at OCR.

http://www.ocremix.org/phpBB2/viewtopic.php?t=61912


(edited by xZeaLitYx on 07-16-05 04:05 AM)
xZeaLitYx

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Posted on 07-17-05 06:07 AM, in What's your experience with CT modification? Link
~
I'm posting this at several Chrono boards. That said, I figured I should post it here, simply to ensure a fair and representative sample. While many of you might not even fall into the hardcore CT fan realm, you're a lot more likely to have done a little something here and there with modification than the others.

This is just a curious poll. Crimson Echoes now has a dedicated mapper, which will cut demo development sharply. I'm still learning things for Temporal Flux, and just to gauge rom hacking / playing among the general CT fanbase, I'm doing this survey.

That said, this might be a stretch of the board description, so please don't flame
xZeaLitYx

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Posted on 07-17-05 09:18 AM, in What's your experience with CT modification? Link
Yeah, that last "master" category is sort of for you guys and any other knowledgable rom hackers who could probably get CT down in a short period of time.

I'm busy working on this, by the way. It's the first tutorial! As such, I'm writing it in a total neophyte manner of speaking, so anyone can read it and take the first step to creating NPCs and scripting scenes.

http://www.chronocompendium.com/wiki/index.php?title=Creating_a_small_scene_between_NPCs

Thanks for the votes so far everyone. As expected, ACMLM's is pulling a lot of the weight for the later choices. Though there are only like 30 or so votes so far across the community.
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Posted on 07-18-05 09:05 AM, in Temporal Flux Release Link
Okay; that's taken care of. I now have a question about destination coordinates for the Overworld. On the Overworld map, for instance, the coordinates I read for where I wanted my players to reappear after they exited my new station were 127, 388. I shaved off the third digit to get 12 and 38; this sticks me in the ocean, however. I got sort of close by doubling the numbers 12 and 38 to 24 and 76, but it still isn't exact. Is there some mathematical operation that needs to be performed to compute accurate overworld destination exit coordinates?

After I get this figured out, I'm going to stage a small battle in the upper part of the Medina Auxiliary, once I build it. It will be a simple sparring floor, and an Imp will be suspect of Crono's powers. Little does he know!

The Medina Auxiliary:

This is a work in progress now. I'm experimenting with other looks.




(edited by xZeaLitYx on 07-18-05 12:07 AM)
(edited by xZeaLitYx on 07-18-05 12:36 AM)
(edited by xZeaLitYx on 07-18-05 12:43 AM)
xZeaLitYx

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Posted on 07-18-05 10:45 AM, in General Project Screenshot Thread Link
Ha, the Nu lives!

This is a big pic (490k), so I'll just link it. Anyway, I don't think anyone's ever created a dojo type floor with these tiles, or used staircase rails as a way to make it look elevated. This is the Medina Defense HQ.

http://cc.herograw.com/Zeality/CTCE/MedinaAuxiliary.png
xZeaLitYx

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Posted on 07-19-05 02:42 AM, in What's your experience with CT modification? Link
I encountered the same problems, but it was a necessary stage of development. Because of the early use, Geiger was able to ascertain that the program was still saving bad location data and fixed that; only through trying it will we discover and smooth out more bugs. I've edited four or five maps since 1.7 now with no errors, and this includes a 1024 x 1024 cathedral. So the bad stuff isn't permanent by any means.
xZeaLitYx

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Posted on 07-19-05 04:15 AM, in Temporal Flux Release Link
Okay, that's taken care of. I am almost done with http://www.chronocompendium.com/wiki/index.php?title=Creating_a_small_scene_between_NPCs , but I have a question about making events startup the moment one enters. Which is the most tidy and efficient way to structure events? Is it more prudent to have less stuff in the Idle area?

-Put all the first NPC to act in the scene's events in his Idle, and take it from there.
-Keep his events in an Arbitrary, and simply callobject them out in his Idle.

My concern here is how to disable an event after it occurs once. In both cases, would putting a value comparison (If Address = X...) -- before the events in the first choice or the callobjectfunction in the second -- work if I put "End" in the value comparison's collapsable list? So it'd look like

SetObjectCoords
Load NPC - Imp
Return
+If 7F002=2,
++++End
Textbox
Movement
End


(edited by xZeaLitYx on 07-18-05 07:16 PM)
xZeaLitYx

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Posted on 07-19-05 06:59 AM, in Temporal Flux Release Link
1.1. (oops, a little late)

Okay, with that, I'm going to tidy up the tutorial. My schedule afterwards is

-Make a short tutorial on creating a new area
-Learn how to do a battle
-Battle tutorial

Tutorials might be a little distracting, but it should provide ample time for Jake to map the big Vanguard Post and cathedral.


(edited by xZeaLitYx on 07-18-05 10:00 PM)
xZeaLitYx

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Posted on 07-19-05 08:31 AM, in Temporal Flux Release Link
Small question for Geiger. Very long ago, you mentioned that the last several location pointers were unfit for use. I just used {1CD} Empty Data, and got it to work; my question now is, can you approximate a threshold for when it is no longer safe to edit? I would think offhand anything afte {1F7} apocalypse. This data will be included in this tutorial.
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Posted on 07-20-05 09:30 AM, in Chrono Trigger: Crimson Echoes Link
Chrono Trigger: Crimson Echoes Music Reinstrumentation Begins

Temporal Flux allows users to change the instrumentation of Chrono Trigger songs. In order to make the soundtrack fresh for the upcoming mod Chrono Trigger: Crimson Echoes, a contest is being staged to produce the best reinstrumentations of songs possible. We'll go down a list of songs. When a few reinstrumentations are collected for each song, we'll have a vote and decide the best pick.

Here's an example: Peaceful Days CE.spc

Adding new instruments is easy. Simply use the CT editor Temporal Flux, available here, and follow the instructions in this thread. We'll be rapidly going down the list of songs; simply e-mail .spcs you create to chronocompendium@gmail.com . Let's see how fresh we can make the music!
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Posted on 07-21-05 02:39 AM, in Chrono Trigger: Crimson Echoes Link
Thanks; I can't wait for the demo release.
xZeaLitYx

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Posted on 07-21-05 02:42 AM, in Temporal Flux Release Link
DDK asked this on the Compendium. I'm posting it here as well. He's currently working on the Millennial Fair (which ended two years ago in CE), and is trying to get statues a la Ozzie in Medina Square to work.

Hey, guys! This is DDK. I'm on a different computer, but not for very long, so I'm not logging in. I have a Memory Copy question... I'm trying to use the Memory Copy that makes Ozzie's sprite greyscale(the Medina statue) for statues in other areas. However, after I posted it in said area, the Memory Copy simply gives me the black screen of doom when I enter the area. I know I got the right MemCop because I tested its function in Medina Square...

I don't have TF on this computer(so no screenshots currently), but I tried to match the placement of coding exactly like it was with Ozzie's statue, but no show. Any idea what I might be doing wrong?
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Posted on 07-21-05 09:08 AM, in Temporal Flux Release Link
I've decided with DDK that we're going to make every human effort possible to get the CE demo out on CT's 10th anniversary. I'm going to be rapid fire learning stuff, and I'll post tutorials after August 22nd, most likely. Anyway...

Geiger, concerning sprite priority, [url=http://cc.herograw.com/Zeality/CTCE/MedinaAuxiliary.png]in this place[/img] Crono disappears underneath the countertops. I've never sort of tried to fix the problem until now; can you tell me if this is right? In the beta, I added a new command under Crono's startup - Sprite Priority. Every value was default except for Upper & Lower Half, which I set to "above both." Would doing so conceivably make him appear above the countertops that serve as a floor? I'm not having much luck. After I nail this down, I will be ready to script a battle.
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Posted on 07-22-05 06:24 AM, in Hacking the CT and FF3 ROMs (What do I do?) Link
Yup, be sure to check tutorials too. I've got one up and one that is almost complete for adding new areas. They should get you introduced well.
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Acmlm's Board - I2 Archive - - Posts by xZeaLitYx


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