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05-19-24 06:35 PM
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Acmlm's Board - I3 Archive - ROM Hacking - Temporal Flux v2.00 Release
  
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jsondag2
Posts: 12/16
Yea, you are right it looks like command28 is screen fade, however It still worked for me without command 38.

--jp
Chickenlump
Posts: 39/154
From what I've seen of Command28, I think it's a screen fade command.


Unknown Command 28 - Screen Fade
Type - 0 = Fade out/1 = Fade in
Param 1 - Speed of fade

*Needs Unknown command 38 before it, in order to work properly?*



Try going to the menu when you think the game has crashed from removing it, it may just be that the screen is completely black.






jsondag2
Posts: 11/16
7E0041
7E0042

When these memory addresses are set to 11 it makes Layer 3 invisible (atleast in one instance)

7E0045
7E0046

These 2 memory addresses change either the color or the transperency of Layer 3. by removing either one of them the clouds on the overworld become solid

Command 28(02, 1) Removing this line causes it to crash....I think it may be in every overworlds code

SpriteMovement-SpriteDestination(F2, 77)--snow
SpriteMovement-SpriteDestination(C3, 75)--no snow

Put between first initmemory and first end

SpriteMovement seems to be "Layer 3" movement. To simulate snow you can use the top line makes layer 3 go really fast. The bottom one is the slow drifting clouds in 1000 AD.

Now we can make snow in any overworld if we could edit Layer 3 of overworlds to 15. Now our only problem is the color, i'm trying to make is snow on 65 MIL but it's reddish brown


--jp
T.Geiger
Posts: 13/26
I want it to be snowing in 65 MIL. I noticed the similar problem on your prerelease pictures and thought that might be the problem. I'll trying adding players to my party and removing them after the cutscene.

Its possible to turn the snow off in Overworld Events. What exact command this involves is beyond me however. I never did figure out which commands turned off the grid in 1999.

As for you PC problem, try looking at the Fiona's Forest location (name and number escape me). It has all 7 characters displayed.

---T.Geiger
JLukas
Posts: 11/20
http://msdn.microsoft.com/netframework/downloads/updates/default.aspx

Click the link ".NET Framework Version 2.0 Redistributable Package (x86)" Then download the dotnetfx.exe It should be showing up on the Windows Update page though, make sure your PC meets the requirements listed.
Spade
Posts: 12/20
I got V.1.1 via Windows Update, where can I get V2.0? I searched with google, but the windows-site is... well... I don't get it. XD
JLukas
Posts: 9/20
Spade: Have you installed Microsoft .NET Framework 2.0? You can get it from Windows Update

Greyn: You can check out the TF 2.00 preview here: http://www.chronocompendium.com/Stories/6
Greyn
Posts: 1/1
Is this a program simular to PKHack?

I am from the SM.net board and still unfamiliar with the layout of this site, just saw this and had to ask.
Spade
Posts: 11/20
I just downloaded TF and it gives me this after starting:



I suppose it says what I should do but I don't get it. -.-
jsondag2
Posts: 8/16
I want it to be snowing in 65 MIL. I noticed the similar problem on your prerelease pictures and thought that might be the problem. I'll trying adding players to my party and removing them after the cutscene.

--jp
JLukas
Posts: 7/20
Originally posted by jsondag2
On another note does anyone know why this is happening...

https://netfiles.uiuc.edu/jsondag2/pictures/untitled.bmp

from what I've seen it happens to what ever character is farthest to the right. First Frog had Magus Colors...then Magus had Frogs colors....then Magus had Crono's Colors...and currently Robo has Magus' Colors.



I believe this is related to the game's palette limit for PCs, the debug room in the demo had a similar issue. Try using the variant 81 LoadPC for the PCs that you are using as NPCs in the room (in other words, the ones that aren't in your 3 member active party)


Before Zeal falls it's snowing on the 12,000 overworld. I was wondering if this was accomplished in the overworld events of it it's easier to do it with TF 2.0?


The snow is on L3. I think you might be able to change it by changing a couple bytes in a hex editor for the Overworld data, it hasn't been explored much. What do you want to do specifically?
xZeaLitYx
Posts: 25/70
Damn, I wasn't able to recreate the corruption of 1000 A.D.'s tileset. I'm not going to use this method anymore, since it did cause problems earlier at least.

So I should go back to the old events, hit update on all the strings, and re-export them and import them again?
jsondag2
Posts: 6/16
Once you bring it down to knowing what event packet it is

1. Try manually putting in the strings see if that ruins it
2. You can go to the old rom click update on all the strings then reexport, re import



On another note does anyone know why this is happening...

https://netfiles.uiuc.edu/jsondag2/pictures/untitled.bmp

from what I've seen it happens to what ever character is farthest to the right. First Frog had Magus Colors...then Magus had Frogs colors....then Magus had Crono's Colors...and currently Robo has Magus' Colors.

Thanks in advance

--jp
xZeaLitYx
Posts: 24/70
Take that, you damn machine!



The ROM is NO MATCH for JLukas, Temporal Flux and my many attempts! I believe we've finally got a corruption-free rom now. Everything's in working order, and thanks to JLukas's patch, all location data and scroll masks are operating perfectly.

A couple things remain to be done on this end before the CE ROM is back up to speed, such as the copying of strings to the new rom. Nonetheless, import and export is perfect. We have triumphed today!

Time to make 5 backups, including a dump to a cartridge that I'll keep in a safe.

~

Here's the latest:

Something in the strings is ruining the 1000 A.D. tileset.

I have a backup of the ROM after everything has been imported and JLukas's location patch has been applied; it's fine. The process I'm using to copy the strings involves having two Temporal Flux windows open; one has the old rom loaded, and one has the new. I'm simply going through events simultaneously, copying strings from one and pasting them in their appropriate place in the other. The strings on the new ROM look like, "TRS
{Ayla}T{Epoch}{Epoch}{Epoch}inlatetee the {null}" and so on.

I made a backup as soon as I finished Truce Couple residence; this backup had the tileset corruption. I'm about to go through and repeat my actions to see where the problem kicks in. If I can't duplicate the corruption, I'm going to break something.
jsondag2
Posts: 5/16
Before Zeal falls it's snowing on the 12,000 overworld. I was wondering if this was accomplished in the overworld events of it it's easier to do it with TF 2.0?

--jp
xZeaLitYx
Posts: 22/70
I think I'm just copying addresses and not physical data right now. What hex editor would you recommend? I went ahead and got Hex Workshop, and I simply copied everything from 361C00 to 361DFF and pasted it. It's all the same of course; what do I need to do to copy the actual data contained in this range?
JLukas
Posts: 6/20
Have you been able to make the map look correct just by only adjusting L12 Tileset and Palette? You shouldn't need to change Palette Shift if it wasn't changed on the original map. For Palette Shift, however, the process will finish if you wait long enough, as it is changing each subtile (1/4th a regular tile) for every occurence of it on the map (which can be quite a lot if it's a bigger map)

BTW, assuming everything was exported and imported into the the same slot, you can go into a hex editor and copy the data at $361C00-361DFF from the old file and paste it over the same spot in the new one. That'll fix the scroll mask, tilesets, etc. numbers instead of having to do it manually - in theory anyway, make a backup first, of course.
xZeaLitYx
Posts: 21/70
What is palette shift's purpose? I'm having an issue with location 01C at the moment. Originally, its map and events corresponded to the towers between Guardia Dungeon and the rest of the castle. We turned it into a bridge. I'm attempting to give it the right palette and tileset again on the new ROM I've created by importing information from the old one.

I can change everything normally except Palette Shift, which has a value of 1 on the old CE rom. Changing from 0 to 1 in the new rom is causing it to sort of freeze; it states that it is "Drawing tiles" at the bottom left. Occasionally, another message will flash down there, but it'll go back to Drawing Tiles before I can make out what it says. It continues in this loop until I terminate the program.
T.Geiger
Posts: 12/26
Is there any way to export data that instructs locations what map / event packet / scroll values to use?

No. I started to add it at one point to the events export, but then it sort of became an awkward question of how to coordinate that with the slot-based mechanism of how things are stored in memory. I decided to chuck it since this was only a bare-bones implementation anyway. I was mostly concerned with having an easier means of sharing dynamically located and sized items. The rest could be done with IPS patching (though you will probably need something a bit more complex than LIPS if you want to do selective patching).

Additionally, what is Tile ASM dependent on -- Tileset / Map / Location Number?

Tileset.

---T.Geiger
xZeaLitYx
Posts: 20/70
Success. I just finished importing over 100 pieces of data to a new ROM, and everything is there and intact (except Strings, but is that to be expected when exporting events with strings edited in 1.7?). Additionally, 65000000 B.C.'s tileset and the Epoch screen are both fine, meaning this new Crimson Echoes ROM should be robust.

The only problem I have to report is that there seems to be no way of transmitting..."transcendent" data. For instance, location maps and events transferred perfectly. However, I don't think I had a way of transferring instructions to locations. For instance,

{1C3} normally uses map 11, a part of the Black Omen. We changed it to use map 17, which houses our Vanguard Post. After the switch, the new ROM still loads map 11. Is there any way to export data that instructs locations what map / event packet / scroll values to use? Additionally, what is Tile ASM dependent on -- Tileset / Map / Location Number?

We're...really happy. We just transferred a metric ton of data. Import and export totally works! Not that we've ever doubted...
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Acmlm's Board - I3 Archive - ROM Hacking - Temporal Flux v2.00 Release


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