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05-07-24 03:20 PM
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Acmlm's Board - I3 Archive - ROM Hacking - Temporal Flux v2.00 Release New poll | |
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T.Geiger

Goomba


 





Since: 11-18-05
From: Indianapolis, IN, USA

Last post: 6297 days
Last view: 6289 days
Posted on 12-22-05 11:23 PM Link | Quote
Temporal Flux v2.00

Finally, six months overdue (but just in time for Christmas), the most versatile Chrono Trigger editor returns. With lots of new features and nearly every line of code rewritten, this release should make Chrono Trigger hackers quite happy.

This release requires v2.0 of the .NET Framework, which you can get from Windows Update and other locations on Microsoft's site.

From the release notes:
v2.00
New
- Graphic Windows . Tile tracker added
- Area Fill . paste with lasso
- Locations . Locations can now be renamed
- Location Map . Layer 3 rendering and editing
- Location Map . Subscreen full and half color addition / subtraction
- Location Map . complete rendering reordering to more closely match SNES capabilities
- Location Map Properties . map expansion and special effects now editable
- Location Events . Decode All
- Events . Comments can now be added to an event
- Overworld Map . tile properties
- Overworld Map . music transitional data editing
- Overworld Map Properties . No Landing Zone editing
- Overworld Events . editor added
- Overworld Events . decode all added
- Overworld Event Exits . editable and also updated by Overworld Events
- Interleaved ROM support . careful, this could corrupt the ROM if it is not interleaved in the usual manner
- Misc . The story point at which party management becomes available can be changed.
- Patches . Temporal Flux can now apply ASM patches to give all maps a NLZ, and to allow Dactyls to use the Epochs NLZ
- Expanded ROM . extra space now used appropriately
- Fully Expandable Strings . quite the major pain to implement. All dynamic strings supported.
- Subtile Properties . Fully editable for all layers in Locations, and layers 1&2 in Overworlds. Layer 3 is sort of a different beast for Overworlds.
- Import / Export . barebones import/export functions added

Fixed
- Overworld Exits . seems exits are supposed to be a half tile up from the tile coordinates they have listed
- Strings . string editor now resizes based on client area (no more hidden scrollbars)
- Location Map . tile properties swatch did not always decode solid quads correctly
- Location Map . tile properties swatch did not always build rounded corners correctly
- Location Map . no longer possible to paste onto Layers below the active Layer
- Location Events . Command 16 (if statement) now displays correct address
- Location Events . Some event packets had forward linking pointers that would cause the packet to save incorrectly
- Location Events . Editor now supports the game's hard limit of 40 objects
- Location Properties . "Millennial" spelling fix
- Maps . out of bounds drawing problems fixed
- Maps . selecting a tile without a map window open caused a null exception
- Maps . holding both mouse buttons while clicking sent a paste event before the copy event finished. code now checks to see if copy event is done
- Open ROM . null error message was displayed when a file could not be opened

Changed
- Event Commands . many more decoded and several corrected, expanded
- Internal Code . some internal code partially combined for a smaller executable and fewer code rewrites
- Area Select . reversable lasso
- Area Select . modality switch removed (area select is always on)
- Strings . string group selecter widened
- Location Events . songs and sound effects now use combos
- Location Events . sound effects now appear by name in display
- Location Events . npcs and enemies now use combos
- Location Map . Two of the unknown bits have been identified
- Location Map . all tile properties are now editable
- Location Properties . Location combo is no longer editable
- Overworld Properties . Unknown palette correctly identified as music transition data
- Tile Swatches . How swatches were interfaced was completely rewritten to be more consistant. Solved a Zoom problem, also.
- Everything . There are innumerable small changes and enhancements to just about every aspect of Temporal Flux. Far too many to list here.



The manual is still in the process of being updated. It will be released at a later date.

---T.Geiger
xZeaLitYx

Paragoomba








Since: 11-17-05

Last post: 6315 days
Last view: 6314 days
Posted on 12-23-05 12:30 AM Link | Quote
You can also read interviews with each team member concerning the program at this page.

Hah, ACMLMers. How about we see some hacks now?
JossiRossi

Goomba


 





Since: 11-18-05

Last post: 6406 days
Last view: 6406 days
Posted on 12-23-05 04:20 AM Link | Quote
Well, this is a christmas gift I certainly won't be returning to the department store =]
Deleted User
Banned


 





Since: 05-08-06

Last post: None
Last view: 6288 days
Posted on 12-23-05 04:40 AM Link | Quote
very smaal (and stypid) queston, wath this is?


(edited by legoman on 12-23-05 03:41 AM)
Dan

Purple Leever


 





Since: 11-18-05

Last post: 6296 days
Last view: 6287 days
Posted on 12-23-05 04:52 AM Link | Quote
Originally posted by legoman
very smaal (and stypid) queston, wath this is?


Extremely stupid considering it says in the first post!

Originally posted by geiger
the most versatile Chrono Trigger editor returns
dcahrakos

490


 





Since: 11-17-05

Last post: 6504 days
Last view: 6504 days
Posted on 12-23-05 09:33 AM Link | Quote
been waiting for this since I read all the interviews and everything
xZeaLitYx

Paragoomba








Since: 11-17-05

Last post: 6315 days
Last view: 6314 days
Posted on 12-24-05 02:09 AM Link | Quote
I'm going to use the Import / Export to copy the Crimson Echoes demo over to a fresh ROM. The current one is fried after months of abuse.

Anyway, earlier today I experimented with TF 2.00 and made a short scene in Crono's room. If you want to view it, download and import this file:

http://cc.herograw.org/Zeality/newyears.Flux
Chickenlump

Paratroopa








Since: 11-18-05
From: Columbia City Indiana

Last post: 6343 days
Last view: 6324 days
Posted on 12-24-05 02:52 AM Link | Quote
Start a new game to see it. It had me in stitches.
Squash Monster

Bouncy


 





Since: 11-18-05
From: Right next to myself.

Last post: 6295 days
Last view: 6289 days
Posted on 12-24-05 06:03 PM Link | Quote
Sorry to be a spoil-sport, but does anyone know why I get this error when I try to run the program?

"The application failed to initialize properly (0xc0000135). Click OK to terminate the application."
dcahrakos

490


 





Since: 11-17-05

Last post: 6504 days
Last view: 6504 days
Posted on 12-24-05 07:28 PM Link | Quote
make sure you have the .net framework, or atleast thats the only thing I could find by searching that has anything really to do with the error, make sure its the .net framework 2 Redistributable..
JossiRossi

Goomba


 





Since: 11-18-05

Last post: 6406 days
Last view: 6406 days
Posted on 12-26-05 07:08 AM Link | Quote
Just had to say that I did some quick tinkering (at 6 AM) to try to tiredly do some work, and well, I did so cool =]

Did a real quick dirty simple change where I added a church off to a side and made the entrance lead to Crono's house while being named "Test House" It's not much of anything but the ease of use so far is really encouraging. If I keep testing and find nothing beyond my abilities too much I hope to start working on a real test project soon. =]

Just had to say it's awesome work so far, it's a damn impressive program.
Crashman

Grizzo








Since: 12-26-05
From: Maine

Last post: 6324 days
Last view: 6324 days
Posted on 12-26-05 12:09 PM Link | Quote
Just wanted to say thank you for creating, then releasing this program. I know, it sounds hokey, but seriously, its pretty cool that your just handing this out. I could never build a program like this in a million years, and I just wanted to let you know that its fun to use man.
JossiRossi

Goomba


 





Since: 11-18-05

Last post: 6406 days
Last view: 6406 days
Posted on 12-26-05 05:16 PM Link | Quote
Dumb question I think, I'm changing things here and there pretty much at random, but I wanted to go through and edit the dialogue but I can;t find where the dialogue strings are located. I went to Window-->Strings but the dropdown list there doesn;t include the dialogue workings, I'm not sure where there are. Likely it's something obvious and I'm being daft, but for the life of me I can't locate them,
Chickenlump

Paratroopa








Since: 11-18-05
From: Columbia City Indiana

Last post: 6343 days
Last view: 6324 days
Posted on 12-26-05 05:39 PM Link | Quote
The dialog is stored in with the events. Open up the events editor for the location you wish to edit the dialog for, and in the events you can view/edit all the dialog.





Each event can now have up to 256 unique text strings - the old text space restriction is removed.
JossiRossi

Goomba


 





Since: 11-18-05

Last post: 6406 days
Last view: 6406 days
Posted on 12-26-05 10:12 PM Link | Quote
Ahhh excellent =] Thank you very much. Now to make Crono's mom make crazy talk.
beneficii

Broom Hatter


 





Since: 11-18-05

Last post: 6291 days
Last view: 6287 days
Posted on 12-26-05 10:33 PM Link | Quote
I notice that after expanding the ROM, the Y button-party change gets enabled. You know that at the beginning of the game you're not supposed to be able to press Y to have the party adjustment screen come on? Well I don't know all that happened, but I expanded the ROM and changed a little bit of Chrono's mom's dialog at the beginning, and at the beginnign when I press Y, the party adjustment screen comes on. Is that a bug, was it intended, or is there some way of removing it?

Thanks.
Chickenlump

Paratroopa








Since: 11-18-05
From: Columbia City Indiana

Last post: 6343 days
Last view: 6324 days
Posted on 12-26-05 10:44 PM Link | Quote
Go to Window > Misc. Settings menu option.


Manage Party
Here you can change at what point the "Who'll you replace?" character exchange menu becomes available. This setting reads the "7F0000 mem.Storyline counter" used in Location Events.



In the original storyline, the menu became active at storyline point 49, during your first visit to the End of Time.



If you would like the menu available immediately upon starting a new game, set the value to zero.

Since you can edit all events and locations, you can change the story to have any combination of characters available at any time.


(edited by Chickenlump on 12-26-05 09:45 PM)
T.Geiger

Goomba


 





Since: 11-18-05
From: Indianapolis, IN, USA

Last post: 6297 days
Last view: 6289 days
Posted on 12-27-05 03:57 AM Link | Quote
I notice that after expanding the ROM, the Y button-party change gets enabled.

Just expanding the ROM should not cause this to happen. I will look into this when I have time.

---T.Geiger
JLukas

Goomba


 





Since: 11-19-05
From: USA

Last post: 6438 days
Last view: 6438 days
Posted on 12-27-05 05:10 AM Link | Quote
Originally posted by beneficii
I notice that after expanding the ROM, the Y button-party change gets enabled. You know that at the beginning of the game you're not supposed to be able to press Y to have the party adjustment screen come on? Well I don't know all that happened, but I expanded the ROM and changed a little bit of Chrono's mom's dialog at the beginning, and at the beginnign when I press Y, the party adjustment screen comes on. Is that a bug, was it intended, or is there some way of removing it?

Thanks.


It appears that somehow (bug?) the Manage Party menu data got saved along with the Expansion option. You can open the Manage Party menu and set the value back to 49 again, and save to fix it. Or, in a hex editor open the game and change offset $001994 to 49 and offset $02360C to 49 to restore the original settings.


(edited by JLukas on 12-27-05 04:11 AM)
beneficii

Broom Hatter


 





Since: 11-18-05

Last post: 6291 days
Last view: 6287 days
Posted on 12-27-05 01:25 PM Link | Quote
OK, thanks y'all. The bug was rather easy to fix.

I also have another issue, this site:

http://www.chronocompendium.com/wiki/index.php?title=Utilities_%28Chrono_Trigger%29

said that "Chrono Trigger Editing Companion can edit Item, Enemy, Playable Character, and other stats...[and] was designed as a companion for Temporal Flux until Geiger added these features to that program," in other words, saying that Temporal Flux has enemy-, playable-character-, and item-editing capabilities, but I checked the old Temporal Flux manual and I dug through Temporal Flux 2.00's menus and cannot find any such editing capability anywhere. Is it placed within a specific area of the program, or was the info on Chrono Compendium inaccurate? Thanks.

Also, I've been toying around with the event editor, simply learning how it works. The thing that I'll probably have the biggest quesiton about are the Objects and the Arbitraries. Under quite a few Objects, I see a list of Arbitraries that sometimes do things and sometimes don't. Perhaps we could see a manual that gives an explanation of the Objects and Arbitraries, as into how and when they're executed and perhaps into how we can change that. Thanks.
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Acmlm's Board - I3 Archive - ROM Hacking - Temporal Flux v2.00 Release |


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