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05-07-24 02:31 PM
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Acmlm's Board - I3 Archive - ROM Hacking - Temporal Flux v2.00 Release New poll | |
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Chickenlump

Paratroopa








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

Last post: 6343 days
Last view: 6324 days
Posted on 12-27-05 03:17 PM Link | Quote
Originally posted by beneficii
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.



'untill Geiger added these features to that program (Temporal Flux)'
That means the Chrono Trigger Editing Companion edits these things because Temporal Flux at this time cannot. Geiger has mentioned that eventually TF will edit just about everything in Chrono Trigger, but untill then, the CT Editing Companion is one of the best stat editors around.


Originally posted by beneficii
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.


-----------------------------------------------------------------------------------------------------------------------------
Events are made up of up to 50 Objects, and objects are made up of 1 Startup/Idle, 1 Activate, and 14 Arbitrary (0 - D).

Objects
Objects can be anything, visible or invisible, that do things, or are constantly doing things in the event. Every NPC, character, enemy or condition is an object.

Startup/Idle :
This is split into two parts.
Before the first Return is Startup, when the event first begins. This code executes once during event startup, and only executes again if called upon.
After the first Return is Idle, always in effect when nothing else is going on.

Arbitrary 0
Arbitrary 0 is the section you would want to put your code in for when you approach and/or touch the object in question. For example, when you approach an enemy, a battle will initiate, or you touch an NPC and he talks to you, without you having to press any buttons. Touch an object, and call another object to react upon contact.

Arbitrary 1 - D
These are code for the objects that can be called from other objects, or from the same object. This is basically code that runs when you want/need it to run.
-----------------------------------------------------------------------------------------------------------------------------

The best way to learn is to clear out an event (except for the objects that load the PC characters), load up 2 or 3 NPC characters, and have them interact with each other. Have them walk around, have them talk to each other, and react when things happen.


(edited by Chickenlump on 12-27-05 02:42 PM)
(edited by Chickenlump on 12-27-05 03:41 PM)
(edited by Chickenlump on 12-27-05 03:46 PM)
(edited by Chickenlump on 12-27-05 04:13 PM)
(edited by Chickenlump on 12-27-05 05:01 PM)
xZeaLitYx

Paragoomba








Since: 11-17-05

Last post: 6315 days
Last view: 6314 days
Posted on 12-27-05 05:21 PM Link | Quote
A great explanation.Yeah, arbitraries can be used and reused for all sorts of useful things. In a scene in Crimson Echoes, I found that I had Crono looking around often in the scene. I got tired of making new commands and trying to coordinate it, so in his later arbitraries I had "Set Facing Up" and "Set Facing Down." From then on, whenever he had to look up or down, a simple Call Object Function would do it. It's interesting to see your own event editing evolve as you get better at it; a lot of waste matter will get compressed, and the events will become more complex as you set up different situations in the same room to be activated at different points in the game.
Chickenlump

Paratroopa








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

Last post: 6343 days
Last view: 6324 days
Posted on 12-27-05 05:33 PM Link | Quote


Each event has 7 objects that load the Playable Characters into the event, and make them playable. Without these objects, you cannot walk around and interact with anything. Make sure your events have these objects. The example above is just the basic Load Crono as a playable character object. Many events have conditions and other code that does numerous things if Crono is loaded, and you can change and add to these objects if you like, but anything beyond what is in the picture above is entirely optional.


[edit]
Great point, Zeality, reusing code is a great way to simplify the events if you end up doing something multiple times.
[/edit]
T.Geiger

Goomba


 





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

Last post: 6297 days
Last view: 6289 days
Posted on 12-27-05 09:57 PM Link | Quote
Some minor corrections.

The game only supports upto 0x40 objects. After that point, I think more objects will overwrite some stuff in memory and cause the game to crash. Flux supports a hard limit of 0x40 objects, and will not let you create more. No event in the game even comes close to using that many, so it will probably not be a limiting factor. It should be noted however that not nearly that many sprites can appear onscreen at once. The last scene in the Flux teaser has the max number of sprites (thanks to all the fire).

Not every event packet in the game has all the characters in it, though the vast majority do.

Be careful with object 00. Its sort of the "Location" object. If you remove it, bad things will happen. You can empty out the vast majority of the commands in it however. So long as you leave two returns in its Startup/Idle, I think it will work fine.

When Chicken was refering to Arbitrary0, he meant Activate. Arbitrary0 is not any different than all the other Arbs. And no, we have no idea what triggers an object to activate when only being touched. Experimentation has proved fruitless.

---T.Geiger
Chickenlump

Paratroopa








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

Last post: 6343 days
Last view: 6324 days
Posted on 12-27-05 10:27 PM Link | Quote
Gwa ha ha, I skipped right over Activate. Boy do I have eggnog on my face.
Sukasa

Birdo
Not quite as active as before.
Xkeeper supporter
Xk > ||bass
I IP Banned myself! Twice!








Since: 11-17-05
From: Somewhere over there

Last post: 6288 days
Last view: 6287 days
Posted on 12-27-05 10:33 PM Link | Quote
'nog it off with the jokes, please

Seriously, that's awesome. When I finish my current hack, this'll be the next thing I do.
Chickenlump

Paratroopa








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

Last post: 6343 days
Last view: 6324 days
Posted on 12-28-05 12:06 AM Link | Quote
Arb 0 does seem to be how things happen upon touching the object.

Here is an exported file with a small example. Import to slot 6F and go to Gato's Exhibit, touch the NPC, and he will speak to you. Examine the Event code for that area.

When I posted earlier, it was from some pretty ancient notes (where I completely missed Activate... ). Moving the code to other arbs does nothing, but moving it to Arb 0, and it's golden.

http://www.geocities.com/chickenlump/nognog.zip


(edited by Chickenlump on 12-27-05 11:32 PM)
beneficii

Broom Hatter


 





Since: 11-18-05

Last post: 6291 days
Last view: 6287 days
Posted on 12-28-05 11:23 AM Link | Quote
When Temp. Flux expands the ROM to 48-MBit ExHiROM, what parts of that extra space does Temp. Flux want for its own use? What parts are free to be used for non-Temp. Flux-added code and data? I think this information would be important for those creating independent editors while seeking compatibility with Temp. Flux....
T.Geiger

Goomba


 





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

Last post: 6297 days
Last view: 6289 days
Posted on 12-28-05 03:50 PM Link | Quote
Ah. After further examination and experimentation, it seems that anything under "Activate" will trigger when the A button is pressed, whereas anything under "Arbitrary0" will activate upon touch. If Arb0 is empty, the code pointer falls back to Activate, which will trigger on A or touch. This explains the earlier confusion we had. I will rename the current Arb0 to Touch in the next release.

---T.Geiger
JossiRossi

Goomba


 





Since: 11-18-05

Last post: 6406 days
Last view: 6406 days
Posted on 12-28-05 04:26 PM Link | Quote
I attempted to edit some of the event data last night. I messed up and I'm not freaking out because I'm going to experiment more but I want to know what I ended up doing exactly. (Also I'm at work and can't tinker).

I was editing to event data for Lara's Room. The data was simple enough, I could see what all the data was for and what it did (The character loading data, the Lara rocking on her chair data, the data for Lara talking, and the data that took over if you happened to save Lara from the machine in the past.)

I decided to do something presumably simple and added a few lines. One that made a variable change to the value 10, after I talked to her for the first time, and another line so that when I spoke to Lara after that she said something different.

Of note, the variable I used was the varianble that would tell if Lucca had saved Lara in the past. EF007F might be it actually if I remember right. After I added the lines I applied them to memory and saved the rom. Then I tried the game in ZSNES and there was no dialogue. I could activate Lara but she only opened an empty text box everytime. I reopened the rom using TemporalFlux and the code was all messed up (all sorts of wierd things, like half bits of lines and event data), in fact I think it's chance that the box worked at all.

This was my first attempt and I plan to experiment more, but I'm not sure what happened exactly and thought maybe at the least this could help others avoid whatever it is I did.

Edit:
Oh yeah, one last thing. I don't know how much of the games code was messed up but it seemed localized to just Lara's rooms event data or even just the single object that I edited, everything else seemed fine.


(edited by JossiRossi on 12-28-05 03:29 PM)
Chickenlump

Paratroopa








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

Last post: 6343 days
Last view: 6324 days
Posted on 12-28-05 04:57 PM Link | Quote
Do an export of the event, and put the export file up so we can download it. That way we can import your event and see exactly what you need help with.

Go to Export.
Click the ... button beside the Filename field, and give your event a name (this will be the name of the export file)

In the Type dropdown menu, choose the option 'Loc Events & Strings'

In the Slot field, put in 1D (1D is the event packet Laura's room uses).

Add any comments you feel might be helpful, and click the Export button.

Anyone can then put the event you've edited or made and put it in our game, to disect it or troubleshoot it for you.

Once we've fixed it, we can put it up for you to download, and you import it back to your game, all fixed.
JossiRossi

Goomba


 





Since: 11-18-05

Last post: 6406 days
Last view: 6406 days
Posted on 12-28-05 05:11 PM Link | Quote
Actually, I already blew away my messed up version, the rom had just little tests of me feeling everything out and when I ruined the events of Lara's room I wasn't concerned with it, and just chalked it up to me needed more experience. So I don't actually have the messed up version anymore (not that it would have been worth saving anyway). I really really really appreciate the fact you'd have taken a look at it though, so many thanks there. If I accidentally reproduce it though I can give you a look at it if you're interested.
jsondag2

Micro-Goomba


 





Since: 12-29-05

Last post: 6561 days
Last view: 6561 days
Posted on 12-28-05 10:02 PM Link | Quote
First off great job to everyone who made this possible. Mapping is SO much better now.

Wish I'd have checked in earlier so I coulda helped with the Arbitrary 0...it's definately touch. A little info for anyone intersted to make "random battles" just make a new object, set it where you want the battle to take place and make it's arbitrary 0 call some enemies to fight.

As for 2.0 I have a quick question, why'd you switch it so events started out expanded? I realize it's just a quick click of the button to make it collapsed but it can still get a little annoying when you just want to go copy some code real quick.

Hm what else.....oh I still can't seem to get change a tile from over sprite to under sprite. I open up Tile Properties for locations. Change sprite over layer1 and layer 2 to true and then click the tiles that are causing me issues but it still doesn't seem to fix it.

Well that's all for now. Great job on the program.

--jp
Sukasa

Birdo
Not quite as active as before.
Xkeeper supporter
Xk > ||bass
I IP Banned myself! Twice!








Since: 11-17-05
From: Somewhere over there

Last post: 6288 days
Last view: 6287 days
Posted on 12-28-05 10:46 PM Link | Quote
I downloaded a copy of luz fro romhacking .net, once I get the .net framework, I'l lbe able to use it.
T.Geiger

Goomba


 





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

Last post: 6297 days
Last view: 6289 days
Posted on 12-28-05 11:03 PM Link | Quote
why'd you switch it so events started out expanded?

Because I got tired of hitting expand all, every time I opened an event.

My beta-testers did not complain, so I figured it was probably a change for the better.

I open up Tile Properties for locations. Change sprite over layer1 and layer 2 to true and then click the tiles that are causing me issues but it still doesn't seem to fix it.

That really only concerns Z-plane tricks. You probably really want to change the subtile properties (under the selected tile box). Still, I think that proper use of sprite priority commands will get you around that problem without altering the fundamental properties of subtiles.

what parts of that extra space does Temp. Flux want for its own use?

Flux puts all known freespace to use. But it does so in address order, so if you were to put the new stuff at the end of the expanded ROM, you would probably be safe.

---T.Geiger
beneficii

Broom Hatter


 





Since: 11-18-05

Last post: 6291 days
Last view: 6287 days
Posted on 12-28-05 11:08 PM Link | Quote
Originally posted by T.Geiger
what parts of that extra space does Temp. Flux want for its own use?

Flux puts all known freespace to use. But it does so in address order, so if you were to put the new stuff at the end of the expanded ROM, you would probably be safe.

---T.Geiger


Okay, I'm in the process of making a program, which will use space in the last bank of the ExHiROM, bank # $5F (it right now will reserve the bytes from 5F/0000 to 5F/08FF). So I should generally be safe?
T.Geiger

Goomba


 





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

Last post: 6297 days
Last view: 6289 days
Posted on 12-28-05 11:23 PM Link | Quote
So I should generally be safe?

I would say so. It is unlikely that most mods would ever even reach bank 4F, let alone 5F.

---T.Geiger
JossiRossi

Goomba


 





Since: 11-18-05

Last post: 6406 days
Last view: 6406 days
Posted on 12-29-05 12:03 AM Link | Quote
Had an idea on how it saves files.

At the moment you have the Save selection, but no "Save As". I'm not usre how hard it would be to add that, but it'd be helpful least for me. I like to make lots of backups and naturally backups are always encouraged.

I'd have 10 working saves where I do incrimental stuff. Change something Save to file 1, change something else, save to file 2, ect. Then at the end of the day if it's not blown up I save a daily backup to use. Right now to do that would be a huge pain involving copy, pasting, and renaming the rom file over and over everytime.

So yeah blah tangent, is that an easy thing to do?
jsondag2

Micro-Goomba


 





Since: 12-29-05

Last post: 6561 days
Last view: 6561 days
Posted on 12-29-05 02:14 PM Link | Quote
Ok, I fixed the layer problem. But I was wondering if there's a faster way then switching each quadrant individually?

--jp
jsondag2

Micro-Goomba


 





Since: 12-29-05

Last post: 6561 days
Last view: 6561 days
Posted on 12-30-05 02:49 PM Link | Quote
I'm having an issues sometimes with the Move Party Command. I have Lucca, Crono, Marle (in any order) and when I do a move party only lucca and Marle move. Leaving Crono behind.

Here comes the randomness
Zenan Bridge: move party works fine
Crono's room: Doesn't work
Epoch End of time doesn't work
After Battle (really weird part) I think a move party is automatically done to the first PC:
---If Lucca or marle are in the number 1 spot then Lucca and Marle get together and it freezes on Crono
--If Crono is in the number 1 spot it works fine


Any ideas?

--jp
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