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05-08-24 04:19 AM
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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: 6325 days
Posted on 12-30-05 04:36 PM Link | Quote
I remember one of the variants work better than the default Move Party command. Set the Move Party command the way it needs to be set, but try the variants, and of course, let me know if that helps any. (the default has a few quirks from what I can remember).
JLukas

Goomba


 





Since: 11-19-05
From: USA

Last post: 6439 days
Last view: 6439 days
Posted on 12-30-05 04:56 PM Link | Quote
Originally posted by jsondag2
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
--jp


Try experimenting with the PartyFollow command (under category Sprite Movement) There's a good example in the Gato event.
Coby

Keese


 





Since: 11-20-05
From: Belgium

Last post: 6293 days
Last view: 6290 days
Posted on 12-30-05 06:44 PM Link | Quote
Is there a mirror for the download? Because the site is down.
Chickenlump

Paratroopa








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

Last post: 6343 days
Last view: 6325 days
Posted on 12-30-05 08:38 PM Link | Quote
Originally posted by Coby
Is there a mirror for the download? Because the site is down.


http://cc.herograw.org/Black/Other/tf200.zip

The nice people at the Chrono Compendium were nice enough to host it (and everything else 'chrono' under the sun )
jsondag2

Micro-Goomba


 





Since: 12-29-05

Last post: 6562 days
Last view: 6562 days
Posted on 12-31-05 04:30 PM Link | Quote
Solved the Move Party COmmand. Turns out you can't call Move Party if from one of your party members Arbitraries. ( I was calling it from Crono's Arbitrary)

--jp
xZeaLitYx

Paragoomba








Since: 11-17-05

Last post: 6316 days
Last view: 6315 days
Posted on 01-01-06 08:18 PM Link | Quote
We are currently performing the ultimate test of Import / Export in that we're switching all our changes in the current CE rom to a fresh one. Right now, everything has been a complete success except Overworld Events.

If you want to take a look, the export I'm trying to import to a new CT rom is

http://ce.herograw.org/Library/0_1002AD_OEVT_0.Flux

It causes an error when saved after being imported.


(edited by xZeaLitYx on 01-01-06 07:19 PM)
JLukas

Goomba


 





Since: 11-19-05
From: USA

Last post: 6439 days
Last view: 6439 days
Posted on 01-02-06 10:36 AM Link | Quote
Originally posted by xZeaLitYx
It causes an error when saved after being imported.


After importing, if you open the overworld event editor for the corresponding event, press update, write mem., file-> save, it'll work fine from there. The "direct" import error is a bug.
xZeaLitYx

Paragoomba








Since: 11-17-05

Last post: 6316 days
Last view: 6315 days
Posted on 01-02-06 09:07 PM Link | Quote
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...
T.Geiger

Goomba


 





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

Last post: 6298 days
Last view: 6290 days
Posted on 01-03-06 12:28 AM Link | Quote
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

Paragoomba








Since: 11-17-05

Last post: 6316 days
Last view: 6315 days
Posted on 01-03-06 01:07 AM Link | Quote
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.
JLukas

Goomba


 





Since: 11-19-05
From: USA

Last post: 6439 days
Last view: 6439 days
Posted on 01-03-06 07:31 AM Link | Quote
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.


(edited by JLukas on 01-03-06 06:39 AM)
xZeaLitYx

Paragoomba








Since: 11-17-05

Last post: 6316 days
Last view: 6315 days
Posted on 01-03-06 02:25 PM Link | Quote
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?
jsondag2

Micro-Goomba


 





Since: 12-29-05

Last post: 6562 days
Last view: 6562 days
Posted on 01-03-06 02:52 PM Link | Quote
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

Paragoomba








Since: 11-17-05

Last post: 6316 days
Last view: 6315 days
Posted on 01-04-06 06:52 PM Link | Quote
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

Micro-Goomba


 





Since: 12-29-05

Last post: 6562 days
Last view: 6562 days
Posted on 01-04-06 07:21 PM Link | Quote
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


(edited by jsondag2 on 01-04-06 06:45 PM)
xZeaLitYx

Paragoomba








Since: 11-17-05

Last post: 6316 days
Last view: 6315 days
Posted on 01-04-06 07:44 PM Link | Quote
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?
JLukas

Goomba


 





Since: 11-19-05
From: USA

Last post: 6439 days
Last view: 6439 days
Posted on 01-04-06 10:44 PM Link | Quote
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?


(edited by JLukas on 01-04-06 09:44 PM)
jsondag2

Micro-Goomba


 





Since: 12-29-05

Last post: 6562 days
Last view: 6562 days
Posted on 01-04-06 11:30 PM Link | Quote
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
Spade

Goomba


 





Since: 11-20-05

Last post: 6644 days
Last view: 6644 days
Posted on 01-06-06 11:59 AM Link | Quote
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. -.-
Greyn
Newcomer


 





Since: 01-06-06
From: Little Rock, AR

Last post: 6696 days
Last view: 6696 days
Posted on 01-06-06 06:46 PM Link | Quote
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.
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Acmlm's Board - I3 Archive - ROM Hacking - Temporal Flux v2.00 Release |


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