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Acmlm's Board - I3 Archive - - Posts by xZeaLitYx |
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xZeaLitYx Paragoomba Since: 11-17-05 Last post: 6317 days Last view: 6316 days |
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Now that everything's on an archive, how do we proceed? Do we need to set up the old stickies again? Will the community be only half as active now? | |||
xZeaLitYx Paragoomba Since: 11-17-05 Last post: 6317 days Last view: 6316 days |
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Nah, or you would have heard about it. Crimson Echoes has, as Geiger put it, slowed to a "glacial progress" as organization failures and lack of motivation have possessed the project. JP of the Coliseum is about to release version 2.0 with Chrono Symphonic, with a CT rom hacking first in it (you can't miss it; it's a cameo from a legendary swordsman). Other than that, JP's also working on a little sideproject Magus hack, but only the hard event coding is up at the moment (the maps are placeholders in the interim). | |||
xZeaLitYx Paragoomba Since: 11-17-05 Last post: 6317 days Last view: 6316 days |
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It's because Genndy Tartovosky (creator) or whatever left the show (perhaps to do Samurai Jack) and left it in charge of others. This resulted in new voice actors and a decrease in quality. | |||
xZeaLitYx Paragoomba Since: 11-17-05 Last post: 6317 days Last view: 6316 days |
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Crimson Echoes was released from my command after the demo debuted. At present, I don't believe any progress has been made beyond the demo except the Coliseum (which was planned originally to be part of CE) and a Magus portion being coded by JP att he moment. | |||
xZeaLitYx Paragoomba Since: 11-17-05 Last post: 6317 days Last view: 6316 days |
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Plenty of work can be done without 2.00. It's just that the plot people were supposed to have met and figured the rest of the plot out by now, and the Temporal Flux users are all unmotivated. Release date is "before Chrono Break." I would help, but I have an entire site to finish before I can worry about making a fan project. | |||
xZeaLitYx Paragoomba Since: 11-17-05 Last post: 6317 days Last view: 6316 days |
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Small update. DDK found some old rom that apparently had some new stuff on it, so they might resume work. In any case, JP has been busy making THE Zeal Dungeon a reality. | |||
xZeaLitYx Paragoomba Since: 11-17-05 Last post: 6317 days Last view: 6316 days |
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Where, else, but the Constantinople of Chrono?
http://www.chronocompendium.com/Term/Modification |
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xZeaLitYx Paragoomba Since: 11-17-05 Last post: 6317 days Last view: 6316 days |
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I wonder what possibly makes the hiding of useful functions attractive to program coders. If I were designing a program to be used to the fullest extent in making good hacks, I would certainly not hide good features. This is just bizarre. | |||
xZeaLitYx Paragoomba Since: 11-17-05 Last post: 6317 days Last view: 6316 days |
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http://www.chronocompendium.com/Term/Chrono_Trigger_Prerelease | |||
xZeaLitYx Paragoomba Since: 11-17-05 Last post: 6317 days Last view: 6316 days |
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Perhaps in a year, you should unlock it. I find the witholding of features in editors to be odious, simply because it's like preempting everyone's ability to make a good hack. | |||
xZeaLitYx Paragoomba Since: 11-17-05 Last post: 6317 days Last view: 6316 days |
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Temporal Flux 2.00 has been in development for several months, and will be released in a few days. You read that correctly; to celebrate the event, I've interviewed the entire team behind the program concerning their contributions to the project, Flux's history, and their own achievements in Chrono Trigger rom hacking. The Expo also contains a list of features upgraded since our last Temporal Flux 2.00 preview in May; a comprehensive listing of all advantages of 1.07 is included too. Perhaps the feature will hold you over a few days until the real program is released!
Temporal Flux 2.00 Expo |
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xZeaLitYx Paragoomba Since: 11-17-05 Last post: 6317 days Last view: 6316 days |
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Yeah, isn't that 24 hour or less law bogus? | |||
xZeaLitYx Paragoomba Since: 11-17-05 Last post: 6317 days Last view: 6316 days |
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If retro world is what I think it is, this will rock. Does Mario's invisibility grant any special powers or inhibit his abilities? | |||
xZeaLitYx Paragoomba Since: 11-17-05 Last post: 6317 days Last view: 6316 days |
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Not sure about the specifics, but I know it can be done in some cases. FF6 music can be ported to CT, though not the other way around. | |||
xZeaLitYx Paragoomba Since: 11-17-05 Last post: 6317 days Last view: 6316 days |
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What's ? | |||
xZeaLitYx Paragoomba Since: 11-17-05 Last post: 6317 days Last view: 6316 days |
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You can also read interviews with each team member concerning the program at this page.
Hah, ACMLMers. How about we see some hacks now? |
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xZeaLitYx Paragoomba Since: 11-17-05 Last post: 6317 days Last view: 6316 days |
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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 |
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xZeaLitYx Paragoomba Since: 11-17-05 Last post: 6317 days Last view: 6316 days |
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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. | |||
xZeaLitYx Paragoomba Since: 11-17-05 Last post: 6317 days Last view: 6316 days |
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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) |
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xZeaLitYx Paragoomba Since: 11-17-05 Last post: 6317 days Last view: 6316 days |
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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 - - Posts by xZeaLitYx |