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Acmlm's Board - I3 Archive - - Posts by xZeaLitYx
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xZeaLitYx

Paragoomba








Since: 11-17-05

Last post: 6328 days
Last view: 6327 days
Posted on 07-19-06 04:28 PM, in General Super Mario 64 hacking / TT64 Progress thread Link
I am the 65536th viewer. Consider limitations broken! On to the next!
xZeaLitYx

Paragoomba








Since: 11-17-05

Last post: 6328 days
Last view: 6327 days
Posted on 08-19-06 02:09 PM, in Puzzled by failure in ripping CT's "Last Battle" Link
It's not that I have legendary impatience, but the ZSNES forums probably aren't the best place for this. I'm trying to rip "Last Battle" for the Compendium's CT spc archive. The creation of this archive was precipated by a few errors in SNESMusic's latest stuff -- including their Last Battle rip, in which the main synths are muted two seconds into the song. Well, every rip I've made has the same problem. I've tried with ZSNES 1.42 and 0.953a and Snes9x to no avail. You can compare them here:

This is from an old SNESMusic rip, and is flawless:

http://cc.herograw.org/Zeality/61%20-%20Last%20Battle.spc

This is what every rip I make + the new SNESMusic rip sounds like:

http://cc.herograw.org/Zeality/unheadered.spc

I'm puzzled why I keep getting the inferior rip, and I'm wondering where the better one even came from in the first place. I've tried ripping it from BS - CT Music Library (J) with the same result, and I just can't tell whether what i'm hearing in the emulator is the good or bad version. Compared with an actual SNES and the OVA, the flawless version is the true copy. Right now, my theory is that something with the emulators these days is inhibiting the track. But that shouldn't even matter, right? I mean, it's all coming from the same ROM? I'm lost.

Edit: Someone over at ZSNES.com is using a different player and couldn't hear the error. Perhaps its the SNESAmp plugin for winamp? That still wouldn't explain why SNESAmp plays that other spc perfectly.


(edited by xZeaLitYx on 08-19-06 01:10 PM)
(edited by xZeaLitYx on 08-19-06 01:16 PM)
(edited by xZeaLitYx on 08-19-06 01:16 PM)
xZeaLitYx

Paragoomba








Since: 11-17-05

Last post: 6328 days
Last view: 6327 days
Posted on 08-19-06 04:05 PM, in Puzzled by failure in ripping CT's "Last Battle" Link
In that case, I'm guessing that spc is tagged somehow, perhaps to force SNESAmp to emulate it "Like the SNES" versus "High Quality." Changing SNESAmp to "like the SNES" does improve the sound, though I'm not sure if there's no difference between both versions with that option on. I guess if we can't figure it out, I'll just release the good version and note that its source is unknown. The new spc archive will have numerous improvements over SNESMusic's latest rip anyway. Here's the dirt on their rip, gleaned from their talk page and my own research:

CHRONO TRIGGER

1-02b Chrono Trigger (Finale) - Starts a couple seconds after the actual beginning of this song.
2-04 People Without Hope - Two variants of this song are missing.
2-05b Lavos's Theme (Extended) - Misses the hi-hats that play at the beginning of this song.
2-22b Magus's Castle (Bats) - The bats are a sound effect. Whoever was ripping this must have accidentally got them too.
3-14 Last Battle - Left stereo mutes after beginning until the main part of the song comes in. Still trying to figure this one out.
se04 Prison Tower (Variant) - Same as Prison Tower; it just starts at 0:35 in the real song.
se06 Computer Active - This is a sound effect, and isn't in the game's music data.
se07 Intruder Alarm - Ditto sound effect.
se11 & se13 - No reason to separate these, as they can be ripped in one track.
se17 Blackbird Crashes - Ditto sound effect.
se22 Ozzie Laughs - Ditto sound effect.
se23 Ozzie Falls - Ditto sound effect.

CHRONO TRIGGER PRERELEASE

39b - Confusing Melody (Bats) - Same as above; there are no bats here. Someone accidentally ripped them with the song at Magus's Castle.
se06 Computer Active - Ditto sound effect.
se07 Intruder Alarm - Ditto sound effect.
se12 Earthquake - There is no Earthquake, just Earthquake (Variant) in the Prerelease ROM.
xZeaLitYx

Paragoomba








Since: 11-17-05

Last post: 6328 days
Last view: 6327 days
Posted on 08-19-06 10:38 PM, in Puzzled by failure in ripping CT's "Last Battle" Link
The group was http://groups.yahoo.com/group/snesamp/ ? Says it no longer exists. I also can't find an e-mail for YK, who ripped it. Actually, Datsche ripped the flawless copy, come to think of it...
xZeaLitYx

Paragoomba








Since: 11-17-05

Last post: 6328 days
Last view: 6327 days
Posted on 08-21-06 10:27 AM, in Puzzled by failure in ripping CT's "Last Battle" Link
Here are the new rips:

http://cc.herograw.org/Black/Music%20(Chrono%20Trigger)/cts.rar
http://cc.herograw.org/Black/Music%20(Chrono%20Trigger)/ctp.rar
xZeaLitYx

Paragoomba








Since: 11-17-05

Last post: 6328 days
Last view: 6327 days
Posted on 09-18-06 06:57 PM, in I want to hack a good RPG, but which? Link
You can hack the christ out of Chrono Trigger with Temporal Flux.

http://geigercount.net/crypt/

or, if that's down,

http://www.chronocompendium.com/Term/Modification.html

If you need help with something that TF can't cover, a forum at my sigged site called Kajar Labs is reserved totally for this kind of thing, and a lot of graphic hacking / sprite assembly editing has been going on lately. You'll get good advice.

I just wish there were more Chrono Trigger hacks. We've got one big one at the Compendium, but it doesn't seem like anyone's independently hacking it.
xZeaLitYx

Paragoomba








Since: 11-17-05

Last post: 6328 days
Last view: 6327 days
Posted on 09-19-06 10:58 AM, in I want to hack a good RPG, but which? Link
Yeah, the hardest part of RPGs is making it challenging and technically sound. Working with events and graphics is a walk in the park compared to planning an entire game's worth of enemies, accessories, and bosses. One route is to just mimic what Chrono Trigger did.
xZeaLitYx

Paragoomba








Since: 11-17-05

Last post: 6328 days
Last view: 6327 days
Posted on 09-29-06 12:12 AM, in Chrono Trigger: Crimson Echoes roughly half complete; mappers needed Link
Yeah, God forbid a Chrono Series fan project actually go somewhere, but we've managed to achieve the halfway mark (or a little before) over the summer, not counting enemy / battle planning and postproduction. Jsondag2 kicked royal tail on the event programming while a host of people contributed to mapping and a few special ROM hacking tricks (you guys will be blown away). But things have cooled; an important subproject has totally stalled and the mapper department isn't quite cutting it. Whatever the reasons are -- school, life, meh -- we really need to maintain the momentum.

So here's an opportunity to contribute to the first 16-bit total RPG hack that's getting released, for sure.

You don't have to know Temporal Flux inside and out; you just have to know how to be creative and make maps in the location editing window of the program. This is what most beginners do anyhow, and it's really easy. It's just point and click tile pasting, and we can help you with anything you're having trouble on. You don't even have to set tile solidity / Z-plane things. We just need maps.

So if you're interested, just give us a reply here. If you think you can only make like one map and then will resign, that's fine. Every quality bit helps. At this stage, mapping is harder than event coding due to the time consumption. But if you have some free time to burn and want to help sculpt a sequel to Chrono Trigger, we'd love to have your help. I will say that you have to at least give some effort for quality, though. If your location has weird tiles all over the place or tiles that don't match up, it could probably be improved. But hey, we've got a map improvement / finishing touch phase of post production planned too. So thanks for considering.

I honestly wish I could give you a screenshot to sweeten things, but we've got like a zero-demo / screenshot policy until the release. It's justified. By the way, if any of you are "proficient" in Bisqwit's Chronotools, let me know. KWhazit's doing a fantastic job with the CT Retranslation, and the fans want a playable ROM. I've e-mailed Bisqwit about helping us with the program, but haven't got a response yet.

Attachments

xZeaLitYx

Paragoomba








Since: 11-17-05

Last post: 6328 days
Last view: 6327 days
Posted on 09-29-06 10:57 AM, in Chrono Trigger: Crimson Echoes roughly half complete; mappers needed Link
Yeah, it won't be in the end of the world if we can't get some volunteers, since there's always the avenue of converting some Chrono fans at the Compendium to mappers (some of them are infatuated with the idea). But thanks for any consideration anyway.
xZeaLitYx

Paragoomba








Since: 11-17-05

Last post: 6328 days
Last view: 6327 days
Posted on 09-29-06 04:53 PM, in Chrono Trigger: Crimson Echoes roughly half complete; mappers needed Link
The tool is Temporal Flux; you can download it from http://www.chronocompendium.com/Term/Modification.html

You don't have to do any event editing, or even solidity / tile values. All that's required is creatively making maps by putting tiles together (basically, click a grass tile, and then click the map to put it down; really simple). I know, it sounds so simple that you're probably wondering why we need help. Well...the CE team is sort of meh, I guess. They're burned out or something.

Thanks for the posts, but...I'm honestly worried. We're all amateurs when it comes to story planning, so I'm really worried something's going to fall through, or that cracks in the story will be filled in by action sequences. But we've listened to the hundreds of feedback comments from the second demo and are trying to make the game less linear and more interesting. Nonetheless, I'll understand if it doesn't meet expectations. I'm actually quite excited to see what will come after Crimson Echoes, considering we'll know so much by then. We're making the CE forum public at the Chrono Compendium once the hack is complete.

Ah, I guess he wuldn't forgive me if I didn't. Most the credit goes to Jsondag2 now; he's the director since I had to back off a little. But now that he's in college hell, I'm coming in to keep things going smoothly. I'm also writing the dialogue, so I guess I'm not totally out of the picture. Thanks for the encouragement, and I really wish I could show you screenshots. But it'll be worth it. We've already got a few chapters of story ready to ship after the second demo's ending point.


(edited by xZeaLitYx on 09-29-06 03:56 PM)
xZeaLitYx

Paragoomba








Since: 11-17-05

Last post: 6328 days
Last view: 6327 days
Posted on 09-29-06 06:04 PM, in Chrono Trigger: Crimson Echoes roughly half complete; mappers needed Link
We've got a list of them we need. I'm asking Jsondag2 which maps in Chrono Trigger's memory we don't need for CE and can replace. After that, we should be good to go. It'll be stuff like "ice lake maze", that kind of thing. I should be getting back here soon.
xZeaLitYx

Paragoomba








Since: 11-17-05

Last post: 6328 days
Last view: 6327 days
Posted on 10-01-06 01:56 AM, in Chrono Trigger: Crimson Echoes roughly half complete; mappers needed Link
Okay, here's what's going on. I'll PM you with a map you can make, and I'll let you know what locations you can overwrite in Chrono Trigger. The real aim here is just creativity and player enjoyment. Under Temporal Flux > Location > Map Properties, you should expand whatever map you're working on to 40 by 40 (maximum). From there, plan a dungeon / location how you like, and fill it in. You can make different "rooms" on the same map to be loaded by different locations (if that doesn't make sense...Chrono Trigger has location slots and map slots. Two location slots can still use one map slot, so if you have two rooms on one map, you can use two locations -- one for each room). I'll PM you.

If you need any help, feel free to join the Chrono Compendium forums and private message me; I'll add you to the Crimson Echoes membergroup. That's probably best, since you'll see all our planning / plot info there.
xZeaLitYx

Paragoomba








Since: 11-17-05

Last post: 6328 days
Last view: 6327 days
Posted on 10-07-06 01:33 AM, in level editer please Link
I'm...I'm in tears of laughing joy...

"where IS teh elvel editer i hae waited 4 liek 5 months to hax super morio 64 an wat the fuk happened u guyz suk...plz give me editer i want 2 play, u guyz do this b4 4 other gamez wat teh fukken shit is wr0ng wit this one, n64rulz...watz teh deal fagz, plz reply i need hax"
xZeaLitYx

Paragoomba








Since: 11-17-05

Last post: 6328 days
Last view: 6327 days
Posted on 10-10-06 02:21 PM, in Temporal Flux Feature Suggestions Link
Geiger has noted that in the coming weeks, he will have free time to work on Temporal Flux and create a release candidate that addresses current bugs and includes a new feature or two (time permitting). He hopes to release it by the end of the year. This thread's purpose is to take suggestions from forumers and Temporal Flux users concerning new features. What would you like to see in Temporal Flux? What have you had difficulty editing in the past? What could be made easier, and what utilities would you benefit from? This is your time to put suggestions forward for Geiger. Once a week has passed, the most feasible and popular suggestions will be rounded up to a poll of about three or four options to be voted on. Time permitting, Geiger can integrate what we choose.

I'm going to omit the "you can't add mp3s or cut scenes to SNES games" disclaimer I posted at my site for obvious reasons.

Hm, time to think about my votes...
xZeaLitYx

Paragoomba








Since: 11-17-05

Last post: 6328 days
Last view: 6327 days
Posted on 10-10-06 07:31 PM, in Temporal Flux Feature Suggestions Link
Maybe the next poster will refrain from taking a potshot and turning this into a crapfest and actually make a suggestion?


(edited by xZeaLitYx on 10-10-06 06:34 PM)
xZeaLitYx

Paragoomba








Since: 11-17-05

Last post: 6328 days
Last view: 6327 days
Posted on 10-10-06 10:49 PM, in Temporal Flux Feature Suggestions Link
I think some LTTP editor has that capability, like Hyrule Magic. Anyone ever used it before?
xZeaLitYx

Paragoomba








Since: 11-17-05

Last post: 6328 days
Last view: 6327 days
Posted on 10-12-06 11:19 PM, in I couldn't resist Link
3.1 days isn't that bad for the setup you've got going. I've had to wait longer for certain things due to bad-health torrents.
xZeaLitYx

Paragoomba








Since: 11-17-05

Last post: 6328 days
Last view: 6327 days
Posted on 10-17-06 03:11 PM, in Temporal Flux Feature Suggestions Link
The poll is up:

http://www.chronocompendium.com/Forums/index.php?topic=3467.0
xZeaLitYx

Paragoomba








Since: 11-17-05

Last post: 6328 days
Last view: 6327 days
Posted on 10-27-06 05:49 AM, in Approval request Link
I uh...plan to update on Crimson Echoes, assist with questions about Chrono Trigger ROM hacking and Temporal Flux, and occasionally post questions about other games. Hope that's enough, considering no one really asks about Chrono Trigger ROM hacking, and my next Crimson Echoes update will probably be in 2007 when it's released...
xZeaLitYx

Paragoomba








Since: 11-17-05

Last post: 6328 days
Last view: 6327 days
Posted on 11-07-06 07:38 PM, in General Project Screenshot Thread Link
Originally posted by Reshaper256
Originally posted by C:\ntldr
It was only a matter of time before newbie Yoshi's Island hacks started coming out

The castle does look terrible still...
I think he's refering to Lespna01's Yoshi's Island hack, and GameMakr24's castle graphics. Could you be more specific? What about the castle makes it look terrible to you, and do you have any suggestions as to how to improve it?


The giant shield seems a bit illogical.
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Acmlm's Board - I3 Archive - - Posts by xZeaLitYx


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