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05-10-24 11:10 PM
Acmlm's Board - I3 Archive - - Posts by T.Geiger
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T.Geiger

Goomba


 





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

Last post: 6301 days
Last view: 6293 days
Posted on 11-18-05 12:29 AM, in Pit of 100 Trials: Delve Duo (Current floor; 20) Link
OOC: I think I will take this opportunity to bow out. I have really been too busy to keep up with this as much as I would like, and the next few weeks are not exactly going to help in that reguard. Thanks for the game though.

"My time has come."

Thomas slides his pack to the ground (for his eventual replacement), takes out a brick of plastique, and blows a hole in the wall to the outside.

With one foot through, dust and debris still emanating from the hole, Thomas turns to the rest of the party and says, "Good luck to you all, and may God watch over you."

Thomas disappears into the inky black void of the beyond.


---T.Geiger


(edited by T.Geiger on 11-17-05 11:55 PM)
T.Geiger

Goomba


 





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

Last post: 6301 days
Last view: 6293 days
Posted on 11-18-05 12:37 AM, in Future? Link
Is the temploral flux 2.0 out yet?

No. Not yet. At such time that it is released, I will post about it here (provided the board is available at the time).

And please note that Zeality was talking about the Chrono Compendium project, and not my application, despite his invoking my name and words (which I only bring up because I had to read it a couple times for it to be clear).

---T.Geiger


(edited by T.Geiger on 11-17-05 11:38 PM)
(edited by T.Geiger on 11-17-05 11:56 PM)
T.Geiger

Goomba


 





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

Last post: 6301 days
Last view: 6293 days
Posted on 11-18-05 01:01 AM, in Forum names Link
Can we please, PLEASE rename the "Rohm Acking" forum to just plain ol' "Rom Hacking" so as not to induce cringing.

---T.Geiger
T.Geiger

Goomba


 





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

Last post: 6301 days
Last view: 6293 days
Posted on 11-22-05 12:30 AM, in General Project Screenshot Thread Link
Temporal Flux is making progress. You guys remember that app, right?

http://geigercount.net/crypt/TF-DNF.png

Not that I would care to comment on the direction of that progress. No, the file name of this shot is not an indicator. Not at all.

I would really like to have just two days without a serious error popping up.

Away! Away with all you damn bugs! Bleh.

---T.Geiger


(edited by T.Geiger on 11-21-05 11:33 PM)
(edited by T.Geiger on 11-22-05 12:49 AM)
T.Geiger

Goomba


 





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

Last post: 6301 days
Last view: 6293 days
Posted on 12-05-05 09:19 PM, in Sell me on a new hex editor Link
I use Hex Workshop myself. Its incredibly powerful.

No goto feature, steps are in terms of hex digits rather than bytes.

While its true that there is no goto feature specifically (you could always change the range), I am not sure what you mean by "steps". Are you talking about the width of the rows?

---T.Geiger
T.Geiger

Goomba


 





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

Last post: 6301 days
Last view: 6293 days
Posted on 12-22-05 11:23 PM, in Temporal Flux v2.00 Release Link
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
T.Geiger

Goomba


 





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

Last post: 6301 days
Last view: 6293 days
Posted on 12-27-05 03:57 AM, in Temporal Flux v2.00 Release Link
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
T.Geiger

Goomba


 





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

Last post: 6301 days
Last view: 6293 days
Posted on 12-27-05 09:57 PM, in Temporal Flux v2.00 Release Link
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
T.Geiger

Goomba


 





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

Last post: 6301 days
Last view: 6293 days
Posted on 12-28-05 03:50 PM, in Temporal Flux v2.00 Release Link
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
T.Geiger

Goomba


 





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

Last post: 6301 days
Last view: 6293 days
Posted on 12-28-05 11:03 PM, in Temporal Flux v2.00 Release Link
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
T.Geiger

Goomba


 





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

Last post: 6301 days
Last view: 6293 days
Posted on 12-28-05 11:23 PM, in Temporal Flux v2.00 Release Link
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
T.Geiger

Goomba


 





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

Last post: 6301 days
Last view: 6293 days
Posted on 01-03-06 12:28 AM, in Temporal Flux v2.00 Release Link
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
T.Geiger

Goomba


 





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

Last post: 6301 days
Last view: 6293 days
Posted on 01-08-06 04:24 PM, in Temporal Flux v2.00 Release Link
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.

Its possible to turn the snow off in Overworld Events. What exact command this involves is beyond me however. I never did figure out which commands turned off the grid in 1999.

As for you PC problem, try looking at the Fiona's Forest location (name and number escape me). It has all 7 characters displayed.

---T.Geiger
T.Geiger

Goomba


 





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

Last post: 6301 days
Last view: 6293 days
Posted on 01-11-06 03:18 PM, in Emulators with stabler Debugging for rom hacking Link
SNES9x doesn't seem to focus on the Win32 port, or there's just nobody who'd want to spend time on the GUI.

Actually, they did not have anyone proficient at writing windows code. Apparently, they have somebody working on it now though.

---T.Geiger
T.Geiger

Goomba


 





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

Last post: 6301 days
Last view: 6293 days
Posted on 05-17-06 03:16 PM, in Giant FF6 hacking project Link
You just gave me a great idea, why didn't I think of this sooner, no one liked that old chocobo background anyway

Actually, I liked it quite a bit. If you changed the palette properly, you got a nice background of ghosts that worked well for the haunted locations.

---T.Geiger
T.Geiger

Goomba


 





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

Last post: 6301 days
Last view: 6293 days
Posted on 05-17-06 06:48 PM, in Giant FF6 hacking project Link
More something like this:

Ghosts

And I find it to be fairly readable during full screen play (though its hard on the eyes in that shot).

---T.Geiger
T.Geiger

Goomba


 





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

Last post: 6301 days
Last view: 6293 days
Posted on 05-28-06 08:01 PM, in Final Fantasy VI Extract Source Release Link
I am releasing the source to an old project of mine. People seem to replicate some of the work in these projects about once every year or so. Figured I would release this to try to cut down on some of the duplication of effort.

Final Fantasy VI Extract

From the release doc:
- PeerFF6Extract . program designed to read in data from the US version of the SNES game Final Fantasy VI, and extract it to a useful format. I was working on this heavily until I was approached to write the program that would eventually become Temporal Flux. Much of the code is commented out, since I was not focusing on this or that bit of information at the time. I think the only thing the program outputs right now are the location maps. Requires EPFF6Extract (below).

- EPFF6Extract . helper library used to carry out common tasks, like creating bitmaps and waveforms. See doc file for function documentation. This library was the first version of what eventually became PSVRender / GGRLib.

Much of the code contained in each project evolved from code originally written by Yousei in his FF3Edit program.

This code is provided as is for reference purposes, and will receive no support (since I have not worked on it in years).



This is probably not an item to get overly excited about, and I think the people I have seen working on this sort of stuff most recently have already progressed this far.

---T.Geiger


(edited by T.Geiger on 05-28-06 07:02 PM)
T.Geiger

Goomba


 





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

Last post: 6301 days
Last view: 6293 days
Posted on 05-29-06 05:42 AM, in Final Fantasy VI Extract Source Release Link
Now go get working on Temporal Flux!

I am working on a different project at the moment. I plan to release it sometime in the latter half of this year (hopefully third quarter).

Temporal Flux v2.5 is on the docket after that. Hope to release by the end of the year (some work already done).

---T.Geiger
T.Geiger

Goomba


 





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

Last post: 6301 days
Last view: 6293 days
Posted on 10-11-06 08:13 PM, in Secret of Mana Editor Link
That looks really good. How long have you been working on this? Having things like a music editor makes me look like a chump.

---T.Geiger
T.Geiger

Goomba


 





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

Last post: 6301 days
Last view: 6293 days
Posted on 12-14-06 03:15 PM, in ZII Game Editor Link
Obviously, being a Windows-only guy, I cannot test your program. But the one screenshot posted by HyperHacker there seems to feature a very nice UI.

The only suggestion I would make would be to get rid of the XP table on the right and show those values in the XP dropdown instead of the index.

Unless that's a XP editor there. Then I suppose you can ignore what I said.

---T.Geiger


(edited by T.Geiger on 12-15-06 10:37 AM)
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Acmlm's Board - I3 Archive - - Posts by T.Geiger


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