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Acmlm's Board - I3 Archive - - Posts by jsondag2 |
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jsondag2 Micro-Goomba Since: 12-29-05 Last post: 6583 days Last view: 6583 days |
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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 |
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jsondag2 Micro-Goomba Since: 12-29-05 Last post: 6583 days Last view: 6583 days |
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Ok, I fixed the layer problem. But I was wondering if there's a faster way then switching each quadrant individually?
--jp |
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jsondag2 Micro-Goomba Since: 12-29-05 Last post: 6583 days Last view: 6583 days |
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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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jsondag2 Micro-Goomba Since: 12-29-05 Last post: 6583 days Last view: 6583 days |
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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 |
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jsondag2 Micro-Goomba Since: 12-29-05 Last post: 6583 days Last view: 6583 days |
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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 |
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jsondag2 Micro-Goomba Since: 12-29-05 Last post: 6583 days Last view: 6583 days |
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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) |
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jsondag2 Micro-Goomba Since: 12-29-05 Last post: 6583 days Last view: 6583 days |
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Wow it took a long time for symphonic to get release...my apologies for that. However here we go
http://www.chronocompendium.com/Term/Chrono_Trigger_Coliseum I tried to fix complaints from the old one. 1. Switched bosses for easy and medium. 2. Rainbow Shell Quest should work now 3. Keys can't be collected infinite times...hower the third key won't dissapear for some reason (you still can't collect it infinite times) 4. No longer uses Silver points memory as BP 5. (this was the hard one) special guest appearance if you beat Hard. 6. 3rd Menu so I could add a back button 7. Can't run away anymore (haha whoops) You can't possibly catch every bug by beta testing and I did alot of memory tricks for 2.0 so if you guys find any bugs please post I want to get this thing perfect. The next time you see it will probably be inside Crimson Echoes. Speaking of Crimson Echoes if you want to help make it feel free to contact me, were trying to implement another part of the Prerelease into it and could use a mapper. Enjoy, feel free to complain to me I'll try to solve it --jp |
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jsondag2 Micro-Goomba Since: 12-29-05 Last post: 6583 days Last view: 6583 days |
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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 |
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jsondag2 Micro-Goomba Since: 12-29-05 Last post: 6583 days Last view: 6583 days |
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You'll have to wait and find out....ooooo
--jp |
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jsondag2 Micro-Goomba Since: 12-29-05 Last post: 6583 days Last view: 6583 days |
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I believe that BP now uses unused Item memory because they allocated more space then they had items. So their their own thing now.
--jp |
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jsondag2 Micro-Goomba Since: 12-29-05 Last post: 6583 days Last view: 6583 days |
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7E0041
7E0042 When these memory addresses are set to 11 it makes Layer 3 invisible (atleast in one instance) 7E0045 7E0046 These 2 memory addresses change either the color or the transperency of Layer 3. by removing either one of them the clouds on the overworld become solid Command 28(02, 1) Removing this line causes it to crash....I think it may be in every overworlds code SpriteMovement-SpriteDestination(F2, 77)--snow SpriteMovement-SpriteDestination(C3, 75)--no snow Put between first initmemory and first end SpriteMovement seems to be "Layer 3" movement. To simulate snow you can use the top line makes layer 3 go really fast. The bottom one is the slow drifting clouds in 1000 AD. Now we can make snow in any overworld if we could edit Layer 3 of overworlds to 15. Now our only problem is the color, i'm trying to make is snow on 65 MIL but it's reddish brown --jp |
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jsondag2 Micro-Goomba Since: 12-29-05 Last post: 6583 days Last view: 6583 days |
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Yea, you are right it looks like command28 is screen fade, however It still worked for me without command 38.
--jp |
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jsondag2 Micro-Goomba Since: 12-29-05 Last post: 6583 days Last view: 6583 days |
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Hey all,
Hope you enjoy the demo. Feedback/bug reports are needed to make the project worthy of its name. So please feel free to post here, at the compendium or email crimsonechoes@gmail.com. Known bugs: Priority issues on a certain vista Magus Power Glitch (he levels up once and his power is **...not sure how to fix) Sun Keep is gone (sigh couldn't fix that either) Text if you sell the sword btw, the coliseum that is in this demo is simply a port of my old coliseum. I didn't debug it at all, just ran through easy a few times so there will probably be issues with it. If you want to help (Always always wanted as well as needed), email the address above. Mappers/Spriters/Coders/Plot all is welcome. Enjoy it, I think it came out pretty well --jp |
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jsondag2 Micro-Goomba Since: 12-29-05 Last post: 6583 days Last view: 6583 days |
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No worries, the first demo is included in the second demo. The ending is slightly different too.
--jp |
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jsondag2 Micro-Goomba Since: 12-29-05 Last post: 6583 days Last view: 6583 days |
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Blackhole,
Sent ya a PM on how to move on. It is hard to emulate but we are getting ALOT better. It used to take forever to populate a place with enemies now it's a simple copy paste. Same with treasure chests. --jp |
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jsondag2 Micro-Goomba Since: 12-29-05 Last post: 6583 days Last view: 6583 days |
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Hm, there should be combat.
Prologue: Talk to Porre resident (Ms. Elisa) Go to Medina talk to girl in inn/pub (bandeu's wife) Talk to renault (knight in cathedral) Get Lucca and go to castle (Crono's house) Things pick up after that --jp |
Acmlm's Board - I3 Archive - - Posts by jsondag2 |