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Messages - Mauron

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Glad to be of assistance.

For reference, I used the Chrono Trigger Database to find the checks for Ayla's weapon, and branched over the existing code.

Newcomer's Board / Re: Need help with Snes/Chrono Trigger hacking
« on: September 10, 2014, 03:07:39 pm »
Well, I'll throw in my two cents.

You'll either need to insert the video into the ROM, along with the music, and try formatting it into a new mode 7 scene which would be called by the event after the battle command, try RedScorpion's idea of using the MSU-1 and Higan, or make a modified emulator that can launch a video at a certain point. I wouldn't normally recommend the last one, but since this hack is designed to be run on one very specific setup, it may actually be the best bet - I can't imagine photographs of people looking good on the SNES hardware.

Unfortunately I can't help much with any of the ideas. They're all really out of my area of expertise.

Changing the following offsets seemed to work.
0x1FAC5 - 80 0F
0x1FADD - 80 0F
0x1FAF5 - 80 0F

These are for an unheadered ROM.

Never gotten Aeris' Level 4 Limit Break. Didn't she also get her ultimate weapon for only a short time too?
(then again her Healing Wind Limit Break was so useful I never really used anything else. Wasn't it like 50% HP recovery for the entire party?)

Her level 4 limit break was stupidly powerful. It made the party invincible. I got it once.

ROM Hacking Discussion / Re: YouTube/Google Video thread
« on: August 22, 2014, 04:03:50 pm »

A hack to the overworld events in Chrono Trigger. Still needs some work before it's finished.

ROM Hacking Discussion / Re: Chrono trigger ff7 question
« on: August 20, 2014, 11:29:40 pm »
There is this

Once the graphics are properly inserted, it can mess around with how they're assembled.

ROM Hacking Discussion / Re: Chrono trigger ff7 question
« on: August 19, 2014, 03:17:29 pm »
Crono's palette is at 0x240000, Marle's immediately follows it at 0x240018. You should be able to figure out which color is his hair in SnesPal, but I don't know off hand.

The weapon palettes start at 0x114B00 - Which one gets loaded depends on the weapon currently equipped.

I got this data using Geiger's Chrono Trigger Database, found in the documents section.

Saving alteration has been a pain. I may need to contact Geiger for help on that part.

I've done some additional research on Type 0 (Healing), Type 1 (Healing + Status Recovery), and Type 3 (Damage) techs, with the help of Sierrus.

Standard Healing is completely mapped out, while Healing + Status Recovery has two unknown flags.

3b. The 14615+ change is a hack that's necessary for player tech expansion. It shouldn't have added that with just an alteration, I'll have to look into why it did. The 6EE43+ is either the tech being relocated, the bank byte for tech pointers, or both. I'm not sure why either of those would cause a black screen on startup - I'll look into it when my version is back in a useable state.

4. I found the bug and fixed it, but I'm planning to switch away from the current system of handling tech animation altering in the next release.

I've been doing some major rewrites - the oldest parts of the code were very messy. I've completely redone loading, and plan to alter saving next.

On the research front, I've managed to decode two new commands, Set Section and Set Subsection. These work with the Wait for Section and Wait for Subsection commands, and can be used in place of multiple Section++ or Subsection++ commands (which will be called Increment Section and Increment Subsection in the next release).

Edit: redecoded command 22 as a 3- byte command (previously it was 2-bytes). It is definitely a wait for something command, possibly movement related.

So far the second half of 1 is fixed, and 2 is fixed. I haven't looked into 3 yet, but I've been working on a major glitch that effects loading.

I found another wrinkle in tech loading - Animation command 0x80 (flash screen color) has a variable length of 2-17 bytes. I'm going to have to find the best way to handle that.

I've fixed the above bug, and added support for editing enemy normal attacks. There may be problems with them in a pre-release ROM, as I did not fully test that part.

There are more enemy normal attacks than there are animation slots, so some of them must be shared.

Beta 6!

I get this when trying to access the new public maintenance options.

Your login was successful, however you do not have permission to access this area!

Feel free to post details whenever you find a bug.

It looks like I was overwriting a value that controlled where it saved to - single techs were saving to the first 8. I'll do some more testing before I get a patch out though.

Could you elaborate on where you had problems?

It looks like I forgot to mark some of the records as modified when saving them. Save 12-Byte header is only supposed to save the effect header, and I'm not sure how you were seeing changes to the graphics header through it.

The other headers now properly save through File > Save Tech.

Hi-Tech Beta 5

Back on this. I had been working on an AI editor for a while, but the next step is tediously checking for typos in an asm hack (I know I made a few), so I'm using the knowledge I've gained to implement a better method for handling animation commands, and cleaning up a lot of the old, messier code from when I started this.

Programming / Re: [SNES] Is CMP #$00 necessary in this situation?
« on: May 22, 2014, 06:02:16 pm »
I double checked the branching, and there's nothing relevant going on - just a skip of the JSL if the value is 0.

The carry flag is not used for a while afterward, where it's used in a different CMP instruction.

Thanks for all the help.

Programming / Re: [SNES] Is CMP #$00 necessary in this situation?
« on: May 20, 2014, 04:49:55 pm »
Then again, my first assumption was that this is a bit of code Mauron wrote themselves for feedback, rather than something found in an existing ROM (and if I had time, I'd let bgrep check for me  :D)

It was taken out of Chrono Trigger's AI routines. It would show up when checking to display a message.

Programming / [SNES] Is CMP #$00 necessary in this situation?
« on: May 18, 2014, 07:29:36 pm »
Code: [Select]
LDA $CC0000,x
CMP #$00

From my understanding, LDA will set the z flag if the value loaded is 0, and bne will branch if the z flag is clear, so the CMP is unnecessary.

I just wanted to make sure I'm right on this.

Hi-Tech Beta 4 is now out.


- Status inflicting techs now properly support all statuses.
- Status inflicting techs can handle multiple statuses at once.
- Fixed a crash involving drain techs and status inflicting techs.
- Added a status label dependant on the type for status inflicting techs.
- Fixed an import bug.
- Fixed multiple bugs with saving.
- Added a display for the targeted value in certain parts of damage techs.

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