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Messages - Mauron

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Personal Projects / Re: Chrono trigger plus
« on: November 19, 2017, 03:17:50 pm »
I should elaborate on the HP to 1 bug.

Code: [Select]
$C1/EF30 AD FC B1 LDA $B1FC  [$7E:B1FC]
$C1/EF33 09 01 ORA #$01
$C1/EF35 8D FC B1 STA $B1FC  [$7E:B1FC]

That sets the ignore barrier and shield flag.

Code: [Select]
$C1/9A3D AD FC B1 LDA $B1FC  [$7E:B1FC]
$C1/9A40 29 FD AND #$FD
$C1/9A42 8D FC B1 STA $B1FC  [$7E:B1FC]

That clears a flag that indicates there's only 1 target, which is used by enemy normal attacks. Changing it to AND #$FC will clear the barrier and shield issue. Similar code can be found at 0x1A04C and 0x1A294.

Code: [Select]
$C1/99C2 AD FC B1 LDA $B1FC  [$7E:B1FC]
$C1/99C5 09 02 ORA #$02
$C1/99C7 8D FC B1 STA $B1FC  [$7E:B1FC]

This is the normal attack version, which sets the "only 1 target" flag. It would need an AND #$FE added somewhere.

Do you have the latest Temporal Flux? That sounds like a bug that was fixed in 3.04.

Assuming that's the case, you can fix it pretty easily.

1) In Hi-Tech, open up *Life and *Lightning2. Note the animation index under the Graphics Header.
2) From the File menu, select Export. Choose Hi-Tech and Player Tech Animation.
3) Export the animation indexes you noted to individual files.
4) Under Window -> Strings, select Tech Descriptions. The last few will be corrupted. The last three are Single Tech, Dual Tech, and Triple Tech.
5) Save your ROM.
6) Import the files you exported earlier. This may not be necessary, but we don't want to corrupt your animations in the process.
7) Save your ROM again.

While you're at it, you should check any other string groups not marked (FL) for signs of corruption. It will always be in the last few of a group that hasn't been edited.

Let me know if you have any problems with this.

Also, you can swap your animations by changing the graphics header animation index, and the import/export feature can create duplicates or similar techs.

Personal Projects / Re: Chrono trigger plus
« on: November 13, 2017, 01:34:23 pm »
Glad to be of help. There's a bug in AI where targeting the PC with the lowest HP skips PC1. To fix it, replace 0x01A50C (unheadered US or JP final ROM) with D0 05 EA EA.

There's also a bug with HP to 1 attacks that disables barrier and shield for the rest of the battle, but a complete fix isn't as easy, since one part won't fit on top of existing code.

Have fun with that hack!

I've got some Animation Tutorials available.

Edit: New version.

Hi-Tech Beta 23!

- Clarified enemy line 0xA and 0xB targeting as enemy line (all in line) and enemy line (up to target).
- Fixed a bug with Wait for Counter 1C/1D editing.
- Cleaned up speed command editing.
- Unknown 25 decoded as Return if target is not present
- Unknown 07 decoded as set default speed.
- Added an option to exclude commands from the dropdown list, and applied to Empty Command 0x5F
- Identified effect header mode 1 unknown 1.80 as revive flag
- Simplified overlap between mode 0 (healing) and mode 1 (status recovery and healing)
- Fixed issue with saving tech animations over multiple ROM loads.
- Slide Sprite to coordinates, slide sprite to stored coordinates, and slide sprite to target are now "Move Object To..." Animation (or lack thereof) is handled by play animation, and it is possible to easily change between modes now.

Hi-Tech Beta 22! Darn, I found some bugs.
- Fixed issue with saving enemy attack control headers
- Fixed issue with loading triple tech requirements
- Added consistency in unknowns group naming
- Fixed issues with loading increase counter 1D by unknown value commands.
- Updated Failure conditions to match new research
- Updated special effects text for some commands
- Simplified and improved dropdown code
- Unknown B.80 idenitified as Has Miss Animation.
- Confirmed Enemy tech and attack control headers as using the same format: merged classes and removed unused values.
- Added Hi-Tech.ini settings for Enemy attack control and effect header expansion

Brainfart on my part that time. I reversed the loop, starting at 0 and counting up. A2 00 BD 00 07 9D 11 04 E8 E0 20 90 F5

Whoops, that should be CA, not DA. You'll also want to change D0 (BEQ) to 30 (BMI), so it goes through the loop on 0. After checking your highlighted sections, you should start with ldx #$1F.

You're mixing up your registers. Your first instruction is ldx #$20, followed by a lda $0700,x, but then you use sta $0411,y and dey. Replace 88 with DA and 99 with 9D in your code so you keep using x throughout.

Personal Projects / Re: Chrono trigger plus
« on: October 29, 2017, 05:08:09 pm »
It's possible that the move to PC command used in Frog's grouping is setting him oddly.

Try removing ObjFollow(PC0, Once) in Frog's object and adding a MoveParty that lines them up one tile apart two lines lower.

News Submissions / Re: ROM Hacks: Chrono Trigger 1.01
« on: October 07, 2017, 12:40:57 am »
The DS version has some new content, as well as the FMVs introduced in the PSX version, but it's graphically similar to the SNES version.

Personal Projects / Re: Chrono trigger plus
« on: October 04, 2017, 11:13:25 pm »
The race patches change events in the two Lab 32 entrances. They probably can't be applied directly, but you can export the events in Temporal Flux and import them to your hack.

The two bug fixes might not work with your hack, but the changes in them seem well documented.

News Submissions / Re: ROM Hacks: Chrono Trigger 1.01
« on: October 02, 2017, 03:46:50 pm »
I think the Vita has the PS1 version, and neither that nor the DS version are very well documented.

From the hack descriptions, it looks like sonic.penguin added some graphical enhancements that don't work right, and the other hacks are using the same graphical changes.

This is from the hack submission page, as an example of not acceptable:

Emulator Specific Hacks: Any hacks that are known to only run properly on a single emulator such as ZSNES or Nesticle only hacks.

Personal Projects / Re: Chrono trigger plus
« on: September 13, 2017, 12:35:57 pm »
I believe 8thy was auto-learning the first three dual techs and then being capped until Spekkio. I need to juggle the data around so 8thy has unique techs after Magus's list, and before the dual techs. There's a couple stray sprite assembly frames that don't work, and I need to finish altering events so walking works properly.

Personal Projects / Re: Chrono trigger plus
« on: September 13, 2017, 11:44:47 am »
I'll double check everything once I'm done with Hi-Tech, but most of the major hurdles have been conquered. Expanding tech data is the big one remaining.

Personal Projects / Re: Chrono trigger plus
« on: September 12, 2017, 07:02:36 pm »
I've been contemplating how to handle adding the 8th character to existing projects. You'd have to mess with the events yourself, and I'd need to make sure free space is actually free. I might be able to make a plugin to handle the insertion of some data.

Hi-Tech Beta 21! Edit Super Commands.

Super Commands are now editable and expandable. Provided no bugs appear, this should be the last beta.

- Fixed bug with adding commands to a super command
- Simplified add command code.
- Fixed hexadecimal and offset display in animation commands.
- Fixed issue with add or subtract from counter option display
- Fixed issue with show damage display
- Fixed issue with saving enemy attack animations.
- Added support for editing super commands.
- Added list of counters.
- Fixed issue with Enemy attack control headers showing incorrect data.
- Added import/export support for super commands.
- Added system to pass enemy tech names to other plugins.
- Unknown 6C decoded as flash object
- Unknowns 47, 48, 81, 82, 83, 84 partially decoded as store target to RAM.
- Fixed issue with tech targeting in the Japanese version.
- Improved enemy tech names.

Personal Projects / Re: Chrono trigger plus
« on: September 12, 2017, 02:21:59 pm »
I've been working on an 8th playable character hack, but it won't be ready in time for this release.

Newcomer's Board / Re: Grond's Final Fantasy CRC problems...
« on: August 15, 2017, 05:42:32 pm »
(I'm not sure if you're getting your CRCs from FCEUX but it ignores headers for the CRC calcuations for NES games so I'll assume it does for FDS as well)

This is probably the reason why the CRC listed matches a headerless file.

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