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Messages - Mauron

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Site Talk / Re: Broken SSL cert
« on: Today at 01:24:23 am »
I'm not seeing any change.

Site Talk / Re: Broken SSL cert
« on: March 28, 2017, 04:32:04 am »
I experience the same issues with the Bonsai theme.

Hi-Tech Beta 14 See Beta 15 below.

The biggest change in this release is MP costs. The last feature needed is now Super Command expansion.

- Changed default settings of HiTech.ini to correct end points.
- Fixed creation of HiTech.ini spelling
- Fixed issue with saving player attack effect headers
- Added support for editing MP costs. They are loaded in the relevant effect header.

Note that this version will replace any existing HiTech.ini files - if you had modified yours (I don't think anyone has a project that required this functionality), backup your settings first.

A new beta in the same post?

Hi-Tech Beta 15!

- Fixed a bug with saving techs that used an animation index that did not match the tech index
- Fixed a bug with saving techs that were not being relocated.
- Removed some unnecessary and messy code relating to loading techs.
- MP costs now respect the hex mode setting.

Personal Projects / Re: Chrono trigger plus
« on: February 09, 2017, 07:59:09 pm »
I find human Glenn licking people an odd visual.

Personal Projects / Re: Chrono trigger plus
« on: February 09, 2017, 02:20:31 pm »
And although I don't have a clue on the inner workings of Chrono Trigger, perhaps there's a way to have both Frog and Glenn share the same spot in the lineup? Like say, have a bit of code that runs on two flags dedicated to the two characters: When flag X is set it looks for Frog's graphical data, if Flag Y is set it looks for Glenn's graphical data.

I've looked into the possibility before, and it becomes complex if you want to handle more than just the graphics, such as new techs for Glenn.

Newcomer's Board / Re: Padding
« on: February 01, 2017, 08:29:05 pm »
Window -> Custom Data. You can set the start and end offset of space you don't want Temporal Flux to write to. You can try adding sections of this in the known free space areas to see if Temporal Flux behaves properly.

I don't know the details of Temporal Flux's memory management, but it has a list of known space it starts with, which is most things labeled --- or JUNK in Geiger's offsets, and it can overwrite non-00/FF sections. The problem you've described to me involves Temporal Flux overwriting a known code section - something that is already non-00/FF.

Newcomer's Board / Re: Padding
« on: February 01, 2017, 03:07:12 pm »
From what I've seen of your issue, it seems more like Temporal Flux is miscalculating data size, which causes it to go into used space.

You might be able to use the custom data feature to block off the original free space, but that doesn't necessarily address the issue you're having.

Personal Projects / Re: Chrono Trigger MSU-1 (with FMV's)
« on: December 26, 2016, 01:30:53 am »
Temporal Flux grabs space as needed from the list of known free space and garbage data. The first thing it tries is always 0x01FDD3, junk code in the US ROM. Any expansion of events will require moving that location's events.

The Custom Data option within Temporal Flux should let you protect code from being used as free space.

Personal Projects / Re: Chrono Trigger MSU-1 (with FMV's)
« on: December 25, 2016, 01:02:30 am »
Will this eventually include the extra content from the DS or is that beyond the scope of the project? Because that would be perfect, and make this like the ultimate Chrono Trigger modification.

I don't think you'd be able to add enough resources to add the DS content without altering events, location loading, battle, etc for two byte indexes.

I'm not entirely sure how MemCpy88 works - I tried fiddling a little, but didn't have much luck.

Apart from adding permanent protect status, I can't see a way to reduce damage taken from physical attacks, and I'm not sure that would help in this case.

You can't give an overworld tile a unique property, because Temporal Flux doesn't change how the game handles things, and Chrono Trigger doesn't allow that.

What you need is a different Layer 2 tile - The bottom left tile in the tiles panel has the top two quads as exits, while the bottom two quads are ethereal. Set explicit paste to Layer 2 before laying the tile (Normal never works for me).

Newcomer's Board / Re: Townedit for DW1 will not work
« on: November 08, 2016, 03:52:03 am »
Is your original file name using a proper 8.3 filename? Up to 8 characters, a period, and an up to three character extension, no spaces. Probably some other rules I forgot.

Site Talk / Re: View Threads created by a specific users
« on: October 28, 2016, 12:48:24 am »
Under Show Posts, there's a Topics link to filter it the way you want.

ROM Hacking Discussion / Re: Chrono Trigger FMV's (SNES/MSU-1)
« on: October 27, 2016, 02:53:19 am »
That 7E1EE0 address sounds familiar, but I can't find any notes on what it's for.

Events will jump between objects as needed. If talking to an NPC causes the lead party member to do something, that NPC will call code on one of the PC objects. For Frog's cutscene opening the mountain, you can probably insert the necessary command at the end of one of Frog's events.

ROM Hacking Discussion / Re: Chrono Trigger FMV's (SNES/MSU-1)
« on: October 25, 2016, 04:29:14 pm »
Event command 01 is a dummy command that screws up the screen and crashes the game. It's only one byte, so you'll need to store your video index beforehand in the event code. 0x7FFFFF should be safe.

Event command 01 is at 0x005F6E-0x005F73 - enough for a JSL YOURCODE and RTS.

Temporal Flux can handle inserting the events. In any location, you can click on the events link to show that location's events. Typically Object 0 will be setup, with Objects 1-7 being the PCs, and further objects being something else. Sometimes Object 1 is tile manipulation, and the PCs are pushed backwards.

I don't think there's a very good tutorial for events at the moment. There's a heavily outdated version for an old version of Temporal Flux, that may help some.

Will 7E5E2D-7E63AC give you enough RAM to work with? That's battle data, and is cleared at the start of a battle.

I don't think any videos are called from the overworld - if they are, I may need to find different RAM addresses to play with.

ROM Hacking Discussion / Re: Chrono Trigger FMV's (SNES/MSU-1)
« on: October 19, 2016, 03:50:54 am »
You might be able to replace event command 01 (Unknown Command/Color Crash) with custom code to play the FMV's. Assignment/Value-to-Mem can handle setting the video index and whatever else is needed. I'm not sure what's needed for playback. Calls from the overworld could be done with the Function/External Function command.

ROM Hacking Discussion / Re: Jeopardy text encoding?
« on: October 14, 2016, 05:50:17 pm »
The GameTek games use a special format for storing the answers, where not all letters mattered. If the answer was "sample" the game may only look for "smpl". There's a couple other tricks like that.

I'd start with finding where your input is stored, and seeing what the game does with it.

Newcomer's Board / Re: basic question
« on: September 19, 2016, 04:22:12 pm »
It looks like there's an issue with Google Drive. It doesn't seem like there's a workaround at the moment.

Newcomer's Board / Re: basic question
« on: September 18, 2016, 09:31:35 pm »
I tried patching a Pokemon Red ROM with the patch in question (Gen. 2 sprites, not vanilla), and it appeared to work fine. Which patch did you apply? Was there an issue that wouldn't be caught in ~2 minutes of play?

ROM Hacking Discussion / Re: Dragon Warrior Randomizer Won't Start...
« on: September 11, 2016, 08:37:02 pm »
It seems to crash if no file is specified in the parameters at launch. Either modify the included batch file, or run from the command line with the name of your ROM.

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