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Messages - Mauron

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Site Talk / Re: Long delay in loading certain pages.
« on: February 03, 2016, 07:24:43 pm »
No luck on removing it from my end, but I noticed it only appears when I'm on the Jazzy theme.

Code: [Select]
<script type="text/javascript" src="http://gettopup.com/releases/latest/top_up-min.js"></script>
That line shows up between the stylesheet and favicon, on non-board pages.

Site Talk / Re: Long delay in loading certain pages.
« on: February 02, 2016, 03:52:33 pm »
I ran the scans, it looks like there were a couple non-tracking cookie items removed. I'll check again tomorrow, and see if it pops up again.

Site Talk / Long delay in loading certain pages.
« on: February 01, 2016, 07:21:13 pm »
When going to the documents/utilities/rom hacking sections for the first time in a while, I get a delay of ~30 seconds with the text "Connecting to gettopup.com..." in my status bar. After the first page load, later pages do not experience the same delay, but the problem reappears after an unspecified period of time. The problem has been ongoing for several months.

It's not about porting the patch over, it's about making a patch between two different ROMs. You use the Japanese ROM as a base, and the English ROM (With any patches applied) as the modified ROM. The resulting IPS will contain ~90% of the ROM, but will work for the situation described here.

Newcomer's Board / Re: Chrono Trigger Sprite Expansion
« on: January 27, 2016, 02:09:49 am »
My original idea was to have a possibility to revert Frog to his human form, depending on your decision at North Cape. That was expanded to an any character toggle since it wasn't much more difficult to do that way, and the generic code would be more useful to others (Check if Frog and check mode vs determine character and check mode).

The current project will switch the character's sprite data, which controls sprite packet, sprite assembly, animations, palette, and size (PCs must be size 0 by default - hacking can allow for size 1 sprites, but that's a different project). I wanted to alter techs as well, but that was starting to get messy and was why I originally shelved the project.

What I have right now... is rather messy. I think some of my ideas were too far off from what I needed to do.

Newcomer's Board / Re: Chrono Trigger Sprite Expansion
« on: January 26, 2016, 08:47:52 pm »
I've been looking into this possibility off and on for some time now, and you're the second person who asked about it recently, so I'll try to make some progress.

I used one byte to store the flags for each character's current state, in the standard order. Some of the code had been hacked to load an alternate set, but I wasn't finished.

Newcomer's Board / Re: temporal flux help
« on: January 11, 2016, 10:05:35 pm »
The changes for making a consumable rock are pretty easy with the original techs. You'd need to store 0x80 to that tech's offset. You could insert the new code where the erase rock tech code is now.

I don't think I ever released anything, but I think I still have it.

That's part of it, although lately the big annoyance is fixing the location events so 8thy runs properly (simple, but tedious. 8thy's event needs to be after Magus's, and certain event commands will need to be adjusted to handle the moved event). The graphics aren't compressed (although if they were Temporal Flux could handle that part), but you will need to know how to arrange the tiles.

Newcomer's Board / Re: temporal flux help
« on: January 11, 2016, 07:01:01 am »
You'd have to make a consumable item to teach the tech, which would require an ASM hack. You'd also have to disable the code that clears existing rock techs. It's not to complicated if you know what you're doing. I'll put it on my massive todo list.

Newcomer's Board / Re: temporal flux help
« on: December 27, 2015, 05:05:13 pm »
If you're adding new skyways, you can reuse the existing rooms. There are 0x200 locations available (0x1F0-0x1FF being overworlds), which define a map and event packet. You can also limit the viewable area, for larger maps to be separate areas. Most of Truce is on the same map.

Once you start with this it becomes an addiction.

It really does. I started fiddling when Prophet's Guile got released, and haven't stopped.

Newcomer's Board / Re: temporal flux help
« on: December 25, 2015, 01:57:53 am »
I was having a little luck with shifting the item display to handle a fifth entry on the item list, but the problem had to do with some memory juggling when starting a battle. Looking over my notes, there may or may not be room for an extra accessory in the character data. There's one full unknown byte that I can't confirm the usage of, which I suspect was going to be a second set of status immunity flags at one point.

This level edit would not be possible to do with Temporal Flux. I may be able to write a menu editing plugin at some point, but it would only allow you to alter existing functions, not add new ones.

Newcomer's Board / Re: temporal flux help
« on: December 22, 2015, 11:27:46 pm »
I've played with the idea of two previously, but didn't quite figure it out. It's nothing that could easily be done in an editor, unfortunately.

If you were willing to sacrifice armor and helmets, it would be more likely.

Newcomer's Board / Re: temporal flux help
« on: December 20, 2015, 04:00:50 am »
The Spekkio beaten data is stored as flags. Normally, if you beat Kilwala only, it would set the value in 7F00E1 to 0x0A, as 02 was set in your first meeting. If you had also beaten his Frog form, the value would be 0x0E. For your code, you should... "&" would be the best choice, but that requires more recoding, since event code doesn't have the opposite as an option. I would try replacing all references to 7F00E1 bit 2 with 7F00E2 bit 8, then having 7F00E1 be replaced with a simple counter.

Newcomer's Board / Re: temporal flux help
« on: December 19, 2015, 10:26:13 am »
What are the values and operations that you're using in the new check?

Site Talk / News group update suggestion.
« on: October 27, 2015, 09:36:48 pm »
For the group updates on a category (e.g. ROM Hacks: New Hacks added to the database), would it be possible to link the included screenshots to the game they're from, or at least have the hack name shown below the image?

Right now if a screenshot looks interesting, but isn't from something I recognize, the only way to identify it is to click through the submissions until I see the screenshot again.

Newcomer's Board / Re: Chrono Trigger, NPC Color Bug
« on: September 16, 2015, 08:45:33 pm »
I'm not sure what's going on, but if you send me a Flux file of the location events and the values used in your change location from location 00, I can take a look at it.

One important note - unless you're limiting access to the location, you want all PCs to have events prior to the NPCs. When the adjusts sprite locations, it processes them in order, and when running, a PC with a higher event number will lag.

ROM Hacking Discussion / Re: SNES Chrono Trigger sprites
« on: August 03, 2015, 07:41:13 pm »
All addresses are for an unheadered US ROM.

1) At 0x24F000, set the following data. 06 06 00 06 00. This will cause the sprites and animation of Crono to appear as Magus, but does not address the palette.
2) At 0x240078, copy 24 bytes over to 0x240000. This will give Crono Magus's palette.
3) If you want to put Crono in Magus's spot, at 0x24F01E, set the following data. 00 00 06 00 00.
4) Copy the original data from 0x240000 to 0x240078.

The reason the palette is handled differently is because battles and the shop menu ignore the sprite's palette index, and assume that it will the same as the PC index.

Note that this will just swap the graphics. Default names and techs are unchanged, and as Justin said, there will be graphical issues when the animations aren't the same.

Depending on what your overall goal is, I may be able to help more.

Personal Projects / Re: The Legend of Iowa
« on: April 20, 2015, 02:48:13 am »
It's working for me now.

ROM Hacking Discussion / Re: Screenshots
« on: April 04, 2015, 10:24:14 pm »
I once hear rumors of Schala being a secret PC in the game. Is it true?
Nope. While there's definitely some leftover code from an eighth playable character, there's no data, even in the pre-release. There was an advertisement that indicated who the character would be.

ROM Hacking Discussion / Re: Screenshots
« on: March 23, 2015, 03:26:28 pm »
Looks nice! I'd move Marle over to the left though so you have a balance - four on one side,, four on the other.

Personally I think active/reserve is a better layout, but I'll make a note on the instructions for the base hack on how to change it

The only problem is if Robo is locked in the party, such as in the Geno Dome, Gaspar will be shaded as well. The only fix is to remove him from the screen.

ROM Hacking Discussion / Re: Screenshots
« on: March 19, 2015, 11:07:32 pm »
I wouldn't recommend stretching any of those boxes. That black frame is an area of the screen that gets cuts away with overscan on a real TV, meaning it's not safe to use at all.

Thanks for the info. I'll have to see if I can remove some spacing from the data.

Edit: I modified the menu to avoid overscan issues.

I need to adjust the hand so it points properly to all characters. Maybe a downward pointing version of it so it doesn't overlap other characters?

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