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Messages - Mauron

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1
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.

2
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.

3
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.

4
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.

5
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.

6
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.

7
Personal Projects / Re: Chrono trigger plus
« on: August 15, 2017, 01:23:02 pm »
You can disable Ayla's fist routines, but doing so would prevent any fist upgrades from leveling. Making them preserve previous items would be harder.

8
Personal Projects / Re: Chrono trigger plus
« on: August 13, 2017, 10:10:53 pm »
Good choice.

9
Personal Projects / Re: Chrono trigger plus
« on: August 13, 2017, 09:22:40 pm »
What kind of AI do you have on the Prophet?

10
Personal Projects / Re: Chrono trigger plus
« on: August 12, 2017, 10:40:50 pm »
Byte Math -> Value to Mem. This command only works on the 7F02XX range, so you'll need to copy it to storage elsewhere.

11
Personal Projects / Re: Chrono trigger plus
« on: August 12, 2017, 07:05:33 pm »
I might be able to add a haste status when attacking or using certain techs. Stat boosts are fixed numbers only, and only armor supports permanent status effects.

12
Hi-Tech Beta 19! Hi-Tech Beta 20!

- Confirmed Control Header Unknown 04 as unused.
- Identified Player Tech and Attack Control Header 1.20 as ignore failure conditions.
- Identified Player Tech, Player Attack, and Enemy Tech Control Header 1.40 as ignore hit and evade
- Fixed issue with saving enemy attack graphics headers.
- Fixed multiple issues with effect headers and order of operations.
- Redid Tech Requirements saving to address a crash. This required dropping support for old flux files with tech requirements.
- Added safety check on tech requirements to prevent errors.
- Fixed issues with loading Japanese ROMs and control and effect headers
- Fixed crash when saving item targeting. This required dropping support for old flux files with item targeting.
- Fixed issue with item targetting data placement.
- Fixed an issue with layout drawing.
- Adjusted labeling for targeting grid.
- Removed support for unused control header values.
- Fixed crash with saving player attack animations
- Fixed multiple crashes with loading expanded animations.
- Added support for attacks for enemies 0xFB-0xFF. 0xFB is an unused Magus, the rest are dummy data.
- Added a link to Fiendcrafter, if available, to grab the current attack 2 index. Previously changes in Fiendcrafter would not be reflected until reloading the ROM.

Hi-Tech Beta 20!

- Fixed default combo tech groups to account for the unused group.

13
I will look into the issue shortly. For the item conversion, you'll need to use Itemizer to change the effect.

14
Personal Projects / Re: Chrono trigger plus
« on: July 30, 2017, 09:46:13 pm »
I recently redid tech requirement saving and loading in Hi-Tech, because saving one in the old code would corrupt the rest. If that's your issue, I'll have the fix out shortly.

15
News Submissions / Re: Site: RHDN 3.0 Site Refresh Launched!
« on: July 28, 2017, 12:39:19 am »
Just noticed the missing ones myself.

16
Personal Projects / Re: Chrono trigger plus
« on: July 24, 2017, 04:11:19 pm »
There's a slight but significant difference between your code and the original.
Original:
Code: [Select]
$C2/CBE0 AF 43 21 00 LDA $002143[$00:2143]
Modified:
Code: [Select]
$CC/45A4 AD 43 21    LDA $2143  [$7E:2143]
Switching the modified code to use long addressing worked smoothly. Here's the save file from the original game I was using for testing.

17
Personal Projects / Re: Chrono trigger plus
« on: July 24, 2017, 02:06:53 pm »
Sorry, I had a headache last night, and posted the wrong address. I triggered it in Geiger's SNES9x, but the error was at $CC/45A4. The code I'm seeing is waiting on $7E:2143, instead of the APU register.

My save was copied from an unaltered Chrono Trigger ROM - It worked well enough for loading the End of Time for testing, but someone else can probably provide a better one.

In certain locations, opening the exchange menu will cause the glitch. Proto Dome works, at least when arriving by gate. It has to do with the palettes loading in that location, some of which carry over from old location.

18
Personal Projects / Re: Chrono trigger plus
« on: July 24, 2017, 12:12:27 am »
I saw the character switch issue in Proto Dome. It hits an endless loop at $CC/4563 in non-MSU-1 supporting emulators. Other locations do not use this code when loading the exchange menu. I'll pass this on.

19
Personal Projects / Re: Chrono trigger plus
« on: June 30, 2017, 03:49:41 pm »
I have notes on stat boosts for items, if you want to change one.

20
Programming / Re: Trouble using an asm patcher to put in a rom.
« on: June 18, 2017, 02:43:06 am »
Where are you trying to put that code? Do you have an address? The assembler needs to know where you want it, or it will default to the beginning of the ROM.

What assembler do you prefer? If you don't have a preference, just pick one - I'm sure any you have tried will work fine once it has the necessary instructions.

Do you have any references you're using that give further information?

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