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Messages - Mauron

Pages: [1] 2 3 4 5 6 ... 14
1
Personal Projects / Re: Chrono trigger plus
« on: Today at 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.

2
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.

3
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?

4
Personal Projects / Re: Chrono trigger plus
« on: June 10, 2017, 03:32:29 pm »
I like the idea of beating Ocean Palace Lavos as a non-canon Schala saving.

5
Personal Projects / Re: Chrono trigger plus
« on: June 07, 2017, 12:13:47 am »
Just a couple changes in a hex editor.

3DB56F - 62 28
3DB572 - 01

Then have your Hero Medal event set $7E:2862 to 01. It normally contains a garbage copy of weapon 00s stats, from old code before the 8th character was cut.

6
Personal Projects / Re: Chrono trigger plus
« on: June 06, 2017, 02:01:39 pm »
That code is used at the start of battle. If the currently equipped accessory is the Hero Medal, and the currently equipped weapon is one of the Masumunes, it stores 0x32 to 0x45 of the character's battle data. There may be a Frog index check before that.

The SightScope effect is similar, and likely also a check on $7E:B3BA.

7
The animations, or the control/effect headers?

Can you send me a patch with the crash in it?

8
Personal Projects / Re: Chrono trigger plus
« on: June 06, 2017, 01:51:36 am »
Code: [Select]
$FD/B56E AD BA B3 LDA $B3BA  [$7E:B3BA] // Mirror of current accessory.
$FD/B571 C9 B3 CMP #$B3 // Hero Medal Index

You could probably store a flag in $7E:2862 for completion of that event.

9
Were you modifying enemy tech animations before that? If not, what changes had been made?

10
Personal Projects / Re: Chrono trigger plus
« on: June 01, 2017, 11:37:40 pm »
Spekkio's event unlocks further tech learning for the characters, not just magic. Skipping the event would lock Crono at Cyclone + Slash for the whole game.

11
Personal Projects / Re: Chrono trigger plus
« on: May 29, 2017, 11:05:45 pm »
I sometimes have issues with drag and drop, especially with placing something directly below an if. You must have had better results.

12
Personal Projects / Re: Chrono trigger plus
« on: May 29, 2017, 07:55:08 pm »
That was on my to do list, so just switch 2 for 1? another question I wanted to ask you in this video the NPC's walk on top of layer 3 is there any way to put them under it? at 35 seconds he walks on top the shadow.
Drag the first if to below the second if. The event editor might be a pain about placing it exactly, so you might need to do a little dragging around with the commands below it.

I didn't see any way to alter the shadow when I checked. The Millennial Fair has shadows that remain under PCs.

13
Personal Projects / Re: Chrono trigger plus
« on: May 29, 2017, 12:55:30 am »
Have you addressed the buggy juror in the trial scene?

In Location Events 01F, Object 12, Arbitrary 0, the game checks fair flags 02 (Little girl told you about her cat) before fair flags 01 (you returned the cat).

14
Newcomer's Board / Re: How do I make a community profile?!?!
« on: May 28, 2017, 02:44:55 am »
When you submit a document/translation/hack/utility/whatever, there's a write-in box if the author is not already listed.

15
Site Talk / Re: Automerged posts and slashes.
« on: May 09, 2017, 03:30:00 am »
That definitely sounds like a mess. Yeesh.

16
I'll be submitting after I add Super Command expansion, and make sure the kinks are worked out.

17
Hi-Tech Beta 18!

- Split Control Header Unknown 02 into Player Attack, Tech, Unknown 2.20, Enemy Vs Enemy Attack, and Unknown 2.F.
- Fixed multiple issues with loading expanded animation types.
- Added consistency to control header unknown labeling
- Fixed HiTech.ini support for player effect headers
- Fixed default value for maximum player effect header.
- Updated tech effect list genereation.
- Fixed crash with prerelease ROMs and rock techs.
- Fixed issue with combo tech requirements loading extra data (and crashing in JPN ROMs)
- Fixed issue with combo tech requirement display in non-US ROMs.

18
Site Talk / Automerged posts and slashes.
« on: May 01, 2017, 10:12:42 pm »
Example.

It looks like extra slashes are being added to titles when posts get automerged. It happens to both the main title and reply titles. An automerged reply with an already modified title will expand the problem, following escape patterns (\' will become\\\').

I've seen better examples of this behavior, but I don't have them handy at the moment.

19
NOPs are typically used when waiting for something else to process. A good example is multiplication.

Code: [Select]
lda #$02
sta $4202 // 00:4202 is the first value to multiply with
lda #$03
sta $4203 // 00:4203 is the second value
nop // The result won't be ready yet
nop // So we wait
rep #$20 // Set A to 16-bits.
lda $4216 // 00:4216 will have the result (in this case, 6) now.

Sometimes there will be things to do that can fill in the necessary delay, such as the rep #$20 above.

NOPs are also useful when debugging, as a way to comment out instructions.

20
Hi-Tech Beta 17!

- Fixed label issues with increment counter and decrement counter
- Unknown 21 decoded as conditional return from super command
- Play Weapon Sound variants decoded as regular/ranged and critical/melee.
- Play Weapon Sound (3-bytes) display error fixed.
- Fixed a glitch where some techs would be overwritten due to a size calculation error.

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