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Messages - Chronosplit

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Personal Projects / Re: Chrono Trigger Bugfix and Uncensoring Patch
« on: March 23, 2018, 10:32:43 pm »
Currently playing with an MSU-1 patch. Doesn't seem to be any issues so far.
Also I found a typo. One of the dudes in Trann Dome mentions Lab 16 instead of Ruin 16.
He says this even without MSU-1 patch applied.

Okay so playing with both patches in bsnes will cause a black screen after Crono's mother tells him to wake up. This does not happen in Snes9x, though Snes9x makes it so the msu-1 audio doesn't resume after a battle no matter what msu-1 patch is applied.
I'm using RetroArch to play, if that matters.
Typo noted.  I had forgotten Trann Dome, as the areas don't get mentioned much at all.  I'll get that fixed in a bit. :P

Huh... I doubt this is an issue with MSU-1 alone as it would've been caught either way.  I'll run things through conflict finder after fixing the typo.  I know that the event sequence mentioned works in BSNES with my own patches, I've tested both emulators.

EDIT: By the way, a side note: it appears that it's Temporal Flux that causes the bad checksums.  That means I need to fix them every time before making a patch.  Also, typo fix is in the mega.
EDIT 2: Looks like between Bugfix Alone and the MSU1 resume patch there are 5 conflicts, though they are a lot smaller than with the FMVs.  This is info worth knowing for later, it also means that 0x05F370 - 0x05F71C is most likely where the root of the issue is.

Personal Projects / Re: Chrono Trigger Bugfix and Uncensoring Patch
« on: March 23, 2018, 10:38:39 am »
Okay cool. Good to know I can start playing now then.
Do you know what kind of conflicts may happen If I try to apply a patch on top of yours to have MSU-1 support? I know that it's a feature coming in the next version, but I'm wondering if it's as easy as I'm making it out to be. I ask because I'm practically all set up to play with the Chrono Symphony music.
As for MSU-1 alone, I'll have to get back to you.  There may not be any conflicts.

With the FMVs it just plain conflicts completely becasue the events are altered to make the FMV cues happen.  Almost every single grain of text has been touched by my patches due to the alignment stuff, so it overwrites absolutely everywhere.  This is also why Coliseum and the like aren't compatible.

So let me get this straight here. We can patch and play the ROM as you're creating the patches? Am I understanding this correctly?
You're good to go with things I've made up onwards, the only huge thing I have planned is FMV support.  In the eventual point new middle ages are implimented, you should even be able to swap saves into there.

My warning in the patches' description is about way back when this was an addendum, which is why the patch numbers on RHDN say "rebuilt."  You don't need to fear about save breaking as long as you have that name on the version number (and don't use a save from vanilla after Mystic Mountain).  I should probably edit the hack description to be more clear about this.

Personal Projects / Re: Chrono Trigger Bugfix and Uncensoring Patch
« on: March 22, 2018, 02:09:08 pm »
New hotfix may be soon down the road, I'll be addressing checksums not matching up when I have the time (maybe a factor in Canoe compatibility?  I can't check this.)

EDIT: I gave all the patches a quick spin through ucon64, including the addons.  That should do it.

Will we need to create a new save file for the leap from v4 to v5?
Thank you.
I predict that v5 will not break saves.  I heavily doubt that will ever happen again.

The issue from old to new last time when saves broke was because of CronoNick being standard through all patches, that component basically puts a little bit of data into save files that anything using Crono's Nickname reads from.

Personal Projects / Re: Chrono Trigger Bugfix and Uncensoring Patch
« on: March 12, 2018, 04:29:31 pm »
The screenshots I’ve promised are probably not going to happen.  Real Life™ has crept in to delay things by a large margin, so I’ve had no choice but to wait on that for something tangible.  You may in the meantime expect me to address the prehistoric party at some point.  It's been brought to my attention more than once that there is a small element I need to attend to, and I haven't gotten to my thoughts over that multichoice yet.

Oh yes, partially in response to something brought up to me earlier: if anyone would like to do a script more attuned to the DS version or using more elements from it, they may use my patches as a base with my blessing.  Using them you'd probably only have text insertion and the Light graphic left depending on what you want to do, so I feel it would be a nice base to jump off of.  I do realize that Bugfix doesn't completely attend to those who would like something more along the lines of it (I do try to adhere to the fact that the title still reads "bugfix" after all), I don't really think time is on my side for creating a fixed up DS script, and the script dumps I'm using are less-than-nice enough for it.

March 15, 2018, 03:55:08 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Alright, here's what I'm looking at:
-The Dornio Inn man is now drowning his sorrows.  Living it up had the same intent so I didn't deal with this in the first pass, buuuut I made a judgement call here and this is better.  These people are expecting the worst after all.
 -I did however, keep the clear your conscience thing.  The nun is to call someone to pray because the apocalypse is coming, and honestly as someone who comes from a huge church community being raised around end of the world calls I realize this has the same intent.  I've heard both.
-After the prehistoric party, Ayla now says she drank too much Rock Crash.  I had originally kept the eating part in first pass because she talks about both eating and drinking.  After restoring Rock Crash though this is much more inconsistent.
-Currently I'm looking into the future "lab" locations.  The DS version has these listed as "sites."  Honestly though, since the script and chapter name call them ruins I think these should be named ruins.  This includes Doan, as his Lab mention was capitalized wrong anyway.

Newcomer's Board / Re: Landstalker Censorship Patch in English
« on: March 09, 2018, 11:20:43 pm »
I do not know much about Landstalker's translation in English or Spanish, but it's completely possible that no one's made one yet.

Personal Projects / Re: Chrono Trigger MSU-1 (with FMV's)
« on: March 08, 2018, 07:06:07 pm »
I'm a bit confused. Sorry for asking this but the links in question are kinda hard to understand. What I would like to ask is are the FMV's available yet for download? and does it include the an option to use the already in game music? All I want is the FMV's for the game the music isn't a problem for me and I kinda prefer the original music anyways but that's just a matter of opinion there. If it's not available yet I understand and really look forward to this project and wish you luck with it.
The patch itself only provides compatibility for MSU-1.  Under this hack, the game will check for files outside of itself which are also included in the OP.  If the music is not there, the original music will play and the game will go on without them as normal (provided there are now bugs with the patch, so far so good I believe there).

Woah, five different games at the same time.  Is that a record on at least RHDN?

I didn't even think to fiddle with classic heroes, I'll have to try that. I also completely forgot that Delta had sram.

it's times like this I wish I could go back in time and slap myself across the face for being a moron.

Between Delta and Classic Heroes, which is the better hack in your opinion?
No problem!  They're both pretty good and are worth a playthrough.

Delta isn't quite the same, outside of SRAM it's more of a restoration in that it puts in prototype elementsand deleted levels from betas (including level layouts and Green Hill Zone).  It's a fairly facinating thing to play either way.

Classic Heroes is basically what it says on the tin: it's Sonic 1 and 2 put together with team mechanics inspired by Sonic Heroes.  What you get to choose from is the characters from Teams Sonic and Chaotix (Sonic, Tails, Knuckles, Vector, Charmy, and Espio).  You can choose to use 1-3 characters, can change to another at any time, and outside elemental shields the levels are otherwise unchanged from the entirety of both games.  Other teams are planned (this is the end of stuff taken straight from Heroes though), but I don't know what the status is on that.

Sonic 2 Delta has a save function, and Sonic Classic Heroes did too IIRC.

Classic Heroes can actually be played like normal Sonic by fiddling with the options, basically making it Sonic 1+2 with possibly better interaction between you and Tails.

Personal Projects / Re: The Legend of Dragoon Script Overhaul
« on: March 06, 2018, 05:59:39 pm »
This sounds like an A+ idea!  Is this compatible with the encounter rate fix and Demon's Gate uncensoring?

Gaming Discussion / Re: Chrono Trigger gets a Steam release.
« on: March 06, 2018, 05:14:18 pm »
I find it funny that we didn't get a big franchise out of Chrono Trigger.  I mean, Square-Enix made a bunch of Star Ocean games, but isn't Chrono Trigger far more famous?  Maybe they just want to leave well enough alone.
I kinda think Square figured at the time that this would be a one-time deal due to the teamwork involved, so they never planned for anything after it.  That and time travel is a veeeeery tricky subject to keep going for too long, which is why there aren't many games in general that use it as a main point.  One big deal about CT and how it's built is that time travel is a very brave decision to base as the main focus; one reason why the game kept as focused on the storyline was because if you went one minute astray you could completely screw up the whole story by being your own grandpa.  The fact that the game is very light on paradoxes in the end is really quite the achievement, so if you went too many games in people would see more holes in the universe over struggling to keep everything in check.

This all is probably one reason why Cross focused on parallel dimensions instead, come to think of it.

Gaming Discussion / Re: Chrono Trigger gets a Steam release.
« on: March 06, 2018, 01:54:42 pm »
There are a lot of reasons for that.  One is that Square-Enix's multi-platform machine varies greatly in quality with much to be desired (to say the least), then some just would rather Square-Enix stop milking old games in favor for making new titles.  Of course there's always the nostalgia or fickle point when it comes to the company, but it's mostly the first two which I totally get.

At lest they appear to be listening with this port, acknowledging it.  I doubt much will come out of it though.

EDIT: Looks like it was pretty quick to find out what happened:

Apparently the game uses two filters, but for some reason different filters are used on singular objects.  Whut?

That l33tch3ck3r dude keeps adding new ones so who knows. >.<

Take a look at the new ones.
They've all been GBA patch additions lately up until now, that's the main to-do list.  Usually the best way to keep track of this stuff is on Slick; RHDN update lists will talk about it too, but they're usually only a quick briefing.

Rodimus, you might want to update one of your patches:

Gaming Discussion / Re: Chrono Trigger gets a Steam release.
« on: March 03, 2018, 12:33:33 pm »
Do you think a fresh port of PSX Chrono Cross would be next?  I expect it would be just as good as the FF9 port.
That would be interesting if Square-Enix is prospecting for a new Chrono title, but I don't really know if Square's ready for that yet.  I'd say we'd sooner see something else.  I would predict Dragon Quest IV-VI next since they're going through mobile titles, buuuuut there's the matter of how they'd get around the portrait mode lock outside of extreme use of borders.

Personal Projects / Re: Chrono Trigger Bugfix and Uncensoring Patch
« on: March 02, 2018, 05:24:42 pm »
No worries Ben, I knew what you meant. ;)

Alright, here's the timetable:
-I will be taking two weeks of time from today.  By then the rancor will have died down and journos will have stopped looking for things to promote.  This is the extent of my respect for that thing.
-At that time I will be pushing out v4.  What this consists of will be mostly the results of me looking through Magus's lines (currently I'm putting my brain aournd North Cape), which as promised I planned to do.  Not all will be changed, and the name of the game is keeping things in character.  There will also be some changes in the SkyDark patches to Crono's spells to allow marking them as Sky.  V5 will almost certainly be MSU-1 inclusion, because right now things are sitting pretty perfect.
-NME Frog will be a different submission along with a news post (partially why I am so paranoid about this).  All previous stuff still holds.  I anticipate this to be a long runner due to me not wanting to rush what will probably be the biggest script change yet, and I will update on it's progress at the end of the month with hopefully some screenshots.

March 04, 2018, 02:12:19 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
If anyone's really curious about Magus because his lines have become sort of a big deal similar to Kefka (but not as huge):

-In his sidequest, he correctly states that he was doing a power grab.  This is folded in an added line with his other text, so all the rest is intact.  Also the "it was all a dream" line is more descriptive.
-In North Cape, he more correctly describes the easter egg of Frog's curse being gone if Magus is defeated in battle.  The original text does reference it dispelling in time as opposed to just breaking immediately.  I did NOT change the "Play with fire and get burned" line, however I did add some edge back to his insulting with a little help from how the DS version did it.  Not completely that way, it's more of a compromise.
-In the End of Time I have been so far admittedly quite minimal so far.  Honestly the only change made wholesale was to the "Going my way?" line.  The only other thing so far is that his line talking about cretins is kinda awkward like Nizbel Plus's was.  I've reworded that slightly, and I'm going through those slowly.
-On top of the Black Omen, Magus's special lines are tweaked a bit.
-Bundled in will also be a change to Fiona's Forest, where dwelling beneath the earth or whatever will be simply underground.  Small change, but given the earth stuff earlier I find it warranted.  Oh, and slight edits to the Black Omen Entrance.  There's also a bug fixed where in the Seat of Agelessness, there are indents in a line.

EDIT: I found a bug with the SkyDark+Name Liberties version that is kind of a big deal, so this may be coming sooner than I had said.

March 05, 2018, 07:20:14 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Looks like V4 came out a bit earlier than I had mentioned.  Actually a lot earlier, thanks to some bugfixes.

-Magus line updating.
-Spelling fix of Posess to Possess.
-Fix for SkyDark+Name Liberties, where the Battle Enemy Messages were corrupted (either that or a pointer went weird, it was listing other tables.  Either way, fixed. o.O)
-Fixed descriptions in SkyDark not always matching elements.
-While I was at it, in SkyDark patches Lighting spells are now Thunder ones so I could update the descriptions to Sky.
-Fixed an issue in the Black Omen where a string was indented.
-In the Sunken Desert, the inner earth mentions are now all synced to Underground.
-Minor updates to Ozzie's hideout and the Black Omen's Entrance.

It's in the Mega and submitted to RHDN.  So... enjoy me coming out of my very short haitus!  I'll be making hotfixes when needed, but I doubt any will be necessary.  V5 either way will be the end of the road for this one, as there I plan for that to be the MSU-1 update.

Gaming Discussion / Re: Chrono Trigger gets a Steam release.
« on: March 02, 2018, 04:44:57 pm »
MSU-1 can do cutscenes right? (Conker's Hyrule Tale is the only MSU hack iv'e played)
If so maybe the cutscenes from the steam version can be ripped and used with the SNES ROM.
Already in the works:

I also wonder how these compare with the DS version.

Gaming Discussion / Re: Chrono Trigger gets a Steam release.
« on: March 02, 2018, 01:18:38 pm »
I guess porting over any ROM hacks to this version is a waste of time.
That I'm not one bit surprised about.

Honestly, the Steam version's main worth is in the FMVs.  Square-Enix unknowingly dropped a nice gift, in that it appears that they were the most worked on thing in the entire package.  Everything else is better elsewhere.

Newcomer's Board / Re: Pokemon Rom Hack
« on: March 02, 2018, 12:19:30 pm »
1. No.  One cannot simply combine any two ROMs, it's technically impossible to do this with the two mentioned games, even though they are of similar engines.  You will need to make everything from scratch, maps and all.  Oh, and since you're talking FireRed you will need to add the RTC, berries, etc..  You're looking at remaking the other game either way.

2. No.  Tiles are not my strong suit, but either way you have work ahead of you. People make tileset patches in a way that nukes the maps for a reason, the tiles won't fit (for an obvious reason, you're asking for pseudo-3D on a game made for only 2D and that's just not good in a game development sense).

You should probably be looking at PokeCommunity, it's where most go to look for information on these subjects.

Personal Projects / Re: Chrono Trigger Bugfix and Uncensoring Patch
« on: March 01, 2018, 04:12:08 pm »
I realize this does sound like I'm being silly, but I'll still be working away in silence and I may not be gone for as long as you'd think.  Look at it this way: longer time in the oven means it's better on release.

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