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Messages - Mauron

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ROM Hacking Discussion / Re: Screenshots
« on: October 20, 2014, 05:22:35 pm »
This is also what I was taught, but to be fair, English teachers tend to pick pet "rules" to teach and enforce even though there may more than one "rule" considered acceptable, and many of the grammar rules that you see people calling each other on have no basis beyond that one person one day decided that something was no longer proper, even though it was considered 100% acceptable for ages beforehand.

I believe it. I was taught both the "never do it" rule and the "proper nouns get an exception" rule.

Either way, I agree with Vanya that "The Glory of Heracles" sounds better, and I think that's the most important part.

Newcomer's Board / Re: English Chrono Trigger patch for Japanese rom?
« on: October 14, 2014, 05:05:11 pm »
How did you check?

I've got an editor for character data (which really needs to be properly released) that can handle the level up data for all three versions (US, JP, Pre-release), and notes on where the routine is. I compared the data and looked at the routine.

Newcomer's Board / Re: English Chrono Trigger patch for Japanese rom?
« on: October 14, 2014, 02:38:37 am »
I read once that the algorithms used to calculate stat increases upon leveling up are different, but considering that no one seems to have ever mentioned that again, perhaps that source was mistaken.

I just checked, stat growth is identical between the US and JP versions.

ROM Hacking Discussion / Re: YouTube/Google Video thread
« on: October 09, 2014, 07:02:02 pm »

Playing with techs in Chrono Trigger.

Glad to be of assistance.

For reference, I used the Chrono Trigger Database to find the checks for Ayla's weapon, and branched over the existing code.

Newcomer's Board / Re: Need help with Snes/Chrono Trigger hacking
« on: September 10, 2014, 03:07:39 pm »
Well, I'll throw in my two cents.

You'll either need to insert the video into the ROM, along with the music, and try formatting it into a new mode 7 scene which would be called by the event after the battle command, try RedScorpion's idea of using the MSU-1 and Higan, or make a modified emulator that can launch a video at a certain point. I wouldn't normally recommend the last one, but since this hack is designed to be run on one very specific setup, it may actually be the best bet - I can't imagine photographs of people looking good on the SNES hardware.

Unfortunately I can't help much with any of the ideas. They're all really out of my area of expertise.

Changing the following offsets seemed to work.
0x1FAC5 - 80 0F
0x1FADD - 80 0F
0x1FAF5 - 80 0F

These are for an unheadered ROM.

Never gotten Aeris' Level 4 Limit Break. Didn't she also get her ultimate weapon for only a short time too?
(then again her Healing Wind Limit Break was so useful I never really used anything else. Wasn't it like 50% HP recovery for the entire party?)

Her level 4 limit break was stupidly powerful. It made the party invincible. I got it once.

ROM Hacking Discussion / Re: YouTube/Google Video thread
« on: August 22, 2014, 04:03:50 pm »

A hack to the overworld events in Chrono Trigger. Still needs some work before it's finished.

ROM Hacking Discussion / Re: Chrono trigger ff7 question
« on: August 20, 2014, 11:29:40 pm »
There is this

Once the graphics are properly inserted, it can mess around with how they're assembled.

ROM Hacking Discussion / Re: Chrono trigger ff7 question
« on: August 19, 2014, 03:17:29 pm »
Crono's palette is at 0x240000, Marle's immediately follows it at 0x240018. You should be able to figure out which color is his hair in SnesPal, but I don't know off hand.

The weapon palettes start at 0x114B00 - Which one gets loaded depends on the weapon currently equipped.

I got this data using Geiger's Chrono Trigger Database, found in the documents section.

Saving alteration has been a pain. I may need to contact Geiger for help on that part.

I've done some additional research on Type 0 (Healing), Type 1 (Healing + Status Recovery), and Type 3 (Damage) techs, with the help of Sierrus.

Standard Healing is completely mapped out, while Healing + Status Recovery has two unknown flags.

3b. The 14615+ change is a hack that's necessary for player tech expansion. It shouldn't have added that with just an alteration, I'll have to look into why it did. The 6EE43+ is either the tech being relocated, the bank byte for tech pointers, or both. I'm not sure why either of those would cause a black screen on startup - I'll look into it when my version is back in a useable state.

4. I found the bug and fixed it, but I'm planning to switch away from the current system of handling tech animation altering in the next release.

I've been doing some major rewrites - the oldest parts of the code were very messy. I've completely redone loading, and plan to alter saving next.

On the research front, I've managed to decode two new commands, Set Section and Set Subsection. These work with the Wait for Section and Wait for Subsection commands, and can be used in place of multiple Section++ or Subsection++ commands (which will be called Increment Section and Increment Subsection in the next release).

Edit: redecoded command 22 as a 3- byte command (previously it was 2-bytes). It is definitely a wait for something command, possibly movement related.

So far the second half of 1 is fixed, and 2 is fixed. I haven't looked into 3 yet, but I've been working on a major glitch that effects loading.

I found another wrinkle in tech loading - Animation command 0x80 (flash screen color) has a variable length of 2-17 bytes. I'm going to have to find the best way to handle that.

I've fixed the above bug, and added support for editing enemy normal attacks. There may be problems with them in a pre-release ROM, as I did not fully test that part.

There are more enemy normal attacks than there are animation slots, so some of them must be shared.

Beta 6!

I get this when trying to access the new public maintenance options.

Your login was successful, however you do not have permission to access this area!

Feel free to post details whenever you find a bug.

It looks like I was overwriting a value that controlled where it saved to - single techs were saving to the first 8. I'll do some more testing before I get a patch out though.

Could you elaborate on where you had problems?

It looks like I forgot to mark some of the records as modified when saving them. Save 12-Byte header is only supposed to save the effect header, and I'm not sure how you were seeing changes to the graphics header through it.

The other headers now properly save through File > Save Tech.

Hi-Tech Beta 5

Back on this. I had been working on an AI editor for a while, but the next step is tediously checking for typos in an asm hack (I know I made a few), so I'm using the knowledge I've gained to implement a better method for handling animation commands, and cleaning up a lot of the old, messier code from when I started this.

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