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Messages - Mauron

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Newcomer's Board / Re: Entering Fonts for Kanji
« on: Today at 12:57:43 pm »
The Translation Request List in the wiki should be a good list of untranslated games.

It looks amusing. The top should say Meowrio or Mewuigi, depending on who you're playing as.

Hi-Tech Beta 26!

- Updated hit effect list descriptions.
- Fixed display of Enemy Attacks.
- Fixed bug with updating enemy effect headers.
- Added option to change which single techs are usable in the menu.

I'm working on investigating the layer 3 effects, such as *Lightning's bolt, or *Luminaire's green orb, to see what editing can be done with those. There will some kind of functionality in the next version.

Personal Projects / Re: Chrono trigger plus
« on: February 15, 2018, 03:03:47 pm »
I'm nearly done with Hi-Tech, and will be moving on to the 8th character patch after that.

Personal Projects / Re: Chrono Trigger Bugfix and Uncensoring Patch
« on: January 27, 2018, 02:21:39 pm »
The shops and other menus display the icon, but the "Got 1 {item}!" dialogue, or any other dialogue boxes will skip the icon, because that font doesn't have an icon set. If you want to use a separate list for those dialogues, make these changes: 0x025BB9: Low two bytes of the second item set. 0x025BC2: High byte of the second item set. 0x025BAB: Length of item names. 0x025BBB: Set to 0xEA to disable skipping the first byte. 0x025D2E: Length - 1 of item names. Should be length if you disable skipping the first byte.

You will need a full second list of item names for this change.

Personal Projects / Re: Chrono Trigger Bugfix and Uncensoring Patch
« on: January 20, 2018, 02:53:52 pm »
Save files keep the storyline counter value, and load the appropriate chapter title based on that. Changing the text won't be an issue.

ROM Hacking Discussion / Re: Quintet compiler/decompiler
« on: January 08, 2018, 06:29:30 pm »
It looks like the files were just relocated.

Quintet LZSS compressor
Quintet LZSS decompressor
There's also a Quintet Arrangement Viewer. Here's the main list.

Hi-Tech Beta 24!

Important: If you have changed animations in a prior version, save an animation in that group  (player attacks, player techs, items, enemy attacks, or enemy techs) again. There was a bug in the expansion code that would cause a crash in certain instances.

- Tech Animation Targeting: Caster + ... and Target + ... relabled as Caster 2, Target 2, etc.
- Tech Animation Targeting: Values 9-11 clarified as Cursor Coordinates for caster or target
- Tech Animation Targeting: Unknown 13 decoded as Between Caster and Target.
- Tech Animation Targeting: Unknown 14 decoded as Between Caster and Caster 2
- Tech Animation Targeting: Unknown 15 decoded as between Caster and Caster 3
- Tech Animation Targeting: Unknown 40 decoded as Between Caster 2 and Caster 3
- Tech Animation Targeting: Unknown 18 decoded as center of screen
- Tech Animation Targeting: Unknown 19 decoded as Caster Start Location
- Tech Animation Targeting: Unknown 1A decoded as Caster 2 Start Location
- Tech Animation Targeting: Unknown 1B decoded as Caster 3 Start Location
- Tech Animation Commands: Unknown 13, 14, 15 decoded as move to (spiral).
- Tech Animation Commands: Unknown 16, 17, 18 decoded as move to (x, then y).
- Tech Animation Commands: All Move To command can now be handled from one command type.
- Tech Animation Commands: Load Sprite At (1C) redecoded as Link Object
- Tech Animation Commands: Unknown 1D decoded as Remove Object Link
- Tech Animation Commands: Drawing Status Show/Hide PC? decoded as Draw/Hide Caster or Target
- Tech Animation Commands: Drawing Status Show/Hide redecoded as Draw/Hide Effect
- Tech Animation Commands: Unknown 6E and 6F decoded as Draw/Hide all Effects
- Tech Animation Commands: Draw/Hide Shadow is now part of the Drawing Status group.
- Various: Simplified code for display of strings on property grids
- Effect Header: Prerelease ROMs now display Unused 4.01 status effect as Summon Enemy
- Control Header: Removed redundant code.
- Control Header: Fixed issue with saving enemy attack 1.
- Graphics Header: Removed redundant code.
- Tech Animation Commands: Grouped set speed and set default speed.
- Tech Animation Commands: Play Sound (2 bytes), (3 bytes), and weapon sound are now grouped.
- Tech Animation Commands: Increment Counter # and Increment Counter 1C/1D are now grouped.
- Tech Animation Commands: Decrement Counter # and Decrement Counter 1C/1D are now grouped.
- Tech Animation Commands: Set Counter and Set Counter 1C/1D are now grouped.
- Tech Animation Commands: Wait for Counter and Wait for Counter 1C/1D are now grouped.
- Tech Animation Commands: Copy Counter and Copy Counter 1C are now grouped.
- Tech Animation Commands: Swap Counters 1C and 1D, Swap Counters 1C and 1E, and Swap Counters 1C and 1F are now grouped as Swap Counter 1C.
- Tech Animation Commands: Reset Screen Color redecoded as Set Angle variant.
- Tech Animation Commands: Unknowns 76 and 77 decoded as Set Angle variants.
- Tech Animation Commands: Fixed bug with Shake Sprite.
- Tech Animation Commands: Unknown 43 decoded as store coordinates of target with offset
- Tech Animation Commands: Removed Unknown (4 bytes)
- Various: Improved handling of user input.
- Tech Animation Commands: Unknown 44 decoded as store coordinates of current object.
- Tech Animation Commands: Fixed labeling error with Move to Target.
- Tech Animation Commands: Fixed issue with set priority dropdown.
- Tech Animation Commands: Unknown 99, 9a, 9b, 9c, and 9d partially decoded as Move to (0x98) variants.
- Tech Animation Commands: Unknown Command 65 merged into Unknown Command 61 as "off" mode.
- Animation Expansion: Fixed bug with expanded animations and addresses ending in 0xFC-0xFF.
- Effect Headers: Self-Sacrifice? Transfer Stat? renamed as Transfer HP/MP (removes current HP from caster) and unknowns identified as matching other healing values.
- Effect Headers: All Healing types healing power now has a description on how it works.
- Effect Headers: Healing Power now sets the value to the max allowed (0x1F) if this value is exceeded.
- Tech Targeting: Player and Enemy tech targeting was split, showing accurate information for both.

Usable in menu got delayed with other changes, and I needed to get the crash fix out quickly.

Edit: I found a bug in saving animations. Don't make changes with those for now.

Edit: Hi-Tech Beta 25!

- Fixed a save issue corrupting animations.

Newcomer's Board / Re: Geiger not tracing data
« on: January 04, 2018, 03:56:07 pm »
My log files are saved to the Logs folder in the same directory as SNES9x. There's a Dir:Logs setting in your snes9x.debugger.cfg file that specifies where they go.

Is that a golf course shaped like a person? "Adventure/RPG/Golf game hybrid" is reason enough for me to try this.

Personal Projects / Re: JRPGs: DoubleXP/DoubleGold
« on: December 25, 2017, 08:10:55 am »
when someone else posts in the thread. :D Oh, and merry Christmas. ;)

Merry Christmas.

Personal Projects / Re: JRPGs: DoubleXP/DoubleGold
« on: December 17, 2017, 04:13:27 pm »
If you decide to do Chrono Trigger, I can give you some relevant addresses. Personally I think the game wasn't particularly grindy in the first place.

Nice, but you missed down and left (Figured out that this reverses the check for each of the eight possible direction entries.  So the four cardinal directions are 2A, 49, 68, and 87 (adding 1F in hex to get form one to the next).  Then 87 + 1F is A6.  There we go.  So adding 1F to that is C5... don't see that anywhere in those numbers.  Then 1F to that is E4...  Then 1F to that F3...  Okay so the pattern clearly breaks down there.  So where's the last F0 to D0 change I need to make?

Ah there's an F0 0C pattern with the four cardinal directions (well now D0 0C pattern).  Maybe there's another pattern with the other controls.  Well D0 15 A9 is now the case for 0x0089A6 and 0x008A41.  Let me look closer at 0x008A0C: D0 17 A9, but it was F0 17 A9.  There's another F0 17 A9 set at 0x0089D7!  I bet that's the missing one that I also need to change from F0 to D0.  Alright, time to test it.

And BAM it works!  (Thanks by the way)
Ah, good catch. I fixed my notes on that.

Personal Projects / Re: Chrono Trigger Bugfix and Uncensoring Patch
« on: December 14, 2017, 05:50:44 pm »
You can remove the 0x27FF1-0x27FFF range.

At 0x2FEDE, put the following: AD 21 9B 4A 0E 21 9B 18 6D 21 9B 8D 21 9B 60

At 0x29144, 0x2A5F4, and 0x2E197, put 20 DE FE

This covers both the normal menu equipment screen and the shop version. I don't think anything else displays Evade.

Personal Projects / Re: Chrono Trigger Bugfix and Uncensoring Patch
« on: December 14, 2017, 04:32:51 pm »
Actually, it looks like that range is not 100% confirmed as junk. It's probably usable, but I can't guarantee anything. Try 0x27FF1-0x27FFF and 0x2FEDE-0x2FEEC. If both give the "warning - space is in use" message, we'll have other options. I only need one of those ranges to work.

Personal Projects / Re: Chrono Trigger Bugfix and Uncensoring Patch
« on: December 14, 2017, 02:44:30 pm »
The Third Eye actually applies a 2.5x multiplier to evade, not 2x. This effect works properly in battle, but the menu has different code to display the effect, which matches the item description.

See if Temporal Flux's Custom Data option will let you claim 0x2FFF1-0x2FFFF with Override Free Space set to true. I can get a small fix in there that will get the menu code closer to accurate.

Games where I want running to be the default and the run button to become a walk button:

Chrono Trigger
Change the following from F0 to D0: 0x00892A, 0x008949, 0x008968, 0x008987, 0x008A41, 0x008A0C, 0x0089A6

Glad it's working.

I'll add the usable in menu toggle to the next version of Hi-Tech. I realized there was a fairly easy way to handle it just now.

Personal Projects / Re: Chrono Trigger Bugfix and Uncensoring Patch
« on: November 22, 2017, 10:32:21 pm »
It's mostly that the 8th character patch stores the modified portrait data in that space, and my plugins use that to identify its existence. There's no other free space I can guarantee, so I'd need either 6 bytes between 0x10000-0x1FFFF, or 8 bytes anywhere else in the ROM added to Temporal Flux's custom data.

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