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Messages - Mauron

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1
News Submissions / Re: ROM Hacks: Chrono Trigger 1.01
« on: October 07, 2017, 12:40:57 am »
The DS version has some new content, as well as the FMVs introduced in the PSX version, but it's graphically similar to the SNES version.

2
Personal Projects / Re: Chrono trigger plus
« on: October 04, 2017, 11:13:25 pm »
The race patches change events in the two Lab 32 entrances. They probably can't be applied directly, but you can export the events in Temporal Flux and import them to your hack.

The two bug fixes might not work with your hack, but the changes in them seem well documented.

3
News Submissions / Re: ROM Hacks: Chrono Trigger 1.01
« on: October 02, 2017, 03:46:50 pm »
I think the Vita has the PS1 version, and neither that nor the DS version are very well documented.

4
From the hack descriptions, it looks like sonic.penguin added some graphical enhancements that don't work right, and the other hacks are using the same graphical changes.

5
This is from the hack submission page, as an example of not acceptable:

Emulator Specific Hacks: Any hacks that are known to only run properly on a single emulator such as ZSNES or Nesticle only hacks.

6
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.

7
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.

8
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.

9
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.

10
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.

11
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.

12
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.

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

14
Personal Projects / Re: Chrono trigger plus
« on: August 13, 2017, 09:22:40 pm »
What kind of AI do you have on the Prophet?

15
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.

16
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.

17
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.

18
I will look into the issue shortly. For the item conversion, you'll need to use Itemizer to change the effect.

19
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.

20
News Submissions / Re: Site: RHDN 3.0 Site Refresh Launched!
« on: July 28, 2017, 12:39:19 am »
Just noticed the missing ones myself.

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