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Messages - Mauron

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Hi-Tech Beta 4 is now out.


- Status inflicting techs now properly support all statuses.
- Status inflicting techs can handle multiple statuses at once.
- Fixed a crash involving drain techs and status inflicting techs.
- Added a status label dependant on the type for status inflicting techs.
- Fixed an import bug.
- Fixed multiple bugs with saving.
- Added a display for the targeted value in certain parts of damage techs.

You should be able to JSL into a new bank and RTL back.

Both of those are currently editable.

Double and Triple techs are included. They are in the character selector after Magus, and before Enemy techs and Items.

The big thing that's lacking is enemy normal attacks - Gato's punch, Hetake's jump, etc. Those will likely be added in a 1.1 release.

After ages of delays and not working on this, I finally started back up, and have a new version ready. The following has been added:

- Tech Expansion
- Targeting
- Control headers (11-byte)
- Effect headers (12-byte)
- Graphics headers (7-byte)
- Item data (not 100% certain if this is new)

Hi-Tech Beta 3

Assuming no bugs pop up in testing, it should be ready for the first official release. Tech expansion is currently possible on US ROMs only.

Yeah, PCs are uncompressed, so it will fail when trying to decompress them. Just open the ROM in YY-Char/Tile Molester/whatever.

Code: [Select]
Start         End           Type Compressed Name                                     Date
200000 200EBC GFX Y "(AA) PC, NPC and Enemy Graphics" 2007.06.29

The (AA) is the graphics packet used. For enemies, you can find them in Fiendcrafter. I started work on a tool for NPCs, and PCs are labeled by the character name.

What's one of the addresses you tried?

I tested 200000, and it worked properly.

Also, what does the status bar say after you click the decompress button?

Fiendcrafter lets you change between existing palette indexes.

The Chrono Trigger Database has the location of the different sprite packets.

I believe the change to Ozzie is done in object 8 at 01E4, copying a new palette in.

2. I'm not sure if there's a good sprite data editor for NPCs. I may whip up a plugin to handle that. You can change one palette to another through event code, but I'm not sure how off the top of my head (Ozzie's descendant in 1000 AD does this), and any sprite sharing the palette would also be changed.

3. I would do it through the sprite data. You can find that in the Fiendcrafter plugin for Temporal Flux. Just stick the DLL in the same directory as Temporal Flux, and it will be accessible through the plugins menu.

ROM Hacking Discussion / Re: Your top 3 favorite games to hack
« on: January 19, 2014, 01:27:37 pm »
I haven't really focused on hacking a game other than Chrono Trigger. It's been my go-to game for most of my hacking time, and what got me into hacking in the first place.

ROM Hacking Discussion / Re: Temporal Flux, how to Actualy Save changes?
« on: January 17, 2014, 12:31:02 pm »
Next to the "update" button, there is a button labeled "Write Mem."

Update saves the changes to the command you are currently editing. Write Mem. sets the event to a ready to save state. Save in the menu will save the actual file.

Front Page News / Re: Utilities: GBAMusRiper released
« on: January 07, 2014, 11:33:18 am »
I couldn't open it with the built in Windows zip support, but 7-Zip handled it.

I'm glad to see some of this stuff being open to the public again.

Note to self: Update Tech information on there.

Personal Projects / Re: PSP - La Pucelle Ragnarok (JPN to English)
« on: September 09, 2013, 11:15:47 am »
I recently played the PS2 version, and would have liked a New Game+ mode.

If you don't mind sharing the compressor you made in that other topic, I'd be happy to take a look at it.

ROM Hacking Discussion / Re: I'm taking data diving requests
« on: September 08, 2013, 02:53:53 pm »
Code: [Select]
242300 2425B4 PTR N Pointers to character sprite assembly (first at 1C27B0) 2007.08.15
242600 242783 PTR N "Pointers to character animations (?) (local, first at 243000)" 2004.06.21
242800 242983 PTR N "Pointers to unconfirmed animation data (local, first at 24A800)" 2004.06.21
"unconfirmed animation data" has been confirmed, but I'd have to dig other notes on what it's for.

Programming / Re: SNES Assembly: #$ vs # vs $
« on: July 23, 2013, 08:29:06 am »
The currency doesn't come up in conversation a lot, and the symbol comes up even less.

Newcomer's Board / Re: Chrono Trigger Text Hack Help
« on: July 15, 2013, 12:20:48 pm »
They can be replaced easily. Have a tutorial.

Site Talk / Re: Having Trouble w Zelda Outlands
« on: July 12, 2013, 06:44:47 pm »
Zip does have some obscure forms, but this file can be opened with Windows Explorer.

Site Talk / Re: Having Trouble w Zelda Outlands
« on: July 12, 2013, 12:04:31 pm »
RHDN doesn't host prepatched files. Have you tried redownloading the file? It's possible the original download was corrupted.

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