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Messages - Asylum

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1
Personal Projects / Re: Chrono Trigger PC Reverse Engineering - Help wanted
« on: November 13, 2019, 11:57:50 am »
I most likely don't have the knowledge required, but this is quite interesting.  Could this be similar to what they did with FFVI on the same platform?  I remember it also having a GBA rom inside.  But what about the DS-only content?
The rom is not inside actually. They used an 68k asm to C translator and then built around that. The rom data sections were split into resources that the game engine loads, which is why TF can be used to edit CT pc maps. The nds version also works this way, there are actually leftover reference to the DS in the PC and Android versions.
 
The DS content likely works the same way. One of the reasons I think why the DS content mostly consists of uninteresting fetch quests is that the original source code for the SNES version was lost, so they had to reverse engineer how the engine worked in order to implement new content.

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Personal Projects / Re: Chrono Trigger PC Reverse Engineering - Help wanted
« on: November 11, 2019, 03:26:47 pm »
Good Oportunity to enhance that shitty port with many many things. Ai upscaled videos, Orchestated OST, extra sprites and missions...  ;)

Thats a bit out of the scope of this project. Right now the focus is to produce a recompilable build of the game engine. That itself would normally be an insane task but I believe the project is in a state right now where it could be achieved with the help of at least one other person.


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Personal Projects / Chrono Trigger PC Reverse Engineering - Help wanted
« on: November 10, 2019, 07:20:20 pm »

I've been working on reverse engineering parts of the Chrono Trigger PC build on and off for about a year using IDA Pro. It is actually a direct port of the SNES version. It appears that Square Enix wrote a lifter for 65C816 assembly that outputs C++ and then built off of the output of that, refactoring as much of the lifted codebase as they could. Some portions of the engine are straight C++; other parts are a mess of bit ops. I recently learned that the Android version was accidentally linked with partial debug information, so I've been referencing that to annotate more of the code. Initially I worked off of Geiger's notes and they helped me discover and annotate the field map script interpreter and the battle script interpreter.

I've successfully hooked the game with a proxy directinput dll and overridden some scripting functions in my early experiments (about a year ago?). I've been doing this alone for a while now. I'm trying to find others with reverse engineering experience who would like to help/take over the project. My intention is to slowly rip out parts of the engine via hooking into a seperate DLL until I have a recompilable codebase for the Chrono Trigger engine. If anyone would like to help please message me on this forum. Experience with the original SNES CT engine would be awesome too since large portions of the original game logic are still the lifted SNES assembly.

My current IDA Pro database for the Win32 version can be downloaded here: https://www.dropbox.com/s/2scov0yezhlsdcn/Chrono%20Trigger.idb?dl=0

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Personal Projects / Re: Final Fantasy VII NES Project
« on: September 07, 2013, 06:51:13 pm »
Hey everyone, it's been a little bit.  So I thought i'd give an update.

I'm not too worried about retrieving the data, much of my project data is on an sd card..  I'm going to try and get a newer model of my current laptop and just swap out the hard drives.  And if the plugs don't fit, then i'll try the SATA to USB cable.

I did dig out my desktop pc from my closet.  I was suprised to see it actually worked, it's pretty old, I think it's from 2005.  And there's no internet, so I had to use my phone to find a proper driver to let me connect my phone to it. Then I had to use my psp to download and transfer the driver to my pc. 
So I have access to my phone now.   And the latest version of the game is backed up on my dropbox account.  Now I just need to use my Wii to see if i can transfer the project files to my PSP to put on the PC.

So I started working on a few things again such as fixing the Scarlet/Palmer problem. So things are moving along again.

...What?

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I think the item and monster plugins would be really useful, if you could spare them.

6
What are your other plugins?

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Personal Projects / Re: CT+ Unlimited
« on: August 17, 2011, 01:13:01 am »
You have my axe!


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Personal Projects / Re: Opera of the Red Moon (my Castlevania game)
« on: August 01, 2011, 05:48:44 pm »
Is this dead? I really like the look of it.

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Oooh, that is very, very useful.

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Ah. I was hesitant to import it. What exactly does it do?

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ROM Hacking Discussion / Re: Temporal Flux halp?
« on: March 18, 2011, 06:44:47 am »
Thanks Mike :). I'll remember that next time.

I'll check the priority.

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What exactly are those, plugins?

Thanks.

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I know that you have one, Justin. I might be able to figure it out with a bit of time and effort, and if not then I suppose I can sit around and wait.

Could you please send me a link of it?

Pretty please with....sugar and chocolate sauce on top?

14
ROM Hacking Discussion / Temporal Flux halp?
« on: March 17, 2011, 06:29:30 pm »


In this picture Chrono has an issue with his face being blocked out by a "black" tile. Using the Blackbird tileset I attempted to construct a new area. However, playtesting the first room I found I have much to learn.



In this picture I look around an area that I placed a monster, only to find it was not there. Also, you can see that Chrono is walking against something solid that is not there. I have checked all forms of solidarity and found nothing to explain this.


The code for the monster was the gargoyle code from the Mountain of Woe, copied, pasted, and turned into a Reginite.

Sloppy, I know, but I cannot find tutorials for this stuff anywhere.

Also, I made an empty treasure chest, then created an object with the coordinates of the chest. What it basically did is if you "activated" it (i.e activating the chest) then the word "Lies" would come up. First it would check for a Mid-Tonic in the player inventory, and if there say "Lies". The main activate function was linked to the textbox function that said "Lies". The textbox function was under an arbitrary.  Can someone tell me what I did wrong, or tell me how to do what I described?


To quote Gieger, the Chrono Trigger hacking community imploded, leaving me no-where to look. If someone can provide answers to these problems, then by all means, please respond!


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Oooh, okay. I have to say, this is really impressive. Editing enemy techs is just plain awesome. Unfortunately, I don't quite know what all the animations do. Is there a list?

Also, do you know of any AI Editors or documentation on the subject?

I love what you're doing with this plugin.

BTW: What is Lavos' "Pimpslap"?

16
You must return to the first page!

Btw, love this plugin. Can make a whole bunch of crazy techs. But can you make a tutorial on what does what?

Also, can you modify the damage a tech does?

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I repeat, FAILURE!!!!!!!!!!!!!!!!

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Nooo! Keep working on it! I had so many ideas for this!

You could've turned Link's face blue and make him an alien from Avatar....

But look what you've chosen instead! FAILURE

19
Friday the 13TH, Les Miserables total conversion.

Final Boss: Javert

Secret Really Final Boss: Nigvert.

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