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Messages - teahouser

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The Great Battle IV (AG Translation) The top line of the screens status display flickers.

Personal Projects / Re: Chrono Trigger Bugfix and Uncensoring Patch
« on: May 31, 2018, 10:56:26 am »
Tested new update in Canoe, everything looks good  :thumbsup:

Update for Super Robot Wars Gaiden - The Elemental Lords preset ID and extra byte values.

So I'm a bit of the ways into Part 2 of the game, and have noticed that while EF10 is the optimal ID to clear up sound issues, 08 should be used in the extra byte value instead of 09.

With a lot of mech sprites on screen, if I cast cyflash with cybuster you can noticeably hear the music bog down during the attack animation using extra byte 09. Using 08 gets rid of any audio hiccups. 07 has no audio problems but the game feels slightly slower. 06 actually glitched out the attack animation cause it was running so slow. 09-0B all similar the game runs well, but the audio gets really laggy. -no-nolatency is a must as well to not have audio problems. I think pimpinelephant came up with very similar SA-1 extra byte results using another game, so for both 08 is the sweet spot for no game lag or audio lag.

Personal Projects / Re: Chrono Trigger Bugfix and Uncensoring Patch
« on: May 26, 2018, 06:47:59 pm »
All of the techs tagged with stars are actual magic while the ones that are not come from more physical means. To be honest it would be more consistent to remove the stars all together since techs that use magic are not tagged with them and they really can't be since a lot use the max space possible for naming. Which also would mean they can't be tagged with their element outside of the tech's description.

I think the stars would be limited to single techs anyway, but you bring up a good point that deleting them all together would clean it up and probably be the easiest to do.

Either way it's pretty minor thing, so maybe if you get bored sometime Chronosplit you can make element star/delete star add ons lol  :thumbsup:

Personal Projects / Re: Chrono Trigger Bugfix and Uncensoring Patch
« on: May 26, 2018, 04:22:23 pm »
I do see your point either way, that's why I propose an optional thing.  People can choose and by that everyone wins.  Only weakness to this is that I'm not sure if the Canoe fix will cover addons.

Either way, it'll take a while to impliment.  IRL, you know. :P

If the stars are to only show magic spells, then Marle is still missing stars for Aura and Provoke, and Frog should have one for Slurp, so  even as is it's wrong which bugs me lol. Yeah only spend time on this if you think it's worth it, I really feel it would be a useful edition to the game, and also what the original developers intended for them to mean. The whole battle system revolves around knowing what tecs cause elemental damage, so having stars to show that would be ideal.

Personal Projects / Re: Chrono Trigger Bugfix and Uncensoring Patch
« on: May 26, 2018, 03:34:11 pm »
IIRC the star represents magic, as in what Spekkio grants you.  That's why Robo doesn't get any in the game, because he says the lasers aren't magic even though they have an element and use the right stat.

Maybe as an optional addon though?  I don't see it crashing into names all that much, but I'll have to check.

But then Spekkio goes on to say that laser causes Shadow damage, but no star? Technically every tech can be viewed as magic, they all require MP.

I'm almost 100% positive the stars are meant to show elemental damage and are just horribly implemented. Look how some status/cures have stars and others don't? There is literally no pattern to the stars currently. I think you have an opportunity to greatly improve the move menu. I've read from multiple sources the stars are for elemental damage attacks but just arent used right.

Wind Slash is a tough one, its an elemental attack you're right, but causes physical damage. The stars are for elemental damage.

Ok I see where you guys are coming from, you're saying the stars are for spells only, and have nothing to do with the elements themselves, I can see your point. If this is the case though, the stars are still all wrong, Marle's Aura and Provoke should both have stars then but don't. Frog's Slurp should have a star then but it doesn't. I just feel the stars showing elemental damage instead is of much greater use then currently showing that it's a spell, which doesn't serve much use at all.

So currently even if the stars are only to show "magic spells" they are still wrong and are missing a bunch.  With the stars meaning elemental damage they become useful to gameplay. One of the main things about this game is needing to know what type of element a enemy is weak to (by what character you have selected) and what tec will cause damage with said element. Stars showing elemental damage clearly show the player what attacks from that character will be useful against the enemy. It makes the most sense in my head and also is useful for the majority of players.

The more you think about it my way, the more it will make sense to you I think. Especially when if you still want it to show magic spells only, its wrong and missing a bunch currently, so right now it serves zero function. Switching it to all elemental damage attacks seems like the clear choice once you realize it's wrong and needs correcting anyways.

Personal Projects / Re: Chrono Trigger Bugfix and Uncensoring Patch
« on: May 26, 2018, 03:06:14 pm »
Chronosplit may I make a suggestion for an update on a future patch release? Changing the stars in front of single techs to properly display elemental damage. It's something that's always bugged me because I'm super OCD about stuff, the game uses them improperly a few times for buffs/status moves as well as flat out missing for a bunch of techs that actually cause elemental damage. Correcting this would improve the move selection at its core for most players who don't memorize elemental damage moves.
Here's a list of what the changes for each character would be:
Almost all right, except for Life, it should not have a star since it's a heal.
Flame Toss, Napalm, and Mega Bomb should have a star in front (there's even room for it with leaving a space in between flame toss).
Protect needs to have the star removed since it's status effect.
Cure, Haste, Cure 2, Life 2 all need to have their stars removed since they are status effect/heals
Heal and Cure 2 need the stars removed.
Laser Spin, Proximity Bomb, and Shock all need stars added in front.
Magic Wall needs star removed since it's a buff.
Only one they didn't make any mistakes lol

Now if you do that, the stars for single techs will become useful and coherent feature, instead of useless and misinforming.

Personal Projects / Re: Chrono Trigger Bugfix and Uncensoring Patch
« on: May 26, 2018, 01:23:06 pm »
New version with update 3 doesn't work for me :/ patching works and rom is created.
when i try to start it on the snes theres just a "loading ..." displayed and i get an error warning c7 and the game shuts down.

What am i missing?

The game's preset ID and extra byte value have to be changed in order for this to run on Canoe.

To do so: select the game's name on the left hand side in Hakchi's menu, then press control+alt+e which will bring up the preset ID selection menu for that game. Change the preset ID to 0B11 and the extra byte value to 03. Now resync with your snes mini and you should be good to go.

Personal Projects / Re: Chrono Trigger Bugfix and Uncensoring Patch
« on: May 26, 2018, 03:15:24 am »
Apologies for the delay!

ctfix_1a (update3)

Again, I haven't tested it myself but I think I got everything.
Needs confirmation though. :)

Confirmed fixed in Canoe, good job man.

Personal Projects / Re: Chrono Trigger Bugfix and Uncensoring Patch
« on: May 25, 2018, 06:10:01 pm »
Perfect, and once pimpinelephant has had to time to edit the canoe patch I can test it out to make sure changes took effect.

I think Woosley did a great job with his translation. I agree with you Chronosplit that obviously he missed the mark in some places, but the fact that he got most of it right, and his story telling flows and is to the point, works in his favor in keeping the player interested in the story. KWhazit's retranslation just was too literal for me, and felt it took itself too seriously. Also I just can't play a game where the main enemy general and his lieutenants are named after condiments. I can't do it lol.

What about Slash (Soysauce?! Lmao) were you thinking of changing in your new version?

Personal Projects / Re: Chrono Trigger Bugfix and Uncensoring Patch
« on: May 25, 2018, 01:45:29 pm »
Hey Chronosplit if you're updating patches the only other thing I found is the Third Eye description should be changed from 2x evade to 2.5x evade to match the battle/menu values.

Personal Projects / Re: Chrono Trigger Bugfix and Uncensoring Patch
« on: May 23, 2018, 04:55:07 am »
ctfix_1a (update2).bps = full Canoe compatibility, works perfect pimpinelephant great work! Everything has taken effect, awesome job you two on getting these fixes out so quickly, seems everything has been addressed  :beer:

Personal Projects / Re: Chrono Trigger Bugfix and Uncensoring Patch
« on: May 22, 2018, 02:21:51 pm »
Tested in Canoe and none of the changes have carried over unfortunately.

Personal Projects / Re: Chrono Trigger Bugfix and Uncensoring Patch
« on: May 22, 2018, 12:24:47 pm »
Sounds good, I'll be around for testing whenever you need it. If you need a hand at all editing the canoe patch, I'm sure pimpinelephant would be glad to lend a hand, he's who edited sluffy's patch to work with your latest release.

Your attention to detail really makes this version of CT standout from the crowd, very enjoyable playthough.

So you're saying that using ID 1610 + an extra byte it runs better than using the official ID?

I just tested and SupaSaian is right, using ID 1610 + 08 -no-lowlatency runs better than using the stock ID 1E11 -no-lowlatency.

I tested at the fish pond while you are still collecting firewood, so tons of fish on screen with the music playing. Using stock ID and -no-lowlatency no game lag, but the music bogs down noticeably, and this is with no borders. Changing to ID 1610 + 08 -no-lowlatency and the music doesn't skip a beat, and no noticeable lag, great find SupaSaian!

Personal Projects / Re: Chrono Trigger Bugfix and Uncensoring Patch
« on: May 22, 2018, 03:56:44 am »
Hey Chronosplit, I've played through a new game+ with your latest release + sluffy's canoe patch and everything no bugs to report!

I found a couple minor text mistakes this playthrough:
-Trading Hut: The caveman on the left who tells you what is available still shows Saint Bow instead of Shaman Bow.
-Rainbow Helm: Still says cuts "Lightning" hits by 50% instead of "Sky"
-Power Seal: description is Power+5 Stam+5, but it should be Power+10 Stam+10 since the Power Seal raises each stat by 10 not 5 in menu.
-Third Eye: Description says 2x evade but the stat actually raises by 2.5x . Noticed Mauron posted about this a few pages back, not sure if the description should read 2.5x or should the menu stat be lower?
 Mauron: "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."

I was wondering why the change from Lightning and Lightning2 techs into Thunder and Thunder2 for SkyDark patch? I thought Lightning and Lightning2 worked well with the Sky element, since Lightning was no longer the element name, it doesn't clash with the tech naming. For accuracy sake, Lightning is the actual electricity itself while thunder is just the sound it makes, so I feel an electric attack name that Lightning works better than Thunder here. It just feels like something that didn't need to be changed, and would be better suited as an add-on option.

Amazing progress with checking and fixing these games guys! So I'm also playing another version of CT currently: Chrono Trigger+, which is an ExHiROM. Decided why not and applied your CT fix patch Sluffy, and sure enough it converted it to an ExLoROM + S-DD1!

Using ID 110B + 03 the game successfully loads with Canoe! Menu opens, you have full control of Chrono except there's one can't leave his room, lol. If anyone wants to take a look and see if this version could be a simple fix to run on Canoe?

Chrono Trigger+

Personal Projects / Re: Chrono Trigger Bugfix and Uncensoring Patch
« on: May 19, 2018, 04:32:18 am »
Huh, that is actually really weird, because I just tried patching the original ctfix_1a.bps to "BugFix Alone" (both new and old) with Floating IPS and both times it gave me an error and did not create a patched ROM.

Possibly a bug with beat v01?

Yeah the surprising part is how it actually does apply the patch and saves it. This only happened to me when using the older ct_fix1a.bps with chronosplit's newest patch. When I used your ct_fix1a(update).bps pimpinelephant I didn't get any error message with beat this time, and it works great good work man.

Personal Projects / Re: Chrono Trigger Bugfix and Uncensoring Patch
« on: May 19, 2018, 01:25:09 am »
Something I noticed is that using beat v01, I can apply ctfix_1a to "bugfix only". Even though bps says failed, output rom is perfectly okay and working with bsnes. Tried with older and newer bugfix patches.

Sluffy I had the exact same thing happen while patching using beat v01. I applied chronosplits patch, then after adding yours it says that the patch could not be applied, but it saves and ends up being perfectly patched, I thought it was weird.

Personal Projects / Re: Chrono Trigger Bugfix and Uncensoring Patch
« on: May 18, 2018, 05:41:45 pm »
I applied the Dark_Sky patch onto the rom that has already been patched by your Bugfix+SkyDark+liberties and the Canoe IPS patch you made. The icons still remain lightning/shadow.

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