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Romhacking => Personal Projects => Topic started by: ThegreatBen on January 22, 2017, 06:29:11 pm

Title: Chrono trigger plus
Post by: ThegreatBen on January 22, 2017, 06:29:11 pm
far enough along in this that I think its time to post it here, this project is an expansion of the vanilla Chrono trigger that adds new areas and alot of unused content.

Includes full exploration of all Zeal continents and a new time period 1999.

(http://i.imgur.com/blZAE8G.png)

(http://i.imgur.com/SNp00mV.png)

(http://i.imgur.com/KotS0FT.png)

(http://i.imgur.com/AG0Zpwr.png)

New dungeon in 2300ad using the previously unused coliseum

The Porre Ferry now goes to Choras allowing its exploration from the beginning

Triple techs from Rocks are now learned permanently thanks to coding by Mauron

Crono's mom now has a room

Singing mountain and Battle 2 songs are added in

The frog king and Johnny can now both be fought

2 unused weapons of Lucca's added in containing unique projectiles

Magus' red scythe from the ocean palace cut scene can now be obtained.

Also a pretty substantial re balancing thats a little tougher but makes everything more useful.
Title: Re: Chrono trigger plus
Post by: Jeville on January 22, 2017, 06:33:55 pm
Pictures aren't shown for me but this is pretty cool.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on January 22, 2017, 06:36:05 pm
I had no clue how to add pictures, I used rhdn's scratchpad and posted the link in the topic. Odd though because I can see them fine when I view it.
Title: Re: Chrono trigger plus
Post by: Midna on January 22, 2017, 06:56:29 pm
That explains it. The scratchpad is a private uploading system that's visible only visible to you. If you want to show off your screenshots publicly, I'd recommend a site like imgur.
Title: Re: Chrono trigger plus
Post by: KingMike on January 22, 2017, 07:26:36 pm
I don't think you're copying the right links.
When you view a picture on imgur, there should be a menu on the right that's like "Get link", and then you want "Direct Link". The link that starts with http and ends with the actual filename and extension (like png).
Title: Re: Chrono trigger plus
Post by: ThegreatBen on January 22, 2017, 07:27:55 pm
Thanks, I got it figured out now after I accidentally quoted myself.
Title: Re: Chrono trigger plus
Post by: mikeprado30 on January 22, 2017, 07:38:53 pm
It could be possible also to use Gaspar as a playable character? (IIRC he was considered to be playable).

Good luck with this effort!
Title: Re: Chrono trigger plus
Post by: ThegreatBen on January 22, 2017, 07:52:26 pm
When the eighth character hack is complete and you have a ton of free time to draw the sprites you can add anyone you want.

Though I plan to use the slot for human Glenn
Title: Re: Chrono trigger plus
Post by: andrewclunn on January 22, 2017, 10:12:11 pm
US or Japanese rom base?  If US, are the spelling errors fixed?  There have been several MSU-1 hacks for high quality music / cut scene videos.  Anything like that in yours?  Will human Glenn be available contingent on killing Magus?
Title: Re: Chrono trigger plus
Post by: Kallisto on January 22, 2017, 10:19:03 pm
I have a rather odd question, but I don't know if it can be done or not, but will it be possible to patch the DS version if you are interested once the SNES version is done? I understand though if that would require a lot of re-working, so it might not be possible.

I just would hate to miss out on something like this.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on January 22, 2017, 10:27:31 pm
1 us rom, I can fix spelling errors quite easily, do you have a list?

2 I would consider my time spent hacking a complete waste if it was not compatible with quertymodo's msu-1 but he assures that it can be worked in later in the future.

3 I have started the sprite work for human Glenn but until the eighth character hack is complete it won't be possible.

4 @kallisto no it cannot, and even if I could hack the DS version the first thing I'd do is remove the extra dungeons anyway.
Title: Re: Chrono trigger plus
Post by: justin3009 on January 23, 2017, 08:54:46 am
Actually it is possible to have human Glenn without the eighth character. It'd require a slight rewrite of code on how PC sprites are handled but it is very much doable.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on January 23, 2017, 08:59:21 am
If you'd be willing to donate said code I'd be happy to do the events and add the sprites
Title: Re: Chrono trigger plus
Post by: Dracula9AntiChapel on January 23, 2017, 10:26:35 am
This reminds me a lot of CE/FoE in a few regards. Consider me interested.
Title: Re: Chrono trigger plus
Post by: andrewclunn on January 23, 2017, 10:49:37 pm
I don't have a list of the spelling mistakes, but I know there's a patch on this site that corrects them.
Title: Re: Chrono trigger plus
Post by: Chronosplit on January 23, 2017, 11:30:21 pm
I don't have a list of the spelling mistakes, but I know there's a patch on this site that corrects them.
This is what you're looking for, though be advised that it changes the header to one that Temporal Flux doesn't recognize: http://www.romhacking.net/hacks/261/
I also have an addendum to it, but it may not all be stuff you're looking for as I've gone a bit farther than that patch's intent: http://www.romhacking.net/hacks/3147/

Both have readmes detailing fixes, so you can just use them as lists instead of using the patches.  Mine is less useful in that regard, however it does list tech and monster name spelling errors.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on January 24, 2017, 10:52:52 am
Those two patches should be compatible with this, so I'll let people apply them as they see fit.

1999 or 1995 (I haven't decided yet) has all its NPC's finished it just needs one event then it's done.

January 24, 2017, 02:26:31 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Just noticed that you said the first one isn't compatible, maybe I'll check the readme and fix a few, the second patch should work just fine
Title: Re: Chrono trigger plus
Post by: qwertymodo on January 24, 2017, 04:22:45 pm
The MSU-1 audio/FMV patch should be compatible, but it will require some additional work on ThegreatBen's part.  I'll follow up with him in a PM to see about getting the ball rolling on that.
Title: Re: Chrono trigger plus
Post by: Chronosplit on January 24, 2017, 10:15:39 pm
Just noticed that you said the first one isn't compatible, maybe I'll check the readme and fix a few, the second patch should work just fine
I'm not completely sure of the second either in that case, you might want to check it out with Patch Checker or similar later on to make sure.  I know that it doesn't cooperate with the MSU-1 hack.

No pressure though. :P
Title: Re: Chrono trigger plus
Post by: ThegreatBen on January 26, 2017, 04:45:24 pm
A quick update, 1999 is 100% done and Quertymodo is working with me to merge his msu-1 project into this, I just have to port my changes over to a clean rom.

I was about 70% done when my computer decided it's time to go get repaired, so I'm stuck for a few days.
Title: Re: Chrono trigger plus
Post by: Atrushan on January 26, 2017, 05:29:31 pm
Just curious. This hack sounds interesting but if you plan on human Glenn being playable why not replace Frog with him at some point rather than make him an 8th playable character?  I dunno much about hacking so I dunno how hard it'd be but it sounds like a wasted slot when there's Kino, Schala, Ozzie Flea or Slash, Cyrus, Johnny, and a lot of other interesting characters.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on January 26, 2017, 05:46:12 pm
I would honestly be completely satisfied with just a graphical change for frog when Magus is beaten, I even have the sprites, but I don't have the skill to code something like that, so waiting for the 8th slot is my best option.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on February 05, 2017, 09:39:22 am
I had a brief hiccup with this when trying to move it over to a clean rom, I've sent the IPS to Quertymodo for msu-1 and video compatibility however I'll wait for his permission to release it with that.

On my end all that's left is finishing up just a couple of maps for my dungeon in 2300 ad

Also I need suggestions on where to learn Omega Flare, thanks to Mauron the triple techs learned from rocks are permanent and require no accessory.

Grand Dream-same
Spin Strike-same
Dark Eternal- same but with new dialog and character
Poyozo Dance- learned from Spekkio at the Zeal sealed Pyramid
Omega Flare-ill leave up to you do decide on a spot.
Title: Re: Chrono trigger plus
Post by: Gi Nattak on February 08, 2017, 03:36:15 pm
"Crono's mom now has a room"

Well I'm sold. Seriously though, I never gave a thought about that before now haha.

Cool project man, always nice to see CT getting some love, especially in terms of more content. :beer:
Looking forward to checking out everything when it's ready, especially that room!
Title: Re: Chrono trigger plus
Post by: Vanya on February 08, 2017, 10:22:01 pm
This sounds awesome! I always had in the back of my mind that it would have been cool to see an expansion of certain parts of the game.
Are you doing any of the content from the DS version?
Title: Re: Chrono trigger plus
Post by: ThegreatBen on February 08, 2017, 10:32:19 pm
Thanks for the interest guys, as for ds content Quertymodo said he'll make it compatible with his hack that will add the animated videos, and Magus will be able to get his red handled 'Reaper Scythe' other than that I honestly didn't care much for the ds added content.

Act when the ds version was first released my imagination went wild with ideas of what the added content could be, since none of those ideas made it in to the ds version I made my own and put them in.
Title: Re: Chrono trigger plus
Post by: Bahamut ZERO on February 09, 2017, 02:11:49 pm
From the sounds of what you want to add, I'm psyched as hell for this hack.  :thumbsup:

And although I don't have a clue on the inner workings of Chrono Trigger, perhaps there's a way to have both Frog and Glenn share the same spot in the lineup? Like say, have a bit of code that runs on two flags dedicated to the two characters: When flag X is set it looks for Frog's graphical data, if Flag Y is set it looks for Glenn's graphical data.

In any case, keep up the good work! Any expansion to Chono Trigger is welcome.
Title: Re: Chrono trigger plus
Post by: Mauron on February 09, 2017, 02:20:31 pm
And although I don't have a clue on the inner workings of Chrono Trigger, perhaps there's a way to have both Frog and Glenn share the same spot in the lineup? Like say, have a bit of code that runs on two flags dedicated to the two characters: When flag X is set it looks for Frog's graphical data, if Flag Y is set it looks for Glenn's graphical data.

I've looked into the possibility before, and it becomes complex if you want to handle more than just the graphics, such as new techs for Glenn.
Title: Re: Chrono trigger plus
Post by: Vanya on February 09, 2017, 07:34:01 pm
Having a way to remove Frog's curse and have him look like his true self would be really cool even if he didn't get a new set of techs.
Title: Re: Chrono trigger plus
Post by: Mauron on February 09, 2017, 07:59:09 pm
I find human Glenn licking people an odd visual.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on February 09, 2017, 08:24:57 pm
For just a visual change I can do the sprite work(http://i.imgur.com/eQUVrkp.jpg)

But someone else would need to do the coding to change the graphics pointer when Magus is beaten as that is beyond my skill.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on April 27, 2017, 12:48:29 pm
This project had some delays but it is back in full swing, Quertymodo's msu-1 hack is fully integrated, the Reptite village is almost done, the 2300 ad dungeon is very well under way, and all known bugs are gone.
Title: Re: Chrono trigger plus
Post by: Thirteen 1355 on April 27, 2017, 01:24:13 pm
Wow, this is great news!

Really hyped for this, and looking forward for any updates!
Title: Re: Chrono trigger plus
Post by: ThegreatBen on April 27, 2017, 05:16:11 pm
Almost forgot, I'm working on making the first trip to 65000000bc doable anytime after arriving at the end of time, taking some of the linearity out of the game.
Title: Re: Chrono trigger plus
Post by: lexluthermiester on May 01, 2017, 03:24:37 pm
Almost forgot, I'm working on making the first trip to 65000000bc doable anytime after arriving at the end of time, taking some of the linearity out of the game.
Wow! Just WOW! This looks like it's going to be excellent. Can't wait to play it! And kudos for removing some of the linearity from the game. I toyed with the idea last year but soon realized that doing so messes with the story triggers in very bad ways.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on May 04, 2017, 08:52:27 pm
Thanks for the support guys, here's a quick update,

I have Quertymodo's permission to release this with his special version of his msu-1 made for this project so that means only one more map and a few enemies and its ready for play testing.

ok not quite I also have a few more storyline flags to remove from 65000000bc but that is going very smoothly so one or two hours should do it.
Title: Re: Chrono trigger plus
Post by: lexluthermiester on May 05, 2017, 12:40:31 pm
Thanks for the support guys, here's a quick update,

I have Quertymodo's permission to release this with his special version of his msu-1 made for this project so that means only one more map and a few enemies and its ready for play testing.

ok not quite I also have a few more storyline flags to remove from 65000000bc but that is going very smoothly so one or two hours should do it.
Are you going to do a public beta/play test kind of thing?
Title: Re: Chrono trigger plus
Post by: ThegreatBen on May 05, 2017, 02:54:19 pm
I plan to finish up the last little bit for this release, then get one or two playtesters (just ask) then if its bug free release it.
Title: Re: Chrono trigger plus
Post by: lexluthermiester on May 07, 2017, 10:44:25 pm
I plan to finish up the last little bit for this release, then get one or two playtesters (just ask) then if its bug free release it.
Would be happy to help. Let me know.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on May 09, 2017, 08:47:59 pm
Hopefully made the first 65000000bc encounter doable any time, all of the maps are done for the 2300ad dungeon, all that's left is a little refining and some enemies.
Title: Re: Chrono trigger plus
Post by: Atrushan on May 10, 2017, 09:47:47 am
How far are the playtesters gonna need to go before you release it when that time comes?
Title: Re: Chrono trigger plus
Post by: ThegreatBen on May 10, 2017, 01:43:11 pm
I want them to 110% it, 100% the original game plus the 10% I added just to make absolutely sure everything works.

from my testing it looks pretty good, but the non linear 65000000bc is untested and contains a lot of flag changes.
Title: Re: Chrono trigger plus
Post by: lexluthermiester on May 11, 2017, 11:12:39 pm
I want them to 110% it, 100% the original game plus the 10% I added just to make absolutely sure everything works.

from my testing it looks pretty good, but the non linear 65000000bc is untested and contains a lot of flag changes.
So everywhere explored and everything done. Sounds fun!
Title: Re: Chrono trigger plus
Post by: Atrushan on May 15, 2017, 12:02:18 pm
It does, sadly it takes me a while to 100% a game so I probably shouldn't offer to test which means I'll be waiting on it lol.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on May 15, 2017, 12:14:01 pm
If you want to help just make sure I'm not the last person to post in this topic so that when I post updates it gets bumped. (although Lexluthermiester has been doing a pretty good job)

the current status is about 98.5% done, the final area to be done is fully mapped and the maps are fully functional, I'm about a third of the way done adding the enemies and then I want to add a few event triggers to add life to it.

If anyone here considers themselves decent at fanfiction or story writing in general then PM me as I need a story for my dungeon but I'm drawing a blank.
Title: Re: Chrono trigger plus
Post by: Thirteen 1355 on May 15, 2017, 02:19:57 pm
I can think of some dungeon story I think. Do you have any template already?

Really hyped for this! I just came back to the turn-based RPG scene, so I sure will play this sometime after it is out (probably after replaying the first six Final Fantasies).

May 15, 2017, 03:57:03 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Sorry for the double post, but there should be a PM containing some story ideas in your inbox  :)

You might even see two of the same messages, since I have sent it another time. I don't see my messages appear in my 'sent messages' page, so I'm not sure if you did receive it...
Title: Re: Chrono trigger plus
Post by: Atrushan on May 16, 2017, 09:46:37 am
If all else fails you could borrow story from the ds version. It had a pretty decent one for a side dungeon iirc.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on May 16, 2017, 05:15:38 pm
I did quite enjoy the mechanics of Lucca's dungeon in CT DS but none of the added content had much for story.

there are currently two members ( 13 and Lex ) helping with ideas so its coming along.
Title: Re: Chrono trigger plus
Post by: mrlange on May 17, 2017, 03:08:02 pm
Hi, do you have any plans on including Singing Mountain, the cut dungeons of Zeal and the Sealed Pyramid in the future in this hack?
Title: Re: Chrono trigger plus
Post by: ThegreatBen on May 18, 2017, 05:46:07 am
Hi, do you have any plans on including Singing Mountain, the cut dungeons of Zeal and the Sealed Pyramid in the future in this hack?

not in this release, but I'm considering it for future releases, though I actually know very little about their purpose.
Title: Re: Chrono trigger plus
Post by: lexluthermiester on May 18, 2017, 02:21:15 pm
not in this release, but I'm considering it for future releases, though I actually know very little about their purpose.
That actually sounds like a ton of fun. I loved the Magic Kingdom portion of the game. It contains my favorite music tracks. Expanding that part of the story presents a very compelling appeal!
Title: Re: Chrono trigger plus
Post by: justin3009 on May 18, 2017, 02:47:17 pm
If I remember right, the Zeal Dungeon was you were probably going to be sent to when Queen Zeal captures you.  Other than that, nothing is really known.  There was a pretty decent map but I don't think any events or anything were created for it so it's basically just speculation.
Title: Re: Chrono trigger plus
Post by: Digitsie on May 18, 2017, 04:06:00 pm
What about just setting up the dungeon to tie it closer to Chrono Cross then? Especially Kid.
Title: Re: Chrono trigger plus
Post by: Thirteen 1355 on May 18, 2017, 04:22:43 pm
I'd rather not see that. It would only alienate fans of Chrono Trigger. Trigger fans aren't particulary fond of the mess that is Chrono Cross.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on May 18, 2017, 08:05:25 pm
All three have mostly finished maps, singing mountain is planned for future releases of this hack, as soon as I can think of a point for it. The pyramid dungeon seems completely pointless as it isn't really 'cut content ' they simply found a much a way to work without it.

the Zeal dungeon I might put in as anything that lengthens the Zeal portion of the game is welcome. It probably wouldn't be a terrible place to put my teleporter to the two unused islands as it is currently in Balthasar's secret room in Enhasa.
Title: Re: Chrono trigger plus
Post by: lexluthermiester on May 18, 2017, 09:38:57 pm
What about just setting up the dungeon to tie it closer to Chrono Cross then? Especially Kid.
I must disagree with this most strongly! The story for Chrono Cross was a bit convoluted and only lightly connected to Chrono Trigger and even those elements felt more like a half-baked after-thoughts. My vote is to leave Cross in it's own world completely separate from the Trigger world.
All three have mostly finished maps, singing mountain is planned for future releases of this hack, as soon as I can think of a point for it. The pyramid dungeon seems completely pointless as it isn't really 'cut content ' they simply found a much a way to work without it. The Zeal dungeon I might put in as anything that lengthens the Zeal portion of the game is welcome. It probably wouldn't be a terrible place to put my teleporter to the two unused islands as it is currently in Balthasar's secret room in Enhasa.
Liking these things. Question though, isn't the pyramid in Zeal[floating island in the upper right area of the map] or are you talking about a different place?
Title: Re: Chrono trigger plus
Post by: ThegreatBen on May 18, 2017, 09:58:46 pm
It is while its in Zeal, but the pyramid dungeon is supposed to be in the present.

as for updates I've started adding in the details of the 2300ad dungeon. Also gave the Valkyrie bow a property that makes its damage magical (its projectile is energy after all) this serves two purposes it re-adds an unused weapon effect in, and two gives Marle a gimmick to give her more use in the party.
Title: Re: Chrono trigger plus
Post by: Chronosplit on May 18, 2017, 10:21:56 pm
I'd rather not see that. It would only alienate fans of Chrono Trigger. Trigger fans aren't particulary fond of the mess that is Chrono Cross.
From where I stand it's more of a divided thing, where even mentioning it here causes... stuff.  Either way it'd cause bloodshed.  Besides, there's the DS version for Cross ties.
Title: Re: Chrono trigger plus
Post by: lexluthermiester on May 18, 2017, 10:29:44 pm
Besides, there's the DS version for Cross ties.
?1? I've played the DS version. I don't remember anything from Cross in it.
Title: Re: Chrono trigger plus
Post by: Chronosplit on May 19, 2017, 12:10:24 am
?1? I've played the DS version. I don't remember anything from Cross in it.
There's a new ending in the DS version accessed by completing the Dimensional Vortex in all periods and going through the bucket portal.  It contains fighting the beginnings of Cross's final boss and a foreshadowing to the sequel.  Basically it's meant to be a preview of the sequel's events.  IMO it's not worth much more than a Youtube watch (not the best payoff in the world outside of the crazy strong boss and new sword for NG+), but it's there.

There's also a reference when you defeat Once-King Dalton to raising an army in Porre.
Title: Re: Chrono trigger plus
Post by: Thirteen 1355 on May 19, 2017, 05:55:08 am
If you really want to see a Trigger game that connects with Cross, I recommend playing Flames of Eternity/Crimson Echoes.
Title: Re: Chrono trigger plus
Post by: lexluthermiester on May 20, 2017, 06:41:58 pm
If you really want to see a Trigger game that connects with Cross, I recommend playing Flames of Eternity/Crimson Echoes.
That's a fan game and not a cannon work. Just not a fan of Cross. Kinda of a Trigger purist if you want to put it that way.

OK folks, a couple ideas are being kicked around and it's been suggest that we get input from the target audience.

The first is the suggestion of making accessible the floating islands in the lower left area and upper right area of Zeal as was actually planned by the original dev team.

The second is modifying the dialogue of all NPC's in 600ad to match Frog's very charming Shakespearean dialect, something that was also planned by the North American localization team but was not implemented due to time constraints.

Let's get some input folks, what do you think?
Title: Re: Chrono trigger plus
Post by: Thirteen 1355 on May 20, 2017, 06:44:29 pm
I don't see any problems with making more areas accessible, especially in Zeal  :thumbsup:

I don't really know what to think of the second idea, though. The Shakespearean dialect being used by Frog was fun and gave a bit of character to the guy. I think overuse will diminish Frog's character and will make it become a bit annoying.
Title: Re: Chrono trigger plus
Post by: lexluthermiester on May 20, 2017, 06:49:06 pm
I don't see any problems with making more areas accessible, especially in Zeal  :thumbsup:
Expecting a positive response to this one as Zeal was universally well loved area of the game.
I don't really know what to think of the second idea, though. The Shakespearean dialect being used by Frog was fun and gave a bit of character to the guy. I think overuse will diminish Frog's character and will make it become a bit annoying.
I was giving thought to the same thing. Maybe just Frog's home continent?..
Title: Re: Chrono trigger plus
Post by: Chronosplit on May 20, 2017, 07:03:53 pm
Middle Ages should not reflect Frog's speech, unless you're willing to also correct all of Frog's script to propper use of his accent (correct words etc.) which is not the easiest task in the world.  Compliance with that wish from Woolsey would either run into the same problems as FFT's PSP port, or make it sound really broken.  There were theories back in the day that Frog talked like he did out of the fact that he had grown frog lips instead of because he was from 600 AD for a reason.
Title: Re: Chrono trigger plus
Post by: SunGodPortal on May 20, 2017, 07:12:00 pm
I personally like the dialogue as it is. It's hard to beat content like "My son's the legendary hero! It must have been all that oatmeal!" LOL I'd say Frog's dialogue is more a reflection of his eccentricity rather than his environs. He takes his role very seriously and I think that's probably why his dialogue is so unusually stiff. If you want to dig even deeper you could even say that his speech patterns are a form of over-compensation reflecting his self-consciousness about being a "freak". Like, maybe he wants to be as proper as possible since people might assume that his appearance might be an indication of what his behavior might be like. That would make sense since Glenn was a rather insecure individual.
Title: Re: Chrono trigger plus
Post by: Chronosplit on May 20, 2017, 07:23:24 pm
I personally like the dialogue as it is. It's hard to beat content like "My son's the legendary hero! It must have been all that oatmeal!" LOL I'd say Frog's dialogue is more a reflection of his eccentricity rather than his environs. He takes his role very seriously and I think that's probably why his dialogue is so unusually stiff. If you want to dig even deeper you could even say that his speech patterns are a form of over-compensation reflecting his self-consciousness about being a "freak". Like, maybe he wants to be as proper as possible since people might assume that his appearance might be an indication of what his behavior might be like. That would make sense since Glenn was a rather insecure individual.
Kermit put it best: https://www.youtube.com/watch?v=hpiIWMWWVco
Title: Re: Chrono trigger plus
Post by: lexluthermiester on May 20, 2017, 07:54:24 pm
I personally like the dialogue as it is. It's hard to beat content like "My son's the legendary hero! It must have been all that oatmeal!"
Good point. This is not going to be a slap-happy effort. Great care will be taken to make all dialogue "fit" in and have the same meaning.
LOL I'd say Frog's dialogue is more a reflection of his eccentricity rather than his environs. He takes his role very seriously and I think that's probably why his dialogue is so unusually stiff.
Agreed. However to that end the fact that he aspired to serve the royal family is enough to merit strong consideration that he was always trying to present himself in the best possible light, which then suggests that he was attempting to speak with as much eloquence as someone from his continent could muster which then suggests that the whole continent at minimum spoke with the dialect.
If you want to dig even deeper you could even say that his speech patterns are a form of over-compensation reflecting his self-consciousness about being a "freak". Like, maybe he wants to be as proper as possible since people might assume that his appearance might be an indication of what his behavior might be like. That would make sense since Glenn was a rather insecure individual.
This I disagree with. While Glen was serving in the shadow of a full knight he was none-the-less strongly determined if not all that confident. I've never viewed Glen/Frog as a wimpy weakling. It seemed clear that his changed form altered his self image and made him unsure of himself. At no point did that seem to suggest insecurity. That may seem like semantics, but there is a subtle difference.
Middle Ages should not reflect Frog's speech, unless you're willing to also correct all of Frog's script to proper use of his accent (correct words etc.) which is not the easiest task in the world.
Excellent point, and while that would make sense, it seems like those minor foibles of speech were intentional to make it seem as though Frog was speaking naturally instead of deliberately "Shakespearean", which is how normal people talk.
Compliance with that wish from Woolsey would either run into the same problems as FFT's PSP port, or make it sound really broken.
I see your point but disagree, and again because of the natural speech point. Glen/Frog was not of royal lineage and would therefore naturally speak with slightly broken vocabulary.
There were theories back in the day that Frog talked like he did out of the fact that he had grown frog lips instead of because he was from 600 AD for a reason.
That idea would suggest less a refined form of speech and more a guttural, raspy sounding form. The above perspectives seem more logical.
Title: Re: Chrono trigger plus
Post by: Digitsie on May 20, 2017, 08:07:46 pm
Frankly, I don't mind, I just always felt Zeal and Janus was a story with a loose end, so if you're gonna keep it self-contained, why not finish it using the extra Zeal dungeon and add a bit more to the ending?

As to Frog, I lean towards keeping it limited to just him and maybe a small group of people related to him in his era?
Title: Re: Chrono trigger plus
Post by: ThegreatBen on May 20, 2017, 10:13:39 pm
The two unused islands in Zeal are both already fully explorable in this hack, its in the first post.

as for the accent, it was a good idea but it doesn't seem to be too popular.

as for new updates, I took 20 minutes and changed some scenery around Magus' castle allowing you to see his whole castle, previously the gate was blocked by trees and the towers including the winged wolf statue was never visible before in game.
Title: Re: Chrono trigger plus
Post by: SunGodPortal on May 20, 2017, 11:41:43 pm
This I disagree with. While Glen was serving in the shadow of a full knight he was none-the-less strongly determined if not all that confident. I've never viewed Glen/Frog as a wimpy weakling. It seemed clear that his changed form altered his self image and made him unsure of himself. At no point did that seem to suggest insecurity. That may seem like semantics, but there is a subtle difference.

I agree that part of this is semantics, but to clarify, what I'm viewing as "insecurity" is illustrated in the flashbacks with him and Cyrus where a young Glenn is completely lacking confidence during the conversation on the bridge and the even younger Glenn is being bullied in the forest as well as after the Queen is returned and he falls into depression and goes to hide in the forest because he sees himself as a failure. It would seem that the majority of the moments where Frog's character is being developed it is used to illustrate the internal struggles that have been eating him up for most of his life. Sure, he eventually finds his way but during the most important parts relative to his character he is shown to be a very damaged individual who is struggling to maintain a brave face. That's my take on it anyway.

Frankly, I don't mind, I just always felt Zeal and Janus was a story with a loose end, so if you're gonna keep it self-contained, why not finish it using the extra Zeal dungeon and add a bit more to the ending?

Unless something is done regarding Schala's disappearance, Janus/Magus story has no hope of closure and will always feel incomplete. Still an amazing story though.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on May 21, 2017, 03:38:03 pm
Finished up the story part of my 2300ad dungeon, added some more enemies too, all that's left is a few more enemies and some party reactions and its ready.

as for saving Schala I easily add her to the end of the black omen next to the queen and allow the party to save her it would take about an hour to add but it would completely contradict the entire story of Chrono Cross.
Title: Re: Chrono trigger plus
Post by: Thirteen 1355 on May 21, 2017, 04:28:18 pm
Yeah, I think saving Schala in Trigger shouldn't be a thing.
Title: Re: Chrono trigger plus
Post by: lexluthermiester on May 21, 2017, 05:04:47 pm
Yeah, I think saving Schala in Trigger shouldn't be a thing.
I disagree. Saving Schala would be an interesting plot twist and would add some over-all fun to that area of the game. But that's ultimately up to Ben.
Title: Re: Chrono trigger plus
Post by: SunGodPortal on May 21, 2017, 05:46:41 pm
I'm not sure where I stand on the actual adding of a Schala resolution. I was joint pointing out that her/Janus' story arc is by nature open/incomplete. The story makes you want to care about her so it did always kinda bother me that you are just left to wonder what has happened to her.
Title: Re: Chrono trigger plus
Post by: Chronosplit on May 21, 2017, 05:57:11 pm
I disagree. Saving Schala would be an interesting plot twist and would add some over-all fun to that area of the game. But that's ultimately up to Ben.
I'd like plus to respect canon, I'm not the hacker though.

Killing Lavos split the timeline, with that specific Schala and that specific Lavos meeting in what is basically the trash pit for discarded timelines.  This effects all dimensions because all timelines go there.  In a roundabout way rescuing Schala would've meant Cross wouldn't happen in any dimension, as far as my understanding goes anyway.  Radical Dreamers happened in yet another dimension though, so... I dunno, maybe it's explainable and my theory is blown out of the water.

Confused yet?
Title: Re: Chrono trigger plus
Post by: ThegreatBen on May 21, 2017, 06:19:36 pm
For how much work it would be I could add it as an installer option. But I want to finish everything else up first. I would also need to know where she would go and what she would say.

another thing, I have no idea where snes9x is sending my screenshots, could I get one of you to take a screenshot from my rom and post it here for me?
Title: Re: Chrono trigger plus
Post by: Digitsie on May 21, 2017, 07:06:41 pm
Given time travel, can't you just have Magus leaving the party during this time, and coming back with a much older Schala, both of who refuse to discuss their adventures and where they've been? Basically, pick a dungeon where it would be challenging -without- Magus in the party so that it functions as a 'optional challenge'.

Title: Re: Chrono trigger plus
Post by: Chronosplit on May 21, 2017, 07:35:49 pm
For how much work it would be I could add it as an installer option. But I want to finish everything else up first.
Good plan.

Quote
I would also need to know where she would go and what she would say.
Where she would go, hmm.  There really aren't that many places.  Maybe you actually rescue her from The End of Time in a last chance mission via a red gate?

This wouldn't need to be an NG+ thing because Schala doesn't technically pop up in there same time as Lavos (well, when you throw out "does time even flow there?")
Title: Re: Chrono trigger plus
Post by: lexluthermiester on May 21, 2017, 08:11:49 pm
For how much work it would be I could add it as an installer option. But I want to finish everything else up first. I would also need to know where she would go and what she would say.
I agree Chronosplit, that is good idea. But it's good to finish up this stage of things.
another thing, I have no idea where snes9x is sending my screenshots, could I get one of you to take a screenshot from my rom and post it here for me?
It should be saving them in the Snes9x folder in the "ScreenShots" folder. Dropbox the IPS file and I'll happily help out.
Title: Re: Chrono trigger plus
Post by: Woodman on May 21, 2017, 11:07:30 pm
Along with adding the cut remixed battle theme, I think, if possible, it would be pretty cool to fully implement the cut battle theme instrumentation change when traveling to different time periods. 2300 AD could have futuristic sounds, 12000 BC could use instruments that are present in tracks such as "corridors of time", etc.

Also, it is speculated that the Singing Mountain dungeon has some significance towards Ayla's backstory. Although it's just speculation, it would be cool to see the mystery of this cut dungeon resolved in this way rather than it just being a filler dungeon.
Title: Re: Chrono trigger plus
Post by: Vanya on May 22, 2017, 01:56:27 pm
I don't agree at all at giving Schala's story a resolution. It seems to be beyond the scope of the hack itself as simply an expansion of the existing game.
I know many people dislike Cross, but instead of altering Trigger to disallow for it it would be better to let someone else do an improvement project for it.
The only way that I would feel comfortable with rescuing Schala is if it were a new non-canon, alternate ending like the one where the Reptites take over.

As for changing the dialogue for 600 AD, If this was done, then in order to keep the feel of the original you'd have to make Frog somehow even more eccentric. Maybe by way of adding some quirk to his speech beyond the old-fashioned English. Something like making him extra formal at all times and ending most statements with something equivalent to Mog's "kupo!".
Alternatively, you could drop the "shakespearian" style and just make him speak very formally at all time, never use contractions like "can't", and adding the aforementioned kupo equivalent.
Title: Re: Chrono trigger plus
Post by: Thirteen 1355 on May 22, 2017, 02:08:58 pm
I see some very good ideas here, and I completely agree with both of Vanya's points.

Woodman's idea sounds great, and I once tried to implement the feature of unique instrumentation myself, but in the end it boiled down to having a different ROM for each time period, each ROM having a different version of the battle theme.
Title: Re: Chrono trigger plus
Post by: SunGodPortal on May 22, 2017, 03:33:10 pm
As said, the whole bit about Schala never being found does bother me, but it sounds more like something that would have been best dealt with in a sequel or side game because something quick (like most of the game's side-quests) just wouldn't be satisfying given the magnitude of everything leading up to her disappearance.
Title: Re: Chrono trigger plus
Post by: lexluthermiester on May 22, 2017, 05:36:47 pm
As said, the whole bit about Schala never being found does bother me, but it sounds more like something that would have been best dealt with in a sequel or side game because something quick (like most of the game's side-quests) just wouldn't be satisfying given the magnitude of everything leading up to her disappearance.
Unless this side quest was given a some length.. With you on the Schala disappearance never sitting well thing. It seems reasonable that a sequel was intended and thus all the holes and unfinished plot points. It had that "To be continued" feel. What could have been..

And for the record, Chrono Cross, while made by Square, didn't have the same teams creating it and was simply too far removed from the original story and overall "feel" to be a true sequel. So the idea of linking the two deliberately through Trigger is just not that great an idea. Cross was mot of a "what if" side story thing. Based on it's own merits, it was a good game. But Trigger far outshines/outclasses it!
Title: Re: Chrono trigger plus
Post by: ThegreatBen on May 22, 2017, 09:09:57 pm
Here's a pic of Magus' castle after I moved some scenery so that the gate and towers are visible. Thanks to Lex for the pic
(http://i.imgur.com/Ncj5lh0.png)

speaking of Magus, in all his artwork and the video cut scenes his cape is red, it would take literally 15 seconds to make his in game cape red What do you guys think of that?
Title: Re: Chrono trigger plus
Post by: SunGodPortal on May 22, 2017, 11:22:24 pm
speaking of Magus, in all his artwork and the video cut scenes his cape is red, it would take literally 15 seconds to make his in game cape red What do you guys think of that?

I think purple fits his personality better. Red seems a little more grandiose which IMO doesn't fit his dark, brooding personality. Just my 2 cents.
Title: Re: Chrono trigger plus
Post by: Vanya on May 23, 2017, 12:03:56 am
That would be good for an optional patch since I can see some people wanting it (me!) and others not.
Title: Re: Chrono trigger plus
Post by: lexluthermiester on May 23, 2017, 12:07:42 am
Here's a pic of Magus' castle after I moved some scenery so that the gate and towers are visible. Thanks to Lex for the pic
(http://i.imgur.com/Ncj5lh0.png)

speaking of Magus, in all his artwork and the video cut scenes his cape is red, it would take literally 15 seconds to make his in game cape red What do you guys think of that?
While StarGate is right about purple matching his personality better, the colors kinda need to match to keep things within the game consistent. Although an argument could be made that the Red cape reflects his inner anger and rage over the loss of Schala.. So perhaps the change would be good. Just a thought.

EDIT, given a few more moments of thought, the idea is growing on me. Red seems like a good change.
Title: Re: Chrono trigger plus
Post by: SunGodPortal on May 23, 2017, 01:35:40 am
EDIT, given a few more moments of thought, the idea is growing on me. Red seems like a good change.

Would be interesting to see nonetheless. Might be like having Dracula in your party. :)
Title: Re: Chrono trigger plus
Post by: ThegreatBen on May 23, 2017, 06:14:46 am
I work today, but sometime this afternoon I'll get lex to take a pic of it for me so you can judge better.
Title: Re: Chrono trigger plus
Post by: Thirteen 1355 on May 23, 2017, 07:05:37 am
I think there was a reason they coloured Magus' cape purple in the game. It fits the rest of his palette, as well as his behaviour and personality.
Title: Re: Chrono trigger plus
Post by: justin3009 on May 23, 2017, 07:26:00 am
The purple on him is used in a good chunk of his sprites on every area so it'd look REALLY awkward if changed to red.  Unless it was a very deep, dark red, though, I'm pretty sure it'd effect his hair too.  Just keep it purple.  This is an addition thing, not a full on remaster or modification of CT in every way.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on May 23, 2017, 07:45:41 am
I've tested it myself with a dark red and it looks pretty good, the only thing his cape palette shares is likely his prophet robes, there is definitely interest in this and since its literally 15 seconds to change I'll post a pic and let people judge.

also keep in mind that this project works with Quertymodo's hack so this project will have the videos eventually, it would be nice if he matched the cut scenes for consistency's sake
Title: Re: Chrono trigger plus
Post by: Thirteen 1355 on May 23, 2017, 08:01:29 am
I'm opting for an optional patch to change Magus' cape colour. I mean, the Prophet's robes were perfect in purple and in the end it's a pretty minor, but controversial change.

Title: Re: Chrono trigger plus
Post by: ThegreatBen on May 23, 2017, 12:16:47 pm
I just took 2 minutes and made an optional IPS for the red cape that will be included in the Zip. Everybody wins.
(http://i.imgur.com/3sjA4Pp.png)
Title: Re: Chrono trigger plus
Post by: lexluthermiester on May 23, 2017, 01:03:34 pm
I just took 2 minutes and made an optional IPS for the red cape that will be included in the Zip. Everybody wins.
(http://i.imgur.com/3sjA4Pp.png)
I like it! Looks good. You can't change the anime-scene cape color, so this a good fix. The optional patch is also a good idea for those that may like the original.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on May 24, 2017, 06:26:08 pm
Enemies are almost done, events are as well but slower, won't be long now.

I found a full map of the Zeal dungeon and I have a pretty good use for it. Imagine on the second visit to Zeal that the door to the throne room is blocked so you have to take a secret passage to get in. Not sure if this is worth delaying the release over though.
Title: Re: Chrono trigger plus
Post by: Thirteen 1355 on May 24, 2017, 06:29:08 pm
More good content?

I think it won't be a problem to delay the release for that!  :laugh:
Title: Re: Chrono trigger plus
Post by: ThegreatBen on May 27, 2017, 09:02:55 pm
All events are done, just have one map to add enemies to, fixed some bugs and refined a few of my maps a little, the Zeal dungeon shouldn't take very long as its just a single map.
Title: Re: Chrono trigger plus
Post by: lexluthermiester on May 27, 2017, 11:56:32 pm
All events are done, just have one map to add enemies to, fixed some bugs and refined a few of my maps a little, the Zeal dungeon shouldn't take very long as its just a single map.
You're such a boss. Really wish there was more I could do here to help out. But hey I'm all up for beta testing!  :thumbsup:
Title: Re: Chrono trigger plus
Post by: Chronosplit on May 28, 2017, 08:24:49 am
Alright, with the latest release of my bugfix addendum my readme is as about as concise as it's going to get. Hotfix in the queue should be it for good, so now would be the time to use it's info.

By the way,  I found this in the pre-release text.  Apparently Laruba Village was (in theory) supposed to tie into Zeal.  Maybe this would make a tie-in to the rescue of schala?
https://www.chronocompendium.com/Term/Translated_Text_(CTP).html#New_Laruba_Village_.26_Worship_of_Strange_Stone
Title: Re: Chrono trigger plus
Post by: ThegreatBen on May 28, 2017, 12:48:19 pm
That is interesting, but more interesting is the unused Octorider had a place and lines.

as for Laruba anything done there would be speculation, though I could add the line back.

May 28, 2017, 01:00:28 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Oh and I checked out your patch, there is definitely stuff in there I can use.
Title: Re: Chrono trigger plus
Post by: lexluthermiester on May 28, 2017, 06:51:45 pm
By the way,  I found this in the pre-release text.  Apparently Laruba Village was (in theory) supposed to tie into Zeal.  Maybe this would make a tie-in to the rescue of schala?
https://www.chronocompendium.com/Term/Translated_Text_(CTP).html#New_Laruba_Village_.26_Worship_of_Strange_Stone
That seems reasonable.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on May 28, 2017, 08:55:08 pm
I definitely like the idea of Laruba being the enlightened ones, it would explain why there is a distinction between the earthbound and the enlightened.

there is a lot of cool stuff in there, I really like the fact that Magus had Blackbird lines, I'm wondering if I should make his north cape scene doable before the blackbird, take even more linearity out.

octorider is now added with his lines restored.
Title: Re: Chrono trigger plus
Post by: lexluthermiester on May 28, 2017, 10:05:02 pm
I definitely like the idea of Laruba being the enlightened ones, it would explain why there is a distinction between the earthbound and the enlightened.

there is a lot of cool stuff in there, I really like the fact that Magus had Blackbird lines, I'm wondering if I should make his north cape scene doable before the blackbird, take even more linearity out.

octorider is now added with his lines restored.
Most of that sounds interesting. A part that is a bit confusing is the "Magus had Blackbird lines" part. Are you talking about the graphical out-lines?
Title: Re: Chrono trigger plus
Post by: Mauron on May 29, 2017, 12:55:30 am
Have you addressed the buggy juror in the trial scene?

In Location Events 01F, Object 12, Arbitrary 0, the game checks fair flags 02 (Little girl told you about her cat) before fair flags 01 (you returned the cat).
Title: Re: Chrono trigger plus
Post by: ThegreatBen on May 29, 2017, 09:54:53 am
Have you addressed the buggy juror in the trial scene?

In Location Events 01F, Object 12, Arbitrary 0, the game checks fair flags 02 (Little girl told you about her cat) before fair flags 01 (you returned the cat).

That was on my to do list, so just switch 2 for 1? another question I wanted to ask you in this video the NPC's walk on top of layer 3 is there any way to put them under it? at 35 seconds he walks on top the shadow.

https://www.youtube.com/watch?v=fJPWjBwMOP4

Most of that sounds interesting. A part that is a bit confusing is the "Magus had Blackbird lines" part. Are you talking about the graphical out-lines?

I mean Magus had dialog lines in the Blackbird, so I'm thinking the scene at the cape should be optional any time after the Ocean Palce.
Title: Re: Chrono trigger plus
Post by: Chronosplit on May 29, 2017, 01:10:54 pm
Oh and I checked out your patch, there is definitely stuff in there I can use.
You're quite welcome.  Only things I know of that both mine and Manulowe's readmes don't cover:

-The Ruby Knife is called Red Knife in the scene where Crono throws it.  This could be a nickname? (It's in my list of not changed in the next submission, final one I promise!)
-A few scenes pertaining to endgame items outside of Geno Dome actually don't draw from the name itself but from it's own script.  These are: most Sealed Chest levelups, Ozzie's Fort with the "invincible" items, Frog's Gold Rock scene, and probably the Rainbow Shell stuff.
-There's a Power Tab pickup in the Sun Keep named PowerTab.  I didn't bother with this because who cares, there's probably a couple of others too but I never noticed.
-There may or may not be a missing comma in the scene where Queen Zeal taunts Magus from on top of Lavos.
-In Arris Dome, there is a person who talks about Death Peak with one quotation mark gone.  Never got around to that.
-Queen Zeal's final speech talks about the Dark Omen instead of the Black Omen.  Space squeezing maybe?  Dark is one less character than Black.

Quote
I mean Magus had dialog lines in the Blackbird, so I'm thinking the scene at the cape should be optional any time after the Ocean Palace.
I'm thinking that's how they wanted to do it in the Pre-Release, because the only new lines for Magus that were in there pertained to Blackbird events and you would get the event straight after that.  You'd also have to make sure he reacts right to Dalton's fireball, but that's the extent of the change.
Title: Re: Chrono trigger plus
Post by: Mauron on May 29, 2017, 07:55:08 pm
That was on my to do list, so just switch 2 for 1? another question I wanted to ask you in this video the NPC's walk on top of layer 3 is there any way to put them under it? at 35 seconds he walks on top the shadow.
Drag the first if to below the second if. The event editor might be a pain about placing it exactly, so you might need to do a little dragging around with the commands below it.

I didn't see any way to alter the shadow when I checked. The Millennial Fair has shadows that remain under PCs.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on May 29, 2017, 10:34:17 pm
Actually the event editor was quite cooperative so assuming I followed your instructions correctly that bug is fixed.

I shortened my shadows 2 hexes so the npcs avoid them, looks ok now.

I also started enemies in my last room, and a very basic start to the Zeal dungeon.
Title: Re: Chrono trigger plus
Post by: Mauron on May 29, 2017, 11:05:45 pm
I sometimes have issues with drag and drop, especially with placing something directly below an if. You must have had better results.
Title: Re: Chrono trigger plus
Post by: Chronosplit on May 31, 2017, 11:47:34 am
Speaking of bugs, has anyone experienced a bug right before the first fight with Zeal?  At the point of the speech before your team gathered around her, it just froze instead.  This happened only once and I assume it's just extremely rare, I just reset and everything went as planned without me ever finding it again. XD

This scene wasn't altered by me, only the original game was at play here.
Title: Re: Chrono trigger plus
Post by: Atrushan on May 31, 2017, 12:16:06 pm
As for the Schala thing you could put her literally anywhere. You could put her in the prehistoric era somewhere. Especially if Laruba village is connected to Zeal. You could even go so far as making it so that her being sent there causes the creation of zeal.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on June 01, 2017, 09:38:15 am
2300ad dungeon finished, 2 new npc's added to Laruba ruins to speak the cut dialog about the (Sun) stone. On to the Zeal dungeon now, still not sure if it should be for sneaking into the palace or getting to the two previously unused island. What do you guys think?

I'm guessing the crash before the Queen Zeal fight was an emulator hiccup.
Title: Re: Chrono trigger plus
Post by: Thirteen 1355 on June 01, 2017, 09:54:04 am
I don't really know what to think of with the sneaking into Zeal Palace. Wasn't the Mountain of Woe already a place you use to sneak into the palace?
Title: Re: Chrono trigger plus
Post by: Chronosplit on June 01, 2017, 10:00:42 am
I'm guessing the crash before the Queen Zeal fight was an emulator hiccup.
That's always possible.

2300ad dungeon finished, 2 new npc's added to Laruba ruins to speak the cut dialog about the (Sun) stone. On to the Zeal dungeon now, still not sure if it should be for sneaking into the palace or getting to the two previously unused island. What do you guys think?
Using more islands in Zeal is always a cool idea.  I'm unsure about what the "prize" would be at the end being a separate dungeon though.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on June 01, 2017, 10:40:21 am
I'm leaning towards the second idea because it doesn't mess with the established game. The Zeal pyramid and the Zeal sun Palace are both already mapped and scripted so using the Zeal dungeon as a way to get to them sounds good to me.
Title: Re: Chrono trigger plus
Post by: Thirteen 1355 on June 01, 2017, 10:56:56 am
That certainly sounds like the better idea. It fits better before the Pyramid.
Title: Re: Chrono trigger plus
Post by: lexluthermiester on June 01, 2017, 05:05:36 pm
I'm leaning towards the second idea because it doesn't mess with the established game. The Zeal pyramid and the Zeal sun Palace are both already mapped and scripted so using the Zeal dungeon as a way to get to them sounds good to me.
If I understand where everything is going, then I agree, for what it's worth. Just seems logical.
Title: Re: Chrono trigger plus
Post by: andrewclunn on June 01, 2017, 10:54:47 pm
Any chance of being allowed to skip the Speckio get magic event to allow for no magic runs?
Title: Re: Chrono trigger plus
Post by: lexluthermiester on June 01, 2017, 11:31:50 pm
Any chance of being allowed to skip the Speckio get magic event to allow for no magic runs?
Is that even possible? IIRC, there are a number of enemy's that are immune to physical attacks, including a phase of Lavos itself.
Title: Re: Chrono trigger plus
Post by: Mauron on June 01, 2017, 11:37:40 pm
Spekkio's event unlocks further tech learning for the characters, not just magic. Skipping the event would lock Crono at Cyclone + Slash for the whole game.
Title: Re: Chrono trigger plus
Post by: andrewclunn on June 02, 2017, 03:41:42 am
Is that even possible? IIRC, there are a number of enemy's that are immune to physical attacks, including a phase of Lavos itself.

Lucca has a fire based attack without magic.  Robo.  Ayla.  Yeah it's possible.  This would be an obvious challenge though, and I'd love to play a no magic run and fairly easy by just making the portals not blocked until you get magic.
Title: Re: Chrono trigger plus
Post by: Chronosplit on June 02, 2017, 10:32:23 am
Slash is also regarded as Lightning magic (the big clue here is the Wind part which never got in).  The only element you would be missing is water, which really means the only magic-specific monsters you'd have to worry about are Blue Scout and maybe Hexapods/Retinite (if you didn't obtain Magus to just spam Ice 2).

You wouldn't be dying to Shadows or anything like that at least.
Title: Re: Chrono trigger plus
Post by: Thirteen 1355 on June 02, 2017, 10:34:40 am
Spekkio's event unlocks further tech learning for the characters, not just magic. Skipping the event would lock Crono at Cyclone + Slash for the whole game.

Strange nobody is reading this...
Title: Re: Chrono trigger plus
Post by: ThegreatBen on June 02, 2017, 12:21:36 pm
Any chance of being allowed to skip the Speckio get magic event to allow for no magic runs?

Not something that I (or probably anyone else) would be interested in, but since it was 3 bytes and changes nothing for anyone else Spekkio is now optional.

Title: Re: Chrono trigger plus
Post by: andrewclunn on June 02, 2017, 04:36:06 pm
Not something that I (or probably anyone else) would be interested in, but since it was 3 bytes and changes nothing for anyone else Spekkio is now optional.
:woot!:
Title: Re: Chrono trigger plus
Post by: ThegreatBen on June 02, 2017, 07:59:05 pm
Here is the changelog so far


         Restored content

    Battle2 and Singing Mountain music tracks added
 
  Octorider, Johnny and Frog King enemies can now be fought
     
       A few restored lines from the pre-release re-added

    Unused Weapon effect 'Magical attack' added.

   Added unused guns for Lucca with unique projectiles.

       Destroyed dome and coliseum map tiles added.

       Magus' keep now fully visible on the world map.

                 Cut Zeal dungeon re-added

             


            changes to linearity

Porre Ferry goes to Choras allowing it to be explored from
the beginning.

The first trip to 65,000000 b.c can be done anytime after
arriving at the End of Time.

Magus can be recruited or fought on the cape anytime after
the ocean palace, making him available for the Blackbird.

        Spekkio is optional allowing for no magic runs.



                            Nu content
   
      MSU-1 music fully integrated (still requires the tracks)

      The two other islands in Zeal are now fully explorable
     
      1999 is now partially accessible

      Full new dungeon in 2300ad
     
      Chrono's mom has a bedroom

      Choras has a small ferry station.


                       
               Rebalance or Gameplay changes

 All Rock triple techs learned permanently by events and no
 longer require an accessory slot.

Spekkio changes forms when beaten not dependent on player level.

Filling house with cats much less grindy

Levels gained quicker after 23 but stat gains spread out to
level ** instead of 50, making the game more challenging but
with better progression.

Marle and Lucca have much better Hit growth allowing them
to use physical attacks more effectively.

A few DS or Japanese uncensored equipment and Tech names restored

Haste, Protect and Magic Wall now target whole party. 

               No enemies Charm Megaelixers

               Few enemies drop items   

          Single tech heals all reduced power

         Lavos is always as strong as the Ocean Palace version
Title: Re: Chrono trigger plus
Post by: SunGodPortal on June 02, 2017, 11:24:17 pm
No enemies Charm Megaelixers

Few enemies drop items   

Single tech heals all reduced power

All sounds interesting but I'm a little confused about these three. I have no idea what the first and third one mean. Would you mind clarifying? And does the second one mean that now very few enemies drop items?
Title: Re: Chrono trigger plus
Post by: andrewclunn on June 02, 2017, 11:52:52 pm
Does Spekio's form reset on new game+ ?
Title: Re: Chrono trigger plus
Post by: Vanya on June 03, 2017, 01:12:50 am
Is the incomplete forest ruins dungeon entrance used?
Title: Re: Chrono trigger plus
Post by: lexluthermiester on June 03, 2017, 03:48:43 am
All sounds interesting but I'm a little confused about these three. I have no idea what the first and third one mean. Would you mind clarifying? And does the second one mean that now very few enemies drop items?
What think he means is that using Ayla's Charm tech to steal MegaElixers from some enemies no longer functions[to which I say WTH? Why? And BOOOooo!]. He's also saying that enemies will generally drop fewer items[which I also don't like but understand as it can be abused]. And the last, single tech healing now heals all party members, but at a reduced effect/power level.
Is the incomplete forest ruins dungeon entrance used?
I'm betting yes, but that's only a guess. Seems logical though.

BTW, Ben, my above two complaints aside, these changes seem like they are going to make for a very fun hack/mod!  :thumbsup:
Title: Re: Chrono trigger plus
Post by: Thirteen 1355 on June 03, 2017, 06:46:27 am
         Lavos is always as strong as the Ocean Palace version

Um, that means Lavos' first form is as strong, if not stronger, than its final form, meaning that to be able to stand a chance against its first form, you need to grind until the third form's practically a joke.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on June 03, 2017, 07:30:16 am
Yes you can no longer get an easy unlimited supply of megaelixers by charming Ruminators, this really ruined the game because it made you invincible and you didn't need to use anything but your strongest moves anymore, now you have to use everything at your disposal.

you also have to buy stuff from shops now as enemies no longer supply you with more than you'll ever need.

what I meant by the single tech healing is that they all heal for less, group heals heal for a little, single target heals heal a decent amount, but if you want full group healing you use a dual tech, they are more useful overall in this hack, teamwork bitches.

this project was a rebalance before it was an expansion, and my testers said no changes mattered as long as they had unlimited items and easy healing.

Spekkio resets on NG+

@1355 point noted, a planet destroyer needs to be scary and you can skip the shell with the epoch, also the ocd in me really hates inconsistency, but you make a valid point. We'll see how it works in practice.

June 03, 2017, 07:33:15 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Also no on the pyramid dungeon, they didn't cut it they decided to handle it differently so there's really no need to do anything more with it.
Title: Re: Chrono trigger plus
Post by: SunGodPortal on June 03, 2017, 07:39:00 pm
I wasn't as excited about the rebalancing efforts at first but now I'm more interested. The change in tactics should keep me from playing the whole game on auto-pilot.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on June 03, 2017, 09:06:09 pm
I wasn't as excited about the rebalancing efforts at first but now I'm more interested. The change in tactics should keep me from playing the whole game on auto-pilot.

This guy gets it, its not super punishing like CT zero or the other insane hard hacks its just enough to make you experience the game again.

Zeal dungeon was finished but it was on my hard drive  and went through power change mode and I lost more than half my work.

getting Magus on the Blackbird is going to happen but what a huge mess some of the scripts involved are.
Title: Re: Chrono trigger plus
Post by: lexluthermiester on June 05, 2017, 11:09:36 am
I had an idea about the Schala plot twist. Don't know how well it would work, but what if she was trapped in the sealed pyramid and could then be rescued. Just an idea for the future.
Title: Re: Chrono trigger plus
Post by: Thirteen 1355 on June 05, 2017, 11:17:56 am
I would hate to see the consistency with Flames of Eternity being crushed, though...
Title: Re: Chrono trigger plus
Post by: ThegreatBen on June 05, 2017, 11:36:50 am
Update time, the Zeal dungeon is 100% finished and seamlessly implemented, I'm done about a 1/3 of the way done allowing Magus before the Blackbird.

I had an idea about the Schala plot twist. Don't know how well it would work, but what if she was trapped in the sealed pyramid and could then be rescued. Just an idea for the future.

Schala was in the Ocean Palace, the Blackbird is the Ocean Palace, so it makes sense that thats where you would find her.
Title: Re: Chrono trigger plus
Post by: lexluthermiester on June 05, 2017, 11:53:51 am
Schala was in the Ocean Palace, the Blackbird is the Ocean Palace, so it makes sense that thats where you would find her.
Unless the queen was perhaps using the pyramid as a magical prison. Then it make sense for her to be there. Just ideas..
Title: Re: Chrono trigger plus
Post by: Atrushan on June 05, 2017, 12:10:52 pm
Didn't she get dragged through a portal though? It's been a while since I played but that was how I remembered it.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on June 05, 2017, 12:12:36 pm
Its not a bad idea, but keep in mind the pyramid can be opened before Schala disappears.

Oh some other stuff I forgot in my list of changes

Under new content is the Reptite village, I felt their entire territory should not have been limited to one castle, plus the 65000000bc map was a little empty, so I turned the Reptite territory into a full village.

Not sure what sub-heading this one falls under but I made it so the password must be retrieved from the right side of the factory before the generator could be opened, I thought it was a waste that most players would skip half that dungeon, letting all those maps go to waste.

And under rebalace I made Gato strong enough that he cant be soloed at level 1 just by mashing A, he gives the second most silver points he should require you to at least gain a level or 2 and change your armor.
Title: Re: Chrono trigger plus
Post by: andrewclunn on June 05, 2017, 12:58:37 pm
The black bird is not the ocean palace.  The black omen is.

Edit-

I think better than making that optional factory area mandatory would be to switch around the treasure chests so that the Titan armor and bolt sword are out there.  And maybe put a speed tab there too.  This will incentize first time and new game plusers to go there.
Title: Re: Chrono trigger plus
Post by: Vanya on June 05, 2017, 07:24:50 pm
Wouldn't that just create the opposite situation with there not being much reason to explore the left side?
I think, moving the password over is good enough.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on June 05, 2017, 09:37:11 pm
The black bird is not the ocean palace.  The black omen is.

Edit-

I think better than making that optional factory area mandatory would be to switch around the treasure chests so that the Titan armor and bolt sword are out there.  And maybe put a speed tab there too.  This will incentize first time and new game plusers to go there.

Yes sorry I actually meant the Omen, I just have Blackbird on the brain from messing with its unholy scripts.

I was thinking I'd also like to create an event that lets Frog permanently wear the Hero Medal freeing up an accessory slot, something about how he finally feels worthy to wear it instead of just carry it. 
Title: Re: Chrono trigger plus
Post by: Mauron on June 06, 2017, 01:51:36 am
Code: [Select]
$FD/B56E AD BA B3 LDA $B3BA  [$7E:B3BA] // Mirror of current accessory.
$FD/B571 C9 B3 CMP #$B3 // Hero Medal Index

You could probably store a flag in $7E:2862 for completion of that event.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on June 06, 2017, 09:27:03 am
Code: [Select]
$FD/B56E AD BA B3 LDA $B3BA  [$7E:B3BA] // Mirror of current accessory.
$FD/B571 C9 B3 CMP #$B3 // Hero Medal Index

You could probably store a flag in $7E:2862 for completion of that event.

could you elaborate? My plan was to make a duplicate Masamune(s) with a base 50 critical, then just have the script swap them but what you're suggesting sounds like I could use it to make the Sightscope effect permanent as well.
Title: Re: Chrono trigger plus
Post by: Mauron on June 06, 2017, 02:01:39 pm
That code is used at the start of battle. If the currently equipped accessory is the Hero Medal, and the currently equipped weapon is one of the Masumunes, it stores 0x32 to 0x45 of the character's battle data. There may be a Frog index check before that.

The SightScope effect is similar, and likely also a check on $7E:B3BA.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on June 06, 2017, 10:19:48 pm
So is this something I could do using temporal flux? As I don't know asm.

as for updates, there isn't much, I knocked off a few more blackbird scripts, shouldn't be long now.
Title: Re: Chrono trigger plus
Post by: Mauron on June 07, 2017, 12:13:47 am
Just a couple changes in a hex editor.

3DB56F - 62 28
3DB572 - 01

Then have your Hero Medal event set $7E:2862 to 01. It normally contains a garbage copy of weapon 00s stats, from old code before the 8th character was cut.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on June 10, 2017, 01:01:40 pm
It took awhile but I got all of the Blackbird scripts to use Magus (I hope ) finished adding an event where Frog challenges the Frogking for the right to wear the Hero Medal.

Just a couple changes in a hex editor.

3DB56F - 62 28
3DB571 - 01

Then have your Hero Medal event set $7E:2862 to 01. It normally contains a garbage copy of weapon 00s stats, from old code before the 8th character was cut.

Thank you.

This project requires an expanded rom, will an IPS automatically expand the rom or does that need to be done before the patch is added?

anyway this release is ready, I'm waiting for response from Lex but I'm thinking instead of a separate patch for a save Schala option I was thinking of a non cannon ending if you beat Lavos at the Ocean Palace, where Schala becomes queen of Zeal and expands it.
Title: Re: Chrono trigger plus
Post by: SunGodPortal on June 10, 2017, 02:47:58 pm
This project requires an expanded rom, will an IPS automatically expand the rom or does that need to be done before the patch is added?

It all depends on the original ROM that you are comparing with your hacked ROM to make the patch. If your hacked ROM is expanded and the original ROM is left at it's standard size then the patch will include the expansion. If you expand the unmodified ROM before making the comparison then it likely will not. Just make sure that the original ROM that you are comparing with is in fact unmodified and you won't have any problems with this.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on June 10, 2017, 02:53:17 pm
Thanks 10 more minutes of finishing touches and you can start play testing.

also of note is that I took 13 suggestion and nerfed the Lavos shell as there was still a large margin between it and the next strongest enemy.
Title: Re: Chrono trigger plus
Post by: SunGodPortal on June 10, 2017, 03:16:33 pm
Cool. I had plans today but they fell through due to technical difficulties. 8)
Title: Re: Chrono trigger plus
Post by: Mauron on June 10, 2017, 03:32:29 pm
I like the idea of beating Ocean Palace Lavos as a non-canon Schala saving.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on June 10, 2017, 10:31:50 pm
Thanks I'll try to do it justice.
Title: Re: Chrono trigger plus
Post by: mrlange on June 15, 2017, 01:53:07 pm
Okay so I'm probably not gonna gain many fans by suggesting this, but can we make fighting the ocean place version of Lavos at the end of the game an optional thing? Maybe placing a trigger or something somewhere in game for people to decided which version they'd like to fight?
Title: Re: Chrono trigger plus
Post by: ThegreatBen on June 15, 2017, 09:23:56 pm
Okay so I'm probably not gonna gain many fans by suggesting this, but can we make fighting the ocean place version of Lavos at the end of the game an optional thing? Maybe placing a trigger or something somewhere in game for people to decided which version they'd like to fight?

13 already pointed out a very valid reason not to have the shell that strong, all my Lavos are the same strength for the sake of consistency, but I did nerf it to be more balanced.

on another note the play testing is yielding tons of bugs but I managed to fix them up to the tyrano layer so far.
Title: Re: Chrono trigger plus
Post by: Thirteen 1355 on June 16, 2017, 07:42:36 am
 That's great to hear!

Also, on the subject of making the most important event in the game optional:
NO  :police:
Title: Re: Chrono trigger plus
Post by: Chronosplit on June 16, 2017, 10:07:48 am
Schala teleported away with the Mammon Machine right?  And you get teleported to the Mammon Machine in the Black Omen final battles.

Here's an idea, it could be an event found in the Black Omen.  Perhaps only if Magus is in your party, perhaps not.
Title: Re: Chrono trigger plus
Post by: lexluthermiester on June 17, 2017, 01:33:14 am
Schala teleported away with the Mammon Machine right?  And you get teleported to the Mammon Machine in the Black Omen final battles.

Here's an idea, it could be an event found in the Black Omen.  Perhaps only if Magus is in your party, perhaps not.
This sounds like a good idea and would blend well into the existing story.
Title: Re: Chrono trigger plus
Post by: Thirteen 1355 on June 17, 2017, 07:19:30 am
Changing the story would completely pull myself away from playing this hack, and anyone who considers Chrono Cross an addendum to Trigger will be left out.

I insist on not changing main story events in a game that has a pretty great story already.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on June 17, 2017, 07:47:53 am
Lex you've been gone a while, right now I'm pushing to get this working, but for the Schala thing I decided the best way to not step on any toes is to make a non cannon ending after beating Lavos in the ocean palace.

as for progress, the game has been tested as far as the Blackbird.
Title: Re: Chrono trigger plus
Post by: Thirteen 1355 on June 17, 2017, 07:56:04 am
Oh yeah, the Ocean Palace ending.
I forgot about that. It's a great idea!
Title: Re: Chrono trigger plus
Post by: Chronosplit on June 17, 2017, 06:21:35 pm
That's actually the best sounding idea.  It makes you work for the ending too.
Title: Re: Chrono trigger plus
Post by: lexluthermiester on June 19, 2017, 04:18:48 am
Lex you've been gone a while, right now I'm pushing to get this working, but for the Schala thing I decided the best way to not step on any toes is to make a non cannon ending after beating Lavos in the ocean palace.

as for progress, the game has been tested as far as the Blackbird.
Yeah, been busy.

That sounds good. Keeping it as close to canon as possible seems the right thing to do.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on June 29, 2017, 04:08:27 pm
This is almost done the first playtest, I had a ton of bugs to squash, since the last update I've swapped Life and Lightning2 so that Crono follows the same pattern as the other characters. I also gave the Choras carpenter and his family a better ending after finishing the northern ruins.
Title: Re: Chrono trigger plus
Post by: andrewclunn on June 29, 2017, 04:47:51 pm
I also gave the Choras carpenter and his family a better ending after finishing the northern ruins.

Oh good.  Yeah, it was such an anti-climax before that I went back to the house half expecting that I'd need to hire them again.
Title: Re: Chrono trigger plus
Post by: Chronosplit on June 29, 2017, 05:46:47 pm
Speaking of Crono's magic, I have a crackpot idea.  Make Swallow boost magic instead of speed.

When you pick between the Swallow and the Safe Helm, Swallow is almost never chosen outside of possibly speedruns because it peters out as soon as the Ocean Palace is done.  Safe Helm ends up being potentally the best helmet in the game (it's usually that, Haste Helm, or Vigil Hat for me).  One way to make Swallow not completely outclassed by Shiva Edge and Rainbow is to make it more useful, one method which would be to give it the near unique (Red Katana, Rune Blade on Frog) ability of boosting Crono's subpar Magic stat.  This would make the weapon more useful against certain encounters, therefore prolonging it's usefulness.
Title: Re: Chrono trigger plus
Post by: justin3009 on June 29, 2017, 06:23:42 pm
I think the only issue I have with that is once Crono gets Luminaire, he's basically OP on every single aspect.  It'd probably help his other spells for sure but he's a ridiculous power house with attack and Luminaire seems to be leagues beyond every other spell he has.
Title: Re: Chrono trigger plus
Post by: Chronosplit on June 29, 2017, 08:06:55 pm
You do have a point there, Luminare does more than make up for the magic stat.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on June 30, 2017, 08:44:12 am
I think the only issue I have with that is once Crono gets Luminaire, he's basically OP on every single aspect.  It'd probably help his other spells for sure but he's a ridiculous power house with attack and Luminaire seems to be leagues beyond every other spell he has.

I wouldn't worry about that, ultimate techs have been rebalanced to make dual and triples the new king.

As for the swallow I would like to make it a more viable option but magic boosts on weapons is a maximum of 6
Title: Re: Chrono trigger plus
Post by: Mauron on June 30, 2017, 03:49:41 pm
I have notes on stat boosts for items, if you want to change one.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on July 01, 2017, 11:40:40 am
I have notes on stat boosts for items, if you want to change one.

Thanks I'll keep that in mind, but right now I'm just anxious to get this finished, I'm mostly just waiting to hear if Sungodportal was able to finish it without anymore bugs.
Title: Re: Chrono trigger plus
Post by: Thirteen 1355 on July 21, 2017, 01:56:04 pm
Hey there, how's the game coming along?
Title: Re: Chrono trigger plus
Post by: ThegreatBen on July 21, 2017, 08:03:55 pm
It's not officially released here yet but I have released it on the gamefaqs Chrono Trigger board, for people that want to play test it, the relevant link is in post 25 of the topic " Chrono Trigger plus"

Once I'm convinced it's bug free it'll be released here.

There will be further releases with more stuff later on, including the Schala ending but summer is too short to be hacking.
Title: Re: Chrono trigger plus
Post by: andrewclunn on July 22, 2017, 03:14:20 pm
Testing a no magic play run right now.  No issues yet.  God damn these reptites without lightning...
Title: Re: Chrono trigger plus
Post by: SunGodPortal on July 22, 2017, 04:24:03 pm
Testing a no magic play run right now.  No issues yet.  God damn these reptites without lightning...

Wow. A no magic run sounds like suicide. Might not be as bad on New Game + though. Good luck. :)
Title: Re: Chrono trigger plus
Post by: ThegreatBen on July 22, 2017, 06:25:10 pm
Testing a no magic play run right now.  No issues yet.  God damn these reptites without lightning...

At some point could you make another save and learn magic? Just to make sure there are no complications in learning it late.
Title: Re: Chrono trigger plus
Post by: andrewclunn on July 22, 2017, 08:27:44 pm
At some point could you make another save and learn magic? Just to make sure there are no complications in learning it late.

Will do.  I just got Shock with Robo, so I can FINALLY beat Nizbel.

EDIT -

I can recreate the y swap party freeze bug.  Load a saved game at the end of time.  Travel via warp to banger dome.  Try switching party members using Y.
Title: Re: Chrono trigger plus
Post by: SunGodPortal on July 22, 2017, 11:41:29 pm
EDIT -

I can recreate the y swap party freeze bug.  Load a saved game at the end of time.  Travel via warp to banger dome.  Try switching party members using Y.

I had that bug too. It only seemed to occur in certain areas though. When playing I never knew if swapping members was going to freeze the game or not but most of the time I was safe.
Title: Re: Chrono trigger plus
Post by: lexluthermiester on July 23, 2017, 02:25:15 am
It's not officially released here yet but I have released it on the gamefaqs Chrono Trigger board, for people that want to play test it, the relevant link is in post 25 of the topic " Chrono Trigger plus"

Once I'm convinced it's bug free it'll be released here.

There will be further releases with more stuff later on, including the Schala ending but summer is too short to be hacking.
Got it, gonna give it a go!
Title: Re: Chrono trigger plus
Post by: andrewclunn on July 23, 2017, 10:07:47 am
Doing as much out of order as possible to test things.  Don't know what this accessory does though because it has no description (got from the alternate path for Johnny with the metal mutants).  Also, when you beat the reptite in the village that says "Not on my watch" in the market there's a graphical glitch fro the guy behind the counter.
Title: Re: Chrono trigger plus
Post by: lexluthermiester on July 23, 2017, 10:32:50 pm
Doing as much out of order as possible to test things.  Don't know what this accessory does though because it has no description (got from the alternate path for Johnny with the metal mutants).  Also, when you beat the reptite in the village that says "Not on my watch" in the market there's a graphical glitch fro the guy behind the counter.
I saw the Shop battle glitch too.

FYI Everyone, this patch requires a unheadered ROM, IE headerless. Just a heads up.

Title: Re: Chrono trigger plus
Post by: ThegreatBen on July 23, 2017, 11:33:58 pm
I noticed the reptite shop glitch but was too lazy to fix it, but since it's something everyone is going to see I'll have to fix it.

The Seraph song accessory gives you mp regen

Even doing what you said I still have never gotten the Y menu glitch, it has to be the emulator, I use qwertymodo's version of snes9x.
Title: Re: Chrono trigger plus
Post by: Mauron on July 24, 2017, 12:12:27 am
I saw the character switch issue in Proto Dome. It hits an endless loop at $CC/4563 in non-MSU-1 supporting emulators. Other locations do not use this code when loading the exchange menu. I'll pass this on.
Title: Re: Chrono trigger plus
Post by: qwertymodo on July 24, 2017, 01:16:46 am
I'll need somebody to send me the exact patch you're using and a save file (.srm would be best so I can test in different emulators).  I've made some changes to my code since I sent it to TheGreatBen, $CC/4563 in my current code is right in the middle of the register pop list before the return at the end of the NMI routine, basically no way that could possibly cause an endless loop.  It's also the main return path that would get hit by every emulator, MSU-1 or not.  So I'm obviously looking at the wrong code.
Title: Re: Chrono trigger plus
Post by: andrewclunn on July 24, 2017, 07:21:09 am
I saw the Shop battle glitch too.

FYI Everyone, this patch requires a unheadered ROM, IE headerless. Just a heads up.

Similar big with the gurus after beating the sun stone guardian before the golem fight.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on July 24, 2017, 01:10:12 pm
How the hell did you beat the guardian before getting the red plate on a new game?

I sent Qwertymodo the patch but I'll need someone to send him an srm since mine are empty for some reason.
Title: Re: Chrono trigger plus
Post by: qwertymodo on July 24, 2017, 01:26:53 pm
Well... that makes absolutely no sense whatsoever.  The code is the same as mine, and it doesn't appear to be a conflict with Temporal Flux trying to use the same empty space.  Mauron, what emulator are you using that allowed you to determine that address (implying a debugger) but that doesn't have MSU-1 support?  I *might* be able to reproduce it with bsnes-plus and a no-msu manifest, but I'm not sure, and I'll still need an .srm (and instructions on exactly how to trigger it).
Title: Re: Chrono trigger plus
Post by: Mauron on July 24, 2017, 02:06:53 pm
Sorry, I had a headache last night, and posted the wrong address. I triggered it in Geiger's SNES9x, but the error was at $CC/45A4. The code I'm seeing is waiting on $7E:2143, instead of the APU register.

My save was copied from an unaltered Chrono Trigger ROM - It worked well enough for loading the End of Time for testing, but someone else can probably provide a better one.

In certain locations, opening the exchange menu will cause the glitch. Proto Dome works, at least when arriving by gate. It has to do with the palettes loading in that location, some of which carry over from old location.
Title: Re: Chrono trigger plus
Post by: qwertymodo on July 24, 2017, 03:18:33 pm
Ok, that address could DEFINITELY do it.  That code is waiting for a song to start, and it's a direct copy of the original code that was supposed to be executed there, which leads me to believe that something ELSEWHERE isn't falling back properly (i.e. the song that's supposed to be playing isn't getting loaded, so the code that is waiting for it never completes).
Title: Re: Chrono trigger plus
Post by: Mauron on July 24, 2017, 04:11:19 pm
There's a slight but significant difference between your code and the original.
Original:
Code: [Select]
$C2/CBE0 AF 43 21 00 LDA $002143[$00:2143]
Modified:
Code: [Select]
$CC/45A4 AD 43 21    LDA $2143  [$7E:2143]
Switching the modified code to use long addressing worked smoothly. Here's the save file (http://maurtopia.com/ctp.zip) from the original game I was using for testing.
Title: Re: Chrono trigger plus
Post by: qwertymodo on July 24, 2017, 05:27:01 pm
I suspected as much.  It's not the first time I've been bitten by the bank register :P

Completely untested, but give this a try (apply on top of your already patched Chrono Trigger Plus ROM)

https://dl.qwertymodo.com/chrono_msu_fallback_freeze_fix.ips
Title: Re: Chrono trigger plus
Post by: ThegreatBen on July 24, 2017, 06:38:02 pm
Thanks guys, I'll have someone test this right away.
Title: Re: Chrono trigger plus
Post by: andrewclunn on July 24, 2017, 06:57:34 pm
How the hell did you beat the guardian before getting the red plate on a new game?

I sent Qwertymodo the patch but I'll need someone to send him an srm since mine are empty for some reason.

Grinding metal mutants in the future from the alternate path of the Johnny race, fire resistant armor from the animal pats shop in the distant past, Robo using heal beam exclusively every turn.
Title: Re: Chrono trigger plus
Post by: XModxGodX on July 25, 2017, 04:52:15 pm
Don't know if this counts as a bug but Frog and Crono get Spire when Crono gets Life as opposed to Lightning2.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on July 26, 2017, 01:34:31 pm
Don't know if this counts as a bug but Frog and Crono get Spire when Crono gets Life as opposed to Lightning2.

No not a bug just an oversight on my part, I'll fix it before next release.
Title: Re: Chrono trigger plus
Post by: andrewclunn on July 28, 2017, 12:57:49 pm
Well I made it through without too many other issues.  Haven't tested the side quests (going to do that on a New Game+ run because despite being level 82, there's just some I cannot do without magic), so I'll do another run where I recruit Magus and use him to make sure I can do all the side quests.  Lavos shell always being as powerful as it is totally makes the no Epoch endings more plausible choices for new players, speed runs, etc.  Basically Robo is what makes no magic runs viable.
Title: Re: Chrono trigger plus
Post by: XModxGodX on July 28, 2017, 01:10:17 pm
So far the only real problems I've noticed so far were in Zeal Palace before saving Melchior finding the Nu's scratch point reverts the music back to queen Zeal's theme and the new time period's map has really wonky collision detection.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on July 28, 2017, 02:41:10 pm
I'm going to be honest I didn't think you could do it, good job.

Now that you're done why don't you just go get magic now? Test the side quests.

Also did you try the Y button fix Quertymodo posted?

July 29, 2017, 01:47:26 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
So far the only real problems I've noticed so far were in Zeal Palace before saving Melchior finding the Nu's scratch point reverts the music back to queen Zeal's theme and the new time period's map has really wonky collision detection.


Sorry didn't see your response, I set Zeal palace to use the more light hearted Zeal map theme on first visit and the more ominous Zeal palace theme on second visit, did it cause problems?

As for the world map in 1999 I can't do anything about the weird collision I had to work with what was on the map. What did you think of 1999 overall? If you talk to Gob with the Wondershot unequipped there is a small sidequest
Title: Re: Chrono trigger plus
Post by: XModxGodX on July 29, 2017, 02:20:58 pm
For some reason I have to wait for a moderator to approve my posts so that's why you didn't see it earlier.
Yeah the got item jingle that plays when you talk to that particular Nu reverts the song back to the original song though it doesn't seem to be the case in other maps like death's peak.
As for 1999 my only other minor issue was the dialogue with a certain NPC in the Market area I just think was kinda forced. Didn't know about the wondershot sidequest I'll need to try that. (Kinda hope it has something to do with the Aeris Dome)
Title: Re: Chrono trigger plus
Post by: andrewclunn on July 29, 2017, 08:27:36 pm
Dragon tank and magus forms of lavos shell show as the prophet (graphical or enemy glitch).  Spekio doesn't go passed his Masa & Mune phase (no Nu Spekio and can keep earning rewards indefinitely).
Title: Re: Chrono trigger plus
Post by: ThegreatBen on July 29, 2017, 09:25:04 pm
I thought I removed the Lavos boss rush, I needed the extra slots for enemies, how did you manage to trigger it?

I thought I fixed Spekkio for the last time, dammit I'll take a look.
Title: Re: Chrono trigger plus
Post by: andrewclunn on July 30, 2017, 08:24:09 am
I beat the black omen and it went straight into it.

EDIT -

And the character switch patch works.  I could recreate the issue by going to Robo's sidequest in the future and having the game glitch when telling me to put Robo in front.  Then I applied the patch and the problem went away.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on July 30, 2017, 08:06:44 pm
-Fixed Spekkio, needs testing
-fixed Lavos boss rush, needs testing
-Fixed Zeal palace music when talking to the Nu
-Fixed Reptite and Balthasar glitches,half tested
-added Qwertymodo's Y button fix.

https://www.dropbox.com/s/5qy94g2poo4t8vt/Chrono%20Trigger%20Plus.ips?dl=0

For some reason changing the dual tech Spire corrupted the rom everytime so it remains as it is
Title: Re: Chrono trigger plus
Post by: Mauron 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.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on July 31, 2017, 07:55:17 am
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.

Ya that sounds like what I've got going on, no problem I'll wait for it.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on August 07, 2017, 08:30:41 am
Ok thanks again to Mauron I have the 1999 world map collision and year indicator fixed.

The final release will also include a auto run optional patch (also courtesy of  Mauron)

Some minor changes to a few maps by request.

I think it's finally bug free, I playing through one more time to test a few things and that's it.
Title: Re: Chrono trigger plus
Post by: Thirteen 1355 on August 07, 2017, 08:34:17 am
 ;D
Title: Re: Chrono trigger plus
Post by: andrewclunn on August 07, 2017, 11:37:55 am
Question about the auto-run patch.  Does that mean I can't walk, or does it turn the run button into a walk button?
Title: Re: Chrono trigger plus
Post by: ThegreatBen on August 07, 2017, 12:30:37 pm
It makes running the default, press A to walk
Title: Re: Chrono trigger plus
Post by: Gi Nattak on August 07, 2017, 02:02:30 pm
I have a simple request, could you please consider making Mt. Woe have the unused Singing Mountain song? Unless of course if you used it somewhere else. I think it works great there, in place of just the normal wind track... Looking forward to playing this!
Title: Re: Chrono trigger plus
Post by: andrewclunn on August 07, 2017, 02:18:33 pm
It's somewhere, but I'm not saying where.

Also, something as an aside, which I honestly only just noticed.  Why are there trees on Death Peak?  There are trees!  In the Future!  Wasn't the lack of remaining sustained plant life like a plot point near the start of the game?!
Title: Re: Chrono trigger plus
Post by: Chronosplit on August 07, 2017, 03:48:13 pm
Also, something as an aside, which I honestly only just noticed.  Why are there trees on Death Peak?  There are trees!  In the Future!  Wasn't the lack of remaining sustained plant life like a plot point near the start of the game?!
1. What else are you going to hide behind other than withered trees?  Moreover, no one else can reach up there but you.  No one may know they exist.

2. Greenery is symbolic here.  By that notion the seeds wouldn't be able to grow in the domes later.  Death Peak's trees come back to some of the the themes that you see and use throughout the Future, and one could argue reinforces them.  Hope was given by seeds, etc..
Title: Re: Chrono trigger plus
Post by: lexluthermiester on August 08, 2017, 09:23:56 pm
The dropbox link isn't working anymore. New patch? And what's this "autorun" you speak of? I'd like to try this..
Title: Re: Chrono trigger plus
Post by: ThegreatBen on August 09, 2017, 08:58:26 pm
Ya the official patch is coming very soon, so I won't be updating the link, the auto run patch will be an optional included in the zip
Title: Re: Chrono trigger plus
Post by: qwertymodo on August 11, 2017, 12:29:21 am
Just a heads up, if you want Singing Mountain supported for the MSU-1, you'll have to send me a save file so I can figure out what track number it is and add it to the audio packs.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on August 12, 2017, 05:52:09 pm
Just a heads up, if you want Singing Mountain supported for the MSU-1, you'll have to send me a save file so I can figure out what track number it is and add it to the audio packs.

I can get you one when I get there, unless someone else has one they could give you that would be nice.

Also what's the possibility of getting the videos added to this project?

As for updates, reptite and Balthazar glitches fixed, some maps touched up, Lavos boss rush so far successfully removed, making the mt woe rubble fightable a limited number of times (5) in order to keep balance.

@Mauron you said you could change weapon effects to make the Swallow more appealing, would it be possible to change the speed+3 weapon effect to Haste? This would certainly make it a solid contender against the protect helm.
Title: Re: Chrono trigger plus
Post by: Mauron 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.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on August 12, 2017, 10:20:33 pm
I wouldn't worry too much about it if it's going to be trouble, just need a gimmick to bring the swallow up to the level of the safe helm.

Also what's the command for adding +1 to an address? So I can make the Rubble disappear after being fought 5 times?
Title: Re: Chrono trigger plus
Post by: Mauron 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.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on August 12, 2017, 10:48:46 pm
Yup that's the one, thanks

August 13, 2017, 08:49:50 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Couldn't get the byte math to work my mem-mem scripting wasn't the problem so I decided to just make it fightable once, in practice this seems just fine balance wise as I really didn't want ultimates learned before Chrono's return.

Also added an optional fight with the "prophet" adding another 5 minutes of life to Zeal.

Title: Re: Chrono trigger plus
Post by: Mauron on August 13, 2017, 09:22:40 pm
What kind of AI do you have on the Prophet?
Title: Re: Chrono trigger plus
Post by: ThegreatBen on August 13, 2017, 09:53:10 pm
Enemy c9 ;)
Title: Re: Chrono trigger plus
Post by: Mauron on August 13, 2017, 10:10:53 pm
Good choice.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on August 15, 2017, 08:27:13 am
Good choice.

Thanks.

I'm currently at the end game with playtesting, it is bug free so far and will be officially released very shortly, if anyone has any last minute suggestions now is the time.
Title: Re: Chrono trigger plus
Post by: Pape on August 15, 2017, 08:44:08 am
Thanks.

I'm currently at the end game with playtesting, it is bug free so far and will be officially released very shortly, if anyone has any last minute suggestions now is the time.

It would be nice to see Ayla get some Fist/Claw/Knuckle type weapons at shops and inside treasure chest(s), these would inflict status effects and/or elemental damage, similar to Yang's Claws from FFIV. I do know that hacking Ayla's Fist weapons on her makes them disappear, so they are probably hardcoded to her current level.
Title: Re: Chrono trigger plus
Post by: Mauron 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.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on August 15, 2017, 01:45:33 pm
I can add fist weapons, they would simply get overwritten when she reaches the appropriate level, this could be used to have a crappy weapon get overwritten by the Bronze fist allowing you to switch between it and Iron fist at will.

Where would you put them?
Title: Re: Chrono trigger plus
Post by: andrewclunn on August 15, 2017, 02:51:00 pm
Would this impact Ayla's ability to fight on the black bird?  This seems like a non-trivial change.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on August 15, 2017, 02:59:57 pm
No the blackbird scripts don't touch her weapon slot and even if it were empty it still allows her to fight anyway.

If I do add any fist weapons it'll be an optional patch anyway.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on August 23, 2017, 09:13:44 pm
Finished my play through 100%

Lavos boss rush removed
Spekkio works 100%
Added one weapon for Ayla (need to charm Azala)
Reptite and Balthazar glitch fixed
Prophet optional boss added to Zeal dungeon on second visit


That makes the last of the bugs squashed, but in order to submit it here I need emulator screen shots, I just can't seem to find where mine are getting stored, so if anyone can get me some the official release can come.
Title: Re: Chrono trigger plus
Post by: qwertymodo on August 24, 2017, 02:02:28 am
Hit me up before you go for an official release, I've made a handful of bugfixes to the audio code.  Not quite to 100%, but getting there.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on August 24, 2017, 11:34:06 am
Sent it off to Qwertymodo this morning, but he could still use a save in order to add singing mountain and I need emulator screenshots of new content in order to submit it here (I really wish I could just use a damn screen capture)

The final release will have three optional files: Autorun, red Magus cape, and 5% human Glenn (if Magus is killed Frog will be human at the end of time and in the campfire scene)
Title: Re: Chrono trigger plus
Post by: darthvaderx on August 24, 2017, 01:26:09 pm
The final release will have three optional files: Autorun, red Magus cape, and 5% human Glenn (if Magus is killed Frog will be human at the end of time and in the campfire scene)

One last suggestion, if you kill Magus and Glenn becomes a human again, in the new game + he can also be human again without having to kill Magus (I love this character), just when he joins the team, he regrets and undoes the spell ...
But I know it would be too much work to do this now, maybe in a next update, thanks ...
Title: Re: Chrono trigger plus
Post by: ThegreatBen on August 24, 2017, 01:58:00 pm
It's more of a novelty at this point but if I manage to get a fully working human Glenn there will be a way to have both.

Requiring two play throughs of course
Title: Re: Chrono trigger plus
Post by: lexluthermiester on August 25, 2017, 12:12:32 pm
Wow, this is really coming along! Nice. I was going to chime in a about a glitch I encountered, but it seems to have been taken care of.. Looking forward to the final. Which begs the question, is the final save games going to be compatible with the current beta saves? I'm thinking no, but it's worth asking.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on August 26, 2017, 07:48:12 pm
The ending movie from the psx/DS version has Glenn as a human and Magus alive, this suggests that Magus reversing the curse is cannon, as such the 5% human Glenn optional patch is now 8% with him appearing in human form in the moonlight parade ending regardless of Magus' status.
Title: Re: Chrono trigger plus
Post by: TheTraveler787 on September 11, 2017, 12:31:18 am
Is there any way your mod includes / offers tools to implement Gaspar as a playable character (as was originally intended)? Preferably as a magic user and time-based techs (maybe taking advantage of the ??? magic type).

Also I'm new to a lot of this and have no idea what MSU-1 support it; is it necessary for the rom to work when it's finished?
Title: Re: Chrono trigger plus
Post by: Mauron 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.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on September 12, 2017, 06:51:33 pm
I noticed you've been updating your plugins to accommodate it, hopefully I can add it to my project without too much trouble.

@787 the 8th character is intended to be human Glenn, but even for a separate patch for Gaspar I would need a full sprite sheet and Techs aren't exactly easy to program.
Title: Re: Chrono trigger plus
Post by: Mauron 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.
Title: Re: Chrono trigger plus
Post by: romhackingaccount on September 13, 2017, 12:39:16 am
Nice work, ThegreatBen. Love the effort you've put in.

One thing I worry about with the Chrono community is that S-E will shut things down. Supposedly they've done so to other fan projects. Are you worried about the same?
Title: Re: Chrono trigger plus
Post by: ThegreatBen on September 13, 2017, 07:59:03 am
Editing my events is no problem, just really wouldn't want to start from scratch and redo all the under the hood stuff.

I played with 8thy a year or so ago but It wasn't ready for release yet, has anything changed with it, for someone that knows what they are doing how functional could they get it in game?
Title: Re: Chrono trigger plus
Post by: Mauron 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.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on September 13, 2017, 11:49:41 am
Awesome, The eight slot currently has what, 4 tech slots? I could make that work, though they would lose all their dual techs I think.
Title: Re: Chrono trigger plus
Post by: Mauron 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.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on September 13, 2017, 10:21:52 pm
Would be pretty neat if it could be used in the next release, but this one is ready to go.

I've been doing bug fixes but I won't start working on the content for the next release until after November.
Title: Re: Chrono trigger plus
Post by: Gi Nattak on October 01, 2017, 11:00:24 pm
Speaking of releases, has this hack been released? I'm not seeing a download link anywhere.
Title: Re: Chrono trigger plus
Post by: lexluthermiester on October 02, 2017, 12:25:45 pm
Speaking of releases, has this hack been released? I'm not seeing a download link anywhere.
It's coming. Give them some time to polish the rough edges.
Title: Re: Chrono trigger plus
Post by: Bahamut ZERO on October 03, 2017, 01:58:36 pm
Oh man, I just about forgot about this project. Glad to hear it's still coming along nicely.  :beer:
Title: Re: Chrono trigger plus
Post by: ThegreatBen on October 03, 2017, 02:41:35 pm
Its actually ready, I'm just waiting on word from Qwertymodo to see if he still wants to make adjustments to his code.

here is the new readme to wet your appetites until it arrives


         Restored content

    Battle2 and Singing Mountain music tracks added
 
  Octorider, Johnny and Frog King enemies can now be fought
     
       A few restored lines from the pre-release re-added

    Unused Weapon effect 'Magical attack' added.

   Added unused guns for Lucca with unique projectiles.

       Destroyed dome and coliseum map tiles added.

       Magus' keep now fully visible on the world map.

                 Cut Zeal dungeon re-added

             


            changes to linearity

Porre Ferry goes to Choras allowing it to be explored from
the beggining.

The first trip to 65,000000 b.c can be done anytime after
arriving at the End of Time.

Magus can be recruited or fought on the cape anytime after
the ocean palace, making him available for the Blackbird.

        Spekkio is optional allowing for no magic runs.

Must now complete both sides of the factory



                            Nu content
   
      MSU-1 music fully integrated (still requires the tracks)

      The two other islands in Zeal are now fully explorable
     
      1999 is now partially accesible

      Full new dungeon in 2300ad
     
      Chrono's mom has a bedroom

      Choras has a small ferry station.
     
      Reptite Village in 65000000Bc

      Optional battle with the 'Prophet' in the second visit to Zeal

      New weapon for Ayla that inflicts random status    

                       
               Rebalance or Gameplay changes

 All Rock triple techs learned permanantly by events and no
 longer require an accessory slot.

Spekkio changes forms when beaten not dependant on player level.

Must beat both sides of the factory in 2300

Filling house whith cats much less grindy

Levels gained quicker overall but stat gains spread out to
level ** instead of 50, making the game more challenging but
with better progression.

Marle and Lucca have much better Hit growth allowing them
to use physical attacks more effectivly.

A few DS or Japanese uncensored equipment and Tech names restored

Haste, Protect and Magic Wall now target whole party. 

               No enemies Charm Megaelixers

               Few enemies drop items   

          all single tech heals have reduced power

Lightning 2 and Life are swapped to make Chrono consistent with the others

Required TP is adjusted to keep the characters learning at the same rate



      Optional Patches

Magus Cape turns his cape red like in the animated cutscenes

Autorun makes run the default, hold B to walk

Human Glenn is contingent on beating Magus, he will (for now) only be human at the end of Time, the campfire scene, and the ending.
Title: Re: Chrono trigger plus
Post by: lexluthermiester on October 03, 2017, 07:51:11 pm
Nice!
Title: Re: Chrono trigger plus
Post by: Made in China on October 03, 2017, 08:29:22 pm
Because it isn't in the readme - johnny's race also had a couple of bugs and text/items given mismatches, if you want to fix it.
Title: Re: Chrono trigger plus
Post by: Chronosplit on October 04, 2017, 03:46:40 pm
Because it isn't in the readme - johnny's race also had a couple of bugs and text/items given mismatches, if you want to fix it.
There are a couple patches for this bug that already exist, however it's fixed in a way that's a tiny bit messy.
Title: Re: Chrono trigger plus
Post by: Made in China on October 04, 2017, 07:51:33 pm
The patch he's describing shuffles things around and might be incompatible with existing patches. I'm not demanding it - but if he's already does a definitive Chrono Trigger patch integrating fixes from other patches might be worthwhile.

Personally, I'd want LethargicOwl's retranslation integration - but I know it really isn't the place or time to ask for that.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on October 04, 2017, 08:09:23 pm
There are some spelling errors fixed but not a full retranslation, as for the bike race the patch here probably wouldn't be compatible, what precisely is wrong with the race?

Also it's kinda hard and most ignore it, it should have something super awesome for a top tier prize.
Title: Re: Chrono trigger plus
Post by: Made in China on October 04, 2017, 10:53:38 pm
Yeah, most race items are disposable items. Some cost a lot of money, but seeing as Chrono Trigger was a bit on the easy side originally they weren't too valuable.

What's wrong with the race is that some texts (best prize one IIRC) wouldn't show up AT ALL, and the other texts wouldn't match the items that are actually added to your inventory. Will edit this post with the romhack that fixes it (assuming that its readme will have a better description).

The promised EDIT:
http://www.romhacking.net/hacks/2949/
http://www.romhacking.net/hacks/2950/

Also 2 bug fixing patches that might be of interest:
http://www.romhacking.net/hacks/261/
http://www.romhacking.net/hacks/3147/
Title: Re: Chrono trigger plus
Post by: Mauron 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.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on October 05, 2017, 07:59:57 am
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.

That would be the easiest way, just import the scripts and then re add my changes, i have to check gamefaqs I think at one time the author did give me permission.

As for the bug fix and uncensored patch, a good chunk of that is already in there.

October 06, 2017, 07:38:21 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
I decided to release this, I want to find something really good to offer for the bike race so I'll fix it for the next release along with a few other things I want to add.
Title: Re: Chrono trigger plus
Post by: Recklessly Impressionable on October 09, 2017, 01:42:25 am
Aww boy, it's finally out and i have the whole day free tomorrow to dig in. Much thanks Ben. Probably the new element i'm most excited about is on the balance side of things... it seems like Lucca might actually be worth using with these changes. I usually never use her or Magus, so they'll certainly comprise 2/3 of my time in this playthrough.
Title: Re: Chrono trigger plus
Post by: Tootzo on October 09, 2017, 04:01:43 am
First of all, thank you Ben for this awesome patch.
I’m running the game on a SNES mini and I got stuck at the beginning: apparently Crono can’t leave his room after waking up  :o
I haven’t tried the clean ROM, so I don’t know if something is going on because of the “Plus” patch. I have also applied the auto-run, Magus’ red cape and human Glenn patches. The game starts regularly, though I noticed it takes quite a few second of black screen in transitions (when booting the game, before the pendulum is shown; after pressing start, before you’re given the choice of the action/wait battle system; after the screen fades out from the world map view of Leene, before loading Crono’s mom calling her son).

I can move around Crono, interact with the curtains on the window, but when I go down the stairs, the room doesn’t change. I can still move around but the game won’t transition to the next room, anywhere I put Crono on those stairs.

Has any of you even a slight idea of what’s going on?
Thanks in advance

EDIT: I tried with a ROM patched with only the “plus” content (no auto-run, no human Glenn, no Magus Cape) and have the same issue. Then I tried with the clean ROM and I am able to leave my room. Since I read from your patch notes that you added a bedroom for Crono’s mother, may it have something to do with that? Maybe the game is trying to load the additional room but something gets in the way and the transition is never triggered when Crono goes down the stairs...
Title: Re: Chrono trigger plus
Post by: ThegreatBen on October 09, 2017, 09:13:07 am
Nobody has reported any bugs yet so that's good.

Luca and Magus are both better and more useful in this hack, the only character that's still a little underwhelming is Frog, though he has some buffs that weren't in the original.
Title: Re: Chrono trigger plus
Post by: mufasaa on October 09, 2017, 09:28:43 am
Hello  :) Thanks for releasing this, it's pretty cool. I patched a couple different versions of CT, an SFC and SMC, but I couldn't find any rom with the DE5822F4F2F7A55ACB8926D4C0EAA63D5D989312 hash, but the other 2 non headered roms worked.

I only tried it real quick and went to Medina in the beginning of the game, and went up to Cyrus's castle and the graphics are all glitched out in the castle, I was using snes9x-1.54.1 on XP, so not sure if it's just a problem with that emu.

Once I get a chance to play through it I will be sure to report any bugs I find.
Title: Re: Chrono trigger plus
Post by: Tootzo on October 09, 2017, 11:36:24 am
Nobody has reported any bugs yet so that's good.

Well, I actually said that Chrono cannot leave his own room. I'm afraid this is an issue with SNES mini built-in emulator. I can't try it using Retroarch at the moment. Can someone with a SNES mini please confirm that the game is stuck in Chrono's room using the built-in amulator?
It should work with Retroarch, since that uses snes9x which seems to be the emulator most people are using here, but I'd lose the rewind functionality.

Ben, if you'd like to try some modifications to your patch to make it run in the SNES mini built-in emulator, I can test it for you.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on October 09, 2017, 01:51:22 pm
Sorry because you're new your posts don't go up right away so I didn't see it until now, I know nothing of the snes mini so I can't help there, but just trying it myself I could leave my room and saw no glitches at the northern ruins.
Title: Re: Chrono trigger plus
Post by: darthvaderx on October 09, 2017, 04:06:53 pm
Nobody has reported any bugs yet so that's good.

At a certain point, there is a scene where the sentence breaks the dialog box on the left, I can not remember when it was (I'm on the first visit to Zeal), I have to play again from the beginning to know when this happened (SNes9x here).
Title: Re: Chrono trigger plus
Post by: mufasaa on October 09, 2017, 05:53:03 pm
Yeah I just tried it again and there were no glitches this time at the northern ruins, so I'm not sure what was up with that, maybe too many things running on my computer when I first tried it or something.
Thanks
Title: Re: Chrono trigger plus
Post by: Tootzo on October 09, 2017, 06:08:45 pm
Sorry because you're new your posts don't go up right away so I didn't see it until now, I know nothing of the snes mini so I can't help there, but just trying it myself I could leave my room and saw no glitches at the northern ruins.
Don't worry. I thought my comment got published before yours.

Anyway I tried the patched game in snes9x for Mac. Unfortunately the emulator on High Sierra can't pick up input from keyboard: not a single key is working in the emulator, so I'm stuck looking at the rolling demo of the game, unable to start playing  :( Just issues over issues here...
I'll try with snes9x on my desktop PC, but I'm confident enough Chrono Trigger has no issues there; I'm afraid the problem lies in the SNES mini built-in emulator, as I said. Unfortunately your words about the SNES mini let me infer you're not going to see if the patch can be modified to run on that console.
I might give up and use Retroarch module for this game only, even if it means missing the rewind functionality the SNES mini has.

Thank you for your time and great work with this patch! (Gratz to Maron and qwertymodo too  ;) )
Title: Re: Chrono trigger plus
Post by: ThegreatBen on October 09, 2017, 06:26:37 pm
Ya a few of my earlier dialog boxes have that before I learned to indent the first line, it's certainly nothing game breaking, I fixed most of them, if you can remember where I'll fix it before next release.
Title: Re: Chrono trigger plus
Post by: Tootzo on October 10, 2017, 08:13:33 am
Well, I finally managed to try the patched ROM on the SNES mini using snes9x emulator instead of built-in (clover) and I can finally leave Chrono's room.
The "long black screen between scenes" issue is also gone. I think the patch is modifying something the Clover emulator relies on to run the ROM.
Unfortunately I lose the rewind feature of SNES mini for Chrono Trigger, but saves states seem to work fine, so it's not a biggie.

I'll keep you posted if I find some other strange behaviors.
Title: Re: Chrono trigger plus
Post by: djnforce9 on October 10, 2017, 03:24:41 pm
Just wanted to say that this looks highly intriguing. I remember a very old hack that let you explore 1999 but you clip through everything, chunks of the map were missing, and there were no set locations to visit. This on the other hand sounds like a good reason to play through Chrono Trigger yet again if only to see the new content you've added (which sounds considerable given how you've added some of the DS content and an entirely new area).

Thanks!! Looking forward to your final release.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on October 10, 2017, 03:59:43 pm
Thanks for the interest, I think you'll find my 1999 far more satisfying.

Mufasa and Tootzo sorry your posts didn't show up for me until this morning, I'm glad to hear Mufasa has his working properly, map glitches is crap I really don't want to have to fix. Tootzo I hope you have better luck getting yours going.

A really awesome update, user Joseph Lithius has added full item descriptions to every item in the game. We are in talks to add some more of his content.
Title: Re: Chrono trigger plus
Post by: Josephine Lithius on October 10, 2017, 05:01:21 pm
Surprise and terror!

So, as some of you may remember, many moons ago, I was working on a couple of different Chrono Trigger projects.  My original plan was to combine "Level Zero" and "Retranslation" into one thing -- for my own entertainment.  I kind ended up going went mad with power, when I realized just what I could do, using Temporal Flux, and went well beyond the original scope of that idea.
Some time later, I grabbed all the new/changed content, from that project, and started over, using the base game.  Eventually, though, I kind of got burnt-out and lost interest -- but, not before getting some fun stuff done.

Well, come this month, I found out that ThegreatBen (and company) released a really cool-looking ROM hack that, coincidentally, shared the name of my own project, as well as someone else's.  And, as it turned out... it basically did what I'd intended to do... but, far better.  So, to finally get to the point... I decided to donate what I'd done to Ben (and company)'s project.

All that being said, expect to see some fun changes in some unexpected, in the future.  "What kind of changes?"  Well, that's up to Ben, at this point, hee hee!  But, there's definitely one or two changes coming which I hope fans of the base game will enjoy.

Cheers!
Title: Re: Chrono trigger plus
Post by: lexluthermiester on October 11, 2017, 12:49:34 am
Playing through the release and so far having a blast. Found a few minor graphical glitches and one glitch where Ayla just refuses to say anything when you try talking to her(played through 65milBC early). Nothing game breaking though. Enjoyed the new areas. I'm up to the first time in the ocean palace.
Title: Re: Chrono trigger plus
Post by: edale on October 11, 2017, 03:46:11 am
Just read through the entire thread, going to have to give this patch a try, especially as I already have the MSU-1 files.

I've seen several comments about patch compatibility. https://www.romhacking.net/utilities/1080/ That tool lets you select 2 IPS patches, and compares the changes they make to see if things are using the same memory addresses and such. It gives you a % compatibility, and can print up a report on the conflicting addresses, if any exist, for those trying to get them to work together.
Title: Re: Chrono trigger plus
Post by: Melissa on October 11, 2017, 07:07:04 am
Does it related somehow to flames of eternity or crimson echoes?
Title: Re: Chrono trigger plus
Post by: ThegreatBen on October 11, 2017, 07:38:22 am
Playing through the release and so far having a blast. Found a few minor graphical glitches and one glitch where Ayla just refuses to say anything when you try talking to her(played through 65milBC early). Nothing game breaking though. Enjoyed the new areas. I'm up to the first time in the ocean palace.

Yes I believe Ayla goes silent after the events, a small price to pay for having the option to do it anytime. But what graphical glitches are you on about?

I know I'm not supposed to be working on this right now but I couldn't resist, here's what I managed to glean from Joseph's patch

All items have descriptions

New scene at Cyrus' grave if Magus is present

Fritz now gives a permanent discount if you save him

All character's have dialog if they are in the lead when asking to borrow the clone.

Only the party will call Magus by his given name, everyone else still calls him Magus

Lucca will meet you at the castle entrance in 600ad instead of passing two sets of guards and the king.

Will fix the bike race today
Title: Re: Chrono trigger plus
Post by: Tootzo on October 11, 2017, 08:03:00 am
My previous post has been on hold for moderation since yesterday morning. I hope this gets through sooner.
In case this gets published before the other, I wanted to report to Ben that I was able to make the patched ROM work without being stuck in Chrono’s room on the SNES mini using RetroArch and launching the game with the snes9x emulator core instead of the built-in one (Clover).
Also the long black screens have disappeared. Clover emulator seems to conflict with some of the changes in the patch.
Title: Re: Chrono trigger plus
Post by: Josephine Lithius on October 11, 2017, 09:19:38 am
Only the party will call Magus by his given name, everyone else still calls him Magus
Oh?  I hadn't even started on that one.  I'm glad you liked the idea enough to implement it, though!  I can't imagine it took any small amount of time, even with a text dump handy.
Unless... maybe, you exported the entire script and swapped out the appropriate "{Magus}" triggers for "[the?] Magus" text.  Is that a thing Temporal Flux can do, easily...?  'cause, I never looked into it, ha hah.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on October 11, 2017, 11:22:20 am
Does it related somehow to flames of eternity or crimson echoes?

No it's all my own vision

Just read through the entire thread, going to have to give this patch a try, especially as I already have the MSU-1 files.

I've seen several comments about patch compatibility. https://www.romhacking.net/utilities/1080/ That tool lets you select 2 IPS patches, and compares the changes they make to see if things are using the same memory addresses and such. It gives you a % compatibility, and can print up a report on the conflicting addresses, if any exist, for those trying to get them to work together.

What is this lacking that another patch could provide?

My previous post has been on hold for moderation since yesterday morning. I hope this gets through sooner.
In case this gets published before the other, I wanted to report to Ben that I was able to make the patched ROM work without being stuck in Chrono’s room on the SNES mini using RetroArch and launching the game with the snes9x emulator core instead of the built-in one (Clover).
Also the long black screens have disappeared. Clover emulator seems to conflict with some of the changes in the patch.


Glad to see you got it working, hope you like it.

Oh?  I hadn't even started on that one.  I'm glad you liked the idea enough to implement it, though!  I can't imagine it took any small amount of time, even with a text dump handy.
Unless... maybe, you exported the entire script and swapped out the appropriate "{Magus}" triggers for "[the?] Magus" text.  Is that a thing Temporal Flux can do, easily...?  'cause, I never looked into it, ha hah.

I talked to npc's in 600ad, if they mentioned Magus i went to that map in Temporal flux and edited out the {}


The bike race is fixed and the rewards are improved, but considering how hard it is to beat a score of 2300 I think the reward for this should be something astronomical if anyone has any ideas post them
Title: Re: Chrono trigger plus
Post by: Made in China on October 11, 2017, 12:28:38 pm
Seeing as it's a minigame, I suggest reward similar to the minigames at the fair - specifically, a metallic (monochrome) doll of Crono. It will be the difficult way of replacing Crono with a doll in Death Peak, and it'll have the benefit of not locking you out if you didn't get a doll before losing Crono.
Title: Re: Chrono trigger plus
Post by: edale on October 11, 2017, 10:44:35 pm
What is this lacking that another patch could provide?
No clue, I saw other people posting compatibility questions, and posted that tool in response.
It will be the difficult way of replacing Crono with a doll in Death Peak, and it'll have the benefit of not locking you out if you didn't get a doll before losing Crono.
You aren't locked out if you didn't get the Crono Doll before he dies.

If Crono dies before you get the doll, simply win the game in the millennial fair that would get you the doll, and you'll get chrono's doll no matter who you win the game with. (at least in the stock Chrono Trigger game)

After that, you'll get the doll of the winning character on subsequent wins.
Title: Re: Chrono trigger plus
Post by: Made in China on October 11, 2017, 11:06:02 pm
If Crono dies before you get the doll, simply win the game in the millennial fair that would get you the doll, and you'll get chrono's doll no matter who you win the game with. (at least in the stock Chrono Trigger game)

After that, you'll get the doll of the winning character on subsequent wins.
Really? I assumed it was only the latter. My bad, then.
Title: Re: Chrono trigger plus
Post by: edale on October 12, 2017, 02:06:32 am
Really? I assumed it was only the latter. My bad, then.
Almost everyone gets the doll in the first 10 minutes of the game, becasue they assume they have to, or a guide tells them to, so most people don't hit dead Crono without a doll already; but the first prize of that game is ALWAYS Chrono's doll.

BTW, fun Millennial Fair trivia fact: The cats you win? They're not a gag gift. The cats actually show up in your house; BUT... You need to keep winning cat-food regularly to feed them, or they'll wander off. I think the max you can have at once is 9, but I'm not sure.

And to get a full-innocent judgement (all 12 jurors say innocent, rather than 1 still saying guilty) in the trial scene, you have to
Spoiler:
return the cat to the little girl BEFORE she tells you it's missing
, although that bug may be fixed in this patch.
Title: Re: Chrono trigger plus
Post by: Josephine Lithius on October 12, 2017, 09:15:59 am
Regarding Crono's Clone/the Doppel Doll, edale's right... but, they're missing one important part of that explanation.

If you wait until you need the doll...
Spoiler:
Gaspar will mention Dr. Bekkler, by name, at the End of Time.  When you go to visit Dr. Bekkler, he'll immediately tell you that he knows you need the doll and cut you a deal: If you win his game, the doll is free, like usual... but, if you lose, depending on how badly you lose, the doll will cost you money -- not Silver Points but actual money.
I always thought that was kind of neat and expands on an otherwise minor character in a significant way.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on October 12, 2017, 09:44:00 am
Ok so I decided that the bike race is something most people don't spend a lot of time on so I fixed the bugs and improved the prizes, they are now a mix of consumables and equipment that is a good prize at any point in the game but nothing unique for those that don't want to bother with it.

Next thing to work on is the new ending in the Ocean Palace and Singing mountain (still don't have a purpose for it, but the maps will take me a while anyway)
Title: Re: Chrono trigger plus
Post by: edale on October 13, 2017, 03:16:03 am
Regarding Crono's Clone/the Doppel Doll, edale's right... but, they're missing one important part of that explanation.

If you wait until you need the doll...
Spoiler:
Gaspar will mention Dr. Bekkler, by name, at the End of Time.  When you go to visit Dr. Bekkler, he'll immediately tell you that he knows you need the doll and cut you a deal: If you win his game, the doll is free, like usual... but, if you lose, depending on how badly you lose, the doll will cost you money -- not Silver Points but actual money.
I always thought that was kind of neat and expands on an otherwise minor character in a significant way.
I was working off memory, so didn't remember that tidbit. Good catch.
Title: Re: Chrono trigger plus
Post by: lexluthermiester on October 14, 2017, 03:04:16 am
Ok, up to Black Omen. Been to 1999. While cool, is there a goal there? The most I've done beside stock up on pricy but awesome items was to buy Marle the "pet". Can the Castle and/or lower contenent be reached?

BTW, the graphical glitches observed are items like the lower left part of the spinning wheel in the reptile village being in the forground instead of the backgroud with the rest of the wheel. Little things like that. Very minor type things. Meant no offense Ben & team. Having a blast!

Thinking you guys have a ton of things still planned. Seems awesome!
Title: Re: Chrono trigger plus
Post by: ThegreatBen on October 14, 2017, 07:19:20 am
Right now the castle and the lower continent are inaccessible, the main thing you can do there is upgrade the Wondershot, talk to Gob with it unequipped.

I'll fix the layering on the wheel thanks for letting me know.

Didn't work much on this yesterday but I did make it so Crono could be swapped at anytime only a forced character in Zeal.
Title: Re: Chrono trigger plus
Post by: Made in China on October 14, 2017, 08:21:43 am
While it is cool, I think it can ruin the reveal of Crono dying in Zeal for first time players. Having him as the forced main up to his death is, in my mind, the better choice - and creates a nice diversion (because characters dying - not new. The main character dying? Far more rare).
Title: Re: Chrono trigger plus
Post by: Josephine Lithius on October 14, 2017, 12:20:15 pm
Didn't work much on this yesterday but I did make it so Crono could be swapped at anytime only a forced character in Zeal.
Funny you mention that.  I've been kind of half-testing keeping the party entirely free to rearrangement (PAR code 7F01DE00), during my playtesting -- mostly to put the "story-centric" character into the first slot (Lucca during The Queen is Gone, Robo during The Factory Ruins, etc).  I've experienced a few odd priority issues, here-or-there -- usually with a non-Crono character getting stuck in an animation -- but only one event, so far, outright broke.

If you swap Lucca and Crono's placement around, before the Dragon Tank battle, after beating the boss, the game soft-locks.  If I had to guess at why, it's because the game is trying to call an event from CHR00 (the first party memory) rather than Object 1 (specifically Crono) and, if Lucca is in the CHR00 spot, the events can't continue.  It's kind of odd that it would do that after telling Object 1 to finish off the Dragon Tank, though... but, then, the guts of Chrono Trigger are full of weird and unexpected things... like, for example, in the Denadoro Mountains, there's a second Ogre gauntlet which, for whatever reason, was disabled.

Oh, and, if you want a laugh, at an inappropriate time, try putting Robo in the first party slot, before the R-Series battle.  I found the results pretty amusing (https://youtu.be/H6ZltQHJiTU)...

Edit: Not having Crono in the first party slot, during the party in 65M BC, will also soft-lock the game, during the party and after waking Ayla.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on October 14, 2017, 02:33:02 pm
Good to know, maybe I'll lock him until the end of time
Title: Re: Chrono trigger plus
Post by: edale on October 15, 2017, 04:51:01 am
While it is cool, I think it can ruin the reveal of Crono dying in Zeal for first time players. Having him as the forced main up to his death is, in my mind, the better choice - and creates a nice diversion (because characters dying - not new. The main character dying? Far more rare).
*looks at the LONG list of Final Fantasy main party characters that have died... and no Aerith was NOT the first one*

Well... I wouldn't say rare... Uncommon at least.

And one of the things this mod seems to be doing is making the game MUCH more nonlinear, so you can do a lot of post-Crono-death events before he dies, and a lot of pre-Crono-death events after he dies.

Didn't work much on this yesterday but I did make it so Crono could be swapped at anytime only a forced character in Zeal.
My real question is how do you block a party without Crono from doing the Zeal events?
Title: Re: Chrono trigger plus
Post by: Made in China on October 15, 2017, 06:21:10 am
*looks at the LONG list of Final Fantasy main party characters that have died... and no Aerith was NOT the first one*

Well... I wouldn't say rare... Uncommon at least.
Not quite the same, it isn't like killing off Aerith, which was one of the main characters, it's killing THE main character - more in line with killing Cloud and handing control over to Barret. Up to Zeal it was Crono's story - which is the red herring and the build up, and after Zeal it was expanded to be everyone's.

I have no problem with the concept, I think it's cool - but it could be seen as a slight downgrade thematically.
Title: Re: Chrono trigger plus
Post by: Josephine Lithius on October 15, 2017, 12:15:07 pm
My real question is how do you block a party without Crono from doing the Zeal events?
On a technical level, it's pretty easy.  Just set up an event that checks to see if Crono is in the party, before going to Enhasa, then lock him in, during.

Storywise, though?  There's technically no reason to ever drag Crono along on any of this mess... or, really, any of the events of the game.  But, between Ayla and Marle, I'm sure some story could be written to where they absolutely demand his presence.
Like, for example, let's say Ayla wanted him to help attack the Tyrano Lair (because, she thinks he's the strongest of her strong friends) and refused to fly the Dactyl, without him.  That seems like the most logical point to lock him in, to me, without making things seem too obvious or cliché.
Alternately, the "lock point" could be set to after finding the Epoch.  But, Janus' vague proclamation would have to be edited to accommodate, if Crono isn't present, at the time.

There's a whole lotta ifs-and-or-buts to consider, when changing something that significant.  It's, honestly, kind of a mess.  But, I reckon that we can help, if Ben needs it!
Title: Re: Chrono trigger plus
Post by: ThegreatBen on October 15, 2017, 12:23:52 pm
The party is re shuffled the second time Ayla joins, resetting his lock at that point is by the easiest way to do it, though from what Joseph is saying it sounds like it will need some work in a few spots.
Title: Re: Chrono trigger plus
Post by: andrewclunn on October 18, 2017, 12:55:43 am
I was always bothered that Chrono couldn't choose himself when asked who would stay when robot goes to open the door in the factory.

Edit-

One complaint (though minor).  I think making the right part of the factory mandatory is a mistake.  In every other aspect this hack adds features and expands players' freedom in how to play the game.  Forcing previously optional content seems like the wrong way to go.  Putting a speed tab or something enticing down there would work, but forcibly expanding speed run times or new game plus play throughs there seems like a bad idea, and I dare say that if it had been that way in the original, you would have made it optional to be in line with the rest of the changes you've made to this hack.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on October 18, 2017, 12:52:47 pm
Chrono is still going to have to go to the factory, watching Joseph's videos shows that it is a huge mess if he is not is the lead, so for a few spots like the prison break and the factory he will still be forced in the lead.

As for the factory being able to skip half of it just shortens an already short game, it would be like being able to skip Flea and Slash and just go straight into the middle door in Magus' castle, however since he helped out quite a bit with bug reports and ideas I'll compromise and make it optional on a low level game and ng+
Title: Re: Chrono trigger plus
Post by: lexluthermiester on October 18, 2017, 02:15:59 pm
llg?
Title: Re: Chrono trigger plus
Post by: Josephine Lithius on October 18, 2017, 04:08:10 pm
Chrono is still going to have to go to the factory, watching Joseph's videos shows that it is a huge mess if he is not is the lead, so for a few spots like the prison break and the factory he will still be forced in the lead.
You... do know that's fixable, right?  It's just a matter of making sure the correct trigger is triggering the correct thing, when activated.  However, making Crono an optional character will still require a bit of work, between editing and playtesting.  Which is exactly why it's on the "wild ambitions" part of my "things I'd like to do/seen done" list, for Chrono Trigger.  Hee hee.
Title: Re: Chrono trigger plus
Post by: andrewclunn on October 19, 2017, 11:30:22 pm
Chrono is still going to have to go to the factory, watching Joseph's videos shows that it is a huge mess if he is not is the lead, so for a few spots like the prison break and the factory he will still be forced in the lead.

As for the factory being able to skip half of it just shortens an already short game, it would be like being able to skip Flea and Slash and just go straight into the middle door in Magus' castle, however since he helped out quite a bit with bug reports and ideas I'll compromise and make it optional on a low level game and ng+

I just had an evil idea.  Want to recreate that first play through experience?  Change the password.
Title: Re: Chrono trigger plus
Post by: Vanya on October 20, 2017, 12:42:09 am
How about a random password?
Title: Re: Chrono trigger plus
Post by: Josephine Lithius on October 20, 2017, 12:44:29 pm
A random password?  That seems simple enough to code...  I'd actually coded an RNG script for piano-playing Kilwala hanging out in the Snail Stop, before, to let him play literally any song in the game (https://www.youtube.com/watch?v=o0v_cnPMvz0), at-random (how he does so using only a piano is beyond me)... so, I can't imagine this would be much different.  There would just be more coding involved.

See, the way I'd do it is... at the start of every game, a random number would be generated and set into a counter.  When you get to the Factory, the computers that tell you and receive the password would read the number from the counter and spit out one of X number of lines -- one of which being the classic "Zabie" password.  The complicated part of this would come in actually programming the security computer to recognize and accept the inputs... but, I don't guess it would be that complicated, really.  Just a matter of "if X = Y then go to Z" sort of events.  But, that might go beyond the scope of the hack, so...
Title: Re: Chrono trigger plus
Post by: Made in China on October 20, 2017, 01:40:07 pm
The number of permutations on that would be very large - you'd better high level it. Generate 4 3 bit numbers - each corresponding to a button (A, B, X, Y, L, R + 2 extra repetitions), and then print the corresponding button in the text. You'll also have to check for that exact same button in from the text for the trigger.

I'm against this idea because of, well, why? Introducing more RNG for that small portion doesn't really contribute to anything. But if you do it, it's best you do it well.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on October 20, 2017, 02:35:07 pm
Oh my god, who the hell cares!

No offence.
Title: Re: Chrono trigger plus
Post by: tvtoon on October 21, 2017, 10:21:23 am
Instead of wasting time in a useless password system, why not bring up the DS version arena or something like that. That would make the game ready for any kind of challenge. ;)

I remember getting items like the Wallet before venturing into battles.
Title: Re: Chrono trigger plus
Post by: mufasaa on October 27, 2017, 01:17:43 pm
Here's some custom pics I just did real quick if anybody is wanting them, I did it for my xbox to show up.

https://drive.google.com/open?id=0B-5W8H8XYOsVdXJlS3B5bElOV2M (https://drive.google.com/open?id=0B-5W8H8XYOsVdXJlS3B5bElOV2M)

https://drive.google.com/open?id=0B-5W8H8XYOsVYWdBcGNpeTMzUms (https://drive.google.com/open?id=0B-5W8H8XYOsVYWdBcGNpeTMzUms)


Does anybody happen to have a save file for this game? I was wanting to make gameplay footage when exploring 1999AD
Title: Re: Chrono trigger plus
Post by: lexluthermiester on October 28, 2017, 03:17:06 am
Here's some custom pics I just did real quick if anybody is wanting them, I did it for my xbox to show up.

https://drive.google.com/open?id=0B-5W8H8XYOsVdXJlS3B5bElOV2M (https://drive.google.com/open?id=0B-5W8H8XYOsVdXJlS3B5bElOV2M)

https://drive.google.com/open?id=0B-5W8H8XYOsVYWdBcGNpeTMzUms (https://drive.google.com/open?id=0B-5W8H8XYOsVYWdBcGNpeTMzUms)


Does anybody happen to have a save file for this game? I was wanting to make gameplay footage when exploring 1999AD
Those look nice! The title screen looks better than the box art, but with a nice blending filter applied to a higher quality scan it would really good too.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on October 29, 2017, 02:35:21 pm
@mauron do you have any idea why the party follow is all messed up if Luca is leading when Frog joins?
Title: Re: Chrono trigger plus
Post by: Mauron on October 29, 2017, 05:08:09 pm
It's possible that the move to PC command used in Frog's grouping is setting him oddly.

Try removing ObjFollow(PC0, Once) in Frog's object and adding a MoveParty that lines them up one tile apart two lines lower.
Title: Re: Chrono trigger plus
Post by: Axiphel on October 29, 2017, 06:50:46 pm
Damn Gato just fisted Crono and Marle. He 2 shot us! End game boss status.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on October 29, 2017, 08:00:59 pm
I didn't want people getting 15 silver points at level 1 just by mashing A, he is quite manageable at level 3-4.
Title: Re: Chrono trigger plus
Post by: Axiphel on October 29, 2017, 10:21:47 pm
That's cool I just wasn't expecting it. Also, your hack includes MSU-1 already but it seems like it lacks the ability to show the FMVs.  :huh:
Title: Re: Chrono trigger plus
Post by: ThegreatBen on October 30, 2017, 08:17:48 am
Yes Qwertymodo asked me not to include them until they are ready, they'll be in future releases though.
Title: Re: Chrono trigger plus
Post by: qwertymodo on October 31, 2017, 12:09:34 am
If anybody wants to help speed up the release of the FMV's, what I really need is somebody with CUDA (or other GPGPU library) programming experience.  Trying to fine-tune the best conversion algorithm on a scene-by-scene basis when each frame re-draw is 15+ seconds on some of the algorithms is... frustratingly tedious.   :banghead:

And that's to say nothing of the actual full render time once I get everything set up right...  I think it was over 6 hours with the fastest, most naive reduction algorithm.
Title: Re: Chrono trigger plus
Post by: lexluthermiester on October 31, 2017, 05:15:55 am
That's cool I just wasn't expecting it. Also, your hack includes MSU-1 already but it seems like it lacks the ability to show the FMVs.  :huh:
Not really that big a problem.

Ben, just finished the game. Had a blast! The 1999 extra's were very interesting. Looking forward to the expanded stuff you hinted at!
Title: Re: Chrono trigger plus
Post by: Axiphel on October 31, 2017, 10:17:18 am
Not really that big a problem.

I didn't really say it was.
Title: Re: Chrono trigger plus
Post by: lexluthermiester on November 03, 2017, 05:27:54 pm
I didn't really say it was.
Sorry, allow me to rephrase. The FMV wasn't important to some players. Personally not as big a fan of the DS version for a couple reasons, including the replaced intro. Liked the SNES intro much better. Also liked Frog's speech "Woolseyism". So really all that was meant was that the FMV not being there or not working right isn't a deal-breaker for some players. Meant no offense to you of course.
Title: Re: Chrono trigger plus
Post by: Chronosplit on November 13, 2017, 11:24:10 am
Drag the first if to below the second if. The event editor might be a pain about placing it exactly, so you might need to do a little dragging around with the commands below it.

I didn't see any way to alter the shadow when I checked. The Millennial Fair has shadows that remain under PCs.
Just wanted to say thanks for this and all the talk about fixing the Trial jurors, I'm working on getting it working in mine!
Title: Re: Chrono trigger plus
Post by: Mauron on November 13, 2017, 01:34:23 pm
Glad to be of help. There's a bug in AI where targeting the PC with the lowest HP skips PC1. To fix it, replace 0x01A50C (unheadered US or JP final ROM) with D0 05 EA EA.

There's also a bug with HP to 1 attacks that disables barrier and shield for the rest of the battle, but a complete fix isn't as easy, since one part won't fit on top of existing code.
Title: Re: Chrono trigger plus
Post by: Chronosplit on November 19, 2017, 03:00:12 pm
Glad to be of help. There's a bug in AI where targeting the PC with the lowest HP skips PC1. To fix it, replace 0x01A50C (unheadered US or JP final ROM) with D0 05 EA EA.

There's also a bug with HP to 1 attacks that disables barrier and shield for the rest of the battle, but a complete fix isn't as easy, since one part won't fit on top of existing code.
And I've just now fixed that too!  Also, if anyone has need of it due to Mauron mentioning Temporal Flux being a little finicky I have a .flux file with the trial fix.

(Note to self: iHex is a bugger.)
Title: Re: Chrono trigger plus
Post by: Mauron on November 19, 2017, 03:17:50 pm
I should elaborate on the HP to 1 bug.

Code: [Select]
$C1/EF30 AD FC B1 LDA $B1FC  [$7E:B1FC]
$C1/EF33 09 01 ORA #$01
$C1/EF35 8D FC B1 STA $B1FC  [$7E:B1FC]

That sets the ignore barrier and shield flag.

Code: [Select]
$C1/9A3D AD FC B1 LDA $B1FC  [$7E:B1FC]
$C1/9A40 29 FD AND #$FD
$C1/9A42 8D FC B1 STA $B1FC  [$7E:B1FC]

That clears a flag that indicates there's only 1 target, which is used by enemy normal attacks. Changing it to AND #$FC will clear the barrier and shield issue. Similar code can be found at 0x1A04C and 0x1A294.

Code: [Select]
$C1/99C2 AD FC B1 LDA $B1FC  [$7E:B1FC]
$C1/99C5 09 02 ORA #$02
$C1/99C7 8D FC B1 STA $B1FC  [$7E:B1FC]

This is the normal attack version, which sets the "only 1 target" flag. It would need an AND #$FE added somewhere.
Title: Re: Chrono trigger plus
Post by: Chronosplit on November 19, 2017, 03:58:00 pm
HP to 1 bug might not get fixed, but the others have been.  I'm doing a total rebuild now (something went boom around with Choras's events and I think I can make more use of the expansion this way), but I'll take a look at it after it's done.  No promises whatsoever though.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on November 22, 2017, 04:18:16 pm
Im going to have to release an update sooner than I wanted, a major bug has been brought to my attention so when I fix that I'll make an update along with the other stuff I've added since last release including full descriptions for all items, extended scenes and the option to swap Crono for most of the game.

Also does anyone know if the prerelease version works in Temporal Flux
Title: Re: Chrono trigger plus
Post by: Mauron on November 22, 2017, 04:56:54 pm
The prerelease is readonly in Temporal Flux, and all my plugins handle prerelease data properly.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on November 22, 2017, 05:21:11 pm
I assume that means I would not be able to extract the singing mountain map from it then?
Title: Re: Chrono trigger plus
Post by: Mauron on November 22, 2017, 05:29:33 pm
No, but you might be able to copy over the data with a hex editor.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on November 22, 2017, 06:11:31 pm
Sounds dangerous, in a few weeks I'll have a lot more free time maybe I'll just draw it from a picture like I did for the Zeal dungeon.

November 29, 2017, 11:17:10 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Been moving slow on this but Crono is now swappable up until the Masamune events with no issues, he will be forced for the factory but the story says he is anyway so no big deal.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on December 05, 2017, 03:41:12 pm
Ok Crono is now swappable through the first visit to prehistoric, to save work I made it so that all four characters attend Ayla's party regardless of who is in the active party. Then I realized this actually makes more sense plotwise because you can switch party members without the gate key so all members would have had to be there before it was taken anyway.
Title: Re: Chrono trigger plus
Post by: andrewclunn on December 06, 2017, 04:24:21 pm
Ok Crono is now swappable through the first visit to prehistoric, to save work I made it so that all four characters attend Ayla's party regardless of who is in the active party. Then I realized this actually makes more sense plotwise because you can switch party members without the gate key so all members would have had to be there before it was taken anyway.

So wait, you can do the prehistoric things before the middle ages bridge and hero medal stuff now.  So does this mean that I can do that middle ages part with whomever I want unless I do the prehistoric portion first?
Title: Re: Chrono trigger plus
Post by: ThegreatBen on December 06, 2017, 06:17:30 pm
The dreamstone quest is doable any time after arriving at the end of time, Crono however will be an optional party member for most of the game now, regardless of what order you do things. (Just not finished yet)
Title: Re: Chrono trigger plus
Post by: lexluthermiester on December 08, 2017, 12:06:29 am
The dreamstone quest is doable any time after arriving at the end of time, Crono however will be an optional party member for most of the game now, regardless of what order you do things. (Just not finished yet)
This should be interesting. Looking forward to another playthrough.
Title: Re: Chrono trigger plus
Post by: HARVEST on December 12, 2017, 03:50:35 am
I loved this.
Only complaint is that the text is still censored in many parts (most notably, the beer-guzzling contest is still a soda-guzzling contest), but I still love this as this is somewhat similar to a fan-made Extended Edition of a movie.
While Chronosplit's Uncensored patch is more like a remaster.
I am split between the two versions, because, on one hand, I prefer the better script of Chronosplit's version, but I love the restored content in your version.

Please incorporate Chronosplit's script, ManuLöwe's bugfixes, and Laputan Machine's racing fixes, if you can get their permission and if you can put them in your work. And that would make your Chrono Trigger + the ultimate version of Chrono Trigger.
https://www.romhacking.net/hacks/3147/
https://www.romhacking.net/hacks/261/
https://www.romhacking.net/hacks/2949/

I really love your work.
Title: Re: Chrono trigger plus
Post by: Chronosplit on December 13, 2017, 02:56:46 pm
The soda contest wasn't exactly censored per se.  Compare the Chapter 1 text here. (https://www.chronocompendium.com/Term/Retranslation.html)

It's never said what exactly they're drinking, but the cans suggest soda as alcohol (actually, just sake in CT) is usually drank with those big mugs in not Prehistory.  It's more like Woolsey gave more to it than anything.  I can see where you can catch the implication though as it's a drinking game, I might give this a second glance myself for my own script.  There are other lines in that chapter which I need to look at again anyway, like Taban being a blacksmith.
Title: Re: Chrono trigger plus
Post by: andrewclunn on January 05, 2018, 09:36:59 pm
Is the rainbow supposed to no longer be carried over during new game plus?
Title: Re: Chrono trigger plus
Post by: ThegreatBen on January 06, 2018, 08:58:49 am
The ultimate weapons dont carry over so that you have a reason to beat the side quests on ng+

The ultimate armor does carry over though so that alternate endings are possible.

Speaking of alternate endings im going to start working on the new ocean palce ending as soon as my new controller arrives.
Title: Re: Chrono trigger plus
Post by: Shade Aurion on January 06, 2018, 10:16:41 pm
Amazing hack ThegreatBen. Its nice to know you're also still working on it. If I could add anything to the Schala content it would be:

"Although never mentioned by name in Radical Dreamers: Nusumenai Hōseki (http://chrono.wikia.com/wiki/Radical_Dreamers:_Nusumenai_H%C5%8Dseki), Schala is referenced indirectly as a "girl from a far-off kingdom" who destroyed that Kingdom (Zeal). Schala felt tremendous guilt for her actions. The Frozen Flame picked up on these emotions and unaged her, erased her memories, and sent her through time, where she was raised as Kid."

It might be worth bringing her back with no memory and perhaps adding an extra quest to restore it.

"One of the unexplained mysteries of Chrono Trigger is what occurred regarding Schala in the Lavos Timeline during the original Ocean Palace Incident. Since her pendant was passed down to Marle, it is generally accepted that Schala was able to transport herself and possibly her mother out of the Palace before its collapse (her mother's absence tidily explaining why the Black Omen never originally arose). She also makes an appearance in the DS version of Chrono Trigger as part of the Dream Devourer, the secret final boss and the Time Devourer's unevolved form. She and the being were somehow bound both physically and mentally. After "defeating" the Dream Devourer she has a conversation with Magus. She regains control of herself for a limited time and teleports Crono's team away. She then tells Magus he cannot hope to save her as long as people lean on the crutch of power. The other Magus then becomes angry and erases his memories in an attempt to do as Schala asks and save her without "power". He finds he is in the woods with no memories except that he is in search of something."

Maybe include this but make a way to save her without power? Maybe NG+ only after Magus learns this or something and have Schala take over as the Queen of Zeals people after the collapse and work towards building a new society. Perhaps include a side quest involving Spekkio releasing the people of Zeal's latent power to restore their magic?

I dunno, I have ideas but what you've done is nothing short of amazing.

---

[FOR SNES CLASSIC MINI USERS]

The standard emulator (Clover) on the Snes Classic Mini does not support extended roms. You will need to install Retroarch to run Chrono Trigger+
Title: Re: Chrono trigger plus
Post by: ThegreatBen on January 07, 2018, 11:06:56 am
All I'm doing with Schala is giving her a non cannon ending by destroying Lavos in the Ocean Palace, the Chrono Trigger fanbase is pretty devided on Chrono Cross and anything that connects it will piss off some and anything that denies it will piss off others.

Also if anyone is looking to help and has a save game of this hack between the end of time and the Ocean Palace let me know.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on February 13, 2018, 04:41:54 pm
Still dont have a controller but I have taken a jab at a few of the reported bugs, I decided to release a 1.2 beta for anyone that wants to see the new features or (hopefully) just not have the bugs.

Also for anyone wanting to report bugs these ones are known and hopefully fixed (untested)

Battle with Magus on the cape being skipped

The item chest in the Blackbird being able to be opened more than once

Being able to learn Poyozo Dance repeatedly

Inn in Choras freezing the game

Magus not appearing on the left port on the Blackbird

https://www.dropbox.com/s/a0l6o4td89pllf7/chrono%20Trigger%20%2B.ips?dl=0
Title: Re: Chrono trigger plus
Post by: Chronosplit on February 13, 2018, 05:50:29 pm
Hey Ben, did you ever look at BraveSword?  This could be a small thing for later on.  I have a "fix" for the item description malarky.  It doesn't work the way as it says because it was never intended to work that way.  The description is wrong, buuuuut there is more to it than that as the untangling involves adding descriptions that should have existed.  Here's what I said in my thread about it:

Quote
-After combing through Itemizer and weapon translations, I've found that BraveSword doesn't work as the description says because it was the wrong description.  Let me explain: weapon descriptions tend to run duplicates of others, for example if one is just {null} all blank ones just have {dup hexcode} tag to copy that instead of using another 00 for it.  The thing is that BraveSword's description is in it's slot and Demon Hit/the new Masamune copy from it.  As for the item properties, BraveSword's status is just like any normal weapon therefore it should instead be that Demon Hit only uses it's own description.

-Speaking of Masamune, it's actually supposed to have it's own special description due to it being important.  It's not much, just a "Sword forged by Melchior" sort of thing, but it's a description that no other weapon has as the original text did not have unique descriptions outside of effect details.

The New/upgraded Masamune also has a different type of description, a "powered up" sort of thing.  I had adapted this to my own text for Masa and Mune, so I can't really help much with ideas on that.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on February 13, 2018, 08:32:48 pm
Youre right, it has its own unique description but for some reason carries the "2x damage v mag" is there any easy way to fix this?
Title: Re: Chrono trigger plus
Post by: Chronosplit on February 13, 2018, 09:41:21 pm
Youre right, it has its own unique description but for some reason carries the "2x damage v mag" is there any easy way to fix this?
1. In Temporal Flux, look at the item names in your strings.  Find BraveSword, Demon Hit, Iron Sword, and both Masamune's hex numbers to the far left of your list.
2. Copy the description in BraveSword's number in Item Descriptions.  Paste this into Demon Hit's slot, and that gives Demon Hit it's description.  That's right, the description matches the item on this list by hex number.
3. Go to where Iron Sword is in Item Descripitons (it duplicates BronzeEdge's which is {null}, all of Frog's normal weapons do it this way), copy that description and paste it to where BraveSword's number is.  That makes BraveSword normal.
4. The first Masamune you find in the list should be the original one you give Frog.  The second one is the powered up version.  How you handle this is up to you; you can just do the same to the new Masamune as with BraveSword, or you can give both a completely new one.  You should be able to add description lines and save as usual no problem (so long as they aren't too long or anything, it's simple to test as looking at it in a save).  After you're done, save as normal.

While you're at it, you can also make Power Meal less "recovers from" (that's easy to spot, it's the only item with the ? in the description and actual items start after all equipment) but this can be a side thing.

EDIT: Oopsie.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on February 14, 2018, 11:05:54 pm
Thanks Chronosplit, I'll give it a shot tomorrow, on the plus side Pelapas has confirmed pretty much all known bugs are fixed in the beta.

The Black Omen is currently only fightable once, this is not intentional and I will try to fix it.
Title: Re: Chrono trigger plus
Post by: 2tack on February 15, 2018, 10:52:28 am
Any news on a working new playable character?
Title: Re: Chrono trigger plus
Post by: Mauron 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.
Title: Re: Chrono trigger plus
Post by: Vanya on February 16, 2018, 12:25:04 am
Cool to know it'll be worked on. :beer:
Title: Re: Chrono trigger plus
Post by: Chronosplit on February 16, 2018, 12:07:34 pm
Thanks Chronosplit, I'll give it a shot tomorrow, on the plus side Pelapas has confirmed pretty much all known bugs are fixed in the beta.

The Black Omen is currently only fightable once, this is not intentional and I will try to fix it.
No problem!  Here's what Frog's weapons ended up looking like on mine for reference, probably should've done this before (UIs won't match because Wine, note that I referenced the new Masa and Mune speech on my own work so that won't fit Plus).
(https://i.imgur.com/jpOKHnX.png)(https://i.imgur.com/hR54e2R.png)

(Oh, note that 3A isn't actually BronzeEdge but an empty space between Arms and Frog's Swords.  So I wasn't completely correct there as BronzeEdge uses the dup too after looking at it, but it still works the same way.)
Title: Re: Chrono trigger plus
Post by: ThegreatBen on February 21, 2018, 09:00:08 am
Quick update, fixed the wrong tag on the Bravesword, only one or two small minor things remain for bugs, currently have optional Crono working up until the end of Magus’ castle, time to start working on singing mountain.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on March 27, 2018, 09:29:33 am
Work is still going on this, I’ve decided to put singing mountain on the back burner for now because it’s a ton of work plust the palette for it doesn’t exist in game so it will have to be made.

I’m currently up to Tyrano lair with optional Chrono but people have reported crashes before that point so I’ll probably have to new game plus

March 27, 2018, 01:04:10 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Ive also decided to make another optional patch that makes the bike key and Masamune continue into ng+ allowing you to skip parts of the game if you wish.
Title: Re: Chrono trigger plus
Post by: andrewclunn on March 27, 2018, 07:36:51 pm
Hmmm... Would players still be able to do the parts optionally skipped in that situation, or would the robot security and masamune restoration quests no longer be available?
Title: Re: Chrono trigger plus
Post by: ThegreatBen on March 27, 2018, 08:08:24 pm
Actually now that you mention it that might not work since 65000000 bc is no longer dependant on story triggers but its own personal ones so it would need some tweaking. I think Arris dome is story triggers so it should be optional until you actually start the jetbike.
Title: Re: Chrono trigger plus
Post by: Chronosplit on March 29, 2018, 10:04:17 am
There's a similar bug to BraveSword in the items, in that Power and Magic Seal have no descriptions and Relic dups off of one of the seals.

To fix that, do this in item descriptions:
(https://i.imgur.com/7sA4uwI.png)

Note: Re-open your ROM after saving this and check the descriptions.  For some reason on some of mine the first copied down both run together, but after editing that out it all works as intended.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on March 29, 2018, 06:35:45 pm
I have no such problems on my version, must be something related to your own work.

Update: things are working just fine right up to the first visit to Zeal
Title: Re: Chrono trigger plus
Post by: Xaliphe on March 29, 2018, 09:48:07 pm
must be something related to your own work.

But the descriptions are missing in the vanilla rom too and looking at yours in TF shows they don't have descriptions either.  :huh:
Title: Re: Chrono trigger plus
Post by: Chronosplit on March 30, 2018, 01:07:18 am
But the descriptions are missing in the vanilla rom too and looking at yours in TF shows they don't have descriptions either.  :huh:
I checked my clean one to make sure before working on it, I can confirm that.

Maybe you fixed it before I did?  :huh:
Title: Re: Chrono trigger plus
Post by: ThegreatBen on March 30, 2018, 06:49:44 pm
My guess is that Josheph Lithius fixed it with his items descriptions hack, you guys must be checking the 1.0 version of my hack before that part was added.


So I had quite a bit of time to work on this today, first I improved some of my maps, I made the Choras ticket office and mom’s bedroom bigger to fill the screen, I also improved the stairs in the Zeal dungeon and added an indentation to Gaspar’s dialog at the Eternal Repose.

And finally optional Crono is working up until the second Zeal visit, I have to say that it is neat without him in the party and having all three characters contribute to the conversation at story parts.
Title: Re: Chrono trigger plus
Post by: lexluthermiester on April 01, 2018, 01:42:34 am
Hey, long time no see! Did I miss an official release? Or is it on another site?
Title: Re: Chrono trigger plus
Post by: ThegreatBen on April 01, 2018, 08:34:37 am
There was a beta release a while ago to show of Joseph Lithius’ contribution, the official 1.2 release is coming soon.

Yesterday I put in another big day on this and really refined my Frog King encounter, he is now animated and Frog fights him solo as was originally intended.



Title: Re: Chrono trigger plus
Post by: andrewclunn on April 01, 2018, 08:56:19 am
I'm going to take my power leveled no magic save and test a new game plus run with your new version where I will get magic, but also not play with Chrono unless required, attempting to do all the masamune quests, but getting the dreamstone before fighting zombar.  That should be a good test.  Let me know when it drops.
Title: Re: Chrono trigger plus
Post by: lexluthermiester on April 06, 2018, 10:50:26 pm
There was a beta release a while ago to show of Joseph Lithius’ contribution, the official 1.2 release is coming soon.

Yesterday I put in another big day on this and really refined my Frog King encounter, he is now animated and Frog fights him solo as was originally intended.
Nice!
Title: Re: Chrono trigger plus
Post by: ThegreatBen on April 08, 2018, 03:35:08 pm
Been working quite a bit on this again, polished up my  maps some more, corrected numerous grammar mistakes, added some more reactions to events in cult of Lavos and1999, and as far as I know optional Crono is working completely.

I’m thinking Leene Square 1999 still feels Pretty bland though, will probably rework it.

Title: Re: Chrono trigger plus
Post by: lexluthermiester on April 15, 2018, 07:49:41 pm
Again, nice! Looking forward to it!
Title: Re: Chrono trigger plus
Post by: ThegreatBen on April 15, 2018, 10:05:47 pm
Thanks for the bump, now I can post an update.

I’m currently at the end of the Black Omen but still struggling with an old bug, once its fixed I’m giving it to Andrew Clunn to test on NG+

Many maps and dialogs fixed or improved especially in 1999, Leene square (1999) completely redone.

The quest to upgrade the Wondershot now triggers even if its equipped.

Offering an optional patch to use current music when in the party change menu

Working on making an optional patch to let you go back to your ship after fighting queen Zeal instead of jumping right to Lavos.

The new Schala ending is started but still under construction.



Title: Re: Chrono trigger plus
Post by: andrewclunn on April 16, 2018, 10:03:35 am
Offering an optional patch to use current music when in the party change menu

That's a great idea.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on April 28, 2018, 07:24:13 pm
It took forever to figure out how give you the option to skip the fight with Lavos after the Black Omen, but its fully implemented now, it was originally intended to be an optional patch but it integrated so smoothly it just felt right.

Decided to lower the difficulty a small bit on the base patch and make an optional patch with my intended difficulty. Max 10 items, more powerful Reptites, less money from battles, etc

I also felt Magus’ castle was just a bland dungeon crawl so I added some scenery to change its theme from generic stone dungeon to haunted victorian castle.

Everything is pretty much ready except I decided to add a functioning movie theatre to West City in 1999.
Title: Re: Chrono trigger plus
Post by: andrewclunn on April 28, 2018, 09:23:33 pm
Just one suggestion, in your hard difficulty patch, you should also adjust the number needed in the prehistoric trading post, as 10 item cap for fangs and such will make that a needless back and forth crawl, which would basically make the whole thing a pointless endeavor.

Also, this is sort of a "nice to have" request, but an all in one patch that has all the optional ones applied would be nice.  I do like that you're breaking all of these out modular style, but when it is really and truly done done, an all inclusive patch should be part of the mix.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on April 28, 2018, 09:41:25 pm
I only have the byte to set a limit when purchasing from shops, so the prehistoric drops will be fine, most other enemies dont drop anything and chests exceeding the limit is convenient.

If you check the huge debate over the change of Magus’  cape color a few pages back you’ll understand why we need optional patches, this game is such a beloved piece of art to so many people that it would not surprise me in the least if every single change I’ve made has pissed at least one person off.
Title: Re: Chrono trigger plus
Post by: andrewclunn on April 29, 2018, 11:51:34 am
When you're ready for me to test, let me know, but also tell me if the order matters for applying patches (obviously one that expands the rom size might mean that it has to happen first or last).  Also, (and this doesn't apply if this newest version isn't MUS-1 compatible) let me know whether I should test in SNES9X or Higan and which music pack you intend to be used with it.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on May 09, 2018, 10:08:12 pm
Finished the new features today, just tweaking the optional patches now but here are some teaser pics until then.

(https://i.imgur.com/9OZ3eCo.png)
(https://i.imgur.com/1d7WVnx.png)
(https://i.imgur.com/hhk4paK.png)
Title: Re: Chrono trigger plus
Post by: andrewclunn on May 10, 2018, 10:47:19 pm
I'd ask, but I don't want to spoil it for myself.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on May 12, 2018, 02:16:45 pm
Finished this morning, just sent it off to Andrewclunn, The Human Glenn patch doesnt seem to work and just corrupts the game so it has been partially implemented into the main hack.

The overall difficulty has been lowered a bit and I made an increased difficulty hack, it halves money, increases the number of items required by the trading hut in 65000000 bc, further lowers the power of ultimate single techs, boosts some enemies that were really weak before, increases the price of shelters and although I forgot to add it to the version I sent Andrewclunn sets a 10 item max cap from stores.
Title: Re: Chrono trigger plus
Post by: andrewclunn on May 12, 2018, 03:30:43 pm
Finished this morning, just sent it off to Andrewclunn, The Human Glenn patch doesnt seem to work and just corrupts the game so it has been partially implemented into the main hack.

The overall difficulty has been lowered a bit and I made an increased difficulty hack, it halves money, increases the number of items required by the trading hut in 65000000 bc, further lowers the power of ultimate single techs, boosts some enemies that were really weak before, increases the price of shelters and although I forgot to add it to the version I sent Andrewclunn sets a 10 item max cap from stores.

Ah okay, ignore that question then.  I asked what it did exactly in a PM because I thought it was supposed to stop me from buying beyond ten of something.  Understood, that'll be in a later version.

May 12, 2018, 03:35:36 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
First bug.  The Amulet (Schala's charm) was carried over into New Game plus.

May 12, 2018, 03:45:18 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Second bug, went to fight the ghost of Cyrus with just Chrono first thing.  Ayla apparently talked??? and then the game froze.

May 12, 2018, 03:50:54 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Also, for the two way ticket ferry return trip.  Every other time I get a "Yes." or "No."  But here I get a "Yes" or "no"  Not really a bug, but something I saw.

May 12, 2018, 04:05:09 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Went back to fight Cyrus with Marle.  Ayla still spoke, but no soft freeze.

May 12, 2018, 04:07:08 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Not a bug, but I LOVE how the game handles the controls during the candy scene when Marle is lead.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on May 12, 2018, 06:21:38 pm
“No” is now capitalized, verified on a virgin rom that the Amulet always carried over, the ghost thing is interesting, if no other characters are present it defaults to Ayla’s dialog when you survive 3 rounds (impossible on a new game) the second time you probably saw Marle’s dialog though as Ayla’s is impossible with Marle present according to the code.

Anyways good finds keep it up thanks.
Title: Re: Chrono trigger plus
Post by: Mauron on May 12, 2018, 06:35:17 pm
There's a bug in the original game, where it checks for Lucca's presence before Marle's line. Only a party of Crono, Marle, and Magus will cause this error originally.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on May 12, 2018, 06:38:32 pm
Oh yeah I see it now, who would have guessed a vanilla bug would cause a problem in this hack, anyway its easily fixed
Title: Re: Chrono trigger plus
Post by: andrewclunn on May 12, 2018, 08:14:42 pm
Love the new Lucca time explanation (save the queen, save the princess) intro.  One suggestion, the guard outside the king's chambers talks about having not seen the queen's frog guard thing lately.  Perhaps he should change his tune if Frog is in your party when talking to him?

I also noticed a quick "You are now approaching..." when almost at the northern exit of Gaurdia forest.  Only happened once and seems sort of out of place when it's not appearing anywhere else.  Was this a new feature idea that you decided against, but left in by mistake in one place?
Title: Re: Chrono trigger plus
Post by: ThegreatBen on May 12, 2018, 08:29:46 pm
Thats what the wooden sing by the forest exit says, youmust have read it on the way by but it was always there.
Title: Re: Chrono trigger plus
Post by: andrewclunn on May 12, 2018, 11:06:09 pm
Spekkio intro says, "You with the punk hairdo, you're lightning" even if Crono isn't in the party.

May 12, 2018, 11:11:56 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
And a side effect of that is that it means that Crono is locked out of learning magic from then on (until a new game plus).

May 12, 2018, 11:21:07 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Got 1 horn       !

lots of blank spaces at the end of horn for some reason.  This was from an enemy so it's likely the item name itself.

May 12, 2018, 11:22:49 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
May want to check all those animal part items while you're there.

May 12, 2018, 11:25:27 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
You increased the number of animal parts needed to trade, but not what the guy says the cost is.  He still says 3 of 2 different things.  Might want to change that.

May 12, 2018, 11:38:46 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Also, the names of the weapons he says he gives you don't match with the new item names.

May 12, 2018, 11:41:32 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Recommendation, don't have the race log carry over from new game plus.  It's the only special non-equipment item (other than animal parts) to do so, and now that it's in the treasure chest right by the jet bike, it sort of feels stupid to just collect a bunch of them.

May 12, 2018, 11:50:58 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Mom says "Crono you had me so worried, I heard you were to be executed dear"  But Crono isn't in my party.

May 13, 2018, 12:01:21 am - (Auto Merged - Double Posts are not allowed before 7 days.)
minor graphical glitch for leftmost party member after lavos shell killed me.

May 13, 2018, 09:18:30 am - (Auto Merged - Double Posts are not allowed before 7 days.)
600 ad chancellor talks to sir chrono about the legendary hero when he's not in my party.

May 13, 2018, 09:23:59 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Zenan bridge infinite loop.  "Magus troops have the advantage now.  YOu cannot win you must surrender."  Over and over.  Robo in the lead, no Crono.  Triggered by attempting to go left.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on May 13, 2018, 10:03:35 am
I need more details on the “Lavos shell left character glitch” and what were the conditions for the Zenan bridge one? Had you already gotten the jerky and fed the troops? Did you have to reset? Who said the line?
Title: Re: Chrono trigger plus
Post by: andrewclunn on May 13, 2018, 10:23:18 am
I will email you details along with a save file to recreate it

May 13, 2018, 10:59:10 am - (Auto Merged - Double Posts are not allowed before 7 days.)
The current music menu stops the music from changing if using a non-MSU-1 capable emulator or the rom without the associated MSU files.  However if they are present and used, then the music does still change.

May 13, 2018, 11:01:35 am - (Auto Merged - Double Posts are not allowed before 7 days.)
email sent.  Let me know if you didn't get it.

May 13, 2018, 12:25:47 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
So two not bugs, but thoughts:

1) The optional run patch maybe should also update the text for the rat statue catch event.  As telling the player to press B to run is entirely inaccurate.

2) The new level scaling makes Marle's three healing spells completely pointless.  Cure (the first one) only costs 2 and due to the way that magic power and HP scale now, will almost always fully heal a party member.  Replacing Cure 2 with Cure on her tech track would make Aura not entirely useless, while also upping the cost of Cure to 3 instead of 2.  This would then leave her with a slot open where Cure currently is, which I think she should have, since as of right now she is by far the weakest character.  Could be magic wall, charm, heal, or something else.  As it stands, Lifeline is the only reason I can see to have Marle in my party ever.

May 13, 2018, 12:52:39 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Alright, game breaker.  I'm in the Rare Red Rock quest, with no way to get the Ayla event to trigger.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on May 13, 2018, 03:47:26 pm
Unfortunately save files dont seem to work for me for some reason, but I’m doing NG+ right now to try to duplicate all the problems you’ve mentioned, I’ve already fixed a few and taken your suggestions as well.
Title: Re: Chrono trigger plus
Post by: andrewclunn on May 13, 2018, 07:39:48 pm
Unfortunately, until the "Can't trigger the Ayla event" bug is cleared up, I can't really test any more.  When it is fixed, I'll likely have to new game plus it again, but that's fine.  There were bound to be some issues with all the new open endedness and optional Crono stuff.  I really like the ability to sort out my own party how I see fit from early on.  Also felt really satisfying to have Lavos' shell kick my ass when I went in all cocky.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on May 13, 2018, 10:15:46 pm
You wont have to start over, I managed to fix the all the bugs you mentioned so far with the exception that for some reason the Nes difficulty patch deletes the entire script for the Ioka rading hut, theres a good chance it didnt like me adding 84 commands to it looks like expensive trade items isnt gonna happen. Either way I’ll have it ready tomorrow afternoon

May 14, 2018, 08:33:27 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
I decided to split the end of time into two maps before continuing, this will be necessary for the 8th character to work and less importantly allow Marle to keep Inky next to her at the end of time if she buys him in 1999.

It should hopefully still be ready tonight.
Title: Re: Chrono trigger plus
Post by: andrewclunn on May 15, 2018, 09:12:04 pm
Okay, so the Spekio Crono magic bug hasn't been fixed (try getting magic without Crono in your party and you'll see what I mean.  Crono is still seen as there and is then forever barred form getting magic that playthrough).

There's some weird interactions with Ayla if Crono isn't in your party with the opening scene where she's introduced.

The trading hut just soft locks the game now.

May 15, 2018, 10:42:52 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Odd that saving in the end of time now shows up as The Black Omen in the save file.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on May 16, 2018, 05:43:27 pm
Everything should be fixed now, except the End Time showing up as Black Omen, Mauron do you know how to make map 1C6 show up as the End of Time on the save screen?

 The events apon arriving in 65,000,000 bc have been updated so Alya will react accordingly no matter who is in the party.
Title: Re: Chrono trigger plus
Post by: Mauron on May 16, 2018, 08:05:53 pm
The Location save strings are at 0x3FD296, and each is half a byte. Divide the location number by two before adding it. If the Location number is even, it's the low nybble (0x0F). If it's odd, it's the high nybble (0xF0).

For 1C6, change 0x3FD379 from 66 to 67.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on May 16, 2018, 10:05:07 pm
Yup that did it, thanks again. So with that I’ve successfully split the end of time between two maps, I’ll do the same for the 8thy project as soon as I get this bug free.
Title: Re: Chrono trigger plus
Post by: Shade Aurion on May 18, 2018, 06:37:03 am
Literally every post in this thread is exciting. I check it daily and gad damn! I can't wait <3
Title: Re: Chrono trigger plus
Post by: ThegreatBen on May 18, 2018, 08:28:16 am
Literally every post in this thread is exciting. I check it daily and gad damn! I can't wait <3

Thanks for the support, the lack of replies had me starting to think people had lost interest.

Also the credits after the Masamune movie in 1999 are all the people who have contributed to this project, but I may have forgotten a few, if you feel your name should be in there please let me know.
Title: Re: Chrono trigger plus
Post by: xeronut on May 18, 2018, 04:24:53 pm
I check this thread every time I see a new reply.  I can't speak for any other lurkers out there but I have an appreciation for the teamwork involved in developing and testing stuff like this and, more importantly, I keep silent unless I have something relevant to the task at hand.  I'm definitely interested in your work and am very much anticipating a release.   :beer:
Title: Re: Chrono trigger plus
Post by: Shade Aurion on May 18, 2018, 10:13:43 pm
Thanks for the support, the lack of replies had me starting to think people had lost interest.

Also the credits after the Masamune movie in 1999 are all the people who have contributed to this project, but I may have forgotten a few, if you feel your name should be in there please let me know.

Hell no man. Between you and Andrew bug testing it and the project near not just completion but bug tested completion, i'm hyped af
I have an old build running on a SNES Classic via retroarch and it runs fine but I don't want to play to far in because that version is about 6 months out of date and i've been looking forward to all of your proposed changed. Especially that Schala ending ;)

I can say with all honesty that I believe your hack to be the best version of Chrono Trigger to date <3
Title: Re: Chrono trigger plus
Post by: andrewclunn on May 18, 2018, 11:47:37 pm
As someone who played the crap out of the first release, I can tell you that this one has a lot more little extras that I keep coming across.  Should be able to get back to testing tomorrow.  RL got in the way there for a bit.  If I find a bug in anything that's outright spoiler territory I'll submit that via PM.

May 19, 2018, 10:41:00 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Soeckio tells me to run around the room.  I do so.  He goes back to introducing himself.  Nobody gets magic ever :-(

May 19, 2018, 11:44:58 am - (Auto Merged - Double Posts are not allowed before 7 days.)
"SO Ayla like" blank.  In Ayla intro.  Could just be set to "you" and would be fine.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on May 19, 2018, 01:55:53 pm
I will check out the Spekkio thing when I get home, as for the Ayla line I’m not sure why it doesn’t have a period at the end but as far as I know thats the original line.
Title: Re: Chrono trigger plus
Post by: andrewclunn on May 19, 2018, 05:31:07 pm
It used to have Crono at the end.
Title: Re: Chrono trigger plus
Post by: darthvaderx on May 19, 2018, 06:01:57 pm
"Chrono Trigger Plus."

"Chrono Trigger Bugfix and Uncensoring Patch."

"Chrono Trigger: Complete."

Three great Chrono Trigger hacks with some different objectives...
Why do not you three join in a single project presenting the best of each other besides the things in common?

Think about it, okay?  :thumbsup:
Title: Re: Chrono trigger plus
Post by: ThegreatBen on May 19, 2018, 10:03:36 pm
Hell no man. Between you and Andrew bug testing it and the project near not just completion but bug tested completion, i'm hyped af
I have an old build running on a SNES Classic via retroarch and it runs fine but I don't want to play to far in because that version is about 6 months out of date and i've been looking forward to all of your proposed changed. Especially that Schala ending ;)

I can say with all honesty that I believe your hack to be the best version of Chrono Trigger to date <3

Wow thanks.

"Chrono Trigger Plus."

"Chrono Trigger Bugfix and Uncensoring Patch."

"Chrono Trigger: Complete."

Three great Chrono Trigger hacks with some different objectives...
Why do not you three join in a single project presenting the best of each other besides the things in common?

Think about it, okay?  :thumbsup:

Chronosplit did give me some corrections to make and I have fixed at least a few vanilla bugs, but merging entire patches together is pretty tricky, however if the authors wanna make part of their work compatible I’d be up for it.

I forgot to fix the Ayla text thing in the patch I sent Andrewclunn, I really hope spekkio is fixed his script is really full and doesn’t like being messed with.
Title: Re: Chrono trigger plus
Post by: andrewclunn on May 20, 2018, 01:49:19 am
:(  Well now he doesn't do the intro about magic anymore.  So it works, but it's not ideal.  I mean I don't care about the "three times around the room bit"  That was a gimmick anyways, but the whole "These are the elements" talk is semi important.

May 20, 2018, 01:58:54 am - (Auto Merged - Double Posts are not allowed before 7 days.)
My mammo tusk still claimed to be a flint edge from the trading post.  Oh and you changed the price back to 3 of an item, so you should change the test back to say as much as well.

May 20, 2018, 02:02:18 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Also, should it be possible to get Ayla before the bridge?  I've gotten the red rock, but don't know if and when I should be able to recruit her for reals.  Feel free to PM me the answer to avoid spoilers.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on May 20, 2018, 11:40:09 am
So I have the Spekkio code figured out, now its just a matter of getting the bytes right, making magic learning optional and making Crono optional are just a little harder to work together but the Spekkio intro wont be gone in the final.

Sadly Ayla isnt available for anymore of the game then she used to be for the moment, the pictures I posted a while back of Magus's castle were just test pictures, though the option of being able to recruit her and Frog earlier has crossed my mind.
Title: Re: Chrono trigger plus
Post by: andrewclunn on May 25, 2018, 03:36:18 pm
Oh good.  I'll test that this weekend.  Then I should be able to go through to Zeal (assuming no new game breakers are found).
Title: Re: Chrono trigger plus
Post by: ThegreatBen on May 26, 2018, 04:38:16 pm
Ok so I got ambitious and fully solved the Spekkio problem, he now functions completely independent of the main story with or without Crono.

There are currently no known bugs. Here is a pic of the remodeled Zeal Palace library I did while waiting for Andrew to finish playtesting.

(https://i.imgur.com/tn5XgZk.png)
Title: Re: Chrono trigger plus
Post by: andrewclunn on May 26, 2018, 10:22:45 pm
Did you mean for the shop item limit to be set to 11 instead of 10?  Because that's what it's set at.

May 26, 2018, 10:40:05 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Crono's mom is still in Magus' castle (Flea's path to the right) when he's not in the party, and there's a bugged out version of the missing loved one stuck in a pillar.

May 26, 2018, 10:41:38 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Check barrier item for extra spaces at the end
Title: Re: Chrono trigger plus
Post by: ThegreatBen on May 26, 2018, 10:42:06 pm
That wasn’t intentional but not really a big deal, fyi there was some sprite clipping in Magus’ castle, at least on game breaking, theyre all fixed now but I’ll have to send you a new patch tomorrow morning.
Title: Re: Chrono trigger plus
Post by: andrewclunn on May 26, 2018, 10:46:15 pm
Just hit a soft lock when the first battle down the central path in Magus' castle was supposed to start.
Title: Re: Chrono trigger plus
Post by: lexluthermiester on May 26, 2018, 10:51:11 pm
This is really coming along. Looks like you're having fun!
Title: Re: Chrono trigger plus
Post by: ThegreatBen on May 26, 2018, 11:01:09 pm
Just hit a soft lock when the first battle down the central path in Magus' castle was supposed to start.

I didn’t feel like uploading it tonight but since you’re right there gimme 10 minutes
Title: Re: Chrono trigger plus
Post by: andrewclunn on May 26, 2018, 11:26:59 pm
Got two more big ones for you:

1) Hey trading hut hard lock.  You have returned.

2) The red rock quest (first Ayla quest) stays completed if you new game plus.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on May 27, 2018, 07:18:52 am
The trading hut problem must be from using an older version of the Nes Difficulty patch because I have no problems with it, the second problem actually answers a few questions, Mauron told me where to find some free bytes to create events with and it seems they don’t reset on ng+.

Also Magus’ castle will still lock up on your game, I removed the offending scenery but forgot to change the tile properties, I’ll try to get you another patch today though.
Title: Re: Chrono trigger plus
Post by: andrewclunn on May 27, 2018, 07:36:42 am
Can you send the full list of most recent ones?

May 27, 2018, 08:06:13 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Also, since we have a space where things aren't reset from new game plus, here's an idea on things that might be improved by moving them there:

- Fastest race times with the jet bike.
- Silver points.
- Money (this one is likely impossible to do safely though).
- Character names (so they default to what they were named as last play through).
- The selections in the option settings (like button mapping , window color, etc...)
Title: Re: Chrono trigger plus
Post by: ThegreatBen on May 27, 2018, 08:24:38 am
I don't know how much of that stuff can be saved in the 7E2881-7E2f7f range but offhand I'd say silver points and cat food easily, jetbike and money probably easy as well though I think they're 3 bytes, I sent you a patch that resets all those bytes currently used but they only reset on a new game or new game plus not on a current save sorry.

Edit: should mention that the patch I sent you also fixes the soft lock in Magus' castle, necessary to continue.
Title: Re: Chrono trigger plus
Post by: andrewclunn on May 27, 2018, 11:07:27 am
Glowing Magus statue in the ozzie trap door room.  Only happens after warping back up.

May 27, 2018, 11:14:19 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Marle turned into Crono (who wasn't in my party) when I beat Magus, but in a messed up pallet swap sort of way,  Then the game text for the cutscene afterwards was complete gibberish.

May 27, 2018, 11:17:31 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Ayla tac-off scene with dactles.  I switched out Crono for Frog, and poor Frog got left behind!

May 27, 2018, 11:44:04 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Went into Zeal's palace and music didn't switch (using MSU), then it did after I scratched the Nu.

May 27, 2018, 12:08:34 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Guru at end of time has missing message just after getting the epoch
Title: Re: Chrono trigger plus
Post by: ThegreatBen on May 27, 2018, 12:12:23 pm
The glowing statue I’m not sure, but it’s not game breaking.

Magus’ room is fixed and the text after is no longer gibberish, the script for Crono’s room didn’t like all the lines I added to refresh the bytes that were carrying over, I moved about half of them to the Yakra room as thats an early storyline point that doesn’t have a very full script.

I wanted the music to be corridors of time on the first visit and the more ominous Zeal palce on the second so I forgot to adjust the Nu for this.

Frog, Robo, Marle, and Lucca all share the same dactyl spot, the only way to make this work is to force Crono into the party. It took me three weeks to get that part to work and thats the only way it will sadly.

Don’t forget you can challenge the Frog King in Frog’s burrow now, this part has been improved greatly.
Title: Re: Chrono trigger plus
Post by: andrewclunn on May 27, 2018, 12:21:33 pm
Without Chrono's head shaking that scene felt way less powerful.  Oh well, give me that red knife!
Title: Re: Chrono trigger plus
Post by: Mauron on May 27, 2018, 02:08:11 pm
- Money (this one is likely impossible to do safely though).
- Character names (so they default to what they were named as last play through).

These two are easy enough to do. They're already loaded at the start of New Game+, then reset shortly after. You'll need to edit Location 00's events.

Before the MemCopy to Mem.PCNames, add the following.

Code: [Select]
If (7F01CF & 10)
     Goto [00C3]

I haven't tested this, but it should work.
Title: Re: Chrono trigger plus
Post by: andrewclunn on May 27, 2018, 04:44:02 pm
First cutscene in Undersea Palace softlocks.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on May 27, 2018, 05:30:50 pm
oh crap, its very possible another one of my carryover bytes is the culprit as I had to add one in order to make recruiting Magus optional anytime.

It’ll take me a little while to get a fix for that.
Title: Re: Chrono trigger plus
Post by: Mauron on May 27, 2018, 09:30:30 pm
You could probably do a MemCopy with a bunch of zeroes in the same part of Location 00's events.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on May 29, 2018, 11:34:57 am
You could probably do a MemCopy with a bunch of zeroes in the same part of Location 00's events.

Yes thats far more efficient that what I did.

The good news is that I have money and character names carrying over, the bad news is that I have no clue why the first Ocean Palace cut scene freezes,.

That being said I do have it working on a new game and a new game plus but cant seem to get it working on a current game, so it must be somehow related to resetting the 7E2881-7E288C bytes, also user
renkoha has given me a small bug report, most of that is corrected including the early Magus bug.

Hopefully a new patch will be available for the testers later today

@Mauron would you happen to know the values of the above mentioned range on a fresh new game? Also 7F0210 is a temporary location reset on a screen change isnt it? I ask because the Ocean Palace throne room has a lot of events dependant on it and I want to make sure I didn’t corrupt it somewhere.
Title: Re: Chrono trigger plus
Post by: 2tack on May 30, 2018, 04:58:47 pm
What I'm about to say is a good thing. I want to play this patch so bad, but every time I come back to the forum you guys are talking about more features and more bug fixes. I can't wait till you say it's settled (until the 8thy project). I'm going to play it until my controller breaks.
Title: Re: Chrono trigger plus
Post by: Shade Aurion on May 30, 2018, 11:19:11 pm
What I'm about to say is a good thing. I want to play this patch so bad, but every time I come back to the forum you guys are talking about more features and more bug fixes. I can't wait till you say it's settled (until the 8thy project). I'm going to play it until my controller breaks.

Dude, its home stretch.. You have some pretty bad timing :p
Title: Re: Chrono trigger plus
Post by: ThegreatBen on June 05, 2018, 10:14:10 pm
Sorry for the long delay, I had some complicated bugs that needed squashing, I think everything is good, Ive given it back to my testers assuming they haven't given up.
Title: Re: Chrono trigger plus
Post by: andrewclunn on June 08, 2018, 11:50:07 am
Up through to beating Magus.  Only "bug" is Ayla standing there instead of running after her intro if Crono isn't in the party.  Not game breaking at all though.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on June 08, 2018, 05:29:39 pm
Up through to beating Magus.  Only "bug" is Ayla standing there instead of running after her intro if Crono isn't in the party.  Not game breaking at all though.

Well thats good news, the Ayla thingshouldn’t be a big deal to fix, doesn’t really affect anything anyway. Hopefully it keeps going smooth.
Title: Re: Chrono trigger plus
Post by: Chronosplit on June 08, 2018, 07:11:55 pm
I have an idea that I'd like to pass on to you (or whoever else wants to do it).  It was proposed to me by Chicken Knife for Bugfix but it's looking more out of scope the more we look at it.  However, Plus might be able to see it happen?  Your call.

Anyway, when you talk with the king in the Middle Ages with Magus in your party (or even as a leader) there's a bit of a plothole in that the king doesn't really notice Magus's presence at all.  Not even when he's asking the king to help him with the Rainbow Shell.  This is the result of him being an optional character, but doesn't it sound kind of odd that it doesn't trigger a scene at least?  Magus isn't one to disguise himself beforehand (as interesting as it would be to see him quickly change into Prophet garb when you step in), and they kind of know what Magus looks like thanks to that huge statue in the Cathedral at least.  Needless to say, he isn't well liked around those parts and everyone thinks Frog killed him.

The castle is really the only time this sort of thing happens due to how late in the game you obtain Magus.  Not really sure what would come out of this, however.  Would the king call the guards thinking the other party members are Mystics in disguise, or would there be a sort of "agreement" reached?  A reference to Ozzie?
Title: Re: Chrono trigger plus
Post by: andrewclunn on June 08, 2018, 08:55:33 pm
Ayla keeps referencing Crono in her speech, even when he's not in the party.  When the pendent first opens the door in Zeal it's glaringly off.

June 08, 2018, 09:08:41 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Gasper's text at the end of time is completely broken most times.  "Hey" Go and talk to him.  Sound effect.  Nothing.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on June 08, 2018, 09:26:03 pm
Ok Ayla should be easy enough to fix as long as I know where she’s doing it, the Gaspar thing seems like a big deal, at what point in the game is it doing it? What is he supposed to be doing?

June 08, 2018, 09:32:29 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
@chronosplit its not a bad idea, thats always annoyed me too, I actually started by making everyone in 600 ad address him as Magus regardless of what the party names him.
Title: Re: Chrono trigger plus
Post by: andrewclunn on June 08, 2018, 10:13:49 pm
@chronosplit its not a bad idea, thats always annoyed me too, I actually started by making everyone in 600 ad address him as Magus regardless of what the party names him.

That's a bad idea with the names carrying over with new game plus.

Also, as far as the Magus king interaction, making people think he's a Magus impersonator wouldn't be outlandish.  Another option is that the King is shocked to realize that rather than killing Magus the team apparently got him to lay down arms.

As far as Gasper, I'm like 80% sure that when you split out the end of time into two sections the text for a lot of his speeches broke then.  It's pretty much everything after telling the team to get magic.  After that it's more misses than hits for sure.  I'll do a comprehensive list when I'm through a full playthrough of testing (as I"ll need to start a new game plus to make the whole list).

June 08, 2018, 10:25:12 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Top of Mt Woe.  Ayla shouts out "Crono look!"  Crono isn't in the party.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on June 08, 2018, 10:47:22 pm
Im guessing it’s because I removed the story progression from Spekkios map, so Gaspar is probably still reacting to the unadvanced story, if thats the case its easy enough to fix
Title: Re: Chrono trigger plus
Post by: andrewclunn on June 08, 2018, 10:48:25 pm
Well got back to the Ocean Palace on a new game +  Froze in exactly the same place.
Title: Re: Chrono trigger plus
Post by: Chronosplit on June 08, 2018, 11:38:41 pm
That's a bad idea with the names carrying over with new game plus.
It's a good effort, but I feel that having 600 AD refer to him as "The Magus" has an issue where the force behind the title never shows until NG+ (and it can be confusing at that point).  This is probably why Slattery came up with Fiendlord, in an effort to fix this issue.

The game in general is a bit strange with this, as Magus is a title in original text as opposed to his name.  Unfortunately it's also not used very often at all.  In Bugfix I actually did a similar job recently in the sidequests to only one line, where the storyteller used his title in the localization so I made it "The Magus" no matter what his name.  This makes it more or less how the legend of Frog came to be in the present time, but also a bit of an easter egg because in the main game his name is Magus whether you like it or not for almost the entire trip.  It was a bit of a knowing nod in a way.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on June 09, 2018, 06:24:48 am
Well got back to the Ocean Palace on a new game +  Froze in exactly the same place.

Crap, alright I’ll see what can be done, I’ll get a work around without starting over this time.
Title: Re: Chrono trigger plus
Post by: andrewclunn on June 11, 2018, 08:24:29 pm
I see what you did to fix it and I don't like it.  I'm only saying as much here in case I'm way off base so others can chime in.  Crono basically needs to be forced into the party for the Ocean palace for obvious reasons.  There's a clear natural place to put this in, which is after beating the boss on Mt. Woe before the whole scene with Melchior and Dalton.  Doing it there makes it clear that hey, it's a Crono chapter, no big deal.  By putting it where you have it basically is in your face and jarring in a way that would break the fourth wall and have a new player wondering "Hey, why did that happen?"  I know I know, who is going to play this game without already knowing what's supposed to happen?  But forcing Crono into the party at the first Ocean Palace scene seems off to me.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on June 11, 2018, 08:40:41 pm
You might be right but I’ll do you one better, make the scene in Algetty Final Fantasy X style, have only Crono controllable and have the whole party present as npc’s, that way every character gets to say their lines for that scene and it really cements it as the beginning of a critical point in the story.
Title: Re: Chrono trigger plus
Post by: andrewclunn on June 11, 2018, 09:08:14 pm
When Magus said "He even took our money" after waking up on the blackbird, the message was using the old indentation style.

June 11, 2018, 09:18:03 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Entering the room we were held as prisoners from the front door and we're coming down the vent.  Very odd.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on June 11, 2018, 09:20:39 pm
Thats new, ok I’ll take a look. I still have to fix Ayla referencing Crono when he isn’t there too.
Title: Re: Chrono trigger plus
Post by: andrewclunn on June 11, 2018, 11:00:52 pm
DId you remove the Taban item scenes where he gives you equipment for Lucca?

June 11, 2018, 11:38:58 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
I know this was in the original, but:

"Leene: I ask for the sake of Magus, please carry out their request!"

Harharhar

June 12, 2018, 01:00:12 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Sealed chest in Guardia castle after letting it upgrade says red mail instead of red plate when you get it.

June 12, 2018, 01:40:12 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Got the Reaper.  Magus can't equip it.

June 12, 2018, 02:13:01 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Cult of Lavos, doesn't look like that console actually gets unlocked /activated
Title: Re: Chrono trigger plus
Post by: ThegreatBen on June 12, 2018, 10:23:45 am
Fixed the indentation and a few incidences of Ayla referring to Cron when he isnt present, there was no problem with the Taban items (tested with and without optional patches) you probably just forgot to go to Lara's room first to play out that scene.

Leene now says for the sake of Frog (or whatever you named him) regardless of who is leading during that scene, the chest now says RedPlate, Magus can now equip the reaper (how that box got unchecked is beyond me)

Cult of Lavos console should work properly now, accidentally deleted its function last time I was bug fixing.

Title: Re: Chrono trigger plus
Post by: andrewclunn on June 13, 2018, 03:37:59 am
With the run patch, the run and jump button in the factory (just before mother brain) becomes a walk and jump button.  Kind of off.

In 1999 the exit for the square is possible to go around on the right hand side and then need to go back in order to go out.

June 13, 2018, 04:01:03 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Crono needs to be in your party for the movie to work

June 13, 2018, 04:22:49 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Also, I never got the white rock.  Is there a way to get the Poyozo Dance?

June 13, 2018, 04:59:03 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Not sure if this is you or the base game, but it's impossible to change a character's name to something shorter without the game inserting spaces at the end.

June 13, 2018, 06:50:52 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Did you mean for the AtroRibbon to carry over into new game plus?
Title: Re: Chrono trigger plus
Post by: ThegreatBen on June 13, 2018, 06:59:31 am
Walking to press the switch is kinda weird, but it technically still functions the same.

The next two were easy enough to fix.

Poyozo dance is learned in Zeal on the small island with the pyramid, did you not find the way there in Kajar?

The name spaces are nothing I did.

June 13, 2018, 07:14:15 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Yes the Atropos Ribbon is meant to carry over in order to make the magic defense bonus a one time thing, otherwise with the new values Robo would have the highest Magdef‭
Title: Re: Chrono trigger plus
Post by: andrewclunn on June 13, 2018, 07:20:33 am
Extra space at the end of Race Log item.

June 13, 2018, 10:55:17 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Rare Red Rock quest not resetting on new game plus.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on June 14, 2018, 08:56:53 am
Ok that was just a stupid mistake on my part, I accidentally reset the 7E88x range instead of the 7E288x range   :banghead: so all the new memory locations wont be reset on that save.

You can take a little break if you want cause I need a little time to add the Schala ending, also I’m really digging the idea of having the whole party present as npcs in a few major scenes (Frog’s burrow before Magus, Dactyl nest summit before Tyrano lair, Algetty before th assult on Ocean Palace)
Title: Re: Chrono trigger plus
Post by: andrewclunn on June 14, 2018, 01:04:15 pm
Might be the perfect time to make a trailer?

www.youtube.com/watch?v=ohV6xVrsy5A (http://www.youtube.com/watch?v=ohV6xVrsy5A)

Thought of this (and honestly a few other projects around here) when I saw that.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on June 28, 2018, 06:40:49 pm
Might be the perfect time to make a trailer?

www.youtube.com/watch?v=ohV6xVrsy5A (http://www.youtube.com/watch?v=ohV6xVrsy5A)

Thought of this (and honestly a few other projects around here) when I saw that.

I would love a trailer for this but I dont know how to record the footage in any kind of quality, I could however edit them into a trailer if someone presented some videos.

As for progress, its been slow first my girlfriend was visiting for a week then I got a nasty cold, but I made some nice progress on the Schala ending now called the “Save Zeal” ending.
Title: Re: Chrono trigger plus
Post by: andrewclunn on July 06, 2018, 12:22:53 am
After getting the Epoch, our guide at the end of time seems to have lost the script.

July 06, 2018, 12:57:10 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Why is Marle's best AND second best weapon both set to not carry over in new game plus?

Gonna submit issues related to the ending through PM
Title: Re: Chrono trigger plus
Post by: ThegreatBen on July 06, 2018, 11:24:35 am
1. A simple fix to stop Gaspar from not saying his line, hopefully it causes no more problems.

2. Ultimate weapons dont carry over in order to make the side quests relevant in NG+, in Marle’s case I wasn’t sure which one people considered the “ultimate” the strongest one or the slightly weaker one that casts stop.

3. The new ending is definitely open for suggestions, however I dont wanna delay the release any longer so I won’t get to crazy with it this time.
Title: Re: Chrono trigger plus
Post by: SageOwl on July 08, 2018, 12:18:18 pm
EDIT: Of course I would overlook the Cult of Lavos and not draw the line that a gate would be there; I went there early on and got rekt by the spawn so I ignored it.  :P
Title: Re: Chrono trigger plus
Post by: ThegreatBen on July 08, 2018, 12:55:44 pm
The version you’re playing is extremely outdated, since I was able to easily fix the bugs Andrewclunn sent me and he hasnt posted any new ones I think I can safely give you the new version, sometime in the next two hours.
Title: Re: Chrono trigger plus
Post by: SageOwl on July 08, 2018, 01:41:26 pm
The version you’re playing is extremely outdated, since I was able to easily fix the bugs Andrewclunn sent me and he hasnt posted any new ones I think I can safely give you the new version, sometime in the next two hours.
Ah gotcha; it did feel very much like an early release. Well I have no reservations in beating the game then at least  ;D.
Title: Re: Chrono trigger plus
Post by: andrewclunn on July 08, 2018, 08:24:03 pm
Will have more free time tomorrow.  Haven't gotten that new version.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on July 08, 2018, 11:14:54 pm
The last bugs you found were small and easily fixed so there wasn’t a huge rush for a new patch, but I’ll get you one as soon as I get the chance.

July 12, 2018, 12:36:59 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
I think that’s pretty much it, if I don’t het any bug reports by tomorrow night I’m going to release 1.2 officially.
Title: Re: Chrono trigger plus
Post by: andrewclunn on July 13, 2018, 12:15:13 pm
I was able to walk around the exit door in Zeal (see new ending).
Title: Re: Chrono trigger plus
Post by: ThegreatBen on July 14, 2018, 10:40:21 pm
Ok thats no big deal to fix, unless you find any bigger problems I think its ready for release.

I also had some other small bugs reported that I’m pretty sure are fixed.
Title: Re: Chrono trigger plus
Post by: Gi Nattak on July 16, 2018, 05:39:49 pm
unless you find any bigger problems I think its ready for release.

I also had some other small bugs reported that I’m pretty sure are fixed.

HYPE!! Really looking forward to getting my hands on this bad boy. :)
Title: Re: Chrono trigger plus
Post by: ThegreatBen on July 21, 2018, 10:30:56 am
Wanted to release this days ago but been completely off grid, but this morning I submitted version 1.2 it will be ready for download as soon as its approved!
Title: Re: Chrono trigger plus
Post by: Shade Aurion on July 21, 2018, 12:24:56 pm
Oh god yes! Can't wait to see all your hard work dude <3
 :beer:
Title: Re: Chrono trigger plus
Post by: ThegreatBen on July 22, 2018, 01:37:34 pm
Finally approved, enjoy version 1.2 available on this site
Title: Re: Chrono trigger plus
Post by: 2tack on July 22, 2018, 06:23:58 pm
I noticed you can't use the inn at Choras. I went there as soon as the game started and could not talk to the purple haired woman behind the counter.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on July 22, 2018, 10:56:23 pm
I noticed you can't use the inn at Choras. I went there as soon as the game started and could not talk to the purple haired woman behind the counter.

That's not a glitch, the game crashes if you sleep there with only one character so it won't work until you have 3
Title: Re: Chrono trigger plus
Post by: 2tack on July 24, 2018, 10:06:09 pm
That's not a glitch, the game crashes if you sleep there with only one character so it won't work until you have 3

Gotcha. I am loving it so far. I'm fighting Nizbel for the second time and noticed I can use Spire with Frog and Chrono, yet I don't know Lightning 2. Not sure if that's by design or not. I'm guessing it's a side effect of you switching Life and Lightning 2 around?

I noticed the rats in 2300AD steal your tonics, when they're called potions, as well.

Outside of some obvious concessions with dialogue if Chrono isn't in the party every thing else so far is perfect. It made for a laugh when frog asked Robo if he's ready for some swordplay.

Will I naturally come across the event where Frog can challenge the Frog King to enable the Hero Medal full time without using an accessory slot?
Title: Re: Chrono trigger plus
Post by: ThegreatBen on July 25, 2018, 11:50:48 am
You can go back to his burrow any time after Magus is beaten, the other things are small oversights, I'll fix before the next release.
Title: Re: Chrono trigger plus
Post by: Digitsie on July 25, 2018, 09:22:12 pm
Isn't it possible to put in a routine where you cannot sleep at that location until you have three in your party to prevent the crash?
Title: Re: Chrono trigger plus
Post by: ThegreatBen on July 25, 2018, 09:25:14 pm
That's what I did, however Mauron  has made a fix for it, so in the next release it will be usable before 3 characters
Title: Re: Chrono trigger plus
Post by: 2tack on July 25, 2018, 09:49:57 pm
Went back to Frog's little abode in 600 A.D. and then left without fighting the Frog King. Locked me to just Frog in the party, so I went to the End of Time to see if I could open the extra slots back up and it soft locked.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on July 25, 2018, 10:16:56 pm
Went back to Frog's little abode in 600 A.D. and then left without fighting the Frog King. Locked me to just Frog in the party, so I went to the End of Time to see if I could open the extra slots back up and it soft locked.

I never expected anyone to leave without fighting him, I'll have to make a fix for that.
Title: Re: Chrono trigger plus
Post by: 2tack on July 25, 2018, 10:46:54 pm
I never expected anyone to leave without fighting him, I'll have to make a fix for that.

What can I say? I'm trying to find bugs. Haha.
Title: Re: Chrono trigger plus
Post by: ShiningForceHero on August 01, 2018, 06:58:06 pm
It is fantastic to see this still going after all these years! I was wondering, are there any significant updates planned to release in the next month or so, or should I just dive into this now?

I wanted to mention that I fired it up to check out the intro additions. I was thinking that you may want to consider changing the Porre ferry dialogue to state that the ferry is going specifically to Choras. Obviously not a big deal, just something I noticed.

Anyway, very glad to see you still working on this project. I hope some of those maps I made all that time ago were of some use! I saw that the Reptite Village exists, though the basic map I made for that was pretty rough haha. Keep up the good work, and hope all has been well :)

-DK
Title: Re: Chrono trigger plus
Post by: ThegreatBen on August 01, 2018, 10:01:10 pm
I fixed a few minor bugs but hardly worth a rerelease yet, with the exception of the 1999 overworld which I used the FoE one as a template all my maps were 100% my own design, actually I'm a little surprised someone else did a Reptite Village, I'd love to see your maps. (Unless you're Zakyrus in which case I believe you send me them but I got distracted and forgot about it)
Title: Re: Chrono trigger plus
Post by: ShiningForceHero on August 01, 2018, 10:36:32 pm
I fixed a few minor bugs but hardly worth a rerelease yet, with the exception of the 1999 overworld which I used the FoE one as a template all my maps were 100% my own design, actually I'm a little surprised someone else did a Reptite Village, I'd love to see your maps. (Unless you're Zakyrus in which case I believe you send me them but I got distracted and forgot about it)

Unfortunately I do not believe I have any of the maps anymore, but if Zakyrus sent you anything, they may have been in there. I can take a look at some point and see what I can dig up though!
Title: Re: Chrono trigger plus
Post by: ThegreatBen on August 01, 2018, 10:44:30 pm
Thanks I would be interested in that, almost feels like a waste to have empty map slots still in the rom.
Title: Re: Chrono trigger plus
Post by: ShiningForceHero on August 01, 2018, 10:51:20 pm
I sent you a PM with some info, hopefully you got it, if not I can send it again!
Title: Re: Chrono trigger plus
Post by: ThegreatBen on August 11, 2018, 07:24:37 pm
So ShiningForceHero has given me a few of the maps that he drew, they're from Crimson Echoes so you know they're good quality, While I have plans for them I won't be doing anything with them right away, I'm using my free hacking time working on the 8th character project (Currently splitting the end of time) the sooner that project is ready the sooner I can have my human Glenn.

I did make a new readme for this project, at least one person wanted it so here it is https://www.dropbox.com/s/al1suhflaepls6m/CT%20Plus%20readme.txt?dl=0
Title: Re: Chrono trigger plus
Post by: Kallisto on August 12, 2018, 12:05:57 pm
So I had this idea I wanted to throw at you to see if it's possible or not, but would it be possible to create a abridged version of The Lost Sanctum and the Dimensional Vortex from the DS version? Since the SNES games has limited space, I figured if both extra dungeons were cut down in practical ways (and possibly even make both dungeons less of a slog since both were lazily made) that it could possibly fit right into this romhack?

Unless you have no intentions to add any DS dungeons, that is fine. I just wanted to share some ideas with you. :)

Hope your project is doing well.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on August 12, 2018, 12:13:35 pm
There was room for them in their entirety in the virgin ROM, however I don't consider them worth taking up map spaces in this hack, especially when I could use that space to add some more locations to 1999
Title: Re: Chrono trigger plus
Post by: ShiningForceHero on August 13, 2018, 11:45:54 pm
So I hit a bit of a road block: I went straight to prehistoric times as soon as I could (before even going to 1000 AD Medina), and if the game goes to the party select screen while I am in prehistory it gives me a black screen.

I avoided the black screen by just not go to the party select screen, but then when Ayla offers to join to help find the Gate Key, it forces a party select, so I currently cannot advance the story and retrieve the gate key.

EDIT: AAAAND now its not happening. False alarm!

A few bugs I caught:

-When Crono learns Wind Slash, the pop up says "Crono learned Wind"

-In the Prison escape, at the save point right before the Dragon Tank, there is a man that Lucca knocks out. You can loot him for 5 "Mid-Tonics," should be changed to Mid-Potions. This same NPC also triggers a dialogue with Lucca if you search him again, perhaps have the "Mighty Lucca" dialogue trigger first, and then also have the player receive the Mid-Potions, that way people won't miss it.

-The very first time Ayla joins, after choosing a party to go after the Gate key, Ayla says "C'mon Crono!" even if Crono is not in the team.

-When going after the Gate Key in prehistory, the bottom right tent has a man give Ayla "Tonic," should be potion.

-The dialogue when first finding Kino in the Forest Maze is a little garbled if Crono is not in the group. There was a lot of reference to "Crono's things" but then randomly they were referred to as "Robo's" things cause he was the lead. You may want to give that a look over.

So far I am having fun, awesome work! It is definitely interesting being able to go to prehistory ASAP!
Title: Re: Chrono trigger plus
Post by: ThegreatBen on August 15, 2018, 07:09:44 am
Ok these are no biggie, glad you're enjoying it.
Title: Re: Chrono trigger plus
Post by: ShiningForceHero on August 15, 2018, 12:37:17 pm
I was thinking about something and had a suggestion:

When the prehistoric party starts, Ayla will speak to the crowd about Crono and his friends. However, if Crono is not in the group, then she never met him. Obviously this could have happened off screen, but I was thinking that something you could consider is adding a scene when the party goes to meet Ayla in the Chief's hut right before the party triggers. When the party goes to speak to Ayla, Crono could come walking in, the party leader could say something generic like "Crono! What are you doing here?" and Ayla could have her introduction with him then.

Another option would be to have Crono come falling in from the Mystic Mountain gate after the two battles occur, as the party is first meeting and naming Ayla. The party could say something like "I guess Crono couldn't resist coming to see the past!" Or something along those lines. Then the entire team could be present for the initial meeting, and it wouldn't seem out of place that Ayla just knows Crono already when throwing the party. After the team finishes meeting Ayla and she runs off to meet them at the village, switch to a party select screen and go from there.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on August 15, 2018, 04:07:31 pm
Those aren't bad ideas but they would require a lot of work for something that already works pretty well.

The ideas that are planned for the future are..

-Full human Glenn
- Restoring Dorino village with the forest
- adding more locations to 1999 ( including more things affected by past quests)
- possibly allowing Frog or Ayla to be recruited slightly earlier.
Title: Re: Chrono trigger plus
Post by: ShiningForceHero on August 15, 2018, 04:52:30 pm
Those aren't bad ideas but they would require a lot of work for something that already works pretty well.

The ideas that are planned for the future are..

-Full human Glenn
- Restoring Dorino village with the forest
- adding more locations to 1999 ( including more things affected by past quests)
- possibly allowing Frog or Ayla to be recruited slightly earlier.

Gotcha, those all sound cool :) I especially like the idea of Dorino village returning, I never liked that an entire village was just gone without any mention.
Title: Re: Chrono trigger plus
Post by: andrewclunn on August 16, 2018, 11:26:22 am
- Restoring Dorino village with the forest

YES!
Title: Re: Chrono trigger plus
Post by: ShiningForceHero on August 16, 2018, 10:08:56 pm
A few more small bugs I have found:

- When returning to 1000 AD, entering Crono's house without Crono prompts his mother to exclaim "I heard Cronowas to be excuted!" There should be a space between Crono and was. Also the response of the team of "He's fine he will come in soon" is awkward, perhaps something like "He's fine! I'm sure he will be along to see you soon!" would look better?

- In 600 AD, speaking to the wounded king will prompt him to say "Oh, Crono..." even if Crono is not in the team.

- Another thing of note, in 600 AD it is odd hearing all these people say "Comrade Robo" when they would have no idea who he is. Perhaps have them say just comrades? Along this same line, having Frog act as if he knows Robo and would like to "practice thy skill in swordplay" with Robo is strange; another more generic statement, such as "'Tis thee! Thou art kind to pay a visit to me here!" would look less unusual.

Anyway, all the bugs so far have been small indeed, and overall the mod is a great experience. I hope these reports are helpful, I just want to try to give this as much polish as I can as I play through :)
Title: Re: Chrono trigger plus
Post by: ThegreatBen on August 16, 2018, 10:12:07 pm
These are very helpful, I started tackling them today
Title: Re: Chrono trigger plus
Post by: TheChristoph on August 21, 2018, 01:39:21 pm
Hey, I just wanted to say that I’ve started playing this patch over the weekend and I’m really enjoying it. I’m up to the Black Tyrano and it’s been a ton of fun. Great work, and I’ll be following this thread closely!
Title: Re: Chrono trigger plus
Post by: ThegreatBen on August 22, 2018, 10:17:23 pm
Hey, I just wanted to say that I’ve started playing this patch over the weekend and I’m really enjoying it. I’m up to the Black Tyrano and it’s been a ton of fun. Great work, and I’ll be following this thread closely!

Glad you're enjoying it.

I've got version 1.3 ready it's nothing special it's just fixes for all the bugs reported since 1.2, I just need to get to a WiFi signal since my phone won't accept the files.

I've also started adding the new maps Shiningforcehero gave me, but nothing substantial has been done with them yet.
Title: Re: Chrono trigger plus
Post by: TheChristoph on September 02, 2018, 01:25:52 pm
I went through the Black Omen in 1000AD to get to the final battle. If I remember correctly (and confirmed by checking a walkthrough), when you get to the Lavos shell, there's a boss rush of sorts. He's not doing the boss rush phase, he just kinda spams Destruction Rains from the Heavens and two-shots me.

Did you make changes to the Lavos battle? Or am I misremembering the game?

EDIT: I loaded up an unpatched ROM with this save just to see what'd happen, and Lavos does do the boss rush thing on an unpatched ROM. It seems like Lavos is behaving as he does in Chrono's death scene. Didn't see this in the readme, so I thought it would be worth bringing up.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on September 02, 2018, 09:11:49 pm
Ya I guess that does belong in the readme, the boss rush was pointless and annoying so I removed it, and used the slots to add the Frog King and Prophet battles.

As for 1.3 the bug fixes are done but my save Zeal ending was rushed and unfinished, so before releasing again I added a new line to replace any line of the Zeal citizens that is out of place in the ending.

I also fixed the trigger at the door and am expanding the ending to show what effect it has on the future of the timeline.
Title: Re: Chrono trigger plus
Post by: lexluthermiester on September 12, 2018, 10:36:20 pm
The ideas that are planned for the future are..

- Full human Glenn
- Restoring Dorino village with the forest
- adding more locations to 1999 ( including more things affected by past quests)
- possibly allowing Frog or Ayla to be recruited slightly earlier.
These seem like really good ideas!
Title: Re: Chrono trigger plus
Post by: SageOwl on September 14, 2018, 09:32:21 am
Found that if you go to the movie theater in 1999 when Chrono is dead he rejoins the party, but the game still thinks he is dead, which is silly to say the least.
I do not know if this was posted already. I also liked the movie theater bit, it was pretty funny.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on September 14, 2018, 11:57:09 am
Ya the movie theater bug is the primary reason I'm planning on releasing 1.3, I'm getting married this week so progress has been slow, but there isn't much left to do (one more small script change to make)

The Save Zeal ending was rushed and unfinished,  it's the reason for the delay.

September 21, 2018, 11:48:58 am - (Auto Merged - Double Posts are not allowed before 7 days.)
1.3 is officially up, it fixes every bug since 1.2 including slightly expanding my Zeal ending.

Had a little time to work on expanding 1999, that won't really appear in 1.3 though.
Title: Re: Chrono trigger plus
Post by: lexluthermiester on September 23, 2018, 06:13:25 am
I'm getting married this week
Congrats Ben! Well nice that!
1.3 is officially up, it fixes every bug since 1.2 including slightly expanding my Zeal ending.
Saw that. Liking it so far. I did update the readme a bit as well as the version number on the download page. Also included the readme in the zip. Take a look, if you don't like it, feel free to change it back. Didn't change the patches though.
Had a little time to work on expanding 1999, that won't really appear in 1.3 though.
Looking forward to that.

Have a good honeymoon Ben!
Title: Re: Chrono trigger plus
Post by: ThegreatBen on September 26, 2018, 11:42:50 am
Congrats Ben! Well nice that! Saw that. Liking it so far. I did update the readme a bit as well as the version number on the download page. Also included the readme in the zip. Take a look, if you don't like it, feel free to change it back. Didn't change the patches though. Looking forward to that.

Have a good honeymoon Ben!

Thanks, that's a big help.

The map for Proto dome 1999 is done, just gotta work on some quests for it now.
Title: Re: Chrono trigger plus
Post by: Shade Aurion on September 28, 2018, 05:13:53 am
Congrats on getting hitched. Thats great news!
Can't wait til you're done. The process is exciting to read about but i'm putting it off til you're done like I did with your BoF Improvement mod :3
Been checking back every few days for a long tim now so its great to see the project nearing completion. You've made stellar progress and this will be the definitive Chrono Trigger experience. I wonder if any of the changes could be modded into the Steam release..
Title: Re: Chrono trigger plus
Post by: ThegreatBen on September 28, 2018, 08:22:33 am
Now is actually a really good time to play this, this project will probably never be finished, I'll always find something I want to add, but right now the current version is bug free and there probably won't be another release for a few months.
Title: Re: Chrono trigger plus
Post by: Shade Aurion on September 29, 2018, 05:15:59 am
Oh nice. I'll certainly do that ^_^
Title: Re: Chrono trigger plus
Post by: Chronosplit on September 29, 2018, 08:57:08 pm
Now is actually a really good time to play this, this project will probably never be finished, I'll always find something I want to add, but right now the current version is bug free and there probably won't be another release for a few months.
That's a feeling which I know pretty well.  Congrats on getting married soon!
Title: Re: Chrono trigger plus
Post by: ThegreatBen on October 10, 2018, 02:18:31 pm
That's a feeling which I know pretty well.  Congrats on getting married soon!


Thanks, I'm actually trying to persuade her to give this a try.

I still work on this on weekends, Proto Dome 1999 is done and I'm making a little more of the map available.
Title: Re: Chrono trigger plus
Post by: The Timekeeper on November 12, 2018, 05:39:55 am
Hey, Ben! I know you said that you're still planning to add stuff to this hack and that now is a good time to play the game, but what exactly is your "final" plan with the game, so to speak?

Your hack seems to be the most feature-filled of all the existing ones out there and I absolutely adore Chrono Trigger and I am nostalgic each and every time I play and that's why I'd like to have the most immersive experience out of it, so I'll wait until you add the "final" version.

With this in mind, when is this "final" version going to be released, disregarding future small bits you might add? I'd like to start the game right now, of course, but if you add new features, then I'd have to restart the game from scratch just to play them, right? Or is it possible to somehow start the game, then update it with your new stuff whenever you release them and then still be able to interact/enjoy this new stuff without having to restart the game (by starting a new game, but in NG+, is what I mean). That would be absolutely great if it's possible.

Also, one more thing: would it be possible for you to integrate the separate Prophet's Guile into your hack? And the user would be able to play it in-between the Magus fight in 600 AD and the meeting with Ayla. I think it would kick ass! Heck, you should start some donation page. I am sure a lot of people, myself included, would be willing to donate and support this hack so it gets even more features.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on November 12, 2018, 12:46:32 pm
There isn't a planned final version, I'll start working on this in a few weeks but there won't be another release until spring most likely.

But you will be able to use your ng+ save file with future versions, heck vanilla save files still mostly work with it, so play it now and play it again next version.

I actually thought about putting the Prophet's Guile hack into that part of the game but there's a few problems with that, one I don't have permission, two it spoils the Magus reveal in the Ocean Palace, and three I would need to dedicate map slots to it.

Though I am definitely all for adding additional scenes anywhere I can into the game.
Title: Re: Chrono trigger plus
Post by: The Timekeeper on November 12, 2018, 05:21:53 pm
I think, at this point, everyone pretty much knows who the prophet is. I mean, I don't think first-time CT players actually look for a romhack in the first place. Or you could have prophet's guile show up only with NG+. And it's been 10 years since that hack was released and I am pretty sure the developers would have no problem with you integrating it. Not like they asked for permission from SE in the first place and not like they make money off of it. Plus, I think they're still bitter with SE for the C&D (I am), so I can see they'd like to see more hacks spread around. Heck, if you give me their contact details, I'll ask them for permission, but I am pretty sure they agree.

Also, what about adding the Frozen Flame and some quest related to it? Ah, also, does this hack contain the Dream Devourer?
Title: Re: Chrono trigger plus
Post by: KingMike on November 12, 2018, 06:33:17 pm
I've definitely seen people who never played a game vanilla before ask for a ROM hack recommendation as their first experience (like the Lufia 2 thread).
Title: Re: Chrono trigger plus
Post by: ThegreatBen on November 12, 2018, 10:07:19 pm
I definitely like the idea of a Magus interlude before starting the Reptite castle, I'll take a day and play through PG to get an idea of what it's about, then I'll make something similar of my own design and put it in using the existing maps.

The game has a flag that's only set on ng+ so it would be easy to make the scene only playable then.
Title: Re: Chrono trigger plus
Post by: The Timekeeper on November 13, 2018, 02:37:09 am
I've definitely seen people who never played a game vanilla before ask for a ROM hack recommendation as their first experience (like the Lufia 2 thread).

I mean, those people are asking to be spoiled. And progress shouldn't stop just to accommodate a few lost souls.

@Ben, are you planning to add the Lost Sanctum and the Dimensional Vortex from the DS Version? I've read all the threads here and you said you'd rather add something else, but maybe you've changed your mind in the meanwhile. But if you still don't want to add them, maybe you could add the Dream Devourer at least. And that would tie in with your Schala non-cannon ending. In the DS version you can't save Schala by beating the devourer, but you could modify this and save her if you beat the beast.

All right then, I am not patient enough to wait until spring, so I'll take your word that I can replay the game with the new stuff, without having to start from scratch, so I've started playing. I'll try to report bugs. The first thing you need to know is that I am playing on the latest Snes (Version 1.57 as of now), 64-bit, Windows 10 installation. I'll try to keep my reports neat and tidy into this one thread, but if it two or more replies come after it, I'll just start a new one so I'll spare the forumers from keeping track of my edits.


By the way, really like that you added an increased difficulty with many enemies inflicting poison. Really nice touch! Also, I suggest the Nes difficulty patch be integrated into the game, rather than it being optional. It's challenging, but not punishing, so it shouldn't really be optional.


BUGS

Native town, beginning of game.
1. The music is kind of glitchy in the beginning of the game. It's only mildly annoying, but thought you'd like to know.
2. If you go to the Mayor's Manor and talk to the guy dressed as a solider (iron armour + purple clothes) and he teaches you how to battle enemies, you're not shown the yellow line that points towards the little blue imps. Aside from that, the area-of-effect circle right at the end does not show up, either.

Guardia Castle Forest 600AD
3. Right after going to 600AD for the very first time: the shaky bush from which that white monster pops out and runs away while dropping a Shelter is glitched and won't allow me to interact with the bush, thus no monster pops out.. Moreover, when I touch the bush, it just stops shaking.

4. I think this has been reported, but when learning Wind Slash, the game will say that you learned just Wind.

Guardia Castle (1000AD) Prison.
5. When the Omnicrone is defeated he drops some kind of sword, but its name is glitched and you don't actually get it. I checked my inventory and there was nothing.
6. When you sneak up on the guard next to the room in which Fritz is bound to the guillotine and you kill said guard, he'll pass out in front of the switch and you won't be able to trigger it. It's not game breaking as you only need to exit and re-enter the area to fix it, but I am just passing it along.

End of Time (the first time when you get there)
7. After whooping Spekkio, he says 'I am the master of War, sometimes I scare myself etc.' and then the game blacks out and I am kicked out of the room. Nothing game breaking, but mildly annoying. Also, interesting thing: before being kicked out, he is in his frog form and after that after the game locks and you re-enter the room, he is in his regular form.



SUGGESTIONS
1. There's a dead guy in Guardia Castle Prison (1000AD, right after rescuing Marle in 600AD) (has the sprite of those poor fellows from 2300AD) who turns into a skeleton when interacting with him. The skeleton doesn't do anything, it just lies there, but I thought he could be changed to some surprise mini-boss, or just a stronger Decadent. Just an idea for a little backstory there.

2. Could you enable selling accessories? That would be pretty neat and useful. There's so many useless ones lying around.

3. Would you consider adding an ultimate magic tech for Marle, too? It's really bothersome that only she, out of the trio of mains, does not have an ultimate. Chronos has Luminaire and Lucca has Inferno, so maybe Marle could have Ice Age? I know she already has Life/Arise, but to compensate, maybe you could increase the MP needed for Life and also ditch Allure/Provoke (nobody uses that, anyway) and have Poyozo Dance be based on this new skill.

4. In the scene where Robo gets his ass handed to him by the blue R-Series (his 'brothers'), but before Marle yells out his name, could you make the characters look more shocked during that scene in which he's being beaten? Especially in the very beginning when he's sucker-punched. They just watch the whole thing without showing any gesture at all as if they were sociopaths or something.

5. Maybe you could change SilvrSword to Plate Sword or Grey Sword? Because the name looks awful when it's shortened like that. Just a thought. Actually, would you consider using the DS names for techs, items and so on? They sound better. If you're willing to do that, I can gather a list for you, if it helps.
Title: Re: Chrono trigger plus
Post by: Mauron on November 13, 2018, 11:30:08 am
1. When the Omnicrone is defeated he drops some kind of sword, but its name is glitched and you don't actually get it. I checked my inventory and there was nothing.

This sounds like the Wolflobe Sword glitch (https://www.chronocompendium.com/Term/Wolflobe_Sword.html). I'm not sure what causes that one.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on November 13, 2018, 12:48:02 pm
Nope still no plans to add the DS crap, the Dream Devourer was cool but would require a new Sprite.

I checked the music couldn't find what you meant.

Checked the soldier, it seems I did turn off the lines somehow, probably just a layer three thing?

The Omicrone drops a potion I think, what you saw was as Mauron said the wolflobe sword glitch, if Mauron doesn't know how to fix it then don't expect me to.

Shelters are too good so to limit their availability I made the Kilwala only appear if you have no Shelters on you, I also increased their price.

Not sure about wind slash, I check my strings when I have time.


As for the guy in the prison I think there's already enough fight able skeletons there.

Sellable accessories is certainly easy enough to do, would make for a good optional patch.

Speaking of optional patches, people like having options, that's why I'll leave the difficulty as is.

As for Marle's techs I'm working on making status effects a bigger part of the game, both for enemies and the player so I'll see how that goes first.
Title: Re: Chrono trigger plus
Post by: The Timekeeper on November 13, 2018, 01:04:50 pm
Nope still no plans to add the DS crap, the Dream Devourer was cool but would require a new Sprite.

But couldn't you import the already-existing sprite from the DS version?

As for the guy in the prison I think there's already enough fight able skeletons there.

Eh, not sure about that one, there's only 3 skeletons in total. I feel that something could be done with that poor fellow. He could be 'revenged' through beating him and then he'd drop something which you could later exchange for something else. He could be the ancestor of some person in the game.

Checked the soldier, it seems I did turn off the lines somehow, probably just a layer three thing?

So.... are you turning them back on?

Not sure if bug or intended:
1. There's Lab 32 (I guess) that you need to get through either by racing Johnny or by 'manually' going through it. Now, there's those grey mutants which have the Lightning Bit attack: are they supposed to be THAT powerful? It causes over 700 damage. There's no way beating three of them, unless you're powerful enough to kill them in two shots as they're using the attack quite often, thus there is no way to 'manually' go through that sector, meaning you're forced to win against Johnny. Is this intended or is it a bug?
2. Is Sir Krawlie supposed to be that much of a weakass? It took me very little to can his ugly mug.


Also, I'll modify my findings to fit the latest replies:


BUGS

1. I think this has been reported, but when learning Wind Slash, the game will say that you learned just Wind.

Guardia Castle Prison (1000 AD after getting back from 600AD)
2. When you sneak up on the guard next to the room in which Fritz is bound to the guillotine and you kill said guard, he'll pass out in front of the switch and you won't be able to trigger it. It's not game breaking as you only need to exit and re-enter the area to fix it, but I am just passing it along.

End of Time (the first time when you get there)
3. After whooping Spekkio, he says 'I am the master of War, sometimes I scare myself etc.' and then the game blacks out and I am kicked out of the room. Nothing game breaking, but mildly annoying. Also, interesting thing: before being kicked out, he is in his frog form and after that after the game locks and you re-enter the room, he is in his regular form.
4. After having mastered magic and talking to the old guy, he'll still say 'check out the room behind me' instead of his usual rant about magic and whatnot.
5. The bucket that leads to Lavos is inaccessible. Is this intended? I have a faint memory of reading something about this in this thread...
EDIT: It isn't accessible on the spot, but if you return to the end of time (I returned to it in-between Medina and 600AD), it's again accessible.

Medina Village
6. Weird texture glitch: https://prnt.sc/lhzvnf

Prehistoric Era
7. When trading with the guy (feathers, petals etc.): two items are misnamed when he offers his merchandise: Mammo Tusk for Mammoth Tusk and Stone Fist for Stone Arm.



SUGGESTIONS
1. In the scene where Robo gets his ass handed to him by the blue R-Series (his 'brothers'), but before Marle yells out his name, could you make the characters look more shocked during that scene in which he's being beaten? Especially in the very beginning when he's sucker-punched. They just watch the whole thing without showing any gesture at all as if they were sociopaths or something.

2. Maybe you could change SilvrSword to Plate Sword or Grey Sword? Because the name looks awful when it's shortened like that. Just a thought. Actually, would you consider using the DS names for techs, items and so on? They sound better. If you're willing to do that, I can gather a list for you, if it helps.

3. I have another possibly cool idea for accessories. What if, in addition to being able to sell them, also have the possibility to integrate some of them within a character's stat? For example, some of the integrateable ones could be: Sight Scope, SeraphSong (https://www.chronocompendium.com/Term/SeraphSong.html), Green Dream and all other stat-enhancing ones like Third Eye, Power Glove etc.

Here's what I had in mind: you'd need to do four good deeds to enable accessory consuming:
a) Give the Naga Broom to the old guy for free
b) Give the jerky to the lady in 600AD for free
c) Combine my prison guy-to-skeleton idea and give the item, that you obtain from him, to his descendant.
d) Receive a full not guilty verdict from the jurors during Chrono's Trial (not necessarily a good deed, but to make it worth having achieved this)

Of course, accessory integration should be allowed much later in the game, possibly after the Heckran Cave trip. It could be Melchiot who does it OR

do a fifth good deed: save Fritz -> he or his father is the one who provides this service as a token of gratitude for having saved him. The service should be expensive. Not only that you'd need to use cash, but you'd also need to use other items. 5 x elixir for Bananda, for example.

And, of course, some accessories could only be integrated when you reach a certain level or complete a certain game event.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on November 13, 2018, 04:10:24 pm
Importing those graphics isn't as easy as it sounds, as for the dead guy I'm not sure what the fascination is but he is just there to show that the Chancellor locks people up to make them disappear.

The missing lines are unintended I'll try to get it fixed at some point.

I just didn't want crossing the ruins to be the easier option over racing Johnny, it has better loot now to compensate though, also Krawlie was always a pussy.

The frog form of Spekkio has always existed, most people just don't see it because you need to get there under level 10, now he changes only when a form is beaten, though I could make it a little less abrupt. Gaspar repeating his 'door' line needs to be fixed.

The bucket should always be accessable, no idea what that is.

You're probably right about the animations during the Robo scene, if it's not a huge pain I might do something with it.

Silvrsword is ugly, I'll fix that.

The Hero medal can gain a permanent effect in this hack but the problem with doing more is that I'm not smart enough to do it by myself so I need Mauron to write the code each time then translate it to hex so I can add it in.
Title: Re: Chrono trigger plus
Post by: The Timekeeper on November 13, 2018, 04:36:15 pm
Importing those graphics isn't as easy as it sounds,

Ehm, which graphics? Are you talking about the DS names for items? Aka the retranslations?

Silvrsword is ugly, I'll fix that.

There's actually a lot more that are ugly, not to mention those whose name are made up of two different words, but have no space in-between. There's TaniumVest for Titanium Vest.


Also, I was thinking, maybe the extra 'petals', 'fangs' etc. could have another role, other than the trading one. Or maybe just enable to option to sell them, so as to keep the inventory neat and tidy.

Lastly, I have an item in my inventory called 'Lunch Box'. It seems I have received it instead of Jerky from the Chef of Guardia Castle 600AD. Is this intended or is it a bug?
Title: Re: Chrono trigger plus
Post by: Gi Nattak on November 14, 2018, 02:35:44 am
I've yet to really get down to playing/testing this wonderful mod, though I intend to soon, but in regards to the music issue reported, Ben, have you swapped around any of the instruments for any songs? There is a strict limit of how much instrument data any one song can have, without producing nasty pops and glitchy sounds. UNLESS you are playing on ZSNES which somehow ignorantly let's this issue slide. Not sure if this is in fact the issue or if there is one, but it certainly is for what the Flames of Eternity fellows did with that mod, so I figured I'd throw that out there. As far as I know, the total amount of 'blocks' (9 bytes each) used by all samples in one song must not exceed 3746, at least that's what it is for FF6 so I'd imagine it'd be the same for CT having such a similar music engine.

Oh, one thing I did notice while briefly playing the other day, is the character visibly goes right through the top of the door frame of Chrono's Mom's door to her room when running to get into there, not walking (layer issue). You see it as the map fades out.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on November 14, 2018, 06:55:27 am
I meant the Dream Devourer graphics.

I fixed the soldiers tutorial, changed Silvrsword back to Lode Sword, fixed the reference to the Stone arm to Stone Fist, left Mammoth tusk as is, added a 2 second delay before Spekkio tosses you out, fixed Gaspar's line, not sure if I fixed Wind Slash it will need to be tested, everything else needs to wait till my save file is farther.

Never messed with instruments at all, I play with the CD music.

Really do need to fix that stupid doorway though.
Title: Re: Chrono trigger plus
Post by: The Timekeeper on November 14, 2018, 05:54:43 pm
1. Nice secret room in 12000BC! Is the Martello inside it supposed to be THAT strong? It one-shots my ass each and every time (lvl 28 currently). Also, there's a small, mildly annoying bug that makes it a litter harder to get inside the room.

2. About Lab 32 where you're supposed to race Johnny - I understand you made those beasts intentionally harder so we're forced to race Johnny, but I think they're a little too hard because you won't be able to beat them unless you're over level 70 or so. While that's not a major issue, is the loot inside even worth its value at that level?

3. So, I won't insist on this matter, but I'd like to know: will you consider adding the DS retranslations? They're much much better, especially when fighting Azala. Her line is ridiculous 'Stain the earth.. RED!'. Haha, what?

4. I was thinking that most of the armour/swords you get in the game are pretty bland. Most just enhance your defence/attack, but wouldn't it be nicer to make them more interesting? Nothing game changing, just give them a tad bit more value, like some could boost additional stats or could absorb elemental/physical damage. Not by much, of course.

5. The dialogue when encountering Magus in his castle is awful. I thought he'd know we're coming for him, yet he acts surprised and uses too many exclamation marks. I expected him to be a cooler, level-headed guy and not lose his shit like a 9-year-old.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on November 14, 2018, 06:13:03 pm
The Martello is a bit strong, unfortunately he is the best enemy for that spot thematically I could think of, and although I already nerfed him quite a bit already I'm afraid if I nerfed him more he will be too pathetic for the Omen, do you have a better enemy in mind? BTW he isn't there on your second visit to Zeal.

The loot in lab 32 is tierd to the enemies imo

I actually like the DS translations better too, especially the Ayla Azala final scene, I actually would like to update that.

I have no plans to edit the weapons any further.

Is the Magus dialog any better in the DS version?
Title: Re: Chrono trigger plus
Post by: The Timekeeper on November 14, 2018, 07:20:38 pm
The Martello is a bit strong, unfortunately he is the best enemy for that spot thematically I could think of, and although I already nerfed him quite a bit already I'm afraid if I nerfed him more he will be too pathetic for the Omen, do you have a better enemy in mind? BTW he isn't there on your second visit to Zeal.

Is the Magus dialog any better in the DS version?

1. You need to also battle the Sun King or whatever's his name, so the Martello can stay. I don't see that much of a problem in getting past this stage in NG+.

2. I honestly can't remember. I've beaten the DS version 3 years ago. I only know the dialogues were MUCH better and so were the equipment/item names.

Also, could you modify Marle's Cure II to include all allies? I feel that the original game didn't do her justice on this one, with her being a certified healer and all. And if you do that, then you could also ditch Cure I and add that Ice Age tech I suggested earlier, so as to make the character more in line within the original trio.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on November 14, 2018, 08:47:47 pm
Beating the Son of Sun isn't really necessary, though the option is there, the real point is to see the gurus and learn Poyozo dance.

Everyone seems to have different ideas about Marle's tech list, I'm not sure I want to open that Pandora's box.
Title: Re: Chrono trigger plus
Post by: The Timekeeper on November 15, 2018, 03:10:11 am
Everyone seems to have different ideas about Marle's tech list, I'm not sure I want to open that Pandora's box.

What if you've made them optional patches? I really think Marle should get a little bit of justice, be it through an optional patch.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on November 15, 2018, 08:21:04 am
I'll consider it, tonight I'm going to try to upload the latest fixes here in this topic.
Title: Re: Chrono trigger plus
Post by: The Timekeeper on November 15, 2018, 01:38:26 pm
Eh, by the way, you said you did not want to have a play with Magus turning into the prophet before NG+, but when you face Magus as the Prophet, he'll use his ultimate skill which will say 'Magus's strongest attack'. Add to that the fact that he is using barrier change and whatnot, other skills of Magus.

Also, are the Golem Twins supposed to be THAT overpowered? I am getting my ass handed like there's no tomorrow and can't get past them, even though I am level 43. Their five-sphere orange thing one-shots any member of the crew. Not to mention their insane speed, leaving me no time to heal or revive. What level am I supposed to be to stand any chance?
Title: Re: Chrono trigger plus
Post by: ThegreatBen on November 15, 2018, 01:55:51 pm
It's not supposed to reference Magus, I'll take a look later.

As for the golems they attack you with the element that was last used on them, either get the fire absorbing vests that are available to you by now or hit them with ice every turn since their ice attack is pathetic.
Title: Re: Chrono trigger plus
Post by: The Timekeeper on November 15, 2018, 02:17:45 pm
As for the golems they attack you with the element that was last used on them, either get the fire absorbing vests that are available to you by now or hit them with ice every turn since their ice attack is pathetic.

Haha, only if I could do that. By the time I have managed to open my tech skill, I am down to one member who is also very low on health. Is this related to the nes difficulty patch or maybe you've accidentally overpowered the golems? They're supposed to be strong, but surely that strong can't be intended.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on November 15, 2018, 03:13:24 pm
I never touched the Golems at all, they are no stronger on Nes difficulty than they are normally, level 43 should be more than enough, try accessories to increase your magic defense or hp?
Title: Re: Chrono trigger plus
Post by: The Timekeeper on November 15, 2018, 03:21:07 pm
There really was no way to go past them and I dislike grinding, so I just used god mode. They're impossible to beat, even with wait mode active. I don't know if it was because I was too low of a level (43). Anyway, after whooping Dalton and then retaking Epoch, I had thought the game locked. There was a big delay of about 30 seconds before Epoch started shooting at the Blackbird.

Also, have you noticed that some of the gateways atop the floating islands of Zeal have a quirky texture? The road that is tied to them is pointing in the wrong direction. I am talking about the gateway near Enhasa, the one near Eternal repose and the one near the Sun Palace.

Shouldn't the 'r' in repose be capitalised? And when you talk to Gaspar inside the eternal repose, his second line should start with a first-letter capital, right? Right now his line is 'have I met you before' with h small letter.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on November 15, 2018, 06:45:35 pm
Over 2000 people have downloaded this and you're the first one who couldn't beat the golems, we'll see what happens when my wife gets to that part.

I'll check out the epoch bug when I get there, no idea what could cause it, hope it's just an emulator hiccup.

The little roads below the teleporters are the because they are borrowed from elsewhere on the map, not a big deal.

The R should be capitalized, not sure about the H.
Title: Re: Chrono trigger plus
Post by: The Timekeeper on November 15, 2018, 07:11:01 pm
Over 2000 people have downloaded this and you're the first one who couldn't beat the golems, we'll see what happens when my wife gets to that part.

Maybe I am the only one who reported it.

Very nice music at Death Peak!

You know, there's one thing that's not really clear: how does the Sun Palace resurface in 2300 AD, while not being present in 600 and 1000, and even in 12,000 considering it was built in that eon?
Title: Re: Chrono trigger plus
Post by: ThegreatBen on November 15, 2018, 07:35:59 pm
I forget who but there is a guy  somewhere that says over eons the land can shift and places long gone can rise from the ocean again.

Have you tackled the coliseum in 2300 yet?
Title: Re: Chrono trigger plus
Post by: The Timekeeper on November 15, 2018, 07:43:31 pm
Nope, not yet. Will do after destroying the Black Omen. What level do you recommend I be before attempting it?
Title: Re: Chrono trigger plus
Post by: ThegreatBen on November 15, 2018, 08:08:43 pm
It's meant to be done before the Omen but after all the other side quests, just be warned there's no save point in there so after you unlock the door go outside and save.
Title: Re: Chrono trigger plus
Post by: The Timekeeper on November 15, 2018, 08:10:57 pm
All right. I still have Robo's quest so I'll do it after I am done with that.

November 18, 2018, 04:29:54 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Okay, finally got some free time and was able to destroy Mother Brain. I am inside the Colosseum. It's pretty cool, actually.

Before I get to the Colosseum, I think that the scene after Robo and Atropos fight should have more dialogue. I mean, heck, Robo just had to obliterate his girlfriend, surely it should be more emotional.

Colosseum:
- those creatures related to Lavos have no name and also give no tech points when defeated
- it becomes kind of annoying to keep having to fight the door guards after a while. Feels like grinding. Maybe, once they are defeated, they should just disappear from there?
- the door just before the Lavos Spawn fight automatically closes if you open the menu or if you want to change party members. I assume it's not intended? (edit: so long you don't open the menu when you're in the same area as the door or if the door is present on the screen, it will stay open).
- there's a spot where you have to enter a password, but.... where do you find the password?

1999AD
- damn, it kicks ass! great job, Ben!
- there are some typos here and there, but I didn't manage to catch them all. Could you, perhaps, send me the script so I can proof it?
- I assume you're planning to make the entire map playable at some point?
- after #3 is implemented, think you could modify Epoch to go to 1999AD without having to pass through the Colosseum?
- HAHA, the line with 'make Porre pay for it' got me!
- the Gradeus is pretty cool, but it's actually weaker than the WonderShot... Could you make it either optional or stronger than the WonderShot?
- AtroRobbin - the description has a typo: it should be memento, not momento. Also, does this item do anything beside it being a 'memory'? Or will it do something in the future?

Plus:
65M BC:
- When learning the triple tech from the Nu, there is no line of text informing you of this. The sound pops up, but that's about it. Also, Nu's final line is not in tone with his previous lines, since he shifts to broken English after having spoken in perfect English.
Black Omen:
- It seems you swapped the charmables for the Alien and Panel? Alien now gives Speed Tabs instead of Magic Tabs while the Display gives Magic Tabs instead of Speed Tabs. No problem here, was only curious if it's intended or not.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on November 18, 2018, 08:45:41 am
I'm always up for expanding scenes.

Adding tech points is no problem, do you have ideas for names?

If the enemies didn't respawn the dungeon would be like 2 minutes long.

I have no idea why the door does that, I've tried reordering the code, simplifying it, complicating it, nothing works.

You found the password on that sheet of paper on the north east side.

Glad you liked 1999, I am going to keep expanding it for as long as I have room.

People keep mentioning typos but never give me any examples...

Adding a simpler way to get to 1999 would be nice but I don't want people flying around there (at least not till the map is finished) and the end of time map is pretty full, I'll see what I can do.

Ya that's probably my favorite new line too, glad someone else finds it funny.

The Gradeus has the same damage but without the random element, if it's not to your taste you don't have to upgrade it.

The AtroRibbon prevents Robo from gaining the boost again on ng+, otherwise he would be the only character with no weakness. But I will correct 'momento'

I'll check the Nu's dialog but I'm sure he always talked broken.

The tabs were switched to control their rarity, both for balance and and to make the shop in 1999 more worthwhile.

I've fixed all the previous stuff you mentioned, I'll try to tackle this this week.
Title: Re: Chrono trigger plus
Post by: Manamiko on November 18, 2018, 10:11:56 am
I really loved playing through this hack and I believe I achieved most of what I needed. Some very minor fixes others mentioned I passed over, but I did have a question about stats. I notice at lvl 99 , the only character who maxes their hp is Robo at 999. The lowest pool is Marle sitting at 823. Was this intentional in the scope of balance? I ask since we all know between the first playthrough and future NG+ your goal is to max everything out :P
Title: Re: Chrono trigger plus
Post by: The Timekeeper on November 18, 2018, 11:01:00 am
Adding tech points is no problem, do you have ideas for names?

I guess the smaller one could be Lavos Minion and the bigger one could be Lavos Servant? I am not very creative.

People keep mentioning typos but never give me any examples...
Well, there were quite some in 1999AD, that's why it would be nice if you could give me the script. A typo is when when Sir Chrome brings the Masamune to Frog (in that film) and he says 'It wasn't easy, now lets go get......'

There were more but, again, I'd need to re-read the script as I did not screenshot them.

Adding a simpler way to get to 1999 would be nice but I don't want people flying around there (at least not till the map is finished) and the end of time map is pretty full, I'll see what I can do.

That's what I said: finish the entire map, then it can be explored with Epoch without a problem.

The Gradeus has the same damage but without the random element, if it's not to your taste you don't have to upgrade it.

That's what I meant: it's weaker. Why would anyone upgrade to something weaker? And, well, the guy didn't say he was going to upgrade the WonderShot. He only said something about upgrading something old without really mentioning what.

I'll check the Nu's dialog but I'm sure he always talked broken.

The Nu that you meet in the Hunting Rage DOES talk broken, but the other Nu, the one that changes your name and teaches you the triple tech, doesn't. That one speaks perfect English.



QUESTIONS:
1.How do you battle Johnny? He won't battle me, no matter how many times I talk to him. Need I beat him a certain amount of times, or?
2 How do you obtain Magus's red scythe? EDIT: I already had it: the Reaper. But it's a shame that I can barely see it. I had only now caught a vague glimpse of it.
3. Is Lab 32 that short or did you make it shorter on purpose? I don't remember it being so short.
Title: Re: Chrono trigger plus
Post by: Pape29018 on November 18, 2018, 11:53:27 am
Adding tech points is no problem, do you have ideas for names?

Enemy names for Lavos minions.

Leech, Parasite, and/or Drone.

People keep mentioning typos but never give me any examples...

Typos that I saw in 1999 A.D., mostly missing punctuations.

"Ha wouldn't that be something"
"La la la la la"
"Currently under construction"
"I'm going to see the new movie 'Masamune' it's a fantasy movie about a frog man that saves the world from a wizard"
This should be 1000G instead of 1000g. -> "That's an Octobino, they're getting to be very popular as pets. It's yours for 1000g.
Title: Re: Chrono trigger plus
Post by: andrewclunn on November 18, 2018, 12:34:11 pm
I have a crazy idea for how you can get more map space, but it's legit next level and probably shouldn't be done until after you've got all the msu stuff done
Title: Re: Chrono trigger plus
Post by: Mauron on November 18, 2018, 12:49:09 pm
I have no idea why the door does that, I've tried reordering the code, simplifying it, complicating it, nothing works.
Does your door have events in Object 0's Startup/Idle? I remember Guardia Castle doors having objects that set a RAM value, then the actual door opening in Object 0's Startup/Idle.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on November 18, 2018, 02:22:55 pm
Wow a lot of responses, first Manamiko I agree you can't max out hp for all characters but most RPGs are like that including Chrono Cross, it was the values they had at level 50.

Timekeeper Minion and Servant are good names.

I never made a script so it'll be a case by case basis for fixes.

I have an idea for a shortcut to 1999.

9 out of 10 shots the Gradeus will be stronger, and it's the output regulator that Gob fixes.

Johnny can only be fought before you have the bike key, Lab32 has always been that short.

Andrewclunn I'm curious as to what this more map space idea is but I agree that the MSU-1 is priority.


Mauron I'll check it when I get home, is it supposed to have a function in object 0 in order to work right?
Title: Re: Chrono trigger plus
Post by: The Timekeeper on November 18, 2018, 02:30:59 pm
Wow a lot of responses, first Manamiko I agree you can't max out hp for all characters but most RPGs are like that including Chrono Cross, it was the values they had at level 50.

Oh, man, don't say this. This is a nightmare for a completionist. Is it possible to make them max out through other means? Maybe a special quest after reaching level 99 or obtaining a special item... It can be done in NG+, of course.

I never made a script so it'll be a case by case basis for fixes.

I mean... isn't it possible to just copy it from the game and then paste it here or in a pastebin link?


9 out of 10 shots the Gradeus will be stronger, and it's the output regulator that Gob fixes.

What? Mine is broken then, because it never went over 1000 damage, so far, while the WonderShot went over 2000. Am I missing something here?

Johnny can only be fought before you have the bike key, Lab32 has always been that short.

Well... new game+ it is. But I am fairly sure that most players get they key before going to Lab 32. Maybe someone should drop them a hint or something?


QUESTIONS:
1. Is it possible to have Magus's Reaper Scythe be visible during battles not only when he's attacking, but also when standing by? It's a kick-ass scythe, especially in combination with the cape.
2. Is it possible to integrate the Beastiary, Itemiary and the list of endings from the DS version? They're pretty cool. Especially the endings: gives us a good incentive to obtain all the endings.

Also, I was thinking that Lavos's inner forms should be buffed a little starting with New Game+. I had very little trouble whooping them. Hell, right now, his outer shell is stronger than its two other forms.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on November 18, 2018, 04:03:27 pm
Think of it as each character reaching their own personal maximum.

It is possible to copy the script that way but I probably won't, I'll just keep an eye open.

The Wondershot can do over 2000 but far more often it will do 30 damage, but just use whichever you like better.

You can't make his scythe show more often during battle without changing the sprites, I could change his pose at the end of time.

Lavos was really hard to balance without maximum magdef, he will obliterate players that are a few levels too low as it is.
Title: Re: Chrono trigger plus
Post by: Mauron on November 18, 2018, 04:10:52 pm
I'm not clear on the details, but it seems Object 0 has some special properties to it. It might help if the door opening was done there.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on November 18, 2018, 09:19:29 pm
I'm not clear on the details, but it seems Object 0 has some special properties to it. It might help if the door opening was done there.

Ok as soon as I get that far I'll give it a try.

@Pepe29018 you must have a new account your message didn't show up until now, unfortunately I already named the enemies but your list of grammar errors was very helpful, thank you.

I'll hopefully have a chance to upload the fixes tomorrow.
Title: Re: Chrono trigger plus
Post by: The Timekeeper on November 19, 2018, 02:55:46 am
Think of it as each character reaching their own personal maximum.

But that already happened... their stats: not all characters max out on this. Come on, I really think there should be some hard quest for completionists, starting with NG+ (maybe in 1999AD) to max out the character's health.

Also, what about those features from DS? Beastiary, list of endings etc. Not keen on adding them?
Title: Re: Chrono trigger plus
Post by: ThegreatBen on November 19, 2018, 08:15:41 am
I already made an optional patch that shoots all characters hp up to 999 between levels 98 and **, that should satisfy the completists while still keeping my balance.

As for the DS extras menu I loved that part of the DS version, unfortunately it's just not feasible to add it.

Title: Re: Chrono trigger plus
Post by: The Timekeeper on November 19, 2018, 10:37:51 am
I already made an optional patch that shoots all characters hp up to 999 between levels 98 and **, that should satisfy the completists while still keeping my balance.

WOHO! Going to release it along with the new version of the main patch?

As for the DS extras menu I loved that part of the DS version, unfortunately it's just not feasible to add it.

Cannot be integrated with the SNES version or you don't know how? Or there isn't enough ROM space?



1. Inconsistent translations within the Hero's Grave when retrieving the items from the sealed chests. When you go to 1000AD and retrieve the Valkyrie, it will say it got upgraded from Siren. When you go to 600AD and retrieve the Siren, it will say that you obtained Siren Kiss
Same thing with the sword: 1000AD - Kali Blade; 600Ad - Onimaru

Should I keep reporting you these inconsistencies or will you integrate the DS translations at some point?

2. Very nasty bug when redoing the Geno Dome (Robo's Quest) area in NG+. The scene where he confronts Atropos will loop over and over and the game will lock if it gets to the battle. The scene starts looping after you trash Atropos and she's about to fade out - most likely caused by the AtroRibbon item. You need to get out of the room real quick, else you risk needing to reload the game.

3. Can't tell if bug or not. After you've done Frog's Quest and avenged Cyrus, you can no longer battle the Frog King in NG+ (he'll just say: Alright, I give up) if you previously trashed him the very first time, even though I have both the upgraded Masamune and the Hero's Medal on me. So, I can't tell if the effect is kept from the previous fight or it's doubled now that I have the 'extra' Hero Medal.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on November 19, 2018, 12:38:29 pm
The DS extras menu are just way beyond my ability.

Nope, keep reporting the errors, and I'll fix them.

You're the first one to NG+ the Geno dome and report, it's definitely the ribbon, I'll have to fix that.

Not sure why upgrading the Masamune would affect the Frog King, very possible the bytes just didn't reset on NG+.

Looks like I have more work to do.
Title: Re: Chrono trigger plus
Post by: The Timekeeper on November 19, 2018, 01:08:27 pm
You know what would also be nice? A Triple Tech for Marle, Lucca and Frog? How on earth do these three not have one? They're like the first four characters in the game. And some double techs for Magus would also be quite welcome.

One more thing: The SeraphSong is pretty useless. It's very slow paced, especially considering that by the time you can obtain it, your battles are either very fast or very long and require massive amounts of MP. Maybe it should refill MP every time its wearer's turn is up.

I think that having too many Blobs in the Cult of Lavos is breaking the balance of the game because of their respawn. They drop Barriers each and every time and you can sell these barriers for quite a sum and make loads of cash. What if you buffed all of the door guardians and then you wouldn't need to have them respawn each and every time? Would make for more challenging fights while taking out the grinding part. That way, you could also add Aliens, since they fit within that place and then people wouldn't abuse of their charmable Tabs, since they wouldn't respawn.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on November 19, 2018, 06:28:19 pm
I'm getting caught up on the fixes, still need to fix the doors, I decided to leave the AtroRibbon in but removed it's function, it was causing bugs I didn't feel like fixing and I decided I didn't care if people wanted to play through 3 times to max out Robo's magdef.

SeraphSong does suck, I'd like to speed up how often it acts, not sure what that would entail.

More dual and triple techs would be cool but that's not an option with current editors as far as I know.

The Frog King thing was because of a byte not resetting, it's fixed now.
Title: Re: Chrono trigger plus
Post by: Mauron on November 19, 2018, 07:25:10 pm
Hi-Tech supports additional techs, but it won't expand the data for you.

I can give you some pointers on that if you're interested.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on November 19, 2018, 09:10:45 pm
Hi-Tech supports additional techs, but it won't expand the data for you.

I can give you some pointers on that if you're interested.

I'm definitely interested, I'll message you in a few weeks when I'm ready to start back into serious hacking.
Title: Re: Chrono trigger plus
Post by: The Timekeeper on November 20, 2018, 02:53:14 am
Ben, why does your own written-in dialogue mostly have indentations in the beginning of sentences? No other dialogue in the game has, but yours.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on November 20, 2018, 07:58:43 am
No idea.
Title: Re: Chrono trigger plus
Post by: andrewclunn on November 20, 2018, 03:36:17 pm
The SeraphSong was a godsend for me and my grindy no magic run.  Robo needs him some mutant grinding!  But that's an edge case of insanity I'll admit.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on November 20, 2018, 09:24:16 pm
For some reason I get a black screen if I try to edit the text in the Northern Ruins, so for now that stays. Had to redo a lot of my recent fixes think I got it all back though, hopefully I'll get a few minutes to upload the fixes soon.
Title: Re: Chrono trigger plus
Post by: The Timekeeper on November 21, 2018, 09:18:41 am
Okay, so here are some typos/spelling errors that should be fixed. I'll highlight my changes in bold and also underline them. By the way, there are some of your own texts that have phrases/sentences starting on one window and continuing on the other, rather then being broken down into two parts. It looks aesthetically unpleasant, given that the original dialogue does not do that. Also, you have this weird habit of not ending sentences, but rather separating them through commas...

Spoiler:
1. Cinematic film.
O: Magus!! get ready to meet your end!
C: Magus!! Get ready to meet your end!

2. Coliseum - reading the notebook
O: You found an old ruined notebook full of strange symbols and drawings of Lavos, the only legible word is 'Judgement'
C: You found an old ruined notebook full of strange symbols and drawings of Lavos. The only legible word is 'Judgement'.

3. Coliseum - after reading the notebook
O: Marle:This is pretty creepy, what happened here?
C: Marle: This is pretty creepy. What happened here?

4. Coliseum - entering the password
O: You enter 'Judgement' as the password and the computer fires up, it is full of information on Lavos and time portals unfortunately it is corrupted, all you can do is unlock the door console.
C: Entering 'Judgement' as the password fires up the computer. Information on Lavos and time gates can be read. [SHOULD CONTINUE ON NEXT WINDOW] Unfortunately, the data is corrupted, but the door console can be unlocked.

5. Coliseum - the computer in Lavos Spawn's room
a)
O: This facility here is in much better shape than any we've found so far, this will be our base of operations in our war against Lavos.
C: This facility here is in much better shape than any we've found so far. This will be our base of operations in our war against Lavos.

b)
O: We constructed a fort out of the remains of the old Gaurdian castle to protect this facility from Lavos spawn and the murderous robots coming in from out in the ocean.
C: We constructed a fort out of the remains of the old Guardia Castle to protect this facility from Lavos Spawns. [SHOULD CONTINUE ON NEXT WINDOW] The fort should also keep the murderous robots at bay. They keep coming in from out in the ocean.

d)
O: We may have finally found a way to save this world from Lavos, an old man appeared today he was dressed in clothes I've never seen before, he claimed that he came here through a time portal created by Lavos, if we can find a way to harness this power we might be able to go back and stop Lavos.
C: We may have finally found a way to save this world from Lavos. [SHOULD CONTINUE ON NEXT WINDOW] An old man appeared today, dressed in clothes I've never seen before, claiming that he came here through a time portal created by Lavos. [SHOULD CONTINUE ON NEXT WINDOW] If we can find a way to harness this power, we might be able to go back and stop Lavos.

e)
O: Tomorrow we're going to summon a Lavos spawn, then after we extract its energy we just simply have to kill it.
C: Tomorrow we're going to summon a Lavos Spawn. [SHOULD CONTINUE ON NEXT WINDOW] After we extract its energy, we will have to kill it.

6. After reading the computer text
O: Marle: They weren't a cult after all, they were just trying to stop Lavos the same as us.
C: Marle: They weren't a cult after all. [SHOULD CONTINUE ON NEXT WINDOW] They were just trying to stop Lavos, the same as we want to.

7. Talking to the blue robot in 1999AD in Arris Dome
a)
O: I'm sorry but Arris is for residents only, if you're looking for stores might I recommend West City.
C: I'm sorry, but Arris is for residents only. [SHOULD CONTINUE ON NEXT WINDOW] If you're looking for stores, then I recommend visiting West City.

h)
O: R-66Y? I didn't think you'd be coming back here, allow me to escort you down below.
C: R-66Y? [SHOULD CONTINUE ON NEXT WINDOW] I didn't think you'd be coming back here. [SHOULD CONTINUE ON NEXT WINDOW] Allow me to escort you down below.

8. Talking to the girl in the 1999AD Market about the film.
a)
O: I'm going to see the new movie 'Masamune' it's a fantasy movie about a frog man that saves the world from a wizard
C: I'm going to see the new movie 'Masamune'. [SHOULD CONTINUE ON NEXT WINDOW] It's a fantasy movie about a frog man that saves the world from a wizard.

b)
O: They say it's loosely based on a true story. <- 'story' here shouldn't have indentation. It should be under 'They'.

9. Interacting with the Octobino (1999AD)
a)
O: That's an Octobino, they're getting to be very popular as pets. It's yours for 1000g.
C: That's an Octobino. They're getting to be very popular as pets. [SHOULD CONTINUE ON NEXT WINDOW] You can have it for 1000G.

b)
O: Oh it's so cute I want it.
C: Oh! It's so cute! I want it!

10. Refusing to buy the Octobino
O: Aw you suck!
C: Hmpf. You suck!

11. (this is actually original dialogue, but still wrong) Trashing Dalton Plus and retaking Epoch.
O: Ayla: It  Okay?!
C: Ayla: It okay?!
Note that there's an extra space in the original.

12. (also original dialogue) The scene where Melchior comes into the Guardia Castle to make weapons out of the Rainbow Shell.
O: MELCHIOR: This is a very rare! <- straightforward: It has an extra 'a'


TEXTURE GLITCH: At first, I thought it was a one-time thing, but this glitch happens every now and then in the same spot. Link: https://prnt.sc/ll61s6
It's the battle with those two Lavos creatures just before going down the flight of stairs leading to the notebook with the password. What's also weird, apart from this 'merging' is that once you beat the creature, you're still left with the creature in the left of the screen.

In the future, might I ask you to send me future dialogues of yours in a PM so I can proof them? I'd like to help, if that's okay with you.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on November 21, 2018, 12:20:08 pm
A lot of those I'm going to leave, I like my commas, and some of the changes were purely changes to dialog, though I am glad to have your reports and have been using them.

I'll have to check that enemy when I get there, it's probably just an index thing.

I also ask that in the future you use spoiler tags for things like that.
Title: Re: Chrono trigger plus
Post by: The Timekeeper on November 21, 2018, 01:46:26 pm
By the way, did your wife get to the Golem Twins? Do let me know how she managed them and what her level was at that point.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on November 21, 2018, 01:53:38 pm
She's currently gathering pieces of the Masamune, but I will be sure to let you know how it goes.
Title: Re: Chrono trigger plus
Post by: The Timekeeper on November 21, 2018, 02:00:52 pm
Eh, by the way, your readme says 'New weapon for Ayla...'. When do you get it? I've finished NG+ and no sight of it. Unless you need to reach level 99 to get it.

I was thinking: maybe you could make Barrier and Shield also target the whole party? Or at least introduce some MegaBarriers and MegaShields that do that.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on November 21, 2018, 03:13:34 pm
I need to remove that from the readme, the new weapon for Ayla was causing problems, I would like to add the option to switch back to her previous fists after she reaches level ** though.

I definitely want to do more with barrier and shield, because of their short duration they are currently useless, I don't know if there's currently anything known about their data though.
Title: Re: Chrono trigger plus
Post by: Mauron on November 21, 2018, 04:26:31 pm
The status effect durations are set in a couple places, and the way it's set up causes some to share a setup. It's not impossible to change, but tricky.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on November 21, 2018, 04:53:54 pm
The status effect durations are set in a couple places, and the way it's set up causes some to share a setup. It's not impossible to change, but tricky.

Odd because the spells of the same effect last all battle.
Title: Re: Chrono trigger plus
Post by: Mauron on November 21, 2018, 06:09:23 pm
If you want the consumable items status effects to be permanent, or the tech status effects to wear off, that's an easier change. My tools don't currently support that, but I'll get patches out shortly.

If you want to change the duration for a temporary status effect, that's trickier.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on November 21, 2018, 07:05:37 pm
Making shild and barrier last all fight would be enough, what about SeraphSong? Is there any way to speed it up?
Title: Re: Chrono trigger plus
Post by: Mauron on November 21, 2018, 07:44:12 pm
Possibly. It's probably got a countdown similar to the other status effects, so it depends on the initialization code.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on November 21, 2018, 09:28:39 pm
That would be great, I'd like to give things like that more importance.

Also want to give status effects more of a role.
Title: Re: Chrono trigger plus
Post by: The Timekeeper on November 22, 2018, 06:08:51 am
Hey, Ben. I took the liberty to style your readme a little bit and clarify some things. I'll post it here and if you like it, you can use it. But before that, there's some things unclear to me (and perhaps to others, as well).

1. What's the 'destroyed dome'?

2. The both sides of which factory must you complete?

3. What does the 'magical attack' effect do?

4. Is there a difference between the 2300AD dungeon under the New content section and the coliseum under Restored content? It's unclear to me as to why you listed them twice, then.

5. The nes difficulty patch says that 'In the base hack Haste is full party [...] this patch undoes this'. But I have this patch applied and Haste is still full party. Did you mean something else?

6. The nes difficulty patch reduces WHICH money by half? The ones gained from defeating enemies?

7. Also, maybe it's not intended, but when you beat Spekkio in his last form, you can no longer fight him.

8. Do you still plan on adding the Singing Mountain location?
Title: Re: Chrono trigger plus
Post by: ThegreatBen on November 22, 2018, 06:47:41 am
Sure, sounds good.

Proto Dome used to use the same dome tiles as the other domes, now it uses the previously unused destroyed dome tileset.

The 2300 ad factory, you now need to do the right side of it.

Not sure if I'm going to keep magic attack as it doesn't do much.

The coliseum exterior is an unused tile set, the interior is an entirely new dungeon.

Nope, guess haste needs to be fixed.

Yes, enemies drop half money.

I guess people might want to fight him again, I'll take a look.

I won't say no but Singing mountain isn't a priority right now.
Title: Re: Chrono trigger plus
Post by: The Timekeeper on November 22, 2018, 06:55:44 am
Waaaait. Don't fix Haste. I think it should target the whole party, regardless of the patch. I really like your nes difficulty patch and makes the game more challenging, but it would suck to have Haste only target one member.

Also, you can still boss rush Lavos if you take on him from the bucket at the end of time. I do suggest that you leave this in the game for those who want to go through the boss rush. Maybe even mention somewhere that if you take the bucket of time, Lavos will go through the boss rush.

Maybe Gasper could say an extra line when touching the bucket of time:

[...] But be warned that fighting Lavos through that bucket will give him the strength of 9 other enemies you faced before.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on November 22, 2018, 07:31:47 am
Are you sure you didn't load a vanilla ROM by mistake? The boss rush was eliminated like 5 patch versions ago, I used it's AI to make the Frog King and Prophet battles.
Title: Re: Chrono trigger plus
Post by: The Timekeeper on November 22, 2018, 07:40:09 am
How could have I loaded a vanilla ROM and also be so far in the game at the same time? Wouldn't that mean I would have had to start from scratch (loading a vanilla ROM)?
Title: Re: Chrono trigger plus
Post by: ThegreatBen on November 22, 2018, 08:17:28 am
As long as you loaded the game in a previously existing area, your save would probably work on a vanilla ROM, seriously though how far in the game were you when you fought the boss rush?
Title: Re: Chrono trigger plus
Post by: The Timekeeper on November 22, 2018, 08:41:16 am
I guess it was the first run of the game, probably after rescuing Crono, but I am not very sure. I am 100% sure I was playing your version because I used the 'load recent game' function of Snes.
Title: Re: Chrono trigger plus
Post by: Mauron on November 22, 2018, 03:18:24 pm
SeraphSong's initial setup is done at the same time as a bunch of other cooldowns, which would be tricky to change but not impossible. The reset, after the first restoration, is at 0x18B6E. Reduce that to make it faster.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on November 22, 2018, 05:26:22 pm
SeraphSong's initial setup is done at the same time as a bunch of other cooldowns, which would be tricky to change but not impossible. The reset, after the first restoration, is at 0x18B6E. Reduce that to make it faster.

Do you know what other cooldowns will be affected?
Title: Re: Chrono trigger plus
Post by: Mauron on November 22, 2018, 05:47:28 pm
I looked into it a little more. Changing the default setup would affect all status effects, but I can change MP Regen separately if you give me 17 bytes to work with, reserved in Temporal Flux.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on November 22, 2018, 06:37:04 pm
I can spare 17 bytes, but also curious what other status' would be affected if I change the default, cause I wouldn't mind poison damage occurring faster too.
Title: Re: Chrono trigger plus
Post by: Mauron on November 22, 2018, 07:06:13 pm
Poison, HP Drain, Stop, Slow, Haste, Barrier, Shield, 2.5x Evade, 2x Evade, and an unknown status effect. The first application of each per target would be altered.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on November 22, 2018, 07:09:33 pm
Ya that's more than I can chew, I'll look for some unused bytes.

Also what do I need to alter to make the shield and barrier items last all battle?
Title: Re: Chrono trigger plus
Post by: Mauron on November 22, 2018, 08:31:41 pm
If you want more altered, I can do that too, but it'll need a little more space, depending on what you want changed.

It looks like the status item code is a little more complicated than I thought. I'll get back to you on that.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on November 22, 2018, 09:35:12 pm
I guess for now just speeding up the SeraphSong is enough, I'll be getting a lot more time to work on hacking at the end of the month.
Title: Re: Chrono trigger plus
Post by: Mauron on November 22, 2018, 10:31:37 pm
I looked a little more into it, and the confusion I was having was because spell status effects do wear off. Only status effects from equipment last all battle. To make spells and consumables last the battle, change 0x01DC35, 0x01DC3A, 0x01DC53, and 0x01DC58 from 4A to 4F.
Title: Re: Chrono trigger plus
Post by: The Timekeeper on November 23, 2018, 06:24:26 am
So I added other missing changes that were not in the readme. I left out the 'Haste not affecting all party' from Nes because maybe you changed your mind and left it that way. Or if you didn't, at least please make separate nes patch to include haste affecting the entire party.

I also left in the Lavos boss rush through the bucket of time + I added your other optional patch of characters hitting 999HP when reaching max level. Do correct as you see fit.

I am still not 100% clear: which both sides of which 2300 factory must you complete? Geno Dome (Robo's Quest) or the very first factory you run into (needed to open the time gate before the end of time)? I am leaning towards Geno Dome.

Also, have you considered making an optional patch for Marle's tech? An ultimate for her (Ice Age) and making Cure 2 a heal-all tech?


Spoiler:
RESTORED CONTENT

1. Battle2 and Singing Mountain music tracks added.
 
2. Octorider, Johnny and Frog King can now be fought as enemies.
   (Beating the Frog King makes the Hero Medal effect permanent)
     
3. A few restored lines from the pre-release re-added.

4. Unused Weapon effect 'Magical attack' added.

5. Added unused guns for Lucca with unique projectiles.

5. Destroyed Dome and Coliseum map tiles added.

6. Magus' castle is now fully visible on the world map.

7. Zeal secret dungeon re-added.

8. A few DS or Japanese uncensored equipment and Tech names restored.

             

LINEARITY CHANGES

1. Crono is an optional character for most of the game now.

2. Porre Ferry goes to Choras allowing it to be explored from the beggining.

3. The first trip to 65,000,000BC can be made anytime after arriving at the End of Time.

4. Magus can be recruited or fought or avoided altogether on the Northern Cape,
   anytime after the Ocean Palace, making him available for the Blackbird.

5. Spekkio is optional allowing for no magic runs.

6. Must now complete both sides of the factory north of Proto Dome.

7. Can now leave the Black Omen between the fight with Zeal and the fight with Lavos.



NEW CONTENT
   
1. MSU-1 music fully integrated (still requires the tracks).

2. The two other islands in Zeal are now fully explorable.
     
3. 1999 is now partially accesible.

4. Full new dungeon in 2300AD (Coliseum).
     
5. Chrono's mom has her own bedroom.

6. Choras has a small ferry station.
     
7. Reptite Village in 65,000,000BC.

8. Optional battle with the 'Prophet' in the second visit to Zeal.

9. The red scythe (Reaper) for Magus is now available for obtaining.   

9. Frog will be in his human form in cutscenes if Magus is beaten.
  Hopefully a fully playable Glenn will be available soon.                 
     
10. All items now have descriptions.   
     
11. Zeal can be saved by beating Lavos in the Ocean Palace.



REBALANCING OR GAMEPLAY CHANGES

1. All Rock Triple Techs are now learned permanantly through events and
   no longer require an accessory slot.

2. Spekkio will now change forms when beaten and will no longer depend on player level.
   (Once his last form is beaten, he can no longer be fought).

3. Charm tech is less effective but Twin Charm tech is more effective.

4. Filling house with cats is much less grindy.

5. Leveling up is quicker overall, but stat gains spread out to level ** instead
   of 50, making the game more challenging but with better progression.

6. The Kilwala in the 600AD Guardia Castle forest no longer drops a Shelter,
    if the player has at least a Shelter in their pack.

7. Marle and Lucca have much better Hit stat growth, allowing them to use physical
   attacks more effectivly.

8. Required TP is adjusted to keep the characters learning at the same rate.

9. Haste, Protect and Magic Wall now target whole party instead of one member. 

10. Charming MegaElixers from enemies is no longer possible.

11. Few enemies will now drop items when defeated.

12. All single healing Techs have reduced power.

13. Lightning 2 and Life are swapped to make Chrono consistent with the others.



OPTIONAL PATCHES

1. Magus' cape turns red like in the animated cutscenes.

2. Autorun makes run the default, hold B to walk.

3. Characters will all now hit 999HP upon reaching the maximum level.

4. NES difficulty:
   - Money dropped by enemies is reduced to half.
   - Reptites are a little stronger.
   - The damage power of Ultimate Techs is slightly reduced.
   - Only up to 10 of one type of item can be purchased from any shop.
     (This does not apply to finding items in chests or winning them from enemies)
   - Starting HP is higher and Lavos' Shell is slightly nerfed in the original hack.
     Both are undone in this patch.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on November 23, 2018, 07:51:41 am
I looked a little more into it, and the confusion I was having was because spell status effects do wear off. Only status effects from equipment last all battle. To make spells and consumables last the battle, change 0x01DC5, 0x01DC3A, 0x01DC53, and 0x01DC58 from 4A to 4F.

Will that make confusion sleep and stop permanent as well? That could could result in a few cheap game overs.


So I added other missing changes that were not in the readme. I left out the 'Haste not affecting all party' from Nes because maybe you changed your mind and left it that way. Or if you didn't, at least please make separate nes patch to include haste affecting the entire party.

I also left in the Lavos boss rush through the bucket of time + I added your other optional patch of characters hitting 999HP when reaching max level. Do correct as you see fit.

I am still not 100% clear: which both sides of which 2300 factory must you complete? Geno Dome (Robo's Quest) or the very first factory you run into (needed to open the time gate before the end of time)? I am leaning towards Geno Dome.

Also, have you considered making an optional patch for Marle's tech? An ultimate for her (Ice Age) and making Cure 2 a heal-all tech?


The readme layout looks good, a few corrections are needed though.

Number 6 under restored content should say Zeal not Kajar as it's original location was never known.

It is the factory north of Proto Dome not the Geno dome.

Number 6 under Rebalance is unnecessary as it's implied in number 5.

Number 8 under Rebalance belongs in a different category.

If there is still any trace of the Lavos boss rush it will be removed shortly, so it doesn't need to be mentioned.

I never noticed Magus'cape on the over world, that'll be fixed.
Title: Re: Chrono trigger plus
Post by: The Timekeeper on November 23, 2018, 08:26:07 am
Fixed. So, what about Marle's techs?
Title: Re: Chrono trigger plus
Post by: ThegreatBen on November 23, 2018, 10:12:45 am
There's still more balancing to be done so Marle's techs will probably be adjusted somehow.
Title: Re: Chrono trigger plus
Post by: Mauron on November 23, 2018, 11:16:02 am
Will that make confusion sleep and stop permanent as well? That could could result in a few cheap game overs.
Nope. The only thing to worry about is if you added a berserk consumable or tech, it would be permanent as well.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on November 23, 2018, 12:07:51 pm
Thanks, I'll try to test that out asap.

@Timekeeper, that readme looks good.

I've also been informed of another vanilla bug, the double epoch glitch caused by taking the epoch back to 2300 ad after saving Melchior and using the portal to go to 12000, so I might as well fix that one well I'm at it.
Title: Re: Chrono trigger plus
Post by: Sesbassar on November 30, 2018, 11:46:39 am
Hi Ben! I'd like to thank you for your work, the hack is awesome, and the added content is really nice. Do you plan in expanding the "1999" continent?
I loved wholeheartedly the original game, but I always felt something missing in regards the 1999 era. :)

But still, terrific job Ben  ;D
Title: Re: Chrono trigger plus
Post by: ThegreatBen on December 01, 2018, 09:09:13 am
Hi Ben! I'd like to thank you for your work, the hack is awesome, and the added content is really nice. Do you plan in expanding the "1999" continent?
I loved wholeheartedly the original game, but I always felt something missing in regards the 1999 era. :)

But still, terrific job Ben  ;D

I'm just putting in the last of my father's winter wood then I'm heading south for the winter, once I'm there I will have practically unlimited free time to do all the things I promised to do on this including expanding 1999.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on December 19, 2018, 01:35:23 pm
Sorry for the delay, I attempted to upload version 1.4 a few weeks back but it was corrupted and just led to a black screen. It took me quite a while to fix but I finally have it with all the corrections Timekeeper posted.

https://www.dropbox.com/s/1rh82rt188jk2ir/chrono_Trigger%2B.zip?dl=0

Pretty much all the typos are fixed including the run on sentences.

Fixed all the improperly indented sentences.

Prettied up the 1999 map getting rid of all the ugly tiles under the buildings, and other things.

Finished the 1999 Arris Dome, quests there aren't active yet though.

Positive status effects now last the whole battle courtesy of Mauron.

The doors in the Cult of Lavos and the new Zeal dungeon now stay open after exiting the menu (thanks to The Fang)

Magus now uses his DS lines in the first confrontation.

The entire final conflict with Azala now uses the DS translation.

Includes an optional patch for completionists to max Hp between levels 98 and **.

Im now free for the winter and will be actively working on this again. First thing is to test Mauron's AI patch then continue expanding, unfortunately anything I try to add now gives me a black screen after the pendulum. I assume this is caused by Temporal Flux trying to overwrite Qwertymodo's code.


Title: Re: Chrono trigger plus
Post by: ThegreatBen on December 27, 2018, 10:12:51 pm
I now have a lot of free time to work on this. I've expanded the 1999 map down into Porre. I've also expanded West city, it now includes two streets and more buildings to enter.

I also decided I didn't like my decision to use end game monsters in Lab 32, so I restored the original monsters but I also doubled it's length and added some dialog.

Crossing the ruins instead of doing the bike race now feels like an experience instead of a cop out.

I've also started testing Mauron's AI code (so far no problems) once its tested it should allow for guest party members.
Title: Re: Chrono trigger plus
Post by: ShiningForceHero on December 29, 2018, 07:38:07 pm
Nice to see more updates!
Title: Re: Chrono trigger plus
Post by: andrewclunn on December 30, 2018, 04:14:41 pm
Can I just say that I love that the run patch and alternative magus cape patches are separate, so that I can use them with other hacks if I want.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on December 30, 2018, 07:34:21 pm
Nice to see more updates!

Thanks for your support.

Can I just say that I love that the run patch and alternative magus cape patches are separate, so that I can use them with other hacks if I want.

You'll be back.


As for updates the Seraphsong now works much better now thanks to Mauron, so its probably going to be moved.

Been testing the AI code, still no issues.

In the middle of working on Porre 1999. Hopefully a video soon.



Title: Re: Chrono trigger plus
Post by: Mauron on December 30, 2018, 07:56:42 pm
Hopefully that AI code is more bug free than the original game.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on December 31, 2018, 09:45:01 am
Hopefully that AI code is more bug free than the original game.

Did the original code have bugs?
Title: Re: Chrono trigger plus
Post by: Mauron on December 31, 2018, 12:16:19 pm
I've found 4 bugs relating to AI, but only 2 come up in game.

- One of the AI actions can revive other enemies to full, 1/2, or 1/4 HP, but no matter the setting, it always revives to full HP. This is only used by the final Lavos, where it revives the bits at full HP intentionally.
- HP to 1 attacks disable Barrier and Shield for the remainder of the battle.
- Enemies targeting the PC with the lowest HP will ignore PC 1
- One of the AI conditions is completely buggy. From what's in the code, it looks like it was intended to be "if attacked by men or women" condition, but I can't be 100% certain.

The code you're testing fixes the first two, and I have a fix for the third. I haven't decided what I'm going to do about that last one yet.

Edit: I took another look at that AI condition.
It has two modes, one of which is buggy. The working mode is "if attacked by specified PC". The buggy mode compares a value of 0 or 1 to 1, 2, or 5.

If I assume that there's a missing instruction in the code, and that instruction is the same as the other mode, the code becomes "if attacker is (or isn't) PC 1, 2, or 5", or Marle, Lucca, and Ayla. So it's almost a check on women, with a couple lines missing.

I'm thinking I should restore those lines and make it that.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on December 31, 2018, 06:52:48 pm
If you make me a patch for it I'll put it in and test it, and while I'm at it I'll try fighting Queen Zeal with Shield on.
Title: Re: Chrono trigger plus
Post by: Mauron on December 31, 2018, 07:10:28 pm
I could definitely make it a man or woman check, and the more I think about it, the more likely it seems that was the intent.

I know my barrier/shield fix works. The person who noticed the problem was doing extensive damage testing, and found an inconsistency with the Zeal fight. Your hack has a version of that fix that doesn't require a full AI rewrite.

I'll probably update the patch tomorrow, but since the condition isn't used in the game, it would need an AI edit to test.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on January 01, 2019, 04:45:32 pm
Cool, more gimmicks are always welcome.

I was wondering if there was any way to to limit party changing to only work at save points? (Nes difficulty only of course)

I also noticed in warrior workshop that you can give the characters positive status effects innately, is there any way to set those in game as a possible reward for a quest?
Title: Re: Chrono trigger plus
Post by: Mauron on January 01, 2019, 05:32:51 pm
There might be. I'd have to look into it.

You can set the positive status effects manually, but they only last one battle, no matter how you set them.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on January 01, 2019, 10:37:42 pm
That's too bad. I need to find things to give as rewards for 1999 quests.
Title: Re: Chrono trigger plus
Post by: Mauron on January 02, 2019, 03:09:47 am
You could do permanent stat boosts like Atropos's Ribbon.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on January 02, 2019, 08:34:30 am
That could work, is there an easy way to find the addresses for everyone besides Robo?

Oh another idea I had, is player run speed a universal number that could be changed in game by a single byte? Or would you have to edit it manually on each area's  script?
Title: Re: Chrono trigger plus
Post by: Mauron on January 02, 2019, 06:46:44 pm
There's two addresses you need to modify per stat to make a permanent change.

Code: [Select]
Base:
Crono: 7E2600
Marle: 7E2650
Lucca: 7E26A0
Robo:  7E26F0
Frog:  7E2740
Ayla:  7E2790
Magus: 7E27E0

Stats:
Power:      0B, 2F
Stamina:    0C, 30
Speed:      0D, 31
Magic:      0E, 34
Hit:        0F, 32
Evade:      10, 33
M. Defense: 11, 35

So to modify Crono's power, add the same value to 7E260B and 7E262F. You might have to temporarily copy these into the 7F02xx range to work with them.

Running speed is 8 bytes that would need to be changed. Run right is 0x008934. If you find a number you want, I'll look up the other 7.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on January 02, 2019, 07:37:05 pm
Thanks,modifying the stats is easy should be easy enough now.

Will I be able to increase the run speed in game after an event using that address?  The idea was a quest that rewards you with faster movement, but it seems that value is stored in rom not ram.
Title: Re: Chrono trigger plus
Post by: Mauron on January 02, 2019, 07:54:57 pm
There might be a way to do event altered run speed. It would require an unknown amount of free space and one safe RAM value that's written to SRAM.

Make sure you can find a good speed preference first.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on January 02, 2019, 08:34:15 pm
So I played around with it and 0x37 feels pretty nice. That will make an awesome reward, especially if I let it carry to new game plus.
Title: Re: Chrono trigger plus
Post by: The Timekeeper on January 04, 2019, 06:47:13 am
I am glad that this is still being worked on! After you fix all the bugs and finish 1999, what do you plan to do further?
Title: Re: Chrono trigger plus
Post by: ThegreatBen on January 04, 2019, 08:44:22 am
I am glad that this is still being worked on! After you fix all the bugs and finish 1999, what do you plan to do further?

Hey you're back.

The current plan is for 1999 to have  as much content as the other time periods. After that I might go back to working on the 8th character scripts.
Title: Re: Chrono trigger plus
Post by: Quartz on January 04, 2019, 02:52:01 pm
Just wanted to express my support for this project. The new content is pretty cool; I like how subtle it is. The newly added dialogue has a few minor issues, but overall I think it's pretty good because it feels mostly in the spirit of the original game's writing.

I finished playing through 1.3 a few weeks ago, and I kept a journal of bugs and suggestions as I played. I found some bugs and issues that don't seem to have been mentioned in this thread. I'm not sure if any of this stuff was addressed in 1.4; unfortunately I don't have time to play through it again right now. The suggestions are just ideas that IMO would improve the overall presentation, but if you disagree you can ignore them. I played through the game slowly from October to December. I played up to around 12000BC in bsnes, but I had to switch to snes9x after that because I only had access to a slow laptop. Unfortunately, at the time I didn't think to test the bugs in multiple emulators, or to record the emulator I was using when I encountered the bug. I hope this is still helpful.

Spoiler:
Bugs / issues:
  • When entering Crono's mother's room, the party is placed in the middle of the room. Other entrances in the game place the party at the entry point.
  • New dialogue often has indentation that is inconsistent with the original game text.
  • Spekkio runs in place much faster than normal. (I think? It's been a while.)
  • The stairs in the new Zeal dungeon have incorrect collision detection. (I think it's just a mapping issue, not a programming issue. I think the stairs are just missing the internal corner tiles, which if present should allow diagonal movement to continue. See Zeal Palace for a correct implementation of the same stairs.)
  • The wrong character displays a reaching sprite in events where the pendant is held in front of the sealed doors and Mammon Machine. (It always uses Crono, but it should use the current party leader.)
  • In Zeal Palace after rescuing Belthazar, Corridors of Time plays for a brief moment every time you change rooms, then changes back to the menacing Zeal theme. This constantly restarts the music, killing the mood.
  • Magus moves too slowly in the Blackbird vents when following the lead character. It looks like he's losing a pixel or two of movement per step, for some reason. It doesn't seem to happen anywhere else in the game.
  • Magus appears to be standing in at least one room when you are looking down the Blackbird vents, if he's in your party.
  • Magus freaks out and makes weird gestures after beating Dalton at the end of the Blackbird.
  • Magus jumps out of Epoch before the other members the first time you land after beating Dalton. (Not 100% sure it's a bug. I don't remember if all members jump at the same time in the unpatched game.)
  • On Death Peak, the final map where you revive Crono still plays the original music instead of Singing Mountain.
  • The camera in 2300AD's new dungeon is a little wonky at times, party movement sometimes becomes misaligned, and the place seems a little buggy in general, but overall it's a cool addition with good atmosphere.
  • The damage counter in the new dungeon's boss battle against Lavos Spawn displays behind the boss instead of in front of it, making the damage not visible.
  • There is a typo in the 1999AD market where the merchant says "want's" when it should just be "wants".
  • All new and modified maps in the game seem to suffer from a problem where the characters who are following the lead character will often become misaligned and start walking off in weird directions or through walls.
  • The new text needs a bit of proofreading to clean up typos, punctuation, and comma splices, and to make sure it's always consistent with the writing style of Chrono Trigger. It's mostly consistent already.

Suggestions:
  • The dimensions of Crono's mother's room are too short on the bottom by one or two tiles, inconsistent with the rest of the game.
  • The new Lucca dialogue in the beginning of 600AD has too much backpedaling which makes it feel really awkward IMO. It could be improved and condensed. Having Lucca pull Crono to the side before explaining the timey-wimey stuff would probably alleviate most of the problem, and a smart person like Lucca would probably do that anyways.
  • The Eternal Repose overworld name should appear on the pyrimad tile, not one tile next to the pyramid. It might be intended based on what the area looks like, but on the overworld it looks jarring and it's inconsistent with the rest of the game's overworld map design.
  • Gaspar's Eternal Repose text would probably look better if the "say," at the end of the first text page is moved to the beginning of the second text page and capitalized.
  • On Death Peak, the boss music should also be replaced by Singing Mountain, not just the battle music. It would improve the mood and make that part of the game feel more special.
  • If possible, the overworld theme should loop in 1999AD. I think the song's dreamy feeling fits the area very well.
  • There are too many song changes in 1999AD. I'd say just fix the overworld song looping and use it for all areas except the markets, which can keep the fair theme.
  • Find a way to work in the song Premonition from the pre-release, if there is space to include it. Not sure where it would fit best; maybe somewhere in 1999 as its expanded?
  • Do the new PSX songs exist anywhere in SNES format? If so, they would make welcome era-specific songs for 1999 as its expanded, to keep it feeling unique. Plus, they are at least semi-canon.
Title: Re: Chrono trigger plus
Post by: Mauron on January 04, 2019, 05:00:28 pm
Quote
Magus moves too slowly in the Blackbird vents when following the lead character. It looks like he's losing a pixel or two of movement per step, for some reason. It doesn't seem to happen anywhere else in the game.

This is the same glitch that occurred with the 8th character patch. Make sure Magus's events come after the other characters to address this.
Title: Re: Chrono trigger plus
Post by: andrewclunn on January 05, 2019, 08:19:37 am
Suggestion, make it clear that the reptites fled underground to escape the winter and stronly hint that the mystics are their descendents.  Just a thought for adding / modifying two NPC's throw away dialog to add depth.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on January 05, 2019, 12:39:24 pm
@Quartz thanks for the list, they shouldn't be much trouble.

@Andrewclunn I have a different plan for the Reptites in the next release.

@Mauron your patch is about 30% tested.
Title: Re: Chrono trigger plus
Post by: Mauron on January 05, 2019, 06:04:47 pm
I made an update to my patch on the Compendium.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on January 07, 2019, 08:46:30 am
I made an update to my patch on the Compendium.

As soon as I can get to a connection I'll download that and test it.

@quartz I would need specific instances of the party alignment messing up to be able to fix it.

Other than that mostof the bugs you reported are fixed, exceptions being the music looping since the msu-1 versions are already looped, and the numbers being hidden behind the Lavos spawn because although accidental I think it's a unique gimmick.

As for updates, tons of bug fixes and Porre 1999 is now done. Starting Giant's Claw 1999.
Title: Re: Chrono trigger plus
Post by: Mauron on January 13, 2019, 03:38:01 pm
I just realized there's a reason for the "glitch" where HP to 1 attacks disable Barrier and Shield for the remainder of the battle. Normal Nus always do HP to 1 attacks, but the 6 Nu fight has 3 different Nus that follow the normal enemy attack formula. At this point in the game, their attack would do 0 damage, but there's a minimum 1 damage applied, unless barrier and shield are active, so fixing the damage calculations means you can't get killed in that fight.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on January 13, 2019, 05:25:43 pm
I see what you mean, that might be trouble to have it both ways.
Title: Re: Chrono trigger plus
Post by: Mauron on January 13, 2019, 05:43:53 pm
I'm trying to think of the best way to address the issue. I can change the minimum damage to be after the shield/barrier check, but that means attacks can no longer be reduced to 0. There are multiple ways I can exempt an attack or entire battle from barrier or shield, but everything I can think of so far means each user would have to manually update some part of the data to keep it working.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on January 13, 2019, 06:16:28 pm
Why don't you just do the fix properly then manually alter that one battle and just include those changes in the ips? It's how it should have been anyway.
Title: Re: Chrono trigger plus
Post by: Mauron on January 13, 2019, 06:56:55 pm
The final version of the AI patch will be applied via plugin, and easily stack with any existing hacks. Both of those conditions make this harder.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on January 13, 2019, 07:07:42 pm
Another option is the 1 damage Nus could remove the barrier with their attack, since they are the only enemy with that specific attack the rest of the game would be unaffected.
Title: Re: Chrono trigger plus
Post by: Mauron on January 13, 2019, 07:57:44 pm
The Nu (82) attack is shared with potentially every enemy in the game (some enemies don't use their attack 1). Maybe I could make a special flag for it with one of the unused attack bits, and if Nu (82) is unmodified, apply that flag to it.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on January 13, 2019, 08:07:47 pm
That sounds like an acceptable way to do it. I'm almost done with the original test, so lemme know when the new patch is.


Title: Re: Chrono trigger plus
Post by: ThegreatBen on January 21, 2019, 05:11:48 pm
So here's what I've been up to.

First I must have fixed another forty errors, bad indentations, bad punctuation,  clipping through doorways, and several instances of crashing or freezing.

I've added a the option to buy catfood in West city.

I've added a Pawn shop in west city that sells rare items.

The players can now acquire a penthouse suite in 1999, the pawn shop sells cool stuff you can put in it.

The gate in 1999 now takes you directly to tEoT instead of making you trek back through the 2300 dungeon.

There's now a save point in the cult of Lavos dungeon.

Found some more unused 2300ad overworld tiles and added them.

Title: Re: Chrono trigger plus
Post by: Mauron on January 27, 2019, 06:03:07 pm
I found a bug in the Wondershot damage routine. Change 0x01EE6D from 00 00 to 89 AD to correct the 1.5x damage option. Currently I believe this winds up being an additional 1x damage option, but I haven't tested the garbage value it's loading fully yet.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on January 27, 2019, 09:11:37 pm
I found a bug in the Wondershot damage routine. Change 0x01EE6D from 00 00 to 89 AD to correct the 1.5x damage option. Currently I believe this winds up being an additional 1x damage option, but I haven't tested the garbage value it's loading fully yet.

So the wondershot couldn't take advantage of the Prism specs? Or it had it's own 1.5 multiplayer the want triggering? Also are the
blank map slots F8 to FF after the world maps safe to use?

Also for anyone following this here's a sample video of what I've been working on.
https://m.youtube.com/watch?v=I3SULxIfqwU
Title: Re: Chrono trigger plus
Post by: Mauron on January 28, 2019, 04:48:07 am
Here's my notes from when I was looking into the Wondershot for someone else.

The Wondershot gives damage based on X9 seconds, with the following results:
0: About a tenth of normal damage. (There's some complex bitwise math involved that I haven't completely figured out. I'll let you know if I do).
1-2: Half damage.
3-4: Normal damage.
5-6: This one's glitchy. It looks like it was meant to be 1.5x damage, but it loads a garbage value as part of it's calculation. Based on what I can see, it might end up being normal damage.
7-8: Double damage.
9: 2.5x damage.

The Wondershot got unintentionally nerfed because someone forgot change the RAM address loaded for part of it. Prism Specs work fine with the Wondershot.

Would that be Locations 0x1F8 to 0x1FF? I haven't fully tested those, so I can't say for sure.
Title: Re: Chrono trigger plus
Post by: Recca on January 29, 2019, 03:55:24 am
Amazing work so far. I'm really looking forward to trying out version 2.0 when it's released. The map design for the new areas in 1999 appears very well done. The NPC follower idea for quests is also an interesting and welcome new addition. I just have two questions if no one minds:

1. Will using the bucket at the End of Time or the Epoch take the player to the Lavos battle as in the original game, or to some newly added place in 1999? Is it also possible for the player to access the Lavos battle while in 1999 or only by the use one of the three original methods (either through the Black Omen, the bucket at the End of Time or by using the Epoch)?

2. Can the player travel anywhere in the game while an NPC is currently following them or are they limited to travelling only to certain areas until they leave the party? Also, as a quick follow up question: Will these NPCs also help the player in combat or not? Hopefully, they're immortal or else it might be a bit tedious having to reload the game if they get defeated. And knowing how NPCs are like in most games, they usually tend to lose quite quickly when they have limited HP.

Edit: I have a great idea for a possible alternate version patch that could be included along with the main one. If this project could be combined with the Schala Edition project, it might be an awesome joint project that could let players experience a very fresh take on Chrono Trigger. So, what do you all think of this? If everyone involved in these two projects agree to this, it really might be worth considering.

By the way, about the Schala Edition... I noticed that on the Chrono Trigger Compendium site, the first post on the project page still lists it as version 1.1 when it is currently at version 1.2. I'm not a member there, so if anyone could let the project leader there know, that would be nice. Furthermore, I noticed that the Compendium site is now displaying an error "502 Bad Gateway" message when accessed. Does anyone know what's going on and when this will be fixed? I'm just wondering whether or not this is just an ordinary bug/glitch that sometimes occurs on message boards.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on January 29, 2019, 08:27:17 am
Thanks for the support.

1. I am actually working on making a shortcut to 1999 after it's been unlocked, not quite sure on the details yet.

2. Guest NPCs can only go on maps that I programmed them on, hopefully they will eventually be able to fight.

This project and the Schala project would most certainly be incompatible, however it does have some cool ideas so when the compendium is back up I'll talk to the author about trading a few rescources.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on February 17, 2019, 07:48:52 pm
Been taking a break for a bit to play the Breath of Fire games again but there is now a shortcut to 1999 after it's unlocked.

Giant's Claw 1999 is finished and I'm halfway through Medina 1999.

There is now a quest in 1999 that will allow the party to raise each stat by a few points one time.
Title: Re: Chrono trigger plus
Post by: Outsider on February 17, 2019, 11:10:20 pm
I just caught wind of this project, and I am intrigued.  Although in truth, the 1999AD stuff doesn't interest me as much as say, some of the additional things that have been added in earlier versions.

Anyway, I just finished running through the Schala Edition hack, thinking to myself, "this introduces some things I like....but I don't care much for the writing. I wonder if there are other projects with similar aims..." and that's how I found this one.  I have to admit, the extra pieces of flavor text, and the addition of new character comments, made going through a game I've played through dozens of times feel quite a bit refreshing.  Would you consider adding those kinds of little touches to the project?  Say, if you had someone with a firm understanding of what gave SNES dialogue that special "charm," who could emulate said style?

That's not a shameless self-promotion, by the way. I'm just curious if that's a thing you'd consider adding.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on February 18, 2019, 03:08:08 pm
This hack has a lot of little flavor things added so it should be right up your alley.

A lot of the good ideas were suggested by other people so if you have some ideas sent them to me and I'll pick and choose.
Title: Re: Chrono trigger plus
Post by: Outsider on February 20, 2019, 12:37:47 am
Not sure I'd be a reliable source for good ideas, but I'll certainly keep some "Editor's Notes" when I go through the latest version.  Since I just came off of the Schala project, I'll probably take a short Chrono Break before diving back in.

If I were personally working on a project that aimed to fill an unmet need...I've always felt like the main game was lacking in moments that involved the entire party.  Really there was just the one forest scene, where the gang was all together.  The rest of the time, it felt like there were the two characters who got to enjoy the majority of the adventure, while the rest of the remaining party members were left out of the loop.  Such an endeavor would probably set the project back a dozen months, but I think it'd be interesting to add some additional 'whole party vignettes' to the main game.  One that springs to mind, that wouldn't violate the rule that not everyone can leave the End of Time, would be the scene where you approach Gaspar after Crono dies.  I could picture a scene where the entire group chimes in, maybe lifting some lines for their dialogue if they had happened to be one of the three in your party.

Okay, don't want to toss such a huge task at you.  For the most part, I'd be happy if I could just go through and fix typos/suggest rewording.
Title: Re: Chrono trigger plus
Post by: andrewclunn on February 20, 2019, 11:15:58 am
This project already did that with the Ayla welcoming dance party.  Then there's the new theater scene.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on February 20, 2019, 07:20:42 pm
This project already did that with the Ayla welcoming dance party.  Then there's the new theater scene.

Yup there's that and the scene in Frog's burrow before the assault on Magus' castle.

I want to try to add a few more now that I understand the palette limitations better, maybe the dactyl nest summit and the scene where Melchior hands over the Ruby Knife.
Title: Re: Chrono trigger plus
Post by: Outsider on February 22, 2019, 08:41:26 am
Oh cool! I like the way you think.  In a few days, I'll have time to com over some of the content (I may have to cheat just so I can see it faster).

When I get back home...I could also look into some of the music tools available for doing custom SNES music.  I am (probably) in no way capable of even half the genius of the CT original soundtrack...but it's one of the game OSTs that's had the biggest influence on my writing style.  If anything, I could try my hand at some cover/variation themes for 1999 AD content, if you think that's feasible.  I could PM you a link to my soundcloud if you're interested--it's higher quality sample-wise, but the nice thing is that when you go from writing 24-bit orchestrations to SNES tracks, content output speeds up drastically (that's even considering all the hoops you'd have to jump through to export/import stuff).
Title: Re: Chrono trigger plus
Post by: ThegreatBen on February 22, 2019, 06:29:02 pm
I would hold off on playing for the moment the currently available version is extremely buggy and has far less features than the unreleased one I'm working on right now.

As for additional music this project is designed to be used with the chrono trigger symphony tracks.

Title: Re: Chrono trigger plus
Post by: Outsider on February 25, 2019, 05:12:16 pm
Okay, gonna cool my jets for a bit.  I have a tendency to get overly eager to help whenever I stumble upon a new intriguing project.  I haven't yet heard the Chrono Symphony tracks, but I imagine they're in WAV or FLAC format.  For the sake of consistency, you probably wouldn't want to deviate from the existing soundtrack, but if you are ever interested, here's some older stuff I wrote that I think has a little bit of that Chrono sound going on. More Cross than Trigger, though.


(Edit: took out the links. They've served their purpose)

Title: Re: Chrono trigger plus
Post by: ThegreatBen on February 26, 2019, 10:41:55 am
Hey those are pretty good, I don't think there's any empty music slots though I actually don't know much about how music works.
Title: Re: Chrono trigger plus
Post by: Mauron on February 26, 2019, 03:00:59 pm
It's possible to add music slots, but tricky. I've added a couple final tracks into the Japanese version that were in the US final.

Getting new music in is beyond me at the moment, but I'd like to look further into it eventually.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on February 26, 2019, 04:54:03 pm
It would be cool but hardly a priority.

Are you still taking a break from CT hacking?
Title: Re: Chrono trigger plus
Post by: Outsider on February 27, 2019, 09:46:01 am
Glad you enjoyed the tracks. I'll probably remove the links just for the sake of identity-protection.  Not a lot of other ways I can support, other than encouragement. Keep up the good work, and drop me a line when you get to the next stable-ish version of the patch.

Another suggestion that you may have already acted upon: Additional areas on the 1000 AD map that serve little-to-no purpose. Nothing dungeon-sized, just more places to go.  I never really felt like there was enough going on in the "Present" to keep me coming back to it, and I know that's probably just my mind playing tricks on me. What I mean is, it felt the least unknown, and didn't necessarily provide that urge to explore places unknown on the map.

So for example: an entrance to the forest in 1000 AD where the cathedral was located 400 years prior. It takes you to a small forest area, where maybe you fight some stronger monsters that would kick your ass at a lower level.  Or an entry to the mystic cave. It has a smaller layout because A) let's say nature happened before Frog opened it, and there's a tiny alcove you can go into, or B) nature happened after Frog opened it, and because of a landslide, there's a tiny alcove you can go into.  Inside, you fight some bats and there's a guy you can talk to who says something interesting.  While I like the idea of going all-in for 1999AD and adding sidequests, sometimes it's the smaller, inconsequential additions like that, that can really boost the sense of freedom.
Title: Re: Chrono trigger plus
Post by: einlanzer on February 27, 2019, 09:53:05 am
To be fair, though, the forest scene actually sort of breaks the continuity of the game because of the limit of 3 time travelers, which I always assumed was why they didn't have other scenes like that. They never really explained that - it's as if they just temporarily forgot about it for that one scene.
Title: Re: Chrono trigger plus
Post by: Mauron on February 27, 2019, 12:19:34 pm
I'd say the forest scene works fine. Robo takes the long way to get to 1000 AD, three could use the Epoch, and three could use the nearest gate.

I've gotten a little more hacking time in lately. I'm updating the super command descriptions and decoding some more animation commands for techs.
Title: Re: Chrono trigger plus
Post by: Outsider on March 01, 2019, 09:07:52 pm
Thinking out loud again...there are a few good moments of character interaction in CT, but a large amount of the dialogue is written to be party-agnostic.  At the beginning of the game, you get some great moments with Marle, Lucca, Lucca+Frog, Marle+Lucca...then, around the time you get Robo, the very nature of the party's dialogue changes. Instead of it being, "Marle talks to Lucca," now it's "Marle says something about the situation. Lucca then says something about the situation, in a way that doesn't acknowledge the previous speaker whatsoever." -- because the previous speaker could be anybody. Not everybody gets to know each other, and yet somehow, people on the B-Team know everything that's going on, as if they were there from the start.  I've thought of a few things that could, at the very least, add some fresh new dynamics to the cast.

End of Time Conversations
In The End of Time, characters talk to each other. No longer do they simply ask to join your party, then get upset if you say no. Some examples:

- Marle, asking Frog about her great great great great grandmother.
- Lucca, reconciling with her initial fear of Frog's appearance, and coping with the idea that "Magic" is a thing.
- Marle and Lucca talking about Chrono, while Chrono sits silently at the opposite end of the room (if he happens to be alive).
- Frog, feeling mesmerized by this large talking suit of metal armor that the others call "Robo."
- Lucca, fixing up Robo and Robo asking something existential.
- Frog and Ayla, talking about loyalty and protecting the weak.
- Marle, Lucca and Ayla having a conversation that isn't what you think.
- Robo, having an awkward conversation with Marle about Provoke/Allure, and how illogical of a combat tactic it is.
- Robo, in his ongoing quest to learn about humans--nay, humanity--asking questions to Ayla that are way over Ayla's head.
- Ayla, showing absolutely no trepidation, going up to Magus to say what she thinks of him.
- Lucca, curious about Ancient Zeal technology, making an inquiry to Magus that is met with "Why are you asking me? Go talk to one of the Gurus."
- Marle, approaching Magus in a very "You poor, tortured soul! Let me fix you!!!" sort of way, with no success.
- Robo, in his ongoing quest to learn about humans--nay, humanity--deeming it only logical to have a conversation with Magus. Magus is surprisingly open, answering most of Robo's questions. Robo makes note that he's talked more with him than any other living being, Magus sharply responding that he doesn't consider Robo a "living being."
- Chrono, talking to Magus. Chrono says nothing, while Magus tells you it's rude to interrupt a private conversation.

I've detailed the logistics of this system, realizing now that it may very well exceed what you are capable of doing in a rom hack.  But I don't want it to go to waste, so here's what would need to be done:

- All secondary party members would need to be removed from the End of Time, and "replaced" with a regular-old NPC object. (If you want to change party members, press Y)

- Every NPC Object would have a Default State, which includes the coordinates they normally spawn in at, and some generic dialogue. This is where everyone who is not a part of a custom conversation would go.

- NPC Objects would also have a Conversation State, wherein they have custom coordinates and dialogue (Both, based on what conversation is taking place).

- In Default State, the character's dialogue can change depending on game events, and who is in the lead position at the time. (Just for a little flavor)

- When you enter End of Time from the Epoch or a Gate, a check will take place to see if a "Conversation Event" will occur. NOT when you enter from Spekkio's room, if possible. NOT after you exit the Party Menu.

- A "Conversation Event" occurs if these conditions are met:
- - - Members A, B (and sometimes C) are not in your party.
- - - A prerequisite in-game event has occurred. (Optional)
- - - A special flag, specific to each conversation, is not currently set. (More on this soon).

- The game goes with the first conversation that meets the aforementioned requirements, preventing multiple conversations from occurring at once. Using a queue would allow you to check if members of Conversation 1 and 2 AREN'T shared, in which case both conversations could execute...but that's going above and beyond.

- During a Conversation Event between two or more characters, all participating NPC Objects will initiate the same dialogue when spoken to. (i.e. Talking to Marle or talking to Lucca will always lead off with Marle's line)
- - - It may be necessary to lock player movement during these dialogues.

- After seeing the conversation through to completion, a special flag would be need to be set to indicate the end of this particular conversation, preventing it from occurring again.
- - - Members of the conversation will have different dialogue, when talking to them immediately following the conversation. A 'closing statement' of sorts. You only get one chance to read this text, so it's fairly inconsequential.  Check for ("In Conversation Event" == true and "This Conversation Is Over" == true)

- If you swap out party members in EoT while a Conversation Event is active, and one of those characters is a member of said conversation, then "cleanu" occurs. Members in Conversation State (Custom position and dialogue) return to Default State.
- - - (So, you'd need to do a check if Player closes party menu, and is also at the end of time).

- Anyone you swap out from your party while in the End of Time should automatically enter Default State.
- - - For some extra spice, you could have them be in "Benched State," where their dialogue matches what they would have said if you told them "No" to joining the party.

...

...

Simple, right? This might be approaching "If you want the feature, you'll have to create an illegal remake of Chrono Trigger" territory.
Title: Re: Chrono trigger plus
Post by: Vanya on March 02, 2019, 12:51:52 am
That would be pretty damn awesome.
Seems like it would be a relatively simple way to add a lot of character development.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on March 02, 2019, 08:20:28 am
That's a really good idea however the end of time script is already full, I've already had to split it in two.

What I can do is rewrite the dialog for the conversation with Gaspar after Crono's death and have all characters chime in.

I can also add more interactions to other less busy areas in the game.
Title: Re: Chrono trigger plus
Post by: Outsider on March 02, 2019, 04:10:02 pm
Next item. I did have more than one, but that last one took awhile. Better to spread them out, I say.

Characters In Their Element

You switch a character from your party in the Y menu. Normally, they just disappear, and you can find them again in the End of Time. Well not anymore! (kinda)

Characters who are currently in your party, whom you swap out, will (temporarily) show up in a different location in said time period, where a scene might play out. Again, this depends largely on game events.  Once you travel to a different time, said character will just return to the End of Time.

I'm gonna organize this by time periods, based on how much thought I've put in.

600 A.D.
Marle:
She goes to talk to Queen Leene.

Lucca:
She goes to the house where her obvious ancestors live.

Frog:
(Before Cyrus Tomb quest is complete): he goes to his little hole in the ground and reflects.
(After Cyrus Tomb quest complete): Maybe he hangs out at Guardia Castle. The obvious answer would've been the tomb, but I think the point of that event is that he's done with that place and is ready to move on.

Robo:
(After Fiona's Quest): In Fiona's house, trying to explain to a baffled Fiona how he can be two places at once. He learns a valuable lesson about telling people what they need to hear, in terms that they could understand (Even if it bends the truth).

Ayla:
Guardia Castle kitchen. Always.

Magus:
(Before beating Ozzie's Fort): Nowhere. He has no reason to be anywhere at this time.
(After beating Ozzie's Fort) - Ozzie's Fort.

1000 A.D.

Marle:
(Before defeating fake Chancellor): Crono's house.
(After reconciling with King): Guardia Castle, either in her room. Or maybe talking to King.

Lucca:
(Before saving Lara): Lucca's house, talking to dad.
(If Lara is saved): Lucca's house, talking to mom.

Frog:
I dunno, Porre? Medina after Ozzie is defeated?

Ayla:
Millennial Fair Jurassic Rock area. "No no no!! They do it all wrong!!"

Robo:
Zenan Bridge, watching people go by.

Magus:
(Before Frog visits Cyrus) Toma's grave. He likes to stand on cliffs looking out at the sea.
(After Frog visits Cyrus) Cyrus's grave. Could he be showing a shred of humanity?? You won't find out, because he just says something like "What are you doing here?"

2300 A.D.

Marle:
Probably one of the domes, showing sympathy and trying to help.

Lucca:
Probably one of the domes, showing sympathy and trying to help. Maybe at that computer where they first saw the Lavos video.

Frog:
I don't know. Sewer?

Robo:
Probably one of the domes, showing sympathy and trying to help.
Maybe it changes after beating Mother Brain.

Magus:
Keeper's Dome, because Belthasar was there.

65,000,000 B.C.

Most characters would probably be in Chief's Hut.

Robo:
Meeting site, seems like a good place to study the human race.

Magus: Dactyl Nest, 'cause he likes cliffs so much.

12,000 B.C.
I dunno.

Oh, I almost forgot. You could probably stick Crono somewhere. Maybe he's sleeping in whatever free bed is available for each time period.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on March 02, 2019, 06:38:56 pm
It's alot of work but I might be able to do something with it.
Title: Re: Chrono trigger plus
Post by: Outsider on March 07, 2019, 03:26:15 pm
I might be able to make some more "grounded" suggestions if I know the capabilities of the editor/hacking tools.  I don't intend on becoming a rom hacker myself, so I don't really have time to look into the systems.  What I can assume right now is:

- You can add new 'Rooms' to the game. Room in the sense of 'place to explore,' not limited to the indoors.

- Existing rooms have a hard limit to how much dialogue is can be present (you mentioned this when talking about End of Time scenes)

- There's a tile-based map editing that's probably a huge pain in the butt to work with, I assume because while going through Schala Project, the vast majority of new ares were very primitive and repetitive.  But that also means copying and pasting existing areas is a viable option when making new rooms.

- There are ways you can 'Teleport' the player from one area to another. I saw it done in Schala Project, and though I've never played Frozen Flame/Crimson Echoes, I think they do it too.

You might have to explain some of the mechanics to me, particularly how 'Room Teleporting' is achieved and how custom scenes where player A) cannot move, or B) isn't present are made...but if it is possible, these could lend themselves to some creative workarounds.

- Going up and talking to a character in the End of Time 'Teleports' you into a graphically duplicate room, with none of the script dialogue from the dialogue from the original room.  There would be an abrupt fade-out -> fade in effect before extended character dialogue takes place, but as fans of JRPGs, I'm willing to bet that it wouldn't seem too out of the ordinary.

I had a second dash-idea, but it occurred to me that you may be referring to 'script' as in executable code, not dialogue.  If that's the case, you could disregard the suggestion.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on March 08, 2019, 03:16:32 pm
Just about anything is possible, I've actually already duplicated the end of time map, but you've given me an idea.

I briefly tried the mobile game Another Eden, and while I got sick of it really fast the the End of Time area in that game was much better done. It had a bar and other accidental time travellers to interact with.

Instead of identical two EoTs one used for the beginning and one at the end (which is what I have now) maybe I'll divide it up between two maps, add the bar/lounge area allowing much more space for interactions and being a better hub area, one where the crew could comfortably wait while waiting to be called.
Title: Re: Chrono trigger plus
Post by: Shade Aurion on March 09, 2019, 03:21:37 am
That sounds awesome!
Title: Re: Chrono trigger plus
Post by: Recca on March 14, 2019, 03:00:05 pm
Though I know that this would be quite hard to implement, it would be interesting if there was branching story line options such as having the chance to save/recruit Schala at the Ocean Palace (like in the Schala edition hack or even before that incident) or being able to play as human form Glenn by having his curse removed (either by defeating Magus or having him remove it after joining the party). Azala might also be an interesting character to save and possibly recruit by having either Crono, Ayla or some other party member convince her to come along with them. But I suppose that such a thing would be unlikely to happen, though it's still an interesting idea. Frog is already an amphibian, why not add a reptilian Reptite to the team as well? :laugh:

By the way, having a bar/lounge area at End of Time where you can talk to other accidental time travelers as well as your party members sounds like a great idea. Having new places like this in the game for players to explore adds a fresh experience to a timeless classic. :thumbsup:
Title: Re: Chrono trigger plus
Post by: andrewclunn on March 14, 2019, 03:23:51 pm
The ultimate expansion ability would be to end the game after the battle with Magus, but with a save file prompting the user to insert disk 2.  Two different roms with the same name in distinct folders (hence each accessing the same save file).  Then in the second half rom, disable the ability to start a new game or new game plus.

This would allow for massive flag reset and use, removal of large sections of the game for unique content in each disk (maps, enemies, music, etc...) and so long as characters, techs, and items were the same between sections, there would be no problems.  By removing Lavos bush rush mode already, the old boss data already didn't need to be there.

Alternatively the other proper place for this save / rom disk swap would be immediately after the ocean palace.  Essentially putting the end game into its own section.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on March 14, 2019, 04:17:18 pm
The Schala project did it's own thing and I'm not going to step on it's toes, the author of it seems to have completely disappeared though.

There was talk of a hack that would allow all characters to have a second set of sprites but it's been quiet for quite a while.

Not Azala but some Reptites can be saved in this version.

Thanks for the input, the more I think about it the more I like the idea of making the end of time a real time travellers hub.

@Andrew it's something to think about, I'm not sure how well it'd work in practice though.
Title: Re: Chrono trigger plus
Post by: lexluthermiester on March 14, 2019, 08:43:58 pm
The Schala project did it's own thing and I'm not going to step on it's toes, the author of it seems to have completely disappeared though.
I don't think anyone would mind.
the more I think about it the more I like the idea of making the end of time a real time travellers hub
That sounds like a fun idea!
Title: Re: Chrono trigger plus
Post by: Grillkick on March 15, 2019, 04:51:41 am
That would be a cool place to have Cloud hanging out after he got tossed into the Lifestream ala Final Fantasy Tactics :D

Title: Re: Chrono trigger plus
Post by: Vanya on March 15, 2019, 06:13:26 am
A vague Dr.Who reference would be nice.
Final Fantasy Legend III has time travel on a ship, some of those characters would make good candidates.
Star Tropics II has time travel and Nintendo and Square were pretty tight back in the day.
Chrono Cross, of course.
Final Fantasy VIII has a couple of characters capable of time travel.
And Final Fantasy 1 has time travel as the main plot.
And maybe an appearance by the ship from Time Pilot as a model on a shelf would be pretty sick.
Title: Re: Chrono trigger plus
Post by: Pape29018 on March 15, 2019, 06:28:59 pm
Following Vanya suggestions, how about the time traveler Balthier from Final Fantasy Tactics: The War of the Lions inside the bar. In FFT, Balthier explains he needs to return to the Cache of Glabados to put things back as they were. He could give Lucca a "star named" gun from Final Fantasy XII.
Title: Re: Chrono trigger plus
Post by: Shade Aurion on March 16, 2019, 12:08:28 am
Using the dog's Omnitopia sprite from Secret of Evermore would work as a Dr Who Reference and a nod to another Square IP. Tales of Phantasia deals with a lot of time travel also ;)
Title: Re: Chrono trigger plus
Post by: Vanya on March 16, 2019, 02:56:20 am
Nice! A double reference would be sick.
Title: Re: Chrono trigger plus
Post by: Timbo on March 16, 2019, 03:08:03 am
Don't forget to throw in the crew of the Heart of Gold from the Hitchhiker's Guide too the Galaxy. They all had dinner at the Restaurant At the End of the Universe. That Restaurant literally travels back and forth across the last moments of the Universe.

I would absolutely adore seeing the Doctor and K9 getting on with Douglas Adams best creations.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on March 16, 2019, 04:44:59 pm
It's unlikely that I'll add other graphics but it looks like I have some geek fandoms to catch up on.
Title: Re: Chrono trigger plus
Post by: Grillkick on March 18, 2019, 04:04:36 am
Vanya brought up some great ideas. This *is* the perfect opportunity to tie in/nod to Chrono Cross a bit more. As far as the time traveling from Final Fantasy I, Garland would be perfect- this way there are some villains hanging out as well.

I don't know if I'm a fan of bringing in characters from totally non-squaresoft sources. There are already examples of squaresoft characters crossing over into each other's game worlds, but having Dr. Who etc would just scream HACK too loudly for my tastes and take me out of the experience.
Title: Re: Chrono trigger plus
Post by: Recca on March 19, 2019, 01:48:34 am
I agree entirely, having characters from other Square titles appearing at the End of Time is fine, but having random characters from different series such as Dr. Who appearing is just too strange. However, if you really want to see Dr. Who in the Chrono Trigger series, just watch this:
https://www.youtube.com/watch?v=wZ9Ej_EwI2o (https://www.youtube.com/watch?v=wZ9Ej_EwI2o)

Though after seeing this, we should all be glad that he isn't in the Chrono Trigger series. :laugh:
Title: Re: Chrono trigger plus
Post by: Shade Aurion on March 19, 2019, 04:22:18 am
After watching that, I side more with adding Bill and Ted over adding Dr Who XD  :beer:
Title: Re: Chrono trigger plus
Post by: ThegreatBen on March 20, 2019, 08:05:37 pm
Ok got the new End of Time up and running, it still needs npc's
but it is functional. http://imgur.com/a/DEoLINa

This will be a work in progress, so there will still be time for suggestions after release. Spekkios door enters the bar.

Title: Re: Chrono trigger plus
Post by: andrewclunn on March 21, 2019, 11:10:18 am
The Heartless?
Title: Re: Chrono trigger plus
Post by: Vanya on March 21, 2019, 11:27:36 am
From Kingdom Hearts.
Title: Re: Chrono trigger plus
Post by: Gi Nattak on March 21, 2019, 01:32:46 pm
Hmm... not sure I like the idea of outside crossover references like Kingdom Hearts finding their way into this hack. It is of course your hack to do as you wish, but I figured this project was going to stick to purely the CT universe and basically add & improve upon it, which it has done thus far very well. I'm not against crossovers, I mean I basically made one of my own lol, but for this project I think it might not be a good idea. I'd say instead of Heartless to try and create something original that would seemingly work within the CT universe, like Time Demons, for a basic example. The "Project Leader" of Flames of Eternity kind of ruined Crimson Echoes by adding a ton of outside references to the dialog, and I definitely don't want to see that happen with this one! Just my 2 cents. :)
Title: Re: Chrono trigger plus
Post by: SpringSonic9187 on March 21, 2019, 01:45:42 pm
I think the Heartless reference makes sense, considering both Chrono Trigger and Kingdom Hearts are Square Enix IP's. Despite KH being their collaboration with Disney (Which is one of the things that makes KH so special) and the fact that Lavos can destroy an entire world just fine.
Title: Re: Chrono trigger plus
Post by: Vanya on March 21, 2019, 02:43:52 pm
You don't even have to go that far, Lavos destroys worlds just fine on his own.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on March 21, 2019, 06:53:23 pm
I'm going back home next week which means a lot less time to work on this so for that reason the party is going to be in the beds for this release, when I get more time I will wake them up and give them some more interactions.

I added some npc's to the bar, they're a mix of generic statements a few profound statements about a nature of the area, one very subtle reference to Hitchiker, and my KH reference which wasn't as well received as I'd hoped, perhaps if I added real Disney characters?
(http://i.imgur.com/FdUE6a6.jpg)
Title: Re: Chrono trigger plus
Post by: Shade Aurion on March 21, 2019, 07:57:58 pm
You know, it might be worth making a subtle reference to Another Eden since one of the main Chrono Trigger devs worked on it. I mean I know you essentially made the bar based on that but an NPC Dialog might be nice  :)
Title: Re: Chrono trigger plus
Post by: Granville on March 21, 2019, 10:12:15 pm
People will have different opinions on the matter, but I like the idea of bringing other Square game references into that area. If executed properly and contained to this location.

There are quite a few crossover characters in Mario RPG, both Link and Samus make cameos. While Culex is an original character to Mario RPG, he and his elemental crystals and musical themes are clear homages to Final Fantasy.

If you do reference Kingdom Hearts, i'd recommend you only use characters and content created by Square FOR the KH games. Leaving Disney's characters and references out, such as Mickey and the gang or any of Disney's movies or cartoons.

I have an idea that may not be possible or feasible, but i'll throw it out there anyways. Is it possible to insert NEW character sprites (not just recolors of existing Chrono Trigger sprites) into this scene? If so, you could have a character sprite who is wearing a black hooded Organization XIII coat. This would serve a variety of purposes. The sprite would be an explicit and recognizable visual reference for fans of the KH series. And story wise it would simultaneously hint they're an important character while also keeping their identity a mystery. But a cloaked figure would also provide more subtlety than seeing a specific KH character like Sora or whatever just hanging out there.

If this sprite change was possible, you could also change the dialog to something like "My heart guided me here after my world fell to darkness". You wouldn't even need to mention heartless, that phrase would immediately get the reference across to KH fans while also not mystifying and putting people off who aren't knowledgeable about KH lore.
Title: Re: Chrono trigger plus
Post by: andrewclunn on March 22, 2019, 12:45:41 pm
Tie in whatever you like.  Secret of Evermore referenced Final Fantasy.  These sorts of things are and can be fun.  Samus in Super Mario RPG didn't make a lot sense, but neither did the Final Fantasy boss there either.  It's fun extra stuff.  I just didn't get the reference.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on March 22, 2019, 02:41:54 pm
I'm thinking that when I have more time I'll probably change what npc's are at the EoT as the story progresses.
Title: Re: Chrono trigger plus
Post by: Timbo on March 22, 2019, 03:03:29 pm
So, the trick to nailing easter egg cameos is first having their appearance make sense and using what I call pseudo-subtlety.

First, just have their appearance make sense. Chrono Trigger does this already with Biggs and Wedge who vanish out of thin air in Final Fantasy VI. Turns out they weren't disintegrated, they were transported. The game doesn't get into the specifics of how they got their. The Final Fantasy fans infer this knowledge from seeing their demise during Final Fantasy VI.

Another thing is their appearance didn't need to be modified to make them recognizable as that specific incarnation of the pair because CT's release was so close to FF6's. Their names were enough.

Which brings me to my second point about pseudo-subtlety. Unless, the character isn't both owned by Square and has a good reason to be their they should get either a name drop it custom graphics but not both.

Video games bend the 4th wall in this way all of the time. Fans have come to expect it. However, when they do so with characters outside of their IP, they never break this rule. While you aren't legally bound to this expectation, your players are used to it and any changes from that norm will feel out of place.

Take Doctor Who for example. A police box would fit fine on the street corner at the end of time. You could even have a suspicious looking bloke in a bowtie looking for Amy and Rory. But if he were to introduce himself "Hello, I'm the Doctor. Have you seen my friend's Amy and Rory around? I seen to have misplaced them." It suddenly feels forced.

However, let's see what happens when we see this unnamed character, bearing a distinct likeness to Matt Smith, pacing, scratching his chin,and muttering to himself, "Damnit Amy. Where have you and Rory ran off to now?"

Now, that feels lighter and more fresh right? It doesn't over-engage the player with needless details because it's not part of the plot. Just remember, unless there is an actual story arch that makes sense, a little cameo goes a looking way.
Title: Re: Chrono trigger plus
Post by: Chronosplit on March 22, 2019, 03:10:31 pm
As far as references goes, this game is multidimensional.  So if it sounds far too out of place (as long as it doesn't overstay it's welcome), blame the End of Time.

Actually, Cross did just that with the Ozzie/Slash/Flea battle and some other things.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on March 22, 2019, 11:23:17 pm
For sure keeping the references subtle is best.

Medina 1999 is coming along nicely.
Title: Re: Chrono trigger plus
Post by: TamagoKakeZero on March 24, 2019, 03:08:18 am
So, the trick to nailing easter egg cameos is first having their appearance make sense and using what I call pseudo-subtlety.

First, just have their appearance make sense. Chrono Trigger does this already with Biggs and Wedge who vanish out of thin air in Final Fantasy VI. Turns out they weren't disintegrated, they were transported. The game doesn't get into the specifics of how they got their. The Final Fantasy fans infer this knowledge from seeing their demise during Final Fantasy VI.

Another thing is their appearance didn't need to be modified to make them recognizable as that specific incarnation of the pair because CT's release was so close to FF6's. Their names were enough.

Which brings me to my second point about pseudo-subtlety. Unless, the character isn't both owned by Square and has a good reason to be their they should get either a name drop it custom graphics but not both.

Video games bend the 4th wall in this way all of the time. Fans have come to expect it. However, when they do so with characters outside of their IP, they never break this rule. While you aren't legally bound to this expectation, your players are used to it and any changes from that norm will feel out of place.

Take Doctor Who for example. A police box would fit fine on the street corner at the end of time. You could even have a suspicious looking bloke in a bowtie looking for Amy and Rory. But if he were to introduce himself "Hello, I'm the Doctor. Have you seen my friend's Amy and Rory around? I seen to have misplaced them." It suddenly feels forced.

However, let's see what happens when we see this unnamed character, bearing a distinct likeness to Matt Smith, pacing, scratching his chin,and muttering to himself, "Damnit Amy. Where have you and Rory ran off to now?"

Now, that feels lighter and more fresh right? It doesn't over-engage the player with needless details because it's not part of the plot. Just remember, unless there is an actual story arch that makes sense, a little cameo goes a looking way.

Biggs and Wedge aren't FFVI references, they’re Star Wars ones. They’ve been in almost every FF.
https://finalfantasy.fandom.com/wiki/Biggs_and_Wedge
Also, hate to be blunt but there’s nothing subtle or “pseudo-subtle” about your example of a reference. It’s weird and out of place and is just gimmicky in a hack. That kind of stuff might go well in an original game, but speaking for myself, whenever I see stuff like that in hacks the best it gets from me is an eye-roll. Keeping things in-universe is the ideal situation I think. What Undertale does really well is all the monsters that get spared end up as characters in the world you can talk to. Why not stick Azala at the End of Time to wax poetic about their defeat? Yakra? Queen Zeal? Anyone. I don’t get the point of sticking in random unrelated characters into the hack other than making a small portion of the already incredibly small group of people who will play this hack a quick, forgettable chuckle.

As others have stated, though, it’s not my hack so you can put in whatever the heck you want. I just think the Chrono universe has enough interesting characters to chuck into the End of Time without gimmicks like this.
Title: Re: Chrono trigger plus
Post by: Vanya on March 25, 2019, 09:50:08 am
Biggs and Wedge are are simultaneously a reference to Star Wars AND Final Fantasy VI.
It is plainly obvious that they built on the original reference in FF6 by also including a reference to Captain/Admiral Piett. Further more, the original reference has since been repeated in most Final Fantasy games since then. So at this point it is well established as a reference to characters within Final Fantasy.

The distinction Timbo made is objectively sound and makes perfect sense. And more importantly speaks to how to do these references in a way that is less "gimmicky" as you put it.

And besides that, this new content is nearly as innocuous as developer's room or any easter egg.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on March 25, 2019, 09:58:27 am
Any references made will be subtle enough that only true fans will get it.

There's going to eventually be 3 phases of EoT NPCs, when you first arrive until Magus, Magus until the fall of Zeal, and endgame.

Title: Re: Chrono trigger plus
Post by: Gamesoul Master on March 26, 2019, 05:19:55 am
Just read through this entire thread. Very interesting and impressive to see how things have gone. I'm just finishing up a DS playthrough, thinking I'd like to give this a shot soon.

I really love the idea of seeing other people at the End of Time. Especially since Gaspar himself comments on other people showing up there from time to time.

As for the End of Time cameos... I definitely support the use of subtlety, and also the idea of keeping it within the CT(/CC) universe. Although if tastefully done, characters from other universes wouldn't be horrible. But even just seeing random people there from various CT time periods would be pretty cool.
Title: Re: Chrono trigger plus
Post by: Recca on March 28, 2019, 04:49:27 pm
It might also be interesting if the End of Time had some stores in it as well. Perhaps with an inventory that changes/gets better every chapter. And maybe even a training room. And not just with Spekkio, but with the option to challenge your own party members and perhaps even other time travelers as well to a friendly sparring match (1 on 1, 2 on 2 and 3 on 3 options). I can easily imagine Magus being sour about losing and not admitting defeat. Something along the lines of: "I was going easy on you, but next time it will be a different story!" It could be a good way to level grind for money and experience points. Maybe there could also be Colosseum type matches. Win ten battles to get a rare item or something like that with the choice of easy, medium or hard. Or progressively harder matches like in Tales of Phantasia or Star Ocean. Prizes such as MegaElixers or strong pieces of equipment would be good choices to have. Now that would be something worth seeing!
Title: Re: Chrono trigger plus
Post by: Chronosplit on March 28, 2019, 09:09:19 pm
About the End of Time store: I had some interesting ideas for bonus equipment back when I was still thinking of rolling the coliseum into my hack (never happened as I had thought of it too late).  The general thought was to have weapons that were neither OP or weak, but instead could completely change a strategy or character around.  For example a powerful bow that works like Magus's DoomSickle but with lessened magic, or a sword that gave huge magic boosts with the power of a Mop.  Or armor that gave huge boosts to attack/mag/speed, but actually gave a minus to your defensive attributes (or the reverse for pure healers).

It may be the best place for such things, but I have no clue if they're even possible or not as I never even beta tested them.
Title: Re: Chrono trigger plus
Post by: Gamesoul Master on March 28, 2019, 11:20:24 pm
For example a powerful bow that works like Magus's DoomSickle but with lessened magic, or a sword that gave huge magic boosts with the power of a Mop.  Or armor that gave huge boosts to attack/mag/speed, but actually gave a minus to your defensive attributes (or the reverse for pure healers).

It may be the best place for such things, but I have no clue if they're even possible or not as I never even beta tested them.
Having read the whole thread recently, I recall him saying that there was a hard cap on the stats that can be put on equipment. And Mauron had mentioned that only armor can have permanent battle buffs, not weapons, so it can't be done that way either. And a +6 (or even +10, like the DS version has) wouldn't be enough to really make or break a strategy. I know, because I used the glitch on the DS version to buff the crap out of the Magic stat on a couple characters, and while it made a noticeable difference, it wasn't game breaking by any means. I wish it could be done though, because having a few unique weapons to change up strategies would be a really cool thing to have.

And maybe even a training room. And not just with Spekkio, but with the option to challenge your own party members and perhaps even other time travelers as well to a friendly sparring match (1 on 1, 2 on 2 and 3 on 3 options). I can easily imagine Magus being sour about losing and not admitting defeat. Something along the lines of: "I was going easy on you, but next time it will be a different story!" It could be a good way to level grind for money and experience points. Maybe there could also be Colosseum type matches. Win ten battles to get a rare item or something like that with the choice of easy, medium or hard. Or progressively harder matches like in Tales of Phantasia or Star Ocean. Prizes such as MegaElixers or strong pieces of equipment would be good choices to have. Now that would be something worth seeing!
Cool idea, but he's been going out of his way to make things *less* easy. Restricting Rubble battles, removing the ability to Charm MegaElixirs, etc. He doesn't seem interested in allowing advantageous grinding as an option. Though, to be honest, I would fully support your idea. The way I look at it is, if a person wants it to be more difficult, they won't grind/exploit things. If they want it easier, they'll do it. I don't see the point in removing a choice a player wants to make. Why bother removing choices from a player?
Title: Re: Chrono trigger plus
Post by: Mauron on March 29, 2019, 01:16:10 am
Status effects have to be linked to armor, but stat boosts can be done on any type of equipment. The limits here multi stat boost items must apply the same bonus to all stats, so you can have +2 power/hit, but not +2 power and +1 hit. Negative stat boosts should be possible, but I haven't tested it.
Title: Re: Chrono trigger plus
Post by: Gamesoul Master on March 30, 2019, 12:21:02 am
Right. My point that was, since ThegreatBen said there's a cap on stats for equipment (Magic, at least), and since you had already noted that weapons can't have status effects on them, that there'd be no easy way to make weapons unique by having them greatly affect stats.

Found the relevant post I remembered reading:
As for the swallow I would like to make it a more viable option but magic boosts on weapons is a maximum of 6
Title: Re: Chrono trigger plus
Post by: Shade Aurion on March 30, 2019, 01:31:35 am
As far as end of time characters go, it might not be a bad idea to put characters lost in explosions here. Not all of them but those lost in catastrophic blasts and maybe some you never see again otherwise. Perhaps after Zeal is killed have a trigger to have her appear at TEoT with memory loss. Maybe Azala relenting over the loss of her species (after all in one timeline she presumably lead the Reptites to victory as Larvos doesn't exist in that time anymore. Its thought she and the Reptites are the the predecessors of the dragonians too
Title: Re: Chrono trigger plus
Post by: SunGodPortal on March 30, 2019, 02:22:49 am
Quote
Why not stick Azala at the End of Time

I would love this. Always bummed me out that they went extinct. Would be kind of ironic since he was trying to preserve his kind and would end up being the last Reptite ever.
Title: Re: Chrono trigger plus
Post by: Shade Aurion on March 30, 2019, 05:04:59 am
I would love this. Always bummed me out that they went extinct. Would be kind of ironic since he was trying to preserve his kind and would end up being the last Reptite ever.

Agreed but it is now canon that Azala is female and the queen of the reptites ever since Chrono Trigger DS. I always thought he was a guy too but apparently the pink claws and cape were supposed to give off a feminine vibe. That was supposed to be the clue lol
Title: Re: Chrono trigger plus
Post by: ThegreatBen on March 30, 2019, 11:58:51 am
There is already something for the Reptites, not sure if Azala at the EoT would conflict.

For this release the EoT will only have one set of NPCs I will expand it in 2.1

There is also already a fighting tournament in 1999 Medina.

I am unfortunately out of time to work on this so some features will need to wait for the next release.

I will however at least make all continents in 1999 exploreable.
Title: Re: Chrono trigger plus
Post by: Mauron on March 30, 2019, 12:47:11 pm
On the stat boosts: I have documented that data, so it can be changed. I'm not sure if there are any unused entries on the list or not.

On Azala: CTDS (US) mentions that Azala is a woman, but the Japanese version does not specify a gender.
Title: Re: Chrono trigger plus
Post by: Chronosplit on March 30, 2019, 04:06:40 pm
Agreed but it is now canon that Azala is female and the queen of the reptites ever since Chrono Trigger DS. I always thought he was a guy too but apparently the pink claws and cape were supposed to give off a feminine vibe. That was supposed to be the clue lol
I always thought queen from the speech pattern, and how every era has some sort of female ruler/boss that matters to the era's subplots (Leene, Nadia/Marle, Zeal, Mother Brain, Azala and Ayla).  The only script that ever mentions Azala being a a king or queen is the DS english one though, Mauron's right. :P
Title: Re: Chrono trigger plus
Post by: Shade Aurion on March 30, 2019, 05:00:13 pm
I always thought queen from the speech pattern, and how every era has some sort of female ruler/boss that matters to the era's subplots (Nadia, Marle, Zeal, Mother Brain, Azala and Ayla).  The only script that ever mentions Azala being a king or queen is the DS english one though, Mauron's right. :P

Even still, nice point about the female rulers in each era. I hadn't even realised D=

Girl Robo might be a good character to put at the EoT. Maybe Ozzie, Flea, etc Tata, Cyrus (human).. I dunno. EoT would be a great place to plonk characters who never get seen again and give them some basic dialog. If on of the EoTs is only available post game I don't think it would take too much away and nothing is really saying that they have to stay in the EoT forever. They could all just be visiting :)
Title: Re: Chrono trigger plus
Post by: lexluthermiester on March 30, 2019, 09:59:19 pm
There is already something for the Reptites, not sure if Azala at the EoT would conflict.

For this release the EoT will only have one set of NPCs I will expand it in 2.1

There is also already a fighting tournament in 1999 Medina.

I am unfortunately out of time to work on this so some features will need to wait for the next release.

I will however at least make all continents in 1999 exploreable.
Wow you've been busy!  :thumbsup: :beer: :woot!:
Title: Re: Chrono trigger plus
Post by: ThegreatBen on March 31, 2019, 05:11:38 pm
@Mauron not sure if you were still interested in trying to rig up something that would let you increase running speed in game, but I took the time to find all the run speed bytes.

Right 0x008934
Left 0x008953
Up 0x008972
Down 0x008991
Down right 0x0089B2 and 0x0089B9?
Down left 0x0089E1 and 0x0089EC?
Up right 0x008A16 and 0x008A21?
Up left 0x008A4D and 0x008A54?

Not sure why the diagonals have two bytes that affect the speed but from observation the second listed address for them is probably the most significant one.
Title: Re: Chrono trigger plus
Post by: Mauron on April 08, 2019, 04:57:13 pm
Here you go. (https://maurtopia.com/runspeed.ips)

7E2890 is the run speed, and 7E2891 is the walk speed. If both of those are 0, it sets them to the default. The Autorun patch is enabled in this version. Don't change the setting in Warrior Workshop, it will crash your game.

The diagonals have two values because the speed is distance in pixels moved. Diagonals move the sprite both vertically and horizontally.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on April 08, 2019, 05:24:41 pm
Awesome, unfortunately I have long filled those two addresses, is it possible to point them to 7E2896-7?

If not I can probably find what I stored there and reassign it.


Also not a huge deal but is it possible to easily permanently change a characters palette in game?

Thanks again for your help.
Title: Re: Chrono trigger plus
Post by: Mauron on April 08, 2019, 05:31:44 pm
It'll take like 30 whole seconds of work. (https://maurtopia.com/runspeed2.ips)

Character palettes have to be reloaded from ROM repeatedly. In game changes are not possible.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on April 08, 2019, 05:36:22 pm
Thanks, I will put this to good use.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on April 29, 2019, 12:44:48 pm
Here's a video showing off what Ive done with the hack, I'm very excited about this.

https://youtu.be/i8MISyX9_Vg

The Speed shoes and the ability to play as another character were all figured out by Mauron.
Title: Re: Chrono trigger plus
Post by: XModxGodX on May 01, 2019, 06:22:41 pm
Maybe swap the running and idle animations for the frog.
Title: Re: Chrono trigger plus
Post by: Shade Aurion on May 02, 2019, 06:28:12 pm
That looks great! Love the area you made for it too :3
Title: Re: Chrono trigger plus
Post by: ThegreatBen on May 05, 2019, 06:38:57 pm
Maybe swap the running and idle animations for the frog.

Ya, I'll see what I can do.

That looks great! Love the area you made for it too :3
Thanks

As for updates Choras is mostly mapped out just gotta set up the events.

After that I want to try to allow early recruiting of Ayla.

The speed shoes are a blast to play with, they can outrun the conveyor belts in the factory and the wind on Death Peak.

Title: Re: Chrono trigger plus
Post by: XModxGodX on May 08, 2019, 11:16:15 am
Wait I thought the wind was an event trigger or whatever.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on May 08, 2019, 12:33:59 pm
You're right it is a scripted event, and if it catches you it will still blow you off the mountain.
Now however the party can run fast enough that they can get to the next screen before the wind starts blowing.
Title: Re: Chrono trigger plus
Post by: andrewclunn on May 09, 2019, 02:42:18 pm
Once the MSU with video stuff is finalized and fully integrated, would integrating that patch with effective skips the in game duplication of actions be worth a go?  Like no need to show frog splitting the mountainside twice, so the MSU enabled cutscene would effectively replace in the in game scene to keep things more consistent in the flow.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on May 09, 2019, 02:53:39 pm
Qwertymodo has been fairly quiet lately but if the videos do make it in I will fix it so they replace the existing scene.

For some reason that reminded me that I still want to have the whole party present and participating in the post Mountain of Woe scene and the Time egg scene FFX style, with the better understanding I have of palettes now it should be doable.
Title: Re: Chrono trigger plus
Post by: Thirteen 1355 on May 26, 2019, 08:17:31 am
Woah, it's great to see this hack is still being worked on in order to iron out all the small polish issues. For now I've been sticking to Chronosplit's bugfix+uncensoring patch, but once this hack has reached a state in which it will feel nicely polished, I'll certainly give it a spin.

Oh that makes me think, is this hack compatible with Chronosplit's patch, or does it include the fixes/uncensoring in some way?
Title: Re: Chrono trigger plus
Post by: ThegreatBen on May 26, 2019, 08:35:13 am
Unfortunately it isn't compatible, but Chronosplit was cool enough to give me a list of some of the more glaring Tex errors.

This project has really slowed down right now, I don't have much left do for 2.0.

The newest addition was I added a second working arcade machine to Medina 1999.
Title: Re: Chrono trigger plus
Post by: pleasejust on May 27, 2019, 11:43:17 am
I think if you combined this with bugfixes + uncensored, it would be the ultimate CT experience.
Title: Re: Chrono trigger plus
Post by: lexluthermiester on May 28, 2019, 02:25:07 am
Here's a video showing off what Ive done with the hack, I'm very excited about this.

https://youtu.be/i8MISyX9_Vg

The Speed shoes and the ability to play as another character were all figured out by Mauron.
:thumbsup: :crazy:
Very nice!
Title: Re: Chrono trigger plus
Post by: SunGodPortal on June 01, 2019, 03:58:20 pm
Here's a video showing off what Ive done with the hack, I'm very excited about this.

https://youtu.be/i8MISyX9_Vg

Yeah, that's pretty cool.
Title: Re: Chrono trigger plus
Post by: Recca on June 06, 2019, 04:11:21 am
Here's a video showing off what Ive done with the hack, I'm very excited about this.

https://youtu.be/i8MISyX9_Vg

The Speed shoes and the ability to play as another character were all figured out by Mauron.
Looks awesome! :thumbsup:

However, if I may make one minor suggestion: I believe that the running animation for the Amphibite (frog monster) might look better if it was animated. Perhaps adding the standard left and right hopping animation when it's normally standing still would look good when it's running if it were accelerated. When I mean is doubling the speed of its left and right hopping pattern when it's running forward in the arcade mini-game. This way, it would look like it's actually running/hopping.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on June 06, 2019, 07:26:36 am
Thanks for the continued interest guys, sadly since the weather has warmed up I've had almost zero time for this project.

I'm not sure about changing the running animation for the frog without screwing up its other ones.
Title: Re: Chrono trigger plus
Post by: Vehek on June 06, 2019, 01:17:43 pm
The problem is that walking/running animations are automatically selected by the game engine, not something that can be set by event code. You might be able to create a new animation set and assign it to an empty NPC slot with the frog's other graphics. It would depend on whether the small amount of free space after the regular animation data is still free, and enough for however many animations it will need to do. (And if the game does properly load additional animation data pointers.)
Title: Re: Chrono trigger plus
Post by: alien nose job on June 06, 2019, 02:21:11 pm
Hey there, all these modifications seem very interesting.

I don't know the original game very well (started it only recently), so I didn't want to look too close at your work to avoid spoiling myself, but I kept checking back this thread, lol.

Nice work, keep at it, it is very promising, and like everyone said, swapping idle and running anim would work fine if you can pull it.

Enjoy the weather !
Title: Re: Chrono trigger plus
Post by: ThegreatBen on June 07, 2019, 04:44:27 pm
Finally had some time to work on this this morning, Proto Dome 1999 is done meaning all the maps are finished.

Still gotta and NPCs and finish up my quest and it's done.

I'll play around with the frog animations and if I find one that works I'll make a custom frog with it.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on June 20, 2019, 07:54:57 pm
Proto Dome 1999 is done, Choras needs a few NPCs and I gotta finish the last stage of my big quest and it's done.

It's in the home stretch now.
Title: Re: Chrono trigger plus
Post by: gardnaeden on June 21, 2019, 12:27:24 am
Good evening. First time posting here,

I've been playing version 1.3 and I've been loving the hack and the changes, especially to 1999 A.D., as others have mentioned.I know previous posts have mentioned that certain reptites can be saved, and my first playthrough resulted in no survivors in the village. So 2nd playthrough I made it a point to talk to every npc on the 65m BC map after every story event. I even tried to go back after making it to the Throne Room in the Tyranno Lair in case that yielded something, but I haven't noticed any dialogue differences and everyone still dies upon completing the Tyranno Lair, so unsure which reptites get saved and how.

However, I've noticed a strange glitch with frog in The Reptite Village. If he's your third party member, you can actually talk to him in any of the huts and he says 'we are...not of this time.'  A text box then comes up and says 'Well now that doesn't bode well for us now does it.'   Finally, a text box is yielded that says 'Me no understand, we smash Reptite now?' comes up. Then Frog will go ape (pun intended) and turn into a copy of Ayla that has collision. I had to reset the first time this happened because my lead member was completely stuck inside Ayla.

I'm unsure if this dialogue sequence is the key to a cutscene puzzle that will save the reptites that people have mentioned, but if it is, it doesn't seem to be working correctly on my ROM. Unsure if this was fixed in the 1.4 version.  I have a sequence of images below detailing the glitch.
https://i.imgur.com/xSjC65J.jpg https://i.imgur.com/EtKiCOP.jpg https://i.imgur.com/SU6R3PN.jpg https://i.imgur.com/csof5mq.jpg

This glitch only seems to happen if Frog is your third party member. Nothing happens with any other character as party member 3.

Thank you again for your work on this project.
Title: Re: Chrono trigger plus
Post by: lexluthermiester on June 21, 2019, 03:31:47 am
Proto Dome 1999 is done, Choras needs a few NPCs and I gotta finish the last stage of my big quest and it's done.

It's in the home stretch now.
:thumbsup:
Title: Re: Chrono trigger plus
Post by: ThegreatBen on June 26, 2019, 01:55:15 pm
Finally version 2.0 is ready!

It'll be play tested first, so far Andrew Clunn and Sungodportal have volunteered though others are welcome.

I skipped from version 1.4 to 2.0 because this is a massive update.

All 1999 is explorable, and the small part that was previously available is improved as well.

You can no acquire the ability to go to 1999 via Epoch, however only from the End of Time and only to a set location. Later versions will allow it on the world map but I'll need time to readjust the tile properties.

Magus on the Blackbird is much less buggy.

Added a new flavor scene early on.

End of Time is expanded.

Crossing Lab 32 on foot is now longer and has some story.

New area in 2300ad where Porre used to be.

Seraph Song accessory now useful

Probably lots of other stuff but I forget cause it's been like 7 months.

Title: Re: Chrono trigger plus
Post by: ShiningForceHero on June 26, 2019, 09:45:00 pm
I am willing to give this new version a play if you want the testing :)
Title: Re: Chrono trigger plus
Post by: ThegreatBen on June 26, 2019, 10:21:52 pm
I am willing to give this new version a play if you want the testing :)

No problem
Title: Re: Chrono trigger plus
Post by: andrewclunn on June 27, 2019, 05:57:51 pm
Iron blade's description refers to it as being made of bronze.

In the Marle section after the telepod mistake, if you re-enter the portal section of the forest twice the game locks (apparently trying to do the go home sequence, but failing due to only Marle being in the party).

Similarly, if you go back to the portal forest room as Marle just once and beat the imps there, then the game will freeze when Crono appears to follow her.
Title: Re: Chrono trigger plus
Post by: lexluthermiester on June 27, 2019, 07:17:30 pm
Finally version 2.0 is ready!

It'll be play tested first, so far Andrew Clunn and Sungodportal have volunteered though others are welcome.

I skipped from version 1.4 to 2.0 because this is a massive update.

All 1999 is explorable, and the small part that was previously available is improved as well.

You can no acquire the ability to go to 1999 via Epoch, however only from the End of Time and only to a set location. Later versions will allow it on the world map but I'll need time to readjust the tile properties.

Magus on the Blackbird is much less buggy.

Added a new flavor scene early on.

End of Time is expanded.

Crossing Lab 32 on foot is now longer and has some story.

New area in 2300ad where Porre used to be.

Seraph Song accessory now useful

Probably lots of other stuff but I forget cause it's been like 7 months.
Wow!  :woot!: :thumbsup:
Title: Re: Chrono trigger plus
Post by: ThegreatBen on June 27, 2019, 07:18:14 pm
Good catch
Title: Re: Chrono trigger plus
Post by: andrewclunn on June 27, 2019, 10:10:35 pm
Okay this one existed in the old game, but I really wish it would be fixed.  When giving somebody a name that's shorter than the default name, the back / cancel button doesn't remove empty space, thus appending an extra space at the end of their name.  So my Crono named "Bob" is actually named "Bob " and such.  Again, this exists in the original game, but man is that annoying.
Title: Re: Chrono trigger plus
Post by: pleasejust on June 27, 2019, 10:13:24 pm
Curious, does this have any of the bugfixes and uncensoring from the bugfixes and uncensored patch?
Title: Re: Chrono trigger plus
Post by: andrewclunn on June 27, 2019, 10:47:48 pm
It'd b nice if the knight near the king's room in 600 AD (who calls Frog / Glenn a spy) said something different if Frog is in your party when you talk to him.

June 27, 2019, 11:23:13 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
The rat instructions of Dash with the B button, catch him with the A button, don't really work since the auto run patch is automatically applied.

June 27, 2019, 11:56:22 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Going backwards through the walking ruins path (when you haven't first cleared it going the other way) is broken.

June 28, 2019, 12:09:46 am - (Auto Merged - Double Posts are not allowed before 7 days.)
And you've introduced an invisible wall in the left side of the factory where Robo disables the laser defense systems, making the game unbeatable beyond that point.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on June 28, 2019, 07:48:32 am
Ok it's all fixed, I'll try to get that uploaded for you sometime today.

The factory thing was weird, I never messed with that map at all but the solidity (which I assume was vanilla) wouldn't allow passage.
Title: Re: Chrono trigger plus
Post by: Mauron on June 28, 2019, 04:02:47 pm
Okay this one existed in the old game, but I really wish it would be fixed.  When giving somebody a name that's shorter than the default name, the back / cancel button doesn't remove empty space, thus appending an extra space at the end of their name.  So my Crono named "Bob" is actually named "Bob " and such.  Again, this exists in the original game, but man is that annoying.
I'm looking into this. I found one option, but it creates new issues with name entry.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on June 29, 2019, 09:46:58 am
Curious, does this have any of the bugfixes and uncensoring from the bugfixes and uncensored patch?

Sorry I forgot to answer this.
Yes it does,Chronosplit gave me a list of spelling and grammar errors that I fixed and Mauron has helped me fix quite a few vanilla bugs.
Title: Re: Chrono trigger plus
Post by: Mauron on June 29, 2019, 06:05:46 pm
(https://i.imgtc.ws/lN4vI5S.png)

I need 33 bytes of free space to apply this patch. It will work with or without the six letter name patch.

Note that inserting a space and deleting a character are not the same. This changes FF spaces to 00 string terminators. EF spaces will be preserved, so you can a character "Th is" or even "This " if you really wanted to.

Any trailing space character will be removed. Any mid-name or leading space character will remain.


Much better solution: Change 0x02E301 to EF. Requires no free space.

Space replacement code:
Code: [Select]
A2 05 00 E2 20 BD 90 98 F0 08 C9 FF F0 04 C9 EF
D0 06 9E 90 98 CA D0 ED C2 20 A2 90 98 AC 0C 0F
6B

That part needs to be inserted into free space.

Modified code at 0x2E381:
Code: [Select]
22 00 00 00 EA EAThe 00s need to be replaced with a long address of the new code. If you don't understand what that means, just give me the location of the space you reserved.

Edit: Slightly better solution.

Edit 2: Much better solution.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on June 29, 2019, 07:18:59 pm
Cool, I can slap that in with the next big fix.
Title: Re: Chrono trigger plus
Post by: Mauron on June 30, 2019, 08:09:01 pm
I made a couple small changes to the code. Any trailing space will be removed, but it's 6 bytes larger.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on June 30, 2019, 09:16:41 pm
Shouldn't be a problem, also I was curious if you were still looking into the ai stuff?
Title: Re: Chrono trigger plus
Post by: Mauron on June 30, 2019, 09:25:56 pm
Very slowly. I lost some data and have been procrastinating on restoring a bunch of stuff. :/ Eventually everything will be done.
Title: Re: Chrono trigger plus
Post by: lexluthermiester on July 01, 2019, 12:37:15 am
Shouldn't be a problem, also I was curious if you were still looking into the ai stuff?
Gave you a mention here;

https://www.techpowerup.com/forums/threads/what-are-you-playing.204644/page-314#post-4072649

Will make another post once the new version is out and I'm playing through it. Looking forward to giving your project some exposure.  :thumbsup:
Title: Re: Chrono trigger plus
Post by: Shade Aurion on July 01, 2019, 12:59:47 am
So once this project is complete, what will be the only missing content? The DS post game stuff?
Title: Re: Chrono trigger plus
Post by: ThegreatBen on July 01, 2019, 07:11:43 am
Gave you a mention here;

https://www.techpowerup.com/forums/threads/what-are-you-playing.204644/page-314#post-4072649

Will make another post once the new version is out and I'm playing through it. Looking forward to giving your project some exposure.  :thumbsup:

Cool, thanks.

So once this project is complete, what will be the only missing content? The DS post game stuff?

Not sure this project will ever be complete, between fan suggestions and Mauron making new things possible there's always new things being added. However there is no plans to and the DS post game stuff.
Title: Re: Chrono trigger plus
Post by: lexluthermiester on July 01, 2019, 02:08:42 pm
Cool, thanks.
NP, lovin the work you guys are doing!

However there is no plans to and the DS post game stuff.
IMHO, there isn't much to add in. To be fair all of the DS extra content is present in the Windows/iOS/Android versions of the game(AFAIK, I have the Windows and Android version and haven't noticed anything missing).
Title: Re: Chrono trigger plus
Post by: SpringSonic9187 on July 01, 2019, 02:12:14 pm
IMHO, there isn't much to add in. To be fair all of the DS extra content is present in the Windows/iOS/Android versions of the game.
Not 'all' of them. *Points at Arena of Ages*
Title: Re: Chrono trigger plus
Post by: Shade Aurion on July 01, 2019, 07:05:27 pm
Not sure this project will ever be complete, between fan suggestions and Mauron making new things possible there's always new things being added. However there is no plans to and the DS post game stuff.

Oh I wasn't suggesting you add stuff, just double checking. At some point i'll do a Chrono Trigger playthrough and I was planning to do yours and do a second playthrough of the modded steam version for the other stuff :3
Title: Re: Chrono trigger plus
Post by: ThegreatBen on July 01, 2019, 08:29:55 pm
Shouldn't be long now, I have the two best playtesters there is on it now.

Sungodportal who keeps multiple saves all the way through and rechecks everything very thoroughly.

And Andrew Clunn who finds bugs absolutely no one else would because he trys things no one else would think to do.
Title: Re: Chrono trigger plus
Post by: andrewclunn on July 02, 2019, 07:48:56 pm
Being a developer in real life, it's super fun trying my hand at the QA side of things  :thumbsup:
Title: Re: Chrono trigger plus
Post by: Mauron on July 03, 2019, 06:21:24 pm
I did some testing with the name thing, and found a better solution. Change 0x02E301 to EF.

In the Japanese version, the FF character is used exclusively as a space. The US version, for reasons I don't fully understand, uses both EF and FF as space characters. In the case of the name screen, EF was used for entering a space, while FF was used when deleting a character.

Existing code already removes EF spaces, but the FF spaces were untouched. By replacing the deletion with an EF space, the code consistently works as intended.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on July 03, 2019, 11:05:07 pm
That makes sense, thanks
Title: Re: Chrono trigger plus
Post by: andrewclunn on July 04, 2019, 07:17:43 pm
SO now that Robo is solid when he's following you as the fourth party member in the end of time, it's possible to go to the right edge (where you'd typically board the Epoch later) and then get stuck.  He literally won't move out of the way.  Soft lock achieved.

July 04, 2019, 07:22:25 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Hmm, when asked who would stay behind I elected to leave Chrono behind.  Now I've got Robo in my party and another Robo still following me...

July 04, 2019, 07:23:45 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Then I left the bar section for the first portion and immediately re-entered the door.  Black screen lock.

July 04, 2019, 07:24:18 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
I'm testing on Higan by the way for accuracy.
Title: Re: Chrono trigger plus
Post by: dawnbomb on July 05, 2019, 03:31:58 am
does this project have a discord to ask stuff in?
Title: Re: Chrono trigger plus
Post by: ThegreatBen on July 05, 2019, 09:03:11 am
Ok the first 2 were easy enough, the blackout thing I'm not sure what caused it but I took a crack at it, hopefully you have a save before talking to Gaspar.

Anyways I'll upload the new one later today.

does this project have a discord to ask stuff in?

Just ask here, this is the topics main page.
Title: Re: Chrono trigger plus
Post by: andrewclunn on July 06, 2019, 04:02:07 pm
The rock helm's description has an extra space before the period at the end.

July 06, 2019, 05:42:13 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
When Lucca is in the front of my party and we get into the area with the spoiled refrigeration to grab the seed (first time in the future), she becomes stuck in her sad / disappointed pose until I leave the room.

July 06, 2019, 05:49:11 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
The second mutant fight when crossing the ruins instead of winning the race doesn't actually work.

July 06, 2019, 05:52:05 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Hmmm, apparently I can get it to half trigger and then run out of the way before the battle starts.

July 06, 2019, 08:50:50 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
I walk most of the way through the door to go to Spekio, then I go to the menu, and when I exit out of it I'm stuck in the doorway.

July 06, 2019, 09:46:19 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
This is just a note, but it seems like you changed some, but not all of the speaker's names from all caps to Normal Casing.  Crono's mom speaks as "Gina" bu kino speaks as "KINO"  No sure which way you wanted to go, so I'm not sure which are bugs.
Title: Re: Chrono trigger plus
Post by: rikimaruaxu on July 06, 2019, 08:18:44 pm
Really looking forward to playing this. Wouldn't even mind playing it with the bugs that I know you are looking to fix before release. Hopefully It's done soon cause I would love to explore the 1999 area.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on July 06, 2019, 10:09:43 pm
Ok I think I got most of these, and the name thing is added now (probably wont affect saved games though) I'll need some more details on the Spekkio room thing and I'll get a patch out to you tomorrow.
Title: Re: Chrono trigger plus
Post by: andrewclunn on July 06, 2019, 10:53:43 pm
Battle with Magus has messed up sprites.  The good news is that I got all the way from Spekio to the battle with Magus with everything else appearing to work properly, despite my efforts to break stuff of course.

July 07, 2019, 07:24:48 am - (Auto Merged - Double Posts are not allowed before 7 days.)
IN the Tyrano Lair, the upper switch door with the drop down floors after Nizbel breaks once you fall through the floor.  Now soft locked and can't move forward.  Shoot me an email if you want a copy of my save file, I have three saves, all at different points before various bugs I've pointed out.
Title: Re: Chrono trigger plus
Post by: x5t on July 07, 2019, 07:49:53 am
Thank you for doing this project. Really cool there are still so many people playing these old games.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on July 07, 2019, 08:25:55 am
I fixed the Spekkio door bug this morning but the Magus one is a little more difficult,  he glitches if any uncompressed enemy is used, possibly because I checked the "all enemies can be uncompressed" box? Uncheckiing it does nothing though.

The battle with the R series wasnt glitched?

I dont remember doing anything in the Tyrano lair, what exactly happens?

Thank you for doing this project. Really cool there are still so many people playing these old games.

Thanks hope you enjoy it once its ready

Edit: Nevermind, when I edited the bar (EoT) to fix the last report the script was too big and moved some data or something, I cut out about 140 unneeded functions and imported it and it works fine.

The Tyrano lair was just another case of Crono needed to be in the party, but it was easy enough to fix that.

If the Arris dome refrigerator room the lab 32 second fight and the first events at the end of time work on the one you have then I'll send you the lastest fix.
Title: Re: Chrono trigger plus
Post by: Mauron on July 07, 2019, 11:38:46 am
Send me a patch of the latest version, I'll look into Magus. I have an idea of the problem.

The name fix only takes effect when altering a character's name. Existing extra spaces will need to be replaced to address it.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on July 07, 2019, 11:56:40 am
Send me a patch of the latest version, I'll look into Magus. I have an idea of the problem.

The name fix only takes effect when altering a character's name. Existing extra spaces will need to be replaced to address it.

As much as I'd like to know what went wrong I no longer have a version where he is glitched, I figured it happened when I added a few lines to my end of time script, when I deleted  around 140 unnecessary lines and re-imported it back into the rom it fixed the problem.

Andrew has the latest version and as far as I know all reported bugs are fixed.
Title: Re: Chrono trigger plus
Post by: andrewclunn on July 07, 2019, 04:37:03 pm
Tyrano Lair bug is fixed.  Magus was still bugged (though I don't think you said that was fixed yet).
Title: Re: Chrono trigger plus
Post by: Mauron on July 07, 2019, 05:50:48 pm
Magus was a combination of issues on my end. The current version wasn't adding or removing the uncompressed monster hack properly, and my code was branching wrong if Magus's sprite packet was used. I posted an update to fix both issues. Disable and reenable the hack to fix it.
Title: Re: Chrono trigger plus
Post by: andrewclunn on July 07, 2019, 06:38:00 pm
Entering Kajar's secret room gets me instantly stuck.

July 07, 2019, 06:48:02 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Talking to somebody and then deciding not to take them works fine for Crono, but is a bit weird for all other characters.

July 07, 2019, 06:49:05 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Also man are those stairs to the bedroom buggy

July 07, 2019, 07:36:34 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
The name fix works!
Title: Re: Chrono trigger plus
Post by: ThegreatBen on July 07, 2019, 07:46:57 pm
Magus wasn't fixed? I didnt actually check him, I just assumed he was fixed when the R-Series was fixed.

I'll apply Maurons fix and take a look at Kajar.

Thanks for the report.
Title: Re: Chrono trigger plus
Post by: andrewclunn on July 07, 2019, 08:34:42 pm
Ummmm... why did I just auto-beat the Lavos shell when I got to that part in the Ocean Palace?

July 07, 2019, 08:37:56 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
I've verified that when I go to Lavos via the right telepod new game plus gate, it's still there as per normal.

July 07, 2019, 08:45:33 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Ummm, I wasn't expecting the developer room ending when I beat the game in the Ocean Palace...
Title: Re: Chrono trigger plus
Post by: ThegreatBen on July 07, 2019, 08:45:57 pm
Well that's not good, I really hate when I have to deal with Lavos' script.
Title: Re: Chrono trigger plus
Post by: Mauron on July 08, 2019, 09:15:33 pm
Ummm, I wasn't expecting the developer room ending when I beat the game in the Ocean Palace...
This one is normal. The other issue sounds like a goto is pointed wrong.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on July 08, 2019, 09:24:02 pm
This one is normal. The other issue sounds like a goto is pointed wrong.

In my hack it's supposed to go to my new 'Save Zeal' ending which is triggered by an item dropped by OP Lavos, the problem was I deleted a bunch of objects from the script without adjusting a sprite priority command.

Title: Re: Chrono trigger plus
Post by: andrewclunn on July 09, 2019, 02:49:59 pm
EDIT - This post contains lots of spoilers regarding an ongoing hack.  You've been warned.

My apologies for the delay.  I should be able to do some testing this evening.  I'm not going to be testing the endings in this run through.  I'm saving that for the new game plus second run through, when I'll also be testing to see if the speed boost enables me to break anything, doing the extra Zeal stuff, and all that.  This first run is about testing all existing content, non-optional new segments, and end game side quests through to completion.

If you want my feedback regarding balance I'd say that the game is a bit harder without power leveling (which is good), but holy hell that Dino Tank!  So much luck involved, even if you know exactly what you're doing.  That's the only fight I might consider nerfing slightly based on the new growth scheme (and Crono rightly not being so OP anymore) because I had to go grind in the prison (not exactly an efficient or fun place to do so) to stand a chance.

I'm loving many of the subtle script changes I'm seeing (Azala I'm looking at you).  Well done.  Though there were two places where I noticed some odd things.  I would consider changing "humanoid" as a base description for Lavos, with "It looks almost human" or something more generic, as it's entirely possible to enter that fight with no character who would ever use that term.  I'll do a much closer reading of the script for any weird things I notice on the second play through.  Thank you for making all the items have real descriptions that specify what they do.  It's such a minor, but nice to have bit of polish.

This really does feel like a much improved version, which allows for more variety in party choice, so that it's really a question of which three and not Crono and which other two.  I think Marle's haste spell impacting the whole party really makes her a much more viable party member.  Also the non-Crono triple techs being unlockable without needing to take up an accessory slot.  Having names carry over from one playthrough to the next (as well as money) are ace choices.  The Special Johnny only weapon has to be my favorite little easter egg; almost feels SYmphony of the Nightish in how that item is uniquely found / works.  That I still have all the new end game content left to try and test has my psyched!
Title: Re: Chrono trigger plus
Post by: ThegreatBen on July 09, 2019, 03:42:09 pm
Thanks, that's exactly what I was aiming for with this hack.

I suppose it wouldn't be too bad to take some oomph out of the dragon tank, it is only the second boss.

The speed shoes will probably have to be reduced just a little, every now and then they outrun the screen and crash.

Magus is still buggy in the last version I sent you, hopefully Mauron knows what's up.
Title: Re: Chrono trigger plus
Post by: andrewclunn on July 10, 2019, 02:37:37 am
Kajar is fixed, Lavos not so much.  I don't see Lavos' face when the battle begins, but instead a droid, which then vanishes and it's treated like I just beat Lavos.

July 10, 2019, 02:42:44 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Everyone's bed situation is good, except Frog's.

July 10, 2019, 02:51:34 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Fighting Lavos from the bucket causes a graphical glitch when I win.  People aren't huffing and puffing from a tough battle, they're sprites are garbbled.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on July 10, 2019, 08:24:40 am
Ok guess I have more work than I thought.
Title: Re: Chrono trigger plus
Post by: andrewclunn on July 11, 2019, 11:12:39 pm
Lavos works, but Magus is still busted.  Time to test the end game content.  I'm going to do this run with Magus, and do new game plus without him.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on July 12, 2019, 05:32:14 am
Don't worry about Magus, I just didn't have time do use the fix properly.

I also forgot to fix Frog's animations at the EoT.

If you want to know anything about 1999 just PM me and I'll help you out though I can't send a patch until Monday.

July 12, 2019, 09:40:39 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Also if you're using the msu-1 tracks keep a save before powering up the Masamune, there's a music bug there but I might be able to fix it.
Title: Re: Chrono trigger plus
Post by: andrewclunn on July 12, 2019, 10:02:25 am
I wasn't using MSU-1 for this playthrough.  I will when doing New Game Plus.

July 13, 2019, 05:59:23 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Ozzie still calls me Magus (end game side quest), even if I've changed the name... was this a bug in the base game too?

July 13, 2019, 06:34:56 am - (Auto Merged - Double Posts are not allowed before 7 days.)
I'm of the opinion that the Siren's Kiss SHOULD carry over for new game plus, since it's Marle's second best weapon.

July 13, 2019, 06:37:10 am - (Auto Merged - Double Posts are not allowed before 7 days.)
When I got the Red Sparrow it referenced the Kali blade powering up, but it should have been the Onimaru

July 13, 2019, 06:51:09 am - (Auto Merged - Double Posts are not allowed before 7 days.)
This is a feature request, but it's so simple for such a big payoff that I almost think it's mandatory.  Replace the Wallet with some consumable in the future and make it obtainable very early on (like in Yakra's hideout or something).  This would allow for low level playthroughs, plus by enabling such low level players to be amassing money faster, they could maybe purchase the overpriced stuff from the anti-human mystic shopkeeper, enabling them to push the low level run even further.  And besides, by the time people get the wallet normally, money is practically useless anyways.

July 13, 2019, 06:58:02 am - (Auto Merged - Double Posts are not allowed before 7 days.)
I got the "The King basically murder your mother by ignoring her" speech (which I had already gotten) when I went back to the present castle after retrieving the rainbow shell in the Middle Ages.

July 13, 2019, 07:12:56 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Talking to the Old Man about Crono's death brings back the end of time doorway black screen bug.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on July 13, 2019, 07:26:09 am
Everyone in the middle ages calls him by his title "Magus" regardless of his name, it just seemed really weird that they used to call him by whatever name you gave him.

Siren's Kiss? Sure, the Valkyrie is much stronger now anyway.

The Wallet thing seems reasonable.

You mean you got the scene from going in with Jerky then again from the Rainbow shell? That's weird I never changed anything there.

So the screen goes black after the conversation when you leave and try to reenter?
Title: Re: Chrono trigger plus
Post by: andrewclunn on July 13, 2019, 10:33:26 am
Everyone in the middle ages calls him by his title "Magus" regardless of his name, it just seemed really weird that they used to call him by whatever name you gave him.

Really?  Because I've seen numerous people refer to him as Janus in the Middle Ages (which is what I named him).

You mean you got the scene from going in with Jerky then again from the Rainbow shell? That's weird I never changed anything there.

Hold off on this one.  I'm going to do some more testing to give you a better idea of what's happening.

So the screen goes black after the conversation when you leave and try to reenter?

Yeah, I leave and half expect him to say "Hey" as I'm walking away.  But if I re-enter the room when I leave the bar area... black screen.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on July 13, 2019, 11:07:34 am
Ok, I want everyone to call him Magus in the middle ages for consistency sake.

Ok I have an idea what's up with that, the "Hey" trigger was probably never relocated on the new map so the story doesn't advance properly.

Unfortunately no testing can be done until Monday.
Title: Re: Chrono trigger plus
Post by: andrewclunn on July 18, 2019, 10:50:27 am
More testing to happen this weekend, sorry for the delay.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on July 18, 2019, 03:35:10 pm
Last few reported bugs are finally fixed including Magus.

As per request the Wallet can be obtained in Truce at the very start of the game.

Also working on some options to allow shortcuts during Ng+
Title: Re: Chrono trigger plus
Post by: andrewclunn on July 20, 2019, 07:47:25 pm
I now get a game lock immediately on entering the the bar at the end of time while at "The Time Egg" portion of the game.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on July 20, 2019, 07:52:00 pm
That's weird it worked perfectly for me, did you try from an earlier save?

I'm gonna give you a new version, it's just cool bonus stuff I added.
Title: Re: Chrono trigger plus
Post by: Pape29018 on July 22, 2019, 07:55:45 pm
I don't know if this has already been mentioned before, but would it be possible to name the upgraded Masamune with a new name to differentiate between the unupgraded one. I was thinking of Masamune 2, akin to Excalibur and its upgrade Excalibur 2 found in the Final Fantasy series... or maybe use the Mastermune name for Chrono Cross.
Title: Re: Chrono trigger plus
Post by: andrewclunn on July 23, 2019, 09:57:00 am
I don't know if this has already been mentioned before, but would it be possible to name the upgraded Masamune with a new name to differentiate between the unupgraded one. I was thinking of Masamune 2, akin to Excalibur and its upgrade Excalibur 2 found in the Final Fantasy series... or maybe use the Mastermune name for Chrono Cross.

That's already been done in the newer versions I've tested.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on July 23, 2019, 01:29:54 pm
So I started testing this myself in order to track down some reported crashes, and I figured while I was there I might as well make Ayla recruitable early.

She can be recruited (optionally) immediately after finishing the Dreamstone quest which is available upon arrival at the end of time. So far she works perfectly up until Magus' castle.
Title: Re: Chrono trigger plus
Post by: pleasejust on July 24, 2019, 11:35:13 pm
curious, does this hack balance the difficulty/make the game harder? I remember the original being too easy in general.
Title: Re: Chrono trigger plus
Post by: lexluthermiester on July 25, 2019, 06:43:17 am
curious, does this hack balance the difficulty/make the game harder? I remember the original being too easy in general.
There are other projects that make CT more challenging. If you're looking for a flavor of CT with more challege there is the following;
http://www.romhacking.net/hacks/993/
OR
http://www.romhacking.net/hacks/1740/
That one is the better of the two, IMHO.

I'm hoping this project will be on par with the difficulty of the original.  :thumbsup:
Title: Re: Chrono trigger plus
Post by: ThegreatBen on July 25, 2019, 10:08:50 am
This version is a little harder and far more balanced than the original,  you'll be required to use your available resources, purchase from shops, changes your party etc.

Ayla recruited early works 100% now, I'm still fixing bugs and refining things.

I've added a few more spots where the entire party contributes to the scene rather than just the three party members as well.

I've personally tested up as far as exile from Zeal.
Title: Re: Chrono trigger plus
Post by: andrewclunn on July 25, 2019, 10:17:02 am
curious, does this hack balance the difficulty/make the game harder? I remember the original being too easy in general.

There's an optional NES difficulty patch that ups the anti for harder gameplay.  I personally think this hack makes the game slightly harder in the early game (before getting to the end of time) and then it opens up so much that the difficulty has a lot to do with how much optional stuff you do.  Some item, stat, and skill changes make Lucca, Marle, and Frog much more viable end game characters.  Crono has the same end game awesomeness, but takes longer to get there.  I feels a lot more like an ensemble cast (ala FF6) than before.

For testing, send me the newest version, as it seems like a lot has changed.  My apologies for dropping off.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on July 27, 2019, 12:54:03 pm
So I finally played through to the end, everything is working fine now but I'm adding some additional scenes to the mid game.  ;)

Title: Re: Chrono trigger plus
Post by: andrewclunn on August 02, 2019, 09:47:21 pm
Well here's a bug.  Crono is dead, but there his is in the End of Time, sleeping in his bed.

August 04, 2019, 07:05:53 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Another one.  When Robo falls in battle he stands back up.  Graphical glitch?

August 04, 2019, 07:16:00 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Scratch that, it's not Robo, it's anyone and it happens after they're selected as a target, or a target all move is selected by another character.

August 04, 2019, 07:52:00 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Hmm, that issue might only be a problem in the Black Omen.  I wonder if this impacts the normal game...  Also A particular guru's hut on a floating island is completely borked.  Walking around the sky in Zeal and the projection that does nothing.

Another thing is that the local where Magus is saying that he has a front row seat to the end of the world... yeah that save point says ti's the dark ages, when it's 1999.  Actually none of the saving on the world map says the right time during 1999.

August 04, 2019, 08:02:48 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
A feature request: carry over the config settings from New Game Plus.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on August 05, 2019, 12:50:57 pm
Some of that stuff has been fixed, I'm currently playing through and grabbing all the last few bugs.
Title: Re: Chrono trigger plus
Post by: andrewclunn on August 05, 2019, 01:23:45 pm
One thing to note, all my testing has been with the sound off (for reasons).  So any audio bugs, I have not found.  I can try these later, but I'm not able to the way I've been testing so far.
Title: Re: Chrono trigger plus
Post by: Mauron on August 05, 2019, 02:30:50 pm
A feature request: carry over the config settings from New Game Plus.
I took a peak at this. I found where the settings are reset, but I'll need to do some digging before making any changes.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on August 05, 2019, 05:23:53 pm
I wouldn't mind if the fair prizes catfood and Silver points carried over too actually.
Title: Re: Chrono trigger plus
Post by: andrewclunn on August 05, 2019, 06:03:23 pm
Okay, and I say this as somebody who should know this, but what the heck is the point of the cat food?
Title: Re: Chrono trigger plus
Post by: ThegreatBen on August 05, 2019, 06:16:29 pm
Cat food gets you more cats
Title: Re: Chrono trigger plus
Post by: Mauron on August 05, 2019, 07:54:08 pm
Fair prizes, cat food, and silver points would be best addressed by moving the RAM values to a different area. The code I'm looking at now zeroes 7F0000-7F01FF (mostly storyline progression flags), 7E0400-7E04FF (mostly not documented, also time, copy of controller settings, and specific menu data), and 7E2990-7E29AF (mostly settings, including controller settings, also recruited characters). Then it copies default settings from the ROM, and default controller settings from the ROM to the 7E0408 area.

The 7E2990 area could probably be skipped on New Game+ (except for 7E29AF), and the second controller settings could be copied from RAM instead of the ROM. I'm not sure why there are two controller settings areas, but it's best to preserve them for now.

Edit: New Game+ resets all initial data, then copies part of SRAM back into RAM. So there's already options on how I can work with this data.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on August 08, 2019, 09:24:52 pm
This should have been ready by now but I had to add this in

https://youtu.be/JD3wB8obqIY

@Mauron I know the bytes right before 7E2990 don't reset on Ng+ so those ones probably don't either, I use them for my events and reset them manually at event 00.
Title: Re: Chrono trigger plus
Post by: lexluthermiester on August 08, 2019, 11:49:45 pm
This should have been ready by now but I had to add this in

https://youtu.be/JD3wB8obqIY

@Mauron I know the bytes right before 7E2990 don't reset on Ng+ so those ones probably don't either, I use them for my events and reset them manually at event 00.
That's really very cool. Will enemy's target it and will it take damage?
Title: Re: Chrono trigger plus
Post by: Mauron on August 09, 2019, 12:58:02 am
The data restored at New Game+ ends before the settings. Changing 0x3ffbc6 from 80 to 9B should keep settings.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on August 09, 2019, 07:04:04 am
That's really very cool. Will enemy's target it and will it take damage?

Enemies cant target it and your spells will not damage it, you however can attack it to shut it off.

This is necessary in battles like the Black Tyrano and Lavos second form that only shut off their defense when they are alone.

The data restored at New Game+ ends before the settings. Changing 0x3ffbc6 from 80 to 9B should keep settings.

Alright I'll try it out, thanks.
Title: Re: Chrono trigger plus
Post by: Mauron on August 09, 2019, 12:52:12 pm
I figured out how to copy over Silver Points and other rewards, but that's a more complex change, so I'm focusing on updating a tool that addresses this type of data.
Title: Re: Chrono trigger plus
Post by: Recca on August 09, 2019, 02:44:11 pm
That's amazing, I've always wanted to have an AI companion help you out in battles. Well, that's if Chrono Trigger was harder than it actually was. The vanilla game is known to be quite easy, but I suppose that's better than having it be too brutally difficult and unbalanced. I'm curious about two things though:

1. You mentioned that if you attack the AI, it will turn off. Let's say you did that and decide that you wanted it on again. Would you just attack it again or will it stay turned off until the next battle? Which brings up yet another question: If you did turn the AI off in battle, by default, will it be on or off in the next battle? Hopefully, you can't accidentally destroy it by attacking it too much, haha! :laugh:

2. Will there be other AI companion units available? I know that this might still be in the testing phase, but I'm wondering if such a thing would be possible? Maybe give the player a choice of which robot unit to purchase in the game and possibly the choice to exchange it at a booth if the player wants to try a different one. It would be interesting to choose from a list of all non-boss enemy robot units to have as a companion. It might make it more interesting to have more expensive and better units that a player could choose to save up Gold for and invest in it. Such units might also help the player win very difficult tournament style battles for better prizes that could otherwise be too hard without the additional help from an AI helper unit.

Nu might also make a nice temporary helper in a certain time period. Let's say, either when going to fight Azala through the Tyrano Lair or during the Ocean Palace stage. Or perhaps a knight (with a sprite like the prison guard enemy) could volunteer to come along with you to take on Magus at his castle or at least during the Zenan Bridge fight. If the player had this person in their party, it could just be said that he wasn't sucked through the time portal after defeating Magus. He might also be available to rejoin the party as well, but only when in the Middle Ages. For example, when taking on a side quest there such as the desert monsters for Fiona, Ozzie's Lair or The Giant's Claw island. Perhaps this knight could be stationed somewhere at the Guardia Castle or elsewhere in the city. It's just an idea. And as a last note, I would just like to thank you all again for working on such an amazing project. I hope that it all goes well, best of luck to all of you! :beer:
Title: Re: Chrono trigger plus
Post by: ThegreatBen on August 09, 2019, 03:10:38 pm
I figured out how to copy over Silver Points and other rewards, but that's a more complex change, so I'm focusing on updating a tool that addresses this type of data.

Cool, thanks.

@Recca attacking it turns it off for the battle (which can also happen by accident) but it is immune to spells so go nuts. It will always be active at the start of battle, it can be sold at any time and repurchased again at the same location as many times as you want.

Yes there will be more eventually, there are quite a few unused enemy slots after I took out the Lavos boss rush and you can make one out of literally any character in the game.


I'm currently toying around with a Schala companion just for the hell of it.

Title: Re: Chrono trigger plus
Post by: andrewclunn on August 09, 2019, 11:59:52 pm
Having a companion that you had to protect for a particular battle, against an enemy that's prone to making your characters go chaotic.  A completely random thought, but since the project is now moving into the "cool stuff just because" territory, I figure why not?  Maybe protecting Tata as he's running away from enemies?

August 10, 2019, 09:24:00 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Well I'm trying a low level (somebody always has the wallet equipped) no magic run.  I had to new game plus to build up some power tab enabled buffs to get passed the dragon tank, and the R66 fight took a couple tries, but once I was able to buy some of that overpriced mystic equipment, it's been smooth sailing (though Robo coming in at level 10 and Ayla at level 18, while being able to switch out the level 1 Crono for Frog if I want certainly helps).  Trying to see if I can get all the way to 1999 for those permanent stat boosts.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on August 10, 2019, 02:36:49 pm
Sounds like a really tedious challenge if you ask me but have at it.

Is there any problem entering the arcade on the version I just gave you?

My other tester said it went to black so I fixed it and it worked on my laptop, but when I tried my other computer it went black again.
Title: Re: Chrono trigger plus
Post by: andrewclunn on August 10, 2019, 04:00:33 pm
Arcade works fine foe me.  However, if You have Crono, Frog, and Ayla in your party when you fight Magus, nobody accuses Magus of creating Lavos, so the text doesn't make any sense.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on August 10, 2019, 04:39:38 pm
Good that its working,  I guess I need to add a line for Ayla there.

Only a few more maps need the drone added. I also added a few more scenes that use the whole current party rather than just the three current members. 

I found the scene in the hut after the Ocean Palace much more impactful with all recruited characters taking part.
Title: Re: Chrono trigger plus
Post by: andrewclunn on August 12, 2019, 10:14:57 am
So I've gotten to Death Peak in my always Wallet equipped low level / no magic skip Spekio run.  One thing is that it's clear that experience does build for characters not yet in your party based on battles until they are recruited (which is why I got Robo at level 10, Ayla at level 18, and Magus at level 50, which is the only thing making this run possible).  I do wonder if removing that for the optional NES difficulty patch (so that all characters join the party at level 1 and only gain EXP when they're in battles) would be a good idea.  I'm just looking around the edges when it comes to bugs, as every major one seems to be handled.  After this run I'll be doing an ending test for the new ending, but otherwise, I am fairly confident that this is releasable.  Very well done!
Title: Re: Chrono trigger plus
Post by: ThegreatBen on August 12, 2019, 10:22:15 am
I was thinking of making all characters start at level one and have reserve characters gain 100% experience. So that all characters would join at the same level as your party (exception being the wallet)

I've actually encountered quite a few bugs, they've all been fixed, also found out that human Glenn wasn't appearing in the campfire scene when Magus is defeated so I fixed that too.

As for adding the drone to combat maps all that remains is the Giant's Claw and Geno Some.
Title: Re: Chrono trigger plus
Post by: andrewclunn on August 12, 2019, 03:43:34 pm
The dino cave in the middle ages is called Fiona's Park.  Don't know if that's something you caught already.
Title: Re: Chrono trigger plus
Post by: Mauron on August 12, 2019, 05:39:58 pm
Reserve characters get 100% exp: 0x01FA26 - 80 19.

I haven't figured out why reserve characters are getting XP with the wallet equipped. I'll do some more testing on that one.
Title: Re: Chrono trigger plus
Post by: Chronosplit on August 12, 2019, 07:57:15 pm
The data restored at New Game+ ends before the settings. Changing 0x3ffbc6 from 80 to 9B should keep settings.
Huh.  I didn't realize that I needed this, but now I definitely do.  Thanks!
Title: Re: Chrono trigger plus
Post by: ThegreatBen on August 12, 2019, 09:55:31 pm
Reserve characters get 100% exp: 0x01FA26 - 80 19.

I haven't figured out why reserve characters are getting XP with the wallet equipped. I'll do some more testing on that one.

Thank you, as for the reserve characters they just start at a higher level on my hack, but Wallet or not no characters get any experience until they at least join once.

The dino cave in the middle ages is called Fiona's Park.  Don't know if that's something you caught already.

I did not know that, is that with or without Toma's Pop?
Title: Re: Chrono trigger plus
Post by: Mauron on August 12, 2019, 10:04:45 pm
...That's a much simpler explanation.
Title: Re: Chrono trigger plus
Post by: andrewclunn on August 12, 2019, 11:02:40 pm
Thank you, as for the reserve characters they just start at a higher level on my hack, but Wallet or not no characters get any experience until they at least join once.

I did not know that, is that with or without Toma's Pop?

Without.

August 13, 2019, 01:03:09 am - (Auto Merged - Double Posts are not allowed before 7 days.)
During the virus sidequest, if you enter the elevator as the rat you come out in the future factory.

August 13, 2019, 01:10:38 am - (Auto Merged - Double Posts are not allowed before 7 days.)
AT the start of that quest, you're not properly forcing Robo into the lead.  Then after the rat sequence (if you didn't have Robo in your party properly) a charcter gets erased.  Crono no longer exists!  Very interesting bug.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on August 13, 2019, 07:26:33 am
Thanks, I probably just overwrote the empty name they used for it.

The elevator has been fixed already.

How did you do the quest without Robo in the party? Atropos won't even offer it unless Robo is there.
Title: Re: Chrono trigger plus
Post by: andrewclunn on August 13, 2019, 08:42:06 am
Thanks, I probably just overwrote the empty name they used for it.

The elevator has been fixed already.

How did you do the quest without Robo in the party? Atropos won't even offer it unless Robo is there.

If Robi is in the party but not in the first slot then he's not locked there and you can switch him out.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on August 13, 2019, 08:52:02 am
Makes sense, alright shouldn't be too hard.
Title: Re: Chrono trigger plus
Post by: andrewclunn on August 16, 2019, 10:23:19 am
Putting this request in here because I think it's small, but potentially useful.  I think having the bolt sword along with potentially one of the guns and one bow from the future deal lightning elemental damage would be super useful.  Those weapons would be way underpowered sure, but this would make Lucca and Marle much more viable during the Footsteps Follow section, and is a very minor change.  Even with the full party customization allowed, the game still really wants Crono to be in your party and pretty much required it (or a super leveled Robo) for the ancient past.  Elemental lightning weapons (even if not super powerful) would enable these sections to be much more open, not just technically, but practically as well.
Title: Re: Chrono trigger plus
Post by: Mauron on August 16, 2019, 10:33:01 am
While not possible in the vanilla game, it's something I could hack in.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on August 16, 2019, 11:51:46 am
Actually I've already done it, the Valkyrie bow is an ice magic attack in this hack, seems to work good.

Still not sure if it's actually something I wanna do though.

So is this version ready to go?
Title: Re: Chrono trigger plus
Post by: andrewclunn on August 16, 2019, 12:23:45 pm
Gotta check the HP overflow power up, though all other new side quests are bug free at this point.  The Black Omen and all tested areas work great with the bot minion.  It does sometimes get auto targeted if you have a character equipped with the berserker, but there's nothing that can really be done about that.  Lavos doesn't seem bugged in any way I've seen anymore.  No game breakers anywhere.  Only thing I haven't tested at all is if that all the endings still work, or the new changes you just made to the optional Nes difficulty patch.
Title: Re: Chrono trigger plus
Post by: Mauron on August 16, 2019, 03:15:31 pm
What did you do to make the Valkyrie bow do ice magic damage?
Title: Re: Chrono trigger plus
Post by: ThegreatBen on August 16, 2019, 03:30:18 pm
Great news that its big free, btw congrats on beating it on such a low level, never thought you'd beat Magus.

For the Valkyrie bow I just edited it in Hi-tech, weapon perk Magical Attack, and ice elemental.
Title: Re: Chrono trigger plus
Post by: Mauron on August 16, 2019, 05:20:25 pm
Ok, I see what you did. The Element is set on Marle's control headers, and the magic damage is activated on the weapon itself. This approach works fine as long as you don't need more than one element per PC. If you want to give Marle a Lightning bow as well, it would need a hack.
Title: Re: Chrono trigger plus
Post by: andrewclunn on August 16, 2019, 05:25:55 pm
Great news that its big free, btw congrats on beating it on such a low level, never thought you'd beat Magus.

If I hadn't been able to use Ayla, who came in at a higher level due to your latest patch on leveling not being in play yet, it would have been impossible.  Needless to say I did not do the Nes difficulty hack.  And the battle plan for most sections was often Robo use shock, Frog and Ayla use slurp kiss.  Okay time to go buy more ethers.  Then once I had access to the red, white, blue, and black plates, most battles were strategically simple until the Lavos Spawn.  Magus coming in at level 50 was a requirement there.  Even so, beating the one so I could get to 1999 to do the side quests took so many tries.  The amazing overpriced equipment sold in the mystic's shop was key to getting me to Zeal though.  Honestly the droid was the biggest help.  I was basically playing the "stay alive while it makes the kill" game for most of the Black Omen. 
Title: Re: Chrono trigger plus
Post by: ThegreatBen on August 16, 2019, 07:21:48 pm
That's awesome, glad to know my drone is actually useful.

Title: Re: Chrono trigger plus
Post by: andrewclunn on August 17, 2019, 08:49:59 am
The note prior to the 1999 portal still refers to killer robots, even after dealing with the virus.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on August 17, 2019, 10:27:21 am
Haha, never thought about that good catch.
Title: Re: Chrono trigger plus
Post by: andrewclunn on August 19, 2019, 03:04:37 pm
If you take care of the virus, but didn't first beat up mother brain, then The Guru of Time still eludes to a side quest in the future that you can not longer complete.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on August 19, 2019, 10:16:59 pm
Ok fixed that, I'm sure that was the last bug so I uploaded it, version 2.0 is now available for download.

https://www.romhacking.net/hacks/3691/
Title: Re: Chrono trigger plus
Post by: Gi Nattak on August 21, 2019, 12:45:37 pm
Nice job with the update! Going to be delving much more into this hack in the coming days.
For now, I will just leave a small consistency nitpick I noticed at the start:
Chrono's mom is called Gina at first when waking him up, but then it's MOM again when he walks down stairs.
Also, her name is not all caps, while Lucca's mom LARA and others are in all caps.

I assume the intention of calling her Gina at the start is to establish that's her name, but it feels a bit weird having his mom be named right off the bat for waking him up, just to have it become MOM again right after. I think it should be MOM still for waking him up, because to Crono it's Mom and not Gina. And the caps thing, I'd say either one way or the other.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on August 21, 2019, 02:23:54 pm
Ya that makes sense. There's probably bound to be a few things that need tweaking here and there.
Title: Re: Chrono trigger plus
Post by: John Enigma on August 21, 2019, 08:28:41 pm
Wait, so you're the author of this hack (https://www.reddit.com/r/JRPG/comments/cthkuv/happy_birthday_chrono_trigger_the_release_of_a)?
Title: Re: Chrono trigger plus
Post by: ThegreatBen on August 21, 2019, 08:55:34 pm
Wait, so you're the author of this hack (https://www.reddit.com/r/JRPG/comments/cthkuv/happy_birthday_chrono_trigger_the_release_of_a)?

I am, though none of the coolest parts would have worked without Mauron's help.
Title: Re: Chrono trigger plus
Post by: lexluthermiester on August 21, 2019, 11:48:49 pm
I am, though none of the coolest parts would have worked without Mauron's help.
You both good sirs, along with Andrew are without a doubt, first class badasses! Very cool indeed! High-fives all around! :thumbsup: :beer: :woot!:
Title: Re: Chrono trigger plus
Post by: ShiningForceHero on August 22, 2019, 12:44:22 am
Congrats on getting to 2.0 :)
Title: Re: Chrono trigger plus
Post by: ThegreatBen on August 22, 2019, 07:21:49 am
Thanks guys, and thanks to AndrewClunn for the ridiculously thorough testing.
Title: Re: Chrono trigger plus
Post by: andrewclunn on August 22, 2019, 08:01:42 am
It was a pleasure.  As soon as you enabled no magic runs just because I asked for them, I knew that if I put forth the effort to help that you'd give me what I really wanted (a definitive and objectively improved version of Chrono Trigger).  Loved this game growing up, and love what you've done with it.  And I'm sure we both have notes for things we want to see in an eventual 3.0 as well.  I'm a perfectionist, a programmer, and a hobbiest artist.  I can safely say you share that spirit sir, and if you're ever near Chicagoland hit me up and I'll buy you a beer.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on August 22, 2019, 12:06:26 pm
I'm more of a chocolate milk man myself but I do pass through there occasionally,  So I might just take you up on that.

Oh also how did you like it with all characters leveling at the same rate?
Title: Re: Chrono trigger plus
Post by: andrewclunn on August 22, 2019, 02:46:54 pm
I'm more of a chocolate milk man myself but I do pass through there occasionally,  So I might just take you up on that.

Oh also how did you like it with all characters leveling at the same rate?

If I'm being honest, I would actually prefer if the experience gained was reduced slightly across the board, but characters not in your party gained slightly more experience.  Considering that being in party gives Tech points anyways, I think that would give an incentive to have to keep switching up the party members more.  Not so much that's it's blatantly obvious, but if the end result were that characters in party effectively got 90% of the current exp and out of party got 100% (or actually probably easier to do 99% via a 10% boost), that would be better.  And then for the NES difficulty patch, I'd give out of party characters absolutely 0 experience.  It's almost heresy to suggest either I know, but there you go.
Title: Re: Chrono trigger plus
Post by: Recca on August 22, 2019, 04:01:08 pm
Amazing work! I haven't gotten around to playing much of version 2.0 yet, but so far everything looks great. This is something that I'm definitely going to be playing during the upcoming weekend. Nicely done! :thumbsup:

If I could chime in here for a moment, I actually like the idea of all characters being at the same level and gaining equal experience even outside of battle. For casual gamers and those who are usually busy, it reduces the stress of having to constantly switch between active and benched characters. A player can just play with whom they like and enjoy the game. However, I do understand what's being said about giving the player an incentive. Perhaps two alternative patches could be offered. The original one with equal experience gained and an alternate one with different values.

I haven't gotten to the part with the helper AI yet, but it definitely looked awesome in the previous video. The "Bugger" and "Proto" robotic type enemies could also make for nice AI controlled companions. Well regardless, this project and that of the Schala Edition are definitely the two best must play romhacks I've seen so far. Great work once again, this is a truly amazing tribute to one of the best games of all time. :beer:
Title: Re: Chrono trigger plus
Post by: pleasejust on August 22, 2019, 05:48:31 pm
Great work. Does this patch include all the bug fixes uncensored material from the bugfixes and uncensored patch?
Title: Re: Chrono trigger plus
Post by: ThegreatBen on August 22, 2019, 08:30:23 pm
Not all, but it definitely fixes vanilla bugs and a few grammatical errors.
Title: Re: Chrono trigger plus
Post by: crudelios on August 24, 2019, 03:35:44 pm
Hi,

First of all, great work! This hack looks to be trully huge and adds a lot of fan flavoring to the game. I'm really enjoying it.

During my play so far I have seen three very small bugs during battle transitions (I don't know if they are caused by the hack), I'll try to explain them in case you want to check them out.

The first bug is very straightforward: right after using the teleporter for the first time (and before Marle tries using it), you can walk right through Lucca's father - but you can still talk to him if you position yourself properly.

The second bug happened in Guardia Forest at 600AD. There is a place with two hidden treasures (the shiny blinking dots). One of them lures some enemies (it's a trap) and the other has a power tab.

On my playthrough I checked for the one that lures some enemies first, which started a battle. When the battle ended, the sprite for the other hidden treasure briefly showed "Miss 89" instead of the shiny dot for about a second then reverted back to the shiny dot.

The last bug happened at the Cathedral where you rescue Queen Leene. There is a spot in the main hall where you have to fight two Nagas and they call two other enemies (called Devils, perhaps?). The Nagas stay at the top of the screen and the two Devils at the bottom.

However, when transitioning to the battle the bottom right Devil glitched out and disappeared. After I killed the other three enemies and the battle ended the Devil reappeared, but couldn't be interacted with.

For reference I'm using the 64-bit version of Retroarch for Android with the Snes9x core.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on August 24, 2019, 06:35:49 pm
The first isn't a big as far as I know, Taban should always have been that way.

The second I know what causes it but I'm not sure why, the only change ever made to that map was adding my drone which should have no effect on that tab.

The third is caused by adding my drone, I tried to disable one enemy so as not to exceed the maximum limit but goofed it a little I guess.

Thanks for the report though and I'll do what I can.
Title: Re: Chrono trigger plus
Post by: pleasejust on August 24, 2019, 11:48:41 pm
doesn't the drone make the game easier?
Title: Re: Chrono trigger plus
Post by: ThegreatBen on August 25, 2019, 08:08:09 am
doesn't the drone make the game easier?

Yes it does.
Title: Re: Chrono trigger plus
Post by: crudelios on August 26, 2019, 01:18:25 pm
Thanks for the feedback!

Here's another bug: if you go back to the Millennial Fair after having been to the End of Time, and walk to the left teleporter, the game will softlock and after about a minute a glitched Lucca will appear, walk around and disappear. The only solution is to reset the game.
Title: Re: Chrono trigger plus
Post by: lexluthermiester on August 26, 2019, 09:56:54 pm
Here's another bug: if you go back to the Millennial Fair after having been to the End of Time, and walk to the left teleporter, the game will softlock and after about a minute a glitched Lucca will appear, walk around and disappear. The only solution is to reset the game.
I tried this, couldn't make it happen.
EDIT: Ok, went back to a previous save and this does happen when that spot is visited just after coming back from the End Of Time but before going anywhere else. I had Lucca in my party, she did nothing but stand there. Reset required.



On another note, @thegreatben
Thought on a potential idea, have you given consideration to combining the features of the Schala mod( http://www.romhacking.net/hacks/4583/ ) into yours?
The olde english speak in 600AD is particularly enjoyable and would fit very well into this work. Maybe a collaboration effort?

Chrono Trigger Plus Schala Edition has a nice ring to it.

Just a thought...
Title: Re: Chrono trigger plus
Post by: ThegreatBen on August 27, 2019, 07:18:57 am
That's an odd bug. Sounds like a flag isn't reset, probably related to the short scene I added.

As for combining this with the Schala hack the whole thing certainly wouldn't fit, but the 600 a.d olde English certainly could. And thanks for the favorable review.
Title: Re: Chrono trigger plus
Post by: lexluthermiester on August 27, 2019, 08:04:58 am
That's an odd bug. Sounds like a flag isn't reset, probably related to the short scene I added.

As for combining this with the Schala hack the whole thing certainly wouldn't fit, but the 600 a.d olde English certainly could. And thanks for the favorable review.
Fair enough, it was just an idea. The review was an honest one. Been having a blast!  :thumbsup:
Title: Re: Chrono trigger plus
Post by: crudelios on August 28, 2019, 08:35:15 am
I have found another small bug: in the new secret area in the kingdom of Zeal, when you fight the Prophet, if you hit him with the Masamune the displayed message will be "null" instead of "MP Def down".

Also, having just rescued Melchior, how far away am I from 1999AD? ;)
Title: Re: Chrono trigger plus
Post by: ThegreatBen on August 28, 2019, 09:05:12 am
You can get to 1999 as soon as you have the flying Epoch, you just need to go to the coliseum in 2300.

However more of 1999 becomes more accessible as you do side quests.
Title: Re: Chrono trigger plus
Post by: andrewclunn on August 28, 2019, 12:22:23 pm
Since it's an option now, I never tested fighting Magus at the cape with the MasamuneII.  Or in fact doing the Cyrus side quest prior to beating / recruiting Magus.  just noting this to remind myself this weekend (which is when I'll have some free time to check).
Title: Re: Chrono trigger plus
Post by: crudelios on August 28, 2019, 01:46:10 pm
I think I hit a major bug: after the Ocean Palace events I can only select two members to my party. The third slot is disabled.

I guess because of that, in the Blackbird prison, if I try to budge the cell door the game softlocks.

I can still go to the ship's ducts but I'm limited to two party members!

During the Ocean Palace I had Crono, Frog and Marle as party members.
Title: Re: Chrono trigger plus
Post by: andrewclunn on August 28, 2019, 03:11:30 pm
I think I hit a major bug: after the Ocean Palace events I can only select two members to my party. The third slot is disabled.

I guess because of that, in the Blackbird prison, if I try to budge the cell door the game softlocks.

I can still go to the ship's ducts but I'm limited to two party members!

During the Ocean Palace I had Crono, Frog and Marle as party members.

That looks similar to an issue I had where Robo was required to be in the party, but not in the first slot (which was later corrected).  Was Crono in your party, but not in the first slot when he met his fate?
Title: Re: Chrono trigger plus
Post by: crudelios on August 28, 2019, 03:23:03 pm
Yes, he was in the first slot, but the now disabled slot is the last one.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on August 28, 2019, 03:39:01 pm
Damn, that qualifies as a major bug.

Its caused by the last village scene where I made all current characters present.

Ok I'll get a fix out soon as I can
Title: Re: Chrono trigger plus
Post by: crudelios on August 29, 2019, 09:47:53 am
After some memory editing I managed to add Ayla to the third slot and move forward. Apparently the third slot was set in memory to disabled and to Marle (even though shw was active on the second slot). So definitely something wrong there, the bug needs to be fixed.

Finally got to 1999AD, I loved the movie!!! Very good stuff.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on August 29, 2019, 02:56:35 pm
Found the problem, it would only be see by someone with that exact party, if Frog is active it would cause him to skip over adding Marle.

Anyway that and the other bugs you posted are fixed, it has been re-uploaded and should be approved soon.


I also changed it so that Lab 64 is connected to the main continent right beside the Bangor Dome. This makes it coincide better the 1999 map and allows it to be explored at any time (on Ng+ obviously.)

Also considering making a bridge to my coliseum giving Ng+ players the option to go there much sooner.

Also wondering what people think about making 600 ad Medina one continent like it is in 1000 ad, the only reason it's like that is to stop players from accessing Ozzie's Fort, but I think that should also be available as soon as Magus' castle is beaten removing some more linearity.



Title: Re: Chrono trigger plus
Post by: andrewclunn on August 29, 2019, 03:08:36 pm
I like all those ideas.  Allowing more choice, and the player to get in over their head when exploring is a real plus.  The sewers were a great little sidequest and having the ability to explore like that only adds choice and options.  Though perhaps "Cult of Lavos" is a bad name for a place that can be explored prior to the player knowing what Lavos is.

August 29, 2019, 03:17:37 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Also, maybe change the text on entry.  Characters can't compare a place to Magus' castle if they haven't been there yet.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on August 29, 2019, 07:34:49 pm
Ok it's been updated, thanks for the reports.

@Andrew definitely considered that, that's why I didnt do it right away, those things would need to be adjusted as well as adjusting what characters appear during the movie in 1999.
Title: Re: Chrono trigger plus
Post by: TheChristoph on August 29, 2019, 09:54:30 pm
Wow, I’m super impressed that this project has kept chugging along. I should jump back in I! hit a wall almost exactly one year ago at the Lavos fight in the Black Omen way back in version 1.2. No matter what I did I’d get wiped by Destruction Rains from the Heavens immediately.
Title: Re: Chrono trigger plus
Post by: andrewclunn on August 30, 2019, 01:40:38 am
Don't have the movie open until after Magus is beaten.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on August 30, 2019, 09:40:57 am
Wow, I’m super impressed that this project has kept chugging along. I should jump back in I! hit a wall almost exactly one year ago at the Lavos fight in the Black Omen way back in version 1.2. No matter what I did I’d get wiped by Destruction Rains from the Heavens immediately.

Well now you have the option to jump back to the Epoch after beaten the Omen.

Don't have the movie open until after Magus is beaten.

That'd work, though I'd go a little farther to when Ayla is a permanent member so I don't have to adjust her parts either.
Title: Re: Chrono trigger plus
Post by: crudelios on August 30, 2019, 01:13:39 pm
A few more bugs I have found:

All new major fights (lavos spawn, lab 64 and the dinossaur) can be run away from. Upon running away, you get the reward as if you won the fight. The Medina 1999AD fights may have the same issue, I haven't checked those.

After fighting the dinossaur, you can get stuck in it and must reset to progress.

Other than that, I must say I'm impressed with the amount of stuff to do in 1999. I will definitely post a review as soon as I finish (just need to find out if I'll ever be able to ride the flying dinossaur in 1999, and then I'm off to beat Lavos).
Title: Re: Chrono trigger plus
Post by: ThegreatBen on August 30, 2019, 01:51:52 pm
Wow thanks for the report, I need to check but it's possible that I didnt fix the 2 party members bug completely anyway.

Not too bad though since now the Coliseum and Ozzies fort are now available earlier giving a ng+ player more options.

Riding the dactyl on the 1999 map, oh I really like that idea, though I imagine it's pretty complicated.
Title: Re: Chrono trigger plus
Post by: crudelios on August 31, 2019, 09:13:53 am
Riding the dactyl on the 1999 map, oh I really like that idea, though I imagine it's pretty complicated.

That's an idea for v3.0 then ;)
Title: Re: Chrono trigger plus
Post by: darthvaderx on August 31, 2019, 11:59:16 am
Would you also have an option to reverse the auto-run? (An extra ips file?)
Title: Re: Chrono trigger plus
Post by: Mauron on August 31, 2019, 01:33:35 pm
I can make a walk by default patch that works with the speed shoes hack later today.
Title: Re: Chrono trigger plus
Post by: hmsong on September 01, 2019, 06:01:00 am
Does anyone know which page contains the patch file?  I would love to try this, but I'm having trouble finding the patch file.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on September 01, 2019, 08:25:35 am
Hold out, I'm gonna post an update later today, when it's up I'll give you the link.
Title: Re: Chrono trigger plus
Post by: hmsong on September 01, 2019, 08:47:49 am
Oh, thank you.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on September 01, 2019, 06:44:03 pm
Here version 2.1 is ready.

Fixes the bug in the last village hut for certain, allows earlier access to Ozzies fort and the cult of Lavos, allows you to walk right through both Guardia forests if you chose after a certain point.

https://www.romhacking.net/hacks/3691/
Title: Re: Chrono trigger plus
Post by: hmsong on September 01, 2019, 06:48:46 pm
Thank you.  I shall try as soon as I get home.
Title: Re: Chrono trigger plus
Post by: Special on September 01, 2019, 07:12:15 pm
Here version 2.1 is ready.

Fixes the bug in the last village hut for certain, allows earlier access to Ozzies fort and the cult of Lavos, allows you to walk right through both Guardia forests if you chose after a certain point.

https://www.romhacking.net/hacks/3691/

The file still says 2.0, did you upload the wrong file?
Title: Re: Chrono trigger plus
Post by: ThegreatBen on September 01, 2019, 08:15:23 pm
No it's the right one, just forgot to rename it, good catch.
Title: Re: Chrono trigger plus
Post by: Special on September 01, 2019, 08:45:32 pm
Think the patch is bugged I get a black screen after renaming Chrono, last version was working fine.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on September 01, 2019, 10:03:21 pm
Think the patch is bugged I get a black screen after renaming Chrono, last version was working fine.

Weird,  I just tested it thoroughly and couldn't get it to black out, the only reasons why it might are

You're using an old optional patch that is no longer compatible.

Emulator or hardware cant handle it? I use Snes9X

Might just be the wrong rom version. (Unlikely)
Title: Re: Chrono trigger plus
Post by: Special on September 01, 2019, 11:27:26 pm
- Just using your base patch, no other optional patches. (After patching, CRC32: 630F1A4E)
- No-Intro, clean, unheadered. (Before patching, CRC32: 2D206BF7)
- SNES9X 1.60.
Title: Re: Chrono trigger plus
Post by: xeronut on September 02, 2019, 09:27:15 am
I'm getting the same error, after naming Crono the screen blacks out.  Same ROM CRC (NO-INTRO, unheadered, 2D206BF7) & patch version (newest 2.1, file mistakenly still named 2.0) as above.  Tested on SNES9x 1.60 x64 as well as Mednafen 1.22.2 and BSNES-HD Beta 9, all give the same result.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on September 02, 2019, 10:14:15 am
No it not just you guys, my rom works fine but when I apply the patch to a fresh rom I get the same black screen. It comes from messing with overworld events, those things are so fickle.

I've fixed the issue I'll let you know when its approved
Title: Re: Chrono trigger plus
Post by: Special on September 02, 2019, 11:59:16 am
Is there an up to date readme or documentation for this hack somewhere I can read? I like to comb over every detail for hacks of this nature, but the one on the site don't provide any info and seems outdated, it mentions 3 optional patches for example but the download only contains two.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on September 02, 2019, 07:51:33 pm
The readme is pretty up to date, it doesn't include every detail about 1999 though.


BTW the latest update is up, hopefully no one discovers any more black screens.
Title: Re: Chrono trigger plus
Post by: xeronut on September 03, 2019, 08:46:50 am
Patch v2.1 (v2.1.1?) has been applied to a fresh ROM and the issue seems to be fixed.  If I find more wonkiness I'll post, but honestly your testing team seems top-notch so I'll comb the comments first before issuing a bug report.  Thank you for a speedy fix!
Title: Re: Chrono trigger plus
Post by: ThegreatBen on September 03, 2019, 05:06:11 pm
Patch v2.1 (v2.1.1?) has been applied to a fresh ROM and the issue seems to be fixed.  If I find more wonkiness I'll post, but honestly your testing team seems top-notch so I'll comb the comments first before issuing a bug report.  Thank you for a speedy fix!

Thanks for that confirmation, I hate the idea that a few people downloaded this and just got a black screen.
Title: Re: Chrono trigger plus
Post by: crudelios on September 04, 2019, 06:00:12 am
I finally beat the game (busy weekend), so I'll write a review and post it.

I've had some new bugs that weren't yet reported, however I'm still using the initial v2.0 and I'd like to check if the bugs were fixed in the new versions.

Are the .srm save files (not the save states) compatible between veesions?
Title: Re: Chrono trigger plus
Post by: ThegreatBen on September 04, 2019, 06:57:45 am
Yup they should be, what bugs did you find?
Title: Re: Chrono trigger plus
Post by: ChaosPrime8 on September 04, 2019, 07:15:07 am
tldr, is 1999 fully explorable now and if so are there some sample videos demonstrating what is being added?
Title: Re: Chrono trigger plus
Post by: ThegreatBen on September 04, 2019, 07:56:24 am
Yes 1999 is fully explorable now, here's a teaser video.

https://m.youtube.com/watch?v=I3SULxIfqwU

The two most recent videos on my channel show off some of the cool things you can do there.
Title: Re: Chrono trigger plus
Post by: crudelios on September 04, 2019, 08:05:17 am
The bugs I found: in the normal ending (the one where Chrono is supposed to be executed but instead is considered a hero and has the Moonlight Parade dedicated to him), after Chrono and Marle run off for the Epoch and Taban launches the fireworks, the game softlocks.

The fireworks show but the game never displays the credits, so the ending becomes stuck constantly throwing fireworks on a black screen.

The other bug is in the arcade room in Medina. When entering it, the game either crashes to a black screen with the music playing or changes the party members from Crono, Marle and Lucca to Marle, Lucca and Ayla. This last one may have something to do with the way I hacked the party members when I got stuck in the Blackbird.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on September 04, 2019, 09:10:57 am
I vaguely remember hearing something about that, but it might be related to the MSU-1

The Arcade was crashing a while back, I thought I had fixed it, I'll see if I can duplicate it.

The party shuffling is because I tied the events of the arcade games to those characters because they are guaranteed to be in the party.
Title: Re: Chrono trigger plus
Post by: crudelios on September 04, 2019, 03:44:01 pm
About the ending softlock, yes, it seems to be an MSU1 issue that was fixed with the most recent version of quertymodo's hack.

Can the new version be implemented to your hack or is it too much of a hassle because of the added code?
Title: Re: Chrono trigger plus
Post by: ThegreatBen on September 04, 2019, 04:34:09 pm
For Qwertymodo's hack to work I need the special No Flux version however he is no longer answering my messages.
Title: Re: Chrono trigger plus
Post by: edale on September 06, 2019, 02:50:09 am
Just found this hack after it was linked to in the Zeldix Chrono Trigger MSU thread, commenting how MSU support was recently added.

Looks like this hack adds a few music tracks into the game... Are there MSU tracks available for those tracks? And if not, does it still play the SPC of the new tracks in the areas where they play?

If there's no MSU tracks available for them at present, have those songs had CD releases and/or orchestrations done of them? I'd be willing to convert the tracks to PCM, and properly loop them, if that's needed, I'd just have to get ahold of a copy of the music to convert.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on September 06, 2019, 09:12:09 am
Battle 2 is not supported as far as I know, Singing mountain I think is.

Sorry I don't know much about the msu-1, I was just given it by a patch.
Title: Re: Chrono trigger plus
Post by: andrewclunn on September 06, 2019, 11:43:41 am
If completing Ozzie's fort early, should Magus then come in having access to the triple techs if recruited later?

EDIT -

Of of course he already had access to them, I was playing on New Game Plus, duh.
Title: Re: Chrono trigger plus
Post by: crudelios on September 06, 2019, 04:33:52 pm
I just confirmed, the Medina Arcade still hangs in v2.1 :-\
Title: Re: Chrono trigger plus
Post by: Feeso72 on September 06, 2019, 05:08:09 pm
Hey, I've been a big fan of this hack for a while but I only just got an account here. First I wanted to say, you're doing an amazing job, thank you so much!

Anywho I just started playing through the latest patch and I thought it might be useful if I gave feedback:

First off I came across a weird bug, I actually had a character die in the Yakara boss fight (yeah I suck lol but I swear it's more difficult than I remember XD), and I saw that if you die there your characters don't show their death sprites till the whole party is down. Like they would just be standing normally despite having no health/ turns. I also spotted a typo in frog's dialogue where he says mayhap instead of mayhaps, when we first meet him.

Now the other things I'm gonna mention are more subjective. I noticed items like Tonics were renamed potions to keep conventions with other RPGs/ make the translation more accurate, this kinda threw me off since I was so used to the original haha. Is there a chance to have an optional patch to revert these kinda name changes/ restore the original games' experience/ item distribution? I feel like  the game's lack of challenge/ grind makes it accessible to non rpg fans, so it'd be a cool option in addition to the nes difficulty. Also the in game notifications still say "you got a tonic", like when you get tonics from the downed enemies when escaping prison after you wait 3 days. Another odd thing I found is something that exists in the OG chrono trigger, when I looked at the power glove item in my inventory, it actually says it can be equipped by, Chrono, Lucca, Marle, Ayla, Frog, Robo and Magus... this blew my mind since I never saw this detail before and as neat as it is, I kinda hope you can remove it or something cause the fact that those people join the party in the game is a major spoiler imo. Another thing I noticed is every non playable character's name is ALL CAPS when they are talking while main characters are only caps for their first letter, I kinda think this makes the game look unpolished and was curious if it could be amended, there's a similar issue with some items not having a space in them when they should be 2 words or having the space in the wrong position like with the steel saber. Another minor thing is positioning in certain cut scenes, it's always bugged me that Crono doesn't stand on the centre of the telepad when going to the past/ that the gate isn't perfectly between the 2 telepods or that when leaving the kitchen in 600 AD the soldiers will just stand on the same tile as Crono, if stuff like that could be refined I'd be so thrilled.

Anyway something I thought was really cool was the 2 modified scenes I noticed early on, there is a scene where marle is found by the knights of guardia and a slightly alternate version of lucca and chrono meeting up in 600 AD infront of the guards. That's an amazing touch. I hope there are more scenes like this later on. One thing I will say is I think it does kinda remove some of the mystery showing marle is okay before chrono sees her in the castle. Also I'm not sure Lucca makes it clear enough to the player that they are in the past/ 600 AD and marle is a descendant of leene. I mean it is obvious but I was just thinking it's spelled out a bit clearer in the original. Speaking of refining the story, Im very curious what happens with schala/ if she can be saved somehow, I was thinking it'd be cool if that could be tied to whether you have Marle's pendant when she teleports everyone out of the ocean palace but I guess I'll see if anything is different when I get there. I'm also curious if you could fix the minor plot hole of marle fading from existence in 600 AD, since the rest of the game has time traveller's immunity. I was thinking a simple change could fix this, the pendant/ zeal artefacts protect the group from timeline changes. Crono has the pendant in that scene, Lucca has the gate key (maybe she could have kept part of the pendant to study and make into the gate key when crono went ahead to 600AD). I could probably imagine other stuff like this could be used too, frog has the masamune, ayla is from far enough back that the grandfather paradox doesn't matter as they never mess with anything before her time period,Magus knows zeal magic ect. IDK just something that occurred to me after I saw you were willing to improve the story.

BTW I saw earlier that you were considering inserting human Glenn if that 8th player mod becomes a thing. Can I ask how that'd work? Will there be a transformation cutscene? What'd his move set be? Would Frog become Glenn if you choose to kill magus? Is it possible to keep magus and have human glenn? Maybe Magus could lift the curse if you have him in the party when completing the cyrus tomb side quest? Or maybe just as part of an ending he could undo the curse? Maybe he'll be nicer if you save schala lol. IDK Im looking forward to hear your plans though.

And yeah that's basically been my experience/ thoughts so far, I'm really enjoying it but I'm still very early into the hack so I might post again later with more feedback/ideas if that's okay. 
Title: Re: Chrono trigger plus
Post by: edale on September 06, 2019, 05:29:54 pm
Battle 2 is not supported as far as I know, Singing mountain I think is.

Sorry I don't know much about the msu-1, I was just given it by a patch.
By not supported, you mean Battle2 doesn't play when it's supposed to with the MSU patch applied?

If Battle2 does play when it's supposed to, then it should be simple enough for me to get a PCM track working for it.

If you could let me know where in the game the 2 new tracks are played, or better yet if you get me a savestate/save file right before the tracks play (I need to be able to have the debugger going when the call to change the music to the new tracks is made), I should be able to get the MSU audio working for them.

Just for verification, these are the 2 tracks you've added?
https://www.youtube.com/watch?v=e7Vs1JSRiGs
https://www.youtube.com/watch?v=wN85h3H0Sdk

Funnily enough, the only mod I've ever personally made was actually to restore cut music to the MSU version of FFVI (though I've done the MSU audio work for a good number of different projects); so this bit definitely catches my interest, lol.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on September 06, 2019, 06:13:54 pm
Yes that's definitely the tracks (well the second half for the second one)

They can be found at the Geno Dome conveyor and Death peak respectively.

@Crudelios everytime or random? I'll check it out.
Title: Re: Chrono trigger plus
Post by: edale on September 07, 2019, 04:19:41 am
Yes that's definitely the tracks (well the second half for the second one)

They can be found at the Geno Dome conveyor and Death peak respectively.
Annoyingly long intros always get edited out when doing PCM conversion and looping. They rarely if ever actually work in-game. Also, those wouldn't be the versions I'd be converting, I'd be tracking down a FLAC rip of the CD they came from, those are just to make sure I have the right songs when I do grab them.

If someone can get me a savefile or savestate (for savestates Snes9x or BSNES prefered, but I can work with any MSU-compatible emulator, savefiles from any emulator will work with any other emulator) right before Geno Dome and/or Death Peak, I can have the PCMs done within a day or two; without the saves I'll have to play through the game to get to those points, and it might be a few weeks before I get the PCMs done.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on September 07, 2019, 09:11:53 am
@Feeso72 thanks for the report I'll take a look. As for altering the plot that's something I wont be touching, this hack doesn't take anything out of the the original game, it only adds to what's there.

As for human Glenn its definitely my most wanted feature, how it would work is most likely from a character graphics swap hack, you'd chose between him or Magus but be able to get the other on ng+.

@edale you should play through anyway, but if you really want save files I'll try to get some this week.
Title: Re: Chrono trigger plus
Post by: Feeso72 on September 07, 2019, 10:47:23 am
Hey just an update on bugs, I beat the robot guardian in the Arris dome. After the fight I went in to find the guy who failed to retrieve food and well after reading the note about the rat lucca just stops following the party. Switching the party order doesn't fix it but walking out of the room does. Also I swear the rat only appears after the boss fight. I also went into that really hard new lab area at the start of 2300 AD, I got destroyed, but I encountered a bug where if you fight the enemies out of order you can have battle where some foes you're fighting are off screen. Also I tried going to Johny's area pre and post getting the lab key, before the bike key I got a boss battle with Johnny but I didn't beat him, just reloaded the save and beat the guardian, after that there doesn't seem to be a way to access the Johny fight again. Anyway still really enjoying it. 

Here's a photo of the lucca bug. https://prnt.sc/p32c2k (https://prnt.sc/p32c2k)

Also I got a repeat of the no death sprite bug: https://prnt.sc/p33blb (https://prnt.sc/p33blb)

EDIT: I beat the factory and actually got the same no death sprite glitch again during the 6 Robo boss fight also when the 4 man group use the portal and arrive at the end of time for the first time Robo isn't with the group when they arrive but instead runs up to the portal later. 

Also I've got to say I'm kinda shocked by the changes to the end of time, the random npcs and stuff made me feel like I was in the developer ending, I can't say I feel like the inn fits the look of the rest of the end of time. I tried sequence breaking a bit and doing the end of time first, even though the characters have no real purpose being there. I went and it seemed to be going well, the characters stood in some odd positions but it seemed to work. When I got to Ayla's hut she was walking on the spot though and since crono wasn't in my party when I talked to her, he was added during the party scene. So I had 4 people there, apon talking to robo, lucca and marle they seemed to walk around the party but sometimes walked into walls. Afterwards I got into the drinking match with ayla and I swear I could only win it with the turbo option of my emulator, the same was true for the mini game in the fair and the sequence would not end until crono wins the drinking game. When the group woke up in the morning all 4 members were still there but Robo didn't run off to talk to ayla with the rest of the group.
Title: Re: Chrono trigger plus
Post by: meatyfalcore on September 07, 2019, 12:43:16 pm
I'm not sure if I did something wrong when patching the game, but after beating Heckran and jumping in the whirlpool the characters either don't appear on the next screen when they are supposed to get tossed to the island with Lucca's house or the characters appear in the whirlpool and are not thrown and I can't move.
Title: Re: Chrono trigger plus
Post by: edale on September 07, 2019, 03:01:08 pm
@edale you should play through anyway, but if you really want save files I'll try to get some this week.
Oh, I'll still be giving this mod a playthrough; I just won't have time to do that for a week or two. Meanwhile, actually doing the MSU audio work should only take 5-10 minutes, so no reason to hold up doing it if I don't have to.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on September 07, 2019, 03:26:37 pm
I'm not sure if I did something wrong when patching the game, but after beating Heckran and jumping in the whirlpool the characters either don't appear on the next screen when they are supposed to get tossed to the island with Lucca's house or the characters appear in the whirlpool and are not thrown and I can't move.

Wow I really hate overworld events, so unstable! I'll check it out, maybe I can just revert them at the expense of a traversable Guardia forest.

Oh, I'll still be giving this mod a playthrough; I just won't have time to do that for a week or two. Meanwhile, actually doing the MSU audio work should only take 5-10 minutes, so no reason to hold up doing it if I don't have to.

Ok I'll try to get you something in the next few days.

September 07, 2019, 04:21:28 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
So I tested it and both the whirlpool bug and the standing at 0 HP but were both fixed by importing a fresh 1000 ad script, I'll try and upload the fix as soon as I can.

Unfortunately that means you'll need to walk through Guardia forest 1000 ad now.

September 08, 2019, 08:13:57 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Ok both bugs are fixed, new patch is up
Title: Re: Chrono trigger plus
Post by: edale on September 08, 2019, 06:34:31 pm
@ThegreatBen How do you like these versions of the songs for conversion to MSU PCM for this?

Singing Mountain remaster: https://www.youtube.com/watch?v=R-Dvtu7RfMA
Battle 2 remaster: https://www.youtube.com/watch?v=6-g9Fmi4jw0

I can find others if you don't like either, but the pickings for remasters of Battle 2 are slim.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on September 08, 2019, 08:01:33 pm
Both are great, I especially like the Battle 2 one, Singing Mountain is also very good though I wouldn't mind hearing the competition.

@Feeso72 is the death animation fixed in the new version for you? I still have yet to check the other things but they're minor.
Title: Re: Chrono trigger plus
Post by: edale on September 08, 2019, 08:57:15 pm
Both are great, I especially like the Battle 2 one, Singing Mountain is also very good though I wouldn't mind hearing the competition.
Singing Mountain:
Remaster2: https://www.youtube.com/watch?v=kbwkwA0QyIo
DS version: https://www.youtube.com/watch?v=70qt-vwdjkw
Time Rock Orchestra: https://www.youtube.com/watch?v=RWxpcjJjd98
Chrono Trigger Symphony: https://www.youtube.com/watch?v=OYxpaLAPK1Q
Melancholy Remaster: https://www.youtube.com/watch?v=UPIB3fn8skI
Remaster 3: https://www.youtube.com/watch?v=eKnZkRHP-0Y

*edit- OK, I've got the PCM's for Battle2 and Singing Mountain (remaster version from last post) looped and converted, if you want a different version of Singing Mountain just let me know. All I need now is those saves so I can track down how to number the PCMs so they play in-game (which should only take 2-3 min, unless some special trickery was needed in the coding to get MSU working in Chrono Trigger... which would only push it up to 5-10 min, lol; there's multiple ways to track it down; worst case, I just put some PCM's to fill up every spot from 0 to 100, that do nothing but say which number track they are, then go to where they load up, and see what track plays that way... but I'm not a fan of the brute-force method).

*edit2- Here's the PCM's (not ready to use in-game, just for preview purposes, though they just need to be renamed and numbered properly to work with the game): https://mega.nz/#!7JQmHSRa!7ozH__O8nrX9_lTgW6hK-EX24hrqNx0riXyrxCLGvnQ
https://mega.nz/#!mNAX2ApQ!A_agtCA158jVJXOQ1mOBeJwuPW0aSuOeIgxFiiKe_-8
*edit- Updated link to the completed MSU tracks. They ARE ready to use in-game.

And here's is a foobar plugin to let you play the PCMs on your PC, complete with proper gapless looping: https://github.com/qwertymodo/foo_input_msu/releases/
Title: Re: Chrono trigger plus
Post by: meatyfalcore on September 08, 2019, 11:54:42 pm
After fighting Masa and Mune in the Denadoro Mountains when they throw you out of the mountain you just get stuck at the top of the mountain on the overworld unable to move..
Title: Re: Chrono trigger plus
Post by: andrewclunn on September 09, 2019, 10:29:42 am
After fighting Masa and Mune in the Denadoro Mountains when they throw you out of the mountain you just get stuck at the top of the mountain on the overworld unable to move..

Are you playing with the latest version?
Title: Re: Chrono trigger plus
Post by: crudelios on September 09, 2019, 01:36:18 pm
@Crudelios everytime or random? I'll check it out.

It's random, sometimes it loads, sometimes it hangs.

Oh, I don't know if I'm missing something, but Singing Mountain already plays in Death Peak!
Title: Re: Chrono trigger plus
Post by: ThegreatBen on September 09, 2019, 07:10:21 pm
@meatyfalcore it's fixed again sorry for the inconvenience,  as an added bonus though fair prizes cat food and extra cats all carry over to ng+ now.

@Crudelios I was unable to get it to black screen, it works every time for me.

@Andrew I need to go into town every time I need to upload something, would you be so kind as to provide Edale for the save he needs?
Title: Re: Chrono trigger plus
Post by: edale on September 09, 2019, 07:53:13 pm
@Andrew I need to go into town every time I need to upload something, would you be so kind as to provide Edale for the save he needs?
You don't keep saves at various points in the game for testing purposes? It's a good practice for modders; hell, when I was doing the audio work for the FFVI Dancing Mad MSU mod, I had around 100 saves at various points in the game to let me test that stuff was working right. Never had to play the game for more than 10 min to get to where I needed to test.
Title: Re: Chrono trigger plus
Post by: meatyfalcore on September 09, 2019, 10:40:32 pm
Are you playing with the latest version?

I was.  It looks like he fixed the problem again.  Those dang overworld events.  :banghead:
Title: Re: Chrono trigger plus
Post by: edale on September 10, 2019, 12:20:30 pm
Using the current v2.1 patch, the auto-run additional patch breaks things... As in you can't walk/run left, because your characters will glide to the right without the walking animation... Doesn't happen on the worldmap.

September 10, 2019, 12:58:57 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
OK, @andrewclunn got me a save, and I got you the converted tracks!
https://mega.nz/#!mNAX2ApQ!A_agtCA158jVJXOQ1mOBeJwuPW0aSuOeIgxFiiKe_-8

Battle 2 is track 81, and Singing Mountain is track 82.

Just rename the files to match the naming of the rest of your set (currently named "chrono_plus_msu"), pop them in the folder with the rest of your PCM files, and you're good to go!
Title: Re: Chrono trigger plus
Post by: ThegreatBen on September 10, 2019, 01:09:33 pm
Awesome cant wait to try these.

As for the autorun patch its stated on the download page that it's only there for people who want it for other hacks.
Title: Re: Chrono trigger plus
Post by: Cthulhu88 on September 10, 2019, 09:21:31 pm
For Qwertymodo's hack to work I need the special No Flux version however he is no longer answering my messages.

He hasn't been around since 26/08. However, if you just want to implement the music part of MSU-1, you can try implementing the one I'd posted in the Bugfix and Uncensor thread.
It's a rewritten (mostly from scratch) version of DarkShock's code plus rewritten and implemented some of qwertymodo's code (he sent me his source on 26/08, so it should have the latest fixes in).

I still plan to do some minor performance tweaking and a more elegant hook to attract.
Title: Re: Chrono trigger plus
Post by: gardnaeden on September 10, 2019, 10:09:10 pm
I just booted up the most recent version 2.1 and I was just wanting to check - Is the ferry at Porre still meant to go to Choras like in previous versions? The text reads that it'll take you to Choras, but the ferry goes to Guardia instead.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on September 11, 2019, 07:44:23 am
I just booted up the most recent version 2.1 and I was just wanting to check - Is the ferry at Porre still meant to go to Choras like in previous versions? The text reads that it'll take you to Choras, but the ferry goes to Guardia instead.

Son of a submariner! Why do overworld events have to be so mean? I'll try to get that fixed today.

He hasn't been around since 26/08. However, if you just want to implement the music part of MSU-1, you can try implementing the one I'd posted in the Bugfix and Uncensor thread.
It's a rewritten (mostly from scratch) version of DarkShock's code plus rewritten and implemented some of qwertymodo's code (he sent me his source on 26/08, so it should have the latest fixes in).

I still plan to do some minor performance tweaking and a more elegant hook to attract.

I doubt I could just apply a patch, I stuck Qwertymodos code into empty space that I picked, I could probably dig up the locations of you wanna help me out. Also I know you aren't interested in adding the videos but I definitely am, any chance you could be convinced?
Title: Re: Chrono trigger plus
Post by: Cthulhu88 on September 11, 2019, 06:10:28 pm
I doubt I could just apply a patch, I stuck Qwertymodos code into empty space that I picked, I could probably dig up the locations of you wanna help me out. Also I know you aren't interested in adding the videos but I definitely am, any chance you could be convinced?

I've included my ASM code with the patch. You just need to change the addresses for Tracklist.ADDRESS and Patch.ADDRESS.
You need 85 free bytes for Tracklist.ADDRESS and about 1200 for Patch.ADDRESS, although you can split Patch.ADDRESS into smaller spaces using seek around the code.

As for the FMVs, yeah, I don't think I'm interested. My code isn't a copy paste from qwertymodo's, so I would need to go around his video code, line by line, and implement it into mine. Also, he uses Flux events to be able to trigger them.
With all that being said, I also would like the FMVs to remain exclusive to his work, as this is his baby after all. At least until he finishes it.

In any case, I would wait a few more days as I am doing some final tweaks to my code.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on September 12, 2019, 06:58:03 pm
Ok the ferry is fixed/uploaded. I've learned my lesson, no more new features until I'm ready to release a new version.

This winter I thought maybe I'd put in an ending viewer that let's you watch the endings as you unlock them, kind of an incentive to see them all again.
Title: Re: Chrono trigger plus
Post by: Thirteen 1355 on September 13, 2019, 08:16:52 am
An ending viewer sounds like a really good idea.
Title: Re: Chrono trigger plus
Post by: lexluthermiester on September 14, 2019, 01:01:10 am
Ok the ferry is fixed/uploaded. I've learned my lesson, no more new features until I'm ready to release a new version.

This winter I thought maybe I'd put in an ending viewer that let's you watch the endings as you unlock them, kind of an incentive to see them all again.
This' a very interesting idea. Is there enough space in the rom for it?
Title: Re: Chrono trigger plus
Post by: edale on September 14, 2019, 03:24:27 am
This' a very interesting idea. Is there enough space in the rom for it?
Unless I'm mistaken, it actually wouldn't take much space on the ROM at all. The largest chunk would be encoding names for the endings, and that could be shortened by just numbering them instead. It would just need a bit of code to play certain chunks of event code before returning to the ending player menu, as well as an in-game trigger to get to the ending player. And possibly a few flags, if the endings were unlocked in the viewer as you got them, rather than just all being playable by default. The problem with the flags would be that would require a change to the save file format, which would likely make all saves from versions without the ending viewer not compatible with saves with the viewer.

Honestly, the best place to put the ending viewer would likely be somewhere in the "secret" developer's room (probably replacing the text of the guy that tells you "can you find all 12 endings?", when there's actually closer to 17 distinct endings, plus variations of a few of those), and if it's in the Dev Room, then it makes sense that you'd be able to view all the endings, even if you hadn't viewed them previously.

It would be cool if it let you play the different versions of the endings, such as the differences from having saved Lucca's mother or not affecting if she's in the parade ending, and such; but that would require another chunk of code to set various flags, and probably a third chunk of code to get the events to pay attention to that set flags rather than the ones in your save...
Title: Re: Chrono trigger plus
Post by: ThegreatBen on September 14, 2019, 09:03:42 am
Edale is correct, it would be a viewer item with a list of all the endings and they would only be viewable once unlocked, the hardest part would be getting the flag to save after the ending.
Title: Re: Chrono trigger plus
Post by: andrewclunn on September 14, 2019, 01:24:50 pm
Edale is correct, it would be a viewer item with a list of all the endings and they would only be viewable once unlocked, the hardest part would be getting the flag to save after the ending.

The new game plus byte is saved out of normal data, but it only needs to code one bit, so there's at least 7 bits free there.  And considering the way memory is addressed, that means you should have 15 bits free there, which would make it perfect.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on September 14, 2019, 02:28:57 pm
7 makes sense, not sure how that becomes 15 though.

But that's the right idea, wonder if that's the only address that saves that way, I'm sure Mauron knows.
Title: Re: Chrono trigger plus
Post by: Mauron on September 14, 2019, 03:46:07 pm
Here's what I know so far:

The New Game+ bit in SRAM isn't part of the normal saving process, and there's a few likely unused bytes after it. Those bytes are unfortunately initialized to $FF, which makes things a little trickier. The New Game+ is only checked to see if it's zero, so we'd have to hack that part if we want more bits.

Anyone got a late game SRM file I can work with? Later is better, but any EOT accessible one would be a start.
Title: Re: Chrono trigger plus
Post by: andrewclunn on September 14, 2019, 04:02:08 pm
This is an awesome save file reasource

https://fantasyanime.com/squaresoft/ctsaves-srm.htm
Title: Re: Chrono trigger plus
Post by: Mauron on September 14, 2019, 04:30:16 pm
Activating New Game+ is done through the Mode7Scene event command. I think there are some unused values I can hijack to store completed endings. Will 15 flags be enough to store all original and custom endings?
Title: Re: Chrono trigger plus
Post by: ThegreatBen on September 14, 2019, 04:34:52 pm
Yup definitely, thanks.
Title: Re: Chrono trigger plus
Post by: edale on September 14, 2019, 07:15:20 pm
A number of years ago, I went through Chrono Trigger with a fine-toothed comb, going back and killing Lavos after every conceivable minor plot advancement, and I found around 17 distinct endings... And my understanding is this mod adds 1 additional ending? Where you save Zeal by beating Lavos in the Ocean Palace (formerly one of 2 paths to the Dev Room)?

I might be remembering the number of endings wrong, but probably best to look for another unused bit or two in the save file...
Title: Re: Chrono trigger plus
Post by: ThegreatBen on September 14, 2019, 07:38:25 pm
Yes but several of those are variations of the same one affected by what you do in game, the viewer will still reflect that in one slot, even with my ending 14 slots are enough.
Title: Re: Chrono trigger plus
Post by: lexluthermiester on September 14, 2019, 08:30:32 pm
Where you save Zeal by beating Lavos in the Ocean Palace (formerly one of 2 paths to the Dev Room)?
Wait, hold up! One can beat Lavos IN the Ocean Palace, IE before Chrone dies? Is this a thing? I've never even tried it before...
Title: Re: Chrono trigger plus
Post by: Mauron on September 14, 2019, 08:58:52 pm
It turns out this was surprisingly easy.

After the Lavos Core is defeated, edit the events:
- Compare 307FFE with $E41B. If it is, skip the next two steps.
- Using assignment commands, store zeroes to 307FE3 through 307FEF. You can use two byte storage, but not MemCpy.
- Store $E41B to 307FFE.

From there you can update the endings to store flags for each one. The ending viewer should check 307FFE before any of the individual flags. If Lavos hasn't been defeated once, there will be garbage data in here.

You can use assignment commands normally to copy the 307Fxx data to 7F02xx when working with the flags.
Title: Re: Chrono trigger plus
Post by: edale on September 15, 2019, 01:57:46 am
Wait, hold up! One can beat Lavos IN the Ocean Palace, IE before Chrone dies? Is this a thing? I've never even tried it before...
Yep, it's VERY hard to do in the first playthrough, as that fight is the hardest version of Lavos in the game, but it's quite doable on a New Game+, and gives you a new ending in this mod.

The other way to get the Dev Room is by entering the other teleporter at the start of the game in a New Game+, which puts you into a fight against Lavos with only Chrono to work with (this one usually needs you on your 2rd NG+ playthrough to manage a win).

All of the various endings in the game come from beating Lavos at different points in the plot. My favorite has to be the Dino ending, where you beat Lavos before settling things with the Dono's in 65 mil BC, and as a result, Chrono, the party, and EVERYONE are Dino people in the ending, lol.

Honestly, I'm curious how the ending triggers got affected by making the game non-linear in this mod, I could easily see some of the changes resulting in the wrong ending triggering depending on the order you did things...

September 15, 2019, 02:02:38 am - (Auto Merged - Double Posts are not allowed before 7 days.)
It turns out this was surprisingly easy.

After the Lavos Core is defeated, edit the events:
- Compare 307FFE with $E41B. If it is, skip the next two steps.
- Using assignment commands, store zeroes to 307FE3 through 307FEF. You can use two byte storage, but not MemCpy.
- Store $E41B to 307FFE.

From there you can update the endings to store flags for each one. The ending viewer should check 307FFE before any of the individual flags. If Lavos hasn't been defeated once, there will be garbage data in here.

You can use assignment commands normally to copy the 307Fxx data to 7F02xx when working with the flags.
So if I'm reading this right, once the viewer is released... Hex-editing the values in a save file at 307FE3 through 307FEF would let me unlock all the endings?

Completely hypothetical question, I assure you.

Whistles innocently
Title: Re: Chrono trigger plus
Post by: ThegreatBen on September 15, 2019, 09:23:20 am
How do I compare 307FFE with $E41B?

Then in the endings I store the flags in 307FE3-EF?

Title: Re: Chrono trigger plus
Post by: Mauron on September 15, 2019, 12:26:51 pm
So if I'm reading this right, once the viewer is released... Hex-editing the values in a save file at 307FE3 through 307FEF would let me unlock all the endings?

No, for a save file those offsets would be 1FE3.

How do I compare 307FFE with $E41B?

Then in the endings I store the flags in 307FE3-EF?

Assign(Mem.307FFE, Mem.7F0202, two)
If (Mem.7F0202 == E41B)

If you use bitflags, you could cover all endings in 307FE3-4. I'd still recommend resetting the rest in case you decide to use more global storage later.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on September 16, 2019, 08:16:55 am
Ah that's much clearer, though I dont plan on doing it right away it should be easy enough when I do, thanks.
Title: Re: Chrono trigger plus
Post by: Grimlock on September 16, 2019, 11:20:00 am
Great work on this project, I'm only a couple hours in and so far I'm enjoying the changes. There is one thing though, regarding the "always run".  Is there a way to toggle that? I actually kind of like the default run setup that requires you to hold the B button. Is there a button combination to toggle it? If not, is there a hex value I can edit to change it to default? If you can, in the future it would be a nice feature to edit the run behavior so that a press of B toggles run/walk rather than always run, hold B to walk. I just find that in many instances the walking speed is too high, such as trying to walk up to a box or person.  I find holding to walk a bit odd and it just doesn't feel right.  Any solutions you can offer?
Title: Re: Chrono trigger plus
Post by: ThegreatBen on September 16, 2019, 02:08:38 pm
Sadly it became mandatory when the Speed Shoes item was added, however Mauron mentioned something about making a reverted patch.
Title: Re: Chrono trigger plus
Post by: Mauron on September 16, 2019, 03:18:02 pm
Walk by default with speed shoes. (https://maurtopia.com/walkspeedshoes.ips)

This can be applied to an existing CT+ ROM, and can safely be included with main distribution as an option.
Title: Re: Chrono trigger plus
Post by: meatyfalcore on September 16, 2019, 10:30:40 pm
Found another bug.  After Chrono dies and you get his clone from the festival it does not show up in his house.
Title: Re: Chrono trigger plus
Post by: Grimlock on September 16, 2019, 10:33:41 pm
Walk by default with speed shoes. (https://maurtopia.com/walkspeedshoes.ips)

This can be applied to an existing CT+ ROM, and can safely be included with main distribution as an option.

Fantastic!  :thumbsup:  Thanks Mauron!  This would be great to add to the main download.  I'm sure there's others who would prefer to retain the original run controls for various reasons.
Title: Re: Chrono trigger plus
Post by: lexluthermiester on September 20, 2019, 04:55:43 am
Found another bug.  After Chrono dies and you get his clone from the festival it does not show up in his house.
I did not have that problem. I've played through a couple time now.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on September 20, 2019, 10:57:44 am
I did not have that problem. I've played through a couple time now.

It's possible, I did mess with the room events, have you tried it with the latest version?
Title: Re: Chrono trigger plus
Post by: Grimlock on September 21, 2019, 11:12:51 am
I've been having an issue at times where pressing X or Y to open a menu just results in a black screen.  So far it's happened seemingly mostly in the over world but I also had it happen when I was in the coliseum in the future.  I recall it happening in another area too, a cave I think.  Apologies for the lack of details on that one.  I also experienced a perm-stuck when I first returned through the first portal and walked on the warp pad at the festival.  I just got stuck on it.
Title: Re: Chrono trigger plus
Post by: meatyfalcore on September 21, 2019, 12:31:08 pm
Just tried it again and still no Chrono doll at his house.  I did a fresh patch with the newest version and no change.  I had won the doll way earlier in the game when I first went to the fair and it was in his room then, but after actually needing it it doesn't show up.  I checked his house first and nothing, won the doll again at the fair and it's still not there.
Title: Re: Chrono trigger plus
Post by: lexluthermiester on September 21, 2019, 03:46:18 pm
It's possible, I did mess with the room events, have you tried it with the latest version?
2.1? Yes. Could run through it again if needed..
Title: Re: Chrono trigger plus
Post by: ThegreatBen on September 21, 2019, 06:51:01 pm
No it seems to be a legit bug, I'll try to get a fix out.

It's related to the fair prizes carrying over that I added, not sure why it's happening though.

September 23, 2019, 09:36:45 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Clone glitch is now fixed, if you already won the clone you'll have to enter Blekkler's tent then go to Crono's room otherwise it will play as normal.
Title: Re: Chrono trigger plus
Post by: Shade Aurion on September 23, 2019, 10:08:15 am
You know.. One thing that was always annoying was feeding the cats. If you included an auto feeder as a prize or something you can optionally buy, or just remove feeding altogether, people could win all the cats and not have to worry about losing them. Also you spoke awhile ago about the bar at the end of time you were going to make. I know you didn't want to add non-Chrono Trigger characters but one you might consider is the barkeep from the end of time from Another Eden: The Cat Beyond Time and Space, especially considering the end of time bar there is an obvious nod to Chrono Trigger and the game was written by one of the writers of Chrono Trigger itself so it would be like a full circle easter egg paradox hahaha
Title: Re: Chrono trigger plus
Post by: ThegreatBen on September 23, 2019, 11:08:06 am
There actually is the option to buy catfood in 1999, I tweaked it so it actually works now.

I dont remember much from another eden sorry.

For those that didnt notice the clone glitch is fixed
Title: Re: Chrono trigger plus
Post by: Cthulhu88 on September 23, 2019, 12:01:32 pm
You know.. One thing that was always annoying was feeding the cats. If you included an auto feeder as a prize or something you can optionally buy, or just remove feeding altogether, people could win all the cats and not have to worry about losing them.

I never liked that myself. Getting all 11 cats and feeding them is more grindy than most of the game.

This is the catfood.inc from my enemy drops overhaul (as an extra):
Code: [Select]
if {defined CATFOOD} {

macro catfood(variable check, variable value, variable ounces) {
    if ounces < 0 || ounces > 200 {
        error "Invalid ounces for catfood (0-200)."
    }

    variable limit(200 - ounces)

    seek(check)
        db limit  // Limit check
    seek(value)
        db ounces // Value (Ounces)
}

if {defined EX} {
catfood($DBDB63, $DBDB66, 25)  // Guessing Game
catfood($DBDBC7, $DBDBCA, 50)  // Copycat Game
catfood($DBD8FC, $DBD907, 100) // Beanbag Throw Game
} else {
catfood($DB72E8, $DB72EB, 25)  // Guessing Game
catfood($DB734C, $DB734F, 50)  // Copycat Game
catfood($DB7081, $DB708C, 100) // Beanbag Throw Game
}

}

I don't change any game mechanics, I merely change how much cat food you are rewarded from the minigames.
Title: Re: Chrono trigger plus
Post by: Special on September 23, 2019, 12:12:36 pm
Is the new patch from today actually new? You keep uploading 2.1 (instead of properly going 2.1, 2.2, 2.3 or 2.1a, 2.1b, etc.) and this ones file "last modified" date is of 9/12, which seems pretty old...
Title: Re: Chrono trigger plus
Post by: ThegreatBen on September 23, 2019, 01:23:06 pm
Is the new patch from today actually new? You keep uploading 2.1 (instead of properly going 2.1, 2.2, 2.3 or 2.1a, 2.1b, etc.) and this ones file "last modified" date is of 9/12, which seems pretty old...

Wow you're right, how the hell did that happen? I double and triple checked it. :banghead:

Guess it's getting uploaded again, thanks for the heads up. I only change the number when I add new features, I dont consider fixing bugs something that warrants a new version but I might be wrong.
Title: Re: Chrono trigger plus
Post by: Special on September 23, 2019, 01:27:53 pm
...but I might be wrong.

You are. Doing so would prevent things like this from happening and also save your players confusion and headache of this kind of crap as well.
Title: Re: Chrono trigger plus
Post by: edale on September 23, 2019, 02:25:22 pm
Wow you're right, how the hell did that happen? I double and triple checked it. :banghead:

Guess it's getting uploaded again, thanks for the heads up. I only change the number when I add new features, I dont consider fixing bugs something that warrants a new version but I might be wrong.
Basic convention is "1.1.1" where:
1st number is for major overhauls or when a large number of minor additions build up.
2nd number is for minor additions.
3rd number is for hotfixes, such as bug patches.

Alternately "1.1a" where the letter at the end is used for hotfixes.

This doesn't just help end-users, it also helps developers to keep from getting mixed up on which file is for which revision.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on September 23, 2019, 06:28:00 pm
You guys are right so that's what I started doing, anyway the real fix for that stupid clone glitch is finally up.

Magus' clone had to be hidden until after he is recruited otherwise it would be standing in the same spot as him in the scene on the cape, so I guess it wasn't for nothing I made another version.

 I also cleaned up my purchasable cat food and cat carry over coding as well.

Title: Re: Chrono trigger plus
Post by: lexluthermiester on September 23, 2019, 09:49:47 pm
No it seems to be a legit bug, I'll try to get a fix out.

It's related to the fair prizes carrying over that I added, not sure why it's happening though.

September 23, 2019, 09:36:45 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Clone glitch is now fixed, if you already won the clone you'll have to enter Blekkler's tent then go to Crono's room otherwise it will play as normal.
I didn't have this problem. I tried it last night both before Chrono dies and after, Chrono's clone still shows up. Was there a specific trigger(no pun intended) for that glitch?

Guess it's getting uploaded again, thanks for the heads up. I only change the number when I add new features, I dont consider fixing bugs something that warrants a new version but I might be wrong.
Maybe glitch/bug fixes can get a alpha denoter, IE 2.2a, 2.2b etc.. And then feature updates get point numbers like 2.2, 2.3, etc..
Title: Re: Chrono trigger plus
Post by: ThegreatBen on September 24, 2019, 10:45:34 am
I didn't have this problem. I tried it last night both before Chrono dies and after, Chrono's clone still shows up. Was there a specific trigger(no pun intended) for that glitch?
Maybe glitch/bug fixes can get a alpha denoter, IE 2.2a, 2.2b etc.. And then feature updates get point numbers like 2.2, 2.3, etc..


It only happens if you try to get the clone with another person, the room didnt like the run around I used to get the prizes to carry over so it needed to be simplified.
Title: Re: Chrono trigger plus
Post by: Shade Aurion on September 24, 2019, 03:44:35 pm
There actually is the option to buy catfood in 1999, I tweaked it so it actually works now.

I dont remember much from another eden sorry.

For those that didnt notice the clone glitch is fixed

You don't really find out much about the bartender from Another Eden as he's rather mysterious, but it would be a pretty subtle nod to other games from Chrono Trigger staff that are involved in time travel and would likely fit well with the aesthetic. If you were to extend cameos to other games, i'd probably just keep it to games from the Chrono Trigger team. Radical Dreamers, Chrono Cross, I Am Setsuna, Lost Sphere and Another Eden: The Cat Beyond Time and Space. Radical Dreamers and Chrono Cross are both alleged sequels/part of the Chrono series either way and Another Eden is centered around time and dimensional travel so they'd make great potential easter eggs, though understandably, an annoying amount of additional work. That said, I nice future stretch goal once you've done everything you want to do perhaps ^_^

Here is the bartender from Another Eden anyways:
(https://preview.redd.it/ap1hbf7gkjo21.jpg?auto=webp&s=a748051c8a6ce26e56d40f2c9b8b3a29ff738ea5)
He has a pretty decent design
Title: Re: Chrono trigger plus
Post by: ThegreatBen on September 24, 2019, 05:29:34 pm
There actually is a few Cross references in this hack all of them simple nods,  none of them forcing it as canon.

The bartender however I feel his role is already taken by Gaspar, the whole bar itself is the reference.
Title: Re: Chrono trigger plus
Post by: edale on September 24, 2019, 11:20:26 pm
... i'd probably just keep it to games from the Chrono Trigger team. Radical Dreamers, Chrono Cross, I Am Setsuna, Lost Sphere and Another Eden: The Cat Beyond Time and Space.
Erm.... I Am Setsuna wasn't done by anyone from the Chrono Trigger team...

Although it was an attempt to make a game with modern mechanics and the same feel as Chrono Trigger.

As I recall, Square made a subsidiary company, put out a job ad for game developers wanting to build games with the same feel as the classics like Chrono Trigger. They did not mention that Square was involved in any way, everyone thought they were applying to some new no-name game developer (they were trying to get people who wanted to develop games for the love of games, not for a paycheck); they didn't find out they were actually working for Square and had a HUGE budget (compared to what they were expecting to work with) until after they were hired.

Chrono Trigger was mentioned in those job ads, but no one from the Chrono Trigger team itself was involved.
Title: Re: Chrono trigger plus
Post by: Shade Aurion on September 25, 2019, 12:02:44 am
(https://i.pinimg.com/originals/65/29/2b/65292bf55eda9d40825caf806e84ad89.jpg)
Title: Re: Chrono trigger plus
Post by: lexluthermiester on September 27, 2019, 03:39:07 am
(https://i.pinimg.com/originals/65/29/2b/65292bf55eda9d40825caf806e84ad89.jpg)
:laugh:
Title: Re: Chrono trigger plus
Post by: gardnaeden on September 30, 2019, 09:17:12 pm
I'm in my first playthrough in patch 2.1 and I'm not sure exactly what's causing it to happen, but it seems to be possible to refight the Frog King multiple times in the same playthrough. To cause it to happen, you need to beat the Frog King, then run in and out of the forest multiple times until you see the nu appear that says 'stop it you dog', and then wait for the nu to disappear from the map, not fight. When you enter the bush with frog in your party, it's as if you never beat the Frog King.  I don't know if there's repercussions for beating the frog king a second time, so I just reset the game. Just thought I'd bring this glitch to your attention.  I was puzzled as to why sometimes the event became undone and I realized that each time I triggered it was when the nu was present. I don't know if they share the same flag or what's happening.

Title: Re: Chrono trigger plus
Post by: ThegreatBen on October 01, 2019, 09:35:01 am
Interesting,  though there isn't any repercussions from fighting him multiple times I would like to know why you can.
Title: Re: Chrono trigger plus
Post by: gardnaeden on October 03, 2019, 08:58:18 pm
Good evening! I just got to the arcade at 1999 AD and it's a blackscreen. Reading earlier posts, I know this used to be an earlier issue that got fixed by a later update. What's a bit disorienting is that I seem to be using a pretty current patch. (the approximately September 12th one that fixed the overworld event with the ferry to Choras that I reported) Am I not using a current enough patch, or did something get undone?

Thank you!
Title: Re: Chrono trigger plus
Post by: ThegreatBen on October 04, 2019, 08:32:40 am
I could never duplicate the arcade blackscreen to be able to figure out what's going on, I was told that it only happens occasionally but I'll take another look at its events when I get a chance.
Title: Re: Chrono trigger plus
Post by: TheChristoph on October 05, 2019, 10:36:49 pm
I spent like five hours on this today and I've been having a great time. I noticed a couple things you may want to know about. In the forest clearing outside of Guardia castle, the power tab graphic is weird. Instead of the glowing blue dot, it was the "miss" graphic. I spotted this one other place near the beginning of the game too, but didn't take note of where. And the guy who gives you the list of trading post items in prehistory calls the sword the "flint edge" when you really get a "mammo tusk". The ROM I used was from the nointro set on the archive.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on October 06, 2019, 04:58:40 pm
I seem to recall someone else mentioning the tab, might be a Sprite limit? I have a few small bugs to work out thanks for the list, when I get a chance I'll tackle them.
Title: Re: Chrono trigger plus
Post by: TheChristoph on October 06, 2019, 09:13:11 pm
1999 is absolutely delightful!  ;D I got the black screen entering the arcade, too. I just left Medina and walked back in and it worked.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on October 07, 2019, 02:09:09 pm
1999 is absolutely delightful!  ;D I got the black screen entering the arcade, too. I just left Medina and walked back in and it worked.

Thanks, I'm pretty proud of it.

As for the black screen I will do my best when I get some free time, probably a return command too far down.
Title: Re: Chrono trigger plus
Post by: Grimlock on October 12, 2019, 04:05:10 am
Can I continue with my saved game if I apply this updated patch to the existing (already patched) ROM?  I'm already to Zeal.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on October 12, 2019, 07:39:35 am
You can keep your saved game but apply it to a fresh rom and then just rename it the same as your patched one  (which you'll delete).
Title: Re: Chrono trigger plus
Post by: TheChristoph on October 12, 2019, 05:56:44 pm
I have a bunch of questions about 1999 but I don't want to junk up the thread...

Spoiler:
What do the various chips do?
Gobb upgraded Lucca's weapon, does he do anything else?
Mr. Bangor told me he wanted a chip, I think I found it, but now he just says Welcome to the BioDome. Anything to do here?
The guy in Arris dome told me about a research facility. Was that Cretaceous Park? I beat Diego, is anything else supposed to happen?
Is it possible to get into Geno Dome?
Is it possible to open the black chest in Medina?
Title: Re: Chrono trigger plus
Post by: ThegreatBen on October 12, 2019, 06:49:26 pm
Good questions but obviously the answers contain spoilers for 1999

Spoiler:
the chips upgrade your stats permanently at the Arris dome after you finish the quest in Cretaceous park, to finish that quest you need to find someone who can handle dinosaurs. Mr. Bangor wants a life sparkle not a chip, look in a toxic environment for one. The black box and Geno dome are part of the same quest, you just have to beat the Black Omen in any time period then try to open it.
Title: Re: Chrono trigger plus
Post by: TheChristoph on October 12, 2019, 08:12:53 pm
Awesome, thanks for the tips. I ended up killing Lavos, so I'll remember these tips on my NG+ run.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on October 12, 2019, 08:16:49 pm
It's worth getting the stat enhancements before restarting
Title: Re: Chrono trigger plus
Post by: TheChristoph on October 12, 2019, 08:27:38 pm
Well as soon as I got back to 2300AD on my NG plus,
Spoiler:
I found the mushroom and the life sparkle...
I'm impressed by how well thought-out you've structured this!
Title: Re: Chrono trigger plus
Post by: ThegreatBen on October 12, 2019, 08:50:19 pm
Well as soon as I got back to 2300AD on my NG plus,
Spoiler:
I found the mushroom and the life sparkle...
I'm impressed by how well thought-out you've structured this!

Thanks, I put a lot of time into this.
Title: Re: Chrono trigger plus
Post by: KarmicStorm on October 14, 2019, 04:39:56 pm
Just found a bug.  The "I" chip seems to lower Frog and Lucca's HP by 100, not raise it.  It raises Marley's like it's supposed to though, which seems weird to me.

I'm going to test it on the other characters and see what happens.

October 14, 2019, 05:05:27 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
It works as intended on Chrono, Ayla, and Magus.  Just Frog and Lucca get the negative.
Title: Re: Chrono trigger plus
Post by: ThegreatBen on October 14, 2019, 05:33:58 pm
Whoa! I'll have to get that fixed asap
Title: Re: Chrono trigger plus
Post by: Somathan on October 15, 2019, 01:10:47 am
Wow! This romhack of Chrono Trigger is just plainly great, thank you so much to all the team who worked so hard for this.

Right now I'm doing my 2nd playthrough via New Game+ and I found a little typo (I'm on version 2.1 from September 22 if that helps)

Spoiler:
During this 2nd playthrough I got the new Save Zeal Ending, and when talking to my party characters (and Mom) I found that Robo's name is not displayed.

https://m.imgur.com/gallery/72x7As1
Title: Re: Chrono trigger plus
Post by: ThegreatBen on October 15, 2019, 05:36:25 pm
So with the bugs being reported another release is inevitable, along with it I'm going to turn the pointless hotel in west city into a teleport station.

This will allow access to Choras and Medina without having to do the forest sidequest first, allow faster travel back to west city from everywhere and get rid of the pointless hotel.
Title: Re: Chrono trigger plus
Post by: lexluthermiester on October 16, 2019, 06:33:23 am
So with the bugs being reported another release is inevitable, along with it I'm going to turn the pointless hotel in west city into a teleport station.

This will allow access to Choras and Medina without having to do the forest sidequest first, allow faster travel back to west city from everywhere and get rid of the pointless hotel.
Bugs were bound to be found. This is still an amazing work! I have yet to find the above pictured scenario. Looking forward to that part of the game!
Title: Re: Chrono trigger plus
Post by: andrewclunn on October 16, 2019, 10:21:09 am
I think the biggest problem was when fixing one bug or making a change based on feedback resulted in potential new bugs.  I admit that one my second play through I took a far less aggressive approach to hunting down bugs, as I assumed "Hey, I've already tested that and it worked last release."  My apologies.
Title: Re: Chrono trigger plus
Post by: edale on October 17, 2019, 04:33:05 am
I think the biggest problem was when fixing one bug or making a change based on feedback resulted in potential new bugs.  I admit that one my second play through I took a far less aggressive approach to hunting down bugs, as I assumed "Hey, I've already tested that and it worked last release."  My apologies.
Relevant:
(https://i.pinimg.com/originals/48/99/d2/4899d240804d873cc4e39b122b35edae.png)