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Personal Projects / Chrono Trigger: Schala Edition
« on: December 23, 2018, 01:19:42 pm »
Not my personal project, but I didn't want this completely off's radar (the hack will be formally submitted in a month or so; the author wanted to release it exclusively at the Compendium for the first 30 days). He's meanwhile given us permission to get the word out (not sure if he's on however, so I'm posting).

What if... Schala escaped from the Ocean Palace?

Chrono Trigger fans have been imagining what might've been for almost twenty-five years. Now, for the first time, an extensive ROM hack explores that question in Chrono Trigger: Schala Edition!

By the same author who created the Golbez Edition and General Leo Edition hacks of Final Fantasy IV and VI, this hack alters events so that Schala survives the Ocean Palace disaster. Magus leads Marle and friends on an expanded adventure through 12,000 BC in search of his sister, with a promise to help them retrieve their lost Crono... but only if they help him first. New locations, enemies, bosses and scenes await, ending in one of gaming's most long-awaited reunions.

While recognizably based off of Ted Woolsey's original 1995 translation, this hack features an extended and polished script, new Techs, new items and weapons, and lots of surprises along the way, bringing maximum nostalgia while also offering something new.

The Schala Edition patch will be exclusively available here at the Compendium through January 31, followed by wider release through The author thanks everybody at the Compendium for their help and support, because this project never would've happened without them!

Try the hack today and thank you! See the included readme for details!


All credit goes to Fauntleroy, who was part of the original Crimson Echoes team (mapping and some other tweaks).

Old thread's disappeared, but I'm still hoping to get some guidance on this. The assets for this game, and presumably any key to playing around with it lie in the format of of a few extensionless files on the game disc. There's a file for each mission, which contains the music, art assets, and even the event coding (some of which is in plaintext).

I'm not sure how the mission files are jammed together. The header starts with RIFX (suggesting Rifftrax), but RIFX appears again later, which leads me to my next statement. Based on the occurrence of a lot of extensions at the top of the file, I'm guessing the "header" just describes the location of all the assets and their extension, and the bulk of the file is all of these simply run together. I am still a complete idiot bereft of skill when it comes to actual technical hacking know-how, so if anyone could take a look at a sample file, it'd be amazing:

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