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Chrono trigger plus

Started by ThegreatBen, January 22, 2017, 06:29:11 PM

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Feeso72

#900
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. 

edale

Quote from: 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.
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.

ThegreatBen

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.

edale

#903
Quote from: 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.
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.

ThegreatBen

@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.

Feeso72

#905
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

Also I got a repeat of the no death sprite bug: 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.

meatyfalcore

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.

edale

Quote from: ThegreatBen on September 07, 2019, 09:11:53 AM
@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.

ThegreatBen

#908
Quote from: 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.

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.

Quote from: edale on September 07, 2019, 03:01:08 PM
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

edale

#909
@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.

ThegreatBen

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.

edale

#911
Quote from: 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.
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/

meatyfalcore

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..

andrewclunn

Quote from: 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..

Are you playing with the latest version?

crudelios

Quote from: ThegreatBen on September 06, 2019, 06:13:54 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!

ThegreatBen

@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?

edale

Quote from: ThegreatBen on September 09, 2019, 07:10:21 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.

meatyfalcore

Quote from: andrewclunn on September 09, 2019, 10:29:42 AM
Are you playing with the latest version?

I was.  It looks like he fixed the problem again.  Those dang overworld events.  :banghead:

edale

#918
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!

ThegreatBen

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.