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Author Topic: Chrono trigger plus  (Read 227936 times)

Mauron

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Re: Chrono trigger plus
« Reply #1000 on: November 09, 2019, 04:17:56 pm »
I should increase the drop rate to 100% for the next release.
0x3DAC21 - 80 08 to do that.
Mauron wuz here.

ThegreatBen

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Re: Chrono trigger plus
« Reply #1001 on: November 10, 2019, 08:07:14 am »
Just a suggestion, but might there be a way to include the 1999 AD sidequests to the Old Man's report of things to do near endgame? Or a character in 1999 AD that lists them? Some of them are as obvious as just talking to a person, but some like knowing you can 'upgrade' the wondershot are not.

While I dont want something as blunt as a list I could make the hints more obvious I guess.

0x3DAC21 - 80 08 to do that.

I knew I could count on you.

Pape29018

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Re: Chrono trigger plus
« Reply #1002 on: November 11, 2019, 03:55:11 pm »
"Cult of Lavos" in 2300 A.D. sounds more like an organization than a location. Here are a few suggestions for a new name if interested.

*Terra Memoria, Terra is Latin for Earth and Memoria is Latin for Memory. References the Entity/planet and its dream/memories.
*Necropolis, the name stems from ancient Greek which literally means "city of the dead".
*Shrine of Chaos or Shrine of Destruction.

ThegreatBen

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Re: Chrono trigger plus
« Reply #1003 on: November 12, 2019, 09:23:35 pm »
"Cult of Lavos" in 2300 A.D. sounds more like an organization than a location. Here are a few suggestions for a new name if interested.

*Terra Memoria, Terra is Latin for Earth and Memoria is Latin for Memory. References the Entity/planet and its dream/memories.
*Necropolis, the name stems from ancient Greek which literally means "city of the dead".
*Shrine of Chaos or Shrine of Destruction.

I suppose that makes sense, Necropolis sounds cool.

As for updates I added a teleport station to West City allowing easier 1999 travel.

I'm currently working on fixing the re-fightable Frog King battle, and tweaking my Marle scene, once that's done I'll revert the autorun ro make it optional again.

andrewclunn

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Re: Chrono trigger plus
« Reply #1004 on: November 13, 2019, 02:43:55 am »
i like the idea of including run patch and magus color change, and then the optional patches being the revert patched.

ThegreatBen

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Re: Chrono trigger plus
« Reply #1005 on: November 14, 2019, 01:05:31 pm »
i like the idea of including run patch and magus color change, and then the optional patches being the revert patched.

And normally I'd just let you have it that way but I've had quite a few requests to revert it.


As for updates I've added the teleport station to west city,  fixed the frog king bug, made the drop rate 100%, renamed the cult of Lavos.

All that's left I believe is a few animations for Marle in her cut scene and a report that the clone still isn't working properly that needs to be verified.

ThegreatBen

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Re: Chrono trigger plus
« Reply #1006 on: November 21, 2019, 05:29:39 pm »
Been getting more time to work on this, holy cow there's a lot of bugs.

Fixed a big graphical mess with Lavos if the drone is with you, had to redo the Nes difficulty patch since the starting stats were way off, finally fixed that every enemy poisons you thing.

I still have the fainted party members not falling down bug, and the music in 65mil makes a horrible screeching sound of using the msu-1 (hopefully that's just me) theres also a report of the clone still not showing up and a mt woe bug in Crono isnt pc1

Once those are taken care of I want to make the powered up pendant carry over, it'll take a little work so that the early epoch doesn't break the game, I'll just disable the story events in Zeal until the right time.

andrewclunn

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Re: Chrono trigger plus
« Reply #1007 on: November 21, 2019, 05:36:23 pm »
Once those are taken care of I want to make the powered up pendant carry over, it'll take a little work so that the early epoch doesn't break the game, I'll just disable the story events in Zeal until the right time.

Will you also carry over the setting for the 1999 time destination via Epoch?

ThegreatBen

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Re: Chrono trigger plus
« Reply #1008 on: November 21, 2019, 06:27:42 pm »
That one I can't do because certain side quests are required to get to the suite. But it's not so bad since both the life sparkle and the Coliseum can now be accessed earlier.
« Last Edit: November 22, 2019, 08:17:21 am by ThegreatBen »

ThegreatBen

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Re: Chrono trigger plus
« Reply #1009 on: December 03, 2019, 02:17:17 pm »
This hack has been a huge mess lately, the characters standing up after they're knocked out bug was corrupting my whole game as far back as version 2.0

I've taken a really old version and have been importing the changes a few at a time checking for corruption along the way, I'm 3/4 of the way done then I can play through and look for bugs.

I'm also working on improving the Nes difficulty patch as well, I've fixed the change party only at save points function it was supposed to have.

I also have to add in the option to keep the powered up pendant and get the Epoch early.

ThegreatBen

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Re: Chrono trigger plus
« Reply #1010 on: December 12, 2019, 07:11:59 pm »
A quick update.

Characters standing up after dying fixed, clone not appearing at the house fixed, all bugs involving the cursed woods fixed, many door clippings, and incorrect item names fixed.

The Nes difficulty patch now functions as intended, it had to be redone from scratch.

All the chests and sealed doors now work properly carrying over the pendant allowing a lot of freedom on ng+ still finishing up my playthrough looking for bugs and still have to adjust story triggers so the early Epoch doesn't break anything.

Shade Aurion

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Re: Chrono trigger plus
« Reply #1011 on: December 12, 2019, 09:27:16 pm »
Awesome dude. I know the feeling of redoing work from scratch. I'm sure the final product will be better for it  :thumbsup:

andrewclunn

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Re: Chrono trigger plus
« Reply #1012 on: December 13, 2019, 09:47:26 am »
All the chests and sealed doors now work properly carrying over the pendant allowing a lot of freedom on ng+ still finishing up my playthrough looking for bugs and still have to adjust story triggers so the early Epoch doesn't break anything.

Is this done by the pendant still being "activated" on a new game plus playthrough?  And if so what happens regarding the Mammon machine activation keeping the player locked in Zeal to prevent getting the epoch out of order?

ThegreatBen

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Re: Chrono trigger plus
« Reply #1013 on: December 13, 2019, 05:33:45 pm »
All the doors and chests simply checked if you were far enough in the story to have activated the pendant.

I added a new flag upon powering up the pendant, it carries over to ng+ I put a delay on the Epoch until you reach the End of Time, after that you can do whatever you want with it, the story events in Zeal won't trigger until after the Tyrano Lair is done.

This will allow you to visit Zeal early, thus being able to trigger the forest quest early, and if you wish skip Heckran and Zombor.

andrewclunn

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Re: Chrono trigger plus
« Reply #1014 on: December 13, 2019, 05:40:48 pm »
All the doors and chests simply checked if you were far enough in the story to have activated the pendant.

I added a new flag upon powering up the pendant, it carries over to ng+ I put a delay on the Epoch until you reach the End of Time, after that you can do whatever you want with it, the story events in Zeal won't trigger until after the Tyrano Lair is done.

This will allow you to visit Zeal early, thus being able to trigger the forest quest early, and if you wish skip Heckran and Zombor.

Very good.  Just making sure you also put an additional check to prevent opening the sealed door to the throne room in Zeal.  Also, how do you handle if I've unlocked the bridge events (even gotten the jerky) but then use the Epoch to backdoor it and enter from the South?

ThegreatBen

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Re: Chrono trigger plus
« Reply #1015 on: December 13, 2019, 08:27:19 pm »
The door in Zeal will still require the correct story triggers which wont appear till after the Tyrano Lair.

I am putting some things in place to prevent the game from breaking, however unexpected scenarios like the one you just mentioned will need testing.

Spect

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Re: Chrono trigger plus
« Reply #1016 on: December 17, 2019, 10:40:24 am »
Hello liking the mod so far but found a minor bug. We just beat Magus at 600ad and the game softlocked afterwards. Chrono was missing in the cutscene in 65mil bc and after the cutscene ended Chrono was still missing and the controls just did nothing. He was in our 3rd party slot at the time and so we redid the Magus fight with him in slot 1 and it worked fine afterwards.



We're using SNES9X.

Thanks for the mod.

ThegreatBen

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Re: Chrono trigger plus
« Reply #1017 on: December 17, 2019, 11:53:47 am »
That bug has been fixed on my current build, I'll upload it fairly soon.

Spect

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Re: Chrono trigger plus
« Reply #1018 on: December 20, 2019, 01:06:26 pm »
Oh no we've run into another softlock. On the Blackbbird after Golem runs away the cutscene where Dalton talks about upgrading the Epoch softlocks. Lucca and Robo are on the Epoch doing repairs and there's a little flashing light on the right of the Epoch. His first two lines of dialogue play then it just sits there watching Lucca and Robo work on the Epoch forever.

It similarly locks up if you use the grate in the rafters to look at the Epoch, only without Dalton's dialogue.

It might have something to do with us going to 1999 earlier. There we got our own house and one of the doors in it led to a room where we could see Lucca and Robo working on the Epoch and weirdly we had control of the whole Epoch sprite and had to just move it off screen to continue. We suspect that simply viewing that scene might have broken the later cutscene with Dalton but we don't have a save file earlier than our trip to 1999 to go test.

We tried putting Lucca and Robo in our party and that removed them from the cutscene but the weird shiny thing on the Epoch is still there and it still softlocked after Dalton talked about the wings.

ThegreatBen

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Re: Chrono trigger plus
« Reply #1019 on: December 21, 2019, 12:08:44 pm »
Yup that's definitely what caused it, I hadn't considered that possibility I'll have to put something in place to prevent that.

As for salvaging your current game if you have a save before going on the Blackbird simply go back to the suite in 1999 and tell them you dont want your ship to go there.

December 21, 2019, 12:53:17 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Actually let me just fix the problem and I'll send you a working copy.
« Last Edit: December 21, 2019, 12:53:17 pm by ThegreatBen »