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Author Topic: Editing the sprites in PSX Chrono Trigger.  (Read 2 times)
Pattywick
Guest
« on: February 01, 2010, 05:48:59 am »

I am working on a project that involves hacking the PlayStation version of Chrono Trigger by porting over nude Marle sprites from a hentai flash game into the ROM/ISO. I call this "Porno Trigger".

If you buy Final Fantasy Chronicles, you'll get the PSX version of Chrono Trigger with it.

Inside the Chrono Trigger CD is what seems to be the Japanese SNES Chrono Trigger ROM, called "ROM.BIN".

I extracted this ROM and ported over one of the sprites as a test. It worked when I played the ROM in ZSNES, as shown below:



Afterwards, I made a copy of a Chrono Trigger ISO I ripped with CloneCD, and opened it up in CDmage using the settings "M2/2352 track". I imported and replaced "ROM.BIN" with the newly hacked one. This didn't yield any desirable results. A screenshot of the modified PSX ISO is shown below:



If the sprites aren't stored in "ROM.BIN", I hypothesize that they are stored at the following locations based on file names:

\\DATA\\LASS

\\GAME1\\PLYRCHR

\\GAME2\\BITMAP

\\IMAI\\CH_DEMO.TIM

\\IMAI\\PICCHARA

\\SND\\CHRONO

But then again, this is just a half-assed hypothesis based on file names. I am not sure of this, either. I might inspect each of these files carefully, but I am way too busy these days to do so.

Where are the sprites stored in the PSX version? I really need help with this. >_<
creaothceann
Guest
« Reply #1 on: February 01, 2010, 09:54:39 am »

Why the PSX version?
GenoBlast
Guest
« Reply #2 on: February 01, 2010, 11:07:15 am »

Pattywick
Guest
« Reply #3 on: February 01, 2010, 12:39:17 pm »

Ah, yeah. That's real helpful guy.

Quote from: creaothceann on February 01, 2010, 09:54:39 am
Why the PSX version?

Because there are enough SNES hacks out there already.

That, and I'd like to play this on real hardware. Preferably my modified PS2.
badinsults
Guest
« Reply #4 on: February 01, 2010, 09:20:25 pm »

I can't wait to see all that 16 bit porn!
Pattywick
Guest
« Reply #5 on: February 02, 2010, 06:54:53 pm »

And you will! If someone could give me the information I require!
Cryomancer
Guest
« Reply #6 on: February 02, 2010, 08:04:43 pm »

There is a snes emulator for the ps2 i believe, you could always play it that way too.
Pattywick
Guest
« Reply #7 on: February 02, 2010, 09:37:38 pm »

I want others to play it without resorting to downloading ROMs. Downloading ROMs of games you don't actually own is illegal, afterall. Final Fantasy Chronicles is much more accessible at stores than the Chrono Trigger Game Pak. Also, remember what happened to Crimson Echoes?

That, and I also enjoy the masochistic challenge of making it for the PSX.
« Last Edit: February 02, 2010, 10:02:58 pm by Pattywick »
Gemini
Guest
« Reply #8 on: February 03, 2010, 03:08:29 am »

IIRC, most of the data related to NPCs and player sprites is stored in some compressed files, which use a combination of two LZSS compressions (SNES original+TOSE's new one for the Playstation). You can find a compressor for TOSE's algorithm here. Should be enough for editing player's sprites. I could be a bit more specific, but I don't have all my reference data at the moment. Guess I'll post the actual specs later in the afternoon.
creaothceann
Guest
« Reply #9 on: February 03, 2010, 05:09:12 am »

Quote from: Pattywick on February 02, 2010, 09:37:38 pm
Downloading ROMs of games you don't actually own is illegal, afterall.
Downloading (non-PD) ROMs is always illegal.
Pattywick
Guest
« Reply #10 on: February 03, 2010, 12:19:21 pm »

Quote from: Gemini on February 03, 2010, 03:08:29 am
IIRC, most of the data related to NPCs and player sprites is stored in some compressed files, which use a combination of two LZSS compressions (SNES original+TOSE's new one for the Playstation). You can find a compressor for TOSE's algorithm here. Should be enough for editing player's sprites. I could be a bit more specific, but I don't have all my reference data at the moment. Guess I'll post the actual specs later in the afternoon.

Thanks for the info man! But which file are the character in-game sprites located in?
Gemini
Guest
« Reply #11 on: February 03, 2010, 06:08:06 pm »

There's more than just one file. Menus use a copy of in-game sprites and they are stored in the related overlay (GAME1\\MENU.BIN, third subfile). The actual in-game sprites are probably stored inside GAME1\\PLYRCHR.BIN. Afaik, the GAME2 folder is used only for Playstation specific overlays, while IMAI is for bonuses.
Pattywick
Guest
« Reply #12 on: February 03, 2010, 08:16:41 pm »

Excellent. Now, about that compression...what kind does it use?
Spikeman
Guest
« Reply #13 on: February 03, 2010, 09:00:37 pm »

Quote from: Gemini on February 03, 2010, 03:08:29 am
IIRC, most of the data related to NPCs and player sprites is stored in some compressed files, which use a combination of two LZSS compressions (SNES original+TOSE's new one for the Playstation). You can find a compressor for TOSE's algorithm here.
Pattywick
Guest
« Reply #14 on: February 04, 2010, 05:12:12 pm »

So spqrtext09.zip will take care of the TOSE compression and the SNES compression simultaneously? I'm only interested in the in-game sprites.


February 04, 2010, 05:35:01 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
What I mean is, does GAME1\\PLYRCHR.BIN use SNES or TOSE?
« Last Edit: February 04, 2010, 05:35:20 pm by Pattywick »
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