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Author Topic: Chrono Trigger sprite hacking.  (Read 2 times)
sb iq
Guest
« on: September 28, 2009, 06:02:22 pm »

Hi guys.

I'm helping a friend at badhacks.net work on a Chrono Trigger sprite hacking project. Normally he would go to Chrono Compendium and use it as a resource, but we all know what happened there.

He is trying to import nude Marle sprites from a hentai flash game into the ROM. Where are Marle's sprites located?

Also, if he were to hack the SNES ROM found within the Final Fantasy Chronicles and re-import it into the ISO, can the new sprites be seen when running the PSX game?

Thanks.
Vanya
Guest
« Reply #1 on: September 29, 2009, 05:39:52 pm »

While I don't even care to know anything about the content of this hack, I can comment on your questions.

As to the location of the graphics, I don't know.
They are more than likely compressed.

As to the other matter as long as the ROM he reinserts isn't any bigger than the one he extracts there shouldn't be any problems. I seriously doubt that if the game is being run off a ROM that they would go to the trouble of duplicating the data that is already present.
golden
Guest
« Reply #2 on: September 29, 2009, 05:56:40 pm »

There's a document in the database called "Chrono Trigger Offsets Guide", if you take a look inside "NA Offsets.txt" you'll find the location of Marle's sprites.
justin3009
Guest
« Reply #3 on: October 01, 2009, 08:48:33 am »

Tile Molester is what you'll want to use as it's easy and just all around user friendly for this.

None of the PC sprites are compressed at all.

120000   1272BF   GFX   N   Magus sprites
1272C0   12E85F   GFX   N   Crono sprites
130000   136B3F   GFX   N   Frog sprites
136B40   13E27F   GFX   N   Lucca sprites
140000   147C3F   GFX   N   Marle sprites
147C40   14FAFF   GFX   N   Robo sprites
150000   158BFF   GFX   N   Ayla sprites
ChronoMoogle
Guest
« Reply #4 on: January 20, 2011, 03:41:42 pm »

I checked out Geigers "Offset Guide" but could't figure this out:
Where are the Sprites of the title screen? I want to change the logo and the release year.
justin3009
Guest
« Reply #5 on: January 20, 2011, 04:25:15 pm »

Those are compressed.

I think 3E6002 was the location.

You'll have to decompress it using Temporal Flux.
Mauron
Guest
« Reply #6 on: January 20, 2011, 04:28:11 pm »

ChronoMoogle:

3E5307\t3E6001\tGFX\tY\t(015) Mode 7: Title screen\t2007.06.12 - Trigger, Pendulum, and TM.
3E6002\t3E6C4E\tGFX\tY\t(016) Mode 7: Title screen\t2007.06.12 - Year and fancy Chrono.

You'll need to decompress them through Temporal Flux first.
ChronoMoogle
Guest
« Reply #7 on: January 20, 2011, 04:34:53 pm »

Thank you really much  :thumbsup:

January 24, 2011, 02:49:18 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Another question.
I inserted some other text into the text, which is displayed at the beginning for about a second.
Is there a way to show it a little bit longer?
« Last Edit: January 24, 2011, 02:49:18 pm by ChronoMoogle »
Mauron
Guest
« Reply #8 on: January 24, 2011, 11:29:48 pm »

On the title screen? I'm not really sure how that works, to be honest.
ChronoMoogle
Guest
« Reply #9 on: January 26, 2011, 03:19:58 pm »

Ye, this one.
Sad Sad... Maybe someone else can help?
justin3009
Guest
« Reply #10 on: January 26, 2011, 03:33:23 pm »

I'll edit my post if I can figure it out, but the best I've found is this.

7E0072 - This is the memory value for the text to appear on screen.  It writes 6E there and then decreases the value.

The value and crap loads from somewhere else in memory, things I'm not actually familiar with yet so I won't be of much help.
ChronoMoogle
Guest
« Reply #11 on: February 18, 2011, 04:55:48 am »

Thanks to ikari_01 we managed to find the location of the timer for it.
Its 33606.... If you mainipulate the 6E 00 with a Hexeditor, the time of the shown image can be changed. Smiley
« Last Edit: February 18, 2011, 05:36:46 am by ChronoMoogle »
Zeemis
Guest
« Reply #12 on: February 27, 2011, 02:07:21 pm »

Quote from: justin3009 on October 01, 2009, 08:48:33 am
Tile Molester is what you'll want to use as it's easy and just all around user friendly for this.

None of the PC sprites are compressed at all.

120000\t1272BF\tGFX\tN\tMagus sprites
1272C0\t12E85F\tGFX\tN\tCrono sprites
130000\t136B3F\tGFX\tN\tFrog sprites
136B40\t13E27F\tGFX\tN\tLucca sprites
140000\t147C3F\tGFX\tN\tMarle sprites
147C40\t14FAFF\tGFX\tN\tRobo sprites
150000\t158BFF\tGFX\tN\tAyla sprites

Regarding compressed graphics, use "Peer Sprite Editor" to edit them. There is a decompression routine(filter if you would) that can decompress normal graphics, FFVI graphics, or Chrono Trigger. I've written a tutorial on how to decompress, edit, and recompress Final Fantasy VI graphics. This tutorial would work for Chrono Trigger.
http://www.FF6Hacking.com/forums/showthread.php?tid=848

-----------
Edit

After reading through a few posts in this thread, I guess Temporal Flux can already decompress graphics.
I wish FF3usME could do this. Tongue
Gemini
Guest
« Reply #13 on: February 27, 2011, 02:58:24 pm »

Quote from: sb  iq on September 28, 2009, 06:02:22 pm
Also, if he were to hack the SNES ROM found within the Final Fantasy Chronicles and re-import it into the ISO, can the new sprites be seen when running the PSX game?
The brief answer to that is: no. The long answer is: only a very few spots of the ROM are actually loaded by the PlayStation engine, like main dialog text. Graphics, maps, and most of the data are instead loaded from external resources or compressed overlay files.
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