Post subject: Chrono Trigger: Flames of Eternity
Fortranm
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Chrono Trigger: Flames of Eternity is a hack of CT on SNES and an fan-made interquel of CT and CC. More information: http://en.wikipedia.org/wiki/Chrono_Trigger:_Crimson_Echoes http://chrono.wikia.com/wiki/Crimson_Echoes:Game CT:FoE is still underdevelopment, but there probably won't be any major plot changes from now on. The newest version is RC-7B. Link to video This a test-run of Prologue and Chapter 1. I decided to avoid using any glitches in this run. The purpose of this test-run is to find out the quickest path to finish the game. It might be very suboptimal. In fact I already find an obvious flaw around 8:04. I didn't notice that flaw until I recorded AVI. :P There are four chances to end the game: 1.the sparkle in Lucca's house. It's only available in New Game+ mode. You can enter this mode immediately after save for the first time and reset the game, but you won't stand a chance to win in the beginning. That sparkle is available all the time, but I'll forgo this ending since I would like to show the complete plot of this game. 2. the sparkle in Zeal. It's available in normal game play, but still, you don't stand a chance to win at that point. 3. the regular ending. 4. the sparkle in the old telepod exhibit area. It's available only during the ending epilogue so you can only trigger it after you defeat the regular final boss. I will choose this one to show more of this game. The movie is recorded under Snes9x-1.51-rerecording-v7. I know it's deprecated, but there are occasional music glitches when the game is running on either lsnes or Bizhawk. I will continue working on the test-run and upload the WIPs when I have time.
Fortranm
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Two notes for WIP1: 1. Answering "They're fine..." can finish the conversation about 30 frames quicker due to the shorter response from King Guardia. 2. Three techs deal the same damage to Golem Boss. I choose to use ICE 2 for three times because it has the shortest animation.
Post subject: Re: Chrono Trigger: Flames of Eternity
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Fortranm wrote:
The movie is recorded under Snes9x-1.51-rerecording-v7. I know it's deprecated, but there are occasional music glitches when the game is running on either lsnes or Bizhawk. I will continue working on the test-run and upload the WIPs when I have time.
Try running it on Bsnes/Higan to see if the sound glitches are still there. If it is, then most likely the game's fault.
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Yes, some romhacks weren't ever tested on real hardware, and a common byproduct of this is their sound engines being faulty.
My Chiptune music, made in Famitracker: http://soundcloud.com/patashu My twitch. I stream mostly shmups & rhythm games http://twitch.tv/patashu My youtube, again shmups and rhythm games and misc stuff: http://youtube.com/user/patashu
Post subject: Re: Chrono Trigger: Flames of Eternity
Fortranm
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jlun2 wrote:
Try running it on Bsnes/Higan to see if the sound glitches are still there. If it is, then most likely the game's fault.
It is the game's fault. I tried Bsnes v84 and Higan v95. There are sound glitches even under Snes9x 1.52 & 1.53. Snes9x 1.51 is my final decision since the game doesn't seem to give correct sound under any emulators with higher accuracy.
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Bsnes tries to imitate the real hardware with the games running with no problem, but it wasn't intended to play hacks. Snes9x and Bsnes as more they are updated, the less compatibility has for hacks. This being for the custom music in game is totally incompatible for very technical reasons. Does it says when the hack was made so you can verify on an older version and a way newer one?
Here, my YouTube channel: http://www.youtube.com/user/dekutony
creaothceann
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Kurabupengin wrote:
SNES9x and bsnes as more they are updated, the less compatibility has for hacks.
They're fine with hacks if the hacks are compatible with the real hardware. :)
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I meant the hacks using custom music made with tools. The tools are actually the real problem of this, since they are not adapted to be used for a real or close to real hardware system.
Here, my YouTube channel: http://www.youtube.com/user/dekutony
Post subject: Re: Chrono Trigger: Flames of Eternity
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Fortranm wrote:
It is the game's fault. I tried Bsnes v84 and Higan v95. There are sound glitches even under Snes9x 1.52 & 1.53. Snes9x 1.51 is my final decision since the game doesn't seem to give correct sound under any emulators with higher accuracy.
Wouldn't a run that does that be rejected for (known) inaccurate emulation?
Post subject: Re: Chrono Trigger: Flames of Eternity
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jlun2 wrote:
Fortranm wrote:
It is the game's fault. I tried Bsnes v84 and Higan v95. There are sound glitches even under Snes9x 1.52 & 1.53. Snes9x 1.51 is my final decision since the game doesn't seem to give correct sound under any emulators with higher accuracy.
Wouldn't a run that does that be rejected for (known) inaccurate emulation?
No. Because it doesn't materially change if the run is possible on real hardware (it is just sound glitching).
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Shouldn't you wait for the completion of the hack,however?
TAS i'm interested: megaman series: mmbn1 all chips, mmx3 any% psx glitched fighting games with speed goals in general
Fortranm
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grassini wrote:
Shouldn't you wait for the completion of the hack,however?
It is completed. Link to video This is the redone WIP1. I redid the most part of Ch.1 and finished Ch.2. Hopefully it looks better now. Notes: 1. I use Fire 2 and Ice 2*2 on Golem Boss so it never attacks me. 2. (around 11:10) Magus's MP is stolen before he is able to flee from the fight. I heard there is a way to flee before the enemies attack, but I failed to use that trick, probably because my keyboard doesn't support more than two keys at the same time. 3. (around 16:35) I shouldn't take QuantaShot. There will be a better weapon(around 19:10) for Lucca before any fights take places. SMV file: http://tasvideos.org/userfiles/info/14368779455244881
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grassini wrote:
Shouldn't you wait for the completion of the hack,however?
Apparently it got shut down at 98% done, so I don't think that will happen.
Fortranm
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jlun2 wrote:
Apparently it got shut down at 98% done, so I don't think that will happen.
The original Crimson Echoes got shut down at 98% done, but the main plot was already finished. Flames of Eternity is a reviving project aiming to finish the game by fixing bugs and adding side-quests. The main plot hasn't been changed since 2009 though.
Fortranm
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Link to video WIP2 is finished. It includes Ch.3&4. I should have used L/R to switch character when I changed the equipments. Forgive my forgetfulness. >_>
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How does the Flames of Eternity compare to Crimson Echoes?
Fortranm
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Bisqwit wrote:
How does the Flames of Eternity compare to Crimson Echoes?
FoE is based on the final beta of CE. It has less glitches/typos and more side-quests. Developers of Crimson Echoes didn't implement human Glenn sprites before the project got shut down. The fatal problem for TASing is that CE only runs properly on ZSNES. The game crushes at certain points even on Snes9x.
Fortranm
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Here comes a little bad news. The text box is glitched during an cutscene at the end of Chapter 5. It was fine when I play the game on Snes9x 1.43. Therefore this issue is emulator-dependent. However the glitched text box during cutscene doesn't really affect the game play since all you are doing at that part of the game is pressing A again and again anyway.
Fortranm
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Link to video WIP3 Ch5-7 Notes: 1. Maybe I don't need to use the healing square in Kajar. HP doesn't matter in the Nu battle, but I'm not sure if MP is enough. 2. I shouldn't have bought a weapon for Marle in WIP2 because she's gonna get better weapon after she saves the girl in Snaking Forest anyway. It's better to buy a better sword for Glenn before meeting him. 3. I shouldn't go to Lost Woods to get the weapon and the Speed Tab. As I mentioned, Marle gets a better weapon after she saves the girl anyway. It's probably not worthy to waste that much time to get a Speed Tab.
Fortranm
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Link to video WIP4 This one includes Ch.8 and part of Ch.9. These two chapters are sorta long. It turns out to be literally impossible to defeat Vision Serpent (Dragon God from Crono Cross) in legit way without exp grinding. Therefore I triggered un-equip glitch. I'll use this glitch when it's necessary from now on. (Obviously) possible improvements: 1.That speed tab can be obtained and used earlier. 2.Equipments arranging can be done better. I know I did it crappily.
Fortranm
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Link to video WIP5 is here. Chapter 9 and 10 are finished. Done with Reptite timeline! Notes: 1. Forging Element Armors is actually a sidequest, but I did it anyway for level grinding and better armors. 2. I could give Cyan Cover to Magus before facing Yaluk&Coyopa to make him survive the battle. IDK if that saves time though.
Fortranm
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Link to video Here comes WIP6. Chapters 11-13 are included. I started recording AVI a little bit late. I actually changed Crono's armor before talking to that miss in the beginning to leave Cyan Cover for Marle. It seems my decision to do the sidequest in Ch.9 is right. Maybe I should have un-equiped Marle's helmet in Ch.6 to boost her magical attack, but doing so might make her physical defense too low to handle the boss battles in Ch.11.
Fortranm
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I'm currently stuck on the Dalton fight in Ch.15. There seems to be absolutely no way to survive his fire ball attacks. I probably have to back track a little bit and do some level grinding. BTW, the hack has been updated to RC7-D, but I will stay on RC7-B for this test-run.
Fortranm
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Link to video Bad news. There seems to be no way to survive Dalton's "Take this!" attack. This battle should mark the start of the latter half(one third?) of the game, like the Azala battle in original CT. The characters' levels and the amount of techs they learned seem too low at this point. It's even too hard to do efficient level grinding with current stats. The team is about 10 levels lower than the team in Inichi's test-run for CT by the Azala battle, and not to say this hack is less grinding-free than original CT at the first place. For the reasons written above, this project is, well, wasted. The final WIP ends with the defeat of the team. Interestingly, the theme of Lavos is played after Dalton wins. I guess this can be considered as some sort of a bad end? If I ever start another project for this game, it will be a "100%" run. All techs and all subquests can be a good goal. One possible improvement for this part is to not use Magus because he has many dialogue while others don't. I'm not sure if this is still true in the latest release though since there are lots of line fixing going on. The final WIP is uploaded. The final input is on frame 718956. Almost 3:20 long. 29757 rerecords.
ars4326
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I admittedly haven't followed this run the whole way through (caught bits of the beginning, up until now), but is there no way to obtain a set of Fire Vest/Fire Armor to reduce/absorb those magic attacks? Or could you even bait Dalton into casting a different counter-spell?
"But as it is written, Eye hath not seen, nor ear heard, neither have entered into the heart of man, the things which God hath prepared for them that love him." - 1 Corinthians 2:9