Chrono Trigger
Zeldix :: MSU-1 Hacking :: MSU-1 Hacks Database :: RPG :: Action
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20150630
Chrono Trigger
Patch:
Chrono Trigger Original Patch (without FMV, original game intro) by Qwertymodo:
- Code:
Download: https://mega.nz/file/TqBADBIJ#1dZvVdMR2kBidt32ojZW4KQvGpa4wgf8XioDyKNJc2M
Mirror Download: https://www.mediafire.com/file/l5dq6hsynnuf0ox/CT_MSU-1_Patch.zip/file
Chrono Trigger Patch and FMV intro (video intro replaces original opening):
- Code:
Download: https://mega.nz/file/imAlwYII#0PzgvjXIzGYwmp_DiASZCzNuEJdddmgf1bBdOlefbFc
Mirror Download: https://www.mediafire.com/file/inzllfydh8pw7k1/CT_MSU-1_Patch_and_FMV_Intro.zip/file
This patch developed by qwertymodo will allow the intro FMV video to be played that was created by Ramsis/smkdan. This download has the patch, the FMV, and the extra track to go along with the video.
Cthulhu's patch (1.1.4):
- Code:
https://mega.nz/folder/wIE1gQ5S#rbpeeX5pcNFAXfV9XVt2bA
PCM Sets:
Blake Robinson PCM Set:
Important Note: Before using this pcm set, read this appeal carefully: https://drive.google.com/open?id=1g68fSCN1W7lfB249VGNtRR6ARP42DyHI
- Code:
https://mega.nz/#!mHpyDQwS!B2AsH0Zr-lGcTBJBTXqxYTepertNGGWMl0ch0bMpL98
JUD6MENT's Orchestral Chrono Trigger Set (Accurate Tempo, Volume Level, and Music Style):
Important Note: Before using this pcm set, read this appeal carefully: https://docs.google.com/document/d/1l_hOrosm-duR-jFOST9i-Fia56uJ-sVoVI9W867wRRE/edit?usp=sharing
- Code:
Download: https://mega.nz/file/OjIAWDSZ#e3u5IceI_W6kxzuRLXvvlHKojOmhVPO1gaC00QHcsjU
Mirror Link: https://www.mediafire.com/file/l4iu0vp0txhn7ae/JUD6MENT%2527s_Chrono_Trigger_Orchestral_Set.zip/file
Musician Track Credit: Click Here
This PCM set features music mostly by Blake Robinson, Malcolm Robison, and a few others. Minor music edits have been done to tracks for accurate tempo and volume level.
Music by Kara Comparetto PCM Set (converted by edale):
100% acoustic Piano, Pipe Organ, and Harpsichord.
- Code:
https://mega.nz/file/fZBkiLzD#ypUBSQTa1csf-FQNQkRx9vFxpIhsi2PLARGdG1baLJM
Dracula9AntiChapel PCM Set:
An alternative audio pack has been graciously provided for free by Youtube user Dracula9AntiChapel, and it can be downloaded here:
- Code:
http://www.mediafire.com/file/ihtymj4tret4520
Synthetic Origins PCMs ('uncompressed' versions of the music by tssf), pack Sara:
- Code:
https://saralene.tv/ctso/Chrono%20Trigger%20Synthetic%20Origins%20-%20MSU-1.7z
Chrono Trigger Plus Patch:
Patch by ThegreatBen:
- Code:
https://www.romhacking.net/hacks/3691/
Missing tracks by edale:
- Code:
https://mega.nz/#!mNAX2ApQ!A_agtCA158jVJXOQ1mOBeJwuPW0aSuOeIgxFiiKe_-8
Discussion Thread:
- Code:
http://www.romhacking.net/forum/index.php?topic=23115.0
Important Side Note: If you have seen the qwertymodo preview that is on his YouTube Channel that has all the FMV cutscenes, that project is not finished yet. We do not know when it will be finish but please respect qwertmodo and there is no need for him to be asked frequently about it.
Last edited by Conn on Sun 25 Dec 2022 - 17:19; edited 46 times in total
Conn- Since : 2013-06-30
Chrono Trigger :: Comments
Re: Chrono Trigger
Crashes on trying to load a game.Cthulhu wrote:32-bits Compiled: https://mega.nz/file/0ckgVQKb#q3x9sFpi1AJc1D3ktx6vq6iQ6ulpOpq0bpsQ1TJSm7E
I'll just use ePSXe, like I normally do for PS1 emulation. I may not be able to use the savestates (though it's worth trying in case they do work), but I can use that memcard Qwerty has with saves before the Lavos fights for each ending, and kill Lavos myself each time.
edale wrote:Crashes on trying to load a game..
That one is a PGXP fork and probably wouldn't work with your savestates anyway. You want this one: https://github.com/pcsxr/PCSX-Reloaded
The project is quite a mess, had to edit a few things for it to even compile on VS 2019 and then, I'd to manually pack it and the plugins.
https://mega.nz/file/8EdHkQ7L#YVWWZeDK8HJkYqnVkr9UuYyeLGQ8CZmGti3ICHK-Vso
If that doesn't work, the wiki has some pre-compiled builds: https://emulation.gametechwiki.com/index.php/PCSX-Reloaded
Last edited by Cthulhu on Sun 12 Nov 2023 - 16:05; edited 1 time in total (Reason for editing : Link to a proper build.)
I'm already through 3 of the endings on ePSXe, using a save file with all the endings I found on gamefaqs.Cthulhu wrote:The project is quite a mess, had to edit a few things for it to even compile on VS 2019 and then, I'd to manually pack it and the plugins.
https://mega.nz/file/8EdHkQ7L#YVWWZeDK8HJkYqnVkr9UuYyeLGQ8CZmGti3ICHK-Vso
If that doesn't work, the wiki has some pre-compiled builds: https://emulation.gametechwiki.com/index.php/PCSX-Reloaded
And done.qwertymodo wrote:Yes, I mean watch through all of the endings and see which ones have FMV's. The save states I have are for PCSX-Reloaded. If I remember correctly, I believe I started from a memcard file I found online that had saves just before Lavos for each of the ending conditions, and I think I went through each one and beat Lavos, then took the save state right after landing the final blow. I might also have a cheat file that reduces Lavos' health to 0 (which took me forever to work out on my own because none of the max damage or 0 health cheats I found online actually worked). I believe the save states were made using the PSX 1.1 release of FFC/CT
There are 2 variations of the ending FMV:
1: Cross teaser/PlayStation credits (I'm assuming the PS credits are video)
2: Chrono's wedding + Cross teaser.
Chrono's wedding starts with... Chrono's wedding, lol, before switching to a scene with Ayla, then a scene with Human!Frog/Glenn, then back to Chrono's wedding, before ending with Lucca finding baby!Kidd.
Cross teaser is just that short clip of a battle followed by "someone" picking up the masamune, leading into the PS credits.
Endings 3 (The Dream Project), 9 (The Oath), and 10 (Dino Age) only show the Cross teaser.
ALL other endings (1, 2, 4, 5, 6, 7, 8, 11, 12) show Chrono's wedding + Cross teaser.
The FMVs trigger when you press a button while "the end" is on screen after the SNES credit-roll finishes (the point that on the SNES would call up the clear-data save screen, which now comes up after the FMVs finish).
To trigger the FMV for ending 3, you need to talk to everyone in the Dev room, then talk to...whatever the name of that old man who's normally in the End of Time is, again, and he'll unlock the room to "The Dream Team". Talk to all of them, and the one on the far right will trigger the credit roll.
Cthulhu's script should work on the Japanese ROM.kikiton wrote:hello. Is there a Japanese version of Chrono Trigger? please
a completely unmoddified Japanese ROM?kikiton wrote:Thank you for answer. But please tell me how to patch it^^:
Drag-and-drop the ROM onto the Make_HiROM.bat file.
If you've applied other patches to the ROM beforehand, check the file size. If it's 4 MB, use Make_HiROM.bat; if it's 6 MB, use Make_ExHiROM.bat instead.
huh...kikiton wrote:[pic]
@Cthulhu So I tested the script on a Japanese ROM, and it didn't work. So I tried applying the patch to a (U) ROM, creating an IPS from that, and applying the IPS to the (J) ROM, and the ROM won't boot. I think you'll need to find some new RAM locations for the patch data like you did with the French translation...
I just did a quick search for "CUDA" on Fiverr, and there are lots of people who could port those algorithms to C++ CUDA. Not sure I trust any of the ones charging $5 to be capable of porting it properly, but a lot of the ones starting at $15 look reputable. One charging $85 even specifically mentions porting existing algorithms to CUDA.qwertymodo wrote:I've posted a few times before, but just to say it again, what I need to get that project done properly is somebody with experience in CUDA coding (preferably in C++) that can help me port bisqwit's dithering algorithms to CUDA. If I can get somebody to help with that, I can finish the project. If I can't get somebody to help with that, I can't finish. It's really that simple.
In the few minutes I searched, this guy seems to be the best balance of (claimed) capability and price, and would probably cost between $15 and $50 to hire, but he specifically requests people contact him before hiring, so you could get a quote before committing to hire:
https://www.fiverr.com/artemiy_deals/write-openmp-opencl-cuda-parallel-codes-in-c-cpp-languages
edale wrote:@Cthulhu So I tested the script on a Japanese ROM, and it didn't work. So I tried applying the patch to a (U) ROM, creating an IPS from that, and applying the IPS to the (J) ROM, and the ROM won't boot. I think you'll need to find some new RAM locations for the patch data like you did with the French translation...
Right... In practice, the original (japanese) version of the game is actually a different game than the version released in the US and I don't think any hack developed for the US version works in the original one.
Maybe the sound engine code is exactly the same and you only need to find the correct hooking addresses for these:
- Code:
// ========================
// = Original code hijack =
// ========================
scope Hooks {
seek($C70004)
MAIN:
jml Patch.Main
seek($00FF10)
NMI:
jml Patch.NMI
if {defined EX} {
seek($80FF10)
NMI_OLD:
jml Patch.NMI
}
seek($C70409)
SPC_MUTE:
jml Patch.SPCMute
seek($C70A4B)
SPC_ECHO:
jml Patch.SPCEcho
seek($C2CBE0)
WAIT_TRACK_START1:
jsl Patch.WaitTrackStart
wdm #null
wdm #null
if {defined FRENCH} {
seek($C33569)
WAIT_TRACK_START2:
jsl Patch.WaitTrackStart
wdm #null
db $34
nop
} else {
seek($C335AF)
WAIT_TRACK_START2:
nop
db $80
jsl Patch.WaitTrackStart
wdm #null
}
seek($C03CC6)
WAIT_TRACK_FINISH:
jml Patch.WaitTrackFinish
nop
seek($C00D00)
GAME_START:
jml Patch.GameStart
// Allow SPC code to be overwritten via the data upload protocol.
// NOTE: May have side effects affecting SPC addresses $0A00-1DFF.
seek($C73306)
DATA_UPLOAD_PROTOCOL:
db $0A
}
If the sound engine code is exactly the same, you probably only need addresses for: WAIT_TRACK_START1, WAIT_TRACK_START2, WAIT_TRACK_FINISH and GAME_START.
You can find their original location and what their signature looks like from the make script, but note that WAIT_TRACK_START1, WAIT_TRACK_START2 and WAIT_TRACK_FINISH can contain scripting data that can vary (see difference between ExHiROM and French):
- Code:
"[int[]] $offsets = @("^
"0x070004,"^
"0x00FF10,"^
"0x070409,"^
"0x070A4B,"^
"0x02CBE0,"^
"0x0335AF,"^
"0x003CC6,"^
"0x000D00,"^
"0x073306"^
");"^
"[byte[][]] $signatures = @("^
"@(0x4C,0x40,0x01,0xEA),"^
"@(0x5C,0x00,0x05,0x00),"^
"@(0xA9,0xE0,0x85,0x84),"^
"@(0xBF,0x1D,0x24,0xC7),"^
"@(0xAF,0x43,0x21,0x00,0x29,0x0F,0xF0,0xF8),"^
"@(0xAD,0x80,0x43,0x21,0x29,0x0F,0xF0,0xF9),"^
"@(0xAD,0x43,0x21,0x29,0x0F),"^
"@(0xA9,0x00,0x80,0x14),"^
"@(0x1E)"^
");"^
And that's all WAAAAAY beyond me. Wouldn't know where to even start tracking those bits down.Cthulhu wrote:snip
Just a quick analysis between the US and JP versions:
[SPC_ECHO]
US: lda.l $C7241D,x
JP: lda.l $C7238F,x
NOTE: The table for echo buffer, which is accessed from a couple of places within the hack, is located in different locations between the two versions.
[WAIT_TRACK_START1 and WAIT_TRACK_START2]
NOTE: As expected, because of different scripts, these specific instructions are located elsewhere in the japanese version.
[DATA_UPLOAD_PROTOCOL]
NOTE: The table that stores this value is located elsewhere in the japanese version.
I just don't have the time to go through every address accessed by the hack in order to verify their locations within the japanese version. As you can see, at least two tables exist in different locations, so there is probably more.
I think there is a hack that applies the original japanese text to the US version of the game; that's probably your best bet in playing the game with MSU-1 soundtracks and the original japanese text.
[SPC_ECHO]
US: lda.l $C7241D,x
JP: lda.l $C7238F,x
NOTE: The table for echo buffer, which is accessed from a couple of places within the hack, is located in different locations between the two versions.
[WAIT_TRACK_START1 and WAIT_TRACK_START2]
NOTE: As expected, because of different scripts, these specific instructions are located elsewhere in the japanese version.
[DATA_UPLOAD_PROTOCOL]
NOTE: The table that stores this value is located elsewhere in the japanese version.
I just don't have the time to go through every address accessed by the hack in order to verify their locations within the japanese version. As you can see, at least two tables exist in different locations, so there is probably more.
I think there is a hack that applies the original japanese text to the US version of the game; that's probably your best bet in playing the game with MSU-1 soundtracks and the original japanese text.
Maybe a project to put on the backburner for when you do have some more free time?Cthulhu wrote:I just don't have the time to go through every address accessed by the hack in order to verify their locations within the japanese version. As you can see, at least two tables exist in different locations, so there is probably more.
I think there is a hack that applies the original japanese text to the US version of the game; that's probably your best bet in playing the game with MSU-1 soundtracks and the original japanese text.
As to a rom hack to put the Japanese text in the English version... I've spent around 30 minutes practicing my google-fu, and failed to find any trace of a mod even resembling that. Not saying it's not out there, just that I can't find it (really, I'd probably have better luck finding that type of mod on japanese forums...).
As near as I can tell trying to track down that patch, it's Korean, not Japanese.kikiton wrote:https://youtu.be/m7HYEwz8RcQ?si=WDAaP5XrZm3VFPdZ
I'm not sure though.
*edit- OK, it's a Korean translation of the Japanese ROM (I managed to track down the patch). It also apparently has Qwertymodo's MSU patch applied... Somehow. I tried, didn't work either.
I've asked in Qwerty's Discord server if anyone there knows of a version of his patch that will work on a Japanese ROM.
kikiton wrote:https://youtu.be/m7HYEwz8RcQ?si=WDAaP5XrZm3VFPdZ
Either fake (US version with a hack such as this: https://www.romhacking.net/hacks/5830/) or he is using this: https://github.com/qwertymodo/ct-anime-intro which is basically DarkShock's soundtrack hack + smkdan's FMV intro hack.
The latter should not work at all, even if you force-patch; it will corrupt the ROM's data and it will break at some point, probably even before the intro starts.
This alone patches the wrong address, if it's the japanese version: https://github.com/qwertymodo/ct-anime-intro/blob/master/chrono_msu1_music.asm#L112-L118
No MSU-1 soundtrack hack is going to work with the japanese version; it requires a full revision of the code and some reverse engineering of the japanese version in order to locate the addresses of the data we need.
I don't intend to ever work on a patch to support the japanese version. The quick analysis shows that it's not trivial to support it and I am not going to work on Chrono Trigger again, in fact, it would be a miracle if I ever play this game again.
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