VGMaps

General Boards => Map Gab => Topic started by: snesmaster on October 21, 2012, 02:28:28 pm

Title: Chrono Trigger on the Super Nintendo (SNES)
Post by: snesmaster on October 21, 2012, 02:28:28 pm
I started mapping this game about a year ago and then took a break from it for a while.  I have picked up this project again after getting a request that I finish all the maps for this game.

I just finished 17 new maps. Among those is a complete set of maps for the Prehistoric (65,000,000 BC) era.  All my labeled maps for this game have been submitted to VGMaps and should be up soon.  You can also view the maps as I complete them at: http://www.snesmaps.com/maps/ChronoTrigger/ChronoTriggerMapSelect.html

I just finished the Prehistoric era and will be starting maps for the Dark Ages and Kingdom of Zeal next.  Let me know what you think of the maps I have done so far and feel free to offer any suggestions or comments on them.
Title: Re: Chrono Trigger on the Super Nintendo (SNES)
Post by: snesmaster on November 02, 2012, 07:30:58 pm
I just finished all the maps from the 12,000 BC time period and they have been submitted and uploaded to this site.  I'm currently working on Death Peak and am almost to the point where the game opens up and I will have access to the rest of the areas.
Title: Re: Chrono Trigger on the Super Nintendo (SNES)
Post by: Paco on November 11, 2012, 06:54:44 am
The Porre Ticket Office has a small error under Legend. It should say Truce not Porre since you're already in Porre. ^^

I think Zenan Bridge is also mappable in 1000 A.D. (at last i can enter it in DS-Version).

Edit:
If you talk with the Mayor in Porre you can receive 10 G (repeatable, but need to leave the Manor and return)

Edit2:
If you're with Marle in Guardia Forest (in other word not alone anymore) then you may fight 2 Beetles and 1 Avion Chaos (Before the Bird would just flee if you're alone and lets you fight only 2 Beetles).

asides of that the maps are all awesome. ^^
Title: Re: Chrono Trigger on the Super Nintendo (SNES)
Post by: snesmaster on November 11, 2012, 09:27:03 am
Hi, thanks for taking the time to look through the maps and give me some feedback.

1.  I will fix the Legend for the Porre Ticket Office.  Thanks for catching that.

2.  Yes, I just checked and Zenan Bridge is also there in 1000 AD, I think it appeared somewhere along the storyline and I just never went back there.  So not only do I need to map it, but I also need to add the label for it to the 1000 AD Overworld Map.  Thanks for the heads up.

3.  About the Mayor in Porre, I don't think that information needs to go on the map, that is more something that should be in an FAQ for the game.  I mainly just label Chests or hidden items in the maps, not stuff triggered by talking with people.  At least not something as insignificant as 10 G :)

4.  I never noticed that about Guardia Forest.  I will have to check it out.  When starting to map the game I did not know if I should show on the map how the area looks when you first enter it, like just the enemies that are there when you are walking around, or if I should show the enemies that appear for the actual battle, and if something is there at first that you don't fight should I just leave it off the map?  Later I settled into for the most part just showing what you actually battle against.  So I should go back and do that for Guardia Forest to keep it consistent with the later maps.

Thanks for your input and let me know your thoughts on my comments.
Title: Re: Chrono Trigger on the Super Nintendo (SNES)
Post by: Paco on November 13, 2012, 05:51:40 am
2.  Yes, I just checked and Zenan Bridge is also there in 1000 AD, I think it appeared somewhere along the storyline and I just never went back there.  So not only do I need to map it, but I also need to add the label for it to the 1000 AD Overworld Map.  Thanks for the heads up.

The Bridge is there from the very beginning the Game. You'll see people walking to the fair.
 
3.  About the Mayor in Porre, I don't think that information needs to go on the map, that is more something that should be in an FAQ for the game.  I mainly just label Chests or hidden items in the maps, not stuff triggered by talking with people.  At least not something as insignificant as 10 G :)

Is this also the same for Taban Vest, Suit and Helm from Taban in Lucca's House which is received through talking with Taban at certain points in the game? ^^

4.  I never noticed that about Guardia Forest.  I will have to check it out.  When starting to map the game I did not know if I should show on the map how the area looks when you first enter it, like just the enemies that are there when you are walking around, or if I should show the enemies that appear for the actual battle, and if something is there at first that you don't fight should I just leave it off the map?  Later I settled into for the most part just showing what you actually battle against.  So I should go back and do that for Guardia Forest to keep it consistent with the later maps.

You're the boss, though we only want to see the best maps for one of the best RPG ever. :D

Here's some more stuff pointed out.

5. You should probably rename Elder's House to Medina Elder's House. A minor detail i know.

6. What the Truce Market sell depends if you saved Fritz from the Guardia Castle Jail or not. If you save him, then he will be there with Elaine from Leene Square and sell better stuff (the same as Melchior though). If not, then Fritz's Dad will be there and sell the old, weak stuff. That is not all, you'll also receive 10x Mid Ether for saving Fritz.

If it's ok with you, then i want later when the maps are done rearrange the maps on VGMaps in order instead of sorted after timeperiods.

*can basically hear snesmaster screaming at me for making him more work to do :P*
Title: Re: Chrono Trigger on the Super Nintendo (SNES)
Post by: snesmaster on November 14, 2012, 11:25:21 am
Yes, you are correct the bridge is available from the start, I just walked over it and did not notice it was an area you could enter when I was first going through.

As for items from talking to people like Taban Vest, there is also the stuff you get in Lucca's House connected with the Rainbow Shell and the Sun Stone.  For now I decided not to include stuff like that.  Let me know if you feel strongly that stuff like that should be labeled and I will think on it some.

I did not put the town name in front of Elder's House because it is the only one on the map, so there was not the problem of having two maps with the same name.  I like to stick to the original name the game uses as much as possible.

I will go back after everything is mapped and add in the alternate items / prices for stores.

What do you mean "In Order"  in Order alphabetically?  In the order you first visited them when you played the game (keep in mind different people can go different places and go to areas in different orders)? There are lots of different orders they can go in so you need to be more specific.

Don't worry I'm not screaming too loud :)  I do thank you for the input.  I may not agree with everything you suggest, but I certainly find most of it helpful.
Title: Re: Chrono Trigger on the Super Nintendo (SNES)
Post by: Paco on November 16, 2012, 12:12:00 pm
What do you mean "In Order"  in Order alphabetically?  In the order you first visited them when you played the game (keep in mind different people can go different places and go to areas in different orders)? There are lots of different orders they can go in so you need to be more specific.

In the order you first visited them. It's just a possible suggestion.

Don't worry I'm not screaming too loud :)  I do thank you for the input.  I may not agree with everything you suggest, but I certainly find most of it helpful.

^^

7. You may ignore this one, since its a small detail, but i just want to mention it. If you got Tonic and 100 G in Mayor's House in Truce, then talk with the Manor upstairs to get 300 G.

8. This is evil, but there is a hidden Treasure in Denadaro Mountains near the Cave-Entrance. You will find Gold Suit under Leaves, so its hard to see it.

9. At Proto Dome is a Power Tab hidden just beneath the Gate.

I will send you a email with 2 Screenshot to show where the 2 Treasure are.
Title: Re: Chrono Trigger on the Super Nintendo (SNES)
Post by: snesmaster on November 16, 2012, 01:11:24 pm
I got your screen shots.  I will go back and add those missed items to my maps.  Thanks for catching those.  Be sure to let me know if you come across anything else you find I missed on my way through.
Title: Re: Chrono Trigger on the Super Nintendo (SNES)
Post by: snesmaster on November 17, 2012, 08:03:40 am
The two corrected maps have been uploaded to my site and submitted to this one.

I'm currently working on the Northern Ruins (600 and 1000 AD).  Once that is finished all I will have left is: Giant's Claw (600 AD) and the Black Omen.

In response to the order of the maps, I would put them in the order you play them in if there was one order to play them in.  However people can go to different places in different orders, so that would make it a bit more confusing.  I guess if there was an official strategy guide for the game they could be put in the same order the guide lists them.
Title: Re: Chrono Trigger on the Super Nintendo (SNES)
Post by: snesmaster on November 18, 2012, 06:14:22 pm
I have uploaded 16 new maps and submitted them to this site.  At this point everything is done except for the Black Omen and the end Boss stuff after that.  Let me know if you catch anything in the newly uploaded maps that should be added or fixed.
Title: Re: Chrono Trigger on the Super Nintendo (SNES)
Post by: creaothceann on November 19, 2012, 01:41:33 am
1. There's also this (http://i.minus.com/idv9ULnDBVG95.png) map, iirc it's when the party fails to beat Lavos at some point and the "Day of Lavos" is shown. It's Mode7 (https://i.imgur.com/183JG.jpg) and zooms around on the screen, and red indicators pop up.

2. Technically this is also a map: good end (https://i.imgur.com/PgJEQ.jpg), bad end (https://i.imgur.com/DtBF5.jpg) :)

3. This (https://i.imgur.com/Lzs0j.png) one?
Title: Re: Chrono Trigger on the Super Nintendo (SNES)
Post by: Paco on November 19, 2012, 09:06:32 am
10. You forgot to add Grimalkin (Blue Gargoyle) to Legend of Magus Lair.

11. After you fought Magus and returned to 65M BC the Trader will offer new Stuff. You should add them on Ioka Hut 1.

There are some minor stuff, so you may as well ignore them all or not:

- Add Frog to Legend of Cathedrale? This is where one meet him the first time.
- Spekkio as Kilwala is only the second form. The first form is the Frog and is only available if Crono is level 1-9.
- The Guy in Ioka Hut 3 give you a Tonic (On DS its 4 Potions) after you gotten the Dreamstone.
- Perhaps a Net would be better to mark the possible Paths going down in Reptite Lair? Since most Holes are not determined beforhand.
- If you have no Tonic at all, then the Rats in Lab 16 will steal 500 G instead each times.
- The Prices at Medina Market is also not set in stone and can vary depends on how badly you hurt Omnicrone and Hench.

That is all for today. Of course i'll continue researching your maps for any errors. :D
Title: Re: Chrono Trigger on the Super Nintendo (SNES)
Post by: snesmaster on November 19, 2012, 10:36:28 am
creaothceann - I will look into adding those maps after I get the Black Omen and the end stuff done.  It looks like most of those are from the ending of the game and I have not gotten to that point yet.

Paco - I made changes to the maps for 10, 11 and the Frog.  They have been submitted to this site and uploaded to mine.  You can view the updated maps at:

http://www.snesmaps.com/maps/ChronoTrigger/ChronoTrigger600MagussLair.html
http://www.snesmaps.com/maps/ChronoTrigger/ChronoTrigger65mIokaHut1.html
http://www.snesmaps.com/maps/ChronoTrigger/ChronoTrigger600Cathedral.html

I was level 13 when I got to the End of Time so I never knew there was a form before that.  Do you have a save state for that?  I really don't feel like playing the game from the start again to get back to that point under level 10.  Either that or a code that would lower Crono's level that I can use on my save state :)
Title: Re: Chrono Trigger on the Super Nintendo (SNES)
Post by: Paco on November 19, 2012, 11:11:45 am
http://www.snesmaps.com/maps/ChronoTrigger/ChronoTrigger65mIokaHut1.html

There is still more to it:
- Dream Gun (Lucca +60 ATK) 3 Petals, 3 Fangs
- Dream Bow (Marle +60 ATK) 3 Petals, 3 Horns
- Magma Hand (Robo +70 ATK) 3 Petals, 3 Feathers
- Aeon Blade (Crono +70 ATK) 3 Fangs, 3 Horns

Ruby Vest and Rock Helm are the same as before.

I was level 13 when I got to the End of Time so I never knew there was a form before that.  Do you have a save state for that?  I really don't feel like playing the game from the start again to get back to that point under level 10.  Either that or a code that would lower Crono's level that I can use on my save state :)

Sorry, but i'm playin the DS-Version. Perhaps this will help you?
- http://www.rpglegion.com/chrono/sse/index.htm
- http://www.pjgalbraith.com/2006/06/chrono-trigger-save-state-editor/
- http://www.fantasyanime.com/squaresoft/ctsaves-srm.htm
Title: Re: Chrono Trigger on the Super Nintendo (SNES)
Post by: snesmaster on November 19, 2012, 11:53:36 am
Both maps have been updated.  The save state editor worked great to demote Crono to level 8 :)

http://www.snesmaps.com/maps/ChronoTrigger/ChronoTrigger65mIokaHut1.html
http://www.snesmaps.com/maps/ChronoTrigger/ChronoTriggerEndOfTime.html
Title: Re: Chrono Trigger on the Super Nintendo (SNES)
Post by: creaothceann on November 19, 2012, 12:20:14 pm
How about aligning the text like this (https://i.imgur.com/Y8QpE.png)?

(in one case the "and" was moved, too)
Title: Re: Chrono Trigger on the Super Nintendo (SNES)
Post by: snesmaster on November 19, 2012, 02:44:36 pm
I agree that alignment looks a little better however the way it is now is straight from how the game displays the text.  Here is how it appears in the game:
http://www.nesmaps.com/share/CTScreen.png

Do you think this is a case where I should change the way it appears from the game to make it look better on the map?

I did adjust it so it lines up better on the left so all the "and" line up perfectly.
Title: Re: Chrono Trigger on the Super Nintendo (SNES)
Post by: snesmaster on November 19, 2012, 03:44:19 pm
I realized there was one map I forgot about and that is Guardia Castle 1000 AD.  So I will be doing that first and then moving on to the Black Omen.
Title: Re: Chrono Trigger on the Super Nintendo (SNES)
Post by: creaothceann on November 19, 2012, 06:17:44 pm
Do you think this is a case where I should change the way it appears from the game to make it look better on the map?

It's already different because there's no message window behind it, so imo it just looks like a description that can be changed at will. And I like aligned text, hence the question. :)

(I'm sure the game didn't align it because it would've meant programming another separate area for text output, when the existing system works too)
Title: Re: Chrono Trigger on the Super Nintendo (SNES)
Post by: snesmaster on November 20, 2012, 09:08:27 am
I just updated the map for Ioak Hut 1.  I uploaded it to my site and submitted it to this one.  You can view it at:

http://www.snesmaps.com/maps/ChronoTrigger/ChronoTrigger65mIokaHut1.html
Title: Re: Chrono Trigger on the Super Nintendo (SNES)
Post by: snesmaster on November 20, 2012, 10:08:01 am
I have an opinion question.  I'm currently working on Guardia Castle for 1000 AD.  When you first enter guards are blocking doors and you have to deal with the Trial and Rainbow Shell.  After that the guards move out of the way.

Should I show the guards blocking the doors on my map, or should I show them where they stand after the trial and you can go anywhere in the castle?
Title: Re: Chrono Trigger on the Super Nintendo (SNES)
Post by: creaothceann on November 20, 2012, 12:06:53 pm
Quote from: snesmaster
I just updated the map for Ioak Hut 1.

The alignment looks good. :) But the lower text states the item count; maybe add that at the top? (maybe without the quotes)

Code: [Select]
3 each of
Petal + Fang     = Ruby Gun   / Dream Gun
Petal + Horn     = Sage Bow   / Dream Bow
Petal + Feather  = Stone Arm  / Magma Hand
Fang  + Horn     = Flint Edge / Aeon Blade
Fang  + Feather  = Ruby Vest
Horn  + Feather  = Rock Helm

10 each of
Petal + Fang + Horn + Feather = Ruby Armor

Or 2 grids:

Code: [Select]
       | Fang     | Horn       | Feather
--------+----------+------------+----------
Petal   | Ruby Gun | Sage Bow   | Stone Arm
--------+----------+------------+----------
Fang    |          | Flint Edge | Ruby Vest
--------+----------+------------+----------
Horn    |          |            | Rock Helm

Or the crazy version ;D

Code: [Select]
                    Petal
         --+----------+----+---------
        |  |          |    |         |
        +--Stone Arm  |    Ruby Gun--+
        |             |              |
        |             Sage Bow       |
Feather +--Ruby Vest--|--------------+ Fang
        |             |              |
        +--Rock Helm  |  Flint Edge--+
        |  |          |  |           |
         --+----------+--+-----------
                     Horn

Quote from: snesmaster
Should I show the guards blocking the doors on my map, or should I show them where they stand after the trial and you can go anywhere in the castle?

Blocking, imo - it conveys the info that they're not just decoration.
Title: Re: Chrono Trigger on the Super Nintendo (SNES)
Post by: snesmaster on November 20, 2012, 10:34:00 pm
Those are some awesome charts there, I especially like the bottom one :)

Should we try to find a way to work in a pie chart or a bar graph as well? :)

I will go back and edit that, but for now I'm going to focus on finishing the rest of the maps for the game.  Speaking of that, I just finished Guardia Castle 1000 AD and have submitted it to this site and uploaded it to mine.  It can be viewed here:

http://www.snesmaps.com/maps/ChronoTrigger/ChronoTrigger1000GuardiaCastle.html

I also updated the Laruba Ruins to show the Nu that appears and lets you rename your character and give you the Silver Rock:
http://www.snesmaps.com/maps/ChronoTrigger/ChronoTrigger65mLarubaRuins.html
Title: Re: Chrono Trigger on the Super Nintendo (SNES)
Post by: Paco on November 21, 2012, 01:21:04 am
Try to pick these sealed Chests in 600 A.D.

* Porre Elders House (which contain Black Vest)
* Porre Elders House (which contain White Vest)
* Truce Inn (which contain Blue Vest)
* Guardia Castle (which contain Red Vest)

but say NO and return to 1000 A.D.

* Porre Elders House (Black Vest is upgraded to Black Mail)
* Porre Elders House (White Vest is upgraded to White Mail)
* Truce Inn ( Blue Vest is upgraded to Black Mail)
* Guardia Castle (Red Vest is upgraded to Black Mail) *which you marked correctly on maps*

So you need to fix Porre Elders House and Truce Inn maps. I'm not that far yet, but Northern Ruins should be the same. All ther other sealed chests found in game are non-upgradable.

Kali Blade become Shiva Edge.
Siren become Valkyrie.
Nova Armor become Moon Armor.

To get these new treasures, you need to go to 600 A.D., picks the chests and say NO and return to 1000 A.D. So you need to edit Northern Ruins 1000 A.D. as well. Oh and if you took the upgradable items in 1000 A.D., then you can return to 600 A.D. and get the original items as well.

Edit:

About the time you got Ayla for good in team, you can visit Guardia Castle freely with Marle in your active Team, though only Kings Room and Basement will be off-limit.
Title: Re: Chrono Trigger on the Super Nintendo (SNES)
Post by: TerraEsperZ on November 21, 2012, 06:08:54 am
I think it's a testament to Chrono Trigger's greatness as a 16-bit JRPG that mapping it accurately seems so difficult with so many exceptions and secrets :). You're braver than I for tackling this.
Title: Re: Chrono Trigger on the Super Nintendo (SNES)
Post by: snesmaster on November 21, 2012, 10:30:58 am
I just updated all 3 maps to show the upgraded items.

Just a correction on your correction - Blue Vest upgrades to Blue Mail

Truce Inn 1000 AD:
http://www.snesmaps.com/maps/ChronoTrigger/ChronoTrigger1000TruceInn.html

Porre Mayor's Manor:
http://www.snesmaps.com/maps/ChronoTrigger/ChronoTrigger1000PorreMayorsManor.html

Northern Ruins 1000 AD:
http://www.snesmaps.com/maps/ChronoTrigger/ChronoTrigger1000NorthernRuins.html

Let me know if you catch anything else.

-TerraEsperZ - Thanks, I don't think I would have the courage to take this on if it was not my all time favorite SNES game.  It's been a lot of fun, and a lot of work :)
Title: Re: Chrono Trigger on the Super Nintendo (SNES)
Post by: snesmaster on November 25, 2012, 04:20:56 pm
All the maps for this game are now pretty much finished.  They have been uploaded to my site and submitted to this one.

Please provide feedback on the final areas of the game and be sure to let me know if you find anything I missed along the way.

Black Omen:
http://www.snesmaps.com/maps/ChronoTrigger/ChronoTriggerBlackOmen.html

Inside Lavos:
http://www.snesmaps.com/maps/ChronoTrigger/ChronoTriggerInsideLavos.html

Ending Flyby 1:
http://www.snesmaps.com/maps/ChronoTrigger/ChronoTriggerEndingFlyby1.html

Ending Flyby 2:
http://www.snesmaps.com/maps/ChronoTrigger/ChronoTriggerEndingFlyby2.html
Title: Re: Chrono Trigger on the Super Nintendo (SNES)
Post by: creaothceann on November 26, 2012, 08:28:56 am
Black Omen:
The normal queen sprite also (https://www.youtube.com/watch?v=zEbu75wFrvI&t=77m27s) appears on the last Black Omen fight screen, maybe include that? And maybe put the enemies in both elevators into them.

Inside Lavos:
What's the policy on animated GIF (http://www.reddit.com/r/Cinemagraphs/comments/x8scm/archimedean_dynasty_schleichfahrt_dos_game_by/)s/APNG (http://www.reddit.com/r/Cinemagraphs/comments/r9n64/apng/)s? It seems this page could utilize them...

Ending Flyby 1:
The ship also appears on that screen... Anyway, there's an ending where Crono & Marle fly into the sky, maybe include that sprite?
Title: Re: Chrono Trigger on the Super Nintendo (SNES)
Post by: JonLeung on November 26, 2012, 04:04:44 pm
We don't have any APNGs on the site, but we do have some animated GIFs.

There's no real "policy" on animated GIFs and APNGs.  I'd like to think that I rarely reject files.  In any case where I might have reason to be critical, it would be a case-by-case basis.  It's really more like what's common sense, what's wieldy/unwieldy, that sort of thing.

I agree that the Lavos Core segment would look impressive if animated.  Don't think it's required, just cool-looking.  However, (and I'm not familiar with how the animation in APNGs work) if the animation requires the entire image to be repeated per animation frame, it could balloon the filesize up.  Sure, it's only 92.8 kB to start with, and if there's only a few frames, it might be okay.  If it became 10 MB (which it surely wouldn't, but I'm just saying), then it might be a questionable choice.  Animation is more often a "neat" (as in cool) thing than a necessary one.

TerraEsperZ's animation of the penultimate stage of Battletoads (https://www.vgmaps.com/Atlas/NES/index.htm#Battletoads), "The Revolution", is rather cool because it's difficult to show how the stage is otherwise (other than static front/rear views - though he provided those too).  And it looks awesome and is therefore worth the 4.68 MB.  Though we also have ugly maps that are bigger so why should I judge?

There's more than just size to consider though.  I recall Revned (correct me if I'm wrong) once tried making animated Mega Man III stages.  They looked cool, but I seem to recall the concern then was that browsers don't all display motion/animated PNGs the same way.  If they can't display the animation and only show some frame by default (whether it's the first or otherwise), will that still be a good map?

Kind of ironic that I'm talking about unwieldy filesizes and inconsistencies across browsers when I know those are the two problems with the static HTML listings on this site...  >_>
Title: Re: Chrono Trigger on the Super Nintendo (SNES)
Post by: TerraEsperZ on November 26, 2012, 05:18:53 pm
The problem with the APNG format is that it is an unofficial extension of the PNG format and therefore will most likely never be universally supported. It's unfortunately the only viable alternative for a lossless animated images with more than 256 colors at the moment, at least to my knowledge.
Title: Re: Chrono Trigger on the Super Nintendo (SNES)
Post by: snesmaster on November 26, 2012, 11:45:28 pm
Since you don't battle the queen in her human state for the last battle I feel it is safe to leave that sprite out since it is already shown in another location.

The animated map for the Inside Lavos area would be kewl.  I will wait for BizHawk to be ready before I take that on.  zSNES with vSNES is not very user friendly for capturing many frames of animation.  I have not made an APNG yet.  Is that supported by the major browsers at this point?

The Flyby 1 does have the ship, however it is all at a weird perspective that would not match the top down view of the map.  In the 2nd flyby they actually show the sprite with the top down map view so that is why I included it in the 2nd flyby and not the first.

Let me know what ending Crono and Marle flying off together is from.  What I need to do to get it, or provide a Save State File just before that ending.

Black Omen:
The normal queen sprite also (https://www.youtube.com/watch?v=zEbu75wFrvI&t=77m27s) appears on the last Black Omen fight screen, maybe include that? And maybe put the enemies in both elevators into them.

Inside Lavos:
What's the policy on animated GIF (http://www.reddit.com/r/Cinemagraphs/comments/x8scm/archimedean_dynasty_schleichfahrt_dos_game_by/)s/APNG (http://www.reddit.com/r/Cinemagraphs/comments/r9n64/apng/)s? It seems this page could utilize them...

Ending Flyby 1:
The ship also appears on that screen... Anyway, there's an ending where Crono & Marle fly into the sky, maybe include that sprite?
Title: Re: Chrono Trigger on the Super Nintendo (SNES)
Post by: creaothceann on November 27, 2012, 09:49:31 am
The animated map for the Inside Lavos area would be kewl. I will wait for BizHawk to be ready before I take that on.

It should also be possible by disabling unwanted BG and sprites, and recording a video with a lossless codec (in RGB colorspace).

I have not made an APNG yet. Is that supported by the major browsers at this point?

Firefox, Chrome (with plugin) and Opera support it.

Let me know what ending Crono and Marle flying off together is from.  What I need to do to get it, or provide a Save State File just before that ending.

http://www.gamefaqs.com/snes/563538-chrono-trigger/faqs/11185
The first one, with the Epoch crashed into Lavos at 1999AD.

This (http://www.zophar.net/savestates/zsnes/chrono-trigger.html) might have working savestates; if not then there are SRMs here (http://www.zophar.net/savestates/snes/chrono-trigger.html).
Title: Re: Chrono Trigger on the Super Nintendo (SNES)
Post by: Paco on November 27, 2012, 02:15:29 pm
Code: [Select]
3 each of
Petal + Fang     = Ruby Gun   / Dream Gun
Petal + Horn     = Sage Bow   / Dream Bow
Petal + Feather  = Stone Arm  / Magma Hand
Fang  + Horn     = Flint Edge / Aeon Blade
Fang  + Feather  = Ruby Vest
Horn  + Feather  = Rock Helm

10 each of
Petal + Fang + Horn + Feather = Ruby Armor

I like that. So please make it like that snesmaster. :D

There is 2 more Things i want to point out.

First: Northern Ruins 600 A.D.
You should add Departed on Legend. This Monster is abit special, since he don't appear on Maps but is rather a Fusion of Defunct and Base.

Second: Northern Ruins 1000 A.D.
There is a well hidden Power Tab in the Room up the right Stairs. I will send you a pic of it.

This is not the last time you hear of me. :D



Title: Re: Chrono Trigger on the Super Nintendo (SNES)
Post by: snesmaster on November 27, 2012, 06:24:56 pm
I made all the suggested changes and even made one more new map in the process that I found when getting the ending to add the sprite with Crono and Marle on the Balloons.

Here are the revised maps:
http://www.snesmaps.com/maps/ChronoTrigger/ChronoTrigger1000NorthernRuins.html
http://www.snesmaps.com/maps/ChronoTrigger/ChronoTrigger600NorthernRuins.html
http://www.snesmaps.com/maps/ChronoTrigger/ChronoTrigger65mIokaHut1.html
http://www.snesmaps.com/maps/ChronoTrigger/ChronoTriggerEndingFlyby1.html

And the new map:
http://www.snesmaps.com/maps/ChronoTrigger/ChronoTriggerFlyingToLavos.html

Thank you both for your suggestions and list of fixes.  Be sure to let me know if you catch anything else.
Title: Re: Chrono Trigger on the Super Nintendo (SNES)
Post by: creaothceann on November 28, 2012, 12:23:59 am
The "+" are not 100% aligned here (https://i.imgur.com/NuGeF.png)...
Title: Re: Chrono Trigger on the Super Nintendo (SNES)
Post by: snesmaster on November 28, 2012, 10:13:12 am
They are now properly lined up :)
Title: Re: Chrono Trigger on the Super Nintendo (SNES)
Post by: Paco on December 01, 2012, 11:18:44 am
Sunken Desert:
You forgot to add "MuscleRing" to the Treasure Chest on the "Isle".

Medina Market:
Once you complete Magus Sidequest in Ozzie Fort, then go to 1000 A.D. and check the Price at Medina Market. It's become supercheap, where it was superexpensive before.

and Congrat. for the Maps of the Month, but that was obvious for one of the best RPG ever. ^^
Title: Re: Chrono Trigger on the Super Nintendo (SNES)
Post by: snesmaster on December 01, 2012, 12:19:05 pm
I just fixed both of those maps and submitted them to this site.

Sunken Desert:
http://www.snesmaps.com/maps/ChronoTrigger/ChronoTrigger600SunkenDesert.html

Medina Market:
http://www.snesmaps.com/maps/ChronoTrigger/ChronoTrigger1000MedinaMarket.html

Thanks for catching those, let me know if you find anything else.
Title: Re: Chrono Trigger on the Super Nintendo (SNES)
Post by: Paco on December 02, 2012, 07:35:21 am
Geno Dome:
Below the first Figurine (not the one by Vigil Hat) is a Speed Tab.

Did you check Guardia Forest 1000 A.D. to match the newer Maps? and also Truce Market? not that you forgetting about it. ^^

Title: Re: Chrono Trigger on the Super Nintendo (SNES)
Post by: snesmaster on December 02, 2012, 03:04:40 pm
I have submitted the updates to this site

Geno Dome:
http://www.snesmaps.com/maps/ChronoTrigger/ChronoTrigger2300GenoDome.html

Guardia Forest:
http://www.snesmaps.com/maps/ChronoTrigger/ChronoTrigger1000GuardiaForest.html

Truce Market:
http://www.snesmaps.com/maps/ChronoTrigger/ChronoTrigger1000TruceMarket.html

Thanks for catching all that, let me know if you come across anything else.
Title: Re: Chrono Trigger on the Super Nintendo (SNES)
Post by: JonLeung on December 11, 2012, 07:58:40 am
I suppose I could check GameFAQs or whatever, but if I haven't asked it already, does anyone know offhand what additional stuff is in Chrono Trigger DS, and is anything in there worth mapping?
Title: Re: Chrono Trigger on the Super Nintendo (SNES)
Post by: Paco on December 18, 2012, 01:07:11 pm
I suppose I could check GameFAQs or whatever, but if I haven't asked it already, does anyone know offhand what additional stuff is in Chrono Trigger DS, and is anything in there worth mapping?

Well, there are 3 extra Features for DS.

- Arena of the Ages (where you can let your monsters fight in the Arena and win Prizes from common to rare). You can go there from the Titlemenu, but you need a saved game or you can enter it from the End of Time.
- Lost Sanctum (2 Extra Areas in 65M and 600 A.D. which show up after Black Omen appear in the Sky). There are new Monster, Quests, Items, etc
- Dimensional Vortex (3 Extra Areas in 12,000 B.C., 1000 A.D., and 2300 A.D., but you need to beat the Game once to have access to it.)

Then there is various stuff DS took over from PSX like: Bestiary, Movies, etc. I could try to map it, but i need a WtW Code for it first.
Title: Re: Chrono Trigger on the Super Nintendo (SNES)
Post by: Trop on December 30, 2012, 06:09:04 pm
And here it is, sorry I took so long.  More great help from gamehacking.org:

walk through walls.
5212257C 0A000047
0212257C EA000047
D0000000 00000000
5213C62C 1A000001
0213C53C E2034003
0213C540 E3844001
0213C544 E1C146BA
0213C62C E1A00000
D2000000 00000000