They're listed in the order you find them in the game menu (Serge, Kid, Guile, Norris, etc.). There are a total of 44 character blocks, each 204 bytes long, with the last being Pip at offset 0x79E40. Before that should be a 16-bit value of either 01 40 or 01 80.
![epsxe chrono cross combat menu text epsxe chrono cross combat menu text](https://i.pinimg.com/originals/db/f0/6b/dbf06bf5debfb7c76537f6ec64f95d0e.jpg)
In other words if he has an HP of 382, then search for 7E 01 (0x17E flipped). If you don't find it there, just search for his max HP converted to hex in little endian.
![epsxe chrono cross combat menu text epsxe chrono cross combat menu text](https://img1.etsystatic.com/129/0/9199749/il_340x270.1088365257_ktsv.jpg)
However, Serge/Lynx is located at offset 0x77BFC.
![epsxe chrono cross combat menu text epsxe chrono cross combat menu text](http://ww2history.com/blog/wp-content/uploads/2011/10/Hitler-Germany-Sept-2011-030.jpg)
I can't confirm if the offsets are identical in different games as I only messed around with my current game today.
Epsxe chrono cross combat menu text how to#
On that note, I'll add some info later on how to actually get the memory dump out of the save state and mess around with it.īut first, let's take a look at the character blocks. So if you are viewing an in-game dump (I'm using PCSXbox because it offers a decent in-game editor), simply subtract 0x9020 from any of the offsets I've listed below. Since the majority of people using emulators are using PCSX or one of its variants, almost all the save states should have the same header, ultimately differing from the actual dump by 36,896 bytes. This is then compressed (usually gzip) and saved to your hard drive. The latter is a dump of the memory generated by the emulator with a header attached to it, making it slightly larger than the real dump.
Epsxe chrono cross combat menu text Pc#
The former is universal, but I only know of one PC emulator that allows you to view dumps on the fly (Zebra or something, I think). There are technically two types of memory dumps - an in-game dump that allows you to view/edit values on the fly, and a save state dump that is created by emulators like PCSX and ePSXe. Just a quick sidenote before we get started that I realized after reading utunnels post below. The possibilities really are quite endless, at least to the point of having 96 slots maximum and 291 player elements (I haven't figured out the codes for enemy techs yet). You can also allocate Elements that are restricted to innate characters, place Elements that are locked in one level in another (like Nostrums), or give yourself multiple copies of techs. Or he can even Doppelgang, although I think Sprigg still has to "learn" the monsters before they can be used by other characters. So Lynx can use Pillage to steal while Kid/Fargo aren't around.
![epsxe chrono cross combat menu text epsxe chrono cross combat menu text](https://thumbs.dreamstime.com/b/medieval-knight-kneeling-sword-dark-stone-wall-background-42214268.jpg)
For instance, you can allocate Kid's techs to anybody else you want. In the case of CC, I've found a number of interesting things to do so far. I love being able to manipulate it so I can do things that aren't normally possible. Why would you even care about stuff like this? Well, I personally enjoy dissecting games like this. I'll get to a brief run through of that later. All you really need is an emulator that can create save states and a hex editor. I thought I'd post my discoveries, for anybody else who's interested in fiddling around with their game. I bought CT for the iPhone a week or so ago and I've enjoyed replaying that, which then led to me picking up Chrono Cross again, and ultimately to me tearing apart the inner workings of Chrono Cross and sinning against the nature of the game. Wow, I realized that it's been over five years since I've been on these forums.