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Chrono Trigger Platinum

Original game : Chrono Trigger

Platform : SNES

Author : Dr. Dimension

Release date : 03 March 2015

Category : Improvement

Patch version : 3

Modifications : P

Downloads : 1891

ROM Information

Header: YES
Bank: HiROM
Country: USA
Interleaved: NO
Internal ROM Checksum: 0x788C
Game Revision: 1.0
ROM Size: 32 Megabytes
ROM Speed: 120ns (FastROM)
SRAM: YES, Internal, 64 Kilobytes
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Checksums
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Chrono Trigger (U) [!].sfc
Verified Good Dump
File MD5: 395BF4D0A75717B03C0C2131495FAF7A
File SHA-1: B0B89CEDCC5AE40F8003F196AB90010249234B44
File CRC32: 8A36ED76

Hack description

Chrono Trigger is rather easy for most of the game. The author figured that someone ought to rectify this!

This is a hack that simply makes Chrono Trigger more challenging (albeit not to an extreme degree), and thereby more fun (according to the author!)

Because Chrono Trigger was already pretty well balanced, this was an easy hack to implement compared to the other Platinum hacks which took the author literally years.

*NOTE: The patch requires a headered ROM. Applying to a non-headered ROM will result in corrupted enemy data and an unplayable game.

Here's a precise breakdown of the changes -
- Doubled Offense of normal enemies until the Future and quadrupled Offense of normal enemies thereafter (except those with an Offense of 1).
- Made all normal enemies in Magic Cave and Magus Castle have 16 Water and Shadow Defense (except where stat was already higher than 16).
- Doubled HP of bosses and normal enemies in prison scene.
- Doubled both Offense and HP of Uber-Mutants, M-Machine, Queen Zeal semi-final and final, Yakkra XIII, Super Slash, Flea Plus, Great Ozzie, Son of Sun, Flame, and Lavos final boss.
- Made Ruminator Charm nothing.

Screenshots

Contributions

ContributorType of contributionDescription
Dr. DimensionHacking

Reviews

Quadruple damage a bit muchDomiran2021-05-30Version 3

I registered just to state that, 5 hours in, I think the amount of damage regular monsters do is a little ridiculous. In the base game, non-boss monsters are practically entirely unthreatening but I think, in most cases, 4x is way too much.

  • Bosses are doing less damage than the normal monsters.
  • I can sometimes only take 2 hits before dying, depending on the monster.
  • Regular Tonics became useless very quickly due to being unable to overcome regular monster damage.
  • I need to keep my party topped off after almost every other battle and at this point, battles become nerve-wracking. "Can I heal them before the next hit comes? Will a Tonic be enough or should I blow a Mid-Tonic? Oh shit, Marle's dead..."

I'm going to see if I have the patience to manually tune down all monsters to have about 2.5x as much Offense and lower the doubled health to maybe 1.5x.

Also, some monsters had their Offense raised by 8x, not just 4x.

Patching problem fixed!Erudition2016-04-18Version v3

Ok, problem is resolved. The headerless SNES rom (which bizarrely matched those checksums) was the issue, sorry. Game is fully playable if you add a header and then apply the patch.

Thanks for making your platinum versions of RPGs, by the way. I enjoyed FFVII's and will now enjoy this one!