

- Chrono cross gameshark codes in battle code manual#
- Chrono cross gameshark codes in battle code code#
- Chrono cross gameshark codes in battle code ps2#
While remastering Chrono Cross is a big job, it’s also been an extremely exciting one – particularly in the potential to add additional features.įor previous remasters I’ve worked on, such as Final Fantasy VIII Remastered, we implemented features like invincibility, speeding up time, and the ability to turn off random encounters. The backgrounds you see in the final release is the result of a lot of effort from the team – something I’m very grateful to them for.
Chrono cross gameshark codes in battle code manual#
We used AI to help to sharpen the images, but that’s not perfect – everything still comes down to having manual processes or the “human touch” to make sure it all looked appropriate. We then upscaled that and manually built on some of them at an even higher resolution. What we had to do when working on this Chrono Cross remaster was to take each existing pre-rendered image to as high a resolution as possible. This is an approach the developers of Chrono Cross also took, but unfortunately, like many games of that era, the original 3D data before the prerender is no longer available – and that’s a problem. It was a compromise between the realism that people wanted, and what we could realistically achieve with the hardware. By using a still image for the background and moving the polygon characters around, we were able to depict depth and make it feel like a 3D space. I think that if you tried to create them in 3D, and then have characters in 3D and a movable camera, it simply wouldn’t be possible with the original PlayStation hardware.Īt the same time, just having an old-fashioned 2D background wouldn’t feel like much of an evolution from the previous generation of consoles.Īs a result, what we did back then was to create a 3D image, and then take a still capture of it. Take a game like Final Fantasy VII, for example, which has 2D backgrounds. As a result, there often had to be a balance between 2D and 3D elements. Not only were there the limitations of the hardware itself, there were also serious issues when it came to loading times. Many of us imagined that they could now use polygons to create more realistic worlds – but we soon discovered there were a lot of obstacles to overcome. To offer up a little history lesson: when the original PlayStation first came out, it was exciting for a lot of developers. Scars of timeĪnother big technical challenge that we faced on Chrono Cross: The Radical Dreamers Edition came from the static backgrounds used in the game. Still, there were some upsides to it too, of course, including the fact that Chrono Cross has always been a great game – so playing though it again was actually quite a lot of fun. That required an enormous amount of effort from all the companies involved in development.

We had to pore through the data that had been preserved and play through the original game ourselves to work out what was missing and restore it. That meant across the start of development, it was impossible to recreate the original version of the game across multiple platforms.
Chrono cross gameshark codes in battle code ps2#
It is at least typically easier to port original PlayStation games than PlayStation 2 titles (the chip inside the PS2 is really unique, and difficult to emulate well), but we faced an additional challenge when it came to Chrono Cross, as the game program and graphical data weren’t preserved in a complete form.
Chrono cross gameshark codes in battle code code#
Developers used their technical knowledge and skills to overcome barriers that hardware presented them with, which makes it difficult to break that code down and analyze what it’s actually doing. Some gamers might expect that creating a remastered version is simply a case of taking a game from one system and moving it onto another – but it’s far more difficult than that! I’ve worked on a number of remaster projects, and they’re often very challenging.įor example, original PlayStation games – especially late-era games like Chrono Cross – really pushed what the hardware was capable of. Working on this remaster has been a real labor of love for both me and the team, but you may be wondering, “how exactly do you remaster a game as beloved as Chrono Cross?” To celebrate the game’s release, I thought it would be interesting to give you some insight into how it all came together. In addition to the original adventure, the new release includes some additional features, including the never-before released in the West: Radical Dreamers – Le Trésor Interdit. I’m excited to announce that our new remastered version of this classic RPG is out tomorrow on PlayStation 4!

Hello everyone – this is Koichiro Sakamoto, Producer of Chrono Cross: The Radical Dreamers Edition.
