Tech Editing/Hacking
By: Justin3009 (AKA Shishisenkou or Justin3007)
Requirements
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1) Geiger's SNES9X Debugger
2) Translhextion
3) Unheadered Chrono Trigger ROM
Introduction
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Ok everyone, I decided to try making my first tutorial ever! As you all know, the game that i've been hex editing is Chrono
Trigger. Very great game indeed, but anyways, on to the tutorial!
What to do
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First, Download Geiger's SNES9X Debugger. Once you do, Open it up. Then, click load and then select your Chrono Trigger
rom. You should have a menu appear with many buttons. Click Run, then click Show Hex.
In Show Hex, on the left blank, is where the address starts and the right box is where it ends. The 2 byte header for techs
is at starting at CD5EE6. It starts with Cyclone which is 09 09. But this isn't important that I know of except for finding
out where the tech is. Now down to the real business.
The Tech data starts at CD45EF and ends at CD4925. The first part is Cyclone. But we're going to go to Ice and Cure. So
for the address put cd45F2 on the left and cd4600 on the right. This focus's on Ice's data AND CURES! But if you want just
pure Ice. Go to CD45F2 and cd45F9.
As every tech, it starts and ends with FF. Do NOT change that. As it can make the tech not work and thus causing the game
to freeze. Anyways, now lets get started.
FF 0C F4 00 25 3A 0C 44 is Ice's data. This could be different from the actual game graphics because I might have accidentally edited it a tiny tiny bit. FF as I said before, starts and ends the tech. Or It just is the thing that tells
the tech to end. I'm going to make a seperate thing for each byte so here it goes.
0C - This is what number the techs are. Changing this will change the tech that will be used. For example, Change 0C to 01,
and you have Cyclone. 00 is nothing 01 is cyclone 02 is Slash etc...Therefore, 0C is Ice. So that slims it down a bit to
help us out.
F4 00 - These 2 bytes are the graphics that appear around Marle when she casts. AKA the little Ice crystals that spin around
her. If you change it to F4 01, then you have fire graphics.
25 3A 0C - These control the graphics and palette of the Ice that flows to the enemy. 25 is the Ice Crystals while 3A is the
palette. If you change 3A to F1, the Ice glows like the aura around you when you use protect, except its more rainbowish and
random. It's hard to explain. I wouldn't change 0C though, it can change graphics and move the Ice swirling crystals
somewhere else. Not entirely sure what it does
44 - Ahh...44..I love this one. This displays the graphics of the tech when it hits the enemy. Thus, making 44 the Ice
Block that appears. Changing it to 65 will do Lavos's Laser Beams attack.
And that's about it for ice.
FF 0C F4 00 25 3A 0C 44 0B E1 02 1E 0B 0B FF is the full 2 techs. 0B E1 02 1E 0B 0B is Cure. Feel free to experiment with
it. This sums it up for Geiger's SNES9X Debugger.
Translhextion
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As Vargose and Jsondag2 told us, Provoke started at 0E106F. By luck, 0E is always the first part of the techs. So let's
work on Ice. Ice is 36 11, so to get the tech data, put the bytes in reverse order so its 0E1136. And that's where Ice
Starts.
Using Transhlextion or w/e 0eXXXX is the data for the techs. So for example, Ice is 36 11 so reverse that and it's 0e1136
for ice! In Translhextion, all that stuff is, is the palette for some of the stuff, the SFX, where everything is located,
and who does it. So that doesn't have the data for the tech.
In Translhextion again, 0C1ACD is who the tech affects and what it does. IDK who posted it but I give huge credit to him.
MP cost of techs begins at 0C273C, 1 byte each. 0C1ACD: Cyclone---------Each 2 byte field indicates the targets of the
tech.Examples:
07 00: One enemy (Example: Confuse, Charm)
08 00: All enemies (Example: Dark Matter, Ice 2, Luminaire)
80 00: One ally (Example: Cure, Aura)
81 00: All allies (Example: Heal Beam, Aura Whirl)
03 00: One fallen ally (Example: Life)
04 00: All fallen allies
12 03: Enemy area (Example: Cyclone, Dark Bomb)
0B 01: Enemy line (Example: Slash)
0C 05: Enemy line (Example: Flame Toss)
11 02: Area around character (Example: Area Bomb, Tail Spin)
1B 0A: Area around character (Example: Black Hole)
13 02: Area around character (Example: Max Cylone, Fire Zone)
0F 0B: Horizontal line (Example: Falcon Hit)
00 00: One ally status (Example: Haste, Magic Wall)
01 00: All allies status (Example: Life Line)
13 06: (Example: Double Bomb)
0D 01: (Example: Blade Toss)
For example, here's Ice's data (173 Bytes Long) I think it's this size...
90 F0 11 6E 49 11 52 11 BB AA 6E 11 A3 11 BA 11 A0 09 52 0D 05 5A 02 11
24 02 02 31 24 03 3D 0C 78 76 34 1B 22 1B 00 A4 03 2E 01 00 24 03 20 14
1E 09 22 1B 00 50 00 1B 09 72 03 73 00 20 10 33 03 41 1E 06 41 1F 07 33
09 78 72 1E 26 24 02 78 6F 1B 00 1E 22 00 1B 09 72 03 73 00 20 10 1E 27
24 02 0A 1B 00 76 00 03 A8 09 1E 22 00 1B 09 72 03 73 00 20 10 1E 28 24
02 0A 1B 00 76 00 03 A8 12 1E 22 00 1B 09 72 03 73 00 20 10 1E 29 36 24
02 0A 1B 00 76 00 03 A8 1B 1E 22 22 36 00 90 10 10 00 DF 11 F1 11 04 12
A0 A0 3D 03 72
Now for the first Row:
90 - Represents which character does what. 00-10 No one 20-30 1st slot 40-60 2nd Slot 80 - Broken 90 - Whoever uses Tech
F0 - Not entirely sure, but I'm guessing this tells the tech whether to start or skip the effects.
11 - Doesn't do anything...Left over byte?
6E - Same as above
49 - How much time before to cast the tech
11 - Where Marle is and is going to go to cast it
52 - Where the enemy is located?
11 - Same as above
BB AA - Nothing?
6e - Where the Ice surrounds marle and the palette and if the tech works
11 - same as above
A3 - Where the Ice surrounds Marle Starts
11 - same as above
ba - Unsure, but it won't let tech go on if changed
11 - Same as above
A0 - Nothing
09 - Timer?
52 - Nothing
0D - Same as First Byte
05 - ?
5A - Nothing
02 - Animation Frame for Marle
11 - Animation frame for Marle
24 - Marle's Location when casting
02 - Animation Frame For Marle
02 - End Tech Early?
31 - Animation frame for Marle
24 - Enemies Location
03 - Timer for Ice Block
3d - Where Ice block goes, or whether it cast or not, where monster goes, where marle goes
0C - Who Ice block casts on
Well that covers the first row and the first 2 parts of the 2nd row. You get the point. This is the basic data for the
techs.
I posted this before, but I really don't want to go through 173 bytes of data and pin point everything out. But this is the
basic idea for techs.