Author Topic: A few PAR codes submitted by chakrafire  (Read 8970 times)

ZeaLitY

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A few PAR codes submitted by chakrafire
« on: January 11, 2008, 04:43:22 pm »
He sent me this by e-mail.

http://chakrafire.com/ctrevisited.html

Party does Party techs (Difference from the one listed below is sometimes this affects certain enemies):
7EAE93XX (XX list Index A at bottom)
Certain moves may freeze or glitch

Enemies do Boss's Techs (Affects only enemies):
7EAEE4XX (XX can be anynumber mess around with it for different results)

Does move equal to XX( Affects only party):
7EB18CXX (See index A at bottom for list of XX)
Certain moves may freeze or glitch; Example is pogozo dance with anyone and magus, interestingly i think this is because he doesnt have a boggy sprite while all the other characters possess some form of dancing sprite.

Use Enemy Moves:
7EAE9106 (Certain moves may freeze or glitch)

Player 1 does all techs/atks no matter who selects commands:
7EAE9100 (May Freeze on some moves)

Player 2 does all techs/atks no matter who selects commands:
7EAE9101 (May Freeze on some moves)

Player 3 does all techs/atks no matter who selects commands:
7EAE9102 (May Freeze on some moves)

Always a critical hit for party:
7ECC8702 (Easiest to see with frog and chrono)

Non Battle: Unlimited Cheese Cake at house with the Portal in medina village:
7E1A9F01

Index A - List of Party Moves to XX

01 - Cyclone
02 - Slash
03 - Lightning
04 - Spincut
05 - Lightning 2
06 - life
07 - confuse
08 - Luminaire
0A - Provoke
0B - Ice
0C - Cure
0D - Haste
0E - Ice 2
0F - Marle's Cure 2
10 - Marle's Life 2
11 - Flame Toss
12 - Hypno Wave
13 - Fire
14 - Napalm
15 - Protect
16 - Fire 2
17 - MegaBomb
18 - Lucca's Flare
19 - Rocket Puch
1A - Cure Beam
1B - Laser Spin
1C - Robo Tackle
1D - Heal Beam
1E - Uzzi Punch
1F - Area Bomb
20 - Robo's Shock
21 - Slurp
22 - Slurpcut
23 - Water
24 - Heal
25 - Leap Slash
26 - Water 2
27 - Frog's Cure 2
28 - Frog Summon
29 - Kiss
2A - Rollo Kick
2B - Cat Attack
2C - Rock Throw
2D - Charm
2E - Tail Spin
2F - Dino Tail
30 - Triple Kick
31 - Lightning 2
32 - Ice 2
33 - Fire 2
34 - Dark Bomb
35 - Magic Wall
36 - Dark Mist
37 - Black Hole
38 - Dark Matter
39 - Aura Whirl
3A - Dual Ice Slash
3B - Dual Ice Slash 2
3C - Dual Flame Whirl
3D - Dual Fire Sword
3E - Dual Fire Sword 2
3F - Dual Rocket Roll
40 - Dual Max Cyclone
41 - Dual Super Volt
42 - Dual X-Strike
43 - Sword Stream
44 - Dual Spire
45 - Dual Drill Kick
46 - Dual Volt Bite
47 - Dual Falcon Hit
48 - Dual AntiPod
49 - Dual AntiPod 2
4A - Dual AntiPod 3
4B - Dual Aura Beam
4C - Dual Ice Tackle
4D - Dual Cure Touch
4E - Dual Ice Water
4F - Dual Glacier
50 - Dual Double Cure
51 - Dual Twin Charm
52 - Dual Ice Toss
53 - Dual Cube Toss

54 - Dual Fire Punch
55 - Dual Fire Tackle
56 - Dual Double Bomb
57 - Dual Flame Kick
58 - Dual Flame Whirl
59 - Dual Blaze Kick
5A - Dual Blade Toss
5B - Dual Bubble Snap
5C - Dual Cure Wave
5D - Dual Boogie
5E - Dual Spin Kick
5F - Dual Beast Toss
60 - Dual Slurp Kiss
61 - Dual Bubble Hit
62 - Dual Drop Kick
63 - Dual Red Pin
64 - Dual Line Bomb
65 - Dual Frong Flare
66 - Triple Delta Force
67 - Triple Life Line
68 - Triple Arc Impulse
69 - Triple Gatling Kick
6A - Triple Fire Zone
6B - Triple Delta Storm
6C - Triple Final Kick
6D - Triple Triple Raid
6E - Triple Twister
6F - Triple 3D Attack
70 - Triple Dark Eternal
71 - Triple Omega Flare
72 - Triple Spin Strike
73 - Triple Pogozo Dance
74 - Triple Grand Dream
75 -
76 -
77 -
78 -
79 -
7A - Angel Attack
7B -
7C -
7D -
7E -
7F -
80 -

FaustWolf

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Re: A few PAR codes submitted by chakrafire
« Reply #1 on: January 11, 2008, 04:55:29 pm »
ZEALITY. IS THIS WHAT I THINK IT IS? Can Magus use Antipode all by himself now? Has anyone tried these out yet to see what they do exactly?

We're closer to achieving one of the holy grails of Chrono fandom. Three cheers for chakrafire!!

EDIT: Hmm, looks like I've mistaken the nature of the Player 1, 2, and 3 codes. But if party tech replacement is possible, then single tech replacement must also be possible, no?

Justin3009's had considerable experience in the tech hacking area. Justin, can these party codes lead us to single tech modification, you think?
« Last Edit: January 11, 2008, 04:58:20 pm by FaustWolf »

justin3009

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Re: A few PAR codes submitted by chakrafire
« Reply #2 on: January 11, 2008, 06:01:02 pm »
Yes, it probably could.  From what's posted, this might also be a hint towards who learns what techs.
*goes into Chrono mode and starts testing like an insane person*

Edit: Or, it could just be a header to replace what techs are where, like replacing Lightning with Flare would make Crono learn Flare instead of Lightning.
« Last Edit: January 11, 2008, 06:05:36 pm by justin3009 »

justin3009

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Re: A few PAR codes submitted by chakrafire
« Reply #3 on: January 11, 2008, 06:13:39 pm »
I'm testing out 80+.  80 looks like that Beta Fire Sword (Maybe Redpin) thing again.

80 - Beta Fire Sword/red Pin
81-82 - Froze
83- Black Hole with lumianre sound O_o..
84 - Crashes
85 - Shakes head
86 - Starts casting lightning then does Dino Tail XD
87-88 - Freezes
89 - Same as 83
8A - Freezes
8B - looks like Antipode then crashes
8C - Uzzi Punch

I think the techs just repeat and pick up random data on the way.

!!!  Testing the players do enemy techs!  It's really cool ^^

Cat attack = Lightning from the heavens XD
« Last Edit: January 11, 2008, 06:20:02 pm by justin3009 »

FaustWolf

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Re: A few PAR codes submitted by chakrafire
« Reply #4 on: January 11, 2008, 06:21:51 pm »
Whoah, awesome work. What shows onscreen in the magic / combination menu when you use these codes? Are all the spell / skill names normal, but your character will use the code-specified tech instead of casting, say, Lightning?

Hmm, with regard to the Cat Attack = Lightning from the Heavens, all you did was input the "Players Do Enemy Techs" code, then used the code for a character to execute Cat Attack, and instead of executing Cat Attack the character executed Lightning from the Heavens? Does the "Players use enemy techs" code act as a switch of sorts then, and each tech value corresponds to either a player tech or an enemy tech depending on the switch value?
« Last Edit: January 11, 2008, 06:32:35 pm by FaustWolf »

justin3009

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Re: A few PAR codes submitted by chakrafire
« Reply #5 on: January 11, 2008, 06:37:21 pm »
Yep.  If you do Player Do Enemy Techs, apparently it points hero techs to enemy techs, a flip flop.  And yes, All you do is use Cat Attack with that code and BAM, she uses it.

FaustWolf

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Re: A few PAR codes submitted by chakrafire
« Reply #6 on: January 11, 2008, 06:40:35 pm »
Fascinating. From what you can tell, is it only a graphical change or are the properties of "Lightning From the Heavens" different from Ayla's Cat Attack?

justin3009

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Re: A few PAR codes submitted by chakrafire
« Reply #7 on: January 11, 2008, 06:46:00 pm »
It's only a graphical and sound exchange.  It keeps the original attributes of the attack you used to replace it with.

FaustWolf

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Re: A few PAR codes submitted by chakrafire
« Reply #8 on: January 11, 2008, 06:55:32 pm »
Thanks for all the realtime feedback Justin. This is certainly intriguing stuff, and probably the beginning of something really big.

Now, I wonder how PAR codes relate to the data within a ROM? Some rudimentary tech replacement would be possible in a hack if we could figure out how to permanently point "Cat Attack" to "Lightning From the Heavens" for example. Are these RAM and not ROM addresses that the codes refer to, and does anyone know if it's possible to extrapolate a ROM address from a RAM address? Gah, that's confusing to ask. But excellent work!

Hm, did a quick rudimentary check in the CT ROM in search of a list of pointers to Ayla's techs. It would seem that the techs probably aren't listed as a series of pointers one right beside the other. Of the instances of 29 2A 2B 2C (that's Cat Attack through Rock Throw I think, judging from the values Zeality got from chakrafire), none seem to be aligned along an 8-byte boundary (I assumed to be looking for 8-byte alignment because each character has 8 single techs -- right?). Of course, if double and triple tech pointers are also in a list of tech pointers, perhaps things could be thrown off 8-byte alignment because Magus has a different number of double techs (0) and triple techs (2? 3?) than everyone else would have.

But when Vehek showed me the way to tilesets earlier, I found that the tile graphics packets seem to be arranged in a fairly orderly fashion (which is why I expected to find such a list of pointers). I suppose there's no guarantee that that implies all pointers exist in such lists, though.
« Last Edit: January 11, 2008, 07:22:13 pm by FaustWolf »

justin3009

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Re: A few PAR codes submitted by chakrafire
« Reply #9 on: January 11, 2008, 07:45:55 pm »
I was trying to see if I could convert it to hex.  I saw a tutorial on converting Seiken Densetsu 3 Gamegenie codes into PAR and PAR into Hex...but it didn't quite help

FaustWolf

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Re: A few PAR codes submitted by chakrafire
« Reply #10 on: January 11, 2008, 08:09:20 pm »
Yeah, I know. I've taken a look at those conversion guides, and it would take awhile to figure the methodology out.

I've just taken a look at Geiger's NA offsets guide, and judging from the section of the ROM where tech MP cost values are stored, the techs are stored in the order we'd logically conclude: Cyclone through Luminaire, Crono -> Marle -> Lucca (perhaps the other way around with the ladies) ... -> Magus (ending with Dark Matter). I'm seeing a very interesting pattern at another point in the ROM:


00307400                             01 02 03 04 05 06 07
00307410  08 00 09 0A 0B 0C 0D 0E-0F 10 00 11 12 13 14 15
00307420  16 17 18 00 19 1A 1B 1C-1D 1E 1F 20 00 21 22 23
00307430  24 25 26 27 28 00 29 2A-2B 2C 2D 2E 2F 30 00 31
00307440  32 33 34 35 36 37 38 00-39 3A 3B 3C 3D 3E 3F 40
00307450  00 41 42 43 44 45 46 47-48 00 49 4A 4B 4C 4D 4E
00307460  4F 50 20 51 52 53 54 55-10 06 59 5A 00         


I thought perhaps it could be a tech pointer list, starting with Cyclone and going through Dark Matter with 00 bytes in between each character's tech list. The list goes all haywire after address 0x307468 though. And plus, Geiger already lists this offset range as part of the location map data, so I dunno. I'll give changing Magus' potential Lightning2 value (31 @ 0x30743F) a go when I fire up Prophet's Guile next time to see if anything happens.

Ack, another list just like it:


003407F0                                         01 02 03
00340800  04 05 06 07 08 00 09 0A-0B 0C 0D 0E 0F 10 00 11
00340810  12 13 14 15 16 17 18 00-19 1A 1B 1C 1D 1E 1F 20
00340820  00 21 22 23 24 25 26 27-28 00 29 2A 2B 2C 2D 2E
00340830  2F 30 00 31 32 33 34 35-36 37 38 00 39 3A 3B 3C
00340840  3D 3E 3F 40 00 41 42 43-44 45 46 47 48 00 49 4A
00340850  4B 4C 4D 4E 4F 50 00 51-52 53 54 55 56 57 58 00
00340860  59 5A 5B 5C 5D 5E 5F 60-00 61 62 63 64 65 66 67
00340870  68 00 69 6A 6B 6C 6D 6E-6F 70 00 71 72 73 74 75
00340880  76 77 78 00 79 7A 7B 7C-7D 7E 7F 00           


The patterns are so similar that we can either a.) guess that a list exists for the enemies in the same format as for player characters (which is somewhat inexplicable given that no enemy has that many attacks, I think?) or b.) write both these lists off as graphics packet info for the tilesets.

EDIT: Nope, doesn't seem to change anything at all when I alter the "31"s to "03"s; that should have made Magus cast Lightning as opposed to Lightning2, but no such luck. I suppose that's more evidence against a simple list of tech pointers in the ROM.

Ah, looks like the tech pointers of the type I'm looking for would be between offsets C1C00 and C37FF according to the posts Justin, LegacyCrono, jsondag2, and others made in this thread: http://www.chronocompendium.com/Forums/index.php/topic,3004.60.html
Seems the data corrupter LegacyCrono used makes Marle learn Kiss instead of Provoke. Very intriguing!

Some of the effects you guys have described in the linked post seem reminiscent of the effects of these codes, but maybe that's just my mind jumping to conclusions. Justin, you've gathered a wealth of info in that thread! Looks like you've already just about cracked the tech stuff. To my understanding, you haven't yet found pointers that would allow Magus to learn, say, Cure instead of Dark Bomb, is that correct? I'm just wondering where I should focus my own investigation on this matter now that I'm interested.
« Last Edit: January 11, 2008, 09:49:17 pm by FaustWolf »

Geiger

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Re: A few PAR codes submitted by chakrafire
« Reply #11 on: January 11, 2008, 11:36:02 pm »
I haven't tried these codes out, but I can make some educated guesses.  These PAR codes are in RAM, BTW.

7EAE93, 7EAEE4, 7EB18C

Probably mess with the index of the command to execute.  Party and enemies for the first two.  The description on the third is too vague to decipher, and its pretty far away from the other two (almost 0x300 bytes), so I have no idea.

7EAE91

Probably the battle actor index.  00-02 indicate active party members.  06 indicates one of the monster slots.

---T.Geiger

FaustWolf

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Re: A few PAR codes submitted by chakrafire
« Reply #12 on: January 11, 2008, 11:57:28 pm »
Thanks for the insight, Geiger! If the pointers in these codes are like so:

01 - Cyclone
02 - Slash
03 - Lightning

Is that any indication that there should be a pointer of value 0x01 associated with Crono's Cyclone tech data, for example? I'm not seeing anything that would be indicative of such a setup between offsets C1C00 and C37FF, where I would assume learned tech pointers to be based on LegacyCrono's results with the data corruptor in this post made long ago:
http://www.chronocompendium.com/Forums/index.php/topic,3004.60.html

Geiger

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Re: A few PAR codes submitted by chakrafire
« Reply #13 on: January 12, 2008, 12:57:10 am »
Is that any indication that there should be a pointer of value 0x01 associated with Crono's Cyclone tech data, for example?

First off, those would be indexes, not pointers.  Its a semantics sort of thing, but there is a distinction.  Indexes usually look like ordered numbers, like what you are talking about, and are typically one byte.  A pointer would be more like the PAR codes above.  Two or three bytes and typically several values apart.  Yes, I know I'm a Nazi.

Second, I know next to nothing about techs and have done no research on them.  Every time I try, my eyes glaze over.  ;)

Mmm...  glazed donuts.  :drool:

FaustWolf

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Re: A few PAR codes submitted by chakrafire
« Reply #14 on: January 12, 2008, 01:02:30 am »
The distinction's important; thanks. I suspect I've been looking for the wrong sort of thing, and that helps me get my mind straight. But I think that experiment LegacyCrono did with the data corruptor tells me where to look at least. BTW, HUGE thanks for Flux, not to mention the NA offset guide, but I'm sure you get that alot.

EDIT: Holy...! Is the "Use Enemy Techs" code (7EAE9106) giving anybody else REALLY bad graphical glitches? When I open a character's tech menu in battle, the screen scrambles. Interestingly, the code has no effect on Prophet's Guile at all.
« Last Edit: January 12, 2008, 02:40:28 am by FaustWolf »