Author Topic: Edited techs?  (Read 6357 times)

FaustWolf

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Re: Edited techs?
« Reply #45 on: April 07, 2009, 06:29:14 pm »
Won't be till tomorrow unfortunately. Good point about the possible multi-hit/status inflict conflict. I'll have to look into that, but I have a feeling you're right about it.

FaustWolf

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Re: Edited techs?
« Reply #46 on: April 09, 2009, 12:12:59 am »
Fantastic news! Every single tech works perfectly in this patch, so patching it onto CE is the next step. I'm uploading another standalone patch for now that I'm pretty confident about, and I'm about to start another CE play-through with the new techs in place. I'll report back in when I've convinced myself that it's perfectly safe for CE, then it's up to JP as to when this should be applied to the ROM in circulation.

Agent 12

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Re: Edited techs?
« Reply #47 on: April 09, 2009, 03:44:25 am »
Just to make sure the standalone patch should contain only the techs themselves....not the names and descriptions.  This is because the tech data is static but the name/descriptions can potentially move from patch to patch if TF needs to find more space.

--JP

EDIT: damn it looks like you changed the tech names...hm wait I just checked the offsets guide:

0C15CF   0C1ACA   TXT   N   Tech names (11 bytes each)   2004.04.28

looks like tech names might be static after all! hm...well I'm not sure if TF might still move them.  The lunarIPs has these entries in that range:


0C16D7       A    No     00000005-00000013        F
0C16ED      15    No     00000014-0000002D       1A
0C170E      21    No     0000002E-00000053       26
0C173A      16    No     00000054-0000006E       1B
0C177C      15    No     0000006F-00000088       1A
0C17B3      1F    No     00000089-000000AC       24

(There's 6 entries but there's probably multiple techs per entry).  So I guess we should see safe...Please send me a text file with names and descriptions in the future.  And if you do end up redoing this patch (i.e. you find a bug) don't change names just to be on the safe side.

Again....super sorry for being paranoid about this stuff.

--JP
« Last Edit: April 09, 2009, 04:00:48 am by jsondag2 »

FaustWolf

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Re: Edited techs?
« Reply #48 on: April 09, 2009, 03:58:11 am »
Tech names should be static. They're uncompressed text strings, only 11 bytes each, so I imagine that'll be okay. I think? In any case, tech descriptions are not implemented in the latest patch.

Agent 12

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Re: Edited techs?
« Reply #49 on: April 09, 2009, 04:02:52 am »
haha fast reply.  See edit in reply above for details. I do think you're right about names being static and yea i saw that descriptions weren't done.  I'm not 100% sure if TF can still move them if it wants to but in CE's case it hasn't been moved yet (based off the lunar IPS guide).

--JP

Agent 12

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Re: Edited techs?
« Reply #50 on: April 09, 2009, 04:15:24 am »
oh yea assuming you went through and checked every [double] [triple] tech then the lunar IPS logs seem fine to me. I didn't get down to the granularity of these bytes are in the data for this tech but that should be covered by a "do every tech" run.

I suggest if you are going to do a CE play through with new techs you first add all the techs you want to add. (Magus is all there is right?)

--JP

FaustWolf

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Re: Edited techs?
« Reply #51 on: April 09, 2009, 04:25:07 am »
Yeah, Magus checks out so far. I never did add that HP stealing tech for him, but it wouldn't have seemed all that super anyway. All single, double, and triple techs (including rock techs) checked out in the normal ROM. I'm doing a second run through the game with the updated tech patch now. I'll report in if I encounter any problems.

Agent 12

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Re: Edited techs?
« Reply #52 on: April 09, 2009, 04:39:33 am »
oh ok then.

Well...i mean we don't really have to wait i'd consider this patch good to go.   JP's seal of approval granted :)

I can patch it tomorrow unless chrono'99 beats me too it.  If you have any specific descriptions you want post them in this thread.

--JP

Agent 12

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Re: Edited techs?
« Reply #53 on: April 24, 2009, 12:01:16 am »
FW if you send me name-> description combos I'll put them in for the private build tonight.  If I remember correctly one of your videos had descriptions implemented.

--JP

FaustWolf

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Re: Edited techs?
« Reply #54 on: April 24, 2009, 01:36:09 am »
No descriptions implemented yet, they were probably descriptions from the original CT ROM that happened to fit nicely with the new techs. See if you can fit in these descriptions:

Frog New Techs
#2. Braveheart: Desperation strike. Low HP = greater damage.
#3. *Venom Mist: Attack grouped foes with poison mist.
#8. Nirvana X: Ultimate sword technique!

Robo New Techs
#1. Steel Crash: Slam through lined up foes.
#3. Dark Gear: Channel energy from the Void.
#4. Stun Barrage: Well-aimed punches paralyze a foe.
#6. VulcanPulse: Thermal pulse incinerates a foe.
#7. Thor Hammer: Megavolt jolts a foe.
#8. GreenMemory: Memento from the Entity. Auto-revives an ally.

Ayla New Techs
#1. Earth Song: Ancient tribal song heals and restores status.
#5. Berserker: Inner rage ups attack and defense.
#6. Wind Dance: Tribal dance summons a windstorm.
#7. Pangaea: Channel the planet's rage for massive non-elemental damage!

justin3009

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Re: Edited techs?
« Reply #55 on: April 25, 2009, 04:04:32 pm »
12 letters is possible with a little extension of 1 byte, and then a fix up of the tech menu scrolling.  15 or so if you expand it, but there's a lot of issues with the menu itself when it's done.