Author Topic: Some usefull Hex list  (Read 7995 times)

Grobycftw

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Some usefull Hex list
« on: September 14, 2017, 04:50:35 pm »
Hey guys, I haven't had the time to work on the CC hard hack for a while, anyway here's some data that could be added to the "Modification" page! They're not all 100% complete so feel free to edit/correct them! Hope it help :)

Character Element Grid : https://drive.google.com/file/d/1gMNTNuafr6BYg-2OvA4dpaFcsJvfopPF/view?usp=sharing
Character Stat Growth  : https://drive.google.com/file/d/1RKjTBsudU9bGoDFDr172RYPUWvVfeqF0/view?usp=sharing
Character Description   : https://drive.google.com/file/d/1YFxY8tCUkdiHG4Xb3kYHqIlqNrkQ3GTw/view?usp=sharing

Accessory Stats : https://drive.google.com/file/d/1i3S6mzGetALwrmrLjK_YIueyZAhCjYiT/view?usp=sharing
Weapon Stats  : https://drive.google.com/file/d/1v7ih5A_c76ZntNRe0eCoVA6s5xTR2x3v/view?usp=sharing

Armor Stats : https://drive.google.com/file/d/1z4pjMNxLUVE7MJwW0x_YMEB0A-eXfPCV/view?usp=sharing

Weapon Armor Access and Item ID Description : https://drive.google.com/file/d/18PYnJCEBYhKkrrqlyZxL4wNm6trQOfWR/view?usp=sharing

Weapon, Armor, Access & Item Text Description : https://drive.google.com/file/d/1uM34VnpRn-AKsitgBHUqF9Z4015K6iwR/view?usp=sharing

Enabling-Disabling Weapon, Armor & Accessory : https://drive.google.com/file/d/1Jtb-Bf2se31OvDtAJLLcCcgP9qSv7uuL/view?usp=sharing

Weapon, Armor, Accessory & Item Name ID and Text : https://drive.google.com/file/d/1vQlxfVni5djHl62_jsu9NuvPQvMpguW-/view?usp=sharing

Element Shop Price : https://drive.google.com/file/d/1iBbK7Pvxd4N46iSBWN3zPU_1_h9O2Rf4/view?usp=sharing

Shop Element : https://drive.google.com/file/d/1ftqnGR4TLiwwelXcC7w6u_Q0hesSxZE-/view?usp=sharing

« Last Edit: November 07, 2021, 09:16:26 am by Grobycftw »

IHBP

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Re: Some usefull Hex list
« Reply #1 on: September 14, 2017, 08:08:51 pm »
Good information, very easy to use thanks, I look foreword to anything else you find.

itoikenza

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Re: Some usefull Hex list
« Reply #2 on: October 18, 2017, 05:52:33 pm »
i see you mention in your Enable-Disable notes, that elements can be equipped by anyone!? what are the offsets?
« Last Edit: October 18, 2017, 05:54:04 pm by itoikenza »

Grobycftw

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Re: Some usefull Hex list
« Reply #3 on: October 25, 2017, 07:59:00 pm »
Here's the data of chronocompendium
https://www.chronocompendium.com/Term/2541.html
you can read the modification section its really good
https://www.chronocompendium.com/Term/Modification.html (scroll down a bit for CC data)

and here's my version of it, feel free to copy it/edit it on your own, its still under study but most part is done! ^^
https://drive.google.com/open?id=0B3Ql40uqFHCzc0ZSbWhKRm5TQzg
:)

**here's the restriction for element in the Menu
https://drive.google.com/open?id=0B3Ql40uqFHCzM0dadlhMVjB1Vnc

*** there's a byte you might want to check out
Byte 04 says that the users must be the same color as the element (like tornado/ultranove...)
also check for signature move, ill send you some offset soon, I don't have my CC notes here hopefully this helped
« Last Edit: October 25, 2017, 08:32:08 pm by Grobycftw »

glennxserge

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Re: Some usefull Hex list
« Reply #4 on: February 13, 2022, 04:17:14 pm »
Wow, these are really handy lists, Grobycftw.  I'm looking into the shop element prices now as part of a tool I'm working on.  The [00-01] after the line offset, is that just indicating a 2 byte value for the element price?  I'm gonna poke around a little in these values to see if I can make sense of it.

Unrelated, but I just realized that your name backwards is WTF Cyborg  :lol:

glennxserge

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Re: Some usefull Hex list
« Reply #5 on: February 14, 2022, 02:21:28 am »
Ah, I get it.  Just tested it out and managed to change some prices.  The value in column 3 does seem like the innate color since it matches with the color table values, but it doesn't seem to do anything.  And I don't understand what most of the data block is used for...
Code: [Select]
Data blocks for AquaBeam-Iceberg shop prices:
xx  00 01 02 03 04 05 06 07 08 09 0A 0B 0C 0D 0E 0F
  -------------------------------------------------
10| 32 00 00 20 10 06 00 00 FF FF FF FF FF FF 07 00 #AquaBeam
20| 64 00 00 20 24 10 00 00 FF FF FF FF FF FF 07 00 #AquaBall
30| 90 01 00 20 35 17 00 00 FF FF FF FF FF FF 07 00 #Deluge
40| 50 00 00 20 16 0C 00 00 FF FF FF FF FF FF 07 00 #IceLance
50| F0 00 00 20 2D 19 00 00 10 06 12 00 02 FE 01 00 #IceBlast
60| BC 02 00 20 A5 40 00 00 FF FF FF FF FF FF 07 00 #IceBerg

Bytes:
00:01 - is the shop price
02 - is some kind of bitmask for if they can be sold.  I tested setting Aquabeam to 0x20 and I could no longer sell it.  This is the same value used in the summons that aren't sellable.  I noticed there are a few other common elements that set this byte (CurePlus sets it to 0x01 but it doesn't seem to affect selling).
03: Maybe color but doesn't seem to do anything
04:05: Unknown
06:07 - Never set; Unknown
08:0D - Some kind of index or mask series? Don't know what is does
0E - Unknown
0F - Unknown

Would love some help filling in the blanks to the above if anyone has any info.  Grobycftw, I see in your notes you had some ideas for some of the above, but I'm not sure I understood it.

pating

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Re: Some usefull Hex list
« Reply #6 on: March 04, 2022, 10:18:38 pm »

Good day,

This is neat stuff. All I wanted to do for my Japanese Chrono Cross is to fix Viper's Elemental Grid glitch when he use Vital Force with Radius.

What happen is when Viper already activated his grid in full like for example Lv. 8 during battle and use the dual tech with Radius his whole grid is being depleted instead of just depleting 5 levels down.

I humbly come to know how to fix it by giving me steps on how to do it. It would be a great help and when I able to fix it I'll give credit to you by helping me fix it.




glennxserge

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Re: Some usefull Hex list
« Reply #7 on: March 14, 2022, 02:32:25 pm »
Hey, Pating, I'm not sure I can help, but we can give it a shot.  I've been doing a bit of element tweaking for my own CC project.

Looking at my notes.  The seventh byte of an element stat is used to determine the grid level (cost).  Vital Force is set to '0' in the US version, which is correct

Code: [Select]
139 VitalForce
                00 01 02 00 00 80 08 00 1D 50 00 00 00 0F 00 02 00
01 B3 00 00 00 05 10 FF FF 00 00 00 00 00 00 00 00
02 00 00 00 00 00 00 00 00 00 00 00 00

I'm on mobile at the moment so I don't have the ability to find the bin address for that block, but it's probably in a different location on the Japanese version anyway.  That's what I'd look at first, and barring that it's probably something in the actual battle engine logic or the EINS files (which aren't well understood).  Hope that helps.

Edit:  One other thing I thought of.  Since the elements used for VitalForce aren't the same level, this probably is a bug related to how game executes dual techs.  I'd also check other unequal techs to see if they have the same issues.  I think SwordStorm and DragonSpike use different levels.
« Last Edit: March 14, 2022, 02:54:20 pm by glennxserge »

pating

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Re: Some usefull Hex list
« Reply #8 on: March 14, 2022, 09:55:22 pm »
Hey, Pating, I'm not sure I can help, but we can give it a shot.  I've been doing a bit of element tweaking for my own CC project.

Looking at my notes.  The seventh byte of an element stat is used to determine the grid level (cost).  Vital Force is set to '0' in the US version, which is correct

Code: [Select]
139 VitalForce
                00 01 02 00 00 80 08 00 1D 50 00 00 00 0F 00 02 00
01 B3 00 00 00 05 10 FF FF 00 00 00 00 00 00 00 00
02 00 00 00 00 00 00 00 00 00 00 00 00

I'm on mobile at the moment so I don't have the ability to find the bin address for that block, but it's probably in a different location on the Japanese version anyway.  That's what I'd look at first, and barring that it's probably something in the actual battle engine logic or the EINS files (which aren't well understood).  Hope that helps.

Edit:  One other thing I thought of.  Since the elements used for VitalForce aren't the same level, this probably is a bug related to how game executes dual techs.  I'd also check other unequal techs to see if they have the same issues.  I think SwordStorm and DragonSpike use different levels.

Thank you for your kind respond I deeply appreciate your help. For starters I still doesn't know how to extract files from my disc I only see two files in it.

I was thinking if there's a way to extract it. My first experience in romhacking is ffvii and it is a bit easier because you directly see the file you need to modify in some cases.

Again I really appreciate your response even up to this point I am very supportive for this game. If you need a certain file to check to compare it I am willing to send it to you. Thank you so much.

glennxserge

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Re: Some usefull Hex list
« Reply #9 on: March 15, 2022, 05:00:17 pm »
Quote
Thank you for your kind respond I deeply appreciate your help. For starters I still doesn't know how to extract files from my disc I only see two files in it.

No worries.  The part of the disc that has element stats is uncompressed and can be directly edited without extracting files.  You'd be checking in your 'Chrono Cross (Disc 1).bin'.  I'll get back to you after work once I've checked the japanese disc data.  But I'll be honest, this is the low hanging fruit to test.  If it's not something we can fix in the stat block, then it's a lot harder to continue debugging.  Will follow up soon.

glennxserge

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Re: Some usefull Hex list
« Reply #10 on: March 18, 2022, 04:02:38 am »
Hi, Pating, I checked the Japan disc as well for the VitalForce stat block and it's in a different sector (to be expected), but it does match the US version, which rules out any easy fixes.  It's probably something in the battle logic, which would require a lot more digging.  I think you'd need to extract the entire US and Japan discs and then diff appropriate files to find changes, or very painstakingly follow game execution of both through an emulator that has a debugger.  It's pretty time consuming, but doable if you have lots of patience and know-how. 

pating

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Re: Some usefull Hex list
« Reply #11 on: March 18, 2022, 11:47:57 am »
Hi, Pating, I checked the Japan disc as well for the VitalForce stat block and it's in a different sector (to be expected), but it does match the US version, which rules out any easy fixes.  It's probably something in the battle logic, which would require a lot more digging.  I think you'd need to extract the entire US and Japan discs and then diff appropriate files to find changes, or very painstakingly follow game execution of both through an emulator that has a debugger.  It's pretty time consuming, but doable if you have lots of patience and know-how.

I have patience as long as I manage to know how to extract it and compress it back. For now I really don't know how to do it.

But I might try and check the remastered version once it is release. It might be fixed in the remastered version

glennxserge

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Re: Some usefull Hex list
« Reply #12 on: March 18, 2022, 03:34:43 pm »
I'll keep my fingers crossed for ya.  I'm hoping they fix a couple other elements while they are at it (looking at you Medalsome).  Can't wait for the remaster  :o

If it's still busted though.  I did take a look through some of the chrono compendium docs about the disc data file structure and found the sectors that look like battle stuff, and managed to match the same data on the Japan disc.  So I think the next step would be to see if we can find any meaningful differences between the two.

glennxserge

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Re: Some usefull Hex list
« Reply #13 on: March 21, 2022, 06:22:08 pm »
One other note on the Element Shop List data Grobycftw posted.  I noticed when editing the Arni shop that the game only reads until the end of the block of data or until it sees a zero entry.  Which means if you had a series of elements like: AquaBeam, Tablet, empty, Fireball, Uplift; only the first two would make it into the shop and anything after gets ignored. 

pating

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Re: Some usefull Hex list
« Reply #14 on: March 25, 2022, 04:38:12 am »

If it's still busted though.  I did take a look through some of the chrono compendium docs about the disc data file structure and found the sectors that look like battle stuff, and managed to match the same data on the Japan disc.  So I think the next step would be to see if we can find any meaningful differences between the two.

thank you so much but if we can't fix the Japanese version of the PSX and it seems good in the remastered version I might as well use the new one.