Author Topic: Temporal Flux Plugins  (Read 82023 times)

Zakyrus

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Re: Temporal Flux Plugins
« Reply #30 on: July 04, 2019, 02:24:18 pm »
LOCATION PALLET NOTES:

I'm using /code statements to keep things tidy.
Code: [Select]
[code]

(SnesPal)
+Pallete Changes:

Millennial Fair
---------------

(Trees to better green!)
362538 = 26 28 14
36253A = 26 28 14
36253C = 22 25 12
36253E = 21 26 7

(Trees to better green!)
36260A = 26 28 14
36260C = 26 28 14
36260E = 22 25 12


Ten Colors (tweaked)
3624FC = 18,11,18
3624FE = 21,10,24
362500 = 17,6,18

36251A = 8,14,24
36251C = 6,11,30
36251E = 3,8,16




Truce Canyon:
------------

(flowers)
363B0C = 11,13,3
363B0F = 9,11,12
363B10 = 4,15,7
363B12 = 1,11,5
363B14 = 12,13,4
363B16 = 31,25,14
363B18 = 28,18,4
363B1A = 5,9,4


(leaves - from red/orange to green)
363B20 = 7,8,2
363B22 = 19,16,8
363B24 = 11,9,5
363B26 = 10,7,2
363B28 = 6,3,0
363B2A = 0,4,3
363B2C = 11,15,6
363B2F = 8,10,3
363B30 = 7,8,4
363B32 = 7,4,2
363B34 = 13,18,6
363B36 = 17,21,5
363B38 = 10,14,5


Cave Pallete: (water to lava)
-----------------
3632B2 = 24,9,0
3632B4 = 18,5,0
3632B6 = 8,1,0


Vine/Cave Pallete: (water to blue)
-----------------
365454 = 7, 11, 11
365456 = 5, 9, 8
365458 = 4, 6, 5


Guardia Prison Exterior: (clouds)
-----------------
364CF2 = 6,6,6
364CF4 = 3,3,3
364CF6 = 2,2,2

Guardia Prison Catwalks: (clouds)
-----------------
364734 = 6,6,6
364736 = 3,3,3
364738 = 2,2,2


Zenan Bridge/West Cape
----------------------
3631E0 = 12,8,12
3631E2 = 15,9,13
3631E4 = 17,12,14

363292 = 0,0,27
363294 = 26,26,25
363296 = 16,19,24
363298 = 10,12,19
36329A = 7,9,14
36329C = 4,6,11
36329E = 2,4,9
3632A0 = 2,3,8
3632A2 = 1,2,6
3632A4 = 1,2,5
3632A6 = 1,1,4
3632A8 = 0,1,3
3632AA = 0,0,2


Arris Dome
----------
362C22 = 3,3,5
362C24 = 4,4,6
362C26 = 2,4,2

362C50 = 19,13,6
362C52 = 17,12,5
362C54 = 10,11,4
362C5A = 12,12,6
362C74 = 15,14,6
362C78 = 15,12,6


362C70 = 19,13,6
362C72 = 17,12,5
362C74 = 15,10,4
362C76 = 9,5,8

362C90 = 19,13,6
362C92 = 17,12,5
362C94 = 15,10,4
362C96 = 9,5,8

362CAA = 19,13,6
362CAC = 17,12,5
362CAE = 15,10,4
362CB0 = 10,6,9
362CB2 = 9,5,6
362CB4 = 9,4,5
362CB6 = 6,3,4


Arris Dome Control Room
-----------------------
362CF4


362DC6


Ocean/Sun Palace
----------------
363A14 = 7,11,11
363A16 = 5,9,8
363A18 = 4,6,5


North Cape
----------
365BB6 = 7,11,11
365BB8 = 5,9,8
365BBA = 4,6,5


Mystic Mountains/Dactyl's Peak
-------------
366660 = 18,12,6
366662 = 14,10,4
366664 = 10,7,5

363BEA = 9,4,25 //flowers1
363C60 = 16,10,4 //waterfall rock base

Water: (green to blue)
363BEC = 5,9,4
363BEE = 15,15,5
363BF0 = 2,4,3

363C22 = 3,5,3
363C24 =2 4 3
363C26 =1 2 1
363C28 =6 9 7
363C2A =7 11 8
363C2C =5 7 6
363C2E =3 5 4

363C38 = 3,5,3
363C3A = 2,4,3
363C3C = 1,2,1

363C48 = 10,12,9
363C4A = 5,6,8
363C4C = 4,8,5

363C5E = 2,4,3
363C60 = 1,2,1

363C68 = 6,5,5
363C6A = 4,3,4

363C86 = 5,7,6
363C88 = 3,5,4
363C8A = 1,2,1





Prehistoric Canyon
------------------
36510C = 21,21,21
36510E = 18,18,18
365110 = 16,16,16

365148 = 14,17,31

365176 = 14,17,31
365178 = 12,16,28
36517A = 10,14,26
36517E = 9,12,25
365180 = 8,10,24

Tyrano Lair Keep
----------------
366318 = 21,21,21
36631A = 18,18,18
36631C = 16,16,16

366354 = 14,17,31 

366382 = 14,17,31
366384 = 12,16,28
366386 = 10,14,26
366388 = 9,12,25
36638A = 8,10,24

Tyrano
------
3663A8 = 8,10,8
3663AA = 11,12,11
3663AC = 14,15,14
3663AE = 9,10,9

3663B8 = 8,10,8
3663BA = 11,12,11
3663BC = 14,15,14
3663BE = 9,10,9

3663CC = 25,25,25
3663CE = 21,21,21

3663D6 = 8,10,8
3663D8 = 11,12,11
3663DA = 14,15,14
3663DC = 9,10,9

3663E4 = 8,8,8
3663E6 = 7,8,7

Can we get a pallet editor for tiles?  :D

~Z

Zakyrus

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Re: Temporal Flux Plugins
« Reply #31 on: July 04, 2019, 02:31:52 pm »
Double post:

Here's a good idea: Can we get a plugin where we can put a list of HEX address changes in a list and apply them.

Lets say I have the following list:

I'm using new gfx for these items, so I change the gfx <variable> for each.
0C11C5 = 8D   Bandana
0C11D0 = 8E   Ribbon
0C11DB = 23   PowerGlove
0C11E6 = 2E   Defender
0C11F1 = 8D   MagicScarf

THEN some other HEX data changes I'd like to make:
West Cape palette
3DF9E7 88 (was 7F)
3DF9E8 00 (was 00)

Dactyl Nest palette
3DFA67 88 (was 53)
3DFA68 00 (was 04)

It would be really cool to be able to take a large stack of simple HEX changes and save them in an .import/.export list!  :lee:

~Z

Mauron

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Re: Temporal Flux Plugins
« Reply #32 on: July 04, 2019, 05:37:16 pm »
The first one I mostly don't want to do too much with data already supported by Temporal Flux natively. In this case Temporal Flux is using it on a read only basis, so I'd be willing to write back to it with the limitation that it won't be available until the ROM is reloaded.

Random hex change I can't really support due to Temporal Flux's handling of data, but I'd prefer not to anyway. For the item graphics, I can recommend options on other tools to handle a batch patch instead of one byte at a time hex editing.

Your last couple of changes are very interesting. These are the current notes I have on that data.

Code: [Select]
3DF9CD 3DFA7C ??? N Unknown Data (related to Locations) 2003.07.10
3DFA7D 3DFFE4 ??? N Unknown Data (related to Locations) 2003.07.10

If you have any understanding of the meaning, I'd love to take a closer look and make a plugin that supports it.

IHBP

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Re: Temporal Flux Plugins
« Reply #33 on: July 04, 2019, 07:18:01 pm »
Items have graphics now?

Mauron

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Re: Temporal Flux Plugins
« Reply #34 on: July 04, 2019, 07:20:23 pm »
This context, it's the first character of the item name. Zakyrus has changed some of the {Acc} icons to something else.

IHBP

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Re: Temporal Flux Plugins
« Reply #35 on: July 04, 2019, 11:14:28 pm »
Oh, I'd like to see those

Zakyrus

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Re: Temporal Flux Plugins
« Reply #36 on: July 05, 2019, 03:15:51 pm »
I'll go over this in my CT+ Editor Series, but for now...

That is the image file (blown up 300%) for the new icons.


Here's the original size:


I believe they are pasted into 3F8E00 (using a tile editing program, such as TileLayerPro).


Mauron, if we get a 'individual icon repointer' (say, added to Itemcrafter)...is there a way to custom colors, say White, Yellow, or (other custom) text colors?

~Z
« Last Edit: July 05, 2019, 03:20:09 pm by Zakyrus »

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Re: Temporal Flux Plugins
« Reply #37 on: July 05, 2019, 03:30:15 pm »
I like it

Zakyrus

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Re: Temporal Flux Plugins
« Reply #38 on: July 05, 2019, 03:47:30 pm »
The first one I mostly don't want to do too much with data already supported by Temporal Flux natively. In this case Temporal Flux is using it on a read only basis, so I'd be willing to write back to it with the limitation that it won't be available until the ROM is reloaded.

Random hex change I can't really support due to Temporal Flux's handling of data, but I'd prefer not to anyway. For the item graphics, I can recommend options on other tools to handle a batch patch instead of one byte at a time hex editing.

Actually, it would just be a list of individual HEX changes that could be put into a simple stack into one export file. Maybe just handle upto 20 nodes (or HEX changes) per export file...? This would be an incredible time-saver.

Quote
Your last couple of changes are very interesting. These are the current notes I have on that data.

Code: [Select]
3DF9CD 3DFA7C ??? N Unknown Data (related to Locations) 2003.07.10
3DFA7D 3DFFE4 ??? N Unknown Data (related to Locations) 2003.07.10

If you have any understanding of the meaning, I'd love to take a closer look and make a plugin that supports it.

West Cape palette
3DF9E7 88 (was 7F)
3DF9E8 00 (was 00)

Dactyl Nest palette
3DFA67 88 (was 53)
3DFA68 00 (was 04)

North Cape palette
3DFA4D 88 (was 3B)
3DFA4E 00 (was 03)

Ocean Palace palette
3DF9FB 88 (was 18)
3DF9FC 00 (was 01)

Algetty palette
3DFA3D C4 (was 00)
3DFA3E 02 (was 92)

Now that I think about it, these had something to do with enabling the animation data capability so that a Layer 3 animation tileset/pallet code wouldn't be 'locked' to just the first frame of tileset animation.  8)

I requested this info long ago, when making 'animated backgrounds' for the maps listed above. The Ocean Palace, was going to be hacked to have 'flood gates' as well in the Main Hall Puzzle Room (first 4 tile switches area that you encounter inside it)

~Z
« Last Edit: July 05, 2019, 07:02:12 pm by Zakyrus »

Mauron

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Re: Temporal Flux Plugins
« Reply #39 on: July 06, 2019, 12:54:40 am »
Colors: There might be a way to force colors into item names, but it would probably require shortening names by 2-4 characters.

Hex: Temporal Flux is designed to work with known data. I'll type up my recommendations on how to apply hex changes later.

Locations: I'll see what I can figure out about the data. Hopefully I'll have something soon.

Mauron

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Re: Temporal Flux Plugins
« Reply #40 on: July 06, 2019, 02:39:42 pm »
Code: [Select]
3DF9C7 3DFA76 PTR N Pointer to Unknown Data (related to Locations) (+3DFA77, local, first at 3DFA77) 2019.07.06
3DFA77 3DFFE4 DATA N Unknown Data (related to Locations) (9 bytes each) 2019.07.06

It's a start.

For your hex changes, I'd apply them with xkas. It can do way more than you need, but for what you're looking for it's simple enough.

Code: [Select]
origin $0C11C5
db $8D
That will write the Bandana icon you want.

Edit: Fixed the start location of the data. There's only 0xB0 pointers, so something must determine which packet gets used.

Edit 2: Found it. The pointers are determined by the location palette set. I'll see if I can make sense of the data, and see what I can do with it.
« Last Edit: July 06, 2019, 03:55:13 pm by Mauron »

Mauron

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Re: Temporal Flux Plugins
« Reply #41 on: July 07, 2019, 06:45:43 pm »
Fiendcrafter: Fixed error with applying the uncompressed monster hack, and fixed an error with the hack regarding Magus.

IHBP

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Re: Temporal Flux Plugins
« Reply #42 on: July 08, 2019, 08:30:30 pm »
I see you opened up some extra slots, what kind of ai do they have?

Mauron

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Re: Temporal Flux Plugins
« Reply #43 on: July 08, 2019, 09:28:59 pm »
Oh, is this the first release that goes up to enemy FF? Except for the unused Magus, the AI is all use attack 1 on their turn. They also don't have proper names, but all other data exists in the ROM.

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Re: Temporal Flux Plugins
« Reply #44 on: July 09, 2019, 10:25:00 am »
Oh, is this the first release that goes up to enemy FF? Except for the unused Magus, the AI is all use attack 1 on their turn. They also don't have proper names, but all other data exists in the ROM.

It's the first time I've seen it, though I only update my plugins when I need them.
Interestingly even though those enemy slots exist in fiendcrafter temporal flux doesn't allow going past FA.