Author Topic: I think it's time to work on the Techs  (Read 16636 times)

Agent 12

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Re: I think it's time to work on the Techs
« Reply #105 on: February 05, 2008, 05:22:55 pm »
Slash-

Ah, good, it also has 00 for byte 11

Charm-

OK, I'm pretty sure we should be grouping bytes 1 and 2 together cause I think they go together now, I'll have that in the next update of the editor

Byte 1& 2= tech type
00 XX Healing with power XX
01 XX .....hm not sure Frog's heal is a big problem here
02 01 - Status Bad effects
02 03 - Status Time
02 04 - Status Good effects

03 XX - Damage XX not used

06 XX Steal with percent success XX

08 XX Multiple hits hit XX times

--JP


Mauron

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Re: I think it's time to work on the Techs
« Reply #106 on: February 05, 2008, 05:36:09 pm »
Frog's heal throws things off balance. There must be a second set of data we're missing, because Magus's Fire 2, Ice 2, and Lightning 2 are identical here.

I'm confused on what you mean for byte 11.

Agent 12

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Re: I think it's time to work on the Techs
« Reply #107 on: February 05, 2008, 10:36:14 pm »
Yea this data definately doesn't determine the elemental type damage. 

I think damage is probably calcualted along the lines of x*(magic) + y * strength where x = byte 10 and y = byte 11.

Hence ayla and most of Robo's techs have large byte 11 values and other peopl have large byte 10 values.

--JP

Mauron

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Re: I think it's time to work on the Techs
« Reply #108 on: February 05, 2008, 10:58:36 pm »
That looks possible. I'll have to play around it more later.

Do you know how much damage can vary at any given time?

Any idea where to look for the element used?

Agent 12

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Re: I think it's time to work on the Techs
« Reply #109 on: February 05, 2008, 11:00:11 pm »
Not sure on either, we can check the offsets Guide to see if there's anything we missed.  I'm not good at using the debugger which would be our best bet for finding the element.

--JP

Mauron

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Re: I think it's time to work on the Techs
« Reply #110 on: February 05, 2008, 11:07:40 pm »
There is this much:

Code: [Select]
3DBA61 3DBB60 DATA N Random number data used in battles 2007.01.15
Not sure how relevant this part is:

Code: [Select]
025A8A 025A8B PTR N Pointer to 1200 Tech routine 2007.01.15
025A8E 025ACF CODE N Routines for text character 1200 Tech 2007.01.15
025D34 025D44 CODE N Subroutine used by 1200 Tech 2007.01.15

There's a lot about the debugger I don't know either.

JLukas

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Re: I think it's time to work on the Techs
« Reply #111 on: February 06, 2008, 10:30:48 am »
There is this much:

Code: [Select]
3DBA61 3DBB60 DATA N Random number data used in battles 2007.01.15

When you see 3DBA61,x (could also be ,y) in the battle routines, it's loading a random value.  You should look at the code directly after that to see what it's doing with the random value obtained.

The other data you listed from the 02xxxx range is for displaying {tech} text command in TF.  It's not related to battle damage formulas.

Mauron

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Re: I think it's time to work on the Techs
« Reply #112 on: February 06, 2008, 10:56:15 am »
I had a feeling that was the case with the latter.

ASM isn't my strong point, so I'll probably end up lost with how it picks which value.

Agent 12

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Re: I think it's time to work on the Techs
« Reply #113 on: February 07, 2008, 02:49:26 pm »
Properties (maybe):

Byte 04 and 05 seems to have to do with the hit % of the tech.

Byte 07 Highernumbers = lower damage

byte 09 is least significant part of damage calculation (i changed it from 00 to FF and it did 50 mroe damage)

Commands:

======================================
12 XX:  Send to XX:  XX = 0, caster? XX =1, PC + 1 XX =2 PC + 2, XX = 3 target XX = 4 target + 1 etc

==============================================
76 XX YY:  XX:  Seems to be angle, YY=target same as above

==============================================

72 XX:  Facing:  XX = 00 North 01 South 02 West 03 East 0D= face target???

===================================================


Mauron

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Re: I think it's time to work on the Techs
« Reply #114 on: February 10, 2008, 04:14:03 am »
Byte 6 is definitely attack type related.

I changed cyclone to 06 (Low HP - Greater Damage) and it worked right.

Changing to 03, however, did not result in magic damage. That must be compared to the element used in the attack, rather than that value.

Mauron

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Re: I think it's time to work on the Techs
« Reply #115 on: February 24, 2008, 12:17:02 am »
Interesting. The first couple unknowns in Cyclone seem to control the ending of the tech. I deleted one and it didn't complete.

Mauron

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Re: I think it's time to work on the Techs
« Reply #116 on: February 24, 2008, 02:51:47 am »
Somehow I have Provoke doing exactly 1 damage to Shadows. Here's the header.

03 13 05 3A 3B 01 01 50 0B 00 F0 00

Agent 12

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Re: I think it's time to work on the Techs
« Reply #117 on: February 24, 2008, 04:43:56 am »
All you did was change the header, and is that only against shadows?

--JP
« Last Edit: February 24, 2008, 04:46:36 am by jsondag2 »

Mauron

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Re: I think it's time to work on the Techs
« Reply #118 on: February 24, 2008, 05:16:39 am »
I'm pretty sure the rest is the same, but I'll double check.

I haven't tested it on other enemies. The shadows interested me because it's apparently still a physical attack, based on the Golem's reaction.

Edit: Others also take one damage, and everything else is the same.
« Last Edit: February 24, 2008, 05:53:53 am by Mauron »

Agent 12

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Re: I think it's time to work on the Techs
« Reply #119 on: February 24, 2008, 06:28:05 am »
Hm....next update I'll make the header completely editable.

Here's some notes I'm doing on slash.....I really wanna figure out how sprites work and slash has 4 of them hahah.   From the code below I belive:

All sprites you put under a 1B XX where XX is where the sprites is loaded, if you ahve have more than one sprites you further break them down with a 02 XX command where XX incrementes everytime...sadly I used to think this was what 24 XX was, now I think 24 XX means, start this code chunk at time XX.  So if you have animations and sound for a tech and you want them to be sync'd put a 24 XX above each chunk of code

All sprites load at the same time, you use pauses to make it seem sequential. 

C0 is important somehow, i've seen this command in other places (most recently haste) before a sprite is shown.

Code: [Select]
98 FC 80 00 B4 09 DB 09 E4 09 E9 09 05 0A 19 0A 2D 0A 41 0A 56 0A 85 09

1E 1D                     //Darken Screen

   0C                       //0C starts every load slash thing
76 00 03                //????????????
72 0D                    //Facing?
06 32                      //set animatino
A9 06                      //??????????????
   36                        //end
03 32                       //?????????????


24 03                     //time unit 3
1E 1E                     //super command....make screen normal
   0A                      //?????????
02 0E                     // this 02 doesn't make sense
12 19                      //Send to target

1B 19                      //Load Sprite.......?
72 0D                      //set facing
06 03                       //set animation


23 02                      //these are everywhere??????????????????

24 04                       //Time unit 4
20 0A                      //pause
2E                            //end caster animations 1
01                            //end caster animations 2
00                            //end caster animations 3


23 02               //these are everywhere??????????????????
1E 05               //super command
24 03               //Time chunk 3
   50                 //no idea
   36                 //end
   00                 //end

23 02                //these are everywhere??????????????????
1E 05                // super command return screen to normal
   00                //end something


61 01 00 03       //i have this as pallette morph

   0C                   //new sprite
02 00                //0th sprite
24 01                  //First time unit
20 0F                //wait f units
   36                 //end something
1B 00               //load sprite at caster
72 00               //important for load sprite
73 03                //important for load sprite
70                   //show sprite
78 53 12          // sound
03 35             // i don tknow
A8 3C             //set speed
   71              //hide sprite
   00              //end something

0C                 //new sprite
02 01             //first sprite
24 02             //start at time unit 2
1B 00             //load sprite at caster
72 00             //important for load sprite
73 03             //important for show sprite
20 02             //wait 2 units
   70              //show sprite
12 03            //send to caster
A8 3C            //set speed
   71              //hide sprite
   00              //end

   0C             //new sprite
02 02           //sprite number 2
24 02           //start at time unit 2?
1B 00           // load sprite at caster
72 00          //important for load sprites
73 03          //important for known sprite
20 04          //wait 4 units
   70           //show sprite
12 03          //go to caster
A8 3C          // set speed
   71            // hide sprite
   00             //end

   0C
02 03            //the third sprite
24 02            //   Start at time unit 2
1B 00            //load sprite at caster
72 00            //important unkonwn command for sprites
73 03            //important unknown command for sprites
20 06            //wait 6 units
   70             //show sprite
12 03           //send to target
A8 3C           //set speed
   71            //hide sprite
   00            //end


   0C           //new sprite?
02 04          //sprite number 4?
24 02           // start at time unit 2?
1B 00           //load sprite at caster
72 00            //load sprite important
73 03             // load sprite important
20 08            // wait 8 units
   70              // show sprite
12 03            // Send to target
A8 3C             //set speed
   36               //end...this sprite
   71              //hide sprite
   00             //end ......something


1B 03          //load sprite at target, this is the white thing underneath it
72 00          //imporant when loading sprites
73 03           //important when loading sprites
23 01          // these are everywhere??????????????????
78 4F 03      //sound
05 35          //no idea, changing it changes how he dies
00


« Last Edit: February 24, 2008, 06:30:04 am by jsondag2 »