Author Topic: Tech Editor - Period  (Read 29425 times)

Agent 12

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Tech Editor - Period
« on: February 02, 2008, 01:19:17 am »
WHO:

Me, I opted to try out making a tech editor

WHY:
I want to have some new techs....or atleast the appearance of new techs in CE

When

Available now.

Where

First get the .NET framework:

http://www.microsoft.com/downloads/details.aspx?FamilyID=ab99342f-5d1a-413d-8319-81da479ab0d7&displaylang=en

http://jpsondag.com/CE/TechEditor

and hopefully put on the compendium somewhere eventually.

WHAT

Edit anyones techs.  Lots of unknowns but they are soloy being figured out!
Warning:

There is a great chance that this will corrupt your ROM so make a backup.  That being said I have used this to adjust the commands successfully so if used correctly it shouldn't be to bad.

I repeat make a backup.


There's going to be ALOT of bugs in this release, please don't report bugs until I release another version and test it out a little.  You can put feature request.....don't make them to crazy.


How

Read the tutorial:  http://www.chronocompendium.com/Forums/index.php?topic=5379.0

below may be outdated

Um to use it click "Open Unheadered Rom" after doing so three windows will be populated:

Far Left:  This is properties of the currently selected command
Middle:  This is what we have been able to decode of provoke so far
Right:  What it translates to in Hex

You can select a node and change either the parameter for the command...so if you select load animation you can change the animation.  If you want to remove the command click the command then click delete node, if you want to add a new command (as long as you have enough space for it to fit) choose the type of command from the drop down list and click add node.


Anyways I'm probably going to to work a bit more on CE now but hopefully we'll get more more commands figured out and I can improve on this alot.


Enjoy!

--JP

Edit:  Attached FW's Magus Patch to show off what it can do :)

[attachment deleted by admin]
« Last Edit: December 15, 2008, 08:13:45 pm by jsondag2 »

justin3009

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Re: Tech Editor - Provoke
« Reply #1 on: February 02, 2008, 01:24:12 am »
Pretty good for a first tech editor Json.  I'll have to test this tomorrow, gonna head to bed right now.

FaustWolf

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Re: Tech Editor - Provoke
« Reply #2 on: February 02, 2008, 01:55:17 am »
Sweet, thanks jsondag2! Have you seen the (still incomplete) wiki entry on tech data? I'm not sure if anything there will be of help to you, but just for the heck of it: http://www.chronocompendium.com/Term/Tech_Data_Notes.html

EDIT: Don't mind me, just using this post to help monitor the various threads I'm announcing the tech editor in:
http://boards.gamefaqs.com/gfaqs/genmessage.php?board=563538&topic=43269445
http://www.chronoshock.com/community/showthread.php?p=123126#post123126
http://z14.invisionfree.com/ChronoCrisis/index.php?showtopic=3900
http://www.romhacking.net/forum/index.php/topic,6460.0.html
« Last Edit: May 23, 2008, 03:52:07 pm by FaustWolf »

Agent 12

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Re: Tech Editor - Provoke
« Reply #3 on: February 02, 2008, 02:04:48 am »
I have, it's good stuff your doing there.

I actually made a page (I think off that page) for provoke here:

http://www.chronocompendium.com/Term/Provoke.html

It'd be super awesome if someone could fill out all relevent address and put them there. 

--JP

FaustWolf

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Re: Tech Editor - Provoke
« Reply #4 on: February 02, 2008, 02:20:20 am »
Oh, SWEET! That's a damn good idea -- filling in the info on a tech-by-tech basis from the tech list. I didn't even see that there till you pointed it out. Since you're working with data at address 0x0E106F, it would appear that you've gotten into the data all the pointers earlier in the ROM are pointing to. Damn, I've gotta try out your program soon!

Mauron

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Re: Tech Editor - Provoke
« Reply #5 on: February 02, 2008, 11:38:48 am »
http://maurtopia.com/TechEditor-Provoke.exe

So you don't have to host it on your school server.

Will be there until you want it gone.

Mauron

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Re: Tech Editor - Provoke
« Reply #6 on: February 02, 2008, 04:38:40 pm »
Double post, for distinction purposes.

I tried playing around with the LoadAnimation values that weren't listed as anything, and I got this error with all that I tried:

Length cannot be less than zero.
Parameter name: length

Started testing the first two blanks, then random ones.

Agent 12

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Re: Tech Editor - Provoke
« Reply #7 on: February 02, 2008, 04:56:40 pm »
Thanks,

I basically just copy pasted the list, I didn't realize they stopped putting "-"'s after the hex values and I was using those parse the string, without the hyphen it killed it. 

Anywhos it's fixed now so once I get a few more changes I'll release an update.

If you want to help document those animations Geigers animation patch is DEFINATELY the way to go.

--JP

Mauron

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Re: Tech Editor - Provoke
« Reply #8 on: February 02, 2008, 05:17:14 pm »
Where is that patch?

Is there something to distinguish different types of animations? I didn't see anything.

Agent 12

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Re: Tech Editor - Provoke
« Reply #9 on: February 02, 2008, 05:53:20 pm »
http://www.chronocompendium.com/Forums/index.php/topic,4298.msg87365.html#msg87365

I made an IPS that should load you into the room directly, let me know if it doesn't, Geiger also released the Flux file if your TF savvy.

Gaspar gives you direction on how to use it, you basically touch either the PC NPC or enemy and press XY until you get the one you want (So for marle you walk up to crono and hit Y once)

Then you stand on the save point and XY changes the animation up/down one.  Or you can hold down B when you press XY do change it up 16.

--JP

Mauron

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Re: Tech Editor - Provoke
« Reply #10 on: February 02, 2008, 06:06:03 pm »
Thanks.

I'll play with it some now.

Agent 12

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Re: Tech Editor - Provoke
« Reply #11 on: February 02, 2008, 07:52:11 pm »
Updated:

Added Command 1E XX -- super command node
Added Command 7c  -- Weapon Slash
Added Command 06 XX -- another load animation
Added Command 19 XX YY -- Teleport Sprite


Fixed bug for options without hyphen after not being allowed to be selected
Fixed Loading Rom multiple times causes error bug
Fixed checking byte size when adding notes bug
Added Copy Hex functionality
Disable Buttons until they are useful

If anyone can decode anymore of these commands then it won't take long to makes this a pretty robust editor.

Mauron if you can PM me if you get this on your site I'll update the first post, I dont use AIM anymore (i'm a gchat guy since I'm constantly checking email)  plus I can't send exe files over email.....sighs




--JP
« Last Edit: February 02, 2008, 07:54:57 pm by jsondag2 »

Agent 12

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Re: Tech Editor - Provoke
« Reply #12 on: February 02, 2008, 11:28:07 pm »
Updated Try out the link at top:

Can edit MP Cost
Can edit Target
Can edit status affects
Added Maurons animations

I decided to make "super Provoke" to show this off......but I'm bad at making movies so I'm afraid it's an ips patch. Basically marle teleports to the middle, and then laughs and all enemies get every status affect

EDIT:

I realized teleport isn't very useful unless you can teleport back so we have to see how the developers actually use it should be in Lightning 2.

Including DOom.....by the way where was Doom in CT (note doom doesn't give them a counter but after awhile they just die....)  ?

--JP



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« Last Edit: February 02, 2008, 11:31:09 pm by jsondag2 »

Agent 12

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Re: Tech Editor - Provoke
« Reply #13 on: February 03, 2008, 01:44:36 pm »
Updated:  Link at top:

Added Support for:
Changing Attack Type (physical, healing, status Impact, Steal)
Changing Magic Type (Status Good, Status Bad, Haste, Unknowns)
Renamed Bits for status byte sine we now know it is shared based off magic Type

I've attached a patch that literally takes about 1 minute to change Marles Provoke to an allAlly Shell, MPRegen and Maybe protect attack that costs 2 MP instead of one.  The protect Bit is on, but they only glow the shell color, i'm not sure the game lets you have both.  I didn't take time to change her animations but it would be simple enough.

THanks a ton to Mauron for diagnosing the status affect bit and to JLukas for helping me realize MPRegen was being turned on. 

There's still alot of unknown tech Event commands and it's definately getting harder to figure out what's going but I'm confident we can figure it out.

--JP

[attachment deleted by admin]

Mauron

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Re: Tech Editor - Provoke
« Reply #14 on: February 03, 2008, 03:05:18 pm »
Part of the added support is from the first three bytes of the 12 byte tech data.

The research I have is available in the tech thread.