Author Topic: Tech Editor - Period  (Read 28488 times)

Mauron

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Re: Tech Editor - Period
« Reply #120 on: July 11, 2008, 02:22:40 pm »
That may be right; I didn't look at the headers very closely.

Some of the enemy attacks:

Code: [Select]

00 - CD9706
01 - CD9727
02 - CD97D4
03 - CD97F2
04 - CD982F
05 - CD98C4
06 - CD9920
07 - CD9987
08 - CD99D8
09 - CD9A3C
0A - CD9A3C?
0B - CD9BC6
0C - CD9BF8
0D - CD9C1A
0E - CD9D05
0F - CD9E1F
10 - CD9EF0

You can find which attack they represent with this list. http://www.chronocompendium.com/Term/Attacks.html

Agent 12

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Re: Tech Editor - Period
« Reply #121 on: July 11, 2008, 02:48:16 pm »
Good job Mauron.

I was worried that double/triple techs would be complicated.  If we can still get the start/end of the events i'll  just make properties disabled for Enemies/Techs until we know more information.

I'll test out enemies when I get time. 

--JP

Mauron

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Re: Tech Editor - Period
« Reply #122 on: July 11, 2008, 10:08:31 pm »
Here's another set.
Code: [Select]

11 - CD9FB5
12 - CDA0E9
13 - CDA175
14 - CDA247
15 - CDA247
16 - CDA2B9
17 - CDA372
18 - CDA426
19 - CDA4CC
1A - CDA59D
1B - CDA5F4
1C - CDA6AA
1D - CDA73A
1E - CDA7C9
1F - CDA7E4
20 - CDA81A

Agent 12

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Re: Tech Editor - Period
« Reply #123 on: July 11, 2008, 11:31:30 pm »
Mauron,

Where in the Rom are these things loacated?  For example if I load this in a hex editor what address should I go to?  The given addresses are out of range...

--JP

ZealKnight

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Re: Tech Editor - Period
« Reply #124 on: July 12, 2008, 12:59:14 am »
I don't do any programming so is this hard to do or could I make a tech in like a week?(of course I'm including experience) In other words how difficult will this be?

Vehek

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Re: Tech Editor - Period
« Reply #125 on: July 12, 2008, 01:05:41 am »
Repost (and reword):
Those are SNES addresses. Change that C to a 0.

Agent 12

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Re: Tech Editor - Period
« Reply #126 on: July 12, 2008, 01:10:30 am »
Zeal knight

Hopefully you can make one in a week. Browse other techs and get a feel for what is going on. Yet put some stuff and let us know If you issues look for my post about haste 2
Vehek I did not know that ha ha I don't know basics thanks

Jp

ZealKnight

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Re: Tech Editor - Period
« Reply #127 on: July 12, 2008, 01:20:00 am »
Ok, but now for the stupid questions. What do I need, I downloaded the link under Where but it says " the application failed to initialize properly (0xc0000135). click ok to terminate the application." And I have no clue what that means.

Agent 12

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Re: Tech Editor - Period
« Reply #128 on: July 12, 2008, 03:21:36 am »
First off you are going to need to get tf running to remove headers get that running first cause that will make sure you have the .net framework working.

Jp

Agent 12

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Re: Tech Editor - Period
« Reply #129 on: July 12, 2008, 03:22:25 am »
Also for the link right click and choose save as don't just click it.

Jp

Ozzie

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Re: Tech Editor - Period
« Reply #130 on: July 12, 2008, 07:36:48 am »
http://fusoya.eludevisibility.org/la/index.html

Download Lunar Address, it's an invaluable tool to convert between file addresses and snes addresses. Any addresses churned out by a debugger (Geiger's debugger for example) are in SNES format, where all the data and code are stored in banks. Hi ROM and Lo ROM are a bit different from each other, but still not a problem with Lunar Address.


Tick the third checkbox (HiROM) and enter the snes address in the lower righthand box, and the file address (for use with a regular hex editor) will appear in the lower left hand box. I have snapped a shot of me converting one of the enemy tech location addresses.

Alternately, you can type in a file address in the lower left, and it will convert it to an SNES address in the lower right, useful for setting a breakpoint in a debugger.





[attachment deleted by admin]

FaustWolf

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Re: Tech Editor - Period
« Reply #131 on: July 12, 2008, 02:18:45 pm »
ZealKnight, you could whip up some cool techs in a matter of minutes, probably. Layer 3 graphics effects are all listed in an Excel file attachment a page back or so. I haven't done any investigation of sound or much investigation of Layer 1 graphics effects though, so you're on your own there. Also, doing techs that involve a character actually moving during the tech (like Crono's Cyclone, or Ayla's Triple Kick) will be significantly more difficult than whipping up magic-only techs that involve only spellcasting animations.

Agent 12

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Re: Tech Editor - Period
« Reply #132 on: July 13, 2008, 12:35:23 am »
Let thy enemy techs be editable!

This release is going to set up for the next release of tech editor where everything is loaded up from a file (like the AI editor).  Till then there's a new link on the front page load up the new techeditor.exe and the text file.  I haven't tested this besides loading in the enemy techs and making sure they were loading correctly.  But it seems to be exactly the same as PC techs!

There's still no "enemy tech properties" (like graphics...) but this is certainly step forward.


Note:

Mauron...if you do have the time while debugging out enemy techs it's be incredibly helpful if you could take the following extra steps:

1)  Debugger gives you address
2)  Load up address in hex editor
3)  Note current address...for example D[XX][YY] where XX YY are any hexadecimal number
4)  The bytes before this address are object pointers you want to find the object pointer to the this point.  so scan the bytes before for [YY][XX]] (note they are reversed)
5)  This is sthe true "beginning of the tech".  It would save me time....however that's very selfish of me.  So don't worry about it unless you have free time.

--JP

Mauron

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Re: Tech Editor - Period
« Reply #133 on: July 13, 2008, 12:59:16 am »
I'll start giving you the true beginning point from now on.

Mauron

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Re: Tech Editor - Period
« Reply #134 on: July 13, 2008, 01:50:17 am »
I tried looking up the beginning point, but I kept getting the same few values. Can you double check my work?

Code: [Select]

21 - CDA905 D95DC
22 - CDA9A7 D95DC
23 - CDAA42 D95DC
24 - CDA175 DA219
25 - CDAAC6 DAB80
26 - CDABA1 D95DC
27 - CDABD9 D95DC
28 - CDABD9 D95DC
29 - CDAC71 D97D4
2A - CDAD2B D95DC
2B - CDADA9 D97D4
2C - CDA426 D95DC
2D - CDADFA D97D4
2E - CDAE3B D95DC
2F - CDAF39 D95DC