Author Topic: Tech Editor - Period  (Read 28514 times)

justin3009

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Re: Tech Editor - Period
« Reply #60 on: May 03, 2008, 07:00:48 pm »
There's alot of empty sets for new techs.  I think about 5-6 of them are just there.  I believe the starting header for tech 00 is empty as well.  All it does is have the person shake his head and it does damage...So there's definately room for custom techs without replacing any old ones.  I'd have to reexplore this a bit more before it's actually confirmed though.

Agent 12

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Re: Tech Editor - Period
« Reply #61 on: May 03, 2008, 11:08:24 pm »
Well, assuming they are dummy techs even if we managed to get this....um graphics header is what I'll call it I guess....working we'd still have to put space for all the animations, and get it to be recognized in battle/menus/ put the mpcost/target/status effect info.....and all that.

It's doable but quite bit (alot) of work.

Anywhos I updated the front link I found that i sort of screwed up Magus's Graphics...header locations they are fixed now.

I also think i know what most of them are!

Byte 1 = index of which animations/sounds to load

Byte 5:  Pallete

Byte 7: Layer 3 graphics Pointer (this is the ice falling/lightning spinning/fireballs exploding) FF was not just padding to make it 7 bytes, it was just pointing to an empty layer 3


Bytes 2-> 6 are definitely loading graphics

Edit:  Whoops 5th byte is pallete...were you starting from 0 (oh cs...)
--JP


« Last Edit: May 03, 2008, 11:17:44 pm by jsondag2 »

Agent 12

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Re: Tech Editor - Period
« Reply #62 on: May 04, 2008, 12:01:18 am »
aw crap, it looks like I may have some of these screwed up........I just figured out that Ice2 is editing Dark Mist.....if someone else notices one that isn't editing the correct thing please let me know.

Here's what I have.

Code: [Select]
Graphics Raw Hex
Cyclone 01 DA EF 20 01 01 FF
Slash 02 E8 EC 21 02 02 FF
Lightning 03 F1 00 22 03 03 45
Spincut 04 D6 00 27 04 04 FF
Lightning 2 05 F1 00 22 05 03 02
life 06 E1 02 1B 06 06 1D
confuse 07 20 24 2D 07 07 FF
Luminaire 08 FC 00 08 08 08 01
Aura 09 E1 E5 1D 09 09 FF
Provoke 0A 0A 0E 0E 0A 0A FF
Ice 0B E1 02 1E 0B 0B FF
Cure 0C F4 00 25 3A 0C 44
Haste 0D BB 00 3E 0D 0D 56
Ice 2 0E E1 02 1F 0B 0E FF
Marle's Cure 2 0F FC 00 25 3A 0C 57
Marle's Life 2 10 E1 02 1B 06 06 35
Flame Toss 11 EB 00 23 11 11 FF
Hypno Wave 12 C9 CD 15 12 12 07
Fire 13 EB 00 23 11 13 FF
Napalm 14 F1 00 0A 14 14 49
Protect 15 CE 00 11 15 15 FF
Fire 2 16 EB 00 0B 11 13 1C
MegaBomb 17 CA 00 10 17 17 20
Lucca's Flare 18 F1 00 0A 18 18 0D
Rocket Punch 19 E6 C3 24 19 19 FF
Cure Beam 1A E1 02 1E 0B 0B 5A
Laser Spin 1B 61 E0 26 1B 1B 09
Robo Tackle 1C 61 E0 26 1B 1B 09
Heal Beam 1D E1 02 13 0B 0B 59
Uzzi Punch 1E E6 C3 24 19 19 FF
Area Bomb 1F F1 F5 0A 1F 1F 50
Robo's Shock 20 61 00 01 00 00 22
Slurp 21 E1 00 1D 09 09 FF
Slurpcut 22 E1 00 1D 09 09 FF
Water 23 F8 00 16 23 23 FF
Heal 24 E1 02 13 24 24 58
Leap Slash 25 61 05 01 25 25 FF
Water 2 26 F8 00 16 23 23 32
Frog's Cure 2 27 E1 02 1F 0B 0E FF
Frog Summon 28 E0 00 1C 28 02 41
Kiss 29 E1 05 1D 09 09 FF
Rollo Kick 2A 61 05 01 25 25 FF
Cat Attack 2B 61 00 01 00 00 FF
Rock Throw 2C 61 00 01 00 00 FF
Charm 2D C0 05 0F 2D 2D FF
Tail Spin 2E 61 05 01 25 25 FF
Dino Tail 2F 61 00 01 00 00 06
Triple Kick 30 61 00 01 30 01 0E
Lightning 2 31 F1 00 22 03 03 02
Ice 2 32 F8 04 0A 34 34 2F
Fire 2 33 EB 00 0B 11 13 1C
Dark Bomb 34 F1 04 0A 34 34 21
Magic Wall 35 FC 00 25 3A 0C 57
Dark Mist 36 CE 04 12 34 36 FF
Black Hole 37 F1 04 0A 34 34 08
Dark Matter 38 F1 04 0A 34 34 1E



--JP


FaustWolf

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Re: Tech Editor - Period
« Reply #63 on: May 04, 2008, 12:09:02 am »
jsondag, you may happen to find that Ice is editing Cure as well. In the hex, the first bytes follow the expected progression, until you hit the position where Ice is -- it jumps from 0A (Provoke) to 0C (Ice). If you find that Ice and Cure are mixed up, it might be prudent for me to post the hex in seven-byte periods, in tech order, so you can easily see exactly what I'm seeing.

0B is the first byte for Cure in this section IF my hypothesis is correct.
« Last Edit: May 04, 2008, 12:16:55 am by FaustWolf »

Agent 12

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Re: Tech Editor - Period
« Reply #64 on: May 04, 2008, 12:13:53 am »
No, no i figured it out.......sigh i ordered it by the first byte in increasing order, not by the order of the offsets.  Don't worry I have an excel sheet with all of them so i'll just reorder it by the offset location.


--JP

FaustWolf

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Re: Tech Editor - Period
« Reply #65 on: May 04, 2008, 12:17:42 am »
That should do it.

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Re: Tech Editor - Period
« Reply #66 on: May 04, 2008, 12:23:57 am »
Fixed  :?

Sorry about that, things do line up alot better now though.  Here's my final one......

What are we looking at......


Quote
   Graphics Raw Hex
Cyclone   01 DA EF 20 01 01 FF
Slash   02 E8 EC 21 02 02 FF
Lightning   03 F1 00 22 03 03 45
Spincut   04 D6 00 27 04 04 FF
Lightning 2   05 F1 00 22 05 03 02
life   06 E1 02 1B 06 06 1D
confuse   07 20 24 2D 07 07 FF
Luminaire   08 FC 00 08 08 08 01
Aura   09 E1 E5 1D 09 09 FF
Provoke   0A 0A 0E 0E 0A 0A FF
Ice   0C F4 00 25 3A 0C 44
Cure   0B E1 02 1E 0B 0B FF
Haste   0D BB 00 3E 0D 0D 56
Ice 2   0F FC 00 25 3A 0C 57
Marle's Cure 2   0E E1 02 1F 0B 0E FF
Marle's Life 2   10 E1 02 1B 06 06 35
Flame Toss   11 EB 00 23 11 11 FF
Hypno Wave   12 C9 CD 15 12 12 07
Fire   13 EB 00 23 11 13 FF
Napalm   14 F1 00 0A 14 14 49
Protect   15 CE 00 11 15 15 FF
Fire 2   16 EB 00 0B 11 13 1C
MegaBomb   17 CA 00 10 17 17 20
Lucca's Flare   18 F1 00 0A 18 18 0D
Rocket Punch   19 E6 C3 24 19 19 FF
Cure Beam   1A E1 02 1E 0B 0B 5A
Laser Spin   1C 61 E0 26 1B 1B 09
Robo Tackle   1B 61 E0 26 1B 1B 09
Heal Beam   1D E1 02 13 0B 0B 59
Uzzi Punch   1E E6 C3 24 19 19 FF
Area Bomb   1F F1 F5 0A 1F 1F 50
Robo's Shock   20 61 00 01 00 00 22
Slurp   21 E1 00 1D 09 09 FF
Slurpcut   22 E1 00 1D 09 09 FF
Water   23 F8 00 16 23 23 FF
Heal   24 E1 02 13 24 24 58
Leap Slash   25 61 05 01 25 25 FF
Water 2   26 F8 00 16 23 23 32
Frog's Cure 2   27 E1 02 1F 0B 0E FF
Frog Summon   28 E0 00 1C 28 02 41
Kiss   29 E1 05 1D 09 09 FF
Rollo Kick   2A 61 05 01 25 25 FF
Cat Attack   2B 61 00 01 00 00 FF
Rock Throw   2C 61 00 01 00 00 FF
Charm   2D C0 05 0F 2D 2D FF
Tail Spin   2F 61 00 01 00 00 06
Dino Tail   30 61 00 01 30 01 0E
Triple Kick   2E 61 05 01 25 25 FF
Lightning 2   31 F1 00 22 03 03 02
Ice 2   35 FC 00 25 3A 0C 57
Fire 2   33 EB 00 0B 11 13 1C
Dark Bomb   34 F1 04 0A 34 34 21
Magic Wall   36 CE 04 12 34 36 FF
Dark Mist   32 F8 04 0A 34 34 2F
Black Hole   37 F1 04 0A 34 34 08
Dark Matter   38 F1 04 0A 34 34 1E
--JP
« Last Edit: May 04, 2008, 12:37:18 am by jsondag2 »

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Re: Tech Editor - Period
« Reply #67 on: May 04, 2008, 10:40:51 pm »
Another big update for you guys:

Looking at some old post I found one where chickenlump explained that the thing I've been calling an animation header is actually just a series of pointers to the objects of a tech. 

I've now incorporated that idea into the editor and now at the top of every tech is a list of "object pointers"  a few interesting things about this:


Pointers do not have to point to where the animation objects for that tech is.  magus has pointers going all over the place for his lightning/fire/ice 2. 

Alot of points point to E09850, i actully thought this meant the header was over but it looks like it is just an object used by everyone?  Maybe it's return to fighitng stance....or...miss?  shrug.

I had to rewrite alot of the code for this so there could be bugs.  The offsets should automatically switch if you delete nodes....crap maybe not if you add nodes.  You should probably use this release solely for exploration not for editing i guess.


Edit:  Million dollar question:

Where is it telling the tech that animations should be applied to "all targets"  it's simple enough to make a tech apply to all targets but (for example) it's hard to make the damage appear on all targets or to make all targets do the damage pose. 

--JP
« Last Edit: May 04, 2008, 10:43:50 pm by jsondag2 »

justin3009

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Re: Tech Editor - Period
« Reply #68 on: May 05, 2008, 10:15:32 am »
In object [E0970][E0984] NewObject
* -UnknownD9(??) - This can alter the palette and/or the graphics of cyclone's spin.
  -StartSection(01)
* -Unknown1C(02) - This places the cyclone animation onto w/e character.

Edit: I still have yet to figure out how to change it to another tech graphic like I did with Water Whirl.

Lightning
-------------------
First New Object
-Unknown(2D)
-Unknown80(??, D8) - The facing of when he does lightning.
The first new object
Move down till you see Unknown3D(??) - This is where the Lightning graphics loads.  AKA on which person.
« Last Edit: May 05, 2008, 10:30:58 am by justin3009 »

Ozzie

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Re: Tech Editor - Period
« Reply #69 on: May 05, 2008, 11:55:57 am »
Yep, took a pic of that last night (Command 1C). Places spawned graphic on a target.




[attachment deleted by admin]

Agent 12

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Re: Tech Editor - Period
« Reply #70 on: May 05, 2008, 12:19:22 pm »
Yea it's a good guess that similar commands will have variants near each other.

1B XX also loads objects at a coordinate.

D9 XX is used in many of the techs (haste is the first that comes to my mind) to load the crazy cool graphics like the clock...however i've only seen XX as 30.  I haven't added it yet cause I dont know how if the XX is a parameter or if it is always 30.  I'm pretty sure it only changes graphic most pallete commands are in the 60's.


3D XX is close 33 XX which does the same thing so I'll consider that confirmed.

80 XX, D8 I'd like to know what both parameters mean before I confirm it.


--JP

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Re: Tech Editor - Period
« Reply #71 on: May 07, 2008, 02:46:21 am »
OK,

I made alot of changes to it.  It handles objects alot better, and attempts to add them behind the scene.  I'm not promising it's 100% or anything but it should be easier than before.  Every once in awhile let do view -> object Pointers and make sure things are lining up.

--JP

Agent 12

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Re: Tech Editor - Period
« Reply #72 on: May 08, 2008, 04:59:50 pm »
Updated:

Biggest change it you can copy paste between two programs if you have two versions open.

This is a big change if you are trying to say  move Slash's data over to Ice2's data.  Open the program twice on the left load up slash, on the right load up Ice 2 and just bring it over.

One problem though is since i only copy paste the "Raw Hex" you need to save/reload the tech to be able to edit data you copy over.  I know it's a pain I'll try to fix it later.

You also can't copy paste objects which would be really nice.

--JP

Agent 12

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Re: Tech Editor - Period
« Reply #73 on: May 09, 2008, 02:45:47 am »
OK this will probably be the last update for awhile since I'm going to focus on CE for awhile again.  But I decoded alot of nodes, updated the object Pointers editing interface (advanced users only!!).   And figured out something that has been bugging me.

I thought the animation header was linked to the graphics for awhile there and that bugged me cause it just didn't seem logical.  All the graphics stuff is stored in the graphics header, but after some hardcore staring at the bytes i realized that it wasn't that the animation header wasn't saying what graphics to load it was saying what OBJECTS are graphics.  Thus having the wrong animation header was causing the game to consider objects as graphics when they shouldn't....how about an example (note i've only figured out the first byte right now)

Consider my haste 2 example in the other post the objects were

Object 1:  Caster (marle goes in spell pose)
Object 2:  Target (spins)
Object 3:  Clock

Now this replaced ice2 remember and ice 2's animation header was 98.  Just by copying the objects the spell didn't work...but why?  In a blind rage I changed it to 90 (haste's) and it worked.  I was so happy that I just said that the animation header was for graphics....but I was wrong!

98 means that the mapping of objects to stuff on screen  is
Object 1:  Caster
Object 2: Primary Target
Object 3:  Other targets getting hit
Object 4 -> X  Graphics.

It thought my clock was for other targets!  that screws up everything.   90 maps as

object 1:  Caster
Object 2: Primary Target
Object 3 -> X graphics

80 maps as
Object 1: Caster
(nothing else!)

F8 is also used but i dont know what it means.

What's this mean??  I fixed Haste 2 by adding an object between Primary target and my clock and now all my characters spin when they get the spell cast on them!



Added Commands:

34 1B:  Load red haste light around sprite
34 1A:  Remove red haste light around sprite



A9 XX
   Variant of A8 XX
   Example:  Haste

69 XX:
   Change pallete
   Example 69 00 makes enemies turn white in luminaire

6A  restore pallete
   Example 6A brings enemys colors back to normal


75:  Must be after 80 XX YY
   Return screen COlor?

80 XX YY:
   XX: Intensity?
   YY:  Color
   Flash Screen Color

A4 XX YY
   Definately makes copies of character that are shown when you move
   XX:  How long a copy statys
   YY:  how transperant the character is
   Example:  Ayla copies in triple kick

A5: 
   Resets the number of copies trailing the Sprite
29/2A:  Show/Hide SPrite variants

D8 XX YY ZZ:
   Shakes enemy
   XX = ??
   YY = Speed of shake
   ZZ = How many shakes......time?
   Example:  In Charm  this is used to shake the enemy when the item is stolen

--JP

Ozzie

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Re: Tech Editor - Period
« Reply #74 on: May 09, 2008, 07:48:40 am »
Thanks for all the hard work you have done on this editor and figuring out commands and discovering how the techs work and and and.... *dies*

Seriously, great work and it's all very much appreciated, if not by others now, then whenever the need arises, this work will help them so much that their hair will fall out and explode at their feet into bits of happiness and rainbows and smiles and hugs.

Or less... but still....

Now that I think about it... does this mean new techs for CE?