Couple things:
First off I made an update I know I said I was going to stop for awhile for CE but I found a huge bug in the program where I the program thought that the call sound 78 variant was three bytes instead of two. This caused everything after a call sound to be loaded incorrectly.
It is now fixed, after fixing it some more things became clear:
24 XX && 36 (wait for section and section++) have very similar commands
23 XX && 35 I called these wait for subsection and subsection++.
34 1B / 1A turn on/off graphics stored in graphic header byte 7. So if you want to make LumniSlash after you have crono slash them call 34 1B and it'll trigger the luminaire. you can then call 34 1A to turn it off. It looks like you have to put a pause(69) Nand pause (1B) in order to give it enough time. They split up the pauses because they divided the luminaire into 2 sections, after the pause (69) they do a section++ which triggers the enemies to turn white.
D9 30 loads the graphics that are stored in the other graphic byte headers, but it's unclear which byte does what.
Making a red luminaire could be hard it's to bad we can't see how frog flare is done which leads me to my next point:
We don't have any of the double tech mapped right now. In order to map them we would have to find the Bytes that they start at, the bytes that they end at, the bytes that the graphics header is stored at, and finally the bytes that the properties are stored at. If someone finds those it's really easy to add them.
Also based off what chickenlump did in the "I think it's time to work on techs thread" with gatos song enemy techs use the exact same code, if someone documents all of those I can add them as well.
Onto some questions:
Quick question: Can one 'add' a tech to a character's tech list as opposed to replacing an existing 'reference entry'(pointer)?
I talked about this earlier, there's dummy tech graphics data but it would involved adding animations data/properties data/ hacking the asm of the battle/menus to display etc. I don't forsee this happening anytime soon.
That reminds me, the contest entry rules would necessitate that entrants list all the values for the various tech aspects in their creations. That way we can reproduce the results in case a patch gets lost or something.
Definately.
Should we wait to start the contest until more things can be edited and enemy tech graphics accessed, and the like?
I'm gunna focus on CE hardcore for awhile, but if people document new techs (double/triple/enemy) I can add them it's as easy as inputting the numbers at this point. Also if people decode more commands I'll add them, general rule of thumb is you haven't decoded a command until you see it used twice or you physically use it yourself once.
Best way to decode commands is to open the editor twice, clear out someones tech and add the nodes one at a time and see what changes.
When I get a chance to work with your tech editor I'll do a PhantomBolt tech for Magus, though maybe it should be a double tech between Magus and Crono.
We can't edit double techs.....Yet bwa haha.
--JP