jsondag, your tech editor is capable of providing hours upon hours of fun! In an attempt to create a "Fire Bomb," I accidentally created "DiscoBomb"
http://www.youtube.com/watch?v=PVg7-WLks74Graphics Header values:
1st: 0x032nd: 0xF1
3rd: 0x00
4th: 0x22
5th: 0x03
6th: 0x067th: 0x13The value 0x13 for the seventh byte is labeled "Fire" in the editor, so either some of the seventh-byte values are mislabeled, or I've stumbled upon some kind of switch (hopefully not; that would just make things too darned complicated).
I'm starting to feel that the first byte may determine the path sprite-layer spell graphics follow onscreen, whereas the sixth byte is the pointer to the sprite-layer spell graphics and the seventh byte is the pointer to the Layer 3 spell graphics. I'm probably wrong on that, but wanted to note it here in case I can find more evidence of this. In any case, there may be some complex relationship between the first and sixth header bytes.
json, once we get some cool samples, should we advertise the editor at Chrono Crisis, ChronoShock, GameFAQs CT board, etc? If people at other forums become interested enough, they might pitch in with more observations and accelerate the process, not to mention it would give people the necessary background tech editing skills they would need for a Tech Creation Contest. It's your work, so it's your call.
EDIT: With further experimentation, I'm becoming more confident that the first graphics header byte, at the very least, determines the "path" the sprite-layer graphics pack takes around the caster, whereas the sixth byte is the actual graphics pack to be used on the sprite layer. When I "sprite-layer," I'm using the terminology I'm familiar with in ZSNES, so it's the layer that can be toggled with the 5 key.
EDIT: Hee, one more before I turn in for the night. The following combination of header bytes freezes the game:
1st: 0x352nd: 0xEB
3rd: 0x00
4th: 0x0B
5th: 0x11
6th: 0x077th: 0x35But, damn, doesn't Magus just look like the MAN standing there with that spotlight on him? Looks like he'd fit right in
Saturday Night Fever.Once again, some things are mislabeled in the edition I've got at least, and I think the mislabeling is probably restricted to header byte 7. There seem to be multiple Dark Matters and some others listed, so first priority for me is to find out what's labeled correctly and incorrectly there.
Thanks again for coding this! It is seriously awesome.
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