Here's some news to me: turns out that the ability to use techs like Black Hole, Delta Storm, Hexagon Mist, and others that I thought required "special coding" last summer is actually a function of the tech animation byte.
This might mean we'll soon be using the likes of Geyser, Hexagon Mist, etc., etc. It's just a matter of finding the right values for one byte, silly me! I'm about 75% sure of this based on recent tests.
EDIT: Yesss, after some additional tests, I'm even more sure of this. Duplicating any tech, and mixing and matching, is merely a matter of getting the correct first byte (animation), sprite spell effects, and layer 3 effects.
json, does the first animation byte under "Properties" just refer to the code that shows up in the middle window of the main editor? Probably already well-known, but I'm just now realizing that (if it's true to begin with).
Mauron, how did you go about identifying enemy techs? That'll be the fastest way to attach labels to animations and sprite spell effects.
EDIT AGAIN: Actually, I just realized that enemies always have 0x80 for their first animation byte. Well, that's just craptacular.