Difference between revisions of "Tech Data Notes"
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Special Thanks to chakrafire for the tech list! | Special Thanks to chakrafire for the tech list! | ||
− | == | + | ==Tech Animation Commands== |
<pre> | <pre> | ||
− | 01 | + | 01 End Tech - stops processing tech data. |
− | 02 aa Load Animation aa | + | 02 aa Load Animation aa. loop |
− | 03 aa Load Animation aa | + | 03 aa Load Animation aa, play once |
− | 04 | + | 04 aa Load Animation aa, play first frame. |
− | 05 | + | 05 aa Load Animation aa (same as 04) |
− | 06 aa Load Animation aa | + | 06 aa Load Animation aa (same as 04) |
07 Unknown | 07 Unknown | ||
− | 08 | + | 08 Set speed (slowest) |
− | 09 Set speed ( | + | 09 Set speed (slow) |
− | 0A Set speed ( | + | 0A Set speed (medium) |
0B Set speed (fast) | 0B Set speed (fast) | ||
− | 0C Set speed ( | + | 0C Set speed (fastest) |
− | 0D | + | 0D Set speed (fastest, short distance) - Distance used by movement commands will change. |
− | 0E | + | 0E Set speed (fastest, shorter distance) |
− | 0F | + | 0F Set speed (fastest, shortest distance) |
− | 10 xx yy | + | 10 xx yy Slide Sprite to Coordinates xx yy |
− | 11 | + | 11 Slide sprite to stored coordinates - set by store coordinates command. |
− | 12 tt | + | 12 tt Slide sprite to target tt - Uses target routine list |
13 xx yy zz Unknown | 13 xx yy zz Unknown | ||
14 xx Unknown | 14 xx Unknown |
Revision as of 02:44, 14 November 2017
Contents
List of Techs
- 01 - Cyclone
- 02 - Slash
- 03 - Lightning
- 04 - Spincut
- 05 - Lightning 2
- 06 - life
- 07 - confuse
- 08 - Luminaire
- 09 - Aura
- 0A - Provoke
- 0B - Ice
- 0C - Cure
- 0D - Haste
- 0E - Ice 2
- 0F - Marle's Cure 2
- 10 - Marle's Life 2
- 11 - Flame Toss
- 12 - Hypno Wave
- 13 - Fire
- 14 - Napalm
- 15 - Protect
- 16 - Fire 2
- 17 - MegaBomb
- 18 - Lucca's Flare
- 19 - Rocket Punch
- 1A - Cure Beam
- 1B - Laser Spin
- 1C - Robo Tackle
- 1D - Heal Beam
- 1E - Uzzi Punch
- 1F - Area Bomb
- 20 - Robo's Shock
- 21 - Slurp
- 22 - Slurpcut
- 23 - Water
- 24 - Heal
- 25 - Leap Slash
- 26 - Water 2
- 27 - Frog's Cure 2
- 28 - Frog Summon
- 29 - Kiss
- 2A - Rollo Kick
- 2B - Cat Attack
- 2C - Rock Throw
- 2D - Charm
- 2E - Tail Spin
- 2F - Dino Tail
- 30 - Triple Kick
- 31 - Lightning 2
- 32 - Ice 2
- 33 - Fire 2
- 34 - Dark Bomb
- 35 - Magic Wall
- 36 - Dark Mist
- 37 - Black Hole
- 38 - Dark Matter
- 39 - Aura Whirl
- 3A - Dual Ice Slash
- 3B - Dual Ice Slash 2
- 3C - Dual Flame Whirl
- 3D - Dual Fire Sword
- 3E - Dual Fire Sword 2
- 3F - Dual Rocket Roll
- 40 - Dual Max Cyclone
- 41 - Dual Super Volt
- 42 - Dual X-Strike
- 43 - Sword Stream
- 44 - Dual Spire
- 45 - Dual Drill Kick
- 46 - Dual Volt Bite
- 47 - Dual Falcon Hit
- 48 - Dual AntiPod
- 49 - Dual AntiPod 2
- 4A - Dual AntiPod 3
- 4B - Dual Aura Beam
- 4C - Dual Ice Tackle
- 4D - Dual Cure Touch
- 4E - Dual Ice Water
- 4F - Dual Glacier
- 50 - Dual Double Cure
- 51 - Dual Twin Charm
- 52 - Dual Ice Toss
- 53 - Dual Cube Toss
- 54 - Dual Fire Punch
- 55 - Dual Fire Tackle
- 56 - Dual Double Bomb
- 57 - Dual Flame Kick
- 58 - Dual Flame Whirl
- 59 - Dual Blaze Kick
- 5A - Dual Blade Toss
- 5B - Dual Bubble Snap
- 5C - Dual Cure Wave
- 5D - Dual Boogie
- 5E - Dual Spin Kick
- 5F - Dual Beast Toss
- 60 - Dual Slurp Kiss
- 61 - Dual Bubble Hit
- 62 - Dual Drop Kick
- 63 - Dual Red Pin
- 64 - Dual Line Bomb
- 65 - Dual Frong Flare
- 66 - Triple Delta Force
- 67 - Triple Life Line
- 68 - Triple Arc Impulse
- 69 - Triple Gatling Kick
- 6A - Triple Fire Zone
- 6B - Triple Delta Storm
- 6C - Triple Final Kick
- 6D - Triple Triple Raid
- 6E - Triple Twister
- 6F - Triple 3D Attack
- 70 - Triple Dark Eternal
- 71 - Triple Omega Flare
- 72 - Triple Spin Strike
- 73 - Triple Pogozo Dance
- 74 - Triple Grand Dream
- 75 -
- 76 -
- 77 -
- 78 -
- 79 -
- 7A - Angel Attack
- 7B -
- 7C -
- 7D -
- 7E -
- 7F -
- 80 -
Special Thanks to chakrafire for the tech list!
Tech Animation Commands
01 End Tech - stops processing tech data. 02 aa Load Animation aa. loop 03 aa Load Animation aa, play once 04 aa Load Animation aa, play first frame. 05 aa Load Animation aa (same as 04) 06 aa Load Animation aa (same as 04) 07 Unknown 08 Set speed (slowest) 09 Set speed (slow) 0A Set speed (medium) 0B Set speed (fast) 0C Set speed (fastest) 0D Set speed (fastest, short distance) - Distance used by movement commands will change. 0E Set speed (fastest, shorter distance) 0F Set speed (fastest, shortest distance) 10 xx yy Slide Sprite to Coordinates xx yy 11 Slide sprite to stored coordinates - set by store coordinates command. 12 tt Slide sprite to target tt - Uses target routine list 13 xx yy zz Unknown 14 xx Unknown 15 xx yy Unknown 16 Unknown 17 Unknown 18 Unknown 19 xx yy Teleport to coordinates xx yy 1A Draw at coordinates (requires set coordinates command be done previously) 1B tt Load sprite at target tt (00 caster, 01 caster+1, 02 caster+2, 03 enemy 1 etc) 1C tt Load sprite at target tt (00 caster, 01 caster+1, 02 caster+2, 03 enemy 1 etc) 1D Unknown 1E ss perform super command ss (example cyclone) 1F Unknown 20 tt pause for time tt 21 unknown 22 tt pause for time tt 23 ss waits for subsection ss to be hit (used for synchronization between objects) 24 ss waits for section ss to be hit (used for synchronization between objects) 25 xx Unknown 26 aa bb Loads static animation aa bb not well documented thought to be animation/frame 27 Unknown 28 Unknown 29 Thought to be hide PC 2A Thought to be show PC 2B Unknown 2C Unknown 2D Unknown 2E Unknown 2F Unknown 30 aa mm Displace on axis aa for magnitude mm. Make sure you call SetObjectCoordinates after this. Absolute. 3A is relative version of this 31 xx Unknown 32 xx unknown 33 oo set at object oo (00 PC, 01 PC+1, 02 PC+2, etc) 34 xx Loads the Graphic associated with byte 7 in the graphics handler. xx = 1A hide xx = 1B show 35 increment subsection 36 increment section 37 xx Unknown 38 Unknown 39 Unknown 3A aa mm Displace on axis aa for magnitude mm. Make sure you call SetObjectCoordinates after this. Relative. 3A is absolute version of this 3B xx Unknown 3C xx Unknown 3D tt Load sprite at target tt (00 caster, 01 caster+1, 02 caster+2, 03 enemy 1 etc) 3E xx Unknown 3F xx Unknown 40 xx Unknown 41 xx yy Unknown 42 xx Unknown 43 xx yy zz Unknown 44 Unknown 45 xx Unknown 46 xx Unknown 47 ss Unknown 48 xx Unknown 49 xx yy Unknown 4A Unknown 4B Unknown 4C Unknown 4D Unknown 4E Unknown 4F Unknown 50 Unknown 51 Unknown 52 Unknown 53 Unknown 54 Unknown 55 Unknown 56 Unknown 57 Unknown 58 Unknown 59 Unknown 5A Unknown 5B Unknown 5C Unknown 5D Unknown 5E Unknown 5F Unknown 60 pp switch to pallette pp (Maybe?) 61 aa bb cc Morphs pallette not well documented 62 xx yy zz Unknown possibly pallette morph related 63 xx yy zz Unknown possibly pallette morph related 64 xx yy zz Unknown possibly pallette morph related 65 Unknown 66 Unknown 67 Unknown 68 Unknown 69 xx Unknown 6A Unknown 6B xx Unknown 6C xx yy 6D Unknown 6E Unknown 6F Unknown 70 Unknown 71 Unknown 72 xx Unknown 73 xx Unknown 74 xx Unknown 75 Reset Screen Color 76 xx yy 77 xx Unknown 78 xx Unknown 79 xx Unknown 7A xx yy 7B xx yy 7C Play weapon sound 7D Unknown 7E Unknown 7F Unknown 80 xx yy Possibly change screen color 81 xx Unknown 82 xx Unknown 83 xx Unknown 84 xx Unknown 85 xx Possibly set facing 86 Unknown 87 Unknown 88 Unknown 89 Unknown 8A Unknown 8B Unknown 8C Unknown 8D Unknown 8E Unknown 8F Unknown 90 Unknown 91 Unknown 92 Unknown 93 Unknown 94 Unknown 95 Unknown 96 Unknown 97 Unknown 98 xx yy 99 Unknown 9A xx yy 9B Unknown 9C xx yy 9D Unknown 9E Unknown 9F Unknown A0 Unknown A1 Unknown A2 Unknown A3 Unknown A4 xx yy A5 Unknown A6 Unknown A7 Unknown A8 xx Unknown A9 xx Unknown AA Unknown AB Unknown AC Unknown AD Unknown AE Unknown AF Unknown B0 Unknown B1 Unknown B2 Unknown B3 Unknown B4 Unknown B5 Unknown B6 Unknown B7 Unknown B8 Unknown B9 Unknown BA Unknown BB Unknown BC Unknown BD Unknown BE Unknown BF Unknown C0 ww xx yy zz Unknown C1 ww xx yy Unknown C2 ww xx yy zz Unknown C3 ww xx yy Unknown C4 xx yy C5 Unknown C6 Unknown C7 Unknown C8 Unknown C9 Unknown CA Unknown CB Unknown CC Unknown CD Unknown CE Unknown CF Unknown D0 Unknown D1 Unknown D2 xx Unknown D3 Unknown D4 Unknown D5 Unknown D6 Unknown D7 xx yy D8 xx ss nn Shake Sprite nn times at speed ss. xx is undocumented D9 xx Unknown DA xx Unknown DB Unknown
The 1E XX Command
1E XX is like a tech in itself, it has scene manipulation sprite movement and sound all in one. Sometimes it's animated in which case you must call the animation command before the 1E XX command. Here are confirmed XX's
- 00,01 get hit
- 02-04 get hit darker
- 05-09 get hit side
- 0A run to enemy
- 0B hit side
- 0C hit top, freeze
- 0D-0E run up run up
- 0F falls to ground
- 10 - 11 fall down goes to enemy
- 12 - flashes
- 13 charges enemy hands out
- 14 flashes
- 16 sound effect freezes game
- 17 toward enemy then to side x strike sound effect
- 18 flash animatin
- 19 glitchy
- 1a freezes
- 1b flashes
- 1c freezes
- 1D darkens screen
- 1E darkens screen comes back
- 1F cyclone movement with sound
- 20 move towards enemy with animation
- 21 Move towards enemy quickly
- 22 move accross screen with animatoin
- 23 animated quick circle
- 24 sprint away from enemy
- 26 freezes
- 27 28 19 animated dissapears didn't come back
- 2A falls to ground
- 2B spins to enemy then attacks
- 2C down then up
- 2D spins to enemy
- 2E off screen
- 2F jumps up shadow belo
- 30 - freezes
- 31- spins then animated
- 32 off screen
- 33 jump higher
- 34 goes off screen and reappears on top animated
- 35 freezes
Tech Properties
Each tech has certain properties associated with it. They start at 0x0C214B and are 12 bytes each.
Byte 01: Mgc Type, 01 Status Negative, 03 Time, 04 Status Positive, 46 steal. Other values Magic Power if TechType= magic or numHits if techType=multihit Byte 02: Tech Type, 00 Healing, 01 Status Positive, 02 Status Negative, 03 Damage, 06 Stealing, 08 Multi Hit Byte 03: If Tech Type is status related the bits of this determine which status gets added Byte 04: Insignificant part of two byte hit% Byte 05: Significant part of two byte hit% Byte 06: Unknown Byte 07: Higher values = less damage Byte 08: Unknown Byte 09: Higher values = more damage Byte 10: Higher values make magic techtypes do more damage Byte 11: Higher values make physical tech types do more damage Byte 12: Unknown
Status Bits
For techs which impact status the 3rd byte of the Tech Properties will determine which statuses changed. Each bit in that byte corresponds to a status these are listed below:
positive/negative Bit 1(80): beserk/stop Bit 2(40): shell/poison Bit 3(20): regen/unknown Bit 4(10): unknown/doom Bit 5(08): unknown/silence Bit 6(04): protect/confused Bit 7(02): unknown/sleep Bit 8(01): unknown/blind
Offsets Pertinent to Techs
All offsets given in terms of an unheadered Chrono Trigger ROM.
0x02BD40 ~ 0x?????: Tech names and descriptions that appear in the character status menus. The data are arranged like so: FF NN FF: Tech index of a character's first tech. NN: First tech index of the next character's first tech. Thus, Crono's data is 01 09; 01 is the index of Cyclone, and 09 is the index of Marle's Aura. Magus' techs are encompassed by 31 39; perhaps 39 pertains to the double tech Aura Whirl? 0xC0230 ~ 0xC0236: Tech learning progress (00 - 08) The effects of this offset range have not yet been explored thoroughly. 0xC0237 ~ 0xC023D: Techs learned (00, 80, C0, E0, F0, F8, FC, FE, FF) The effects of this offset range have not yet been explored thoroughly. 0x0C15CF ~ 0x0C1ACA: Tech names (11 bytes each) See the alphabet section for appropriate values. Tech names are supported in Temporal Flux as well. 0x0C1ACD ~ 0x0?????: Tech targeting. 2 bytes each. Some common values are: 07 00: One enemy (Example: Confuse, Charm) 08 00: All enemies (Example: Dark Matter, Ice 2, Luminaire) 80 00: One ally (Example: Cure, Aura) 81 00: All allies (Example: Heal Beam, Aura Whirl) 03 00: One fallen ally (Example: Life) 04 00: All fallen allies 12 03: Enemy area (Example: Cyclone, Dark Bomb) 0B 01: Enemy line (Example: Slash) 0C 05: Enemy line (Example: Flame Toss) 11 02: Area around character (Example: Area Bomb, Tail Spin) 1B 0A: Area around character (Example: Black Hole) 13 02: Area around character (Example: Max Cylone, Fire Zone) 0F 0B: Horizontal line (Example: Falcon Hit) 00 00: One ally status (Example: Haste, Magic Wall) 01 00: All allies status (Example: Life Line) 13 06: (Example: Double Bomb) 0D 01: (Example: Blade Toss) 0x0C214B ~ 0x0C23EA: ST Tech power: 12 bytes per tech, 8 techs per character. If the tech heals, 2nd byte affects power. For attack techs, 10th byte affects power. 0xC214B = cyclone attack 0xC2157 = Slash 0xC2163 = Lightning 0xC216F = Spincut 0xC217B = Lightning 2 0xC2187 = life 0xC2193 = confuse 0xC219F = lumiaire 0xC21AB = aura 0xC21B7 = provoke 0xC21C3 = ice ... 0x0C23EB ~ 0x0C247A: Some extra data for 12 combo techs. (4th = Crono's Confuse power, 5th = Triple Kick power, 9th = Double Cure?, 10th = Grand Dream, 11th = Twin Charm?, 12th = Slurp Kiss) 0x0C253C ~ 0x0C2573: Tech MP cost (1 byte per tech) 56 techs total (Cyclone through Dark Matter) 0x0C2577 ~ 0x0C257F: Redundant MP Costs (Confuse, Triple Kick, Life2, Charm, Slurp Cut, Cure2, Frog Squash, Charm, Kiss) 0x0C29D7 ~ 0x0C2AD6: "Stat increase" values (The "Item Secondary" byte "04" points to this array): 128 elements, 2 bytes per element Byte 1 = Stats to change: Power ~ 80 Speed ~ 40 Stamina ~ 20 Hit ~ 10 Evade ~ 8 Magic ~ 4 Magic Defense ~ 2 You can combine stats to change, but they will all be changed by the same amount. Byte 2 = Change: 00 - 7F: Increase by 0 to 127 80 - FF: Decrease by 128 to 1 0x0D45AD ~ 0x0D4925: Unknown tech data; 7 bytes each (127 techs). May point to graphics and sound data. The bytes are structured as follows: aa bb cc dd ee ff gg aa = An unknown tech index. May point to two-byte "slots" beginning at address 0x0D5EF0 bb = cc = dd = ee = ff = gg = Crono's first tech, Cyclone, will be used to illustrate. Its 7 bytes in this region are: 01 DA EF 20 01 01 FF 01: Points to the second "slot" in offset range 0x0D5EF0 ~ 0x?????? 0x0D5EF0 ~ 0x0D5FDB: Possible pointers to sound and personal tech animations. 2 bytes per tech. These do not seem to pertain to spell graphics packets (i.e., exchanging Cyclone data for Lightning causes the Lightning sound to be played and causes Crono to act as if he is casting Lightning, but the sparkles and Lightning bolt graphics are still Cyclone slashes). The extent of this data is unclear. The ending point may not occur until 0xD612F. 0x3DA89D ~ 0x?????: Tech names and descriptions that appear in the character battle menus. The data are arranged like so: FF NN FF: Tech index of a character's first tech. NN: First tech index of the next character's first tech. Thus, Crono's data is 01 09; 01 is the index of Cyclone, and 09 is the index of Marle's Aura. Magus' techs are encompassed by 31 39; perhaps 39 pertains to the double tech Aura Whirl?
Lots of people need to be thanked for this, including Justin3009, Maelstrom, and AdNova. The list will grow...
Tech Name Alphabet
2F - Spell "Star" Symbol Capital Letters A0 - A A1 - B A2 - C A3 - D A4 - E A5 - F A6 - G A7 - H A8 - I A9 - J AA - K AB - L AC - M AD - N AE - O AF - P B0 - Q B1 - R B2 - S B3 - T B4 - U B5 - V B6 - W B7 - X B8 - Y B9 - Z Lower Case Letters BA - a BB - b BC - c BD - d BE - e BF - f C0 - g C1 - h C2 - i C3 - j C4 - k C5 - l C6 - m C7 - n C8 - o C9 - p CA - q CB - r CC - s CD - t CE - u CF - v D0 - w D1 - x D2 - y D3 – z Numbers D4 - 0 D5 - 1 D6 - 2 D7 - 3 D8 - 4 D9 - 5 DA - 6 DB - 7 DC - 8 DD – 9 Grammatical stuff DE - ! DF - ? E0 - / E1 - `` E2 - `` (going left) E3 - : Random Symbols E4 - % E5 - ( E6 - ) E7 - ' Grammatical E8 - . E9 - , Math Stuff EA - = EB - - EC - + ED - \ FF - Blank Space
Tech Addresses
Crono
CD5EE6: 09 09 - (CD45AC)Cyclone 9C 09 - Slash CD5EF6: 64 0A - (CD45C1)*Lightning B2 0B - Spin Cut 94 0C - *Lightning 2 02 0E - *Life 96 0E - Confuse (Rainbow Light 64 0a) 90 0F - Luminaire
Marle/Nadia
CD5EF6 (End Part): Aura - D7 0F Provoke - 6F 10 CD5F06: AB 10 - *Cure (cd45F2 - cd4600 - For Graphics)*Ice - 36 11 *Haste- D3 11 *Cure 2 - 3D 12 *Ice 2 - E1 12 *Life 2 - 5E 13
Lucca
CD5F06 (End Part): 38 14 - Flame Toss 4A 15 - Hypno Wave CD5F16: 6D 15 - *Fire 81 16 - Napalm E3 17 - *Protect 64 18 - *Fire 2 FA 18 - Mega Bomb B4 1A - Flare
Robo/R-66Y
CD5F16 (End Part): (cd4655)B3 1C - RocketPunch 0E 1E - Cure Beam CD5F26: AE 1E - Laser Spin 6A 12 - Heal Beam? 12 12 - Robo Tackle A5 20 - Uzzi Punch E4 21 - Area Bomb? 46 23 - Shock
Frog/Glenn
CD5F26 (End Part): 8F 23 - Slurp 97 24 - Slurp Cut CD5F36: B9 26 - *Water 81 27 - *Heal 22 28 - Leap Slash 11 29 - *Water 2 EE 29 - *Cure 2 13 2A - Frog Squash
Ayla
CD5F36 (End Part): 93 2A - Kiss 00 2B - Rollo Kick? CD5F46: F2 2B - Cat Attack 67 2C - Rock Throw F6 2C - Charm 98 2D - Triple Kick 72 2E - Tail Spin F9 2E - Dino Tail
Magus(Janus)
CD5F46 (End Part): 2E 2F - *Lightning 2 74 2F - *Dark Mist CD5F56: E1 2F - *Fire 2 2A 30 - *Dark Bomb A3 30 - *Ice 2 D7 30 - *Magic Wall 2F 31 - *Black Hole C9 31 - *Dark Matter
Double Techs
CD5F56 (End Part): 0E 32 - Aura Whirl 0D 33 - Ice Sword (3a)
CD5F66: 9B 34 - Ice Sword 2 A9 35 - Fire Whirl cd474A - cd474f(3c) 2F 37 - Fire Sword E6 38 - Fire Sword 2 95 3A - Rocket Roll 57 3B - Max Cyclone E7 3B - Super Volt 9A 3C - X-Strike CD5F76: 19 3D - Sword Stream D3 3D - Spire 75 3F - Drill Kick 74 40 - Volt Bite 09 43 - Falcon Hit 4C 44 - Antipode 7E 45 - Antipode 2 F8 46 - Antipode 3
CD5F86: (50) E6 47 - Aura Beam 19 48 - Ice Tackle F3 48 - Cure Touch FE 49 - Ice Water FE 94 - Frog/Crono Unused Tech? C4 4B - Glacier 4A 4D - Double Cure 1C 4F - Twin Charm D8 4F - Ice Toss
CD5F96: 6E 51 - Cube toss DE 52 - Fire Punch 03 55 - Fire Tackle 49 56 - DoublevBomb E6 58 - Flame Kick AB 5A - Blaze Kick B7 5B - Unused Tech (Fire Twister?) (5f) 86 5D - Blade Toss
CD5FA6: 48 5E - Bubble Snap 42 5F - Cure Wave? 76 5F - Boogie F6 60 - Spin Kick B0 61 - Beast Toss 49 63 - Slurp Kiss BD 64 - Bubble Hit 1B 65 - Drop Kick
CD5FC6 - 86 76 - Unused Fire Sword FB 77 - Line Bomb B6 79 - Flare Frog
Triple Techs
CD5FB6: 69 66 - Delta Force 31 68 - Life Line B7 69 - Arc Impluse AF 6B - Final Kick AD 6D - Fire Zone 8C 6F - Delta Storm 26 70 - GatlingKick 4F 72 - Triple Raid
CD5FC6: 33 73 - Twister 80 75 - 3D Attack 1E 7A - Eternal Dream 14 7B - Omega Laser 85 7C - Ice Sword 3?
CD5FD6: 85 7E - Poyozo Dance (79) A7 7F - Unused One E0 81 - Life?
Unknown
E0 81 - ??? 6F 15 - Fire Walk? 73 36 - ??? 79 D5 - Screen Fades to Dark Red as in Flare's 85 F2 - Boss Death (Game Freezes) 00 2B - Ayla Attack?
From: Offsets (Chrono Trigger)