Difference between revisions of "Provoke"
(Added decoded animation data and control header, updated effect header) |
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==Animations and Sounds == | ==Animations and Sounds == | ||
− | In an unheadered ROM this is located at 0E106F, it | + | Provoke uses Animation Packet 0A. |
+ | |||
+ | In an unheadered ROM this is located at 0E106F, it extends to address E10AA | ||
Here is it's HEX: | Here is it's HEX: | ||
90 80 80 00 7B 10 B3 2A 8F 10 85 09 02 1A 20 14 02 24 20 0A 36 20 0A 03 13 03 03 24 02 2E 01 00 07 02 00 60 00 1B 00 24 01 20 19 7A 8B 00 20 0F 7A 8B 00 20 0F 7A 8B 00 20 14 36 00 | 90 80 80 00 7B 10 B3 2A 8F 10 85 09 02 1A 20 14 02 24 20 0A 36 20 0A 03 13 03 03 24 02 2E 01 00 07 02 00 60 00 1B 00 24 01 20 19 7A 8B 00 20 0F 7A 8B 00 20 0F 7A 8B 00 20 14 36 00 | ||
+ | |||
+ | Here's the decoded version: | ||
+ | <pre>Caster Objects: | ||
+ | Object 1 | ||
+ | Play Animation (Loop) (1A) // Marle's giggle. | ||
+ | Pause for 14 | ||
+ | Play Animation (Loop) (24) // Marle's spin. | ||
+ | Pause for 0A | ||
+ | Increment Counter 1D Flow Control | ||
+ | Pause for 0A | ||
+ | Play Animation (Once) (13) // Marle's butt smack. | ||
+ | Play Animation (Once) (03) // Standard battle pose. | ||
+ | Wait for Counter 1D Flow Control to reach 02 // Change to value of 03 to enable target object. | ||
+ | Unknown 2E // A reset command of some sort. | ||
+ | End Tech (01) // Terminate tech processing. | ||
+ | Return | ||
+ | Target Objects | ||
+ | Object 2 // This section is never processed because it's the only portion using Counter 1C. | ||
+ | If enabled, it plays a glitchy animation on the target. | ||
+ | Wait for Counter 1C Flow Control to reach 01 // Change to 1D Flow Control to enable. | ||
+ | Pause for 0F | ||
+ | Play Sound 45, Unknown: 00 | ||
+ | Wait for Counter 1D Flow Control to reach 03 // Change to value of 02 to enable. | ||
+ | Play Animation (Once) (24) | ||
+ | Play Animation (First Frame Only) (03) // Standard battle pose. | ||
+ | Increment Counter 1D Flow Control | ||
+ | Return | ||
+ | Effect Objects | ||
+ | Object 3 | ||
+ | Speed: Default // Everything between this comment and the next is probably unnecessary. | ||
+ | Play Animation (Loop) (00) | ||
+ | Set Palette to 00 | ||
+ | Move Object: Teleport to 03 - Target // They relate to moving an effect, but this is just a sound object. | ||
+ | Wait for Counter 1D Flow Control to reach 01 | ||
+ | Pause for 19 | ||
+ | Play Sound 8B, Unknown: 00 // Chirp sound. | ||
+ | Pause for 0F | ||
+ | Play Sound 8B, Unknown: 00 // Chirp sound. | ||
+ | Pause for 0F | ||
+ | Play Sound 8B, Unknown: 00 // Chirp sound. | ||
+ | Pause for 14 | ||
+ | Increment Counter 1D Flow Control | ||
+ | Return</pre> | ||
==MP Cost== | ==MP Cost== | ||
Line 20: | Line 65: | ||
* Originally affect one enemy | * Originally affect one enemy | ||
− | == | + | ==Control Header== |
− | + | ===AI Properties=== | |
− | + | Magical Attack: True (Enemies that have a general magic counter will respond) | |
− | + | Physical Attack: False | |
− | + | ===Attack Type=== | |
− | + | Enemy vs Enemy Tech: False (It's a player tech, so no) | |
− | + | Player Attack: False (It's a tech) | |
− | + | Tech: True (It's a tech) | |
− | + | ===Control=== | |
− | + | Performance Group: Marle (Only Marle participates) | |
− | + | ===Element=== | |
− | + | Element: None (This is only used on damaging techs) | |
− | + | Element Unknown 01: False | |
− | + | Element Unknown 08: False | |
− | + | ===Headers=== | |
− | + | Effect Header / MP Cost 1: 0A (Used) | |
− | + | Effect Header / MP Cost 2: 00 (Unused) | |
− | + | Effect Header / MP Cost 3: 00 (Unused) | |
− | + | ===Hit Effects=== | |
− | + | Hit Effect 1: None | |
− | + | Hit Effect 2: None | |
− | + | Hit Effect 3: None | |
− | + | ===Overrides=== | |
− | + | Ignore Hit and Evade: False | |
− | + | Ignore Failure Conditions: False | |
− | + | ===Unknowns=== | |
− | + | Unknown 1.07: 00 | |
− | + | Unknown 2.0F: 00 | |
− | + | Unknown 2.20: False | |
− | + | ||
− | + | ==Effect Header== | |
− | + | This starts at 0xC21B7, it's 12 bytes long | |
− | + | ===Mode=== | |
− | + | Tech Mode: 02 Status Impact (First Byte) | |
+ | Status Type: Negative Status (Second Byte) | ||
+ | ===Status Inflicted (Third Byte)=== | ||
+ | Blind: False (Bit 01) | ||
+ | Confuse: True (Bit 04) | ||
+ | HP Drain: False (Bit 0x10) | ||
+ | Lock: False (Bit 8) | ||
+ | Poison: False (Bit 0x40) | ||
+ | Sleep: False (Bit 2) | ||
+ | Stop: False (Bit 0x80) | ||
+ | Slow: False (Bit 0x20) | ||
+ | ===Animation (Twelfth Byte)=== | ||
+ | Has Miss Animation: False (This plays a separate animation if it misses) | ||
+ | Unknown B.40: False (Definitely an animation related value) | ||
+ | ===Failure Conditions (Eleventh Byte)=== | ||
+ | Enemy can't be moved (Rock Throw): False | ||
+ | Enemy can't be moved (Slurp Cut): False | ||
+ | Enemy dodges physical attacks: False | ||
+ | Enemy is airborne: False | ||
+ | Enemy Unused 14.01: False | ||
+ | Enemy Unused 14.08: False | ||
+ | Enemy Unused 14.10: False | ||
+ | ===Options=== | ||
+ | Ignore Barrier Status: False (Eighth byte) | ||
+ | Ignore Hit and Evade: False (Eighth byte) | ||
+ | Ignore Shield Status: True (Not that it matters) (Eighth byte) | ||
+ | Load Weapon Effect: False (Ninth byte) | ||
+ | ===Damage (Ninth byte)=== | ||
+ | Damage Modifier: 0 (Not that it matters) | ||
+ | ===Stealing (Eighth byte)=== | ||
+ | Has Steal Chance: False (This was designed to be a function like Final Fantasy's Mug, but is incomplete) | ||
+ | ===Success Chance=== | ||
+ | Base Chance: 50 (Sixth byte) | ||
+ | Bonus Chance: 0 (Magic divided by this is the bonus) (Seventh Byte) | ||
''From'': [[Tech Data Notes]] | ''From'': [[Tech Data Notes]] |
Revision as of 01:43, 5 January 2018
This page will be a summary of the data known about Provoke.
Contents
Tech Number
0A - Provoke
Animations and Sounds
Provoke uses Animation Packet 0A.
In an unheadered ROM this is located at 0E106F, it extends to address E10AA
Here is it's HEX:
90 80 80 00 7B 10 B3 2A 8F 10 85 09 02 1A 20 14 02 24 20 0A 36 20 0A 03 13 03 03 24 02 2E 01 00 07 02 00 60 00 1B 00 24 01 20 19 7A 8B 00 20 0F 7A 8B 00 20 0F 7A 8B 00 20 14 36 00
Here's the decoded version:
Caster Objects: Object 1 Play Animation (Loop) (1A) // Marle's giggle. Pause for 14 Play Animation (Loop) (24) // Marle's spin. Pause for 0A Increment Counter 1D Flow Control Pause for 0A Play Animation (Once) (13) // Marle's butt smack. Play Animation (Once) (03) // Standard battle pose. Wait for Counter 1D Flow Control to reach 02 // Change to value of 03 to enable target object. Unknown 2E // A reset command of some sort. End Tech (01) // Terminate tech processing. Return Target Objects Object 2 // This section is never processed because it's the only portion using Counter 1C. If enabled, it plays a glitchy animation on the target. Wait for Counter 1C Flow Control to reach 01 // Change to 1D Flow Control to enable. Pause for 0F Play Sound 45, Unknown: 00 Wait for Counter 1D Flow Control to reach 03 // Change to value of 02 to enable. Play Animation (Once) (24) Play Animation (First Frame Only) (03) // Standard battle pose. Increment Counter 1D Flow Control Return Effect Objects Object 3 Speed: Default // Everything between this comment and the next is probably unnecessary. Play Animation (Loop) (00) Set Palette to 00 Move Object: Teleport to 03 - Target // They relate to moving an effect, but this is just a sound object. Wait for Counter 1D Flow Control to reach 01 Pause for 19 Play Sound 8B, Unknown: 00 // Chirp sound. Pause for 0F Play Sound 8B, Unknown: 00 // Chirp sound. Pause for 0F Play Sound 8B, Unknown: 00 // Chirp sound. Pause for 14 Increment Counter 1D Flow Control Return
MP Cost
- Located at byte 0x0C2545 one byte
- Original is 1
Who it Affects
- Located at byte 0x0C1ADF it is 2 bytes
- Originally affect one enemy
Control Header
AI Properties
Magical Attack: True (Enemies that have a general magic counter will respond) Physical Attack: False
Attack Type
Enemy vs Enemy Tech: False (It's a player tech, so no) Player Attack: False (It's a tech) Tech: True (It's a tech)
Control
Performance Group: Marle (Only Marle participates)
Element
Element: None (This is only used on damaging techs) Element Unknown 01: False Element Unknown 08: False
Headers
Effect Header / MP Cost 1: 0A (Used) Effect Header / MP Cost 2: 00 (Unused) Effect Header / MP Cost 3: 00 (Unused)
Hit Effects
Hit Effect 1: None Hit Effect 2: None Hit Effect 3: None
Overrides
Ignore Hit and Evade: False Ignore Failure Conditions: False
Unknowns
Unknown 1.07: 00 Unknown 2.0F: 00 Unknown 2.20: False
Effect Header
This starts at 0xC21B7, it's 12 bytes long
Mode
Tech Mode: 02 Status Impact (First Byte) Status Type: Negative Status (Second Byte)
Status Inflicted (Third Byte)
Blind: False (Bit 01) Confuse: True (Bit 04) HP Drain: False (Bit 0x10) Lock: False (Bit 8) Poison: False (Bit 0x40) Sleep: False (Bit 2) Stop: False (Bit 0x80) Slow: False (Bit 0x20)
Animation (Twelfth Byte)
Has Miss Animation: False (This plays a separate animation if it misses) Unknown B.40: False (Definitely an animation related value)
Failure Conditions (Eleventh Byte)
Enemy can't be moved (Rock Throw): False Enemy can't be moved (Slurp Cut): False Enemy dodges physical attacks: False Enemy is airborne: False Enemy Unused 14.01: False Enemy Unused 14.08: False Enemy Unused 14.10: False
Options
Ignore Barrier Status: False (Eighth byte) Ignore Hit and Evade: False (Eighth byte) Ignore Shield Status: True (Not that it matters) (Eighth byte) Load Weapon Effect: False (Ninth byte)
Damage (Ninth byte)
Damage Modifier: 0 (Not that it matters)
Stealing (Eighth byte)
Has Steal Chance: False (This was designed to be a function like Final Fantasy's Mug, but is incomplete)
Success Chance
Base Chance: 50 (Sixth byte) Bonus Chance: 0 (Magic divided by this is the bonus) (Seventh Byte)
From: Tech Data Notes