Chrono Compendium

Kajar Laboratories - Fan Works and Submissions => Chrono Trigger Modification => Topic started by: Chickenlump on August 17, 2005, 03:53:51 pm

Title: Enemy AI Offsets Listing
Post by: Chickenlump on August 17, 2005, 03:53:51 pm
I love spreadsheet software. I've never used any before, but it's perfect for these types of lists, and I can export them to neat file types, like HTML.

I was unable to connect to herograw, so I uploaded it to ACMLM's Commons area for all to download.

-edit-
You will never see the old one, NEVER! :D

http://ce.herograw.org/CL/AIList.html

-edit over-

Let me know what you think, if it's usefull, and what I can add to it (maybe the data for each monster?).

I'm using a Spreadsheet program called Gnumeric, which is free. Anyone have any other suggestions for Spreadsheet software? I want to try out some more. :D
Title: Enemy AI Offsets Listing
Post by: DeweyisOverrated on August 17, 2005, 04:02:49 pm
This would be a huge help if I could freaking get TF to work.  Nice work chicken.
Title: Enemy AI Offsets Listing
Post by: Exodus on August 17, 2005, 04:07:55 pm
Absolutely sexulant.
Title: Enemy AI Offsets Listing
Post by: Chickenlump on August 17, 2005, 04:08:27 pm
TF cannot edit this data, it's usefull if you have a hex editor though. Just jump to the address given for each monster and edit away. Look at any of the notes already posted about enemy AI before editing though. It's pretty easy stuff, you only need to change one byte to make any monster use just about any other Tech or Magic.

Hex editing is very easy, for those of you afraid of it. I'll post some links to tutorials and give an example later tonight after work.
Title: Enemy AI Offsets Listing
Post by: Geiger on August 17, 2005, 06:26:21 pm
I would suggest that you list file or SNES addresses as 6 digits.  It makes it easier to read in the long run.  At first, I thought your offsets were listed as being in bank CX (which would be a SNES address), but they are actually in bank 0C (a file address).

---T.Geiger
Title: Enemy AI Offsets Listing
Post by: Chickenlump on March 19, 2006, 04:14:54 am
Behold! SUPER BUMP!  :twisted:

OK, Here is version 2 of my Enemy AI Listing. I haven't tried to decode any of the AI yet, but I did expand upon my original list with as much as I could think of adding to it. Every enemie's AI data is displayed, along with their address in the ROM. File addresses are now 6 digits to avoid confusion ( :oops: ).

I hope someone can get some use out of it. Let me know of any errors or suggestions for it. :)



http://ce.herograw.org/CL/AIList.html
Title: Enemy AI Offsets Listing
Post by: Vehek on March 19, 2006, 03:58:39 pm
Nice! Now I no longer have to look in the ROM myself to get the AI data.

I like trying to find out how the AI of various monsters work(s).
Title: Enemy AI Offsets Listing
Post by: justin3009 on March 19, 2006, 10:14:21 pm
I've been doing AI Listings.  Except there listed as moves not what monsters.  Cause i've found a few things that don't make sense.  I think there was one where it used like unfinished duel techs or something.  I really wanna work on it again =D
Title: Enemy AI Offsets Listing
Post by: Chickenlump on March 22, 2006, 03:13:44 am
Updated again.  :shock:
Added the addresses of each pointer, and  cleaned up a bit.
Now I can fix Schala and give Zeal Battle a work over. I'll try to give Schala a brand new AI script.... Instead of standing there and letting you kill her, she will DEVOUR YOUR SOUL THROUGH A STRAW....

>_>


http://ce.herograw.org/CL/AIList.html
Title: Enemy AI Offsets Listing
Post by: Vehek on March 22, 2006, 03:20:54 am
Phew. It was easy to mix up AI in the previous version. Often the AI would begin before the monster's name on the list. I shouldn't have any mix-ups on this version, unless my eyes look toward the wrong part.
Title: Enemy AI Offsets Listing
Post by: Chickenlump on March 22, 2006, 03:28:42 am
Would you like me to move the enemy name column to be the 2nd column, right after the monster's number? I don't remember why I chose to put everything in the order it's in right now...

-edit-
Enemy names moved over to 2nd column.
Title: Enemy AI Offsets Listing
Post by: ZeaLitY on March 23, 2006, 11:06:39 pm
I'll announce with the Battle FX pack effort (I won't be releasing the battle sound effects, but rather encouraging people to come here and try to name them).
Title: Enemy AI Offsets Listing
Post by: Agent 12 on March 24, 2006, 03:45:39 pm
WHOO.  Another step towards enemy editing, way to go  Chickenlump

--jp
Title: Enemy AI Offsets Listing
Post by: Chickenlump on March 25, 2006, 03:20:12 pm
Coolness.

09 XX
XX = Attack to use

These attacks do absolutely no damage (not even 0), but the attack effect plays out. I've seen these in 2 unnamed monster's scripts (lavos support monsters I think, they have no name, #'s B5 and B6).

It's easy to repoint one of the AI scripts to unused space for a really large attack script. I already have Schala doing 15 different attacks, I can't wait to find out how the counterattack stuff works.
Title: Enemy AI Offsets Listing
Post by: justin3009 on March 25, 2006, 07:17:23 pm
...Wow...15 different attacks...O_O, that's crazy!  Prolly Luminare, Flare, Ice 2, Water 2, etc ^^.  Anyways good job!  Keep up the good work
Title: Enemy AI Offsets Listing
Post by: Agent 12 on March 27, 2006, 06:27:08 am
I was wondering if using these and Chrono Tweaker we can give Golem Boss Golem's AI here's what I tried:

Opening Crono Tweaker->Enemy->Golem Boss->AI pointer:

I then read the AI ptr for golem from the table and put it in, got a type mismatch

Started Over, converted the AI ptr from hex to decimal put it in, got "error converting unsigned to signed" error

Started Over converted just Pointer from the table, put it in and saved and it said it worked.  But if I close and reopen the AI it shows in the GUI is wrong, and Golem Boss doesn't act like Golem.

--jp
Title: Enemy AI Offsets Listing
Post by: Vehek on March 27, 2006, 11:14:11 am
From I've seen, the AI pointer feature in Chrono Tweaker acts pretty strangely. For example, if I enter in the decimal 1, I don't get 1 when I look later. Instead I get 256 plus another number. If enter 2, I get 512 plus that number (which varies depending on the monster.)

And it only changes one byte of the two bytes of the AI pointers.
For now, you're probably better off changing the AI pointers with a hex editor.
Title: Enemy AI Offsets Listing
Post by: Chickenlump on March 27, 2006, 01:36:07 pm
You must use a hex editor to do ANY AI editing. Pointers are easy to change in a hex editor, just change their 2 byte pointer to that of the monster you want. Chrono Tweaker has had that bug forever now (and it changed the pointer values in decimal, bleh) so never use that aspect of it. All addresses are provided in the AI List, so getting to the pointer you want to change should be easy.  

Example:

CCFC71 The New AI for Schala in some free space (a field of FF's)

I am using this space for Schala's new AI script. I decided to use this unused space in the ROM because I could make the script almost as big as I want, without overwriting things.

Now that I have Schala's script written in at CCFC71, I'll need to change her pointer to point to that address. I changed NU into Schala, so lucky me, it's the very first pointer in the list, located at CC8B08. This 2 byte pointer says '41 8D' . This means that Nu's script is located at CC8D41.
I now change this pointer to read '71 FC' so now the pointer points to my new script at CCFC71. All done in a hex editor (in this case, Geiger's snes9x debugger's hex editor). The addresses I gave are SNES addresses. If you are using regular hex editor, use File addresses.

If you are doing a large scale hack, remember to jot down somewhere what free space you used, and remember that Nu's script is now unused by the game, and can be used by something else.
Title: Enemy AI Offsets Listing
Post by: Chickenlump on April 06, 2006, 01:08:43 pm
00 00 00 00 FE 00 00 00 00 FE FF 1F 03 00 00 FE 02 29 FE FF

This is an entire AI script.
All the enemy does is stand there, and counter attack if you attack it, nothing else.

1F 03 00 00 - Counter attack from anywhere (03 is distance related, 03 means counter from anwhere), not sure what the 00 00 is for yet...

Follow it with an FE, then the very next script will be the counter attack.

I have 02 29, a Blue Rain counter attack (02 indicates magic, and 29 is the magic attack).

00 00 00 00 FE 00 00 00 00 FE FF - Basic script, does nothing. The counter comes after the FF (FE FF terminates a script)

00 00 00 00 FE 00 00 00 00 FE FF 1F 03 00 00 FE 01 FE FF

Same deal as above, except the enemy will counter with a physical attack instead. Just 01, and I'm not sure what decides it's Physical attack type (since I have Schala in Nu's place, she does Nu's headbutt attack, so this must be decided elsewhere, perhaps one of the unknowns in Chrono Tweaker's Enemy Stats section...)

00 00 00 00 FE 00 00 00 00 FE FF 1F 03 00 00 FE 09 29 FE FF

Counter attack with Blue Rain, but no damage done (I posted about 09 XX a few replied back).

-edit-

Pretty cool
0A XX YY- Enemy attacks themselves with an attack that does no damage, makes them untargetable

XX - Attack to perform
YY - Message to display
 
0A 93 00 - Enemy jumps up and down and dissapears in a puff of smoke.



01 01 06 00 - Physical attack, gives enemy the life it took during the attack

28 03 02 00 - Force target to 02 HP (I had this as a counter attack for testing)

28 XX YY  - Change Stats
XX - Stat to change
YY - Amount to change

You can change HP, MP, wounded, etc. stats of characters with this one.