Author Topic: I think it's time to work on the Techs  (Read 12920 times)

Vehek

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Re: I think it's time to work on the Techs
« Reply #15 on: July 08, 2006, 03:09:33 pm »
As I said before, I don't know how much of the data I copied is used; I just copied until I reached the beginning of the next tech.
Edit-Some experiments.

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« Last Edit: July 08, 2006, 03:16:59 pm by Vehek »

Agent 12

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Re: I think it's time to work on the Techs
« Reply #16 on: July 08, 2006, 03:28:05 pm »
I'm beginning to wonder if we have found what is simply a string of different animations for techs....

9080 8000 7B10 B32A 8F10 8509 021A 20----this contains the laugh at the least

EDIT:  Just to test my theory the 1A there is definatly the laugh (Thank you animations thread).  I have changed it to Marle's "Crying North" successfully.

14 0224 200A 3620 0A03 ---This is the spinning.

13-----This is indeed the provoke animation that is used in provoke.  I've changed it to dancing and to crying north succesfully.

03---This bit is weird.....I'm not sure if it somehow is related to the provoke animation or if it's own animation.  Changing it seems to either make Marle face a direction or just continue her provoke animation.


I haven't had a chance to mess with the rest of it.

0324 022E 01
00 0702 0060 001B 0024 0120 197A 8B00 200F
7A8B 0020 0F7A 8B00 2014 3600 ------I zero'd this out and the tech still ran.....I'm playing w/o sound though so it could contain that or maybe something with the enemy ?


I'll have to mess with it more tonight.

EDIT:  Everyone it is more important than ever to document everyone's animations.  If this is indeed just a string of animations we can have a contest for new techs to put into Crimson Echoes but it'll be impossible w/o proper documentation.
--jp
« Last Edit: July 08, 2006, 03:32:36 pm by jsondag2 »

Agent 12

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Re: I think it's time to work on the Techs
« Reply #17 on: July 08, 2006, 04:27:51 pm »
OK Here's my final break down of Provoke for now....I compared it with the Cure equivalent after it (just matching byte for byte:

Provoke:


00 90 ---Same as cure check others
80 --Changing to F0 Skips all animations (still does status effect)
80 --Same as cure checks others
00 --Same as Cure check others
7B ---When this changes everything screws up..Changed to Cures BD and the cure animation started then it froze.....this may be a pointer that is related to the 10 below.
10 --Same as cure
B3 ---Changing to Cures "CE" skips animation (still does satus affect"
2A --Changing to Cure's 10 threw the enemy off the screen
8F ==Changed to Cure's equivalent of "D8"  Did the swirling animation around marle but then targeted
     The enemy.  Graphics were messed up though
10 --Same as cure check others
85 --Changing to cure's F9 seemed to have no effect (check sound?)
09 Changing to Cure's 10 equivalent had no affect
02 --Changing to Cure's 0D equivalent had no affect
1A Marle's laugh animation
20  --Connected to Laugh Animation:  Changing to 25 skips laugh completely changing to one skips all
      animations completely
14 02 24 20 0A 36 20 0A 03        ===Spin 
13 provoke
03 returns to standing normal
Haven't messed with the rest below yet:

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

I'm thinking each animation is going to be XX YY, where XX will be the animation and I haven't figured out what YY is.....I was thinking how long it lasts at first but that seems to be wrong.

--jp

Agent 12

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Re: I think it's time to work on the Techs
« Reply #18 on: July 08, 2006, 10:51:25 pm »
OK another update here is the end of the Provoke animation:

19 7A 8B 00 20
0F 7A 8B 00 20
0F 7A 8B 00 20
14 36

See how similar they are?  Well after putting headphones on I realized there's 3 beeps......yup those are the sound affects.  From my understanding the first byte affects te "strength"...maybe "pitch" of the sound.  If you notice the first beep of the sound affect is a bit higher than the last two. 

I've actually managed to make provoke make 4 beeps by adding another 0F 7A 8B 00 20.  I had to put the 14 36 back and it caused cure to do nother but still, it's a start.

I also went ahead and searched around cure for the sound affect and it looks like it is this:

01 70 7A 7C 00

......It's certainly not exactly a pattern or anything.  Perhaps out local Kilwala, Vargose,  will be able to see if what we are doing is messing with pointers.  From testing I noticed that If you change the 70 in that byte to 75 it goes from the healing sound to a sword swipe.....Hm, actually if you change any of the 70's the sound effects change...It has to be a pointer.

--jp

Agent 12

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Re: I think it's time to work on the Techs
« Reply #19 on: July 09, 2006, 03:07:08 am »
OK final update for the night.  I'm going through cure too now to compare, it's slowly making more sense.

Here's how Cure used to look:

90F0   8000   BD10   CE10
D810   F910   0D11   2111
8509   7215   "0310"   "0236"
200a   3624   "0450"   "0603"
"2e01"   "0024"   "0202"   2420
1406   "0336"   001b   "0972"
"0373"   "0061"   "0200"   "0302"
000D   2401   707a   7C00
1E1C   7303   1b03   7A59
"0303"   "0136"   7100   1B09
7203   7300   2002   "0200"
0D24   "0120"   "0870"   1E1C
7100   1B09   7203   7300
2005   "0200"   0D24   "0120"
1070   1E1C   7100   1B09
7203   7300   2007   "0200"
0D24   "0120"   1870   1E1c
7136   0      

Here's how it looks now:

Header and animations Marle's Cure:
90F0   8000   BD10   CE10
D810   F910   0D11   2111
8509   7215   "0310"   "0236"


Another Animation (the spin)
200a   3624   "0450"   "0603"
"2e01"   "0024"   "0202"   2420
1406   "0336"

The Sound Effects and Graphics:
001b   "0972"   "0373"   "0061"   "0200"   "0302"   000D   2401   707a   7C00   1E1C   7303   1b03   7A59   "0303"   "0136"

And finally the last part.....I'm not sure what it is yet but theres definately a pattern:

7100   1B09   7203   7300   2002   "0200"   0D24   "0120"   "0870"   1E1C
7100   1B09   7203   7300   2005   "0200"   0D24   "0120"   1070   1E1C
7100   1B09   7203   7300   2007   "0200"   0D24   "0120"   1870   1E1c
7136                           

If I had to guess I'd say it's 3 conditionals (who did you cure??).  Only the middle is different as you can see.  Notice how every group ends in 36.....I believe that's the equivalent of "return".

Let's try to organize provoke with our new method:


Header, and laugh
9080   8000   7b10   b32a
8f10   8509   021a   2014
"0224"   200a   36

Provoke:
200a    0313    0303   2402
2e01    0007   0200    6000


Sound,.....no graphics:

1b00     2401    2019   7a8b
0020     0f7A     8b00   200f
7a8b     0020     1436      

Note I have to do alot of checking still.  What made me angry was that there was no 36 before the Sound group......however look at both sounds.  They both start with 1B00, andend in 36.  I decided to test this out and copied the provoke "Sound group" into the cure sound group, moved around 36's and it worked flawlessly.  However, Cure still does have some unknowns with graphics though I have changed them and thhe palette by accident.


001b 0024 0120 197a 8b00 20 0F   7A8b 0020 0f7a   8b00 20 1436   
001b 0972 0373 0061 0200 03 02   000D 2401 707a   7C00 1E1C 7303 1b03 7A59 0303 0136   



The Red Green and orange on the top row are the sounds I posted earlier.  As you can see there isn't much more to it......the 001B starts it off and both.  By simple swapping second group seems to be a delay, and the third group has something to do with the character's animation.  It seems thhat the yellow on the bottom is cure's sound effect...it's gotta be pointers.   

But what about all of the  rest on the bottom....my first guess is the star graphics......or atleast the pallettes.......that's another day.

Phew....that was pretty fun.  It's late so I may have missed something or jumped to conclusions but it's something that is worth getting excited about.   I'll stop ranting now.

--jp


Vehek

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Re: I think it's time to work on the Techs
« Reply #20 on: July 12, 2006, 12:44:25 am »
The bytes such as the 7B10 in Marle's Provoke are definitely pointers. I repointed the first pointer of Crono's Slash to a field of FF's in the bank and pasted in data from Spincut. I got the same results as if I had changed the pointer to be the same as Spincut's.
Edit-Right before the data at the first pointer, there's a 8509 in several techs. I don't know what it is.
« Last Edit: July 12, 2006, 01:39:48 am by Vehek »

Agent 12

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Re: I think it's time to work on the Techs
« Reply #21 on: July 12, 2006, 12:47:31 am »
Awesome job Vehek.  Have you checked your PM's?

--jp

Vehek

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Re: I think it's time to work on the Techs
« Reply #22 on: July 13, 2006, 02:33:00 am »
I've been trying to study Cyclone. I just can't find what controls the animations when he's spinning around and attacking the enemy.

Now, I've just looked at the first pointer of Provoke. I've guessed that the third pointer will be where I should stop copying (because the second pointer points to data in Ayla's Kiss, and I don't think Provoke goes on that long).
021A 2014 0224 200A 3620 0A03 1303 0324 022E 0100
The bolded parts are parts confirmed to be animations.

Edit-While tinkering with Slash again, I caused Crono to perform the spinning around and attacking animation of Cyclone by changing 1E1E to 1E1F.
Edit2-I just replaced the 1E1F in Cyclone to 1E1E and that deleted the spinning around and attacking part!
« Last Edit: July 13, 2006, 09:01:55 pm by Vehek »

Vehek

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Re: I think it's time to work on the Techs
« Reply #23 on: July 15, 2006, 01:09:06 pm »
From my work, I've found that the first pointer seems to be the animation part.
I made a small custom animation with Marle's Provoke. I haven't figured out how to do individual animations yet, but I've used some of the things I've stumbled upon.

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Agent 12

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Re: I think it's time to work on the Techs
« Reply #24 on: July 16, 2006, 01:13:24 pm »
Nice job vehek.  Slowly but surely.

--jp

justin3009

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Re: I think it's time to work on the Techs
« Reply #25 on: July 16, 2006, 01:16:12 pm »
I messed with it a lil bit but no screenies.  It kept freezing on me ><.  I changed 1 of the animations and she did her lil magic stance then her second one where she does it at Lavos (I think ice 2 as well).  Then it froze.

nightmare975

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Re: I think it's time to work on the Techs
« Reply #26 on: July 16, 2006, 01:41:06 pm »
I messed with it a lil bit but no screenies.  It kept freezing on me ><.  I changed 1 of the animations and she did her lil magic stance then her second one where she does it at Lavos (I think ice 2 as well).  Then it froze.

That must of been one powerful Ice Tech. :lol:

justin3009

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Re: I think it's time to work on the Techs
« Reply #27 on: July 16, 2006, 03:29:04 pm »
lol.  THe power of confusing ppl with super ice >_>

Vehek

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Re: I think it's time to work on the Techs
« Reply #28 on: July 17, 2006, 10:54:28 am »
Some of the things I used in my custom animation:
1E 1F-Causes the spinning/circling around and attacking part of Cyclone
?? 1C-I stumbled upon the 1C allowing to change where the character is when the tech ends, and that first byte allows me to control where.
2E 01 00-Seems to be the end of the animation for the character doing the tech.

Agent 12

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Re: I think it's time to work on the Techs
« Reply #29 on: July 17, 2006, 11:43:48 am »
Hm.....that 2E01 would help me explain why sometimes there's no 36 after Animations but before the 1B00 of the sound effects. 

--jp