Chrono Compendium

Kajar Laboratories - Fan Works and Submissions => Chrono Trigger Modification => Topic started by: Mauron on November 15, 2014, 04:08:41 am

Title: New Tech Editor
Post by: Mauron on November 15, 2014, 04:08:41 am
Thanks to some hacking work being allowed again (http://www.chronocompendium.com/Forums/index.php?topic=10208.0), I've decided to post my tech editor (http://maurtopia.com/HiTechBeta31.zip) here.

It was started from scratch after the C&D, and has the benefits of many more years of research.

It works as a plugin for Temporal Flux, and can take advantage of Temporal Flux's memory management. To install, place the DLL in Temporal Flux's (version 3 or higher) directory.

Some functionality is hidden under the right click menu, so be sure to check that out.
Title: Re: New Tech Editor
Post by: Mauron on November 17, 2014, 07:07:21 pm
New version is out.

Hi-Tech Beta 8 (http://maurtopia.com/HiTechBeta8.zip)

- Redid copy/paste to use clipboard.
- Merged two separate context menus into one.
- Fixed a save bug with Flash Screen Color.
- Fixed a crash when attempting to use the copy shortcut (ctrl+c)
- Added additional keyboard shortcuts.
- Added cut object/command functionality.
- Made keyboard shortcuts visible on the context menu.
- Fixed a potential crash when saving enemy attack or tech effect headers.
- Replaced Promote/Demote object command with move up/down
Title: Re: New Tech Editor
Post by: Mauron on November 24, 2014, 03:57:55 pm
Another new version.

Hi-Tech Beta 9! (http://maurtopia.com/HiTechBeta9.zip)

- Fixed bug with reloading expanded player techs.
- Fixed bug related to support of extra techs (new techs added by user projects - limited support at this time).
- Decoded Command 60 as set palette.
- Fixed unknown command 61 and unknown command 65 groups
- Decoded Command 5F as empty command
- Removed hardcoded lengths table, replaced with call to DecodedNode.GetLength();
Title: Re: New Tech Editor
Post by: TheMage on November 27, 2014, 01:11:10 pm
Ah! I must try this out
Title: Re: New Tech Editor
Post by: TheMage on December 04, 2014, 02:26:26 pm
I = stupid does this open with TF? or go into TF? or?
Title: Re: New Tech Editor
Post by: Mauron on December 04, 2014, 02:36:09 pm
It goes into Temporal Flux's directory. You'll be able to open it from the Plugins menu once a ROM is open.
Title: Re: New Tech Editor
Post by: TheMage on December 04, 2014, 02:44:03 pm
Ahh! Thank you!
Title: Re: New Tech Editor
Post by: Mauron on December 05, 2014, 07:07:07 pm
Hi-Tech Beta 10! (http://maurtopia.com/HiTechBeta10.zip)

Changes:
- Animation command 74 decoded as Set Priority variant
- Animation command 75 (reset screen color) redecoded as two byte command.
- Animation command 79 decoded as Play Sound (2-bytes) variant
- Animation command 7B decoded as Play Sound (3-bytes) variant
- Animation command 7D decoded as Play Weapon Sound variant
- Fixed glitch with support for animation command CF
- Fixed support for animation command D7
- Animation Command DA (unknown) redecoded as one byte command
- Removed support for non-existent End Tech variant DB
- Renamed a few classes to be clearer (No impact on user end).

Some notes on animation commands:
13, 14, 15 are related (Shared code)
16, 17, 18 are related (Shared code)
19, 1A, 1B are related (Shared code)
27, 28 are related (Opposite function)
2D, 2E are related (Opposite function)
47, 48, 81, 82, 83, 84 are related (same routine)
4A, 4D are related (same routine)
5D, 5E are related (Opposite function)
69, 6A, 6C are related (shared code)
6E, 6F are related (similar function)
98, 99, 9A, 9B, 9C are related (shared code)
C0, C1, C2, C3 are related (shared code)
C4, C5 are related (shared code)
D4, D6 are related (shared code)
Title: Re: New Tech Editor
Post by: Mauron on December 16, 2014, 04:58:29 pm
Hi-Tech Beta 11! (http://maurtopia.com/HiTechBeta11.zip)

I've got a ton of changes for this one, mostly updating unknowns.

- Fixed a crash when saving a tech that has already been relocated.
- Fixed a glitch when selecting a player attack, the wrong attack type was chosen.
- Added support for player attack graphics headers.
- Fixed support for Enemy control headers in pre-release ROMs.
- Fixed support for various player tech related addresses in Japanese and pre-release ROMs.
- Deleted a few unused addess entries. (no change on user-end)
- Removed a few effect header bytes that were listed incorrectly
- Removed Stealing Unknown 02 - Confirmed unused despite being read.
- Updated  effect header 7.02 to has chance to steal (this effect does not work properly in game)
- Removed Multi-Hit Unknown 02 - Confirmed unused despite being read.
- Removed effect header 7.01 and 7.08 - unused.
- Removed effect header "Non-Physical Attack" flag - now calculated by enemy status bitflags. "HP 1/2 and death fail" is not used by this calculation.
- updated effect header 7.20 to ignore hit and evade.
- updated effect header 7.40 to ignore shield status.
- updated effect header "Include Unknown 0x0A" to ignore barrier status.
- replaced effect header 8.01 and 8.02 with damage modifer (values 0-3)
- removed effect header 8.04, 8.08, 8.10, 8.20, and 8.40 - unused
- updated effect header 8.80 to load weapon effect.
- updated effect header 2x Evade to 2.5 Evade (This is what the Third Eye actually does)
- updated effect header Unused 3.01 to 2x Evade
- moved support for unknown 0B to always used; set as true/false options for bits 40 and 80.
- updated status impact unknown 05 to base success chance.
- updated status impact unknown 06 to bonus success chance.
- updated enemy attack control header unknown 01 to display possibly unused.
- updated enemy tech control header to a value up to 7, and unknown 1.40
- updated player tech and attack control header to a value up to 7, unknown 1.20, and unknown 1.40
- removed player tech and attack control header unused 0.80
- Fixed an incorrect description of one of the hit effects.
Title: Re: New Tech Editor
Post by: Dark_Ansem on January 06, 2015, 04:47:04 pm
Subscribed and will watch!
Will also try :P
Title: Re: New Tech Editor
Post by: Mauron on January 11, 2015, 02:47:49 pm
Excellent, a new beta tester!

Hi-Tech Beta 12! (http://maurtopia.com/HiTechBeta12.zip)

Biggest change this release: Super commands are viewable.

- Updated one targeting value to be consistent with others.
- Updated animation command save check to use status bar instead of a message box.
- Updated animation command save check to indicate saving was cancelled on failure.
- Updated animation command save check to include hit and miss objects, instead of just the current setting.
- Removed incorrect marking of a record as modified when saving item animations
- Changed a few cases of checks against command index to checks against node type (code readability)
- Began support for 8th character hack.
- Redecoded Unknown commands 99, 9B, and 9D as two bytes.
- Added read only support for super commands.
- Removed non-existent super command 4e
- Decoded commands C0, C2 as Circular Sprite Movement (5 bytes)
- Decoded commands C1, C3 as Circular Sprite Movement (4 bytes)
- Removed unknown 5 bytes group
- Added support for unused player tech packets 117-127
- (Pre-Release) Fixed a bug where too many enemy attack graphics packets were loaded.
Title: Re: New Tech Editor
Post by: Dark_Ansem on January 11, 2015, 02:59:25 pm
I'm having difficulties in actually Creating new dual\triple techs and adding new user groups, is that normal?
Title: Re: New Tech Editor
Post by: Mauron on January 11, 2015, 04:33:07 pm
New techs or performance groups are a pain to add, and go beyond what the editor supports. At the moment there is not a way to alter performance groups in the editor, but it is something I will contemplate for the future.

At some point I may allow a configuration file that would alter the limits of what is read in the editor - at the moment I'm doing a check for my project to give dual techs to Magus, and will eventually add a check for the 8th character patch.

The difficulty in automatically handling data is that it's hard to guess where the data ends - I can semi-reliably check for the last tech index, but the method for checking the last performance group or animation packet is less reliable.

If you want my notes on creating new dual or triple techs, I can share them, but it will take a lot of manually fiddling with the data to add them. If you do, I'd be happy to add a conditional check for however many you add.
Title: Re: New Tech Editor
Post by: Dark_Ansem on January 11, 2015, 05:36:38 pm
New techs or performance groups are a pain to add, and go beyond what the editor supports. At the moment there is not a way to alter performance groups in the editor, but it is something I will contemplate for the future.

At some point I may allow a configuration file that would alter the limits of what is read in the editor - at the moment I'm doing a check for my project to give dual techs to Magus, and will eventually add a check for the 8th character patch.

The difficulty in automatically handling data is that it's hard to guess where the data ends - I can semi-reliably check for the last tech index, but the method for checking the last performance group or animation packet is less reliable.

If you want my notes on creating new dual or triple techs, I can share them, but it will take a lot of manually fiddling with the data to add them. If you do, I'd be happy to add a conditional check for however many you add.

you read me like a book. I was trying to give Magus all dual techs that require either a Fire2, Bolt2 or Ice2 spell. It would lead to duplicates, for sure, BUT at least everything is already there and they make him more useful :)
Title: Re: New Tech Editor
Post by: Mauron on January 11, 2015, 07:05:09 pm
I'll do a little more work on my patch for that and send it your way.
Title: Re: New Tech Editor
Post by: Dark_Ansem on January 11, 2015, 07:24:58 pm
everyone's way :P
Title: Re: New Tech Editor
Post by: Mauron on January 11, 2015, 10:08:38 pm
I'm planning to do that once it's finished. I'm sending you an empty version - no actual techs, dummy names, etc, etc, etc. I may bundle this version with my hack as well, eventually.

Make sure to credit me if you release something cool.
Title: Re: New Tech Editor
Post by: Dark_Ansem on January 12, 2015, 03:46:14 am
I'm planning to do that once it's finished. I'm sending you an empty version - no actual techs, dummy names, etc, etc, etc. I may bundle this version with my hack as well, eventually.

Make sure to credit me if you release something cool.
Of course, it's not like mine would be an original idea anyway... everyone wanted them :P

An outline of what can be achieved by mere exploiting Magus' Fire2\Ice2\Lightning2:

Magus+Chrono
FireSword 2
IceSword 2

Magus+Frog
Spire
Glacier

Magus+Robo
Super Volt

Magus+Lucca
Antipode 2
Antipode 3

Magus+Marle
Antipode 2

Magus+Ayla
Fire Whirl
Blaze Kick
Cube Toss

Magus+Crono+Frog: Arc Impulse
Magus+(2 of Crono, Lucca, Marle): Delta Force
Magus+Frog+(crono or lucca): Delta Storm
Magus+Crono+Robo: Fire Zone

Title: Re: New Tech Editor
Post by: Mauron on January 24, 2015, 05:19:53 pm
I just want credit for the coding work. I put a lot of time and effort into that.

Right now I'm trying to get combo tech requirements and performance groups supported.

For Tech requirements, the menu part is easy - I just need two or three tech indexes - one for each required tech.

Then there's battle. I need to set bitflags for each PC used, the first tech index for the group, the total number of techs in the group, and how many techs each PC must have learned to meet the requirements. So for a tech using Crono's Slash and Marle's Aura (Aura Throw?), those values would be 2 and 1.

For Performance groups, battle is easy. They're three bytes each, with the participating PCs' indexes, and FF for a non-participant. For Aura Throw, that would be 00, 01, FF.

Then there's the menu. Each performance group is one byte each, with bitflags for the participating PCs. The data is loaded based on the tech index of of the first tech in a group, and the tech after the last one. Then it overlaps, with the second byte of the previous set being the the first of the new set.

In short, it's confusing.
Title: Re: New Tech Editor
Post by: Dark_Ansem on January 24, 2015, 05:53:25 pm
It is, but it seems you apper you know what you're doing...
Title: Re: New Tech Editor
Post by: Mauron on January 24, 2015, 06:44:51 pm
Hopefully.

I've got most of the data loaded for US ROMs (JPN and Beta ROMs will crash in the current build - will be fixed by the next beta), so now I need to work with it.

I have a couple ideas on how to handle all the data, but I'll have to do some testing on them.
Title: Re: New Tech Editor
Post by: Mauron on January 28, 2015, 03:50:25 am
I *think* I've gotten both kinds of performance groups working. Planning on doing tech requirements soonish. Right now I've got the flu, which is slowing things down.
Title: Re: New Tech Editor
Post by: Mauron on January 31, 2015, 07:32:23 pm
I've got the loading of combo tech requirements down, but I haven't figured out saving just yet.

The basic requirements are easy. First, save the number of techs needed to be known by each PC to learn the tech. This is handled by exporting the selected index + 1 of the tech on the requirement list. Second, save the index of the required tech in the whole list. This is done by multiplying the PC index by eight and adding the previous value.

Then comes the support data. I need bitflags for each PC used in the range of combo techs. (Marle and Crono = 0xC0) Should be simple enough. Then I need the first index of the group range of the combo techs (Aura Whirl = 0x39). Next, I need the total number of techs for the group range (Aura Whirl, Ice Sword, Ice Sword 2 = 3). Finally, I need to calculate the address of the first tech requirement data in the group range.

Plus I need to make sure that users don't accidentally create new group ranges by modifying the performance group data in the control header, or saving will crash.

This is making my head spin, so I'm slowing down on Hi-Tech for a while to work on a few other ongoing projects.
Title: Re: New Tech Editor
Post by: Mauron on March 12, 2015, 10:03:00 pm
I'm close to a new version, which will probably be available next week. It will also contain the first version of the readme file.

I need to verify the end of effect headers in the pre-release, and do some testing.
Title: Re: New Tech Editor
Post by: Mauron on March 18, 2015, 10:47:56 pm
Hi-Tech Beta 13! (http://maurtopia.com/HiTechBeta13.zip)

There were a bunch of fixes in this version, but the most notable differences are support for tech requirements, support for any expanded tech project, and significant improvement over the handling of corrupt techs. This will hopefully only occur with older versions and the Flash Screen Color command, which is easily fixable by setting the length properly. A list of techs with invalid command nodes will be in HiTechErrorlog.txt.

There was a glitch with miss animations and expanded techs which required a rewrite of some of the patching code. If you have used Hi-Tech in an actual project, contact me so we can get this repaired. If you've just been testing, I recommend making a new test ROM.

This will hopefully be the second to last beta version. I want to add MP cost editing, and support for extra super commands and item animations.

- switched from static hit effect list to one generated at form load.
- organized code in HiTech.cs
- Relabled Player Attack Graphics Header Unknown 0x05 to Unknown 4
- Relabled Player and enemy Tech graphics Header Unknown 0x05 to Unknown 5
- Relabled Enemy Attack Graphics Header Unknown 0x05 to Unknown 5
- Added editing support for performance groups.
- Added import/export support for performance groups.
- Fixed a bug where enemy attacks would disable editing of targeting until TF was reopened.
- Fixed multiple bugs with expanded techs and miss animations.
- Added some support for pre-release animation saving (for if and when saving pre-release ROMs is added to Temporal Flux).
- Fixed bugs with loading expanded item, enemy attack, and player attack animations.
- Fixed a bug relating to loading item data.
- Added support for first empty item.
- removed support for Dreamstone - no data exists for it and later items.
- Added support for editing performance groups.
- Added support for working with new techs through ini file support.
- Rearranged some menu items.
- Fixed a bug where Hi-Tech would crash if Add Object was clicked before selecting a node.
- Replaced dummy tech creation with "invalid command" node.
- Corrected support for pre-release triple techs.
- Corrected multiple data end points for pre-release.
Title: Re: New Tech Editor
Post by: sqykly on April 02, 2015, 11:25:24 pm
I think I just kek'd myself.  We've been doing a lot of the same work.  I'm gonna give this a whirl and see if I can fill in any blanks, but just from reading the revision history, I think that's about all I'll be able to do.  My project started out as an attempt at a mechanics guide, not an editor, so I know stuff like how defense is affected by poison status, but have no clue how the game encodes hit areas, sprite assemblies, or AI conditions; I observe that directly and have no need to decode and re-encode it for the appendix of an FAQ.
Title: Re: New Tech Editor
Post by: Mauron on March 25, 2017, 05:44:12 pm
Hi-Tech Beta 14 (http://maurtopia.com/HiTechBeta14.zip)

The biggest change in this release is MP costs. The last feature needed is now Super Command expansion.

Changes:
- Changed default settings of HiTech.ini to correct end points.
- Fixed creation of HiTech.ini spelling
- Fixed issue with saving player attack effect headers
- Added support for editing MP costs. They are loaded in the relevant effect header.

Note that this version will replace any existing HiTech.ini files - if you had modified yours (I don't think anyone has a project that required this functionality), backup your settings first.
Title: Re: New Tech Editor
Post by: Mauron on March 27, 2017, 12:25:16 am
Hi-Tech Beta 15! (http://maurtopia.com/HiTechBeta15.zip)

- Fixed a bug with saving techs that used an animation index that did not match the tech index
- Fixed a bug with saving techs that were not being relocated.
- Removed some unnecessary and messy code relating to loading techs.
- MP costs now respect the hex mode setting.
Title: Re: New Tech Editor
Post by: psychedelist on March 27, 2017, 09:53:59 am
With this new version, I finally was able to do what I wanted to do for a very long time, Hexagon Mist for Marle! Thank you for all the work you've put into this, it's amazing. And the other plugins, too.

Edit: ideally I'd like the screen to turn dark blue like during Ice2 tech, however I noticed that this effect is part of Layer 3 Packet effects, and since I have to use a different one for my new tech, it appears I have no access to that blue effect. Draw/Hide Shadow commands that appear in some techs don't work either. Do you happen to know if there's any way, or I'm out of luck on this?
Title: Re: New Tech Editor
Post by: IHBP on March 27, 2017, 02:58:54 pm
not that theres any real rush but just curious if there are any plans to make it 8thy compatible? and I believe at one time you wanted the option to give Magus some dualtechs
Title: Re: New Tech Editor
Post by: Mauron on March 27, 2017, 03:45:02 pm
Edit: ideally I'd like the screen to turn dark blue like during Ice2 tech, however I noticed that this effect is part of Layer 3 Packet effects, and since I have to use a different one for my new tech, it appears I have no access to that blue effect.

Unfortunately Layer 3 effects are likely not going to be supported in Hi-Tech - they're a whole different thing to handle. I'll look into it again though.

Quote
Draw/Hide Shadow commands that appear in some techs don't work either. Do you happen to know if there's any way, or I'm out of luck on this?

I'll check on those commands in a bit. It's possible there's something else that's needed to use them.

not that theres any real rush but just curious if there are any plans to make it 8thy compatible? and I believe at one time you wanted the option to give Magus some dualtechs
Hi-Tech's part in the 8thy project and Magus dual techs project is done. When you first run Hi-Tech, it creates a file called Hi-Tech.ini in your romname.proj folder, created by Temporal Flux. For a project that has added techs, you can alter these settings to support whatever extensions have been added.

The hard part is adding the support for these techs in game.
Title: Re: New Tech Editor
Post by: psychedelist on March 27, 2017, 09:11:26 pm
Thanks for looking into it.

I don't mean it as a support request, mentioning just in case you'd happen to know what's going on. Tried giving Geyser to Magus, and it works almost perfect, except that the graphics data for the 6 energy balls is completely wrong. Sprite Packet 2 index is responsible for it, I set it exactly same as in original boss tech, but it gives what appears to be part of Haste clock thing, and colored in pink. Then tried changing the value randomly, and hmm (https://ibb.co/dzR3Ov), why would they put "graphics" like that into the game.

Anyway, any idea what could go wrong with the index/graphics? I realize it may be not editor's issue at all though.

Edit: checked actual boss battle to make sure ROM isn't corrupted somehow. When the boss uses the attack, everything displays correctly. So either editor reads/saves incorrect value for Sprite Packet 2, or I'm doing something wrong, or game treats that value differently for character and enemy techs.
Title: Re: New Tech Editor
Post by: Mauron on March 28, 2017, 06:36:00 pm
Have you copied over the animation and assembly packet, sprite packet 1, and unknown 5? They should load the same data between PC and enemy tech, so something else must be missing.

I was decoding animation command 22, and I've found some mistakes in other decodings.
- Wait for section/wait for subsection has been redecoded as wait for counter 1C/1D.
- Unknown 22 is now decoded as wait for counter #.
- Load Graphics Header Byte 7 has been redecoded as increment counter #.
- Increment Section/Subsection has been redecoded as increment counter 1C/1D.
- Unknown 37 has been decoded as decrement counter #.
- Decrement Section/subsection has been redecoded as decrement counter 1C/1D.
- Displace Relative has been redecoded as Increase counter # by X.
- Increase Subsection by X has been redecoded as increase counter 1C by X.
- Increase Subsection by unknown value has been redecoded as add counter # to counter 1C.
- Displace Absolute has been redecoded as Set Counter #.
- Set Section/subsection has been redecoded as Set Counter 1C/1D.
- Unknown 41 has been decoded as Copy Counter # to Counter #.
- Unknown 42 has been decoded as Copy Counter 1C to Counter #.
- Unknown 49 has been decoded as Add or subtract value from Counter #.
- Unknown 4A and 4D have been decoded as Swap Counters 1C and 1D.
- Unknown 4E has been decoded as Swap Counters 1C and 1E
- Unknown 4F has been decoded as Swap Counters 1C and 1F.
- Unknown 6C has been confirmed to be related to Counter 0 and unknowns 69 and 6A.
- Tech targeting routines 2A-31 have been confirmed to be related to Counters 0-8.
Title: Re: New Tech Editor
Post by: psychedelist on March 28, 2017, 10:34:47 pm
Quote
Have you copied over the animation and assembly packet, sprite packet 1, and unknown 5? They should load the same data between PC and enemy tech, so something else must be missing.
Graphics header was exactly same, except the animation index, because I figured it's better to use separate objects for the character tech instead of referencing boss animation directly. Animation objects were same, except for Target objects, which were same as in original Dark Mist. Tried replacing them with same objects as in boss tech, but that didn't help. Now is the interesting thing: when I tried to set animation index exactly same as in boss tech, it loaded up completely different animation objects than actual Geyser. It was a triple tech, looking a lot like Triple Raid, didn't even glitch/crash in-game. I think if animation index is treated same for character and enemy techs, this probably shouldn't happen.

By the way, is there any known way to make a tech not clickable from menu (feature for healing techs)?
Title: Re: New Tech Editor
Post by: Mauron on March 29, 2017, 03:01:57 am
Animation index is different for different tech types. Item animation index 01 is Tonic, player tech animation index 01 is Cyclone. Player tech animation index 6C is 3D Attack.

It looked like sprite objects were the same in player and enemy techs - I'll do some more checking later.

Menu techs are controlled by assembly. 0x3FF837 should be what you need for the change you described. Change it from 0F to 0E.
Title: Re: New Tech Editor
Post by: Mauron on April 02, 2017, 04:05:47 pm
Hi-Tech Beta 16! (http://maurtopia.com/HiTechBeta16.zip)

- Fixed issue with set palette command.
- Wait for section/subsection redecoded as wait for counter 1C/1D
- Increment section/subsection redecoded as wait for counter 1C/1D
- Store Coordinates of object redecoded as store coordinates of target.
- Fixed a bug where Play Sound (3-Bytes) was loading as Unknown 2-Bytes.
- Set section/subsection redecoded as set counter 1C/1D
- Decrement section/subection redecoded as decrement counter 1C/1D
- Decrement counter 1C/1D now listed properly in the editor.
- Unknown 37 decoded as decrement counter #.
- Load Layer 3 Packet redecoded as increment counter #.
- Displace relative redecoded as increase counter # by value.
- Increase subsection by x has been redecoded as increase counter 1C by value.
- Displace Absolute redecoded as set counter.
- Unknown 41 decoded as Copy Counter.
- Unknown 42 decoded as Copy Counter 1C.
- Unknown 49 decoded as Add to or subtract from counter.
- Unknowns 4A and 4D decoded as swap counters 1C and 1D.
- Unknown 4E decoded as swap counters 1C and 1E.
- Unknown 4F decoded as swap counters 1C and 1F.
- Fixed issue with tech requirement list not updating properly.
- Fixed issue with modifying enemy attacks when reloading.
- Fixed spacing issue with enemy attack names when enemies reached the maximum name length
- Fixed spacing issue with enemy tech and attack effect header 0xFF edit error message.
Title: Re: New Tech Editor
Post by: psychedelist on April 03, 2017, 09:03:41 am
I kept playing around with my Geyser idea, and here's what I found, maybe it'll be of some use, as info on possible differences in how the game works with character vs boss techs.

Boss tech uses Spirte Packet 1 for effect objects graphics, whereas character tech uses Sprite Packet 2. Once I put value from boss's Sprite Packet 1 to my character's Sprite Packet 2, it started loading graphics for energy balls correctly, but they were incorrect color and their animation was messy, with graphics getting replaced with empty squares at certain moments. To fix the color, I changed Set Pallete value from 00 to 0F in first Effect object. To fix the messy animations, I changed all Play Animation commands from "loop" to "play first frame" in all Effect objects. Now it looks identical to the boss tech*, fantastic, thank you once again. I didn't have to change it, but Unknown 5 in Graphics header was affecting Effect object animations dramatically, ranging from just wrong graphics to completely messing up entire screen (but still not freezing the game).

*-Edit: almost identical. Actually the balls are missing their "tails" and therefore look shorter. It's like the sprites can't exceed specific limit in height and width. Even if there's no way to resolve this, still no tragedy.

I noticed that in the new version, the command that previously was "Load Layer 3 Graphics" or similar, is now decoded as Decrement Counter, with description saying "Increase a specific Counter # by one" (possible mistake in description?). Bit confused by it, because previous decode version seemed closer to what the command actually does, at least to me as an end user. Is displaying the layer 3 graphics somehow related to working with counters?

Edit2:
Quote
Menu techs are controlled by assembly. 0x3FF837 should be what you need for the change you described. Change it from 0F to 0E.
Thanks, that worked but was giving clickability to Ice2 for some reason. Once i changed from 0E to 00, both Ice2 and Cure2 became non-clickable. Was it a correct/safe change?
Title: Re: New Tech Editor
Post by: Mauron on April 03, 2017, 03:35:16 pm
It's possible some of these counters have special meanings - Counters 1C and 1D are definitely just counters, these were previously section and subsection - but counters 1E and 1F seem be more positioning related.

Looking at *Lightning, it's a combination of both Command 34 increments the specified counter - the label was wrong, not the tip - but there's another piece of code that only runs when counter 1B is not zero, that handles layer 3 effects. When this code finishes, it resets Counter 1B to zero, and the wait for Counter 1B can continue.

I'll start analyzing the special properties of counters - can you keep an eye out for techs that mess with counters other than 1C and 1D.
Title: Re: New Tech Editor
Post by: Mauron on April 14, 2017, 02:04:56 am
Thanks, that worked but was giving clickability to Ice2 for some reason. Once i changed from 0E to 00, both Ice2 and Cure2 became non-clickable. Was it a correct/safe change?
I think I was mixing up two of your planned changes. My instructions were to move the useable in menu properties from one tech to another, but Life2 was the one being moved, wasn't it? 00 should work fine.

Hi-Tech Beta 17! (http://maurtopia.com/HiTechBeta17.zip)

- Fixed label issues with increment counter and decrement counter
- Unknown 21 decoded as conditional return from super command
- Play Weapon Sound variants decoded as regular/ranged and critical/melee.
- Play Weapon Sound (3-bytes) display error fixed.
- Fixed a glitch where some techs would be overwritten due to a size calculation error.
Title: Re: New Tech Editor
Post by: psychedelist on April 14, 2017, 06:15:59 am
Quote
I think I was mixing up two of your planned changes. My instructions were to move the useable in menu properties from one tech to another, but Life2 was the one being moved, wasn't it? 00 should work fine.
Yeah, old Cure2 becomes Life2 and old Life2 becomes something else, and I want neither one clickable in menu. Thanks.

Thanks a lot for the new version also! I was affected by that overwrite glitch, glad it was found.
Title: Re: New Tech Editor
Post by: Mauron on May 07, 2017, 04:27:57 am
Hi-Tech Beta 18! (http://maurtopia.com/HiTechBeta18.zip)

- Split Control Header Unknown 02 into Player Attack, Tech, Unknown 2.20, Enemy Vs Enemy Attack, and Unknown 2.F.
- Fixed multiple issues with loading expanded animation types.
- Added consistency to control header unknown labeling
- Fixed HiTech.ini support for player effect headers
- Fixed default value for maximum player effect header.
- Updated tech effect list genereation.
- Fixed crash with prerelease ROMs and rock techs.
- Fixed issue with combo tech requirements loading extra data (and crashing in JPN ROMs)
- Fixed issue with combo tech requirement display in non-US ROMs.
Title: Re: New Tech Editor
Post by: Zakyrus on May 09, 2017, 08:53:18 am
F*ck ya! Thanks. ;)
Title: Re: New Tech Editor
Post by: DLDrago on June 26, 2017, 02:04:30 pm
Hi-Tech Beta 18 looks like the picture in the attachment in both Temporal Flux 3.01 and 3.02.  I'm using Windows 10.  Any fix?
Title: Re: New Tech Editor
Post by: Mauron on June 26, 2017, 03:58:16 pm
Some parts of the window don't like to stay put if things get resized. It should open normally if it's the first thing opened, but I'll add a workaround to keep things in place.
Title: Re: New Tech Editor
Post by: stewelement on June 26, 2017, 04:33:50 pm
What I have been doing is:
1. Make sure TF is fullscreen
2. Open Locations window
3. Open HiTech

Then resize and open/closed windows as desired. It has some trouble if HiTech is the first thing launched, even in fullscreen.
Title: Re: New Tech Editor
Post by: DLDrago on June 26, 2017, 05:58:28 pm
That works, thanks!
Title: Re: New Tech Editor
Post by: Mauron on August 09, 2017, 05:46:42 pm
Hi-Tech Beta 19! (http://maurtopia.com/HiTechBeta19.zip)

- Confirmed Control Header Unknown 04 as unused.
- Identified Player Tech and Attack Control Header 1.20 as ignore failure conditions.
- Identified Player Tech, Player Attack, and Enemy Tech Control Header 1.40 as ignore hit and evade
- Fixed issue with saving enemy attack graphics headers.
- Fixed multiple issues with effect headers and order of operations.
- Redid Tech Requirements saving to address a crash. This required dropping support for old flux files with tech requirements.
- Added safety check on tech requirements to prevent errors.
- Fixed issues with loading Japanese ROMs and control and effect headers
- Fixed crash when saving item targeting. This required dropping support for old flux files with item targeting.
- Fixed issue with item targetting data placement.
- Fixed an issue with layout drawing.
- Adjusted labeling for targeting grid.
- Removed support for unused control header values.
- Fixed crash with saving player attack animations
- Fixed multiple crashes with loading expanded animations.
- Added support for attacks for enemies 0xFB-0xFF. 0xFB is an unused Magus, the rest are dummy data.
- Added a link to Fiendcrafter, if available, to grab the current attack 2 index. Previously changes in Fiendcrafter would not be reflected until reloading the ROM.
Title: Re: New Tech Editor
Post by: Mauron on August 09, 2017, 09:06:00 pm
Hi-Tech Beta 20! (http://maurtopia.com/HiTechBeta20.zip)

- Fixed default combo tech groups to account for the unused group.
Title: Re: New Tech Editor
Post by: Mauron on September 12, 2017, 07:39:19 pm
Hi-Tech Beta 21! (http://maurtopia.com/HiTechBeta21.zip) Edit Super Commands.

Super Commands are now editable and expandable. Provided no bugs appear, this should be the last beta.

- Fixed bug with adding commands to a super command
- Simplified add command code.
- Fixed hexadecimal and offset display in animation commands.
- Fixed issue with add or subtract from counter option display
- Fixed issue with show damage display
- Fixed issue with saving enemy attack animations.
- Added support for editing super commands.
- Added list of counters.
- Fixed issue with Enemy attack control headers showing incorrect data.
- Added import/export support for super commands.
- Added system to pass enemy tech names to other plugins.
- Unknown 6C decoded as flash object
- Unknowns 47, 48, 81, 82, 83, 84 partially decoded as store target to RAM.
- Fixed issue with tech targeting in the Japanese version.
- Improved enemy tech names.
Title: Re: New Tech Editor
Post by: Mauron on November 07, 2017, 08:46:15 pm
Hi-Tech Beta 22! (http://maurtopia.com/HiTechBeta22.zip)

- Fixed issue with saving enemy attack control headers
- Fixed issue with loading triple tech requirements
- Added consistency in unknowns group naming
- Fixed issues with loading increase counter 1D by unknown value commands.
- Updated Failure conditions to match new research
- Updated special effects text for some commands
- Simplified and improved dropdown code
- Unknown B.80 idenitified as Has Miss Animation.
- Confirmed Enemy tech and attack control headers as using the same format: merged classes and removed unused values.
- Added Hi-Tech.ini settings for Enemy attack control and effect header expansion
Title: Re: New Tech Editor
Post by: Mauron on November 14, 2017, 08:52:44 pm
Hi-Tech Beta 23! (http://maurtopia.com/HiTechBeta23.zip)

- Clarified enemy line 0xA and 0xB targeting as enemy line (all in line) and enemy line (up to target).
- Fixed a bug with Wait for Counter 1C/1D editing.
- Cleaned up speed command editing.
- Unknown 25 decoded as Return if target is not present
- Unknown 07 decoded as set default speed.
- Added an option to exclude commands from the dropdown list, and applied to Empty Command 0x5F
- Identified effect header mode 1 unknown 1.80 as revive flag
- Simplified overlap between mode 0 (healing) and mode 1 (status recovery and healing)
- Fixed issue with saving tech animations over multiple ROM loads.
- Slide Sprite to coordinates, slide sprite to stored coordinates, and slide sprite to target are now "Move Object To..." Animation (or lack thereof) is handled by play animation, and it is possible to easily change between modes now.
Title: Re: New Tech Editor
Post by: Mauron on January 04, 2018, 07:36:28 pm
Hi-Tech Beta 24! (http://maurtopia.com/HiTechBeta24.zip)

Important: If you have changed animations in a prior version, save an animation in that group  (player attacks, player techs, items, enemy attacks, or enemy techs) again. There was a bug in the expansion code that would cause a crash in certain instances.

- Tech Animation Targeting: Caster + ... and Target + ... replabled as Caster 2, Target 2, etc.
- Tech Animation Targeting: Values 9-11 clarified as Cursor Coordinates for caster or target
- Tech Animation Targeting: Unknown 13 decoded as Between Caster and Target.
- Tech Animation Targeting: Unknown 14 decoded as Between Caster and Caster 2
- Tech Animation Targeting: Unknown 15 decoded as between Caster and Caster 3
- Tech Animation Targeting: Unknown 40 decoded as Between Caster 2 and Caster 3
- Tech Animation Targeting: Unknown 18 decoded as center of screen
- Tech Animation Targeting: Unknown 19 decoded as Caster Start Location
- Tech Animation Targeting: Unknown 1A decoded as Caster 2 Start Location
- Tech Animation Targeting: Unknown 1B decoded as Caster 3 Start Location
- Tech Animation Commands: Unknown 13, 14, 15 decoded as move to (spiral).
- Tech Animation Commands: Unknown 16, 17, 18 decoded as move to (x, then y).
- Tech Animation Commands: All Move To command can now be handled from one command type.
- Tech Animation Commands: Load Sprite At (1C) redecoded as Link Object
- Tech Animation Commands: Unknown 1D decoded as Remove Object Link
- Tech Animation Commands: Drawing Status Show/Hide PC? decoded as Draw/Hide Caster or Target
- Tech Animation Commands: Drawing Status Show/Hide redecoded as Draw/Hide Effect
- Tech Animation Commands: Unknown 6E and 6F decoded as Draw/Hide all Effects
- Tech Animation Commands: Draw/Hide Shadow is now part of the Drawing Status group.
- Various: Simplified code for display of strings on property grids
- Effect Header: Prerelease ROMs now display Unused 4.01 status effect as Summon Enemy
- Control Header: Removed redundant code.
- Control Header: Fixed issue with saving enemy attack 1.
- Graphics Header: Removed redundant code.
- Tech Animation Commands: Grouped set speed and set default speed.
- Tech Animation Commands: Play Sound (2 bytes), (3 bytes), and weapon sound are now grouped.
- Tech Animation Commands: Increment Counter # and Increment Counter 1C/1D are now grouped.
- Tech Animation Commands: Decrement Counter # and Decrement Counter 1C/1D are now grouped.
- Tech Animation Commands: Set Counter and Set Counter 1C/1D are now grouped.
- Tech Animation Commands: Wait for Counter and Wait for Counter 1C/1D are now grouped.
- Tech Animation Commands: Copy Counter and Copy Counter 1C are now grouped.
- Tech Animation Commands: Swap Counters 1C and 1D, Swap Counters 1C and 1E, and Swap Counters 1C and 1F are now grouped as Swap Counter 1C.
- Tech Animation Commands: Reset Screen Color redecoded as Set Angle variant.
- Tech Animation Commands: Unknowns 76 and 77 decoded as Set Angle variants.
- Tech Animation Commands: Fixed bug with Shake Sprite.
- Tech Animation Commands: Unknown 43 decoded as store coordinates of target with offset
- Tech Animation Commands: Removed Unknown (4 bytes)
- Various: Improved handling of user input.
- Tech Animation Commands: Unknown 44 decoded as store coordinates of current object.
- Tech Animation Commands: Fixed labeling error with Move to Target.
- Tech Animation Commands: Fixed issue with set priority dropdown.
- Tech Animation Commands: Unknown 99, 9a, 9b, 9c, and 9d partially decoded as Move to (0x98) variants.
- Tech Animation Commands: Unknown Command 65 merged into Unknown Command 61 as "off" mode.
- Animation Expansion: Fixed bug with expanded animations and addresses ending in 0xFC-0xFF.
- Effect Headers: Self-Sacrifice? Transfer Stat? renamed as Transfer HP/MP (removes current HP from caster) and unknowns identified as matching other healing values.
- Effect Headers: All Healing types healing power now has a description on how it works.
- Effect Headers: Healing Power now sets the value to the max allowed (0x1F) if this value is exceeded.
- Tech Targeting: Player and Enemy tech targeting was split, showing accurate information for both.
Title: Re: New Tech Editor
Post by: Fauntleroy on January 04, 2018, 08:53:29 pm
BAM! This is now a great night.
Title: Re: New Tech Editor
Post by: Mauron on January 04, 2018, 11:38:00 pm
Animation bug in the latest release. Don't mess with them at the moment.
Title: Re: New Tech Editor
Post by: Mauron on January 05, 2018, 03:58:49 am
Hi-Tech Beta 25! (http://maurtopia.com/HiTechBeta25.zip)

- Fixed a save issue corrupting techs.
Title: Re: New Tech Editor
Post by: Mauron on April 16, 2018, 07:44:00 pm
Hi-Tech Beta 26! (http://maurtopia.com/HiTechBeta26.zip)

- Updated hit effect list descriptions.
- Fixed display of Enemy Attacks.
- Fixed bug with updating enemy effect headers.
- Added option to change which single techs are usable in the menu.

I'm working on investigating the layer 3 effects, such as *Lightning's bolt, or *Luminaire's green orb, to see what editing can be done with those. There will some kind of functionality in the next version.
Title: Re: New Tech Editor
Post by: Fauntleroy on April 17, 2018, 12:15:04 am
Awesome!!!
8)
Title: Re: New Tech Editor
Post by: Mauron on May 26, 2018, 12:36:34 am
Hi-Tech Beta 27! (http://maurtopia.com/HiTechBeta27.zip)

- Added list of battle sounds (Thanks to xcalibur)
- Added list of Layer 3 packets
- Added editing of Layer 3 packets
- Added list of Layer 3 subpackets
- Added display of Layer 3 palettes.
- Updated Graphics Header.
- Simplified some loading code.
- Fixed issue with move up/move down commands

Assuming no bugs pop up, this will also be a stable release.
Title: Re: New Tech Editor
Post by: Mauron on June 25, 2018, 10:56:59 pm
And a bug pops up.

Hi-Tech Beta 28! (http://maurtopia.com/HiTechBeta28.zip)

Important: If you have changed animations in a prior version, save an animation in that group  (player attacks, player techs, items, enemy attacks, or enemy techs) again.

- Updated Enemy Tech and Super Command Descriptions
- Fixed crash when attempting to play miss animations.

I'll probably have a few more improvements soon. I've almost decoded a couple new animation commands, but wanted to get this out first.
Title: Re: New Tech Editor
Post by: Mauron on June 27, 2018, 07:16:09 pm
Hi-Tech Beta 29! (http://maurtopia.com/HiTechBeta29.zip)

Important: If you have changed animations in a prior version, save an animation in that group  (player attacks, player techs, items, enemy attacks, or enemy techs) again.

- Fixed a remaining issue with miss animations.
- Fixed an issue with detecting unfixed enemy attack animations.
- Tech animation command 0x69 decoded as set object palette.
- Tech animation command 0x6a decoded as reset object palette.
- Tech animation command 0x6c, flash object palette, grouped into set object palette mode flash, along with the above two.
Title: Re: New Tech Editor
Post by: Mauron on July 03, 2018, 11:47:16 pm
Hi-Tech Beta 30! (http://maurtopia.com/HiTechBeta30.zip)

- Fixed bug with some animation commands being loaded incorrectly.
Title: Re: New Tech Editor
Post by: Dark_Ansem on July 28, 2019, 01:12:54 pm
Hi-Tech Beta 30! (http://maurtopia.com/HiTechBeta30.zip)

- Fixed bug with some animation commands being loaded incorrectly.

Thank you for your hard work!
Title: Re: New Tech Editor
Post by: Dark_Ansem on August 07, 2019, 01:46:44 pm
Is it normal that trying to change the critical hit formula of one character applies it to everyone else?
Title: Re: New Tech Editor
Post by: Mauron on August 07, 2019, 03:15:13 pm
It shouldn't be everyone, but it would apply in multiple places.

There's 1 unique control header for each character. Each control header loads 1 of three effect headers. Trying to change Crono's effect header will apply to Frog, Robo, and Magus. Trying to change Marle's control header will apply to her melee, ranged, and critical attacks.
Title: Re: New Tech Editor
Post by: Zakyrus on August 07, 2019, 03:29:06 pm
I'm seeing a similar pattern with the LINK (LNK Commands) in Object Code of Events. This (might) have something to do with the Great Vortex of the Infinity of Time (& correlation between hardware pins/processing in multi-simultaneous calculations)...This all merely boils down to 'acting symbols' in a game format(keeping the Game's code calculating at a rate that smoothly factors its elements--a dependency on that rate.)

Nonetheless, the Game Code factoring 'cloned' statements is not surprising. Can we have nodal structuring(Copy&Paste Technology!*tm), represented and DISPLAYING this data (how the hierarchy of Control Headers is manifested, in the editor as well?
~Z
Title: Re: New Tech Editor
Post by: Dark_Ansem on August 07, 2019, 03:36:42 pm
It shouldn't be everyone, but it would apply in multiple places.

There's 1 unique control header for each character. Each control header loads 1 of three effect headers. Trying to change Crono's effect header will apply to Frog, Robo, and Magus. Trying to change Marle's control header will apply to her melee, ranged, and critical attacks.

Yeah that makes sense, shared stuff to save space. I wonder if this is true also in the Steam port.
Title: Re: New Tech Editor
Post by: Mauron on August 07, 2019, 03:39:46 pm
This is just for storing less data. Most dual and triple techs share effect data with the single techs they use.

I couldn't say for sure about the Steam Port. Can you heal the Dream Devourer to death on that one?
Title: Re: New Tech Editor
Post by: Dark_Ansem on August 07, 2019, 04:02:34 pm
Haven't reached that point yet
Title: Re: New Tech Editor
Post by: Mauron on August 07, 2019, 04:21:02 pm
The bug that allows healing to kill the Dream Devourer is actually a holdover from the SNES version that couldn't be triggered originally. If it still exists in the Steam version, there's probably some similarities to the data structure.
Title: Re: New Tech Editor
Post by: Acacia Sgt on August 07, 2019, 11:33:41 pm
Just found this.

I went to check, since I recently finished off the Dream Devourer. Yes, the HP overflow bug still works in the Steam version.
Title: Re: New Tech Editor
Post by: Mauron on September 02, 2019, 11:38:41 pm
Hi-Tech Beta 31! (http://maurtopia.com/HiTechBeta31.zip)

- Animation Command 5E decoded as hide caster or target variant
- Animation Command 5D decoded a draw caster or target variant
- Fully decoded Circular Sprite Movement
- Animation commands C4 and C5 decoded as vertical sprite movement.
- Added support for player control header flag "requires magic to learn"
- Animation Command A2 decoded as Move forward until collision
- Fully decoded Move Forward.
- Fixed bug with changing set angle variants
- Merged draw and remove copy commands in editor.
- Fixed saving of Tech requirements.
Title: Re: New Tech Editor
Post by: Zakyrus on September 06, 2019, 11:20:05 am
Hi-Tech Beta 31! (http://maurtopia.com/HiTechBeta31.zip)

- Animation Command 5E decoded as hide caster or target variant
- Animation Command 5D decoded a draw caster or target variant
- Fully decoded Circular Sprite Movement
- Animation commands C4 and C5 decoded as vertical sprite movement.
- Added support for player control header flag "requires magic to learn"
- Animation Command A2 decoded as Move forward until collision
- Fully decoded Move Forward.
- Fixed bug with changing set angle variants
- Merged draw and remove copy commands in editor.
- Fixed saving of Tech requirements.

This is fantastic news!! I would like to get back into making videos however I'm in the midst of moving and trying to find an apartment right now... after that transition I'm going to upgrade my laptop and I will continue the videos. I have a lot of footage to go through though I want a few more features before I cover more content because I'm trying to work the new features of the plug-ins into the new dungeons I'm making in the series as well.
Keep them coming out, Mauron. I love and appreciate everything you do.

-Z
Title: Re: New Tech Editor
Post by: Zakyrus on September 08, 2019, 05:14:18 pm
Ok. Plan:

Gaia Strike: Crono Leaps above enemy, charges of each of 4 Crono Trigger Elements Circle around Crono flashing their color as they add up, Crono crashes into enemy doing 45-65k damage, (a stack of attacks when 'crashing the sword')

~Z
Title: Re: New Tech Editor
Post by: Mauron on September 08, 2019, 05:56:49 pm
Biggest issue: An attack can only have 1 element. 4 symbols might be possible, but it wouldn't be able to do 4 types of damage.

Smaller issue: The attack would exceed the display limit of 4 damage displays. Probably changeable though. Actually, that kind of damage would be close to the max potential HP for enemies, unless you meant 4.5-6.5k.
Title: Re: New Tech Editor
Post by: Zakyrus on September 09, 2019, 01:59:50 am
Biggest issue: An attack can only have 1 element. 4 symbols might be possible, but it wouldn't be able to do 4 types of damage.

Smaller issue: The attack would exceed the display limit of 4 damage displays. Probably changeable though. Actually, that kind of damage would be close to the max potential HP for enemies, unless you meant 4.5-6.5k.

A stack of 9999(max) maybe 8x attacks of that... so 9999(max potential each stack) upto 8x.

~Z
Title: Re: New Tech Editor
Post by: Zakyrus on September 27, 2019, 01:54:27 am
Question: Is there a way to make Crono's 'Confuse' strikes(total 4x of course) to each deal 9999 damage?

~Z
Title: Re: New Tech Editor
Post by: Mauron on September 27, 2019, 02:51:07 am
If you change Hit Effect 1, you can do that on a Critical, but not normally without hacking.
Title: Re: New Tech Editor
Post by: Zakyrus on September 28, 2019, 06:30:35 am
If you change Hit Effect 1, you can do that on a Critical, but not normally without hacking.

This can't be combined with Atom Edge (Zaykyus's Standard of Crono's ULTIMATE Weapon, 255 attack, 64h(100% crit of 9999 damage)...

If I use this will that work? That'd be pretty cool.


Also: is there a way to *dynamically redirect/expand items* with Itemizer yet? I think this'd be cool to do. Meaning, take the 'Pendant' and change it into a Weapon/Armor/Acc./Item Usable/Rare Item/Scrap Item(etc), (not that anyone would typically do this with Pendant, other than Total Conversion Mods where Marle is 'implied to already have it as an item without being an item ...a possibility, or whatever.) ....take Pendant, and Make A FireSword where the 'flags of a weapon, can replace the "base item".


~Z
Title: Re: New Tech Editor
Post by: Mauron on September 28, 2019, 01:05:40 pm
That weapon's effect should stack.

Changing the item types like that would be a big deal. Each type needs to be in order, and the data size is different based on type.
Title: Re: New Tech Editor
Post by: IHBP on September 28, 2019, 03:15:56 pm
Setting the techs power and modifier to really high numbers should work.
Title: Re: New Tech Editor
Post by: Zakyrus on October 10, 2019, 08:35:49 pm
Actually, I've found that 'Confuse' does not stack with 9999 damage.

 
Setting the techs power and modifier to really high numbers should work.

However, I'd like to get around this "issue", so I'll try that.

~Z