Author Topic: New Tech Editor  (Read 12078 times)

Mauron

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Re: New Tech Editor
« Reply #60 on: July 03, 2018, 11:47:16 pm »
Hi-Tech Beta 30!

- Fixed bug with some animation commands being loaded incorrectly.

Dark_Ansem

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Re: New Tech Editor
« Reply #61 on: July 28, 2019, 01:12:54 pm »
Hi-Tech Beta 30!

- Fixed bug with some animation commands being loaded incorrectly.

Thank you for your hard work!

Dark_Ansem

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Re: New Tech Editor
« Reply #62 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?

Mauron

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Re: New Tech Editor
« Reply #63 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.

Zakyrus

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Re: New Tech Editor
« Reply #64 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
« Last Edit: August 07, 2019, 03:36:16 pm by Zakyrus »

Dark_Ansem

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Re: New Tech Editor
« Reply #65 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.

Mauron

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Re: New Tech Editor
« Reply #66 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?

Dark_Ansem

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Re: New Tech Editor
« Reply #67 on: August 07, 2019, 04:02:34 pm »
Haven't reached that point yet

Mauron

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Re: New Tech Editor
« Reply #68 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.

Acacia Sgt

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Re: New Tech Editor
« Reply #69 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.

Mauron

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Re: New Tech Editor
« Reply #70 on: September 02, 2019, 11:38:41 pm »
Hi-Tech Beta 31!

- 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.

Zakyrus

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Re: New Tech Editor
« Reply #71 on: September 06, 2019, 11:20:05 am »
Hi-Tech Beta 31!

- 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

Zakyrus

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Re: New Tech Editor
« Reply #72 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

Mauron

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Re: New Tech Editor
« Reply #73 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.

Zakyrus

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Re: New Tech Editor
« Reply #74 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