Author Topic: New Tech Editor  (Read 27476 times)

DLDrago

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Re: New Tech Editor
« Reply #45 on: June 26, 2017, 05:58:28 pm »
That works, thanks!

Mauron

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Re: New Tech Editor
« Reply #46 on: August 09, 2017, 05:46:42 pm »
Hi-Tech Beta 19!

- 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.

Mauron

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Re: New Tech Editor
« Reply #47 on: August 09, 2017, 09:06:00 pm »
Hi-Tech Beta 20!

- Fixed default combo tech groups to account for the unused group.

Mauron

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Re: New Tech Editor
« Reply #48 on: September 12, 2017, 07:39:19 pm »
Hi-Tech Beta 21! 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.

Mauron

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Re: New Tech Editor
« Reply #49 on: November 07, 2017, 08:46:15 pm »
Hi-Tech Beta 22!

- 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

Mauron

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Re: New Tech Editor
« Reply #50 on: November 14, 2017, 08:52:44 pm »
Hi-Tech Beta 23!

- 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.

Mauron

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Re: New Tech Editor
« Reply #51 on: January 04, 2018, 07:36:28 pm »
Hi-Tech Beta 24!

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.

Fauntleroy

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Re: New Tech Editor
« Reply #52 on: January 04, 2018, 08:53:29 pm »
BAM! This is now a great night.

Mauron

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Re: New Tech Editor
« Reply #53 on: January 04, 2018, 11:38:00 pm »
Animation bug in the latest release. Don't mess with them at the moment.

Mauron

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Re: New Tech Editor
« Reply #54 on: January 05, 2018, 03:58:49 am »
Hi-Tech Beta 25!

- Fixed a save issue corrupting techs.

Mauron

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Re: New Tech Editor
« Reply #55 on: April 16, 2018, 07:44:00 pm »
Hi-Tech Beta 26!

- 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.

Fauntleroy

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Re: New Tech Editor
« Reply #56 on: April 17, 2018, 12:15:04 am »
Awesome!!!
8)

Mauron

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Re: New Tech Editor
« Reply #57 on: May 26, 2018, 12:36:34 am »
Hi-Tech Beta 27!

- 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.

Mauron

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Re: New Tech Editor
« Reply #58 on: June 25, 2018, 10:56:59 pm »
And a bug pops up.

Hi-Tech Beta 28!

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.

Mauron

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Re: New Tech Editor
« Reply #59 on: June 27, 2018, 07:16:09 pm »
Hi-Tech Beta 29!

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.