Author Topic: Enemy AI Offsets Listing  (Read 3593 times)

Chickenlump

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Enemy AI Offsets Listing
« 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

DeweyisOverrated

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Enemy AI Offsets Listing
« Reply #1 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.

Exodus

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Enemy AI Offsets Listing
« Reply #2 on: August 17, 2005, 04:07:55 pm »
Absolutely sexulant.

Chickenlump

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Enemy AI Offsets Listing
« Reply #3 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.

Geiger

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Enemy AI Offsets Listing
« Reply #4 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

Chickenlump

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Enemy AI Offsets Listing
« Reply #5 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

Vehek

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Enemy AI Offsets Listing
« Reply #6 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).

justin3009

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Enemy AI Offsets Listing
« Reply #7 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

Chickenlump

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Enemy AI Offsets Listing
« Reply #8 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

Vehek

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Enemy AI Offsets Listing
« Reply #9 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.

Chickenlump

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Enemy AI Offsets Listing
« Reply #10 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.

ZeaLitY

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Enemy AI Offsets Listing
« Reply #11 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).

Agent 12

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Enemy AI Offsets Listing
« Reply #12 on: March 24, 2006, 03:45:39 pm »
WHOO.  Another step towards enemy editing, way to go  Chickenlump

--jp

Chickenlump

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Enemy AI Offsets Listing
« Reply #13 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.

justin3009

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Enemy AI Offsets Listing
« Reply #14 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