Author Topic: AI patch beta test.  (Read 3525 times)

Mauron

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AI patch beta test.
« on: July 19, 2018, 01:25:23 am »
The attached patches change Chrono Trigger's AI to allow expansion through an editor. The only potentially noticeable difference is enemies using HP to 1 attacks may do less damage, because this patch fixes a bug where Barrier and Shield were ignored after an HP to 1 attack was used, for the remainder of the battle.

This should work smoothly over a clean ROM or any existing hacks, even if AI has been modified.

Let me know if you see any unintended or different behavior with these. Use "us ai patch.ips" on a US ROM, and "jp ai patch.ips" on a Japanese final ROM. There isn't a patch for the prerelease ROM.
« Last Edit: January 07, 2019, 11:41:58 pm by Mauron »

Mauron

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Re: AI patch beta test.
« Reply #1 on: July 23, 2018, 11:02:43 pm »
The new bass version caused some errors. I'll get some fixes out soon.

AFellowHuman

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Re: AI patch beta test.
« Reply #2 on: August 12, 2018, 04:46:16 am »
I may be completely misunderstanding, but does this mean you're working on an AI editor? Because that would be amazing.

p.s. Just found your and Geiger's tools a couple weeks ago, and I've been having a blast tinkering around with one of my favorite games. Great work!

Mauron

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Re: AI patch beta test.
« Reply #3 on: August 12, 2018, 12:43:27 pm »
I've got one slowly in development. Chrono Trigger originally only allowed a small area to hold AI data, so I've had to modify the AI code to make expansion practical. The current patches are broken at the moment, unfortunately.

Let me know if you find any issues with the tools, and good luck hacking.

Welcome tot he party!

Boo the Gentleman Caller

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Re: AI patch beta test.
« Reply #4 on: August 12, 2018, 10:32:07 pm »
Yes, AFellowHuman, welcome tot he party!

And if you're interested in ROM hacking in future projects, well, let us know!

AFellowHuman

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Re: AI patch beta test.
« Reply #5 on: August 16, 2018, 01:49:24 am »
Welcome tot he party!
Thanks!
Yes, AFellowHuman, welcome tot he party!

And if you're interested in ROM hacking in future projects, well, let us know!
Thanks! I don't know if I'd be much use yet, but I'm certainly willing to do what I can.

Mauron

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Re: AI patch beta test.
« Reply #6 on: August 27, 2018, 04:25:02 am »
I updated the patches to fix a few glitches.

Only one version needs to be tested (US or JP), but I uploaded both for anyone who feels like playing in Japanese. There's only a few bytes of difference between them.

Mauron

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Re: AI patch beta test.
« Reply #7 on: January 05, 2019, 07:02:33 pm »
Patches updated again.

I fixed condition 14's alternate mode (if attacked by a man/woman, Square's bug), made it easy to patch in a check on the 8th character, and fixed an incorrect jump in the modified code (my bug).

Mauron

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Re: AI patch beta test.
« Reply #8 on: January 07, 2019, 06:18:24 pm »
Another update.

I fixed an issue with dual tech targeting (my bug) and multiple issues with data being processed wrong (bass's bug).

Mauron

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Re: AI patch beta test.
« Reply #9 on: January 07, 2019, 11:42:57 pm »
Damn, again?

Found some code that needed to be adjusted with final attacks, and fixed a post-battle crash from overwriting other code

ZeaLitY

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Re: AI patch beta test.
« Reply #10 on: September 07, 2020, 12:31:48 am »
Shall I add to the utilities page?

Mauron

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Re: AI patch beta test.
« Reply #11 on: September 07, 2020, 03:15:45 am »
No. In it's current state it has some fatal bugs, and I lost some data used to build it in the first place. I'll try to restore it soon... ish.

inuksuk

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Re: AI patch beta test.
« Reply #12 on: October 02, 2020, 05:41:22 am »
I've been digging through the AI scripts to better learn what's possible, and I've noticed something I didn't see already written on the Enemy AI page. I'm writing here partly in hopes that we ever see the AI patch :D, but also to alert whoever can update it:

Action 12, listed as
Code: [Select]
12 ?? ?? jj jj oo vv oo vv oo vv oo vv oo vv ss  special multi stat set.  jj - multipurpose byte, 80 copy flag: 7EAED8 to 7EAECC, 7F subroutine index  oo - offset from enemy stat set start vv - value to set ss - battle enemy message stringcalls an enemy tech with the two bytes "?? ??". The first byte lists the enemy tech and the second ?? is the target. You can see examples in the Masa & Mune and Nizbel scripts.