Author Topic: Temporal Flux Plugins  (Read 11141 times)

Mauron

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Re: Temporal Flux Plugins
« Reply #60 on: July 20, 2019, 02:17:22 pm »
I only have some idea of when Temporal Flux writes to things, but it's a whole area I don't plan to mess with.

Mauron

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Re: Temporal Flux Plugins
« Reply #61 on: July 22, 2019, 10:20:24 pm »
Warrior Workshop:
- Added support for modifying sprite data.
- Fixed level cap adjustment to account for all known instances of the level cap.
- Added functionality to allow other plugins to retrieve sprite data.

You should generally expect issues with attempting to modify sprite data. Palette and size are known to ignore the data at certain points.

IHBP

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Re: Temporal Flux Plugins
« Reply #62 on: July 22, 2019, 11:26:36 pm »
I remember stats had a display number and a functional number, at least that's the conclusion I got from testing.

Mauron

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Re: Temporal Flux Plugins
« Reply #63 on: July 23, 2019, 12:04:34 am »
I'll investigate that later.

IHBP

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Re: Temporal Flux Plugins
« Reply #64 on: July 23, 2019, 08:13:12 am »
Sorry It's been a while so I had to think about it but the problem I had was that changing the stat cap still causes the new maximum to function like the old one.

Example, if you cap power at 50 they will still be as strong as as a character with ** power they just reach it much faster.

So I was mistaken, it's not that there is two values but that there should be, a global that that stays at 99 and  a personal cap.

Zakyrus

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Re: Temporal Flux Plugins
« Reply #65 on: July 23, 2019, 01:32:32 pm »
Warrior Workshop:
- Added support for modifying sprite data.
- Fixed level cap adjustment to account for all known instances of the level cap.
- Added functionality to allow other plugins to retrieve sprite data.

You should generally expect issues with attempting to modify sprite data. Palette and size are known to ignore the data at certain points.

COOOOL!
Can we also get the feature to update/show current animation selected?

~Z

Mauron

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Re: Temporal Flux Plugins
« Reply #66 on: July 23, 2019, 05:44:14 pm »
Currently none of my plugins attempt to analyze animation data. At most I'd probably display the first frame of the first animation, instead of trying to guess what the first frame is.

Beyond that would be in a separate plugin.

Zakyrus

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Re: Temporal Flux Plugins
« Reply #67 on: July 23, 2019, 05:58:36 pm »
Currently none of my plugins attempt to analyze animation data. At most I'd probably display the first frame of the first animation, instead of trying to guess what the first frame is.

Beyond that would be in a separate plugin.

The graphics image shown in FiendCrafter isnt tile/pallet based? Could this be updated, shouldn't be that hard, if the plugin requires a 'temp extract gfx to file' function that simply extracts what 'each enemies anims to a folder' kind of thing, or is this too much for just one plugin.

I would just like to be able to see the various anims by index change for the purposes of Events.

~Z

Mauron

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Re: Temporal Flux Plugins
« Reply #68 on: July 23, 2019, 06:47:08 pm »
Fiendcrafter uses the Sprite Assembly, Graphics Packet, Palette, and Size data to construct the image. It currently ignores animation data entirely.

I could add an option to save the current image, but the functionality overhaul necessary to attempt animation support would take me most of the way into writing a new plugin to edit sprite data.

For viewing animations, check out this. It allows you to browse actual animations in the game.

Mauron

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Re: Temporal Flux Plugins
« Reply #69 on: July 24, 2019, 04:26:20 am »
Looked into the shop issue with Inventory Manager. Chrono Trigger has valid data for 0x18 shops (00-17), but treats 0x40 values as shops with the special dialog command. Since shop data is just a list of item numbers ending in 00, pretty much any data in the ROM works in the shop code. With my testing just now, I loaded a shop that sells nothing and a shop that sells White Rocks for 2G each.

Also looked into stat cap adjustments. The original code had two checks on maximums, one for the menu, and one after battle. The menu code had unique values for each stat, while the after battle code checked all stats to see if they exceeded 99, and if they did, capped them there. It then had a final check to see if speed exceeded 50, and capped that as well.

This seems to indicate that speed originally was going to grow naturally, and had a limit of 50 instead of 10.

I also found a couple bugs in Warrior Workshop, so I'll squash those and add a speed growth/individual stat cap soon.

IHBP

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Re: Temporal Flux Plugins
« Reply #70 on: July 24, 2019, 08:15:52 am »
So there was some merit to my ramblings?

Mauron

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Re: Temporal Flux Plugins
« Reply #71 on: July 24, 2019, 02:40:17 pm »
StatsGrowthCapsCap References
PowerPowerPowerPower
StaminaStaminaSpeedStamina
SpeedSpeedStaminaSpeed
MagicHitHitEvade
HitEvadeEvadeMagic
EvadeMagicMagicHit
Magic DefenseMagic DefenseMagic DefenseMagic Defense

These are the different orders used to store stats in game. For the fixed cap hack, we need to use three of these tables.

It would be nice if at least one part of this stored stats in the same order.

Zakyrus

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Re: Temporal Flux Plugins
« Reply #72 on: July 24, 2019, 05:42:37 pm »
StatsGrowthCapsCap References
PowerPowerPowerPower
StaminaStaminaSpeedStamina
SpeedSpeedStaminaSpeed
MagicHitHitEvade
HitEvadeEvadeMagic
EvadeMagicMagicHit
Magic DefenseMagic DefenseMagic DefenseMagic Defense

These are the different orders used to store stats in game. For the fixed cap hack, we need to use three of these tables.

It would be nice if at least one part of this stored stats in the same order.

What about the 'extra space' in PC stats? How many are there?(I forget the mem.addresses, atm). I've been using the one from Marle's as Silver Points(so they carry over on NG+ and can go upto 65535) and Lucca's (for Adventurer's Rank, a reputation system).

~Z

Mauron

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Re: Temporal Flux Plugins
« Reply #73 on: July 24, 2019, 06:38:10 pm »
I'd like to know what addresses you're working with there.

The problem with the ordering is that it makes looping trickier. If we're on the 5th loop, are we working with Magic, Hit, or Evade?

Zakyrus

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Re: Temporal Flux Plugins
« Reply #74 on: July 27, 2019, 04:02:25 pm »
7E294E - Marle's Extra Stat(?)  ...am using for Silver Points
7E299E - Lucca's Extra Stat(?)  ...am using for Adventurer's Rank (a WoW-like rep system)

They are x50 apart in value, Two Bytes(for Byte Math) and can go 65535.
Also, they carry over on NG+.

~Z