Author Topic: Temporal Flux Plugins  (Read 57825 times)

Mauron

  • Guru of Reason Emeritus
  • Errare Explorer (+1500)
  • *
  • Posts: 1763
  • Nu-chan
    • View Profile
    • Maurtopia
Re: Temporal Flux Plugins
« Reply #105 on: August 26, 2019, 02:44:06 am »
Hi-Tech can edit the weapon animation and graphics data. If you select an attack, the weapon selection dropdown will be enabled, and you can choose the weapon you want to change. I haven't fully explored the values here however.

Grobycftw

  • Architect of Kajar
  • Porrean (+50)
  • *
  • Posts: 85
  • Chilling in the Bend of Time
    • View Profile
Re: Temporal Flux Plugins
« Reply #106 on: August 29, 2019, 07:47:29 pm »
 8)
Thanks Mauron, worked perfectly! \o/
Filtered a couple of palette and found this one pretty cool for the Rainbow
« Last Edit: August 29, 2019, 07:50:33 pm by Grobycftw »

einlanzer0

  • Iokan (+1)
  • *
  • Posts: 6
    • View Profile
Re: Temporal Flux Plugins
« Reply #107 on: August 29, 2019, 08:13:14 pm »
Hi-Tech can edit the weapon animation and graphics data. If you select an attack, the weapon selection dropdown will be enabled, and you can choose the weapon you want to change. I haven't fully explored the values here however.

Hello - new day, new question.

Do you know what the values for status durations and "tick" intervals are and/or how to modify them? Trying to figure out what determines the length of time effects like Haste and Protect are in effect, and also the frequency of ticks of things like MP regeneration.

Thanks!

Mauron

  • Guru of Reason Emeritus
  • Errare Explorer (+1500)
  • *
  • Posts: 1763
  • Nu-chan
    • View Profile
    • Maurtopia
Re: Temporal Flux Plugins
« Reply #108 on: August 30, 2019, 12:18:18 pm »
Those values are set in RAM at the start of battle. There's limited ability to modify them at the moment, but I may create a plugin to handle some status data.

Zakyrus

  • Entity
  • Magical Dreamer (+1250)
  • *
  • Posts: 1351
  • "Bouncy, bouncy, bouncy... --!!"
    • View Profile
Re: Temporal Flux Plugins
« Reply #109 on: September 08, 2019, 01:27:25 pm »
Those values are set in RAM at the start of battle. There's limited ability to modify them at the moment, but I may create a plugin to handle some status data.

Oh please do.

~Z

IHBP

  • Architect of Kajar
  • Chronopolitan (+300)
  • *
  • Posts: 379
    • View Profile
Re: Temporal Flux Plugins
« Reply #110 on: September 08, 2019, 03:23:09 pm »
Those values are set in RAM at the start of battle. There's limited ability to modify them at the moment, but I may create a plugin to handle some status data.

You made the duration unlimited in my hack already.

Mauron

  • Guru of Reason Emeritus
  • Errare Explorer (+1500)
  • *
  • Posts: 1763
  • Nu-chan
    • View Profile
    • Maurtopia
Re: Temporal Flux Plugins
« Reply #111 on: September 08, 2019, 04:59:23 pm »
The unlimited duration is possible because I changed the in battle effects to apply like helmet effects. Extending limited durations would be a different hack.

Zakyrus

  • Entity
  • Magical Dreamer (+1250)
  • *
  • Posts: 1351
  • "Bouncy, bouncy, bouncy... --!!"
    • View Profile
Re: Temporal Flux Plugins
« Reply #112 on: September 08, 2019, 05:02:04 pm »
8)
Thanks Mauron, worked perfectly! \o/
Filtered a couple of palette and found this one pretty cool for the Rainbow

Would you like to document this further? I might want to reference this in the tutorial video series. Any export files, etc. in your advancement/mod would be appreciated.

~Z

Zakyrus

  • Entity
  • Magical Dreamer (+1250)
  • *
  • Posts: 1351
  • "Bouncy, bouncy, bouncy... --!!"
    • View Profile
Re: Temporal Flux Plugins
« Reply #113 on: September 09, 2019, 03:23:15 am »
Menu Editor: Can we have Silver Points Displayed?

Also:
"Weapon/Tech: 33% damage" this is useless, any way to turn that to "%33 Magic Spell: Lightning Cast"? As an experiment....\


Code: [Select]
Location Pallet notes

Location set number*D2+3624C0=

Pallet Address Primary/Common Usage:
0 3624C0 Millennial Fair
1 362592 Telepod Exhibit
2 362664 Houses/Indoor (Millennium)
3 362736 Guardia Forest (Millennium)
4 362808 ???
5 3628DA Guardia Castle (Middle Ages)
6 3629AC ???
7 362A7E Houses/Indoor (Middle Ages)
8 362B50 Guardia Courtroom
9 362C22 Domes (Bangor, Arris, Etc)
A 362CF4 Arris Dome Computer Room
B 362DC6 Keeper's Dome (Hangar)
C 362E98 Factory Ruins
D 362F6A End of Time
E 36303C Manoria Cathedral (Sanctuary)
F 36310E Fiona's Shrine
10 3631E0 Zenan Bridge
11 3632B2 Caves (Brown) (Sun Keep, Sunken Desert, etc)
12 363384 Caves (Blue) (Heckran Caves)
13 363456 Lab 16/32 Ruins
14 363528 Death Peak
15 3635FA Forest Maze/Hunting Range
16 3636CC Ioka Huts
17 36379E ???
18 363870 Zeal Palace/Enhasa
19 363942 Zeal Palace Throneroom/Mammon Machine (Day)
1A 363A14 Sun Palace/Ocean Palace
1B 363AE6 Truce Canyon
1C 363BB8 Mystic Mountains/Dactly's Peak
1D 363C8A Paradise Lost Scene
1E 363D5C Denadoro Mountains (Mountain Vista)
1F 363E2E Lavos Tunnel
20 363F00 Mt. Woe
21 363FD2 Black Omen (Celestial Gate)
22 3640A4 Black Omen (Interior Pallete #1)
23 364176 ???
24 364248 Epoch (Flying)
25 36431A ???
26 3643EC Ioka Meeting Site (Day)
27 3644BE Death of the Blackbird Scene
28 364590 Magus's Castle (Entrance)
29 364662 Blackbird (Interior & Ventshaft)
2A 364734 Guardia Prison (Catwalks)
2B 364806 Manoria Cathedral (Side Rooms)
2C 3648D8 Blackbird (Scaffolding)
2D 3649AA Guardia Prison (Interior)
2E 364A7C Magus Castle (Interior)
2F 364B4E Magus Castle (Inner Sanctum)
30 364C20 Magus Castle (Flea Battle)
31 364CF2 Guardia Prison (Exterior)
32 364DC4 Magus Castle (Castle Walls)
33 364E96 Lucca's Workshop
34 364F68 Guardia Castle (Millennium)
35 36503A Tyrano Lair (Interior)
36 36510C Tyrano Lair (Exterior)
37 3651DE Land Bridge (Zeal Teleporters)
38 3652B0 Lavos Core
39 365382 Arris Dome (Guardian Chamber)
3A 365454 Frog's House/Algetty
3B 365526 Sewer Access
3C 3655F8 Algetty Tsunami
3D 3656CA Lavos/Mammon Machine Distortion
3E 36579C Death Peak (Windy Cliffs)
3F 36586E Fiona's Forest Campfire Scene
40 365940 Mt. Woe (Summit)
41 365A12 Beast's Nest
42 365AE4 Guardia Forest (Middle Ages)
43 365BB6 North Cape
44 365C88 Blackbird (Hangar)
45 365D5A Zeal Palace (Hallways)
46 365E2C Kajar
47 365EFE Zeal Palace Throneroom/Mammon Machine (Night)
48 365FD0 Geno/Truce Dome
49 3660A2 Ioka Meeting Site (Party)
4A 366174 Death Peak Summit (Pre-Crono)
4B 366246 Ocean Palace
4C 366318 Tyrano Lair Keep (Tyrano Battle)
4D 3663EA Death Peak Summit (Post-Crono Cutscene)
4E 3664BC Ancient Tyrano Lair (Giant's Claw)
4F 36658E Last Tyrano (Giant's Claw)
50 366660 Dactly's Nest (Summit)
51 366732 Northern Ruins
52 366804 Millennial Fair (Moonlight Parade)
53 3668D6 Telepod Exhibit (Moonlight Parade)
54 3669A8 Black Omen Entrance (Exterior)
55 366A5C Tesserect (Final Lavos Battle)
56 366B2E Fiona's Forest (Recriminations)
57 366C00 Black Omen (Interior Pallete #2)
58 366CD2 ??? - unsued? (purple, black, and tan-ish/white)




For instance, I'll change the "clear water" for Loc. Pallete #11 into "lava"

The first three values of the pallete's set are the water/sand colors.

Change:
3632B2 = 15,1,0
3632B4 = 12,1,0
3632B6 = 8,0,0

(just remember that this will change the sand in the Sinking Desert into Lava!)
..that's all there is to it!


I'm going to attempt to make this a plugin that shows the pallets for tilesets.
What do I need to know?

~Z
« Last Edit: September 09, 2019, 04:03:08 am by Zakyrus »

Mauron

  • Guru of Reason Emeritus
  • Errare Explorer (+1500)
  • *
  • Posts: 1763
  • Nu-chan
    • View Profile
    • Maurtopia
Re: Temporal Flux Plugins
« Reply #114 on: September 09, 2019, 09:33:58 pm »
Displaying Silver Points in the menu is relatively easy, but the hack work required to get there is trickier.

Weapon/armor effects: Data for these start at 0x0C2A05, and each one is three bytes. The first byte determines what effect it has. In the case of 33% damage, the data would start with 02. The next two bytes will be something like 02 and 06. Looks like it's 02 01 03. 1 * byte2 / byte3 = damage modifier. If byte3 is zero, the value is not divided. If you change the first byte to 0B, it will become a magical attack with the same modifier.

You can't easily apply an element this way, but I could make a hack that would allow for that.

Palette plugin: You'll need, as a bare minimum, the data size, start location, if it's compressed, if it stays in the same place when modified.

In this case, it will stay in the same place, and all data is sequential. When configuring your SaveRecords, create a new array at the size of the total number of records. It can stay in the same place, so bOverride should be true. nOrigSize, nDataSize, and nMaxSize should all be 0xD2. I don't think these are compressed, in which case bCompressed will be false.

The original address is the trickiest part. You'll use GlobalShared's GetRomAddr() to find the base, then add set number * 0xd2, and a couple other functions thrown in to organize the data. This part is the most annoying.

I was going to finish this explanation with a couple more paragraphs, but I'm now halfway through a new plugin.  :oops:

IHBP

  • Architect of Kajar
  • Chronopolitan (+300)
  • *
  • Posts: 379
    • View Profile
Re: Temporal Flux Plugins
« Reply #115 on: September 09, 2019, 11:07:41 pm »
What kind of new plugin? Or is it a surprise?

Mauron

  • Guru of Reason Emeritus
  • Errare Explorer (+1500)
  • *
  • Posts: 1763
  • Nu-chan
    • View Profile
    • Maurtopia
Re: Temporal Flux Plugins
« Reply #116 on: September 10, 2019, 12:59:34 am »
Palette editor.

IHBP

  • Architect of Kajar
  • Chronopolitan (+300)
  • *
  • Posts: 379
    • View Profile
Re: Temporal Flux Plugins
« Reply #117 on: September 10, 2019, 08:07:55 am »
Cool, though as someone who plays with this sort of thing I'd like to suggest a revert to vanilla button.

Mauron

  • Guru of Reason Emeritus
  • Errare Explorer (+1500)
  • *
  • Posts: 1763
  • Nu-chan
    • View Profile
    • Maurtopia
Re: Temporal Flux Plugins
« Reply #118 on: September 10, 2019, 01:46:31 pm »
That's not doable without storing a copy of the original data in the plugin, which is both a pain and may require multiple vanilla copies if things were changed between the US and JP versions.

Mauron

  • Guru of Reason Emeritus
  • Errare Explorer (+1500)
  • *
  • Posts: 1763
  • Nu-chan
    • View Profile
    • Maurtopia
Re: Temporal Flux Plugins
« Reply #119 on: September 15, 2019, 08:37:32 pm »
Working on the palette plugin. I ran into a couple hiccups with getting this to look nice, but things are going smoothly now. Current palette data will be accessible from other plugins with GetPalette() and GetPaletteFromSet(). In locations, GetPalette returns everything, while GetPaletteFromSet() returns a single palette. In sprite palettes, the two function identically.

Before release I'll add a function to return a combined sprite + weapon palette.