Author Topic: CT debug battle features, animation note  (Read 12571 times)

JLukas

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CT debug battle features, animation note
« on: February 17, 2008, 06:50:02 pm »
A set of various debug flags have been found in the battle engine.  Help is needed for figuring out the unknowns.

01FFFF set to non-zero value to enable
When Select is pressed on Controller 2, all enemies are instantly defeated.
In the Pre-release, this feature is on by default

0D3FFF set to non-zero value to enable
When R shoulder button is pressed on Controller 1, $00 stored to 7ECD02 and 7ECD03, unknown purpose

0FFFFD set to non-zero value to enable
Stores $00 to 7EAE9B and 7EAE94, attack related?

0FFFFE set to non-zero value to enable
Stores $40 to 7EAE94 and $00 to 7EAE9B, attack related?

0FFFFF set to non-zero value to enable
Stores $80 to 7EAE9B and $00 to 7EAE94, attack related?

These can also be used as PAR codes by changing the 0 at the beginning of the address to C (ex: CD3FFF instead of 0D3FFF for the 2nd debug feature)

~

Vehek:

242800   242983   PTR   N   "Pointers to unconfirmed animation data (local, first at 24A800)"   2004.06.21
A while ago, I looked at this and concluded that the unconfirmed animation data is the frame length for the animations.

Yesterday, I tried to figure out where individual animations start by watching how the menu does it.
Starting at the beginning of the animation data for a direction, animation x starts at 4 * x. This explains why glitch animations exist and why there are 00's between many animations.

Also, the game finds the size of the animation data by looking at the pointer for the next animation data. It then divides it by 4, which I think is to find the size of each direction's animations.
« Last Edit: July 24, 2009, 04:24:04 pm by ZeaLitY »

Mauron

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Re: CT debug battle features, animation note
« Reply #1 on: May 22, 2016, 03:33:38 am »
0FFFFD: Always do a normal attack, both PCs and enemies.

0FFFFE: Always play the "miss" animation, both PCs and enemies.

0FFFFF: Always critical, PCs only.