Difference between revisions of "Provoke"

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(Added decoded animation data and control header, updated effect header)
Line 6: Line 6:
 
==Animations and Sounds ==
 
==Animations and Sounds ==
  
In an unheadered ROM this is located at 0E106F, it is believed to extend to address E10AA
+
Provoke uses Animation Packet 0A.
 +
 
 +
In an unheadered ROM this is located at 0E106F, it extends to address E10AA
  
 
Here is it's HEX:
 
Here is it's HEX:
  
 
90 80 80 00 7B 10 B3 2A 8F 10 85 09 02 1A 20 14 02 24 20 0A 36 20 0A 03 13 03 03 24 02 2E 01 00 07 02 00 60 00 1B 00 24 01 20 19 7A 8B 00 20 0F 7A 8B 00 20 0F 7A 8B 00 20 14 36 00
 
90 80 80 00 7B 10 B3 2A 8F 10 85 09 02 1A 20 14 02 24 20 0A 36 20 0A 03 13 03 03 24 02 2E 01 00 07 02 00 60 00 1B 00 24 01 20 19 7A 8B 00 20 0F 7A 8B 00 20 0F 7A 8B 00 20 14 36 00
 +
 +
Here's the decoded version:
 +
<pre>Caster Objects:
 +
Object 1
 +
Play Animation (Loop) (1A) // Marle's giggle.
 +
Pause for 14
 +
Play Animation (Loop) (24) // Marle's spin.
 +
Pause for 0A
 +
Increment Counter 1D Flow Control
 +
Pause for 0A
 +
Play Animation (Once) (13) // Marle's butt smack.
 +
Play Animation (Once) (03) // Standard battle pose.
 +
Wait for Counter 1D Flow Control to reach 02 // Change to value of 03 to enable target object.
 +
Unknown 2E // A reset command of some sort.
 +
End Tech (01) // Terminate tech processing.
 +
Return
 +
Target Objects
 +
Object 2 // This section is never processed because it's the only portion using Counter 1C.
 +
                    If enabled, it plays a glitchy animation on the target.
 +
Wait for Counter 1C Flow Control to reach 01 // Change to 1D Flow Control to enable.
 +
Pause for 0F
 +
Play Sound 45, Unknown: 00
 +
Wait for Counter 1D Flow Control to reach 03 // Change to value of 02 to enable.
 +
Play Animation (Once) (24)
 +
Play Animation (First Frame Only) (03) // Standard battle pose.
 +
Increment Counter 1D Flow Control
 +
Return
 +
Effect Objects
 +
Object 3
 +
Speed: Default // Everything between this comment and the next is probably unnecessary.
 +
Play Animation (Loop) (00)
 +
Set Palette to 00
 +
Move Object: Teleport to 03 - Target // They relate to moving an effect, but this is just a sound object.
 +
Wait for Counter 1D Flow Control to reach 01
 +
Pause for 19
 +
Play Sound 8B, Unknown: 00 // Chirp sound.
 +
Pause for 0F
 +
Play Sound 8B, Unknown: 00 // Chirp sound.
 +
Pause for 0F
 +
Play Sound 8B, Unknown: 00 // Chirp sound.
 +
Pause for 14
 +
Increment Counter 1D Flow Control
 +
Return</pre>
  
 
==MP Cost==
 
==MP Cost==
Line 20: Line 65:
 
* Originally affect one enemy
 
* Originally affect one enemy
  
==Provoke Stats (Confuse Bit in here)==
+
==Control Header==
* Starts at 0xC21B7, it's 12 bytes long
+
===AI Properties===
**First Byte = Type of attack
+
Magical Attack: True (Enemies that have a general magic counter will respond)
***00-Heal
+
Physical Attack: False
***01-Status recovery
+
===Attack Type===
***02-Status impact
+
Enemy vs Enemy Tech: False (It's a player tech, so no)
***03-Damage
+
Player Attack: False (It's a tech)
***06-Stealing
+
Tech: True (It's a tech)
***08-Hits Multiple Times
+
===Control===
**Second Byte If First byte is 02
+
Performance Group: Marle (Only Marle participates)
***01 - Bad status affects
+
===Element===
***03 - Can Cast Haste...Time status affects?
+
Element: None (This is only used on damaging techs)
***04 - good Status affects
+
Element Unknown 01: False
**Second Byte if First Byte is 08
+
Element Unknown 08: False
***Determine number of times it hits
+
===Headers===
**Second Byte if First byte is 00
+
Effect Header / MP Cost 1: 0A (Used)
***Strength of spell
+
Effect Header / MP Cost 2: 00 (Unused)
***Other
+
Effect Header / MP Cost 3: 00 (Unused)
****If it's healing this is the magic power
+
===Hit Effects===
****If it's hit multiple times this is the number of times it hits
+
Hit Effect 1: None
**Third Byte is the status Bytes
+
Hit Effect 2: None
*** Provoke Status Bit is bit is at C21B9 it is 4
+
Hit Effect 3: None
*** Based off the bits of the byte (Good/Bad)
+
===Overrides===
****C21B9 & 1 = blind/Unknown
+
Ignore Hit and Evade: False
****C21B9 & 2 = sleep/Unknown
+
Ignore Failure Conditions: False
****C21B9 & 4 = confuse/Shield
+
===Unknowns===
****C21B9 & 8 = silence/Unknown
+
Unknown 1.07: 00
****C21B9 & 16/10 = doom/Unknown
+
Unknown 2.0F: 00
****C21B9 & 32/20 = Unknown/MPRegen
+
Unknown 2.20: False
****C21B9 & 64/40 = poison/Shell
+
 
****C21B9 & 128/80 = stop/Beserk
+
==Effect Header==
**Fourth and Fifth Byte are always 00/0A
+
This starts at 0xC21B7, it's 12 bytes long
**10th Byte is power
+
===Mode===
**11th Byte is coefficient for how much strength affects damage
+
Tech Mode: 02 Status Impact (First Byte)
 +
Status Type: Negative Status (Second Byte)
 +
===Status Inflicted (Third Byte)===
 +
Blind: False (Bit 01)
 +
Confuse: True (Bit 04)
 +
HP Drain: False (Bit 0x10)
 +
Lock: False (Bit 8)
 +
Poison: False (Bit 0x40)
 +
Sleep: False (Bit 2)
 +
Stop: False (Bit 0x80)
 +
Slow: False (Bit 0x20)
 +
===Animation (Twelfth Byte)===
 +
Has Miss Animation: False (This plays a separate animation if it misses)
 +
Unknown B.40: False (Definitely an animation related value)
 +
===Failure Conditions (Eleventh Byte)===
 +
Enemy can't be moved (Rock Throw): False
 +
Enemy can't be moved (Slurp Cut): False
 +
Enemy dodges physical attacks: False
 +
Enemy is airborne: False
 +
Enemy Unused 14.01: False
 +
Enemy Unused 14.08: False
 +
Enemy Unused 14.10: False
 +
===Options===
 +
Ignore Barrier Status: False (Eighth byte)
 +
Ignore Hit and Evade: False (Eighth byte)
 +
Ignore Shield Status: True (Not that it matters) (Eighth byte)
 +
Load Weapon Effect: False (Ninth byte)
 +
===Damage (Ninth byte)===
 +
Damage Modifier: 0 (Not that it matters)
 +
===Stealing (Eighth byte)===
 +
Has Steal Chance: False (This was designed to be a function like Final Fantasy's Mug, but is incomplete)
 +
===Success Chance===
 +
Base Chance: 50 (Sixth byte)
 +
Bonus Chance: 0 (Magic divided by this is the bonus) (Seventh Byte)
  
 
''From'': [[Tech Data Notes]]
 
''From'': [[Tech Data Notes]]

Revision as of 01:43, 5 January 2018

This page will be a summary of the data known about Provoke.

Tech Number

0A - Provoke

Animations and Sounds

Provoke uses Animation Packet 0A.

In an unheadered ROM this is located at 0E106F, it extends to address E10AA

Here is it's HEX:

90 80 80 00 7B 10 B3 2A 8F 10 85 09 02 1A 20 14 02 24 20 0A 36 20 0A 03 13 03 03 24 02 2E 01 00 07 02 00 60 00 1B 00 24 01 20 19 7A 8B 00 20 0F 7A 8B 00 20 0F 7A 8B 00 20 14 36 00

Here's the decoded version:

Caster Objects:
	Object 1
		Play Animation (Loop) (1A) // Marle's giggle.
		Pause for 14
		Play Animation (Loop) (24) // Marle's spin.
		Pause for 0A
		Increment Counter 1D Flow Control
		Pause for 0A
		Play Animation (Once) (13) // Marle's butt smack.
		Play Animation (Once) (03) // Standard battle pose.
		Wait for Counter 1D Flow Control to reach 02 // Change to value of 03 to enable target object.
		Unknown 2E // A reset command of some sort.
		End Tech (01) // Terminate tech processing.
		Return
Target Objects
	Object 2 // This section is never processed because it's the only portion using Counter 1C. 
                    If enabled, it plays a glitchy animation on the target.
		Wait for Counter 1C Flow Control to reach 01 // Change to 1D Flow Control to enable.
		Pause for 0F
		Play Sound 45, Unknown: 00
		Wait for Counter 1D Flow Control to reach 03 // Change to value of 02 to enable.
		Play Animation (Once) (24)
		Play Animation (First Frame Only) (03) // Standard battle pose.
		Increment Counter 1D Flow Control
		Return
Effect Objects
	Object 3
		Speed: Default // Everything between this comment and the next is probably unnecessary.
		Play Animation (Loop) (00)
		Set Palette to 00
		Move Object: Teleport to 03 - Target // They relate to moving an effect, but this is just a sound object.
		Wait for Counter 1D Flow Control to reach 01
		Pause for 19
		Play Sound 8B, Unknown: 00 // Chirp sound.
		Pause for 0F
		Play Sound 8B, Unknown: 00 // Chirp sound.
		Pause for 0F
		Play Sound 8B, Unknown: 00 // Chirp sound.
		Pause for 14
		Increment Counter 1D Flow Control
		Return

MP Cost

  • Located at byte 0x0C2545 one byte
  • Original is 1

Who it Affects

  • Located at byte 0x0C1ADF it is 2 bytes
  • Originally affect one enemy

Control Header

AI Properties

Magical Attack: True (Enemies that have a general magic counter will respond) Physical Attack: False

Attack Type

Enemy vs Enemy Tech: False (It's a player tech, so no) Player Attack: False (It's a tech) Tech: True (It's a tech)

Control

Performance Group: Marle (Only Marle participates)

Element

Element: None (This is only used on damaging techs) Element Unknown 01: False Element Unknown 08: False

Headers

Effect Header / MP Cost 1: 0A (Used) Effect Header / MP Cost 2: 00 (Unused) Effect Header / MP Cost 3: 00 (Unused)

Hit Effects

Hit Effect 1: None Hit Effect 2: None Hit Effect 3: None

Overrides

Ignore Hit and Evade: False Ignore Failure Conditions: False

Unknowns

Unknown 1.07: 00 Unknown 2.0F: 00 Unknown 2.20: False

Effect Header

This starts at 0xC21B7, it's 12 bytes long

Mode

Tech Mode: 02 Status Impact (First Byte) Status Type: Negative Status (Second Byte)

Status Inflicted (Third Byte)

Blind: False (Bit 01) Confuse: True (Bit 04) HP Drain: False (Bit 0x10) Lock: False (Bit 8) Poison: False (Bit 0x40) Sleep: False (Bit 2) Stop: False (Bit 0x80) Slow: False (Bit 0x20)

Animation (Twelfth Byte)

Has Miss Animation: False (This plays a separate animation if it misses) Unknown B.40: False (Definitely an animation related value)

Failure Conditions (Eleventh Byte)

Enemy can't be moved (Rock Throw): False Enemy can't be moved (Slurp Cut): False Enemy dodges physical attacks: False Enemy is airborne: False Enemy Unused 14.01: False Enemy Unused 14.08: False Enemy Unused 14.10: False

Options

Ignore Barrier Status: False (Eighth byte) Ignore Hit and Evade: False (Eighth byte) Ignore Shield Status: True (Not that it matters) (Eighth byte) Load Weapon Effect: False (Ninth byte)

Damage (Ninth byte)

Damage Modifier: 0 (Not that it matters)

Stealing (Eighth byte)

Has Steal Chance: False (This was designed to be a function like Final Fantasy's Mug, but is incomplete)

Success Chance

Base Chance: 50 (Sixth byte) Bonus Chance: 0 (Magic divided by this is the bonus) (Seventh Byte)

From: Tech Data Notes