T
The Seer of Shadows
Guest
There is an editor for chocobo names in Teioh? I believe you're thinking of Jenova save game editor.
I fixed this now. Text changes should also work when saving. This might be the last thing I do here for the rest of the month. I'm pretty busy with moving.hey... not quite sure when you will be back on here (due to the current stuff you are implementing), but a friend of mine noticed an issue with WM... it seems that when you modify the upper bounds for HP past 9999, the cap either does not save, or is not displayed if it is over 9999, even if it was saved correctly. MP correctly changes, i tested it at 2000 and the graph and the stats correctly changes (didn't test saving it though), but even making the limit for HP over 9999 before saving shows no change, even at 30000.
148 = 94h148 Bizzarro Enegy
I need to input -81 Sewer
82 Hot Springs
83 Magma
From this, I worked out that the number to add to enemy exclusive attacks when dealing with Enemy Skills is 2A.66 Grand Spark - 6c works
67 Bomb Blast - 6d works
68 Northern Cross - invisible? No animation appears, but attack produces its effects
69 Dragon Cannon - crashes game
70 Rolling Fire - 70h works
71 Twin Burner - 71h works
72 Sewer Tsunami - 72h crashes game
73 Sewer Tsunami - 73h works like a charm
Since it's all based on a "relative increase" then this is not unlikely if the absolute indexes are different between the PSX version Bosola is experimenting on and the PC version. Since the increase is larger in the PSX version, they either have more animations than the PC version, or wanted to start on a "friendlier number". In binary, 60h is 1100000 where 4Eh is 1001110. Maybe this is significant since none of the player magics go above 40h.I've done a little modding on the (PAL! :-D) PSX version of the game, but I've never tried making any new spells, which would explain why I haven't found anything like that
I'll try to remember to have a look at this later tonight. I suppose it's possible that there might be different attack indexes for the PSX version, but I can't think of any reason why; the scene.bin and kernel.bin are the same for both the PC and the PSX, n'est-ce pas? :|
Your logic is flawed here. E.Skill increase CANNOT be any less than 35h (which is Shield's animation).I've got moar info, now on enemy skills.
Playing around with custom E.Skills, I found that, as you might expect, the 'add 36' rule that applies otherwise doesn't work. Dayum. What to do? Mash the keyboard, of course, until I found an animation that not only worked, but that I could recognize.
I found that 6C looks like grand spark, and that 73 is sewer tsunami.
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From this, I worked out that the number to add when dealing with Enemy Skills is 2A.
Let me give an example to those who have been reading, but haven't quite followed my (fairly telegraphic) prose: If I want an enemy skill that looks like Dyne's S-Mine, relative animation index 58, or 3A in hex, I need to add 2A in hex to find the animation ID I need to enter into Wallmarket. That turns out to be 64. And what do you know? Setting the Anim. ID as 64, sure enough, makes the Enemy Skill look like S-Mine.
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* For E.Skill attacks, increase by 2Ah (in hex)
* For Enemy-exclusive attacks, increase by 60h (in hex)
Very interesting. Now we know what the absolute PSX indexes are for the summons. Thanks!My god! They seem to work! Setting an E.Skill to Anim 18 produces a Choco-Mog animation, albeit sans. the Chocobo model. 19 yields a Shiva-less Shiva. ePSXe crashes on 28 and 29, though 29 turns the screen turn slowly dark before the emulator apparently freezes. KOTR works absolutely fine, and still has the Knight models, unlike the other summons seem to.
************** Exception Text **************System.InvalidCastException: Conversion from string ": 86" to type 'Short' is not valid. ---> System.FormatException: Input string was not in a correct format. at Microsoft.VisualBasic.CompilerServices.Conversions.ParseDouble(String Value, NumberFormatInfo NumberFormat) at Microsoft.VisualBasic.CompilerServices.Conversions.ToShort(String Value) --- End of inner exception stack trace --- at Microsoft.VisualBasic.CompilerServices.Conversions.ToShort(String Value) at WallMarket.Form1.Load_Growth() at WallMarket.Form1.Open_KERNEL(Char kernel) at WallMarket.Form1.OpenKERNELBINToolStripMenuItem_Click(Object sender, EventArgs e) at WallMarket.Form1.Form1_Load(Object sender, EventArgs e) at System.EventHandler.Invoke(Object sender, EventArgs e) at System.Windows.Forms.Form.OnLoad(EventArgs e) at System.Windows.Forms.Form.OnCreateControl() at System.Windows.Forms.Control.CreateControl(Boolean fIgnoreVisible) at System.Windows.Forms.Control.CreateControl() at System.Windows.Forms.Control.WmShowWindow(Message& m) at System.Windows.Forms.Control.WndProc(Message& m) at System.Windows.Forms.ScrollableControl.WndProc(Message& m) at System.Windows.Forms.ContainerControl.WndProc(Message& m) at System.Windows.Forms.Form.WmShowWindow(Message& m) at System.Windows.Forms.Form.WndProc(Message& m) at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m) at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m) at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
************** Exception Text **************System.ArgumentOutOfRangeException: InvalidArgument=Value of '128' is not valid for 'SelectedIndex'.Parameter name: SelectedIndex at System.Windows.Forms.ComboBox.set_SelectedIndex(Int32 value) at WallMarket.Form1.CharGrowthList_SelectedIndexChanged(Object sender, EventArgs e) at System.Windows.Forms.ListBox.OnSelectedIndexChanged(EventArgs e) at System.Windows.Forms.ListBox.WmReflectCommand(Message& m) at System.Windows.Forms.ListBox.WndProc(Message& m) at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m) at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m) at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
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