[PSX/PC] Battle editor - Proud Clod (1.5.0/FINAL)

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ok, so you tease with a new version, and never  post about it, you meanie  :x
I told everyone that it's going to be coming out the same time WM is. I'm not entirely done with WM so just WAIT. :P

heh  :-D ... anyway i found an issue with the copy/paste function when trying to insert into a fresh AI section (as in when you just hit enter, and all that is there is the end statement), it will all paste in fine and all, but when you exit, the copied data is all gone, and it acts as if it has nothing in it at all. i noticed that the little * next to the section showing that  it is modified is not there when you just hit enter to add new data, the end statement doesn't seem to be considered as "something" in the section  :|, and copying doesn't seem to count as something added either, but it is fixed if you type in anything, delete it and then copy over, maybe having the end statement automatically trigger the "contains data" *  would be a simple fix for it?

also, on a similar note, it doesn't seem to like copying over if you are in the middle of modifying data, as in you type in 60, press enter, and while in the value section you hit copy, it will produce an error, but if you click continue (nothing is shown in the section), then click a different section and return, everything copied over fine  :-P.
Easy enough fix I suppose. It's going on the current row's address to determine copy range. I can make it where it will select the next valid row's address instead.

Edit: and another addition to this problem with the paste function, it seems that trying to paste anything without modifying something beforehand results in nothing being retained when the AI editor is closed, just like with it not keeping the changes if you start from a fresh section. it apparently has something to do with the pasted data itself then, it probably needs to be what gets counted as changed data then, not the end statement, because that would only fix new sections, not the rest  :roll:
You may be right. It's probably not flagging it as a change. I'll get that fixed easily enough.

also, about your search function, it would probably be better if it had the possibility of having a case sensitive searching style (little check box  :-)), because searching for specific enemies (MP for example) will bring up scenes with multiple enemies with mp in the name, like jumping and the sample enemies. it would also be nice if it would allow you to do other things within PrC (trying to click anything gives the beep error because you have the window up still, not sure if you can easily do that), so you can look at the scenes with the enemies you searched up, and modify as you go, rather than having to memorize/write down the scenes and modify it like that.
I've come to the conclusion that this has now reached suite-level proportions. There are indeed too many windows for a causal user to juggle. Rather than it all be driven from the Attack editing window, this needs to be nested in a larger window with child windows. I'm thinking something like Lunar Magic, but if you'd rather it might be easier to restrain it all into a larger window rather than let them roam about like the F-Zero track editor. Goodness knows it'll be easier on the code if I do that. I have too much code embedded in that main frame that each of the other frames use. This is unacceptable to me now. After 1.3 is released I'll work on adapting it to that end. PrC will apparently have a version 1.4 that I never wanted to do. :( It's necessary now though; So I don't regret it.

Now someone post again so I won't double post when 1.3 is finished. And blame secondadvent for me posting before the next version is done. Any more comments from me will likely wait until after 1.3 is released. Feel free to continue making suggestions. Just know that I might not respond to them right away.
 
i agree that something like that would probably be better... some of the stuff i have trouble keeping track of, and smaller code segments are always easier to keep track of  :roll:. and you always like to blame me huh?  :wink:
 
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ok... i think it is definitely happy worthy  :-D.

and i did see that thread... as soon as you happened to show it to me  :roll:. anyway, i will have to play around with the new PrC/WM a good bit now :D.

EDIT: and i also found a bug that is preventing me from redoing Guard Scorpion's main, because i end up with something along the lines of this:

picture039.png


it ends up massively screwing up the messages for whatever reason, and if i do not modify the text at all, and add anything else to the AI, it ends up crapping out right after the "Locked on Target" message, so i am assuming they are connected. i haven't tried from a fresh scene.bin as of yet, i only tried my original redone GS AI, and my more recent one, so I will get back with the results.

and it does create the same error when changing the original GS's main AI, and here is an error i get when trying to return to the main after modifying and leaving/returning to it's main:

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System.IndexOutOfRangeException: Index was outside the bounds of the array.   at ProudClod.Form2.FF7BattleScript(Byte[] NameArray, UInt16& StartPlace)   at ProudClod.Form2.AISectionList_SelectedIndexChanged(Object sender, EventArgs e)   at System.Windows.Forms.ListBox.OnSelectedIndexChanged(EventArgs e)   at System.Windows.Forms.ListBox.set_SelectedIndex(Int32 value)   at ProudClod.Form2.CharacterAINameList_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)
when it had the error disassembling, it says an error is at or before the byte after the end of the main AI, not sure what that means, since the AI is fine otherwise :/.

and i also checked some other AI sections of different enemies, and it seems to only affect those that have the 93 command in use, and the bug only occurs if something is changed, the code will compile fine beforehand, so any text that was in originally will disassemble correctly, but any change breaks it.


i also assume that you added in the auto jump repointing (since my jumps just happened to repoint to the correct location, and i was at a loss as to why until i remembered you saying about that at some point, though i didnt see it in the list of changes :roll:), and so far that is working wonderfully... i was feeling kinda lazy while "fixing" the MP's machine gun range issue (enemies do not seem to have long range attacks for back row ignoring), and what do you know the editor helped me out a bit  :lol:. this is off topic, but i was tired of the enemy range issue, since there were enemies designed to attack differently with back row enemies, also taking into account their own row (which was broken itself  :-P), and so i decided that since being in the back row halves damage, i just made the same attack (machine gun/beam gun as examples) with an unused index, and made it's power twice the normal, and only being able to be used on a back row (or the enemy is in the back row) target, essentially negating the halved damage  :wink:.
 
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ok, not entirely sure if you meant for it to be done solely in the new raw format, or a mix of normal and hex (as i suspect), but as of right now only encoding in the new raw format will allow changes to be made, making it done in regular text no longer works.
 
Uh-huh....! Ya know, I think it's not terminating that string correctly when it re-writes the script. It's supposed to be terminated by FFh, but it looks like I'm terminating it with 00h. This is pretty significant and I'll have to look at it again to see what's happening. Odd, though. This didn't happen when I was testing it the first time.

IN THE MEAN-TIME: Add "opcode" FFh after all string calls. Like this:

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0x025  93  Locked on Target0x037  FF0x038  11  0060
That will "correctly" terminate the strings and allow the reading to work. There will just be an extra space at the end. Keep in mind, this will have to be done after every edit. :( Sorry. It's the only work-around I can think of for now.

Yes, it can/should be a mix of the raw and string formats.
 
well, that is better than the way i was doing it (typing the string in raw format), so i think i will have a go at GS now  :-P. when i re-redid mono drive, i just waited on doing the text until last, and since the repointing is working nicely, it wasn't too hard to do, but adding FF sounds a bit easier to keep track of :-P
 
OK, I fixed the issue secondadvent brought up. Texts in battle will now save correctly. I have also made this change to WallMarket too so it will work as well. It looks like only a few dozen people downloaded it so plz re-dl it. If anyone wants to bump WM's thread with that info, be my guest.

This is why I don't want anyone else to try to host these. They're constantly changing. Oh well, water under the bridge...

With the exception of a few bug fixes, there's only two things I can do to PrC to make it better. See the documentation for further details.
 
so... this ten hours til next release is taking a few days  :roll:.

did something unexpected come up? i noticed you on a few times, but you didn't seem to post anything PrC/WM/challenge-wise, so i am guessing things took an unexpected turn  :|.
 
Anything come up? Nothing that wasn't anticipated. PrC and WM are working fine and I'll update those momentarily. Thing is, I'm near the end of buying a house. If you've never done that before there are a lot of things involved in such a process. I've been going out there lots and packing a lot and just didn't get out my laptop to upload them.

Your patience has paid off. I'm going to upload both now.

While I'm here on the PrC topic, let me tell you what's new:

First off, I think I got the save changes working. Yippee. I ran into one case where it didn't work too well, but that's because one of the scene files was actually one byte too small. This violates one of the requirements of saving changes: all scenes must be 7,808 bytes long. Granted, this one was made by hand before the days of PrC, so I can't blame the one that made it (I don't even remember who it was that gave me this one).

Second, PrC will now let you resize the AI window. I think I uploaded a broken one that resized, but didn't do anything. This is obviously bad. The one I just uploaded works. Loading time has been cut to a fraction of the time, but I couldn't stop the jump updating from taking nearly 10 seconds on Eligor's script. Small price to pay for faster loading, though. :D

Third, as per secondadvent's common sense, enemy name searches have been improved (Because of this, PrC will no longer jump to the scene if only one result is returned). This also applies to the attack search by index. This was back at the time that I wasn't sure if all attack name-ID pairs were unique. Turns out they are and that saves PrC needing to display the attack's name multiple times.

EDIT: I forgot to mention. As you're creating the patch, the progress bar that has been dormant at the bottom of the window for so long will come to life and.....show you the...progress it's making. I don't think it ever did anything before and was just an artifact from me copying WM's base attack editor over.
 
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sounds good, i will have to test it out here shortly (currently doing a side project for another game, which involves killing 2000 enemies finding drop percentages :P), it seems like this version has about everything we could ask for (sans the hojo stuff, which is what hojo is for after all  :-P), and then some  :-).

and since you gave the ability to synch the attacks of the same ID, it was kinda pointless to have the names be listed separately anyway, though it could be good if you forgot to synch an attack, but it would still be kinda unimportant. i am also glad that the enemies searched for are now listed by name and scenes, rather than just a big list of scenes  :wink:.

seems that i can start back up on my project now... i sort of took a break while waiting for the release, but i needed one anyway  :roll:. and i personally have never had to move at all (lived in this house my whole life), but i will have to face that eventually...
 
Suggestion (not sure if implemented)

The ability to be able to alter enemy moves in list form.  So it is easier than going through each and every enemy?
 
well, if you change a move listed on one enemy, right click it after finishing with the changes, and click "sync with other attacks of same ID" or whatever it says, it will automatically do that, so you do only have to change it once (though you still have to make the enemy allowed to use it, assigning the attack to an animation, and making it's AI capable of calling the attack :P), and with the search feature, you essentially have all you need to change any attack fairly easily, and have it done for every enemy by a simple right click selection.

also, the scene.bin changes are now applying correctly, even with some of my completely cleaned out scene files included (all FF), so it looks as if it is all good now :D.
 
It was actually Plaid Claude in the Japanese game, but no one liked that name. ;)
Actually it is "proud clad"

プラウド・クラッド
Romaji    Puraudo Kuraddo

Clod can be used but clad is used with this much more often and fits the term "iron clad" and the dictionaries pretty much agree aswell.  I am not expert in katakana, but I assume Plaid would be "Puraido" and not "puraudo"

might have mentioned that before.

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anyway....onto business.  I can't make an enemy move take away an allied characters HP AND MP.  Is this possible?  It is prob me missing something...
 
It was actually Plaid Claude in the Japanese game, but no one liked that name. ;)
Actually it is "proud clad"

プラウド・クラッド
Romaji    Puraudo Kuraddo
Re-read that post. It was a joke.

Attempting to pronounce クラッド as "Clad" is off. The pronunciation of this word is \ˈklad\, but the pronunciation of クラッド does not use the "flat a" ("a" as in apple, not to be confused with "ā" as in maple) sound. The Japanese do not have this sound in their alphabet. They use a "short a" sound ("ȯ/ä" as in auto) which makes クラッド sound closer to the word "clod" than "clad".
Ergo, no. It's not "Proud Clad", even if that is what the developers might have been going for.

Personally, I think "Proud Clod" is too close to "Proud Cloud" (プラウド・クラッド vs プラウド・クラウド). I thought it WAS Proud Cloud the first two times I played through. I likely would have named it something else.
 
No, it is almost certainly clad.  Certain katakana have a defined spelling.  That is why it is in the dictionaries, see here >

クラッド

http://www.csse.monash.edu.au/~jwb/cgi-bin/wwwjdic.cgi?1C

http://www.tokkin.co.jp/materials/clad/000106.php

http://ja.wikipedia.org/wiki/%E3%82%AF%E3%83%A9%E3%83%83%E3%83%89%E9%8B%BC

http://www.eudict.com/?lang=jpkeng&word=クラッド&go=Search

クラッド材 【クラッドざい】 clad metal (engineering option in dictionary)
http://www.toyokohan.co.jp/ja/products/fine_clad/index.html

I also brought this up with translators and they agree that it is used the majority of the time.  It could be clod (given clod means > An irregularly shaped mass of indefinite size )  but dictionaries and online sources all seem to go for clad with this katakana.
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But what about enemy moves taking away both HP and MP, can this be done?
 
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i think it only works if the damage formula used affects both, otherwise it is only one (elixir's formula does this, but it is based off of a %age of the HP/MP), though i may be wrong on this. and from a brief skimming of the formulas, it seems that elixir's formula is the only one that is known that can affect both  :|
 
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