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nfitc1
Guest
Something I've been meaning to implement, actually. Dumps are very nice when you want to compare what's what. That's how I figured out the "Binary cover flags". Details of which are now on the wiki at the bottom of the battle scenes page. Let's plan for this happening sometime early next month. I've got other family-related obligations to perform until that time. Keep in mind, however, that dumping disassembled scripts will likely take nearly an hour and require polishing.hey nfitc1, do you think you could make it so that PrC can create ai dumps, showing both disassembled and coded (or just the normal coded, you could just manually disassemble the script) forms so that you wouldn't have to look through two different PrC instances to compare ai?
No. A MUCH easier thing to do would be to re-open the scene.bin and retrieve that single script, so I should probably add a "revert" button to do just that.if so, could you also possibly implement a way to one, import the ai back in from the dumped file (like for restoring older versions of ai instead of manually doing it, which is nice for when the enemy is the only one in the game, and you lost the old version of the ai. it could be easier to do if you made prc create an ai dump for every enemy, so that you wouldn't have to make it point to a specific place in a file, just have it point to a single file (name the files based off of the scene and enemy number in the scene, like scene 75, enemy 0, the MP enemy). you could make the format of the files look exactly the same as in PrC's ai section, the opcode, then a space or two, then the argument, and then a new line, making it pretty easy to read, and should be easy enough to import back in.
See why I don't want to import from a flat file? Dumping single scripts to a file wouldn't be that big a deal, I suppose.i could see a problem being if someone were to make changes in the files, if they made it formatted differently, because that could cause errors to happen during importing. this could also be a way to easily import ai to different areas of a scene without having to copy, but would be more of an asset when importing to a different scene.bin altogether.
I actually just came back from a FF concert in Dallas, TX. It was very well done and they did perform "One Winged Angel" even though it wasn't on the program. Oh, we also saw a exclusive pre-teaser for FFXIV. About all I got out of it is that the world will be called "Eorzed" and that it'll be an online game like XI. Likely everything in that teaser will change by the time the game gets released.also, how is PrC coming? you kinda fell off the front page when i started my mod (i took away the life support :roll. are you still working on the copy/paste function (not that it doesn't work, or is difficult to use, just wondering
), and how is the multi-pass disassembler coming, because i would really like to see that when it is done?
Other than that, I've been checking here regularly to see if anyone needs bugs fixed. I've been taking a break from PrC because it works the way I want it to and now it's just a matter of adding more useful features.
I've thought about this and even played with the idea, but it's not possible in VB.NET (at least I don't think it is) to reposition the text cursor in a text box. If anyone can tell me how I'm all ears.ok, i know this will likely be very hard to implement, but could you possibly make it so that when you click on a specific area of the disassembled code, it will jump to that area of the code to the left (i know, not an easy feat to do)? you could just make the main things like self, target, enemy, etc. masks, and variables clickable, since they would be the easiest to keep track of, and are the key pieces of coding to want to look for anyway (when disassembled, make every variable store it's starting offset somewhere for the disassembled script to change the current position of the coded section, so 0x and 1x opcodes would trigger this). if it is too much to ask for, then forget i even asked.