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

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you'd have to manually change the (likely) .exe data to do this, and i wouldn't even know where to begin for that  :|. if anything, you can try to test some of the unknown/unused formulas by doubleclicking the name of the attack/item/weapon and manually changing the hex value. the locations for the value are located at:

item - 15th byte, or next to last byte on the top row
attack - same as item
weapon - third byte on the top row

if you can find out what they do, then that would mean more possibilities for attacks, but i am not sure how many are actually used.
 
1. I need to correct myself in saying that it's not pronounced "clad" even though that might have been the intended word.

2. This is getting off-topic again. Please move discussion of attack editing elsewhere.
I wish I had a forum of my own for such things. Or at least a sub-forum here.


UPDATE: I haven't been doing nothing. I've just been away from the Internet for a while. I've been working on two new little tidbits of features.
First, PrC will blank out attacks (using a basic custom draw routine) that have an index of FFFFh so you can see at a glance which No-Name attacks aren't usable. This will also be reflected on the animations tabs of the individual enemies. If the attack's index is FFFFh or the animation is FFh, then the attack is grayed out indicating which attacks an enemy can perform.
Second, as you can more clearly see, the formation tab is now labeled. The Setup portion has exploded into smaller pieces and will need code to update the values. Likewise, Camera and Formation data itself is grouped properly now and it all works. It's all multi-byte valies from here on out. Also, formation values are listed on the formation buttons at the top of the page.
Thirdly, I got to stop making that retarded test KERNEL.BIN that I thought I had fixed months ago! I'm mad at myself for letting that go....
I just have to code these setup fields and make a label decision before I upload this. Now if I can just tear myself away from Dissidia for long enough...

RE-Update: Shame on you all!! I just noticed that it's not changing enemies' IDs at all! I tried to change it and the change didn't take. Turns out I'm never writing it back... I think I fixed it now, though.
Whilst I'm updating the IDs to finally work I decided that I'd go a few extra feet and mention what battle model files are being used. It's all based on the first two letters of the battle files. Enemy ID 0 uses battle files with a prefix of "aa", Enemy ID 2 uses battle files with prefix of "ac", etc. It goes out to "oa" with enemy models (ID 016C) which is the Cactuar, but there are five more that look similar to each other (016D-0171; "ob"-"of") that are never used. They look like MPs with different colored uniforms (almost khaki).
The the battle scenes start at "og" and follow the same list as these. The last one is at "rr" and then is followed by "rs" which is the frog status character. The rest are player characters and weapon models.

slightly-off topic:
I'm trying to load the battle scenes, but I can't seem to get any of the polys to show up. Can anyone offer advice? What do the "aa", "ab", and "da" files do? I have them marked special, but I don't remember what they are. I think the "aa" are rsd files and the "da" are animations files.
 
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Did you upload the new version of proud clod that has the fix for it not changing the enemy ID? I was using a hex editor and that gets tiring as i need to do 5 steps just to get it back in. :P

1: edit the attack animations to reflect the new model (since for instance, if we want to change guard scorpion to dyne, if it uses a '09' for the animation, thats Dyne's death one)
2: determine which ID i want
3: extract the scene bin i was working with screen reader
4: use hex editor to change the ID
5: put it back in with screenreader and hope i got the right thing


as for the changes, i am really interested in messing around further with formations and get them to load new ones, i think we could get a basic one done for the Rufus fight done for some mods where people changed Rufus into Vincent, he could transform into galiant beast or something and the fight continues.  :evil:
 
Sorry for keeping you all in the dark for now. I wanted to make sure the new formation setup fields were working. So here's the newest PrC released along-side WM. It's workable so if I happen to die in 10 seconds (Lord willing I DON'T. There's been a lot of people dying around my area recently.) then at least I'll know that I didn't leave everyone hanging.

Most of the changes are in the Animation/Formation tab. Labels have been added to the Formation Tab so no more blind editing.
Model IDs for enemies now display the model name used in battle.lgp. Same with the background. See the documentation for more details.
 
sweeet, i tried it and it retained the changes i wanted. =3

I'll take a more in-depth look at the new features.

btw, the models are the AA, the DA is the animation file.
 
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Um, I don't know if I'm being entirely dense, but I'm having trouble. When I replace an enemy attack with another, I always get a data error on entering a battle. For instance, I replaced the Materia Keeper's Cure2 with Cure3, and altered instances of Cure 2 in the AI script as expected. Where am I going wrong?
 
Um, I don't know if I'm being entirely dense, but I'm having trouble. When I replace an enemy attack with another, I always get a data error on entering a battle. For instance, I replaced the Materia Keeper's Cure2 with Cure3, and altered instances of Cure 2 in the AI script as expected. Where am I going wrong?
whats the Error code and does it happen the second the battle starts? or when he tries to use the attack?

EDIT: Did you make sure you change 001 to 002 in the AI i know it sounds so stupid but its really easy to forget also have you dissembled the AI in prc does it look right?
 
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I get a Data Error whenever he uses the attack.

I replaced all of the Materia Keeper's attacks with Cure3, taking up the Cure 2 slot. Disassembly appeared fine:

If (LocalVar:0000 == 0)
{

}

ElseIf (LocalVar:0000 == 1)
{

}

ElseIf (LocalVar:0000 == 2)
{
   If (Not  (Random MOD LocalVar:0020) )
   {
      TargetMask <- RandomBit(AllOpponentMask)
      Perform("Cure3"[0002], EnemyAttack)

   }
   
ElseIf (Not  (Random MOD 2) )
   {
      TargetMask <- RandomBit(AllOpponentMask)
      Perform("Cure3"[0002], EnemyAttack)

   }
   
Else
   {
      TargetMask <- RandomBit(AllOpponentMask)
      Perform("Cure3"[0002], EnemyAttack)
   }
   LocalVar:0000 <- LocalVar:0000 + 1

}

ElseIf (LocalVar:0000 == 3)
{
   If ( ( (LocalVar:0020 < 4)  And  (Self.MP >= MPCost(1)) ) )
   {
      TargetMask <- Self
      Perform("Cure3"[0002], EnemyAttack)
      LocalVar:0000 <- 4

   }
   
ElseIf (Not  (Random MOD LocalVar:0020) )
   {
      TargetMask <- RandomBit(AllOpponentMask)
      Perform("Cure3"[0002], EnemyAttack)
      LocalVar:0000 <- 0

   }
   
ElseIf (Not  (Random MOD 2) )
   {
      TargetMask <- RandomBit(AllOpponentMask)
      Perform("Cure3"[0002], EnemyAttack)

   }
   
Else
   {
      TargetMask <- RandomBit(AllOpponentMask)
      Perform("Cure3"[0002], EnemyAttack)
   }
   LocalVar:0000 <- Random MOD 3
}

}

ElseIf ( (Self.MP >= MPCost(86)) )
{
   TargetMask <- AllOpponentMask
   Perform("Cure3"[0002], EnemyAttack)

}

Else
{
   TargetMask <- RandomBit(AllOpponentMask)
   Perform("Cure3"[0002], EnemyAttack)
}
LocalVar:0000 <- 0

}

Else
{
   POP(LocalVar:0000)
   SCRIPT END
 
The results are as follows:

error1qv.png


error2s.png
 
You didn't make Cure3 an allowed attack. The enemy tab may SAY that it works, but it doesn't (note to self: fix this!). You have to change that slot to something else, then change it back to Cure3.

That's the same error that the Adamantaimai gets when you Big Guard/Wall him before his main script fires. He tries to cast cure (or maybe attack FFh, not sure which, really), but he doesn't have "permission" to.
 
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So - how exactly do I make it an 'allowed' attack? Just turn it to something else, build the SCENE, load it again, turn it to something else?
 
You don't have to build the scene. Just select something else in the drop-down, then select Cure3 again.

Also, you left in the "MPCost(86)" code there. As long as Trine is in the data in that scene then that shouldn't be a problem either.
 
hey NFITC1 any word on when the clipboard copy and paste thing will be implemented? It would open the door to share more templates and scripts. This Programs come such a long way, I love it :)
 
hey NFITC1 any word on when the clipboard copy and paste thing will be implemented? It would open the door to share more templates and scripts. This Programs come such a long way, I love it :)
Maybe tomorrow. I'd like to try to do one more thing with it. I've already got a special new feature mostly working and I've fixed a few editing bugs that it doesn't seem like anyone has (fortunately) run across yet.
 
hey NFITC1 any word on when the clipboard copy and paste thing will be implemented? It would open the door to share more templates and scripts. This Programs come such a long way, I love it :)
Maybe tomorrow. I'd like to try to do one more thing with it. I've already got a special new feature mostly working and I've fixed a few editing bugs that it doesn't seem like anyone has (fortunately) run across yet.
Sweet man looking forward to it. I tested your template and it doesn't work im going to look at it now to double check i did it right but the enemy just doesn't move
 
I tested your template and it doesn't work im going to look at it now to double check i did it right but the enemy just doesn't move
Did you change the attack indexes to ones allowed by the enemy? Do they have animations set for those attacks? If you copied it byte-for-byte then it'll likely not work since no enemy has 16 attacks they can perform. Well, they COULD perform 16 if you set them to...

PrC 1.3.2 is out!...but only on Mediafire. Filefront is having issues. When I get it on Filefront I'll edit the first post again with changed features.
 
I tested your template and it doesn't work im going to look at it now to double check i did it right but the enemy just doesn't move
Did you change the attack indexes to ones allowed by the enemy? Do they have animations set for those attacks? If you copied it byte-for-byte then it'll likely not work since no enemy has 16 attacks they can perform. Well, they COULD perform 16 if you set them to...

PrC 1.3.2 is out!...but only on Mediafire. Filefront is having issues. When I get it on Filefront I'll edit the first post again with changed features.
Sweet man thanks!! can't wait to try the copy and paste funcation out! and i typed yours wrong so ill try copy and pasting it now.
 
I know I'm double posting here but i think theres something you should know.

Earlier today I tried out PRC with a PC scene.bin edited using PRC and it crashes at nearly every random battle :S is this something I'm doing wrong or is this a problem?
The weird thing is tried it in PSX version, works like a charm. So maybe theres a problem with it this is using BOTH the driver and not the driver but a clean scene.bin runs great, might be a problem I'm not sure?
 
If your modifications work on the PSX version then it's not a problem with the scene.bin.
 
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