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

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Yeah, the "done" button doesn't do a thing, and "cancel" closes and saves the changes. Still, it's no big deal.

Wow! This is the result of lazy programming on my part. I changed some variables to be global then didn't realize that that required a re-write of my saving processes. I think I have it more isolated now.

What I meant by camera override is : camera override. This is what it's called, and this is what it does :P
But this is just me being annoying. If you need more precisions, this is in the Animations/Formations window, in an enemy's tab. At the right of each attack, you can assign an animation. Then, at the right of the animations, you have a field called Camera Override. Basically, this forces a new camera data for this particular attack. Since my modifications sometimes turn a single-target attack into a multi-target attack, I need to change those values (so the camera doesn't zoom on the middle character when said attack hits the whole team). In previous versions of Proud Clod, the data in those fields was always saved - but not in PrC 1.5.0.α_4!  :'(

If you change a camera override value, close the animations/formations window, then open it again, you'll see your modifications - implying it will save. But alas, if you save your scene.bin, the data reverts to its previous state.

Oh yeah. I forgot about those. :) Sorry. Yeah, they weren't right. They weren't saving properly at all. I fixed that too.

Oh yeah, and now that I'm at it, there is another bug - regarding AI editing this time. When you create a new line and type the 93 opcode, the program instantly displays an error message. And once, after I added many different 93 opcodes, the program would start to automatically add lines consisting of 00s below them (opcode being 00, argument being 00 00). And everytime I'd delete those unwanted lines, they would keep coming back after closing and opening the AI window again -__-

So I had to use Proud Clod 1.2.0.0 to do my AI editing, since it looks like it handles AI editing with more stability somehow.

Yuck. This is why I have old versions of WM archived. ;D AI made a drastic change a few versions ago and that was bound to cause some odd things. I haven't gotten to this yet, but I'll look at it.
Another bug also the editing of enemys names is not saving at all

Actually it does, just not in the scene selector. I should probably fix that...Done.
I'll upload these changes soon. I think.
 
Ok, there's a bug for Proud Clod, and that's the enemy stat editing part.  When I edited enemy stats the enemies started showing up in the wrong places (for instance when fighting the ice lady in the cave, instead of the enemy snow, there were three bandersnatches).  I know this involves the Kernel.bin not updating correctly.  Hojo fixes the issue by updating the kernel.bin when you save.  However, Proud Clod does not, hence the bugging part.  I don't know how to resolve this issue except for to start with a scene.bin that hasn't been tampered with Proud Clod.  I tried opening the corrupted scene.bin with Hojo and then updating the kernel.bin.  It didn't work.  I'll try again, and post later if successful.  If there is any advice you can give I would appreciate it.
 
...Hojo fixes the issue by updating the kernel.bin when you save.  However, Proud Clod does not...
Proud Clod can update the KERNEL.BIN, but doesn't do it when it saves. I'm not going to offer much help to people that don't read the included readme.
 
This new PrC will accept either KERNEL.BIN or kernel2.bin attack/item names (no, enemies never carry materia either dropped or stolen. You either find it or buy it).
Serious? Wow, and I was going to have enemies and bosses drop many attribute related Materia.
 
You can make non-random enemies drop materia via field scripting. Think about the Ifrit materia Jenova-BIRTH leaves behind.
 
Godo and Leviathan :P

Actually, it might be possible to do like gjoerulv's hardcore mod with summons.
 
It hit me as I was fixing this that I want to make it more like the tool Square was likely using to create the scene.bin in the first place. What I envision is there are entries for enemies, attacks, and scenes. Specifically, a list of each and a form for each. During saving, the tool would combine them all based on the formation data entries.
If you do this, can you allow copying and pasting of enemy entries (collectively, like the whole form) into/over another enemy's form/entry (or whatever it's called)?
Which would make using already made enemies as a template for a stronger one or "Uber" boss far easier and quicker.

You can make non-random enemies drop materia via field scripting. Think about the Ifrit materia Jenova-BIRTH leaves behind.
Yep, I'm aware. I've just had some 'hair-tearing' problems with field scripting, so I had previously thought I was able to get by using the battle drops. But meh, whatever guess I have to slowly learn instead.
 
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Now i confess this might be laziness on my part but is there any easy way for me to make sure the hardcore mod stays compatible with the retranslation project (which alters scene.bin text only)?  If not an easy way... any way?
 
@NFITC1
  I'm sorry, I didn't see an included readme in ProudClod when I downloaded.  Just checked it again and still no.  I've selected create scene.bin that got me in this whole debacle in the first place.  Whatever I did, it didn't update the kernel.bin.  Will you just tell me how to update the kernel using Proud Clod please?  I seriously do not have a readme from this version.
 
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He didn't include it, you need an "official" version for this. If it didn't update, it was because there was no need to.
 
Wow... Will this tool be able to edit any byte of the scenes? Are all the bytes known?
 
Sorry to double-post, but I was just wondering... Will this tool combine both of your programs, Wall Market and Proud Clod? And I haven't got any answer to my question either :P Can you tell when you'd be able to release this?
No and No are the answers to these questions.
Wow... Will this tool be able to edit any byte of the scenes? Are all the bytes known?
Sort of. This isn't going to be as direct as editing already existing flat files. This reads all the existing data and makes it more manipulatable. As it is, copying an entire enemy from one scene to another has the current PrC doing all sorts of crazy array copies that I don't entirely trust. What this will do is load the data from the scene.bin into attacks, enemies, and formations and recompile them back into scene files when you want to save. That will make it much easier to copy whole enemies and attack data between scenes without having to worry about how to replace the AI. It's easier to create from scratch than make a whole bunch of replacement and relocate methods.
As for bytes known, not entirely. Most of the ones marked as unknown on the wiki are simply unused. Some are labeled, but have not been fully investigated. The 32 bit flags at the end of the formation entries aren't completely known. I've been trying to look into it, but there's a lot of ground to cover. It takes that and maps it into 4020-403F battle memory which then gets stored into this rather large array of actor data when it comes time for said enemy to act. After that I don't know what happens to it. Stuff like that. PrCMDI will still modify these, but without labeling their function.
 
I've encountered a few niggles with this version. Overall, the release is impressive, but there are a few minor changes that I think would really improve the application:

1. I'm not completely sold on the new damage algorithm UI. I understand that it's more 'accurate' than the older interfaces, but it creates discoverability issues. For example, if I want an attack to reduce a target's HP to 1, I have to know to try using the 9x class (magical; uses manipulate hit chance), or otherwise use trial and error to find the equation I want. That can be a tad frustrating.

2. There's an issue with how the UI lets several fields gain focus simultaneously. Consider the following example - if I start typing, which field gets updated?

ucWCK.png


The answer is none - nothing's actually selected. But it's impossible to tell. I'd suggest not putting any field in focus unless it's been clicked on.

3. UI controls in the AI window have a few padding and location issues (this is on Win7 64-bit) - look at the 'Disassemble', 'Search for Orphans' and 'Check Attacks' buttons:

jppIk.png


4. It'd probably be a good idea to abstract the targeting controls, but that's a matter for a later release.

5. There are a few little problems with the AI editor. Auto-updating pointers as I enter assembler means I can't write my code on paper then just transcribe. There are times when tabbing / pressing enter after an opcode pushes me onto a newline, which then causes exceptions if it needs an argument.

6. When I alter a creature's name in the stats dialog, the change isn't reflected when I exit it.

7. It'd be nice to be able to re-import enemy stats / element and status affinities after dumping them. That'd allow me to make mass-manipulations with more advanced tools, like Excel. This isn't a major thing, though, and it would probably only benefit me and about three other people.

8. I'd also like to see a raw damage estimator for enemy attacks. That would help me gauge appropriate attack and magic power values.

Just a few ideas for the next release. Other than that, keep up the good work!
 
I've encountered a few niggles with this version. Overall, the release is impressive, but there are a few minor changes that I think would really improve the application:

...
PrC is currently undergoing a complete rewrite which will address many of the issues you just brought up. I'll make a new topic when it's ready because it will be a completely different application.
 
thank you for rewriting it, but it was very good from the beginning :D
 
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