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Messages - secondadvent

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201
FF7 Tools / Official Proud Clod 1.0 Topic
« on: 2009-06-10 17:47:11 »
i only use xp, because i hate vista with a passion >_>. so far things seem ok, it is c/p'ing fine so far, other than the end thing. do you know of a way to add something to the core of the game, or like a way to make a global ai? i realized that i will probably have to make the enemies level up ad different speeds depending on the level range (like the party), and that will take a lot of extra coding, which isn't a good thing. as of right now, making a lv1 MP enemy having 100 hp and gaining about 40-50 hp a level is a lot of hacking in the beginning, especially when a lv 1 cloud of mine is doing only around 12 damage a hit.

i kinda doubt there is a way to easily add to the core, if that much is even known, and i highly doubt there is a way to make a global ai (maybe using the link command? but would they have to be in the same scene?) that would function that well, and if it did it probably wouldn't increase the speed in which it levels enemies up, but if you know of anything, let me know :P.

hmm... the kernel updating thing is still up to it's old tricks, not wanting to stop updating the kernel... i thought you had this fixed? it is still making the test kernel file.

202
FF7 Tools / Official Proud Clod 1.0 Topic
« on: 2009-06-10 17:05:08 »
and i claim the first download >:D. how exactly can you read the A0 script if it required the debugging console? i would really love to have the ability to use it for the pc version (or at least the psx one for experiments), and i found nothing about it anywhere, and i know i could put it to good use :P.

hmm... the copy/paste is fine for now, but there is a little problem with it, when injecting into a fresh area, because it puts a 73 opcode in automatically, when injecting a whole script, it carries over the new end statement as well, so you either have to delete one, or copy one less byte from the code. also, i thought you were adding the ability to turn off all status inflictions (and maybe the element/target info as well)? not really needed, the copy/paste function is all i really needed right now anyway (kinda held off on continuing my mod since this release would have it :P).

let you know if i find any bugs with the copy/paste function, though hopefully there isnt any ;).

203
ok, on my mod that is using this mod as a base (a hard/balance mod), i have successfully added a feature to allow enemies to level up as you do, though it takes up a good bit of room to do. i plan on editing the enemy ai even further to make the battles themselves more balanced/difficult, so the ai will be possibly increased more, or for some enemies, decreased.

enemies will be given new moves (if i can,with the limited animations, and my limited animation creation knowledge :P) as they get high enough in level, their moves may gain statuses as well, possible elemental resistances given, auto-statuses (possible auto life as well ^^), and much higher stats. their current level will always be at or higher than your current level, some higher than others, and their stats will go up accordingly, by a possible set amount, and/or a random amount (random amount for luck/speed/evade most of the time (1 or none) with no set amount, while things like hp will have both a set amount and random amount, to make enemies more unique).

i may possibly change battle formations as well (not the first release more than likely), to make more difficult random encounters, as well as change the battle square fights, since the difficulty will be way up in there, to only be one-on-one for the most part, except with overall weaker enemies, because making the battle square too hard would make finishing it next to impossible, even with extreme luck on the slots.

i would be adding more drops/steals to the enemies (and making it possible to steal more than once from some enemies if i wanted to), but i cant find the damn place it is located if there is one, so that is out for now. i also wanted to add status immunities to them (and cause some attacks to make you immune to good statuses), but that is out for now as well.

gonna take a temporary break to create the rest of my ffxii earliest possible bazaar package list (including enemies needed, and quantities as well, and packages that are linked with each other at that time), since my friend is coming over tomorrow, and he has been following it so far (busy chaining the rare bat in golmore >:D).

204
FF7 Tools / Official Proud Clod 1.0 Topic
« on: 2009-06-10 13:16:35 »
quick question using this would it be possible to make it so depending on your level your enemys level and stats increase too along with the xp/ap received from winning

actually, i am doing that at the moment (not exp/ap yet, i will see about that later ;)), and it'll take a good bit of room to do, especially if done to every enemy in the game. as of right now, with the basic outline and only level and hp modified, it took around 90 bytes to do, but adding another stat will not increase it too much more at a time.

edit: heh, for an enemy to increase all stats by a set and random amount (the absolute max size for the level ai, though no error checking yet...), including exp/ap/gil is around 400 bytes, so i will need my compressed ai project as a base :P. it is doubtful that all enemies will be getting both a set and random amount for everything, but even still it will be up there.

Level 144?

Actually, that doesn't come as much of a surprise. The game allows for any level between 0 and 255; it's just impossible to level up past 99.

actually, it woul be possible to go past level 99 with the main prty if you have the ai for the party make global variables for all stats and exp, have the post battle ai for the characters add the experience value of all enemies with the dead unit flag set, and do the leveling in the post battle as well (though i dont know the exp equation if there is one, so the amount needed may not be too pretty :P). the only real problems is that size could become an issue pretty quickly that way (likely psx users will not be able to use it), and i do no know which global variables are available for use, and there would need to be plenty of them.

ok, remind me NOT to fight a lv 99+ MP enemy, cuz it could result in me having -16000 hp left after one hit :P. i guess that is what happens when testing, especially when random stat increases per level isn't added in yet, i just wanted to get the basic outline for every stat done.

i was glad that there wasn't any slowdown in-game when the ai leveled two enemies up to 99+, but it may not be the same with a group of 6, and could be slower on the psx version. i guess that if it does slow down, that is the price to pay for better balance ;). i also noticed that sense shows levels over 99 as well, but i guess that isnt a surprise since the game allows it anyway.

205
FF7 Tools / Official Proud Clod 1.0 Topic
« on: 2009-06-09 23:04:56 »
i just got killed by a level 144 MP enemy with 6 attack that did 150 damage a hit XD. im going to have SO much fun with this >:D. i never knew it'd allow over a lv 99 to happen, but i guess i was wrong... now if only i knew where the status immunities and item info is in the ai... if there is any :P. guess ill have to update my little spreadsheet to accommodate the higher levels allowed...

yay... a level 255 with 255 attack can reach the new 30k limit easily >:D.

206
FF7 Tools / Official Proud Clod 1.0 Topic
« on: 2009-06-09 21:19:43 »
ok, i understand it now. i guess i'll just get back to searching for other things then >:D. what is the initial status thing, it doesn't seem to add the status, or even make you immune to it, so what is it supposed to do?

207
FF7 Tools / Official Proud Clod 1.0 Topic
« on: 2009-06-09 20:04:40 »
i don't know if you didn't think of this, or what, but this is how i now have the absorb/null element variable, spit into flags instead of just one variable:
Code: [Select]
4130|AbsorbFire
4131|AbsorbIce
4132|AbsorbLightning
4133|AbsorbEarth
4134|AbsorbPoison
4135|AbsorbGravity
4136|AbsorbWater
4137|AbsorbWind
4138|AbsorbHoly
4139|AbsorbRestorative
413A|AbsorbCut
413B|AbsorbHit
413C|AbsorbPunch
413D|AbsorbShoot
413E|AbsorbShout
413F|AbsorbHidden

42A0|NullFire
42A1|NullIce
42A2|NullLightning
42A3|NullEarth
42A4|NullPoison
42A5|NullGravity
42A6|NullWater
42A7|NullWind
42A8|NullHoly
42A9|NullRestorative
42AA|NullCut
42AB|NullHit
42AC|NullPunch
42AD|NullShoot
42AE|NullShout
42AF|NullHidden

addendum (elemental check could be shorter, but elemental resistance alone would be confusing, people may think that
it sets a resistance to the element, when it just checks for one):
4050|ElemResistCheckFire
4051|ElemResistCheckIce
4052|ElemResistCheckLightning
4053|ElemResistCheckEarth
4054|ElemResistCheckPoison
4055|ElemResistCheckGravity
4056|ElemResistCheckWater
4057|ElemResistCheckWind
4058|ElemResistCheckHoly
4059|ElemResistCheckRestorative
405A|ElemResistCheckCut
405B|ElemResistCheckHit
405C|ElemResistCheckPunch
405D|ElemResistCheckShoot
405E|ElemResistCheckShout
405F|ElemResistCheckHidden
having it like this both works, and makes it easier to edit the specific values instead of figuring out what hex value would turn on a specific resistance. i am looking for a halve/weak/etc. version for this in the ai, so i will see what i can find. these should be accurate too, i tested ice and cut, and they are in the same order as usual.

ok, a question, why do you have certain unknowns in the dat file as flags, or as dwords, how did you determine that they are indeed those types, or were you just guessing?

edit: the 4050-405f flags (you have it as elemental defense?, the check sephy uses iirc) are enabled when the character has some sort of elemental resistance (at least null, i will test others as well to see).

going to check the 4050-405f more real quick ok, as i thought, it works for absorption as well, after (if) i find ones for the other element types i will recheck the way the flags are set in regards to the resist check.

now, with sephy's checking for the earth element, the 96 should check to see if the value given is active in the mask given (in his case it checks against 08, the hex value for earth, though it should work the same i you put:
02   20a0 (or whichever)
00   4053 (earth resist check)
80
60   01
96

and this should push a true value onto the stack if the target is resistant to earth. i am saying this because your editor doesn't show anything in the disassembler about the 96's popped value in the next if statement. i will check in-game to see if my little method works to check resistance (but for ice, since i dont feel like editing the kernel constantly, and i already have steal :P), and get back with the results. if this works then 96 could be an opcode that could have some nice functionality, since checking for resistances would be great for enemies to have when attacking.

208
yeah... i go through every ai manually. getting to know how they work allows you to find bugs easier, and helps you learn quicker ;). im making this mainly for people who just want something close to the original ai, and at a much smaller size, with bugfixes, that can easily be modded without having to worry about size at all (big for psx users), unless they were to add some ai, and even then they'd have plenty of room to do it. it's something i am going to be using for my main mod (a hard balance mod... which we have plenty of, but variety is nice :P), which i am working on now (going back and forth between them, that way i don't forget what i have planned  :-D).

if you were to look into every enemy's ai the way it was originally, you will notice many things that are either bugged to not work (unnoticed by regular users, sans a few bugs), or coded extremely repetitively (eligor >_<), so much of the ai is unneeded anyway. this is kind of an optimization project, and im hoping people will actually like and use this as it grows, otherwise i'll just have to use it fo myself :P.

hmm... doesn't seem like it is gathering too much attention... i guess i will be putting more work into my main mod then >_<.

209
Archive / Re: scene.bin ai size reduction project
« on: 2009-06-09 03:24:41 »
ok the first release is out... let me know how things go ;).

210
FF7 Tools / Official Proud Clod 1.0 Topic
« on: 2009-06-09 01:17:26 »
no prob nfitc1, i just wanted to know, and it's ok to not want to tackle a coding mess XD. i just finished AB's ai (still some minor tweaking), so i know what you mean by that... i chopped off so much useless crap it is unreal (not repetitive stuff that needed optimized, like eligor, just unused stuff... at least 100 bytes worth). if you ever feel like it, tell me though :P.

211
FF7 Tools / Official Proud Clod 1.0 Topic
« on: 2009-06-08 22:18:25 »
this thread is about Proud Clod, an ai and enemy move editor, not a mod (unless nfitc1 is doing one on the side...), so i think either you are in the wrong thread, or i am just very confused :P.

yay for an epic fail on the first counter ai script for air buster... but i think i can fix it (dunno why his death animation happened... but i think i can fix it easily)

ok, i have a new one for you, but sadly cannot tell yo the cause. my attempt was a fail, only partly because of my ai (little tweaking will fix it), but the entire ai script for air buster (except my counter ai), and the special combatant with it were completely wiped clean. i now have a blank ai scene but with the general counter (thankfully) in tact. i have no idea what caused this, and now i have to take the scene.bin files apart and replace the entire scene manually so that i dont have to retype the whole ai >_<.

well, it is redone now, and works (hopefully perfectly), so i am happy anyway :P.

ok, nfiitc1, how exactly do you have the disassembler lain out in regards to the way it creates the if statements, indentation and bracketing, because i was wondering if i could help tweak it more (not the actual programming help, but idea help :P), but i'd need to know how it is right now, like how exactly it follows the logic.

212
FF7 Tools / Official Proud Clod 1.0 Topic
« on: 2009-06-08 21:57:25 »
what do you mean? if you are talking about in PrC then it is because it shows the current enemy names used in your scene.bin, so it would be keeping track of your project :P. not quite sure who you were talking to  :?

213
FF7 Tools / Official Proud Clod 1.0 Topic
« on: 2009-06-08 21:46:05 »
nice, and that's ok, this version will be awesome enough as it is... i might die from happiness if it got that as well XD.

by not knowing the best way to do it, do you mean what exactly will be copied, and how the user will do it, or do you just not know how to program it in? if you just don't know how to lay it out, it could be possible to make a right click option for the whole left side (the enemy and the specific ai fields), so that if you click a certain field and copy it, the entire contents would be copied (so if you clicked the mono drive and selected copy, it would copy the entire ai of mono drive, and the specific ai types in it (keeping track of what's in main, etc.), or if you clicked on just the ai type of an enemy, it'd copy only that segment of ai. when in an ai section, you could allow the user to highlight the ai by selecting the rows (enable more than one row to be selected, possibly for mass deletion as well) and right clicking -> copy.

for pasting, right click on a field/row in a section and select paste with insert above/below, or overwrite (adding the ability to insert it above or below the row would be nice if a row was selected, or inserting above/below the current selected section's code, meaning if right clicking on main and pasting above, it'd make the first row where the code begins and push everything else down. an overwrite paste would be nice as well, completely overwriting the current code, though it wouldn't be too hard to just delete the old code later) would be pretty nice little ways of doing it. if you were to select the entire code of an enemy (enemy copy), it should only be able to be pasted onto another enemy, so that bugs wouldnt occur when trying to paste multiple sections into one ai section.

but if you just don't know how to program it to add a copy/paste feature, then i have no idea what to do XD.

yeah, i noticed that when looking at AB's two bodyblow/rear gun attacks... i had to look between the coded portion and the attack's index to tell them apart.

... it would be cool if an enemy could steal the skeleton/model of another enemy in battle, as well as it's animations, because that could have some usage with an enemy that can mimic other people (create an ffvii gogo, or metamorph enemy like in v), and "could" have some potential elsewhere, especially if the color can be changed as well, since it could be possible to give the MP enemy a grenade attack for instance by swapping the entire model and animations. i doubt it, but there is a way to change their size, so it could be possible.

214
FF7 Tools / Official Proud Clod 1.0 Topic
« on: 2009-06-08 20:34:43 »
how about an option to turn all statuses, targets, and elements on or off, so that you don't have to click all the damn boxes? it would make things even easier, and since it will have a resizing option, it should have more room to put stuff ^^.

yeah, i noticed it as well, and it always bugged me, but wasn't hurting anything, but at least it won't be there anymore >:D. after i finish AB (hopefully soon >_>) i will try out some of the variables to see what they all do... i found out the ones i did easily enough, so it shouldn't be too hard to find more. putting in debug messages (not to the actual debugger, but printed on screen) works pretty well, i just need to learn more about that to print the actual values instead of a message saying 1 if true, or 0 if false, because the larger than bit values will require it.

you work any towards a copy/paste ai ability yet? there are many times that it would have proven useful, and will be greatly helpful if i want to implement an enemy level-up-as-you-do script for each enemy, or just try to test out the different unknown variables on different enemies without retyping... or just copying an entire ai script from one enemy to another, massively useful there ;).

215
FF7 Tools / Official Proud Clod 1.0 Topic
« on: 2009-06-08 19:09:59 »
that was one of my early ideas for this program, since the resized version is still the same size, just in a bigger gray space XD. dunno if i ever posted about it or not... probably got lost in my massive posts.... i need to tye less or something :P.

the next release is going to be a good one >:D.

off topic: i have an idea... if the variable that is supposed to be limit level (you have a ? there), it could be possible to change limit levels in battle, and possible to make it so that you have to use a level 1 limit before it allows you to use a level 2 (as in it will start at level one, and work it's way up to 4, then go back to level 1, IF you have limits in those levels), making easy omnislashing out of the question, at least it could only be used every four attacks then. it could also be made so you have to use a limit level a few times before it allows you to use a higher level one, but that could make things overly complicated for the player. increased limit requirements, as well as increasing how much you need to be hurt to fill the bar, combined with only being able to use limits in order by level would make limits something that you have to work harder to gain, and to use... i just have to see what is up with the variable first :P.

216
Archive / Re: scene.bin ai size reduction project
« on: 2009-06-08 18:37:51 »
ok to bump up my thread some, and to add some ai info that i have been messing around with (air buster testing).

going to make an example of what happens during back/side attacks:  

party 1        party 2            party 3
facing= 1     facing = 1/0     facing = 0

ok, party one is the left side of the screen, and party three the right. when someone of one party attacks another party, and their facings are the same, the back attack damage occurs (same party would be guaranteed back attack, even though they are in the same row, which is why it doesn't work that way. it must be two different parties). so if cloud attacked air buster when it was facing barret (cloud's facing is 0, barret's facing is 1, and it is facing the same way as cloud, so AB's facing is 0), the back attack damage would kick in since they both have the same facing, and are in different parties.

back attack (enemy's back is facing you) keeps your facing at 0 like a normal fight (you get facing 0 as a base, and the enemy gets a base facing of 1), but the enemy's facing is also 0. in an ambush, your facing becomes one, like the enemy's base facing. a pincer attack would have the same layout as a side attack battle (not completely sure, haven't got to test one yet), the right side being facing 0, the left facing 1, and your party facing mixed ways.

the sideAttack flag is likely just to check which party someone is in during a back attack, used similarly to the facing flag, but likely to attack specific parties rather than a specific person (like when using an attack all move, it can only hit one party, probably unless the move hits everybody on the field). doing some testing on this flag now, will update about it soon.

ok, barret's backAttack flag is 1, and clouds' 0, just like the facings, so it is like a party facing a certain direction, and that direction is the flag for that party.

ok, finally getting it's ai slimmed down, but i am having to test as i edit, since i am not 100% sure on everything. the original ai has so many flaws it is unreal. they set the idle animation in places where it is not needed to be set, and the final hit has the wrong animation as well (acts as if cloud hit it when killed by barret/tifa, and vice versa). working on the counter ai first, since it is smaller and is easier to test (in a shorter time frame anyway). bodyblow is unusable when at under 20% hp (turn broken), since it cannot move.

if i cannot get AB done anytime soon, i will release the scene.bin as it is, which has everybody up to him finished and (hopefully) working. AB has a lot to optimize, and there are things i am thinking of adding (not sure yet though), so he will still be a while.

i dont think that it can use bodyblow unless it is attacked from behind (and if it's turn isnt broken) and at a 2/3 chance. the move itself turns AB around (and sets it to a new idle animation) like it does in the main ai. this is what was causing me trouble, as i couldnt figure out how the hell it was turning without the special attack added before it. should be pretty fast from here on out then ^^.

air buster's counter ai is now working properly (i hope), so all that is left is the main, and then it will be released.

update: ok, just some tweaking and then the mod will have it's first release! the ai is finished now, but there are still two bugs that were in the original ai (the wrong hurt animation on killing blow, meaning if facing barret and hit by cloud, it looks like he is facing cloud when the hurt animation plays, and if attacked in the back and then attacked in the front (if it doesn't use bodyblow as a counter, or turn using main ai), the back attack damage will still happen to an attack on it's front, probably because the game automatically reverses the flag when back attack damage is done). other than those two bugs, it should be working like normal.

217
FF7 Tools / Official Proud Clod 1.0 Topic
« on: 2009-06-08 18:30:10 »
i never new there was a no ai discussion request... how else can i point out things regarding ai to possibly add to PrC :P?

yeah... a pointer not pointing right is never good >_<.

on the (not adding more ai stuff XD) topic of the facing flag, i am going to check and see which side of a side attack gets which value set... i'll take the info from my other post i have been updating here and add it to my thread, to abide by the rules of you thread >:D. going to update the dat file with names/better names for the flags and such i figure out, to make life easier later :P.

here is what i updated so far in my dat file:
2120|MagicCounter //counts how many times hit with magical attacks
4020|Flag:Invisible //makes the character invisible (dunno how to bring back :P... maybe setting an idle animation and turning it off?
4027|Flag:Facing //the current facing of the enemy
402C|Flag:NoDeathAnimation //prevents the normal death animation from occurring if true. used for setting custom death animations
402E|Flag:Intangible //unable to be hit when on

updated: setting the idle animation again on an invisible enemy doesnt work to bring them back <_<.

218
FF7 Tools / Official Proud Clod 1.0 Topic
« on: 2009-06-08 17:37:21 »
heh... i just ate not too ling ago, so i am set XD. i also made a guess as to the usage of the row? and sideattack flags, not quite sure if it is correct, just an immediate guess from what i saw in AB's script, you may know more than i do about it. if you know anything, i could use some help with completely understanding it's ai... the row thing is killing me >_>.

going to have to make a little test to see what the initial facing is, to better make sense of the code, and to see which row is which :P.

ok, it's starting facing is 1, so i think that i was right with the row layout. i will make cloud and barret use the same code to display their current value, to see if their row flag is the way i think they are.

cloud's starting facing is 0, and barret's is 1, so i think i got the middls part backwards... the back attack damage would happen in they have the SAME facing, since with different facings they'd be facing each other, or looking away from each other. gonna update the other post until i learn more...

also learned the back attack and ambush settings, so added them as well. pincer attacks are likely the middl person in your team facing a different direction while the other two face the opposite direction, i am not at a pincer attack area, so i do not know which sides are which, though the same thing applies.

219
FF7 Tools / Official Proud Clod 1.0 Topic
« on: 2009-06-08 16:42:14 »
yeah, no prob, i'll send it to you shortly. this is what i got when i compared the two kb2 files: 0xf1d=3869 to 0xf3c=3900 (32 bytes), so there is a difference in that area. i do not know much about the kernel.bin, so i do not know what this area is.

i was planning on using filefront (everybody else here does :P) anyway, but i dont like to register >_>.

edit: ok, i sent the original hojo, the WM saved hojo, and the test versions to hopefully help narrow down the problem, and let you see the differences better.

i compared all of the files to check to see if something caused errors in the rest of the files, just in case some oddity happened somewhere, but luckily there were only changes in the kernel2 file.

oh, and once i finish my current version of my mod, i am going to focus on figuring out some of the unknowns in the ai, especially since there are many used in the ai at a later time (the closest i know being the sample boss in the shinra building). hopefully i can add more options to what we already have available >:D.

oh, and the debug message popped up when i opened the test kernel with WM... that is something caused by PrC's updating. hojo's files always open nicely without any errors, but the size is usually bigger because of the lesser compression used.

update: i found the other kernel0 file... it got mixed up with my other files where it extracted  :|

220
FF7 Tools / Official Proud Clod 1.0 Topic
« on: 2009-06-08 16:16:05 »
i will compare it to an exact hojo copy that was resaved in WM and get back to you shortly (possibly create kernel files and manually check there, in case it somehow compresses differently) ;).

also, kind of a little thing for my stupid mistakes i make occasionally... could you add a disassemble check that returns an "error in code" message in the disassembled code if someone enters two values to the top of the stack then tries to use the 90 opcode? this makes it so that stupid errors like this are prevented, because you are supposed to store the first value into an ADDRESS, not a value, and i do this once in a while still :-P. it would also prevent those new (or doing my mistake) from making this error, so that they know to fix it when it is done. not necessary, but i was wondering if it could be added >:D.

also, where is a good site to upload files, so that i can up my files when i am ready? i know of a couple but wanted to know one that preferably allows you to update your files (instead of just upping a new file), and that doesn't require registration

ok i did a plain comparison (from a resaved kernel to the test kernel), and there were many places different, but i sort of expected that. i will first extract all of the files from each into a separate folder and compare them one at a time. i may also compare it to a freshly changed one from hojo's updater to see if it is just the compression of WM setting the differences.

ok, just by opening the test kernel in WM, it displayed this in the debugger:
Code: [Select]
See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.OverflowException: Arithmetic operation resulted in an overflow.
   at WallMarket.Form1.GUnZip(Byte[]& byteCompressed)
   at WallMarket.Form1.SeparateFiles()
   at WallMarket.Form1.Open_KERNEL(Char kernel)
   at WallMarket.Form1.OpenKERNELBINToolStripMenuItem_Click(Object sender, EventArgs e)
   at System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e)
   at System.Windows.Forms.ToolStripMenuItem.OnClick(EventArgs e)
   at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)
   at System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e)
   at System.Windows.Forms.ToolStripItem.FireEventInteractive(EventArgs e, ToolStripItemEventType met)
   at System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met)
   at System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea)
   at System.Windows.Forms.ToolStripDropDown.OnMouseUp(MouseEventArgs mea)
   at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
   at System.Windows.Forms.ToolStrip.WndProc(Message& m)
   at System.Windows.Forms.ToolStripDropDown.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)


************** Loaded Assemblies **************
mscorlib
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.3053 (netfxsp.050727-3000)
    CodeBase: file:///C:/WINDOWS/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll
----------------------------------------
WallMarket
    Assembly Version: 1.2.1.0
    Win32 Version: 1.2.1.0
    CodeBase: file:///C:/Documents%20and%20Settings/ryu/Desktop/ffvii%20hacking%20tools/wall%20market/WallMarket.exe
----------------------------------------
Microsoft.VisualBasic
    Assembly Version: 8.0.0.0
    Win32 Version: 8.0.50727.3053 (netfxsp.050727-3000)
    CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/Microsoft.VisualBasic/8.0.0.0__b03f5f7f11d50a3a/Microsoft.VisualBasic.dll
----------------------------------------
System
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.3053 (netfxsp.050727-3000)
    CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Windows.Forms
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.3053 (netfxsp.050727-3000)
    CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System.Drawing
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.3053 (netfxsp.050727-3000)
    CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System.Runtime.Remoting
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.3053 (netfxsp.050727-3000)
    CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Runtime.Remoting/2.0.0.0__b77a5c561934e089/System.Runtime.Remoting.dll
----------------------------------------
Microsoft.VisualBasic.PowerPacks
    Assembly Version: 9.0.0.0
    Win32 Version: 3.0.30214.0
    CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/Microsoft.VisualBasic.PowerPacks/9.0.0.0__b03f5f7f11d50a3a/Microsoft.VisualBasic.PowerPacks.dll
----------------------------------------
Accessibility
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.3053 (netfxsp.050727-3000)
    CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/Accessibility/2.0.0.0__b03f5f7f11d50a3a/Accessibility.dll
----------------------------------------
System.Xml
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.3053 (netfxsp.050727-3000)
    CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Xml/2.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
System.Core
    Assembly Version: 3.5.0.0
    Win32 Version: 3.5.30729.1 built by: SP
    CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Core/3.5.0.0__b77a5c561934e089/System.Core.dll
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
    <system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.
i will try to make kernel pieces to possibly pinpoint the areas with problems.

221
FF7 Tools / Official Proud Clod 1.0 Topic
« on: 2009-06-08 15:58:20 »
looks pretty good  :wink:. glad you added the manipulate thing as well :-P.

have you ever figured out what as wrong with the kernel updating?

right now i am trying to understand air buster's ai fully, i have most of it down, but some other things are plaguing me still... have to filter through the ai to see what is going on with them.

222
Archive / Re: scene.bin ai size reduction project
« on: 2009-06-08 05:22:03 »
for this part of my mod, no. all that is being done is bugfixing the original ai (and adding things as needed when i think it fits into the original ai's layout, i.e. what i think was going to be there originally), and rewriting the ai to be much smaller while doing the same thing. this is essentially for those psx modders out there to have a nice base scene.bin to use that shouldn't ever go above the size limit unless you massively add things to the ai, and i mean a LOT.

however, after i release my current version (will be up to air buster), i plan on starting my hard/balance mod, which will be doing as much ais i can do to make them much more capable of kicking your ass. believe me, i have plenty planned, and the sad thing is, is that i will likely NEED the base ai compressed as far as possible to fit it all in to still easily fit into a psx iso. i will be compressing/bigfixing, then balancing/increasing difficulty, and going like that back and forth as i progress on, and when i make significant progress with the balance mod, it will gain it's own thread.

this part is just to make my, and other people's, life easier. i think people would be happy to have a mod they can easily use as a base for their projects, or for any who just wants to play a bugfixed version of the original, or as much as i have knowledge to do (i will try as hard as i can to find out the unknown variables, for better understanding of certain ai's and for future use).

i am currently at air buster, so when i complete his ai and do initial testing, a beta will be out for people to use, and my balance mod will start to take shape as well. i will have to completely remodel each enemy twice, once for this mod, and again for the balancing one, but it will be worth it in the long run. beta will be up sometime tomorrow, since school took some time away, and i am pretty damn tired XD.

i updated the first page into something hopefully more readable, especially since i will soon be releasing the first vesion (actually about version 0.05-0.1, but it is still a release :-P

ok, all enemies tested up to, but not including air buster (still need to see exactly how its ai works), an fixed the bugs i initially had (mainly just trying to put a value into another value instead of in an address... i hate when i do that >_>). at least my fixes didn't require any additions/rearranging, my program was right, but my little address errors stopped it from working right (actually all but one worked almost right, even with the errors for some reason :-P). now to work on air buster, test him, and then put my release up >:D.

his ai is currently giving me issues, i am still figuring out the facings and stuff for the battle (learning about special formations at the same time), but i should be making progress soon.

223
Archive / Re: scene.bin ai size reduction project
« on: 2009-06-08 02:26:22 »
oh yeah, but i know what is going on there, and could easily take it pretty damn low. if you notice, the same damn checks are performed over and over, rather than jumping to the very first time it is checked and working from there. writing something once and jumping back to it is more efficient and much easier to follow than writing it 100 times, but you have to model the program around it so that when other parts jump to it, everything flows right.

AB is my biggest enemy so far, having around 1150 bytes worth of code (shrunk ~20 so far in the death/pre-battle ai, and they were small to begin with), so it will take some time.

here is an example from my test file, showing what the enemies should do in a fight, like who is targeted, and the chances of using certain moves, but with better spacing obviously... it doesn't like to copy tabbing over >_>:

Grunt:   it's row   party's row      target      attack probability
           front      all in front      random      1/8 Beam Gun, 7/8 Handclaw
                       all in back      random      5/6 Beam Gun, 1/6 Handclaw
                       mixed rows   *              1/2 Beam Gun, 1/2 Handclaw
           back      all in front      random      7/8 Beam Gun, 1/8 Handcalw
                       all in back      random      15/16 Beam Gun, 1/16 Handclaw
                       mixed rows      *              11/12 Beam Gun, 1/12 Handclaw
*if the attack will be Beam Gun, it will always hit a back row ally, if Handclaw, always front row ally

224
Archive / Re: scene.bin ai size reduction project
« on: 2009-06-08 02:18:33 »
i advise you to start with a simple ai (like 1st ray) and work your way up to bigger, more complex ai. i am at air buster right now and i have to actually test the fight normally to know what is able to be removed, since it's ai is a big mess (not as bad as eligor's, but pretty bad). they made things complicated beyond what was needed, and i plan on fixing that :P.

try out some ai on the mp enemy (just use a fresh scene.bin and completely erase the main ai and start from scratch, it makes learning much easier. also, use the WM help file, and look into the ai section for a good many examples, and what the opcodes do. that is how i learned to do this, and i am putting it to good use >:D

at least now is a good time for me to compile a list of how the ai should react, lain out in an easy to follow way, so that i and other people will be able to test out my ai to make sure it is all working properly. i already have a list of changes to both size, and enemy moves/stats (only a few moves/stats altered so far, to better fit the ai), so that is one thing down.

225
Archive / Re: scene.bin ai size reduction project
« on: 2009-06-07 22:59:37 »
ok, blood tastes are done and able to use tentacle drain up to four times due to mp cost (still physical attack equation used),so only air buster is left before the beta arrives, but i have to finish school work first, so it could still be a few hours until then, plus i still have to do the initial testing of all the ai i recently edited (everyone between guard scorpion and air buster). i do not think it will reach 248 kb this release, but the next one will most certainly become that small :-P.

my goal is to try and reach ~200kb in size, but whether or not it can be shrunk that far is still unknown to me right now.

ok, now with a weeks worth of programming class homework done in two hours (a test included :P), i am now back in action >:D. sadly, it took me longer to finish that homework, which was easy, than it does to shrink a moderate sized enemy's ai... too used to ai editing right now i guess  :|

heh... by the looks of it, air buster will be a nice little challenge to optimize, and since i know what 402c is, i know the only unknown in it's ai :P. yay for the no death animation flag, which stops the normal death animation, usually for using custom death animations (in this case, he uses a different version depending on his facing), but can also be used to prevent the enemy from becoming invisible when killed and revived via ai (insta revive, non-invisible style, and without using a move to do it >:D). hmm... if there is a flag to enable the main script, maybe there is one to enable/disable others, more specifically the death counter, so multiple auto rezzes can happen in one fight.

i think i am going to test up until i reach him, just so i can get a better understanding of what all is possible to be removed without any changes to his performance. and this way all i have to do is test one fight before the beta is out :P.

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