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Messages - secondadvent

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101
FF7 Tools / Official Proud Clod 1.0 Topic
« on: 2009-09-08 06:07:44 »
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:

102
Team Avalanche / Re: [REL] Team Avalanche's 2D Overhaul
« on: 2009-09-06 08:34:56 »
don't blame yourself, blame vista  :lol:.

anyway, i will have to try this mod out, since i am starting my own projects back up again, i might as well make everything look better to boot  8-)

103
FF7 Tools / Wall Market, FFVII KERNEL.BIN editor
« on: 2009-09-05 22:25:28 »
Hmm... it apparently doesn't like you accidentally trying to open a new kernel (as in clicking open instead of create) then creating a kernel afterwords, because it sort of gives an error and doesn't make the kernel. IIRC PrC had/has this issue (i am pretty sure i said this in PrC's thread at some point a while ago, i just tried it in PrC and it is fixed in it, though it may have just not saved in PrC, while WM errors), and I think it is because it lost focus of the kernel.bin's location that was previously opened or something like that, it doesn't know where to save it  :roll:.

104
Releases / gjoerulv's "Hardcore" mod
« on: 2009-09-05 21:49:50 »
i cannot say for sure with this mod, but those pyramid enemies are the dummy enemies that you do not normally see, my guess is that the kernel is not in sync with the scene.bin... did you download and replace the scene/kernel.bin with the newest ones in the post? if you can, try and sense the enemy and see what it's name is, if it is a bunch of symbols, then something is off in the kernel  :-P.

105
Team Avalanche / Re: [REL] Team Avalanche's 2D Overhaul
« on: 2009-09-05 21:43:30 »
Quote
Anyways, I got it to work thanks to sl1982 with the folder options thing. I ran it (ADMIN) but this happened...
Don't know if you can see it well, but that's what I got.

it looks like it is trying to look for everything in the windows\system32 directory instead of your C:\GUI directory, try doing this in command prompt:

cd "C:\GUI"

then press enter and type:

patch.bat

and hit enter again and see if that works, this is assuming that it is on the C drive and in a folder named GUI, it is hard to see in your pic  :roll:

106
FF7 Tools / Official Proud Clod 1.0 Topic
« on: 2009-09-05 21:33:11 »
ok, so you tease with a new version, and never  post about it, you meanie  :x

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.

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:

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.

107
Team Avalanche / Re: [REL] Team Avalanche's 2D Overhaul
« on: 2009-09-05 20:57:36 »
i have had vista for a year or two, and i hated every second of it (not to mention that ffvii would not work on it, no matter what i tried, and emulation didn't work all that well either, and that is what i spend a lot of my computer time doing   :|), not to mention the very weird bugs i went through, and that i prefer not to talk about  :x. evil vista... and i disabled that uac within five minutes of having it  8-).

108
Team Avalanche / Re: [REL] Team Avalanche's 2D Overhaul
« on: 2009-09-05 20:45:53 »
Well, when I download your patch.bat file, there is no option that says "Save As". I don't think Vista has that option (since I'm using Vista-64 bit). Just shows an option of what program to open it with.

well what internet browser are you using? a setting may have been changed at some point (or even just installed a bit off, as things tend to do in vista per my experience... vista is full of holes), so check your browser's options and see if you can set everything to the default, or can easily see anything that would prevent saving. having vista doesn't make things very easy to begin with, i will be with xp until they make another half decent OS that doesn't crash more than ffvii pc before the modders got to it  :roll:.

and sl1982, are you doing all of the magic in acquisition order (i.e. the fire/ice/bolt/cure magics, then whichever materia comes next in line), or just at random? it may be easier to just go through the tex files alphabetically rather than chronological game order, because that way you don't accidentally skip a spell or so  :lol:. then again, if you are keeping track of all the magic you do, and what is needed, either way works  :-D

109
Team Avalanche / Re: [REL] Team Avalanche's 2D Overhaul
« on: 2009-09-05 20:17:40 »
to use a program in command prompt, go to run, type in cmd and click enter, which will bring up command prompt if you do not have a direct shortcut to it (been a while since i used vista, not entirely sure if it is the same for it), then change your directory (if you are not in the correct location of your patch.bat) by typing

cd C:\wherever

wherever being the exact directory your file is in (if you copy the location, to paste it in you must right click and choose paste, you cannot use ctrl+v like normal pasting), and once you are in the same location as the patch.bat, just type in patch.bat (or whatever it's exact name is)  then hit enter, and it should run, and will display everything that happened and what could have went wrong.

110
Releases / Re: FF7 - Reasonable difficulty mod[1.1]
« on: 2009-09-04 02:28:32 »
making a loop isn't bad in the AI, it only is if you do not have a way to break the loop, i use a loop to level up the enemies :D. but yeah, having the game implode is always worse, because it could suck you in XD.

111
Team Avalanche / Re: [REL] Team Avalanche's 2D Overhaul
« on: 2009-08-27 19:48:28 »
Evil Slash of Decapitation  :-).

112
FF7 Tools / Re: FF7PC Savegame Compilation
« on: 2009-08-24 01:47:28 »
there is a third disk because the movies were too big, the regular data is identical on all three, you "could"play the third disk on disk one if it wasn't for the movies (though IIRC you can still swap disks during the movie calling and have it load whichever disk's movie, and continue like nothing happened on a different disk :P).

disk one just happens to have the least movies per story part, disk two has much more movies, and disk three is just the leftover movies, all of them share movies like the gold saucer lift, the junon elevators, etc though.

113
FF7 Tools / Re: FF7PC Savegame Compilation
« on: 2009-08-23 14:39:55 »
heh... this is a pretty nice little compilation, and is likely to be very useful :P.

when i mod stuff though, i like to work my way through testing everything as if i was someone else playing it, so i can catch potential issues easier (and just make specific saves as i go, so i still have my previous team, a team built in the current game's layout, to test the changes), but to jump to any specific spot would be nice to test many other things, outside of battles  :roll:.

114
and from my experience, you always fight at least two battles on the way out, so it would probably be around 5 min, i don't think i've ever gotten there in under 3 normally, but i do like to take my time... even when life is on the line  :lol:.

depending on the strength of the enemies, and how difficult it is to flee/kill them quickly, the times could be 5, 10, and 15, or just 5, 8 and 10 :P. the prize could be extra money for the middle, a potion for the highest time (to be evil :P), and either a piece of materia, such as quake, which you do not get for a while normally, or even just bigger money boost/higher item like an elixir.

also, i am not entirely sure how much can be put onto the psx image, you'd likely have to rearrange everything on the disk if there wasn't enough free space in the file you were editing, or something compressed too big (kernel and scene issues), so you may be pretty limited in that category  :|.

115
thanks for the temp link obesebear, i probably would have kept clicking refresh all day otherwise :3.

116
FF7 Tools / Re: FF7 File Reconstruction Project!!
« on: 2009-08-22 19:46:18 »
i have both the pc and psx versions, i will have to take a look at some point, but school comes first (and finals for this section are coming up... yes i have school all year long now, since it is online), so it may not be that soon :\.

117
dang... i wanted to update my version from whatever version i have that is not that one :P.

118
General Discussion / Re: looking for hard mode
« on: 2009-08-19 20:50:33 »
well i plan on starting my mod back up (where the enemies level up with you, possibly being much higher than you depending on the enemy :P) sometime here soon, it will take a while to complete though, and may not have the extra stuff that his mod has (at least at first), but will be trying to keep the enemies somewhat like they were in the original, but with access to much more, and everything balanced out much more than it is now. i can actually start up any time and get right into it, since i have my leveling method already implemented in the game (and only using up ~31% of the AI space at the absolute max, much less than my 40-50% it did before, and with better overall balance :P), but i am currently the main modder of another game right now, so it will have to wait until it is done, though in actuality, it will not take long to do a complete mod of that game, the AI and stats combined is smaller than this games' stat section alone XD.

gjoerulv's mod is probably the best difficulty mod out there, i haven't gotten to play it yet (if i ever get to :/), but from what i have seen in his thread, it looks to be very good, and there isn't a lot of people out there that make full-scale mods for this game, most just leave partway through (like i did, but i hit a roadblock, which i randomly overcame two days ago XD). just try it out and see what you think (and let me know how it is, i may decide to play through using it just to see what he did, because it has been a while since i played the game for playing and not testing purposes, i miss actually "playing" the game XD), you can always go back if you want to.

and according to the two posts that popped up while i was typing, i think it is almost time for me to try out his mod ^_^.

119
having it install like the original NPC-RP would be wonderful, i haven't been able to use this newer version at all, even from a fresh install, not to mention the fact that it isn't compatible with some mods that i like to use :/. my vote goes to a simple patching style, with high compatability :3.

120
Archive / Re: Changing enemy colors with editing AI
« on: 2009-08-18 11:04:51 »
i am thinking that is because the statuses are flags, they are either on (1) or off (0), so inputting a value of 80 (which is a byte value) into a bit value will cause it to actually change other values, and not necessarily the one you intended. a value of 80 will change two statuses if you were to do a self.berserk <- 80, it would give you Dual Drain and resist statuses, not the berserk status (why you had the manipulate status, the one below berserk activate i don't know, it could be because you added the berserk's own amount back to itself, why i do not know :/). look at it in bit form, each bit is worth a certain value when activated in a byte, and you add all of the active bits together to get the total for that byte, like so:

active bit worth:
bit 0 = 1
bit 1 = 2
bit 2 = 4
bit 3 = 8
bit 4 = 16
bit 5 = 32
bit 6 = 64
bit 7 = 128

and to get the value of 80, you activate bit 6 and bit 4 because 64+16=80. bit 0 is where berserk is, since that is where you are starting the pointing from, so compare the above bot list to this list:

4017|Status:Berserk (bit 0, which is inactive)
4018|Status:Peerless
4019|Status:Paralysis
401A|Status:Darkness
401B|Status:DualDrain (bit 4 activates this)
401C|Status:DeathForce
401D|Status:Resist (bit 6 activates this)
401E|Status:"LuckyGirl"

you can see how the bits match up to the different statuses. when you deal with flags (one bit values), you only ever want to use bit one, so only a 0 for off, or 1 for on should be used, or things you didn't expect can and will happen :P. as for it activating the manipulation status, it could be due to how you set up the setting of the berserk stat, you have it as self.berserk <- self.berserk + 80, while if you wanted to just activate/disable the stat, you would only do self.berserk <- 1 or 0 (or 80 in your case :P), having the self.berserk in there makes it add it's own value to itself, which isn't needed for flags (other stats it can be needed if you want to not just set the stat, if you wanted to heal X amount of hp, you would go self.hp <- self.hp +x, if you just went self.hp <- x, you would only have x life then, which can be bad depending on what you were aiming for :D).

if your code was:
Code: [Select]
12 2060
10 4017
80
12 2060 //bad, you would be trying to add a pointer to a pointer instead of a value to a pointer
10 4017
80
60 50 //50 is 80 in hex :P
30
90

instead of:
Code: [Select]
12 2060
10 4017
80
02 2060
00 4017
80
60 50
30
90

then you could have unforeseen things happen, because i do not know how that particular piece of code would cause your status infliction to react, it could very well cause the manip stat to activate, i don't know :P. it could even be what you have the berserk flag's type as, 10 is for bit (flags) values, 11 for bytes, etc., so having the wrong one for what you are trying to do can cause issues as well, if you have it as 10, which it should be, it has to try and fit the value of 80, which is outside of it's range, into that bit value, which isn't good... i can't say for sure the exact cause of it having manip activated, but i do know that you are not getting what you aimed for because you are trying to place the wrong sized value into the berserk flag :P.

and so ends another long post by me <_<. or does it? XD

[offtopicz]
this will be off topic, but i have been working on my leveling AI, and i have got it pretty much perfect now, the most total size of the AI that can be used up if all three enemies in a scene raise EVERY stat (with my equations i am using :P), would be just under 31%, and for the most part it will not take up too much space for the bigger battles, since they are usually in a scene by themselves (like ruby/emerald), so they will have ~10% taken up by leveling, and the rest would be free to make them uber XD. i was trying to test out that berserk issue, and got raped because i forgot i still had the MP enemy to be from cloud's level to cloud's level +64... so i was getting 1hko'ed a little bit  :roll:. oh well, maybe now i can finally start back up my hard mod again, now that the roadblock is out of the way (and i have made an awesome excel spreadsheet to calculate the exact stats they will have, including the critical chance, base damage, damage resisted (in %, just a basic idea of the damage that enemy will resist with their defense/m.def, and it has two graphs to show their stat growth's all together, and more >:3), i am still somewhat working on another game though, so my progress will likely be slower, not to mention i still need to do my AI compression mod along with it :P.[/offtopicz]

121
Archive / Re: Changing enemy colors with editing AI
« on: 2009-08-15 17:00:41 »
ok, i sort of looked at the memory of the game and found the location of the 4000-433f data (403f is the max for one enemy's data), the reason why when i activated 4340-435f and it inflicted a status when i attacked an enemy (and didn't inflict the status to the main enemy) is because it was pointing to the data for the next enemy, the 4340+ is the next enemy in the formation's data, so i was inflicting a status to the other enemy :P.

so if it is anywhere (along with the item data hopefully), it will be between 4000 and 433f inclusively, so that narrows down the possibilities some :D. lemme modify my list some to accommodate these new findings, and i will post what i know... and done :P. now it doesn't have everything, and some of it is just modified parts of the original, but there is more than there is in the normal dat file, so it should at least have some interesting data:

Code: [Select]
4000|Status:Death
4001|Status:NearDeath
4002|Status:Sleep
4003|Status:Poison
4004|Status:Sadness
4005|Status:Fury
4006|Status:Confu
4007|Status:Silence
4008|Status:Haste
4009|Status:Slow
400A|Status:Stop
400B|Status:Frog
400C|Status:Small
400D|Status:SlowNumb
400E|Status:Petrify
400F|Status:Regen
4010|Status:Barrier
4011|Status:MBarrier
4012|Status:Reflect
4013|Status:Dual
4014|Status:Shield
4015|Status:D.Sentence
4016|Status:Manipulate
4017|Status:Berserk
4018|Status:Peerless
4019|Status:Paralysis
401A|Status:Darkness
401B|Status:DualDrain
401C|Status:DeathForce
401D|Status:Resist
401E|Status:"LuckyGirl"
401F|Status:Imprisoned
4020|Flag:Invisible
4021|Flag:SideAttack
4022|Flag:Unknown(00000004)
4023|Flag:Targetable
4024|Flag:MainScriptActive
4025|Flag:Defending
4026|Flag:BackRow
4027|Flag:Facing
4028|Flag:PhysicalImmune
4029|Flag:MagicalImmune
402A|Flag:Unknown(00000400)
402B|Flag:Unreachable
402C|Flag:NoDeathAnimation
402D|Flag:DeadUnit
402E|Flag:Tangible
402F|Flag:Unknown(00008000)
4030|Flag:Unknown(00010000)
4031|Flag:Unknown(00020000)
4032|Flag:Unknown(00040000)
4033|Flag:Unknown(00080000)
4034|Flag:Unknown(00100000)
4035|Flag:Unknown(00200000)
4036|Flag:Unknown(00400000)
4037|Flag:Unknown(00800000)
4038|Flag:Unknown(01000000)
4039|Flag:Unknown(02000000)
403A|Flag:Unknown(04000000)
403B|Flag:Unknown(08000000)
403C|Flag:Unknown(10000000)
403D|Flag:Unknown(20000000)
403E|Flag:Unknown(40000000)
403F|Flag:Unknown(80000000)
4040|Index
4048|Level
4050|ElementalWeakness?
4058|GreatestElementalDamage
4060|FormationNumber
4068|AttackPower
4070|MagicPower
4078|Evade%
4080|IdleAnimID
4088|DamageAnimID
4090|BackDamageMult
4098|SizeScale
40A0|DEX
40A8|LUK
40B0|Unknown(40B0)
40B8|AllyCovered
40C0|AttackMask
40D0|PreviousAttacker
40E0|PreviousPhysAttacker
40F0|PreviousMagAttacker
4100|PhysDefense
4110|MagDefense
4120|EnemyID
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
4140|MP
4150|MMP
4160|HP
4180|MHP
41A0|Unknown(41A0)
41A8|Unknown(41A8)
41B0|Unknown(41B0)
41B8|Unknown(41B8)
41C0|Unknown(41C0)
41C8|Unknown(41C8)
41D0|Unknown(41D0)
41D8|Unknown(41D8)
41E0|Unknown(41E0)
41E8|Unknown(41E8)
41F0|Unknown(41F0)
41F8|Unknown(41F8)
4200|Unknown(4200)
4208|Unknown(4208)
4210|Unknown(4210)
4218|Unknown(4218)
4220|InitialStatus:Death
4221|InitialStatus:NearDeath
4222|InitialStatus:Sleep
4223|InitialStatus:Poison
4224|InitialStatus:Sadness
4225|InitialStatus:Fury
4226|InitialStatus:Confu
4227|InitialStatus:Silence
4228|InitialStatus:Haste
4229|InitialStatus:Slow
422A|InitialStatus:Stop
422B|InitialStatus:Frog
422C|InitialStatus:Small
422D|InitialStatus:SlowNumb
422E|InitialStatus:Petrify
422F|InitialStatus:Regen
4230|InitialStatus:Barrier
4231|InitialStatus:MBarrier
4232|InitialStatus:Reflect
4233|InitialStatus:Dual
4234|InitialStatus:Shield
4235|InitialStatus:D.Sentence
4236|InitialStatus:Manipulate
4237|InitialStatus:Berserk
4238|InitialStatus:Peerless
4239|InitialStatus:Paralysis
423A|InitialStatus:Darkness
423B|InitialStatus:DualDrain
423C|InitialStatus:DeathForce
423D|InitialStatus:Resist
423E|InitialStatus:"LuckyGirl"
423F|InitialStatus:Imprisoned
4240|Unknown(4240)
4248|Unknown(4248)
4250|Unknown(4250)
4258|Unknown(4258)
4260|Unknown(4260)
4268|MagEvade%
4270|BattleRow
4278|Unknown(4278)
4280|ReturnedGil
4290|ReturnedItem
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
42B0|AP
42C0|Gil
42E0|Exp
4300|Unknown(4300)
4308|Unknown(4308)
4310|Unknown(4310)
4318|Unknown(4318)
4320|Unknown(4320)
4328|Unknown(4328)
4330|Unknown(4330)
4338|Unknown(4338)

i will work on my recently dumped data and see what all i can find, hopefully i can pinpoint something :P.

edit: nope, i cannot see anything that would possibly point to drop/stea/morph/manip stuff (for me), but 4278 has FF in it, and 4260 has 01, while all of the rest has 00, so those are the only two unknown values with any number in them at all sans 00, but i don't know what they do, i will have to test them and see real quick.

it seems that there will be no real way to change any of the values we wanted through AI, at least through the 4XXX data, but there may still be a way to do it, but how exactly i do not know... it could be something in the 2XXX area, since there are other things in there besides masks (like the magic counter, which counts the amount of times magic was cast (not entirely sure on the mechanics, it may have to hit an enemy to increment it, been a while since testing it :P), battle ID,  and the camera data), so it could still be possible, though I wouldn't know where to look exactly. all i know is that from the data i just looked at, 4XXX isn't looking good for much more data :/.

122
Archive / Re: Changing enemy colors with editing AI
« on: 2009-08-15 15:39:36 »
i will list the unknown addresses from my PrC dat file, which should be less than the normal dat file that comes with it, since i have found out  a few of the unknowns on my own (not listing flags, since a single stray flag is doubtful to help in this instance :P):

4030-403f
40b0-40b7
41ao-421f (big section between used stuff)
4240-4267
4278-427f
4300-433f (4340-435f is a type of status infliction that affects all in the row EXCEPT the enemy hit IIRC, sort of a blade beam like infliction, but has some weirdness to it)
4360-4fff (the main chunk, doubt much of it is used though)

it is those ranges that would have the color data if it is there, though i don't think it is anywhere before 4360, since i have tried some stuff while looking for the enemy drop/steal items and rates, though i did find the item/money (gil caps at 65535) data that they "stole" from you, like the vice enemy uses when it steals from you (4280 for gil and 4290 for item :P). i haven't tried all that much in the upper region of the data, but it should become pretty apparent when you hit one of the sections (color or drops), because making it a set value would be noticeable right away in many cases (if an MP turned white, then i think you hit the right area XD).

if you guys are looking through the unknown data (i may join in again sometime soon), keep an eye out for other things while you are in there... i would like to stumble upon the drop/steal/morph items and rates, and possibly the manip. moves for the enemy, for my leveling mod once i return to it :P. and, if you want, i can post the contents of my PrC dat file for you to use, though I am not entirely sure if it is all accurate, but it should give a decent idea of how some of it works, and a lot of my flags are separated rather than in one clump, like the elemental resistances.

you could probably make a pre-battle section for whichever test enemy (MP is a good one :P), and set a few unknowns at a time to see what all changes, and slowly move on as you go, if you hit anything interesting just remove unknowns until you can pinpoint the cause ;).

123
yeah, it is possible that they are all dummied out, having to rewrite the entire pointing crap/removing the now unneeded data is much more work than just making it all useless :P.

i think i may have tried to add an extra move to the data after the manip attacks at one point in time, but do not remember the results, so it was likely that it did nothing  :roll:. no harm in testing it again though  :lol:.

oh, and i may not be right on this (nfitc1 is the "master of the kernels", so he would know for sure XD), but i think that the weapon status infliction is only one byte because only one status can be inflicted by one weapon, so they would only need to make it one byte, whatever the value is would be the status it can inflict (so 27/26 (depending if it starts from one or zero) would be the darkness status). for the initial statuses/immunities, it is possible to have all active at the same time (though not likely to happen, it is possible), so to do it the same as the weapon would take 32 bytes, one to show each active status, so the better way in that situation would be four bytes, each bit being a flag for a status, four bytes on a weapon that is only allowed one status to inflict is similar, more bytes than needed, though if it could activate more than one status it would be better with four. i hope you see what i mean, i am not the best at explaining things, and i may not even be right on the way the weapon status byte is... i am just assuming i am right :P.

yeah, i just checked again and adding another move to the spot after the three manip moves does nothing to the manip screen, so it is likely dummied out. and the second "status" section also did nothing, as you said... just making sure :P.

124
Actually, initial status would have to have been 4 bytes like the status immunities, because one byte alone cannot point to all the possible status conditions that can be active on the enemy, otherwise the status immunity section would have only been one byte, but that is only possible with 8 statuses, and there are definitely more than 8 :P.

it is likely that the 2 byte unknown was originally a fourth manip/berserk move that was scrapped for whatever reason at the end. as for the 32 byte unknown, that would require looking at every enemy's data to see if there is a possible pattern to be seen, it is hard to tell from a few enemies :P. here are a few more enemies and their values (including the ones you mentioned KM) maybe throwing a few out there will get some ideas flowing, though it would still be easier with a complete list of all enemies and their values:

Grunt - d200 (3rd/4th bytes)
Sweeper - 5e01 (5th/6th bytes)
Guard Scorpion - 1301 (11th/12th and 13th/14th bytes)
Grashtrike - 1301 (3rd/4th bytes)
Rocket launcher - d600 (first two bytes)
Blugu - d700 (3rd/4th bytes)
Special Combatant - d200 (3rd/4th bytes)
Smogger - d800 (5th/6th bytes)
Air Buster - db00 (5th/6th and 7th/8th bytes), 1301 (15th/16th bytes)

i think all of these share the same position as a specific attack the enemy uses (as in the same position as the 32 block of the enemy's attacks), so it could be something to do with the camera movement, guard scorpion has 1301 set in the same position as the two unnamed moves it uses to switch between stages, and grashtrike has it in the same position as it's silk attack. the way to figure out what it is would be to compare the way the moves are used with the value there, and with the value as FFFF (i.e. unused), but my guess is that is somehow changes the camera, possibly by "borrowing" the animation used by another attack. it is probably likely that my guess about what it does is wrong (since they would likely just replace the camera movement in the attack data instead of borrowing the camera from another), but it definitely has to be related to the moves in some way.

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i sort of manually edited all of my mp3 files to loop better a while ago... but there was still some slowness in between songs, which is now pretty much gone with loopfudge set to 250. it is likely that i can set it even lower, but i think that 250 sounds pretty good for now :P. this is a pretty nice little tutorial, though all i really changed was the loopfudge value... guess i was a little bit farther than most people  :roll:

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