I plan on releasing a new version with these fixes before Monday of next week. Does anyone have anything more to add that they'd like to see?
Let's pretend I didn't say that, shall we? Copy-pasting didn't work at all although I'm not sure why because they run almost identically. Oh well, I think it'll work out now. I fixed the things I said weren't working (I hope anyway. I hate writing code for the AI editing) and added two new features:
1. Now if it finds kernel2.bin in the same directory that you opened KERNEL.BIN from it'll start up in PC editing mode. I've been meaning to do this for a while because I've been annoyed at changing text only to realize that I'm in PSX mode. Ugh. I thought of a "Keep text changes on mode switch" option, but that didn't seem to be as useful since I still had to switch AND remember to turn it on when I wanted to switch.
2. I'm currently testing an option that will allow people to legally share their KERNEL.BIN & scene.bin mods without having to share the entire KERNEL.BIN and scene.bin files. I never liked seeing people do that. I've got to account for shortened/expanded text segments and I can copy it to PrC and release them together.
3. Altnough not really a feature, I'm going to make a helpfile for PrC before it's released. It will mostly be similar to WM's (which will be updated too to solve some errata), but it is different enough to need its own now.
Work picked up a few days ago and I didn't get to work on this to get it out when I said I was going to. Regardless, they both still work (sorta) so no rush, right?
(heh, I used the word "work" three different times in three different ways in those two sentences!
Cool, huh?
)
EDIT: I was playing with 0002h again earlier today and I think I've come to a conclusion for what it does. It is "use multi-target animation on multiple targets". Only the game ignores this and lets the animation handle it. Seriously, changing this property does NOTHING to anything. Disassembling the executable has led me to conclude that it never gets checked. In fact, the Blade Beam property doesn't either. I took it off the Blade Beam attack and gave a few other attacks that property and none of the attacks did anything different. So I'm forced to conclude that "0002h" will be re-labeled "Dummy1" and "Blade Beam?" will be re-labeled as "Dummy2". The unused will stay the same because they are just that. However, since there is data in these dummy fields I can't label them as unused, can I?
The oddest thing is, Pandora's Box made the invisible Grangalan Jr/Jrs visible after the attack was over. I initially thought this happened when I turned the 0002h off, but even when it was on it was doing this too. Weird. Probably some gimped up property existing in the animation of the attack. It actually freezes enemy animation while it performs, that might be a symptom of the same effect. I dunno. Regardless, I'm closing the case on the 0002h and will only reopen it if someone can show me proof that it actually does something.