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.