Hi-Tech: A Chrono Trigger tech editor for Temporal Flux! Beta 31 out!

Started by Mauron, February 25, 2011, 09:19:59 AM

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Mauron

Hi-Tech Beta 17!

- Fixed label issues with increment counter and decrement counter
- Unknown 21 decoded as conditional return from super command
- Play Weapon Sound variants decoded as regular/ranged and critical/melee.
- Play Weapon Sound (3-bytes) display error fixed.
- Fixed a glitch where some techs would be overwritten due to a size calculation error.
Mauron wuz here.

Mauron

Hi-Tech Beta 18!

- Split Control Header Unknown 02 into Player Attack, Tech, Unknown 2.20, Enemy Vs Enemy Attack, and Unknown 2.F.
- Fixed multiple issues with loading expanded animation types.
- Added consistency to control header unknown labeling
- Fixed HiTech.ini support for player effect headers
- Fixed default value for maximum player effect header.
- Updated tech effect list genereation.
- Fixed crash with prerelease ROMs and rock techs.
- Fixed issue with combo tech requirements loading extra data (and crashing in JPN ROMs)
- Fixed issue with combo tech requirement display in non-US ROMs.
Mauron wuz here.

lexluthermiester

This editor seems of high enough quality that you really should make it an official entry in the utilities section.

SunGodPortal

Quote from: lexluthermiester on May 07, 2017, 10:41:49 PMThis editor seems of high enough quality that you really should make it an official entry in the utilities section.

I'm sure he's pulling his hair out from the submissions hurdles as we speak. :)
Cigarettes, ice-cream, figurines of the Virgin Mary...

lexluthermiester

Quote from: SunGodPortal on May 07, 2017, 11:36:26 PM
I'm sure he's pulling his hair out from the submissions hurdles as we speak. :)
I think I missed something. "Submission hurdles"?

Mauron

I'll be submitting after I add Super Command expansion, and make sure the kinks are worked out.
Mauron wuz here.

einlanzer

This is a great tool, and i've used it a lot so far, but I have a question - I somewhat regularly start getting unhandled exception errors after making miscellaneous edits and have to backtrack to an earlier version of the rom to continue using it. Here's an example of the error I'm getting currently:

See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.IndexOutOfRangeException: Index was outside the bounds of the array.
   at HiTech.PluginMain.GetRecords()
   at Temporal_Flux.MDIForm.OnOpen(Object sender, EventArgs e)
   at System.Windows.Forms.MenuItem.OnClick(EventArgs e)
   at System.Windows.Forms.Command.Invoke()
   at System.Windows.Forms.Control.WmCommand(Message& m)
   at System.Windows.Forms.Control.WndProc(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)



Do you have any ideas?  Thanks!

Mauron

Were you modifying enemy tech animations before that? If not, what changes had been made?
Mauron wuz here.

einlanzer

Quote from: Mauron on June 05, 2017, 04:08:31 PM
Were you modifying enemy tech animations before that? If not, what changes had been made?

Yes, I have updated enemy techs on numerous occasions. Mostly just coefficients, though.

Mauron

The animations, or the control/effect headers?

Can you send me a patch with the crash in it?
Mauron wuz here.

einlanzer

Quote from: Mauron on June 06, 2017, 01:53:44 AM
The animations, or the control/effect headers?

Can you send me a patch with the crash in it?

Neither. I will do so shortly.

The Fang

Hi there. I just want to report an exception I get while saving in Items Targeting. No data was written to the rom, though. I recently switched to beta18 but the last version I was using was 13, and it happened in that one as well.

************** Exception Text **************
System.ArgumentNullException: Value cannot be null.
Parameter name: source
   at System.Array.Copy(Array sourceArray, Int32 sourceIndex, Array destinationArray, Int32 destinationIndex, Int32 length, Boolean reliable)
   at System.Array.Copy(Array sourceArray, Int64 sourceIndex, Array destinationArray, Int64 destinationIndex, Int64 length)
   at HiTech.ItemTargetingRecord.PlugSave()
   at FluxShared.SaveRecord.Save()
   at Temporal_Flux.MDIForm.OnSave(Object sender, EventArgs e)
   at System.Windows.Forms.MenuItem.OnClick(EventArgs e)
   at System.Windows.Forms.MenuItem.MenuItemData.Execute()
   at System.Windows.Forms.Command.Invoke()
   at System.Windows.Forms.Command.DispatchID(Int32 id)
   at System.Windows.Forms.Control.WmCommand(Message& m)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
   at System.Windows.Forms.ContainerControl.WndProc(Message& m)
   at System.Windows.Forms.Form.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)

Also, forgive me if you already know this, but the Items list seems to be off by one. I don't know anything about the animations part, but the Targeting is for the next Item.

I am trying to make the hyperether do for mp what the lapis does for hp, so it's not one of those useless items we always seem to have at the end. ;)
A prophet is only without honor in his hometown.
-Jesus

Mauron

I will look into the issue shortly. For the item conversion, you'll need to use Itemizer to change the effect.
Mauron wuz here.

Mauron

Hi-Tech Beta 19! Hi-Tech Beta 20!

- Confirmed Control Header Unknown 04 as unused.
- Identified Player Tech and Attack Control Header 1.20 as ignore failure conditions.
- Identified Player Tech, Player Attack, and Enemy Tech Control Header 1.40 as ignore hit and evade
- Fixed issue with saving enemy attack graphics headers.
- Fixed multiple issues with effect headers and order of operations.
- Redid Tech Requirements saving to address a crash. This required dropping support for old flux files with tech requirements.
- Added safety check on tech requirements to prevent errors.
- Fixed issues with loading Japanese ROMs and control and effect headers
- Fixed crash when saving item targeting. This required dropping support for old flux files with item targeting.
- Fixed issue with item targetting data placement.
- Fixed an issue with layout drawing.
- Adjusted labeling for targeting grid.
- Removed support for unused control header values.
- Fixed crash with saving player attack animations
- Fixed multiple crashes with loading expanded animations.
- Added support for attacks for enemies 0xFB-0xFF. 0xFB is an unused Magus, the rest are dummy data.
- Added a link to Fiendcrafter, if available, to grab the current attack 2 index. Previously changes in Fiendcrafter would not be reflected until reloading the ROM.

Hi-Tech Beta 20!

- Fixed default combo tech groups to account for the unused group.
Mauron wuz here.

Mauron

Hi-Tech Beta 21! Edit Super Commands.

Super Commands are now editable and expandable. Provided no bugs appear, this should be the last beta.

- Fixed bug with adding commands to a super command
- Simplified add command code.
- Fixed hexadecimal and offset display in animation commands.
- Fixed issue with add or subtract from counter option display
- Fixed issue with show damage display
- Fixed issue with saving enemy attack animations.
- Added support for editing super commands.
- Added list of counters.
- Fixed issue with Enemy attack control headers showing incorrect data.
- Added import/export support for super commands.
- Added system to pass enemy tech names to other plugins.
- Unknown 6C decoded as flash object
- Unknowns 47, 48, 81, 82, 83, 84 partially decoded as store target to RAM.
- Fixed issue with tech targeting in the Japanese version.
- Improved enemy tech names.
Mauron wuz here.

Mauron

Hi-Tech Beta 22! Darn, I found some bugs.

- Fixed issue with saving enemy attack control headers
- Fixed issue with loading triple tech requirements
- Added consistency in unknowns group naming
- Fixed issues with loading increase counter 1D by unknown value commands.
- Updated Failure conditions to match new research
- Updated special effects text for some commands
- Simplified and improved dropdown code
- Unknown B.80 idenitified as Has Miss Animation.
- Confirmed Enemy tech and attack control headers as using the same format: merged classes and removed unused values.
- Added Hi-Tech.ini settings for Enemy attack control and effect header expansion
Mauron wuz here.

lexluthermiester

Quote from: Mauron on November 07, 2017, 07:48:05 PM
Hi-Tech Beta 22! Darn, I found some bugs.

- Fixed issue with saving enemy attack control headers
- Fixed issue with loading triple tech requirements
- Added consistency in unknowns group naming
- Fixed issues with loading increase counter 1D by unknown value commands.
- Updated Failure conditions to match new research
- Updated special effects text for some commands
- Simplified and improved dropdown code
- Unknown B.80 idenitified as Has Miss Animation.
- Confirmed Enemy tech and attack control headers as using the same format: merged classes and removed unused values.
- Added Hi-Tech.ini settings for Enemy attack control and effect header expansion
Nice! I don't know if it's been said, but on behalf of everyone who has used this great utility, Thank You for all of your hard work!

fedorajoe

Mauron, you're a genius. If you were here I'd kiss you.

Juuuuuust might have to start work on a Chrono Trigger hack...

Mauron

Have fun with that hack!

I've got some Animation Tutorials available.

Edit: New version.

Hi-Tech Beta 23!

- Clarified enemy line 0xA and 0xB targeting as enemy line (all in line) and enemy line (up to target).
- Fixed a bug with Wait for Counter 1C/1D editing.
- Cleaned up speed command editing.
- Unknown 25 decoded as Return if target is not present
- Unknown 07 decoded as set default speed.
- Added an option to exclude commands from the dropdown list, and applied to Empty Command 0x5F
- Identified effect header mode 1 unknown 1.80 as revive flag
- Simplified overlap between mode 0 (healing) and mode 1 (status recovery and healing)
- Fixed issue with saving tech animations over multiple ROM loads.
- Slide Sprite to coordinates, slide sprite to stored coordinates, and slide sprite to target are now "Move Object To..." Animation (or lack thereof) is handled by play animation, and it is possible to easily change between modes now.
Mauron wuz here.

fedorajoe

Hey Mauron, Hi-Tech question for you.

I've been using this to make slight adjustments to techs with no problem. Tonight I decided to swap *Life and *Lightning2 in Crono's tech list. Basically I just replicated each tech in the other tech's spot. Know what I mean? Well, the game now loads and plays normally... but crashes to black screen if I access Crono's tech list.

Not asking you to go through this line by line with me. Just wondering if this error suggests to you something else I need to do, or something in particular I should look for, in the changes I made?

Been using all of your plugins for this and your work is top notch. Thanks!