SF2 Editor 1.4 Release

PostPosted: Wed Jul 01 2009 10:53am
by Space King
It's out.

Main change is a feature to add and remove stat blocks, and some labels were cleaned up.

Having to use my own dog food for once, I added a button to hide/show spell lists to make it easier to compare stats of multiple guys. If anyone has a feature/calculator type thing they'd find helpful like this, lemme know.

Also please share any long standing bugs in a huge bold font.

This should be the last major update that'll shuffle tables around. Truth be told, I really should have written a generic function to append/trim tables and update pointers. I would have if I'd know I'd have been doing it more than once. Such are the cruel lessons of experience; by the time you know what you need to know it's too late.

Odds and ends left to do in the program's scope, will do if the information is donated:

* The level that's considered the base promotion level. Which is 20 by default - this is relevant in games where the maximum level is higher than the promotion level.

* The spell that replaces a sorcerer's spell list (Dao), and if it may be applied to other classes or disabled.

* Assignment of icons for the battle map, face avatars.

* The fraction spells are increased by after promotion.

Re: SF2 Editor 1.4 Release

PostPosted: Wed Jul 01 2009 3:42pm
by Stordarth
Space King @ Wed Jul 01, 2009 10:53 am) wrote: Fixed a bug where changing a battle model, would also assign that value to that character's defense stat

You have no idea how much this made me pull my hair out. i thought I was going mad!

Glad to see it was a bug and not just my mind. :thumbsup:

Re: SF2 Editor 1.4 Release

PostPosted: Wed Jul 01 2009 5:14pm
by Space King
I thought you would have known about it. Gotta share these things man.

I can't fix what I don't know about. ;_;

Re: SF2 Editor 1.4 Release

PostPosted: Wed Jul 01 2009 8:39pm
by Hirsute
Stordarth @ Wed Jul 01, 2009 10:42 am) wrote: You have no idea how much this made me pull my hair out. i thought I was going mad!

Glad to see it was a bug and not just my mind. :thumbsup:

Hahaha I thought I was crazy too!

Re: SF2 Editor 1.4 Release

PostPosted: Thu Jul 02 2009 6:32am
by Space King
You're all in cahoots against me ;_;

Re: SF2 Editor 1.4 Release

PostPosted: Sun Jul 05 2009 1:56pm
by BigNailCow
Wow, thanks for adding the ability to add slots! If it works as advertised, this is amazing.

However, there's one thing I'd like to know. Did you test this using a 4mb ROM expanded with the Caravan? It seems to assume there's room to expand the character data, but that's only because we moved the data that was after it in the expanded version. Otherwise it will overwrite part of the tile layout for the ending screen that shows the jewels of light and evil.

This data is uncompressed, so it won't freeze the game, it'll just show some garbled tiles (probably). So, not a big deal really, but I was just curious.

Edit: Also, since class data is in the same place, you could add the ability to add classes. It might screw up battle sprite data though, not sure.

Edit 2: Also curious, how do you parse the number of slots? Checking if you've reached the next pointer?

Edit 3: What does "Assignment of icons for the battle map, face avatars." mean?

Edit 4: "The level that's considered the base promotion level. Which is 20 by default - this is relevant in games where the maximum level is higher than the promotion level." I believe this is set alllllll over the place. I'd have to find probably 10 different instances of it. (Stupid programmers)

Edit 5: "The fraction spells are increased by after promotion. " It actually multiplies by 5, then divides by 4. The division by 4 is not really changeable due to the ASM commands it uses. So, it could be changed in increments of 25%. It's a word at 0xbb74. Defaults to 0005. Related: Hard-coded spell indexes it checks to divide the damage by the number of targets (for sorceror spells), all words: 0xbb7e, 0xbb86, 0xbb8e, 0xbb96 (001d, 001e, 001f, 0020 respectively)

Edit 6: You allow changing the "number of basic classes". I assume this just changes one "12" somewhere. The problem is, like in edit 4, it checks this number in several different spots.

Edit 7: And I will look into the Dao thing.

Edit 8: I think 125% and 150% are backwards on the critical hit chance section for monsters. It appears fine on the force classes section.

Edit 9: Also if you want to add monster map sprites to the monster section, they are located at 0x44aa4. Simply one byte per monster in order.

Edit 10: Looking at the promotion data, you could allow the ability to change which item allows special promotions. It's stored after the special promotion data, in the same order.

Re: SF2 Editor 1.4 Release

PostPosted: Sun Jul 05 2009 7:07pm
by Stordarth
Space King @ Wed Jul 01, 2009 5:14 pm) wrote: I thought you would have known about it. Gotta share these things man.

I can't fix what I don't know about. ;_;

no no I mean I didn't realise this was a bug, rather I thought I was making errors myself.

Re: SF2 Editor 1.4 Release

PostPosted: Sun Jul 05 2009 10:19pm
by Space King
However, there's one thing I'd like to know. Did you test this using a 4mb ROM expanded with the Caravan? It seems to assume there's room to expand the character data, but that's only because we moved the data that was after it in the expanded version. Otherwise it will overwrite part of the tile layout for the ending screen that shows the jewels of light and evil.

I'll have to get around to having it edit bytes passed off where the table pointer points to. As long as those bytes remain in the same location, cross compatibility can be maintained pretty easily.

It overwrites into that table that's 010101 for about a billion bytes. Pushing the tables below it over into it. I could check to see if these tables are contiguous, and if they aren't any longer, assume that there is empty space to write into. It's probably not a swell idea to mess with this tile layout you're talking about, regardless of how much harm it does.

For now, the stat blocks should work with your schema if you've kept the two tables below it. Otherwise it should bomb hard like everything else.

If you've left the location of the pointers in the same spot, I can overhaul this thing to key off of that.

Edit: Also, since class data is in the same place, you could add the ability to add classes. It might screw up battle sprite data though, not sure.

Sounds easy. The battle sprite should be harmless, should just need that there's something at the graphic table items it's pointing at.

You already got the expanded item equip bytes working?!

Edit 2: Also curious, how do you parse the number of slots? Checking if you've reached the next pointer?

Yeah. Just count the number of instances of FF or FE between them.

Edit 3: What does "Assignment of icons for the battle map, face avatars." mean?

I was talking about two different things. Character faces probably isn't very relevant anymore since you're doing your ninja stuff.

The character map sprites assignments are weird. They care about the character's class, so changing Chester to a warrior will mess it up. They don't seemed to be stored in anything like the way the battle sprite assignments are done. (Which is Class - Sprite Set - Palette.)

Edit 6: You allow changing the "number of basic classes". I assume this just changes one "12" somewhere. The problem is, like in edit 4, it checks this number in several different spots.

It's working correctly for what it's supposed to do. That number will shuffle the table around so that the Promotions at the end won't require a special item, or the ones toward the front do.

I tested it just now by adding Swordsman > Monster in the slot above Knight > PKnt. And promoting Bowie into a Monster with the Pegasus Wing at level one. It feels fantastic testing something without having to talk to that Astral guy first.

It is a misnomer, since the same class slots will still be receiving the spell bonus + epic promoted guy music. I'll relabel it "Basic Promotions" since that's really what it is.

And thinking about this section just now I think the rom probably is saying right where the promotion item bytes are. Two bytes matching can be coincidence - five matching by mere chance is like winning the lotto.

Edit 8: I think 125% and 150% are backwards on the critical hit chance section for monsters. It appears fine on the force classes section.

They use the same layout and basic source, if the data's handled the same, and there's something wrong with one, it'll be wrong with the other. I can check it out if you have misgivings.

Edit 9: Also if you want to add monster map sprites to the monster section, they are located at 0x44aa4. Simply one byte per monster in order.

Thank you so much.

Hard-coded spell indexes it checks to divide the damage by the number of targets (for sorceror spells), all words:

Don't suppose the other bytes in there have an obvious purpose?

Edit 10: Looking at the promotion data, you could allow the ability to change which item allows special promotions. It's stored after the special promotion data, in the same order.

I just realized this about ten minutes ago as per above. I can't believe I overlooked it - it is a tragedy.

I can add a conditional here that'll check to see where the table is stored. If it's obviously not anywhere near it's default, I could assume (good old assuming) it's been moved to a place where it has room to expand. Should be absolutely possible to make every promotion require an item.

Re: SF2 Editor 1.4 Release

PostPosted: Sun Jul 05 2009 10:33pm
by Doomblade66
Space King said:

Fixed a bug where after converting an SMD, names would remain as garbled SMD data.


I wonder if that was what the problem was in my current mod-file where I noted to you guys in another thread that the names of the character classes that I had edited info on (Bow Knight, Monster, Ninja, etc for example) were showing up in the little box on the left side of their edit Class screen as "garbled nonsense" icons/words/PI symbols, etc which made no sense.

As a result...if you tried to go edit something from there, you'd get that "runtime error" (381 ? IIRC) that I listed in the SF-2-Edit Error thread.

I THINK that it started getting "weird on me" only after I did the conversion to a 4.00 MB file using the Caravan software (in order to edit some stuff with Caravan, it requires you to modify the base file in some fashion that makes it bigger....but apparently it "glitched" it in some way).

As I noted, the biggest problem, in addition to the glitched names on the SF-2-Edit screen, is that when I promoted those guys whom had edits made to them...they end up with "MOVE-0" and cannot move at all in battles ! Oops !

;-)

Re: SF2 Editor 1.4 Release

PostPosted: Sun Jul 05 2009 11:00pm
by Space King
Doomblade66 @ Sun Jul 05, 2009 10:33 pm) wrote: I THINK that it started getting "weird on me" only after I did the conversion to a 4.00 MB file using the Caravan software (in order to edit some stuff with Caravan, it requires you to modify the base file in some fashion that makes it bigger....but apparently it "glitched" it in some way).

Killin' me here >_<

Not compatible with that yet. Some (all?) things should work if you edit them before you do that conversion.

Re: SF2 Editor 1.4 Release

PostPosted: Mon Jul 06 2009 2:53am
by BigNailCow
I've never experienced a problem with editing the 4mb ROM. It has to be a BIN in the first place to convert to 4mb. We intentionally left everything SF2Edit edits in the same place for now so this wouldn't happen.

Also, I experienced the "setting move to 0" bug. This is because the pointer to class data gets messed up if you remove slots, I think.

I'll have to get around to having it edit bytes passed off where the table pointer points to. As long as those bytes remain in the same location, cross compatibility can be maintained pretty easily.

It overwrites into that table that's 010101 for about a billion bytes. Pushing the tables below it over into it. I could check to see if these tables are contiguous, and if they aren't any longer, assume that there is empty space to write into. It's probably not a swell idea to mess with this tile layout you're talking about, regardless of how much harm it does.

For now, the stat blocks should work with your schema if you've kept the two tables below it. Otherwise it should bomb hard like everything else.

If you've left the location of the pointers in the same spot, I can overhaul this thing to key off of that.

We left the character data, initial character data, and class data in the same exact spot. We moved the 0100010001000100 etc. data (the jewel screen tile layout) afterwards to allow for expansion of the 3 above mentioned sections. There's quite a bit of extra space afterwards, almost as much as the original data takes up. I successfully expanded it to 82 slots total with no space problem.

You already got the expanded item equip bytes working?!

Not sure what you mean here.

I was talking about two different things. Character faces probably isn't very relevant anymore since you're doing your ninja stuff.

The character map sprites assignments are weird. They care about the character's class, so changing Chester to a warrior will mess it up. They don't seemed to be stored in anything like the way the battle sprite assignments are done. (Which is Class - Sprite Set - Palette.)

God yes, it's infuriating. It uses a table telling you the final sprite # of each character, then does some voodoo math where it specifically checks the character's class index to see how many to subtract from that index to get their sprite #. It's absolutely impossible to edit this in any sane way, so it will have to be gutted and it'll have to wait until I get a new system into the Caravan.

As for character portraits, this is something you could add:
0x4567a - a table of entries 4 bytes each (sprite number, related portrait, related speaking sound, 00)

The portrait and the pitch of the blip sound it uses for speaking are related to the sprite number of the character, not the character index or class index. You can actually give it any sound index and it will play that sound, even if it's music. For example, the first entry is 00 00 49 00 -- sprite number 0 (Bowie as SDMN), portrait number 0 (Bowie as SDMN), medium pitch (I think), and the 00. Not sure how many entries there are in this table offhand.

They use the same layout and basic source, if the data's handled the same, and there's something wrong with one, it'll be wrong with the other. I can check it out if you have misgivings.

It's just that every normal monster has 150% damage and the bosses have 125% damage. Maybe it's supposed to be like that because bosses naturally do so much more damage and they didn't want it to be ridiculous, but I figured they would really want the bosses to pack a wallop on a crit.

Don't suppose the other bytes in there have an obvious purpose?

These numbers are hardcoded as arguments to ASM instructions. The other bytes are, well, the ASM instructions. Change them and the game freezes.

And thinking about this section just now I think the rom probably is saying right where the promotion item bytes are. Two bytes matching can be coincidence - five matching by mere chance is like winning the lotto.

Not sure what this means, but it works like this:
1 byte listing the number of base classes, then that number of bytes.
1 byte listing the number of promoted classes, then that number of bytes.
1 byte listing the number of base classes with special promos, then that number of bytes.
1 byte listing the number of special promos, then that number of bytes.
1 byte listing the number of special promo items, then that number of bytes.

The first 2 length bytes and the last 3 length bytes have to be the same for it to work, obviously, as they match up one to one. There is no pointer to this data; it is hardcoded as a branch destination at 0x21112. Luckily that's the only time it's referenced, so you COULD check that to see where it is if someone wants to expand it (I have succeeded in doing this).

Re: SF2 Editor 1.4 Release

PostPosted: Mon Jul 06 2009 8:18am
by Earl
speaking sound

Heh. I was thinking of how to say that myself, and "talky-sound" is the first thing that popped into my head before my brain goes "Talky-sound? You mean 'voice'?" Facepalm.

Re: SF2 Editor 1.4 Release

PostPosted: Mon Jul 06 2009 1:17pm
by Space King
Also, I experienced the "setting move to 0" bug. This is because the pointer to class data gets messed up if you remove slots, I think.

That doesn't make sense though - if it's messed up while loading the promotion info, it should mess up the base ones too. I couldn't replicate this - is this happening only with the 4mb?

We left the character data, initial character data, and class data in the same exact spot. We moved the 0100010001000100 etc. data (the jewel screen tile layout) afterwards to allow for expansion of the 3 above mentioned sections. There's quite a bit of extra space afterwards, almost as much as the original data takes up. I successfully expanded it to 82 slots total with no space problem.

That's keen. There's still a lot of other tables left, no? Since expanding everything seems to be a pretty worthwhile goal, when you have a final implementation you're happy with let me know about it.

Not sure what you mean here.

You once mentioned you wanted to add some more bytes for the can-equip data on items, so it'd be possible to add more classes? Could just have been something I read in a delirium.

As for character portraits, this is something you could add:
0x4567a - a table of entries 4 bytes each (sprite number, related portrait, related speaking sound, 00)

Awesomesauce.

It's just that every normal monster has 150% damage and the bosses have 125% damage. Maybe it's supposed to be like that because bosses naturally do so much more damage and they didn't want it to be ridiculous, but I figured they would really want the bosses to pack a wallop on a crit.

Yeah, the Kraken arms and legs are all kinds of fun. Sadly the Devils don't usually live long enough to even share one of their gentle crits. They shoulda gotten some beefy minions like the Kraken got.

Re: SF2 Editor 1.4 Release

PostPosted: Mon Jul 06 2009 2:20pm
by BigNailCow
That doesn't make sense though - if it's messed up while loading the promotion info, it should mess up the base ones too. I couldn't replicate this - is this happening only with the 4mb?

Actually, I used a savestate made before the changes, so their move stat was already copied over. I'll look into it more clearly, but it should have no relation to 2mb/4mb, as things are in the same place.

That's keen. There's still a lot of other tables left, no? Since expanding everything seems to be a pretty worthwhile goal, when you have a final implementation you're happy with let me know about it.

Yes. The layout keeps changing, but I'm implementing a step-by-step moving approach in the Caravan so it keeps track of movements over time and can update from any version to the newest version. I'd suggest not worrying about it in SF2Edit, since it changes so much. It's still quite a ways away from being finalized.

You once mentioned you wanted to add some more bytes for the can-equip data on items, so it'd be possible to add more classes? Could just have been something I read in a delirium.

Ohhhh, right. I imagine this could be moved and expanded without too much difficulty, but of course then it wouldn't work in SF2Edit. I'll look for a pointer to the data.



Here are some more things you might want to add (I'm just all kinds of helpful recently):

Edit 1: 0xc24e - table of 1 byte entries - type of resistance used for each spell.

This corresponds to the bits used in the resistance field, of which 6 of the 16 are not used. There appear to be 6 possible settings for this:
00 - wind
02 - lightning
04 - ice
06 - fire
08 - non-resistable
0e - status

Edit 2: I found the amount added/subtracted for resistance (-25%, -50%, or +50%) but of course, it's hardcoded and pretty much unchangeable in a sensible way. This angers me greatly.

Edit 3: 0x1b15e9 is the multiplier for ATT in super mode. The default is 5, and it is in multiples of 25%. So 6 would be 150%, 7 is 175%, etc.

Re: SF2 Editor 1.4 Release

PostPosted: Mon Jul 06 2009 5:49pm
by Doomblade66
Okay - I'm glad I'm not the only one who's experienced the glitch Move upon Promotion thing ! Basically...I think what happened (If memory serves) is that I did all my edits using SF-2 Edit, as Space King had instructed us....gone into Caravan 0.5 and found it needed to transform my modded file to a 4-MB one in order to use the Caravan options/functions ...okay...I did that. I then made my needed changes using Caravan...and was pleased with everything.

THEN I started playtesting the finished product.....what happened though is I found that I had slightly overpowered some of the starting enemies and it was making the first several battles way too tough / frustrating - to the point my characters were Bowie: 12 Kills / 3 Deaths , Sarah: 10 Kills, 4 Deaths, Chester: 8 Kills, 6 Deaths - or something like that - just to get through the initial Gizmo fight.

I had forgotten the starting stats your team has and thus made the Gizmo's Attack and Defense too potent for what you can do to them at first. A simple mistake and easily fixed....or so I thought !

I then went back into the "modded to 4-MB" file using SF-2-Edit and made the changes to the Gizmos and a few other enemies...and it's at that time I think I was randomly checking a few classes just to ensure I had everything entered correctly from my notes, etc. - - - and that's when the names got all glitchy for the "Class" section.

I didn't think anything of it since I could still edit the monsters, spells, items, etc - but it did stop me from getting the Class screen to come up properly (instead always showing the Runtime Error 381-IIRC, now)...until I went to promote my guys at the Elven Village - - and found the dreaded 0-Movement glitch !

Shame, really.


* What did you mean BNC, when you noted the "removal of slots" can cause the 0-Movement glitch to happen ? Do you mean "Spell Slots" ? Cause the only major ones I changed were to get rid of Detox 3 and 4 from Sarah / Frayja and simply make the Level-2 version as "effective" as the Lvl-4 one (they are the definition of overpriced, rarely used, and largely redundant spells, if ever there were any, in SF history !), *

Re: SF2 Editor 1.4 Release

PostPosted: Mon Jul 06 2009 6:18pm
by Space King
This seems most likely what's going on:

Since the Caravan moves the jewel tile deal, and that's the poop I'm overwriting, it's probably taken that data for a ride. Since the promoted classes are at the end of the table, that would explain why the ones in the front still work.

So. In this case the advice I gave you was bogus and the time to mix the two would be after converting the rom with the Caravan.

Re: SF2 Editor 1.4 Release

PostPosted: Mon Jul 06 2009 7:50pm
by BigNailCow
Space King @ Mon Jul 06, 2009 12:18 pm) wrote: This seems most likely what's going on:

Since the Caravan moves the jewel tile deal, and that's the poop I'm overwriting, it's probably taken that data for a ride. Since the promoted classes are at the end of the table, that would explain why the ones in the front still work.

So. In this case the advice I gave you was bogus and the time to mix the two would be after converting the rom with the Caravan.

I experienced the bug in the opposite order: the ROM was already expanded, then I added slots and saved in SF2Edit.

But yes, you are correct that it will move part of the class data if expanded, since it just takes whatever's at that address. Not much to do about it.


Also... would it be possible at all to add a field in the open file part to let me type in the name of the file? I hate scrolling through the list. :>

Re: SF2 Editor 1.4 Release

PostPosted: Tue Jul 07 2009 1:56pm
by Stordarth
Space King @ BNC) wrote:I was talking about two different things. Character faces probably isn't very relevant anymore since you're doing your ninja stuff.

The character map sprites assignments are weird. They care about the character's class, so changing Chester to a warrior will mess it up. They don't seemed to be stored in anything like the way the battle sprite assignments are done. (Which is Class - Sprite Set - Palette.)
-----
God yes, it's infuriating. It uses a table telling you the final sprite # of each character, then does some voodoo math where it specifically checks the character's class index to see how many to subtract from that index to get their sprite #. It's absolutely impossible to edit this in any sane way, so it will have to be gutted and it'll have to wait until I get a new system into the Caravan.


I managed to compensate for it actually whilst editing for the community game. Took some analysing, but once i knew what was going on, modifying everything was easy. The class index doesnt seem to matter at all from what I can see, its the character index that seems to matter. Seems sega just looked at the characters with special promos, and adjusted them to essentially force them to fit the table. I;ve changed all the class indexes to fit the characters in the community game, and the character indexes that modify the sprite math remain the same:

Assuming Bowie is character 0, the following character indexes are affected:

2, 3, 12, 13, 14, 15, 16, 17, 21, 22, 23, 25, 26.

I am almost certain that those are the only ones affected. I did thorough checking whilst setting up the community characters. Incidentally, all of those can be compensated for easily. At the relevant sprite address, simply adding +1 to the value of the sprite you want to assign will correct the issue. so If i wanted to assign Sarah vicar (which is sprite 4 in the list, value 03 to assign), I just change 03 to 04. If I wanted to assign Skreech's slot (which is sprite 50 in the list, value DEC 49, HEX 31 to assign) i simply increase 31 to 32. Not doing so would display Unpromoted sarah, and Higins, for each respective example.

If rereiggin everything would be alot of work, dont worry about it BNC, cuz its fixable with some +1s in the right place.
EDIT:
The sprites assignment cares more about the tier of the class than the class itself, I've found. Each class sits in a tier. For normal characters (one promo option), the first class sits in what i call tier 1. the promotion in tier 2. for the characters with multiple promos, the unpromos sit in tier 0 all by themselves, the 1st promo sit in tier 1 with the unpromo normal characters, and the 2nd promos sit in tier 2. Changing a characters class will only change the sprite if you change tier. Example, sarah is a prst. tier 0. changing her to a knight, warrior, mage or archer will not change her tier, so her sprite will remain the same. changing her to a sdmn will increase her spite value by 1, making her look like the vicar. Going the other way, Jaro is a Tier 2 class. Changing him to a paladain will reduce his sprite value by 1, making him look like frayja. reducing him to a knight, tier 0, makes him look like Taya.

Re: SF2 Editor 1.4 Release

PostPosted: Tue Jul 07 2009 1:59pm
by BigNailCow
I don't really understand what you mean.

Oh, well, I sort of do, but the problem comes when you have promoted characters without basic classes. They only have one sprite, so it fails if you try to give them a pre-promo class. I'm just going to remap it for my hack.

Re: SF2 Editor 1.4 Release

PostPosted: Tue Jul 07 2009 2:02pm
by Stordarth
read my edit.

Re: SF2 Editor 1.4 Release

PostPosted: Tue Jul 07 2009 7:38pm
by Doomblade66
Good news Space King...your idea of copying over the files / Data files / etc with the newest SF-2 Editor you released seems to have (at least for now) fixed the screwed up Icon stuff from affecting my ability to edit and fix the CLASS data now.

I am able to open it up and see what happened...you can see Bow Knight, Ninja, MMNK, Monster, etc all have their moves listed as "0" as well as critical / double attack chances / counter chances all showing as 1/32, 1/32, etc (the worst possible). Also, their class names still show garbled....BUT ...I am able to move into the boxes and edit the data, essentially "Fixing" the glitch ....which is something I could not do before because it kept coming up with the "Runtime Error-381" message and booting me out of the editor back to the desktop.

I'm going to fix the info today, using the info from the original .bin to make sure I'm giving them back their proper %-chances for Counter, Crit, etc.

In any case, good idea on a solution !


*** EDIT *** - Actually, I cannot "fix" the garbled funky icons/words/etc in the Class Abbreviation section of "CLASS" (the area where it displays KNTE, MAGE, BRN, PHNX, etc)...I can click into the word box...but no buttons do anything (Backspace, enter, typing a letter, space bar, etc - no change or response). I don't think it matters though...because most importantly I WAS able to go down to Movement Types / Move Value / Other Resistances, and the %'s for Crit Hits, Dbl Attacks, and Counters, as well as class elemental resistances and fix them back to their proper values (using my original un-changed file of the game as reference).
So...everything is fixed up and I will test the game again tonight - hopefully it solves the problem and I am able to promote guys normally and proceed onward in my playtest.

One thing I noticed, as an aside.....Slade is brutally boosted as a Ninja, compared to ALL the other classes.... while his stats are quite good, as we all know, his Class data for Ninja shows him as getting some really impressive benefits.

First of all, while almost ALL the other characters, except Barons, and Red Baron, get 1/16th chance of a 125% Critical Hit on every attack they make....NINJA (and the above-noted Barons/RDBN) actually get a 150% - 1/8th chance for the same !

Additionally...most of the other classes have their Double Attacks chance as 1/32 - reasonably low...and Counter chance of 1/16. A few, like MMNK have 1/8 for Counter chance, but retain the 1/32 Double.

Slade though...he's unique ! He gets a 1/16th Double Attack chance AND the boosted 1/8th chance to Counter any physical attacks against him.

Oh....let's not forget his added utility of Ninja magic. ;)

Simply put, this guy is a beastly rat.

Re: SF2 Editor 1.4 Release

PostPosted: Thu Jul 09 2009 7:12pm
by BigNailCow
The class index which loses its spells is located at 0x205fd (hardcoded) (12, SORC).
The spell index it gains is located at 0x2114d (hardcoded) (1d, DAO).

Re: SF2 Editor 1.4 Release

PostPosted: Sat Jul 11 2009 3:15am
by Stordarth
Adding and removing stat blocks is an absolute godsend. I can rearrange the characters in the community game to the order they were intended now. great work Space King. :thumbsup:

Re: SF2 Editor 1.4 Release

PostPosted: Sat Jul 11 2009 1:54pm
by BigNailCow
Chance for curse to cancel your action: 0x9fbf
Chance for stun to cancel your action: 0x9fd9

These are also 1 / x chance. They're both 4 by default, so there's a 25% chance.

Re: SF2 Editor 1.4 Release

PostPosted: Sat Jul 11 2009 11:33pm
by Stordarth
BigNailCow @ Sat Jul 11, 2009 1:54 pm) wrote: Chance for curse to cancel your action: 0x9fbf
Chance for stun to cancel your action: 0x9fd9

These are also 1 / x chance. They're both 4 by default, so there's a 25% chance.

very very cool man. I guess there's no way to make the chance 0, but setting x to 255 might very much eliminate it for the most part.

Re: SF2 Editor 1.4 Release

PostPosted: Mon Jul 13 2009 2:09pm
by BigNailCow
Space King, is there any reason SF2Edit can't add more "people" to the force? I tried adding entries to PersonCodes.txt and CharacterNames.txt and it fails to start. Could you add that feature? We need it for the community hack.

Also, I almost got SF2Edit compiling in VS2008, but it had some kind of problem I don't remember. I've never used VB so I have no idea about it.

Re: SF2 Editor 1.4 Release

PostPosted: Mon Jul 13 2009 2:59pm
by Space King
Well, the big wall is adding entries to the In-Battle, face, and map sprite tables. The data that comes after these tables isn't retrievable, unlike the table I've written into with the added spells and dudes. Isolate that data to a location you're comfortable with forever in your enlarged format, and I'll prioritize it whenever I work on this thing.

I'll also obviously have to add the ability to insert strings into the name tables. Doing that by hand, and breaking compatibility with the editor, would be... unpleasant.

As far as I know, it should be viable to have 253-255 characters in theory, though the game might be a little pudgy while parsing such beefy tables.

VB6 and VB.net aren't really compatible, no matter how much Microsoft might have claimed. They've done everything they can to kill 6, but each has its strengths and weaknesses.

Re: SF2 Editor 1.4 Release

PostPosted: Mon Jul 13 2009 3:12pm
by BigNailCow
The real limit on characters, without some sort of workaround, is actually RAM. There's 32 slots for characters and 32 slots for enemies loaded at the current time. Since there's only room for 32 sprites in a battle (I think?), it could safely be expanded to 44 characters, but that's about it without some serious RAM optimization.

I guess this is getting a bit complicated to keep coordinating between SF2Edit and the Caravan. I guess I need to start implementing it myself...

Edit: Actually what I was just asking was for the ability to add more entries to the data files and have the editor automatically try to use more characters, not being able to add more characters in the editor itself.

Re: SF2 Editor 1.4 Release

PostPosted: Tue Jul 14 2009 6:22am
by Earl
BigNailCow @ Mon Jul 13, 2009 10:12 am) wrote: ...without some serious RAM optimization.

Would it be possible to make the game generate a larger RAM file to get around that? Or am I incorrectly thinking of a game's battery-backed RAM, while the problem is in the RAM available in the Genesis hardware?

Re: SF2 Editor 1.4 Release

PostPosted: Tue Jul 14 2009 6:24am
by Flygon
He is referring to the RAM inside the Mega Drive itself.

Re: SF2 Editor 1.4 Release

PostPosted: Tue Jul 14 2009 3:07pm
by Space King
Which is why just writing a game engine from scratch for the PC is probably more sensible.
Edit: Actually what I was just asking was for the ability to add more entries to the data files and have the editor automatically try to use more characters, not being able to add more characters in the editor itself.

I guess this can be done in a hackish way. Since the new characters would need their own pointers, the game would have to recognize them, yadda yadda yaddda, the easiest way to implement this would be to lift the limit on class slots on Claude. In the end that's what it'd look like anyway.

.... besides the join data. Sigh.

Re: SF2 Editor 1.4 Release

PostPosted: Tue Jul 14 2009 3:26pm
by BigNailCow
Space King @ Tue Jul 14, 2009 9:07 am) wrote: Which is why just writing a game engine from scratch for the PC is probably more sensible.

Balderdash!

...

Re: SF2 Editor 1.4 Release

PostPosted: Wed Aug 12 2009 7:04pm
by Stordarth
I've just been looking into monster statistics and noticed something with the editor. With heroes/classes, the Other Resists are given as a value, allowing for the addition of a valid entry based on the bitfield that governs these other resistances, but on monsters, it is simply 2 check boxes. I was wondering if the bitfields are the same for monsters as they are for classes, and if so, why the checkboxes were used. Is there any information on where the monster resistance bitfields for other resistances are? Anyone have the addresses for instance?

Re: SF2 Editor 1.4 Release

PostPosted: Thu Aug 13 2009 11:36pm
by Space King
Knowing what the bits actually meant would be super

I can change it to a textbox with a trivial amount of effort? The checkboxes were used since those are the only values the default monsters have, and stayed that way due to inertia even after I got around to implementing the character data

Edit: Hah, I like seeing feature requests in ninja edits ;_;

Re: SF2 Editor 1.4 Release

PostPosted: Fri Aug 14 2009 12:36am
by BigNailCow
Space King @ Thu Aug 13, 2009 5:36 pm) wrote: Knowing what the bits actually meant would be super

They are simply unused. It's easy to enable them, but then spells must have their type value set to use them. The few characters that have them set must be artifacts from when more spell types were used or something.

Re: SF2 Editor 1.4 Release

PostPosted: Fri Aug 14 2009 2:27pm
by Stordarth
Space King @ Thu Aug 13, 2009 11:36 pm) wrote: Knowing what the bits actually meant would be super

I can change it to a textbox with a trivial amount of effort? The checkboxes were used since those are the only values the default monsters have, and stayed that way due to inertia even after I got around to implementing the character data

Edit: Hah, I like seeing feature requests in ninja edits ;_;

If it could be changed to the text box, that would be great. BNC taught me how the bitfield for those values works, so that I can put the unused resistances to use, so the checkbox will let me work out and insert what the bitfield should be equal to in decimal terms.

Re: SF2 Editor 1.4 Release

PostPosted: Sat Aug 15 2009 6:14am
by SirHedge
I just noticed that many of the spells you can have people learn are not available to edit under the spell menu. Was that a choice because you custom sorted the spell selection list or a necessity due to the programming of the game? Is it possible to allow changes to those spells?

Re: SF2 Editor 1.4 Release

PostPosted: Sun Aug 16 2009 7:27pm
by Space King
SirHedge @ Sat Aug 15, 2009 6:14 am) wrote: Is it possible to allow changes to those spells?

The spell list is sorted in the order they're stored internally, and what's there is there as far as I know.

The extraneous entries you can add to guys seem to be dummy effects, probably pointed at things that weren't intended for spells. I simply included many of the ones that... I guess I found shiny at the time.

You can edit SpellCodes.txt to remove these, rename spells, or try out other invalid values for spells.

Re: SF2 Editor 1.4 Release

PostPosted: Tue Aug 18 2009 5:27am
by SirHedge
Aww. I was hoping they were more like unused spells or something rather than just broken like they appear to be (except for the damage allies stuff, which is sweet, if useless). I was hopeful I could use what was listed as Attack 2 as, well, Attack level 2.

When you say "try out other invalid values for spells," do you mean just continue with the +1 to the last hex value from SpellCodes.txt and see what happens when I learn it as a spell?

Re: SF2 Editor 1.4 Release

PostPosted: Tue Aug 18 2009 8:20pm
by Space King
Um, there's a lot in the middle of the list too. Any number from 0 to 255 will be valid.

Most of them is a fairy of pointlessness or a hardlock the game I think..

Also it's occurred to me just now that I could really resort this whole list from an end user's usability perspective instead of making it easy to see the numbers in order. Grouping the spell groups together, etc..

Re: SF2 Editor 1.4 Release

PostPosted: Tue Aug 18 2009 10:00pm
by Stordarth
Space King @ Tue Aug 18, 2009 8:20 pm) wrote: Um, there's a lot in the middle of the list too. Any number from 0 to 255 will be valid.

Most of them is a fairy of pointlessness or a hardlock the game I think..

Also it's occurred to me just now that I could really resort this whole list from an end user's usability perspective instead of making it easy to see the numbers in order. Grouping the spell groups together, etc..

that'd be a nice addition to the next version.

Re: SF2 Editor 1.4 Release

PostPosted: Wed Sep 16 2009 7:04pm
by sulfuroxp
how i use it?

and how transform SMD to BIN ???

EDIT : ... nothing xD

EDIT 2 :
Edit > Special ... what is this???

In the Class Edit... what is "Other Resistance" ???

I can do this in Promotions???
Priest to Vicar
Vicar to Master Monk

what is the number right at the Atttributes of items??? (Evade Up + 1???)
and the ??? Attribute ???

Re: SF2 Editor 1.4 Release

PostPosted: Tue Dec 08 2009 6:36am
by SirHedge
Stordarth @ Wed Aug 12, 2009 1:04 pm) wrote:I've just been looking into monster statistics and noticed something with the editor. With heroes/classes, the Other Resists are given as a value, allowing for the addition of a valid entry based on the bitfield that governs these other resistances, but on monsters, it is simply 2 check boxes.

Sorry to bump this old topic, but I was wondering if anyone could tell me which resistance numbers from the heroes are used for the monsters' two check boxes.

I've found 128, 170, 65 and 85 for other resistance. Looking at their binary values didn't do much for guessing which one I might use (by the looks of things only the first one would be "pure.")
CODE 10000000
10101010
01000001
01010101
Thanks for any help.

Re: SF2 Editor 1.4 Release

PostPosted: Wed Dec 09 2009 5:32pm
by Space King
64 is 'minor' and 128 is 'major'.

I'm merely assuming these fields share a similar function - monsters can cause many more conditions with their attacks, such as poison stun etc so it makes sense that the heroes have more fields that are used.

You'd assume that each bit is actually an "immunity" to a condition and they'd link up to desoul, poison, sleep, stun, muddle, slow, MP Drain and silence... but I don't remember the tests I ran with it being convincing - ie, I don't remember 128 or 64 granting desoul immunity on their own, but I very well could have bungled it at the time.

I dunno. Having checkboxes instead of a vague number would be better for the editor, but which is which have to be identified first.

Re: SF2 Editor 1.4 Release

PostPosted: Wed Dec 09 2009 10:06pm
by Drakonis
Is there a possibility to flag items to drop? I didn't found any option there...

Re: SF2 Editor 1.4 Release

PostPosted: Thu Dec 10 2009 1:25am
by SirHedge
Maybe I'll have to do some checking myself then. Knowing major and minor are 64 and 128 is a helpful starting place. Thank you.

And I too would like to know how the flag items to drop works. Although from what I read in the past (I think you even said it Space King) the extra items for monsters come from specific battles rather than the enemies themselves.

Re: SF2 Editor 1.4 Release

PostPosted: Fri Feb 12 2010 1:45pm
by Space King
Just tried to upgrade Ze Caravan from .1 so I could get around to trying Cow's scrambler (slowpoke is slow) and it spat up on me.

And I realized I might be a terrible person for not at least telling people what dll's my own program requires. I kind of put this on the burner until I could put my internet ninja skills to use to give a URL to get them - but it'd take me no effort to just list them out.

If you can't even get SF2Edit to start, you maybe need some of the following files:

VBA6.dll
msvbvm60.dll
VB6.olb
mscomctl.ocx (Think I added this for tabs, but ended up never using them. Almost certainly unneeded.)

These can probably just be placed in the same directory as the program, or in system32 and Just Work. Sticking it somewhere else, would require going to Start -> Run -> regsvr32 PATH_TO_DLL

Again, this is only if the thing is a non-starter for you. If everything is fine, don't freak out at my incomprehensible techno-babble. Everything is fine.

Re: SF2 Editor 1.4 Release

PostPosted: Sat Feb 13 2010 8:23pm
by Rusty
Would someone explain to me stat blocks and what function they perform? I'm a little lost, but at first glance I think I can gather this much: all pre-promoted characters have a value of 1, Bowie and other characters without special promotions have a value of 2, and anyone that could promote into two separate paths has a value of 3. Is that observation correct? If so, what significance does this hold in relation to the other things we can edit? What sort of possibilities does that entail?

Sorry, just trying to get a better understanding of this. I plan to do a balance hack and probably won't mess with that aspect, but I'm curious anywho.

Re: SF2 Editor 1.4 Release

PostPosted: Sun Feb 14 2010 2:55am
by Stordarth
the observation is accurate rusty.

This is useful for expanding on class definitions for characters.

Higins for example. set his value to 3, and in the stats editor, Higins will now have 3 entries, for which you can set unpromoted and pegasus stats if you wanted to.

Or if you set one of the other characters to one, you could remove their unpromoted data. Since you can already set characters to start promoted, this is only really necessary if you want to save space (IIRC, the extra character data could overwrite other data if there are too many. Space king could confirm this)

Space King, I have some questions regarding the solos.

I mentioned in my latest post there about the little snag regarding unpromoted classes for claude, zynk and lemon.

lemon we can just stick as a regular baron if need be, but we dont have enough classes to add unpromoted classes (not character data) for claude and zynk. Do you think you could feasibly add in two more unpromoted classes and promotion chains? I know the editor can't, but perhaps manually?

Re: SF2 Editor 1.4 Release

PostPosted: Sun Feb 14 2010 3:48am
by Balbaroy
Stordarth @ Sat Feb 13, 2010 8:55 pm) wrote: the observation is accurate rusty.

This is useful for expanding on class definitions for characters.

Higins for example. set his value to 3, and in the stats editor, Higins will now have 3 entries, for which you can set unpromoted and pegasus stats if you wanted to.

Or if you set one of the other characters to one, you could remove their unpromoted data. Since you can already set characters to start promoted, this is only really necessary if you want to save space (IIRC, the extra character data could overwrite other data if there are too many. Space king could confirm this)

Space King, I have some questions regarding the solos.

I mentioned in my latest post there about the little snag regarding unpromoted classes for claude, zynk and lemon.

lemon we can just stick as a regular baron if need be, but we dont have enough classes to add unpromoted classes (not character data) for claude and zynk. Do you think you could feasibly add in two more unpromoted classes and promotion chains? I know the editor can't, but perhaps manually?

Are RDBN and BRN 2 separate classes according to the ROM? If so, if we change Lemon to Warrior -> Baron/Gladiator, perhaps the data that contains Red Baron can be turned into a pre-promotion for Claude or Zynk? Then we only need room for 1 new class.

Re: SF2 Editor 1.4 Release

PostPosted: Sun Feb 14 2010 3:54am
by ehow22

Re: SF2 Editor 1.4 Release

PostPosted: Sun Feb 14 2010 5:11am
by Balbaroy
I knew all that. But I was going off Stor's idea of converting Lemon from Red Baron to Warrior who promotes to regular Baron and Gladiator which would make the whole Red Baron class in the ROM unused altogether. If we could overwrite it with Zynk's unpromoted class (or make Zynk's RBT class his unpromoted and make Lemon's spot the Promoted if the double, crit and counter rates are hardcoded to that class spot).

It would make Lemon a little less effective as a Baron, but if it allows Zynk or Claude to have a promotion chain, then I'm all for it.

And if you think about it, when the game starts out, he wouldn't promote to Red Baron, he only becomes Red Baron because of his possession by the evil spirit that Geshp puts into him. So a game where you start out in Granseal with a young Warrior Lemon, it actually makes sense that he promotes to Baron or Gladiator and not to an undead vampire.

Re: SF2 Editor 1.4 Release

PostPosted: Sun Feb 14 2010 5:26am
by Space King
Stordarth @ Sun Feb 14, 2010 2:55 am) wrote: Do you think you could feasibly add in two more unpromoted classes and promotion chains? I know the editor can't, but perhaps manually?

Not realllly. Er, maybe. No, nah.

* The promotion table would have to be shuffled into some empty space. This data doesn't seem to have a pointer directly to it, so the entire block needs to be identified before it can be moved?

* They won't be allowed to equip anything since they fall out of bounds of the item equip flags.

* A bigger issue is that it won't parse the class data table past Red Baron. It'll be all like "What?! Count past 32?! I can't count that high! F* you!" It looks like it just inserts the data from the first class in the table.

It might be possible to change this if you can identify the digit the source uses to decide on how many iterations it counts, though.

* On the upside, you can just add a classname to the name table and it'll Just Work.

* There's a thing somewhere, I'm not sure if BNC told me it or not, don't think it's in my notes, that you'd need to change also to specify how many of classes in the bottom of the bucket (That's from 0 - Swordsman to 11 - Tortise) are considered "basic" classes. Otherwise, you end up with the over exciting promoted battle music and 20 levels added towards the spells you learn.

* On another upside, if you can identify this stuff, it almost certainly wouldn't be too torturous to do by hand. The promotion table is tiny, as far as data tables go. And even if what has to be transfered is much bigger, you can just copy paste since you wouldn't have to worry about overwriting anything.

OT: those guys are totally boring anyway. They're the same exact class, except for some resistances that barely matter. Maybe it'd be better just to turn one of them into a magical floating jellyfish or something?

Re: SF2 Editor 1.4 Release

PostPosted: Sun Feb 14 2010 1:07pm
by Stordarth
cheers for that. I'll make a separate IPS for those guys methinks. will be easier.

Re: SF2 Editor 1.4 Release

PostPosted: Sun Aug 08 2010 5:13pm
by BigNailCow
Necro!

Space King, would you be willing to make a new version of SF2Edit with the ability to modify pointers, or perhaps even just to take them into account? Until my big flexible system is in place, it would be convenient to be able to continue editing certain things even if they have moved. The game can find them; so should the editor be able to.

For example, I found that, if the character stat entries are moved, SF2Edit will still look in the same place, messing them up.

Re: SF2 Editor 1.4 Release

PostPosted: Tue Aug 10 2010 7:30am
by Space King
Seems like a simple request.

Also let me know if you want it to load in more than just the first ~2 million bytes of the file. I'm pretty sure you want this.

Re: SF2 Editor 1.4 Release

PostPosted: Tue Aug 10 2010 1:00pm
by BigNailCow
Why, yes. Yes I do. Might as well make it just load the whole file, up to a max of 6 MB (I believe this is the maximum addressable space size on the Genesis.)

Also, while we're at it, let me know if there are any other tiny data bits (like the promotion level, etc) that you'd like me to look up and have you add to the "other" section.

Also also... while working on the solo hack with Stordarth, we discovered that something may be wonky with the way you save the battle sprite index data. It was missing entries. Just to be sure:
- There are always 3 entries of 3 bytes each per character.
- There is nothing important about the order of these entries; it simply parses through these 3 until it finds the right class, and if not, uses Bowie SDMN.
- Empty entries should be FF FF 00.
If there are more than 3 stat blocks for a character, you should just truncate, and, in fact, disable the battle sprite/palette fields on the stat blocks after the 3rd. I know this is bad, but there's simply no way around it if we're just editing data.

And, before you release, if you could send me a PM listing the pointers that are now editable so I could tell you if you're missing any that would be easily changeable, that would be awesome. There are probably a few where you're using baked addresses that have actual pointers somewhere.

AND FINALLY, I tried to add character names to CharacterNames.txt to see if it would load more, and... well, it simply crashes upon loading. Any idea why?

I think that takes care of everything... Thanks again.

A side note: I finally "acquired" Visual Studio 6 (...) but it occurs to me that I do not know VB very well.

Re: SF2 Editor 1.4 Release

PostPosted: Tue Aug 10 2010 10:02pm
by Space King
BigNailCow @ Tue Aug 10, 2010 1:00 pm) wrote: AND FINALLY, I tried to add character names to CharacterNames.txt to see if it would load more, and... well, it simply crashes upon loading. Any idea why?

Because it wasn't designed to work like that! It was written as a basic editor. It's not a big deal, just takes some time to repurpose addresses, use dynamic arrays instead of static ones, and such.

A bit of a problem is gleaning how many entries are there when it's an arbitrary number. When there's a pointer listing the address of another table right after, it's not a big deal... like for character stats, that's one large blob, but there's still information in the rom to tell you how many "guys" there are. I can rejigger it to parse their pointers until the next "address" is lower or grossly higher than the current one. Assuming you'd squeeze in another pointer for new guys here.

But still, for something like # of items...

Honestly I don't like using Txt files for anything other than filling combo boxes - look at how I handled the item table, the first form I implemented for crying out loud. The Txt file stores all these offsets, and the current in-dev build doesn't even use them now. Phasing them out is on the back burner. I can't believe I thought mullets were cool..

Can you be very specific how you're twinking the battle sprites? Is this funkiness coming from an interaction from outside edits or is it doing this all inside the closed scope of the program?

Re: SF2 Editor 1.4 Release

PostPosted: Wed Aug 11 2010 5:20am
by BigNailCow
Space King @ Tue Aug 10, 2010 4:02 pm) wrote: Because it wasn't designed to work like that! It was written as a basic editor. It's not a big deal, just takes some time to repurpose addresses, use dynamic arrays instead of static ones, and such.

The TXT files are supposed to be, like you said, for filling comboboxes, and as a sort of general listing of information, not per-rom. However, I've managed to modify them a bit to make a sort of ad hoc copy of SF2Edit for editing a specific ROM once, so it would be nice if the array was dynamic. I successfully added more entries to other stuff, so it shouldn't be too hard, right?

Space King) wrote:A bit of a problem is gleaning how many entries are there when it's an arbitrary number.

Yeah, I've run into the same problem with the Caravan, but I've just now figured out a way to get around it with the current system.

Space King) wrote:Can you be very specific how you're twinking the battle sprites? Is this funkiness coming from an interaction from outside edits or is it doing this all inside the closed scope of the program?

I'm not sure. This is an issue of Stordarth doing "something" and then it doesn't work anymore. The Caravan doesn't touch that data at all, and Stordarth didn't know where it was before so there's no way he edited it by hand, so I just have to assume SF2Edit did it.

Re: SF2 Editor 1.4 Release

PostPosted: Wed Aug 11 2010 12:25pm
by Stordarth
whils't we're on the subject of extending entries, could we get the number of class entries extended? I can edit the hex manually, but its a pain when all I wanna change is one byte, and finding it is a pain. Anything you could do there space king?

Re: SF2 Editor 1.4 Release

PostPosted: Wed Aug 11 2010 1:01pm
by Space King
I can hack in a quick workaround that should (should) work. You'd just add another line in ItemEquipCodes.txt and it'll offer it as another doodad to edit.

If you can elaborate a bit on what Cow's talking about, that might help.

Re: SF2 Editor 1.4 Release

PostPosted: Wed Aug 11 2010 1:59pm
by Stordarth
When it came to editing the battle sprites, the editor was loading the correct values as normal. I set battle sprite and palette data, and when i came back to it they were still the same. When i looked in the rom directly though, certain characters had sprite banks missing. The data itself was intact, but the missing banks (which i think involved Luke and Skreech) shifted everyone's sprite info that came directly after them by the 3 bytes that were missing for that character ([for class][model no.][palette]), and thus it treated what should have been rohde's archer settings as Luke's 'special promo' data. The rom could then not find the relevant [for class] data for anyone after this, and they all showed up as bowie.

BNC was working on birdman special promo at some point, which may or may not have some impact upon this.

We just need to make double sure that when extending character data blocks, that every character has sets of the above [for class][model no.][palette] layout each so that data doesn't get offset, and that the editor is doing that properly.

Re: SF2 Editor 1.4 Release

PostPosted: Thu Aug 12 2010 11:17pm
by Space King
QUICK QUESTION

When you shuffle the tables, do you move the end tile stuff (the 101010101 stuff I love to overwrite viciously) to an address outside the standard rom size? Is that correct?

I can use that as a way to ASSume the tables have more space.

BigNailCow @ Tue Aug 10, 2010 1:00 pm) wrote: A side note: I finally "acquired" Visual Studio 6 (...) but it occurs to me that I do not know VB very well.

I must say VB6 is annoying as crap sometimes. My favorite is how it tries to be "helpful" and sometimes assigns incompatible typing to plain numbers in an argument. So like just now, it was trying to multiply 232 by 256, add it to a thing, and then feed it to a long. And it got all horked up and I had to wrap clng() functions... around every number.

It's also been pretty sassy consistently when trying to write values in &H in arguments, too.

It might be just super at slopping things out quickly, but thousands of other languages can too. Cursed, haunted thing, it is..

Re: SF2 Editor 1.4 Release

PostPosted: Fri Aug 13 2010 2:55am
by BigNailCow
Yes, that stuff is moved.

Re: SF2 Editor 1.4 Release

PostPosted: Fri Aug 13 2010 4:11am
by Space King
I'm getting a headache...

Is there a pointer to the promotion table the game actually uses? Or at least to like a block of goobly gook of instructions that come right before it?

Re: SF2 Editor 1.4 Release

PostPosted: Mon Jun 03 2019 9:28pm
by Volcannon
The download link isn't working. Could someone fix it, please?