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« Last post by Rai on December 09, 2024, 02:18:22 am »
Maybe that's what my note about missing levels meant, though I can't imagine I ever thought someone would actually grind to 580 battles in chapter 1. I sort of remember testing out the theory by getting the battle counter past 40 early and seeing if the next levelup in a later chapter put Elan at Level 4 or 5. It was long enough ago that I'm not sure what the actual result was.
Though my notes also say that setting the battle counter back to, say, 19, and getting into one more battle repeatedly would continue to raise Elan's level, so I would think that means it's just incrementing the level whenever a levelup is set to occur and not tying the battle counter value to a specific level. Or does it just do that between chapters? I also have a note that says "the game resets the level to where it's supposed to be" sometimes, but can't recall the details of that statement.
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« Last post by 黒い灯影 on December 07, 2024, 08:02:41 pm »
i think when you miss levels, it sets you to the next tier, because the battle script just check how many battles you'd had, and if it reaches one of the numbers on the chart, it sets it to that level.
@JUMP014 0x01A9: 0x0D_OP RESET_EACH_ANM_PROPERTY() 0x01AA: 0x04_OP UNLOAD_ANM(0) 0x01AC: 0x04_OP UNLOAD_ANM(1) 0x01AE: 0x04_OP UNLOAD_ANM(2) 0x01B0: 0x04_OP UNLOAD_ANM(3) 0x01B2: 0x04_OP UNLOAD_ANM(4) 0x01B4: 0x04_OP UNLOAD_ANM(5) 0x01B6: 0x04_OP UNLOAD_ANM(6) 0x01B8: 0x04_OP UNLOAD_ANM(7) 0x01BA: 0x1F_OP STOP_PCM_ON_NEXT_REFRESH() 0x01BB: 0x32_OP READ_REGISTER(50) 0x01BD: 0x33_OP JUMP_IF_LAST_READ_NOT_EQUAL(1,@JUMP022) 0x01C2: 0x35_OP INC_REGISTER(48) <--- Increase Battle count 0x01C4: 0x32_OP READ_REGISTER(48) <--- Then read battle count 0x01C6: 0x33_OP JUMP_IF_LAST_READ_NOT_EQUAL(20,@JUMP015) <-- jump, if not equals 20 0x01CB: 0x25_OP GO_SUB_JUMP(@JUMP567) <-- only goes here if battle count==20 0x01CE: 0x34_OP WRITE_TO_MEM(53,3) <--- write 3 to level register 0x01D2: 0x14_OP JUMP_TO(@JUMP022) @JUMP015 0x01D5: 0x33_OP JUMP_IF_LAST_READ_NOT_EQUAL(40,@JUMP016) 0x01DA: 0x25_OP GO_SUB_JUMP(@JUMP567) 0x01DD: 0x34_OP WRITE_TO_MEM(53,4) 0x01E1: 0x14_OP JUMP_TO(@JUMP022) @JUMP016 0x01E4: 0x33_OP JUMP_IF_LAST_READ_NOT_EQUAL(80,@JUMP017) 0x01E9: 0x25_OP GO_SUB_JUMP(@JUMP567) 0x01EC: 0x34_OP WRITE_TO_MEM(53,5) 0x01F0: 0x14_OP JUMP_TO(@JUMP022) @JUMP017 0x01F3: 0x33_OP JUMP_IF_LAST_READ_NOT_EQUAL(140,@JUMP018) 0x01F8: 0x25_OP GO_SUB_JUMP(@JUMP567) 0x01FB: 0x34_OP WRITE_TO_MEM(53,6) 0x01FF: 0x14_OP JUMP_TO(@JUMP022) @JUMP018 0x0202: 0x33_OP JUMP_IF_LAST_READ_NOT_EQUAL(220,@JUMP019) 0x0207: 0x25_OP GO_SUB_JUMP(@JUMP567) 0x020A: 0x34_OP WRITE_TO_MEM(53,7) 0x020E: 0x14_OP JUMP_TO(@JUMP022) @JUMP019 0x0211: 0x33_OP JUMP_IF_LAST_READ_NOT_EQUAL(320,@JUMP020) 0x0216: 0x25_OP GO_SUB_JUMP(@JUMP567) 0x0219: 0x34_OP WRITE_TO_MEM(53,8) 0x021D: 0x14_OP JUMP_TO(@JUMP022) @JUMP020 0x0220: 0x33_OP JUMP_IF_LAST_READ_NOT_EQUAL(440,@JUMP021) 0x0225: 0x25_OP GO_SUB_JUMP(@JUMP567) 0x0228: 0x34_OP WRITE_TO_MEM(53,9) 0x022C: 0x14_OP JUMP_TO(@JUMP022) @JUMP021 0x022F: 0x33_OP JUMP_IF_LAST_READ_NOT_EQUAL(580,@JUMP022) 0x0234: 0x25_OP GO_SUB_JUMP(@JUMP567) 0x0237: 0x34_OP WRITE_TO_MEM(53,10)
@JUMP567 0x53D1: 0x03_OP LOAD_ANM(0,"ANM\LVUP") 0x53DC: 0x07_OP LOAD_PALETTE_FROM_ANM(0) 0x53DE: 0x0A_OP SET_BUFFER_PROPERTIES(0,0,0,0,128,0,0,[{1:1}]) 0x53EB: 0x0C_OP UPDATE_BUFFER_PROPERTY_0C(0) 0x53ED: 0x1D_OP PLAY_PCM(0,"PCMSE\RSR202") 0x53FC: 0x05_OP FADE_IN_VIEWPORT_GRAYSCALE(255,12) 0x5400: 0x13_OP SLEEP_MILLISECONDS(200) 0x5403: 0x06_OP FADE_OUT_VIEWPORT_GRAYSCALE(255,12) 0x5407: 0x1F_OP STOP_PCM_ON_NEXT_REFRESH() 0x5408: 0x26_OP RETURN() it specifically writes the level number when it reaches a certain threshold. with "WRITE_TO_MEM"
yeah, chapter 2 saves Elan's level elsewhere, Register 100, and then in Chapter 3, it moves it back from Register 100 to 53. I can see you can screw yourself if you manage to rack up over 580 battles in ch 2 or ch 4, it will not trigger any of the WRITE_TO_MEM opcodes.
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« Last post by Rai on December 07, 2024, 04:17:22 pm »
Yeah, I remember figuring out all those intricacies with the level system when messing around with save editing. It seems like for a minute they had something more ambitious in mind with the game design, enough to record voice lines for all those spells Alfa and Cala never get to learn normally. Even though Elan could get all the way up to Explosion, the grind to 580 is ridiculous. When I figured out how, I would just manipulate the battle counter and level indicators in the save registry to get everyone to max by the last chapter. Or ultimately I would just make all four character slots Lvl.10 Jota because without the voice lines, her attacks go so much faster than everyone else's.
Another quirk about the leveling I see in my old notes is that if you do intend to grind, make sure you wait until Chapter 3. Level 4 and onward is locked out in Chapter 1, but the battle counter keeps going, so it's possible to miss levels for Elan if you do 40 fights or more that early.
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« Last post by 黒い灯影 on December 07, 2024, 01:07:30 pm »
Things i've learned since going through Viper RSR's scripts: -The game starts you off at level 2... even though there's resources that shows the menu at lv1. -In chapter 2, the game sets Alfa's level to 3, but you can level up as normal. -chapter 4, sets your level to level 4, but you can't level up. (so you never see all of Cala's moves set, even though there are resources for them, all the way to level 10, graphical and audio) rest of game is normal, you can level up to level 10. But to get to level 10, you have to complete 580 battles. I made a chart for the level requirements. i think 580 battles is really high for a game like this.
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« Last post by JG on December 04, 2024, 11:10:42 am »
I'm not sure how to explain that, unless its a situation where width+horizontaloffset would exceed overall width. if you can identify the cause and duplicate it enough to explain it to me, I can fix it.
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« Last post by 黒い灯影 on December 03, 2024, 10:18:27 pm »
that's awesome, i could probably just enter the offsets manually, there seems to be an issue where some of the elements get a different offset, i dont know when exactly it happens, but sometimes when im editing/inserting a frame, i'll have to narrow down when exactly it happens.. but sometimes the vertical offset goes from 109 to 162 (or something) i have to manually fix it back to 109.
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« Last post by JG on December 03, 2024, 08:34:29 pm »
Ok I did the thing.But its export-only. Import would require a ton of error checking, more than I really want to do. But if this solves half the problem and allows you to setup your translated ANM quicker, that's a start. If you still need import, let me know. It would take a lot longer to work out though.
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« Last post by JG on December 03, 2024, 06:01:02 pm »
That sounds like something I could do.
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« Last post by 黒い灯影 on December 03, 2024, 02:42:13 pm »
JG, you know what would be good for the ANM Editor? If you could export and import all the offsets to a CSV file. And the sizes of the frame would also be good (Width, Height). I'm trying to do some redesign of the graphical menus, and it would help with setting up the guides in photoshop and fixing them if they somehow get messed up.
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« Last post by 黒い灯影 on December 02, 2024, 02:11:58 pm »
The earlier ones were... their games span release dates from 1993- 2003
The 22 years number was for Viper RSR.
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