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Technical Question #A09-7661 
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Master

Joined: Tue Jun 14, 2011 12:37 am
Posts: 74
Post Re: Technical Question #A09-7661
Atlas wrote:
there was an issue server side with techs not updating in the bank and merging, which is when i pretty much lacked time to fix it and shelved it for now (that was a server side issue), the client was actually done and was working fine.

I really don't know what you mean affected by what, I have a feeling you're missing something, when parsing the map data i don't see any slots outside map boundaries and well my qedit obviously allows editing, I remember messing about with the rare enemy flags on the enemy set %'s, could just make all al rappys spawn in cmode for fun, although try killing them with just a saber lol!


Image


That's from the default cmode quest file bundled with Teth, although I obviously changed the quest name. It's listing quite a few spawns at (0,0) for that room, which is the room right before Falz that has the big pillar in the middle. Repeated a few times throughout 1c9. Enemies would spawn in the middle of that and you could only kill them with piercing specials or techs. For 1c8 there was a room that either the X or the Y coordinate had something like -1694309 for it.


Thu Jul 28, 2011 11:03 am
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Champion

Joined: Fri Oct 16, 2009 11:39 am
Posts: 186
Post Re: Technical Question #A09-7661
the fuck?

does qedit show the same damage on the 2d mini map with yellow slot indicators outside of the map boundaries?

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Thu Jul 28, 2011 11:15 am
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Master

Joined: Tue Jun 14, 2011 12:37 am
Posts: 74
Post Re: Technical Question #A09-7661
Atlas wrote:
the fuck?

does qedit show the same damage on the 2d mini map with yellow slot indicators outside of the map boundaries?


Well for the slots at (0,0) on 1c9 it doesn't show the yellow slot indicators in the middle so presumably no. The game still interprets that as a slot though and kept spawning enemies in there during runs. Was a little annoying when I kept trying to test S Rank receival for Episode 1 as I only had 1c8 left and kept getting stuck 5 rooms before the end lol. I think one time it spawned an enemy at (0,0) for a room but the height coordinate was wrong, so it was either really far above or really far below the player. Nothing Dark Meteor couldn't fix though XD

Happens through most of the episode 1 quests, but most notably affected 1c2 and 1c7-9 as it would produce enemies in odd locations. Let me go dig up the offsets to show you where Qedit is pulling that from.


Thu Jul 28, 2011 11:25 am
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Master

Joined: Tue Jun 14, 2011 12:37 am
Posts: 74
Post Re: Technical Question #A09-7661
Image


Offset 1A850 is where the random blip starts in the .bin file packaged in the quest file for 1c8.


Thu Jul 28, 2011 11:30 am
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Champion

Joined: Fri Oct 16, 2009 11:39 am
Posts: 186
Post Re: Technical Question #A09-7661
you mean the decompressed .dat right, .bin is the script and has nothing to do with the slot's.

ok lets see:

A0087742 @ that offset, happens to be the last entry in that chunk. obviously that's a floating point value (6.1758422852e+1) whats wrong with this x value?

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Thu Jul 28, 2011 11:41 am
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Master

Joined: Tue Jun 14, 2011 12:37 am
Posts: 74
Post Re: Technical Question #A09-7661
Atlas wrote:
you mean the decompressed .dat right, .bin is the script and has nothing to do with the slot's.

ok lets see:

A0087742 @ that offset, happens to be the last entry in that chunk. obviously that's a floating point value (6.1758422852e+1) whats wrong with this x value?


Derp, meant .dat

I've got 000000C8 at that offset, which is -131072 as a float. This is the unedited version of that .dat file


Thu Jul 28, 2011 11:51 am
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Champion

Joined: Fri Oct 16, 2009 11:39 am
Posts: 186
Post Re: Technical Question #A09-7661
hmm ok well i'm going to check my file size vs a dat from gamecube see if schthack did some alterations of his own a long time ago

1. C:\Documents and Settings\Lee\My Documents\chl08.dat: 110,800 bytes
2. C:\Documents and Settings\Lee\My Documents\chl08gc.dat: 110,800 bytes
95 difference(s) found.

non of the differences actually fall in the type 4 and 5 chunks which are cmode slots.

checked a few of the other differences

0xF00C - 0xF31F

all of it is id adjustment and pos adjustment of objects due to the slight differences in map geo between gc and bb.

pulling one out of my default teth install now to look at

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Last edited by Lee on Thu Jul 28, 2011 12:07 pm, edited 1 time in total.



Thu Jul 28, 2011 11:58 am
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Master

Joined: Tue Jun 14, 2011 12:37 am
Posts: 74
Post Re: Technical Question #A09-7661
Atlas wrote:
hmm ok well i'm going to check my file size vs a dat from gamecube see if schthack did some alterations of his own a long time ago


Well, the .dat bundled in GC has the same hex values at that offset as yours. Still doesn't explain why Teth has those entries in the quest files, because I certainly didn't edit them to be that way. Can't even write those kinds of edits with Qedit anyways

The same is true for PSOX, and I just double checked my Teth rar, and the quest files definitely have those weird coordinates still...


Last edited by Doberman on Thu Jul 28, 2011 12:10 pm, edited 1 time in total.



Thu Jul 28, 2011 12:05 pm
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Champion

Joined: Fri Oct 16, 2009 11:39 am
Posts: 186
Post Re: Technical Question #A09-7661
ok well I have only one explaination, your files are corrupted or altered or broken either way i think it's this that's causing your map position issues lol

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Thu Jul 28, 2011 12:09 pm
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Master

Joined: Tue Jun 14, 2011 12:37 am
Posts: 74
Post Re: Technical Question #A09-7661
Atlas wrote:
ok well I have only one explaination, your files are corrupted or altered or broken either way i think it's this that's causing your map position issues lol


Actually I remember running cmode on Eden before I altered the quest files and the coordinates were still broken...so I guess what's bundled with Teth is wrong? Lol either way, bizarre.


Thu Jul 28, 2011 12:12 pm
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