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Technical Question #A09-7661 
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Master

Joined: Tue Jun 14, 2011 12:37 am
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Post Re: Technical Question #A09-7661
Dragon wrote:
Ah, in that case can you provide a link to your itempt viewer? I was going crazy looking for one @_@, and thx for all the clarification as well.


Probably went crazy looking for one because no one has released one publicly. AFAIK only Schtserv has had a working PT editor up to this point, and there wasn't much of a point to releasing one for Teth because some of the PT loading/implementation was incorrect, and so it would seem as if it wasn't working. A few people have a copy of it at this point since it's still a work in progress, and I'll release it publicly when I decide to.


Tue Jul 12, 2011 5:14 pm
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Post Re: Technical Question #A09-7661
I gave him a link to my pt rel viewer via pm. o-o
Mine don't do a whole lot, but it does have tech viewing.


Tue Jul 12, 2011 6:11 pm
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Post Re: Technical Question #A09-7661
RikaPSO wrote:
I gave him a link to my pt rel viewer via pm. o-o


Ahh, well that should be good enough for him to verify the info himself.


Tue Jul 12, 2011 6:13 pm
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Post Re: Technical Question #A09-7661
Ah for some reason the you got pm message didn't come through. I'm okay with whatever itempt viewer i get lol. Thanks a lot. This dropchart's been bugging me a ton.

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Tue Jul 12, 2011 6:37 pm
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Post Re: Technical Question #A09-7661
I hope this is my last question, because my stupidity is killing me:

In the list provided in the topic, Gifoie 30 is listed as being found in ruins 1, but the pic you provided for viridia shows the max being lvl 29 for gifoie, was that an error of some kind, or a mistype in the original list?

Because I'm assuming the first ruins 1 is supposed to be forest 2 in that list, and the first ruins 2 is supposed to be forest 1. Am I correct? Also those 1st mines in the list are supposed to be caves 1 and 2 yes?

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Tue Jul 12, 2011 7:09 pm
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Post Re: Technical Question #A09-7661
Dragon wrote:
I hope this is my last question, because my stupidity is killing me:

In the list provided in the topic, Gifoie 30 is listed as being found in ruins 1, but the pic you provided for viridia shows the max being lvl 29 for gifoie, was that an error of some kind, or a mistype in the original list?

Because I'm assuming the first ruins 1 is supposed to be forest 2 in that list, and the first ruins 2 is supposed to be forest 1. Am I correct? Also those 1st mines in the list are supposed to be caves 1 and 2 yes?


It's quite alright, I don't think the issue of tech drops has ever been fully discussed with people before.

The picture of Viridia that I showed is for Episode 2's chart, which is why that seems off to you. You are correct though, that Gifoie 30 is found in Ruins 1 in Episode 1. I kept the labels as the Episode 1 and Episode 2 area so that there was less to do on my part in terms of hiding labels in certain conditions. The key part is noticing the Episode identifier at the top right.


Tue Jul 12, 2011 7:17 pm
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Post Re: Technical Question #A09-7661
I see, excellent. Thank you.

Also, about that pic I posted with gifoie 30 being in forest 2, I assume when Lee posted that pic, it was when he was viewing it for episode 2, but his labeling was only for episode 1? That's my suspicion.

Actually, there's no way to verify that is there? :p Since it's very possible he changed the techs, but I'll make the assumption he made a mistake when posting that pic.

As for episode 4 mapping:

Ruins 2 - VR Temple Alpha - Sub.Desert 3 (Foie 30)
Ruins 1 - VR Temple Beta - Crater (Unknown Route) (Gifoie 30)
Mines 1 - VR Spaceship Beta - Crater (Unknown Route) (Barta 30)
Mines 2 - Mountain - Sub.Desert 1 (Zonde 30)
N/A - SeabedLower & Tower - Sub.Desert 2 (Megid 30)

That's the mapping I've got so far based on psowiki's drop data from schtserv.

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Tue Jul 12, 2011 7:22 pm
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Post Re: Technical Question #A09-7661
Dragon wrote:
I see, excellent. Thank you.

Also, about that pic I posted with gifoie 30 being in forest 2, I assume when Lee posted that pic, it was when he was viewing it for episode 2, but his labeling was only for episode 1? That's my suspicion.


That's what I'm thinking; even if he later realized he was wrong, he wasn't giving out a whole lot of info to people just to leave parts of it unknown, so it wouldn't surprise me if he just didn't bother to correct it. The rates and charts match up just fine with Ep2 so that's my guess.


Tue Jul 12, 2011 7:57 pm
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Post Re: Technical Question #A09-7661
And I just have to reiterate this:
THANK YOU!!!!!

It feels good finding a solution after weeks of dreading.

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Tue Jul 12, 2011 8:48 pm
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Post Re: Technical Question #A09-7661
Doberman wrote:
Dragon wrote:
Ah, in that case can you provide a link to your itempt viewer? I was going crazy looking for one @_@, and thx for all the clarification as well.


Probably went crazy looking for one because no one has released one publicly. AFAIK only Schtserv has had a working PT editor up to this point, and there wasn't much of a point to releasing one for Teth because some of the PT loading/implementation was incorrect, and so it would seem as if it wasn't working. A few people have a copy of it at this point since it's still a work in progress, and I'll release it publicly when I decide to.

Not exactly schtserv, but me in general that has a full break down of the entire file and my own editing tools. I've had one for years actually (litterly), threw a basic one together when we fixed cmode on schtserv, funny how similar that one looks, simplicity of design, or a co-incidence. What are you stuck on reading anyway. It's all pretty basic yet i think you're missing stuff based on the tabs.

Anyway delphi Struct for the entire file, let me know if there is anything you're not exactly clear on.

Code:
  TPtStruct = Record
    WeapRatio: array [0 .. 11] of ShortInt; // $0 Basic Weapon Appearence %'s
    WeapType: array [0 .. 11] of ShortInt; // $C Basic Weapon Starting Classes
    weapFloor: array [0 .. 11] of ShortInt; // $18 Basic Weapon Max Floor
    GrindPattern: array [0 .. 8, 0 .. 3] of ShortInt; // $24 Grind Patterns
    AttributePattern: array [0 .. 22, 0 .. 5] of word; // $48 Attribute Pattern
    RandomPattern: array [0 .. 2, 0 .. 9] of ShortInt; // $15C Random Pattern
    Percent: array [0 .. 9, 0 .. 5] of ShortInt; // $17A percent Chance
    Special: array [0 .. 9] of ShortInt; // $1B6 Special max star value
    SpecialPercent: array [0 .. 9] of ShortInt; // $1C0 Special apparence %
    ArmorRank: array [0 .. 4] of ShortInt; // $1CA Armor Shield Ranks
    Slot: array [0 .. 4] of ShortInt; // $1CF Slot appearnece %'s
    UnitMax: array [0 .. 9] of ShortInt; // $1D4 Unit Max per floor
    Tooldrop: array [0 .. 27, 0 .. 9] of word; // $1DE Tool Drop data
    Techdrop: array [0 .. 18, 0 .. 9] of byte; // $40E Tech drop data
    Techrange: array [0 .. 18, 0 .. 19] of ShortInt; // $4CC Tech data
    Dar: array [0 .. 99] of ShortInt; // $648 Enemy DAR
    EnemyMeseta: array [0 .. 99, 0 .. 1] of word; // $6AC Enemy Meseta Drops
    EnemyDropType: array [0 .. 99] of ShortInt; // $83C Enemy Type Drops
    BoxMeseta: array [0 .. 9, 0 .. 1] of word; // $8A0 Meseta Box Drops
    BoxDrop: array [0 .. 9, 0 .. 8] of byte; // $8C8 Box Drop Data
    Space: word; // $90E
    Pointers: array [0 .. 17] of Dword; // $910
    ArmorSet: longint; // $958 Base armor Level
    EndofFile: array [0 .. 33] of Dword; // $95C
  End;

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Thu Jul 28, 2011 12:17 am
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