|April 28, 2017, 12:07:59 PM|
|Golden Sun: The Lost Age Editor|
|Views: (11059) Downloads (1856) Last Download: Today at 07:43:13 AM|
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The Golden Sun: The Lost Age Editor is an all-in-one ROM hacking tool. The ultimate goal of the project is to be able to edit everything in the game with this single simple to use, user friendly program.
- Artifact editor
- Shop editor
- Innate Ability editing added to party member editor (Only compatible with TLA)
- Ability animations now identified by names of abilities that use them
- Preview pane added to Ability Animation selector (Only compatible with TLA)
- Function call detector added to NPC editor (Allows easy editing of shop & dialogue data called in ASM scripts of NPCs, only compatible with English TLA)
- Improvements to Sprite viewer (You can now view all the sprites in a sprite set)
- Compression efficiency improved
- Improvements to data location detection methods (Slight speed up of loading ROMs)
- Some very basic compatibility with NitroROM filesystem (.NDS files)
- Bug Fixes
-- Error reading byte in map editor
-- Leak in data repointer fixed
-- String mismatches on foreign language versions (Most notably Japanese)
-- "*Crashes Game*" labels on ability animations offset by 1 slot
-Item modifiers that are multipliers are identified
-Party member battle sprite swapping
-Automatic type setting option for classes
--Class separation patch added to code patches for party members 4-7
-Enemy Editor updates:
--Stat layout reorganized
--Attack patterns identified, and put into drop down list
--GS1 compatibility added
-Map Viewer updates:
--Drawing code optimized, support added for special effect modes on layers
--Added buttons for hiding layers
--Some basic NPC editing functionality added
---Can view all NPC sets detectable in Map data
---Can change NPC locations, and sprites
---Event viewer allows viewing of ASM, and idle scripts associated with NPC, as well as editing of dialogue
--Hex viewer now allows editing
--Code pointer viewer (Scans functions at the beginning of the map code for data pointers)
-Most lists can be browsed with arrow keys
-All input fields allow text to be highlighted, cut, copied, and pasted
-Majority of text from interface has been exported to language.ini file to allow translating
--Unknown variable errors when saving, or exiting the program
--Party member maximum name length no longer changes to 11 by itself
--Enemy defense is now editable
--Error defining external function sometimes in newer versions of windows fixed
--First enemy in a group no longer gets set as the leader of the previous group as well
--Parts of the interface no longer disappear while using the party member editor
--Saving should no longer cause errors while in the ability editor
--Some errors relating to ability ranges have been fixed
--Starting the editor from a shortcut, or dragging & dropping a file onto it from another folder should no longer cause errors with finding necessary files
--Some typos in disassembled ASM code fixed
-Party member stat editor
-Map viewer (Still WIP)
--Change maximum party member name length
--RNG patch (Attempts to fix the predictability of the Battle RNG that people take advantage of)
-Viewing/Swapping portraits in sprite viewer
-Swapping item icons
-Search boxes on most lists
-Largely compatible with other language version of TLA, the original Golden Sun, and some compatibility with Mario Golf & Tennis for GBA.
-Map ID list
-Works with the English version of Golden Sun: The Lost Age (0940)
-Golden Sun inspired interface
Original Topic & Guide
Keywords: Golden Sun The Lost Age Editor
Posted by: Atrius November 21, 2009, 04:33:00 AM
Games compatible with: Golden Sun, Golden Sun: The Lost Age, Mario Golf: Advanced Tour, Mario Tennis: Power Tour
Rating: by 13 members.
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|Knight of Purgatory||June 14, 2011, 08:34:37 AM|
Hopefully V0.4 will come out soon
[/b]MOAR DARKNESS, MOAR COOKIES[/b][/font]
|AlexPaladin||September 09, 2010, 04:43:26 PM|
Editing's fun. Cant wait till Golden Sun Dark Dawn(DS) comes out!
Last modified by: AlexPaladin September 09, 2010, 07:27:21 PM
|squizzy44||May 31, 2010, 02:49:19 AM|
when is 0.3 coming out!!!! plz give us an ETA!!!!
Oh, and one last thing... Antidisestablishmentarianism!
Think about it.
Today at 03:06:05 AMRolina: Once I'm done with data collection, I'll post a summary of my findings, and will begin by proposing a set of modification categories and their associated values. Problem is, it'll use my system, so I'll need those more familiar with the two casting systems (MPP and INT) to translate the intent of the modifers properly.
Today at 03:03:18 AMRolina: ---extra turn, it's good now because of my proper hard mode" nonsense method of fixing the lower difficulty curve of the games. I think the first thing to look at is the Size and Type of enemies. A small plantoid should have substancially different than a medium goblinoid, imo. Especially when you start factoring in other modifiers, such as body shape, the role in combat, monster tier level, and even manual tweaking. Sometimes, a turtle just needs that extra 10% defense to really make sense.
Today at 02:59:39 AMRolina: Yeah. I was getting data so I can use the trendlines as a basis for an enemy creator using my system. As it turns out, it may turn into a tool for the GSHC before then just to get some consistant statistical variatino added in. Between that and your AI project, we could probably do a lot to help with widening the scope of enemies in the game. Could lead to a proper increase in difficulty that has nothing to do with something simple like "so guys I upped theier stats and gave them all an---
Today at 01:53:24 AMLord Squirtle: The "lack of enemy variation" part specifically.
Today at 01:49:27 AMLord Squirtle: Lol, that's starting to sound like one of the reasons why I'm planning an AI overhaul.
Today at 12:32:55 AMRolina: I thing it goes a long way to explaiing why battles are on the easier side - just a pure lack of enemy variation. When the big bad dragon shares the same statistical layout as a freaking grub with a stick... well, I figure something should be done about that. Luckily, we're here to correct such lazy design.
Today at 12:30:41 AMRolina: And PP is even worse. It looks like it's completely divorced from level for most monsters, with them gaining PP based on what and how many spells they have on their movset, usually around 20 for most non-damaging spells.
Today at 12:29:30 AMRolina: Been doing some data collectino with enemy stats. Less than a fifth of the way through so far, and.... well, from the trends I've been noticing, the results look kinda... depressing. Most monsters seem to follow the same statistical trends, regardless of what type of creature it is. Could be a bird, a beast, or a freaking turtle - the ratio of Health, Attack, Defense, and Agility appears to be following the same ratios.
Yesterday at 11:36:37 PMFox: Sounds like you got what I got way back? Guess that means the error's still there.
Yesterday at 09:43:50 PMCaledor: Menu Box patchs for TLA is up. sadly i got an error after uploading so i tried again without checking and now there are 2 patches. If someone could delete the second one i'd appreciate it.
Yesterday at 12:17:52 AMFox: (e.g. The process of reomving, replacing, adding, and/or moving around current ability effects to other index numbers.... ETC.)
Yesterday at 12:15:33 AMFox: Or an Ability Effect editor, even.... But I imagine most of those would involve have patches applied to help with compatibility, and what not.?
Yesterday at 12:10:36 AMFox: Hm. Oh! Did Atrius's Editor contain code from the April Fools version? Might be cool to have that, I'm guessing? - And yes, tools... even specific feature tools... Like an Intellect Editor, maybe.... If it was practical. (Not saying doable, but practical.)
April 26, 2017, 11:58:08 PMLord Squirtle: And yeah, "far less user-friendly" as an argument relies on the current lack of tools that could make using that easier.
April 26, 2017, 11:57:26 PMLord Squirtle: Since the GS editor is actually slower than using a hex editor is when it comes to classes, especially if you are mostly copying or tweaking existing classes to make full lines for them.
April 26, 2017, 11:56:18 PMLord Squirtle: Well I mean, it's the kind of effect that could easily be applied to a number of abilities if one wants. Having to open up a hex editor to use it for each of those abilities would take some time, and wouldn't really be as worthwhile as it can be for classes.
April 26, 2017, 11:50:27 PMFox: Far less user-friendly? Hm? I would say it depends on the tools/and such... For example, still haven't gotten my Exporter project done....
April 26, 2017, 10:07:39 PMLord Squirtle: But what I was thinking of doing with the unused effects was figuring out which ones are still available and combining them; averaging out the differences between each one so they make up for the ones that are missing.
April 26, 2017, 10:05:36 PMLord Squirtle: I may consider moving the effects to the end of the effect list, since I moved the pointer table and added some empty space on the end. My main concern with that is that it would be far less user friendly.
April 26, 2017, 08:06:20 PMFox: Heh... Starting to make me want to add the Ability Editor to my own Editor now... So I can do that, and have chance values listed for each and every one. (So it is more specific than Atrius's editor.)