Golden Sun Hacking Community

Golden Sun Resources => Misc. GS Hacking => Topic started by: Rolina on 10, November, 2008, 04:30:00 AM

Title: Is this possible?
Post by: Rolina on 10, November, 2008, 04:30:00 AM
I was wanting to know if it was somehow possible to modify GS in a way so that even party members whom have not been gotten yet have the same amount of experience you do when you get them, regardless of how much experience you may have at the time.

For example, in GS1, Ivan showed up at level 4, and Mia at level 10.  However, I was wondering if it were possible to have them to INSTEAD have the same about of experience that your party has gained upon their joining.  So if Isaac and Garet had 115 when they met Ivan, he'd have that much as well when he joined.  And if they had 1024 total experience when meeting Mia, she'd have that much total as well.  Likewise, their levels would be as the experience dictated (Level 3 for Ivan, and 7 for Mia).

Is it possible to provide a way to do this for the GS3 edits via the editor, or do you not know enough of the code yet to be able to give a yes or no answer?
Title: Is this possible?
Post by: Atrius on 10, November, 2008, 09:16:00 AM
This is the kinda stuff I'm adding a "Code Patches" menu to the editor for, good suggestion.

I'm not sure how I would do that right now, but I'll look into it.  
Title: Is this possible?
Post by: weckar on 10, November, 2008, 11:21:00 AM
What if Isaac ad Garet didn't have the same exp when meeting Ivan?
Title: Is this possible?
Post by: Atrius on 10, November, 2008, 04:28:00 PM
Trying to do something like that would be a lot trickier, I haven't even found how the weapon's sprites are chosen in battle yet.  There's absolutely nothing with the rest of the item data that would indicate which type of weapon they are, even who can equip them is defined for each item individually.
Title: Is this possible?
Post by: Rolina on 10, November, 2008, 10:27:00 PM
Well, I figured it'd be done the same way as the sprites, so lemme know when you find out.

Lastly, I'd LOVE to know... If we were to provide enough sprites, could we make it to where it's the person leftmost in the party that shows up on the world map?  I mean, for example, if you order by Agility, like I do, instead of Isaac or Felix, it'd be Ivan on the world map?

Edit: Okay, I lied:  There's more.

Field Affects

I was always irked by how showing up at a lighthouse or elemental rock had really no affect one way or another on characters.  Is it possible to have, say in Air's Rock, Venus adepts to regain psy half as fast as normal when walking around, and for Jupiter ones to have 1.5x the recovery rate?

Also, for battles...

*HarpyA has appeared!
*HarpyB has appeared!
*Jupiter's power is strong...
*Kari's party attacks first!

For something like that, could it be done, and have a way of, say, boosting Jupiter's power by 20, and dropping Venus' by 20?  It'd make sense in areas of a strong elemental power...
Title: Is this possible?
Post by: Rolina on 11, November, 2008, 12:54:00 AM
I said how much you got.  As in each time you get XP, everyone who has not yet joined the party gets some.  As such, it is possible, in the case of Isaac going down once, and Garet going down once, that Ivan has more than both of them, since fallen characters get no XP.


I also wanna know if it's possible to get different types of weapons to do different things.  For example, for purposes of balancing, I was planning on the following:

Axes: -15 elemental power
Long Swords: -10 elemental power
Light Blades: -5 elemental power
Scythes: Neutral (will replace staves for Spellsword characters like Ivan and Jenna in my edit)
Maces: +5 elemental power
Ankhs: +10 elemental power
Staves: +15 elemental power

If there is a way to cause the appropriate equipment types to automatically do this without having to take up all 4 affect slots, that'd be awesome.  Needless to say, I plan on making axes much stronger, as well as doing quite a bit more balancing for weapons and psynergies in the game.  I mean, they already affect what battle sprite is used.  So I wanna know if you can have them automatically affect their elemental power in a similar manner.
Title: Is this possible?
Post by: weckar on 11, November, 2008, 05:21:00 PM
You sure seem ambitious wil this, Role. Maybe we should wait with this kind of expanding until we can control whst's already in the game?

Btw, Atrius: I'm doing some black magic on the ROM myself. If I find any interesting values I'll be sure to let you know.
Title: Is this possible?
Post by: Atrius on 11, November, 2008, 06:22:00 PM
Quote from: weckar on 11, November, 2008, 05:21:00 PMBtw, Atrius: I'm doing some black magic on the ROM myself. If I find any interesting values I'll be sure to let you know.
Nice, do keep me informed, I'd appreciate it.
Title: Is this possible?
Post by: Rolina on 11, November, 2008, 07:35:00 PM
Cut scenes?  When they all split up and talk?  Couldn't those just go as normal?

And yes, I've got lots of plan and ideas, many of which I'd like to implement.


Like this!

Is there a way to have new types of effects?  For example, I want to try to put in an 'enraged' effect.  There's a chance you can become enraged when you get hit, proportional to how much HP you have left, and it acts like having Impact cast on you.

If your HP is >50% (in the white), when you get hit there's a 1% chance to become enraged.
If your HP is <50% (in the yellow), when you get hit there's a 5% chance to become enraged

Example:

Thunder LizardA uses Lightning Breath!
Ila takes 68 damage!!!
Aiden takes 71 damage!
Aiden becomes enraged!
Aiden's attack raises by 43!
Kari takes 42 damage.

Also, with certain storyline battles, different characters can start enraged...

Right now, though, all I want is to know if it's POSSIBLE.  If it is, great.  That way, there can be an eventual release of the editor with tools to allow such things.  If not, oh well.  But it's not like I'm programming the editor.  This is for when you've got time to check, I'm not demanding you do it right now or anything.
Title: Is this possible?
Post by: Atrius on 12, November, 2008, 12:26:00 AM
Having the person who's leftmost in your party be the one you play as would cause a lot of problems with cut scenes.

I'll look into Field Effects, I can't really say anything one way or the other right now.
Title: Is this possible?
Post by: Atrius on 12, November, 2008, 09:26:00 AM
Quote from: Role on 11, November, 2008, 07:35:00 PMCut scenes?  When they all split up and talk?  Couldn't those just go as normal?
Nope, there's no code to add Felix if he's not already there.


No idea on the Enraged effect right now.
Title: Is this possible?
Post by: Rolina on 12, November, 2008, 10:03:00 AM
...Huh?  'Add Felix if he's not already there'?  What are you talking about?  I'm saying we can control who's moving around on the world map, and have it NOT be the main character if we don't want it too.  SEE:  Jenna.  Back when we could move her around, and not Felix.  Basically, what I'm talking about is being able to choose who's being shown on the world map.  Like in the Tales Of games.




Do you know if we can give enemies immunity to a certain element?

I plan on taking the Balls found with the Star Magician and changing them into 'elementals'.  They show up in places that would have field effects (example:  Venus Elemental (formerly Guard Ball) would show up at Gaia Rock).  I already planned on maxing out their Power and Resistance for that element, but is there a way we could give them immunity to the element they represent?

Taking it a step further, in the Sol Sactum, where the power of the elements is at its highest, the so-called 'Sol Elemental' would show up... Is it possible to give complete immunity to ALL the elements?

This would include attacks from elemental weapons, unleashes, summons, psynergy, djinn... ANYTHING with a particular elemental attribute.  Likewise, in the room where the seal upon the star chamber was, the so-called 'Luna Elemental', being immune to any non-elemental attack.

...Don't go yelling at me for putting them.  Sol is the Symbol of alchemy itself, and Luna is its opposite, and in my story, is a Symbol representing the absence of or seal on Alchemy.  After all, before the Anemos took off, there WAS NO LUNA.  And yet, the elements were housed in the SOL Sanctum, suggesting that it already was used as a symbol.  Luna must have been there for a reason, and in that one room for a reason.  

Anywho, Sol and Luna aren't elements, but symbols.  However, the enemies I was planning to use I was hoping to force the player to use a bit more strategy with.

I'm guessing that it'd be related to how Sentinel is immune to psynergy, and would use similar code... but, well, I'm not the code expert here.  That's why I'm asking you. ^-^


Also, interesting note...

Just realized that YELLOW health starts at 25% or 20%, one of the two.  That's good, as it gives an overall less chance of the 'enraged' effect, should it be plausible.  It's supposed to be a rare effect.  So yeah, I made an error in my previous post.
Title: Is this possible?
Post by: Rolina on 23, November, 2008, 10:29:00 PM
It's been 11 days, so I feel it safe to post again with another question.

This one should be easy.  I think.

Is it possible to give people multiple Face Icons, reflecting their emotions?  Example:

Neutral/Normal (such as in original GS)
Happy
Angry
Shocked
Hurt/Upset
Distraught/Devastated/Horrified

Or would that not be possible?  I mean, I assume what Face Icon to use is determined by the Text Editor, but I'm not the leet code expert here, so I wanna double check and ask you, just in case.

If we CAN do it, great.  We'd need to expand the part with the Face Icons, of course, but it'd still at least be doable...

If not... blarg.
Title: Is this possible?
Post by: Atrius on 24, November, 2008, 09:06:00 AM
Actually face icons aren't done through the text code, they're assigned to the sprite sets.  When a message box is created it's assigned to a specific NPC (or the player's character on rare occasions) so it can automatically be positioned near them on-screen, and use their character portrait if they have one.

It'd actually take quite a bit of work to accomplish that.


Sorry for not answering the question about immunities before, I'm not sure about that one yet.
Title: Is this possible?
Post by: Rolina on 24, November, 2008, 01:49:00 PM
Blarg... I'd have loved to have been able to do that... Oh well.  When I think up something else, I'll be sure to post it.

Also, about the 'overworld sprite display'...  Do you know if we'd be able to change who in our party is being displayed on the overworld when we're running around?  For example, in FF1, the first member of the party (or person in the top-most party position) was the one who was walking around on-screen.  When all four party members needed to be preset, scenes progressed normally, they just spit up to do it.

I'm asking about something similar to that.  In scenes, the code would designate who goes where and says what, regardless of order in the party (like it does normally).  Outside of scenes, though, when they all 'group together' into the leader's sprite, is there any way to change who's displayed while they move around?

This is assuming everyone has a full sprite set, of course.
Title: Is this possible?
Post by: Atrius on 24, November, 2008, 03:58:00 PM
Like I said, if Felix isn't already on screen, there isn't any code in the cut scenes to put him there right now.  They'd each have to be edited, or Felix wouldn't appear during any cut scenes if you weren't playing as him.

Felix is the only one with a complete sprite set anyway.  Isaac, and Jenna's are closer than the rest though since all of Isaac's sprites from the first game are there, and you play as Jenna during the beginning of the game.  They're still missing some animations, like climbing the ropes you use Lash on.
Title: Is this possible?
Post by: Atrius on 29, November, 2008, 09:38:00 AM
Well... The game's engine itself would easily allow it, it's just the cut scenes that are the problem.  If you could edit the cut scenes to handle it properly, it'd be fine.
Title: Is this possible?
Post by: Rolina on 29, November, 2008, 12:54:00 PM
*facepalms*  I DID mention that the requirement would be to provide a full set of sprites for all the other characters.

So basically, if you were to do it in a way that replaced Felix and, oh, say Garet's positions, you would get 2 Garets in cutscenes and not a Garet and Felix?

Hmm... that's annoying.  I've always wanted to choose who I have running around on the world map, but I'm always stuck with Isaac and Felix, except for that ONE time you get to play as Jenna...

I mean, I don't wanna do what was done like when they REPLACED his sprite with Link, for instance, rather I just wanna choose who's on the screen...  It's too bad that they coded it in a way that prevents that, though.
Title: Is this possible?
Post by: Rolina on 30, November, 2008, 12:30:00 PM
Oh, I see.  Well, in my homebrew game I eventually hope to make with these tools, I'll be using different characters, story, and cutscenes, so...  I guess the easiest thing to do is to have each character go to their set positions.  

So, for instance, though Kari will be the main character, if you want Ila to be the one you move around in the world map, just make her the Left-most character.  However, when a cutscene comes up, each character, regardless of order in the party, will go to their own set position.

Kinda like in ALL of the Tales Of games.



Also, here's an interesting idea.  Can we edit caps?  For example, I want to know if we can extend the Power/Resistance cap from 200, to, say, 500.  Is that possible?  How about for stuff like Enemy HP?  I site Dullahan Hard Mode as my example of why it's a good idea to look in to.



Another thing... Are the stat %ages for classes limited to multiples of ten (currently, it's 110, 120, 100, 80, etc), or are we able to enter other values, such as multiples of 5 (105, 165, etc)?
Title: Is this possible?
Post by: Atrius on 04, December, 2008, 03:03:00 PM
Quote from: Role on 30, November, 2008, 12:30:00 PMOh, I see.  Well, in my homebrew game I eventually hope to make with these tools, I'll be using different characters, story, and cutscenes, so...  I guess the easiest thing to do is to have each character go to their set positions. 

So, for instance, though Kari will be the main character, if you want Ila to be the one you move around in the world map, just make her the Left-most character.  However, when a cutscene comes up, each character, regardless of order in the party, will go to their own set position.

Kinda like in ALL of the Tales Of games.

Ah, alright.  I'll try to get a code patch in to set it up at some point, there are still some other problems that could come up though...



Quote from: Role on 30, November, 2008, 12:30:00 PMAlso, here's an interesting idea.  Can we edit caps?  For example, I want to know if we can extend the Power/Resistance cap from 200, to, say, 500.  Is that possible?  How about for stuff like Enemy HP?  I site Dullahan Hard Mode as my example of why it's a good idea to look in to.

Power/Resistance is stored as a single byte, so the highest the data format will even allow it go is 255.  HP uses 2 bytes, I think it might be signed though for some reason so it's absolute maximum would probably be 32767, if not then 65535.  I would probably be possible to increase the caps, but there are still limitations because of how the data is stored, and used.



Quote from: Role on 30, November, 2008, 12:30:00 PMAnother thing... Are the stat %ages for classes limited to multiples of ten (currently, it's 110, 120, 100, 80, etc), or are we able to enter other values, such as multiples of 5 (105, 165, etc)?
Yes they are for some reason...  I may be able to make a patch to change it eventually.
Title: Is this possible?
Post by: Rolina on 05, December, 2008, 06:28:00 AM
Ah, I see.

Well, with the patches, there's always debugging that goes on.  We'll be sure to let you know if anything comes up, but don't beat yourself up over it, okay?

Just one byte?  The extra 55 is nice, but... Is there a way to expand storage for data, perhaps through a patch?  Again, I'm only asking if it's possible.  I'm not actually asking you to go do it in this thread...  Whether or not you do it is up to you.


Huh, that is weird.  Perhaps it's just a single digit, and the multiply it by 10?  Or is it something else?
Title: Is this possible?
Post by: Rolina on 25, May, 2009, 02:23:00 PM
Long time since I last asked something on this thread...  But here goes.

Can we create new status ailments?  In other ones, can we teak the game's current status ailments to create new ones as well?  Such as creating a version of poison/venom that affects PP instead of HP?  Having an "Ailment Editor" could come in quite handy in creating a wider variety of ailments.  So long as we base them in older ailments, we can still cure them via Antidote/Restore/Etc...
Title: Is this possible?
Post by: Charon on 25, May, 2009, 02:59:00 PM
That would most likely require some more programming of some sort. I don't know anything about GS:TLA's programming; maybe if Atrius cracked how the information is stored it would become a little easier. Since each game is unique in the way it does battles, damage calculation and the such, and the fact that Golden Sun has this obsessive compulsion to apparently compress EVERYTHING in funny formats, it may be a very difficult thing to do.

It would also help to know where this information is stored, so he or anyone else could go meddling with it. ((speaking of which, I need to find the Ruby attack effects to do the same >_>))
Title: Is this possible?
Post by: Atrius on 25, May, 2009, 06:44:00 PM
I don't really know for sure at all right now, but I have a feeling the status ailments are programmed into the battle engine.
Title: Is this possible?
Post by: weckar on 25, May, 2009, 07:14:00 PM
Though I wouldn't be surprised if poison atleast is quite close to the inventory storage... That's the most logical place programming wise.
Title: Is this possible?
Post by: Rolina on 26, May, 2009, 03:39:00 AM
Once we find it though, it should be relatively easy to edit them.  All you'd really have to do is duplicate the data for one then tweak it a bit.

The only problem I can really see is not having the room.  Similar to power/resistance, which only have room to go up to 255, I can see the possibility of status ailments being given certain values with a similarly limited range...  If we do have the room, however, I'll have an AWFUL lot of fun making some new status ailments...
Title: Is this possible?
Post by: Charon on 26, May, 2009, 05:38:00 PM
I was thinking, if we could find Mold's attack data, we could have a confusion status effect with a little repointing :3
Title: Is this possible?
Post by: Rolina on 26, May, 2009, 06:44:00 PM
Confusion and Charm apparently already exist in the data.  As do a nice bit of psynergy never used (such as a poison/venom psynergy group).  Problem is fiddling enough to see what they do.

Did some fiddling.  Taint and Poison are need to be nerfed, as they ALWAYS seem to work for me.  Other than that, they work GREAT.  As for Confuse and Charm?  I don't think that they finished coding it or something.  You get the 'inflicted' and the 'wears off' messages... But nothing changes.  So Atrius or someone else will have to go in and make patches to make them work.  Confuse has a range of three, and should theoretically have a CHANCE of changing the target from 'target foes' to 'target allies', OR could work instead like in pokemon, where they have a chance to hurt themselves instead of preforming the selected command.  Charm should most likely force the afflicted person to make a physical attack against a random ally.

We need to be able to select the %age of an affect taking place, so that we can help to balance and implement some of these things!
Title: Is this possible?
Post by: Charon on 26, May, 2009, 08:12:00 PM
Mold works like that though, minus the precentage of it working. It always works like that no matter what. So if Confuse has no actual effect, it could be possible to take Mold's effect and transfer it there.
Title: Is this possible?
Post by: Rolina on 26, May, 2009, 09:13:00 PM
Actually, that'd be much better for charm.  Confuse should be a more limited version of it... like Mold's effect, but it only takes place 50% of the time.

Anyone else see any stuff in there we need to make work?  I can see reflect, but the only way I can think of making it work would be to cause recoil on the enemy if they use an elemental attack, similar to how Haunt works.  But how to code it is the question...

Also, MAGNET (YES, Atrius, MAGNET.  NOT magic circle.  As shown by it's Magnet in the pic!) could be fiddled with so it does SOMETHING... we could find a use for Arrow, as well.
Title: Is this possible?
Post by: Charon on 26, May, 2009, 09:48:00 PM
Just an idea, but I think that Reflect should negate damage. Like, take Flash's effect and set damage taken to 0% rather than 10%. And make it for one character only.
Title: Is this possible?
Post by: Rolina on 26, May, 2009, 10:00:00 PM
Ah, that'd be easier to code for too.  But it should only apply for elemental damage.

New idea!

Okay, when you need to use a certain item to progress, is it possible to have any item be used?  As in, could you choose a certain item to be used as the required item?

Like, having a door guarded by three fates.  How to get it open?  Why, give each fate their staff, of course!  You'll go up to Clotho and choose her Distaff, go up to Lachesis and choose her Rule, and then head over to Atropos and give her her rod.  Afterwards, the door will open.

So is it possible to do such a thing?  Or does it have to be a key item?  If we could choose to require a player to hand over a specific, RARE piece or set of equipment, it could be a very good way to make a hidden dungeon.


And to go with it... Would it then be possible for them to GET THEM BACK?  I mean... I doubt they'll be too happy if going to an uber dungeon meant that they lost their Fates Staff Set forever.  Actually, I'm sure they'd be pretty pissed...
Title: Is this possible?
Post by: Charon on 26, May, 2009, 10:33:00 PM
Since nobody really knows Golden Sun's Scripting code yet, I'm just taking a wild guess, but it would be probably pretty easy, simply making it so that each statue would have a checkitem script (in Golden Sun, cue msgbox, then open menu, then expect certain item selected).

Then, each would raise a certain variable. First statue sets the variable to 0001. Second statue to 0002. When the third statue is activated, the variable is set to 0003, thus activating a new script (a setmaptile script) that opens the door; then a flag would be set to ensure the event cannot occur again.

That's how you'd do it in Pokemon script. This is just speculation but it would probably work in GS:TLA as well.
Title: Is this possible?
Post by: Rolina on 27, May, 2009, 03:49:00 AM
I figured that part would be easy... But the question is on the next part.  Examining the statue again will give you the item back, but remove it from the statue (thus causing the door to close again)...
Title: Is this possible?
Post by: Charon on 27, May, 2009, 05:25:00 AM
Giveitem script based on two flags - an activated flag (your previous flag) and an unactivated flag (making sure you wouldn't obtain the item twice).
Title: Is this possible?
Post by: Rolina on 27, May, 2009, 10:16:00 AM
Cool, that's good to know.  Opens up a lot of options on how to do things...

So my Temple of Fates idea (leading to the battle with, and thus ability to summon, Charon) would be able to work... Not to mention my ideas for several other dungeons, like the Cave of Four Winds...
Title: Is this possible?
Post by: Aile~♥ on 01, June, 2009, 03:58:00 PM
Arrow could be used similar to the way you use the bow in puzzles in The Legend of Zelda. Cast Arrow when facing towards one of those creepy giant eyes to open the door!

Also, Reflect could be used like Reflux. It should just negate the damage to your guy similarly to Flash, and then show the Counter Attack animation and the enemy takes damage according to the Psynergy's power. Alternatively, if you want to make it supremely powerful, make it so the game acts as if the Reflector had cast the Psynergy, with the targeting focused on the enemy who used it. Thus if someone Searing Beamed you, it would show them using Searing Beam, then all of the people hit (with the exception of the Reflector) would be damaged, and then it would show the Reflector casting it, and all enemies under the targeting would take the damage of the Psynergy.
Title: Is this possible?
Post by: weckar on 01, June, 2009, 05:12:00 PM
Arrow has a use already. it was highly probably meant to light torches. But then blaze came along, and to not make blaze redundant, arrow  had to go.

Magnet does some weird rope manipulation too... maybe magnet could be programmed in such a way that objects on which psynergy can be used shake a bit? It could function like a Hint psynergy that way.
Title: Is this possible?
Post by: Aile~♥ on 01, June, 2009, 05:16:00 PM
Reveal already does that. Things that can have psynergy used on them are in colour, while everything else is grayscale. Magnet could be used to pull far away objects to a far away location. Stand between the item and the place it needs to go, activate Magnet, and if they are both in the magnet radius, then the object gets pulled to the switch/other special location.
Title: Is this possible?
Post by: weckar on 01, June, 2009, 05:25:00 PM
hmmmm... magnet as is would work so much better in a co-op version of GS...
Title: Is this possible?
Post by: Aile~♥ on 01, June, 2009, 05:28:00 PM
Actually, magnet the way I mentioned it would work extra-good in Co-op as well. Two people=twice the magnet range!
Title: Is this possible?
Post by: weckar on 01, June, 2009, 05:34:00 PM
I didn't mean better than your idea, I meant better than in standard play
Title: Is this possible?
Post by: Aile~♥ on 01, June, 2009, 05:45:00 PM
I know. But you're right, reveal wouldn't really work in Co-op the way it's done now.

Edit: Also, would it be possible to import attack animations from other games into Golden Sun the Lost Age? Charon would probably enjoy knowing if that was possible. (Ivan casts Psycho Cut! (Isaac casts Leaf Blade!)
Title: Is this possible?
Post by: Rolina on 10, June, 2009, 03:29:00 AM
Okay, new question:  Can you edit the size of text windows?  Such as, when you go to battle go to select a psynergy or summon, extending the width by a certain number of pixels.  This would help with stuff, like changing thunderhead back to thunderstorm (since it caused graphical errors in GS1 due to the size), and for allowing for Non-Elemental summoning (summons that use 1 of each type of djinni, for example).

As it stands now, Catastrophe takes up so much room with its name that you don't even have room for Summons that use more than two elements.  If you want to make a summon that uses 3 or 4 different elemental djinn, you cannot do it without making it look like crap.  
Title: Is this possible?
Post by: Salanewt on 10, June, 2009, 07:15:00 AM
Hello, I just thought of an idea, well, two actually.

In both Golden Sun games, the main characters are Venus adepts, and the first djinn you get are Venus djinn. I sense the favouritism that the developers left in the games. I was wondering, would it be possible to have Felix come in later in the game, and not be a main character. Maybe Alex kidnaps him or something. I was also wondering if the Venus djinn (Echo?) could be switched around with maybe with the Mars djinn in (Dekhan?) Plateau. The main character should be a fire user, since the final battle is on Mars Lighthouse. Besides, it would make more sense to people to be controlling a person who was closer to being neutral (friend or enemy of Isaac) after having played Golden Sun 1 than using Felix.

Maybe when I can edit sprites, I will make Felix become Jenna's sister... Two genders for each element.

:MercurySet:
Have a nice day.
Title: Is this possible?
Post by: Rolina on 10, June, 2009, 07:34:00 AM
Oh, GAWD... Rule 63'd Felix... I've GOT to see this!
Title: Is this possible?
Post by: Salanewt on 10, June, 2009, 07:38:00 AM
QuoteOh, GAWD... Rule 63'd Felix... I've GOT to see this!

I apologize, but what do you mean by this? Rule 63'd?
Anyway, it is only an idea. Maybe Jenna can also learn Cruel Ruin as well... But only if she gets to level 80. I mean, her parents have it when they are a mutated dragon, why can't she?

EDIT: Maybe I will change the storyline so Saturos and Menardi decide to jump into the Beacon instead of falling in.
"Okay Menardi, it looks like we failed."
"I understand Saturos, we are failures. We should kill the pain by killing ourselves."
"Okay."
*They jump*
Isaac: "But you still have Felix, I think he loves you enough to stay with you."
Garet: "Hey! You got your voice back!"
Isaac: "Oh yeah! Ooh, a Mercury djinn! Lets catch it. Go Flint!"

:MercurySet:
Please have a nice day.

This post has been edited by Salanewt on Jun 10 2009, 07:05 AM
Title: Is this possible?
Post by: Rolina on 10, June, 2009, 08:28:00 AM
Rule 63:  For every male character, there is a female version of them (and visa versa)
(http://i14.photobucket.com/albums/a314/acidadept/63link.jpg)
Yes, that's Rule 63'd TWILIGHT PRINCESS LINK.

The internet:  Raeping your childhood since 1979.


Also, Jenna cannot learn Cruel Ruin.  Why?  Because according to the code, it's Venus Elemental SUMMON.  Yup, that and Outer Space are summons.

This post has been edited by Role on Jun 10 2009, 07:42 AM
Title: Is this possible?
Post by: Salanewt on 10, June, 2009, 03:07:00 PM
No, I know, but I just mean by hacking the psynergy lists, and maybe changing one psynergy to any move, even if learned by an enemy.

Oh cool, so that is what rule 63 is... I think I like that picture of female link... Lol.

Well, have a nice day.
:MercurySet:  
Title: Is this possible?
Post by: Rolina on 10, June, 2009, 06:22:00 PM
Cruel Ruin is NOT a psynergy though.  And until we have a summon editor, you cannot change it to act like one.  It's a summon, doing summon type damage (base damage +HP% damage).  However...

That doesn't say you can't make it a summonable ability.  You can't do it now in the present form of the editor, but once we get a summon editor, we'll be able to pull it off.
Title: Is this possible?
Post by: Salanewt on 10, June, 2009, 07:36:00 PM
Oh yeah, I should have clarified a tiny bit though... I know that it is a summon, but it can be used similarily to a psynergy if you hack it in. However, I am looking forward to the summon editor.

:MercurySet:
Have a nice day.
Title: Is this possible?
Post by: Atrius on 10, June, 2009, 09:05:00 PM
Salanewt, this topic is for discussing features that should be in the editor, not how you'd like the game to be edited.


Role, editing the size of windows is something that would go under code patches

Quite late for this one, but JamieTheFlameUser, editing attack animations at all looks like it's going to be very tricky.  From the looks of things so far they're coded into the game.
Title: Is this possible?
Post by: Salanewt on 11, June, 2009, 04:01:00 PM
Oh, sorry for getting off topic there, anyway...

I think you should have a warp/world map editor.

The warp editor would work for doors, where you go when you enter a certain area.

Have a nice day.
:MercurySet:  
Title: Is this possible?
Post by: Aile~♥ on 11, June, 2009, 04:16:00 PM
That could be rather interesting. You go in a door to a house in Prox, and appear just outside of Venus Lighthouse, like at the very beginning of the game. That could cause some major glitches. For one, how would you leave? There is an event that stops you from leaving towards Lalivero, and an event that stops you from leaving towards the Suhalla Desert. And I don't know that Idejima even exists after the beginning bit, or if the event can be repeated.
Title: Is this possible?
Post by: Salanewt on 11, June, 2009, 04:24:00 PM
Yeah, true enough... Unless Idejima floats back into place, and the whole tidal wave scene happens again... I would hate to be at the beginning and have to start over again, and yet it would be funny if I were to have Peirs with me.

I just thought of something else... Would I control Felix there, or Jenna?

Have a nice day.
:MercurySet:

P.S. If you are planning on a warp edit, then there might be other specialized programs with coding that enables warp editing. Advance map for pokemon games might work Atrius, if you want to try map or warp editing.

Title: Is this possible?
Post by: Aile~♥ on 11, June, 2009, 04:28:00 PM
I'd imagine you'd control Felix, because there would be no event to cause the game to switch to Jenna. Also, what would happen with the code after the tidal wave? Is it a "switch character 1 with character 2" sort of thing, or is it a "control character 2" sort of thing.
Title: Is this possible?
Post by: Salanewt on 11, June, 2009, 04:33:00 PM
I do not know, but I wish I did. It would be even funnier if you teleport into the first room of the game, the one in the lighthouse.

Have a nice day.
:MercurySet:  
Title: Is this possible?
Post by: Aile~♥ on 11, June, 2009, 04:37:00 PM
When you teleport to the beginning, you'd still be Felix. But if the event repeated and it switched the characters, you'd be Jenna for the rest of the game! Also, if you hadn't been to Mars Lighthouse and gotten the Teleport Lapis, you wouldn't be able to get anywhere, because the boat would be outside Prox! Unless you used the "return to last sanctum" trick, that is.
Title: Is this possible?
Post by: Salanewt on 11, June, 2009, 04:43:00 PM
Oh yeah, that makes sense. Unless you dock the boat on an accessible shore, then you do not need to return to a sanctum. By the way, it would be cool to be able to use Jenna for the whole game... I wonder though, would it switch the faces when talking or no?

However, I am not sure if it would switch the characters, because jenna would be in the cutscene, and Felix would miraculously wind up on the shore with Sheba.

Have a nice day.
:MercurySet:  
Title: Is this possible?
Post by: Aile~♥ on 11, June, 2009, 04:46:00 PM
Because of the way they do that scene, I think Jenna would still show up as your character. I think that because your party doesn't split up for it. Instead what happens is the camera zooms in from way far above. Then when you wake up as Felix, the character change code happens, which could cause you to play as Jenna forever.

This post has been edited by JamietheFlameUser on Jun 11 2009, 03:49 PM
Title: Is this possible?
Post by: Salanewt on 11, June, 2009, 04:54:00 PM
Oh yeah, your theory makes sense. Unless the character changing code is in effect during the cutscene, not when Felix wakes up.

I mean, even though Felix is the main character, on Jupiter Lighthouse, Isaac and Ivan are in a battle, and the cutscene revolves around them.

So it still might be Jenna forever, unless the cutscene is just supposed to prepare the game to change to Felix, and the part during which he wakes up is the part that he actually changes.

Still though, you have a good theory, and I will see if I can test it (there might be action replay or gameshark codes for teleporting, so I will try to search for them).

Have a nice day.
:MercurySet:  
Title: Is this possible?
Post by: Aile~♥ on 11, June, 2009, 05:01:00 PM
Should there be a separate place for theories about how the game code works?
Title: Is this possible?
Post by: Salanewt on 11, June, 2009, 05:03:00 PM
I think there should be, or else this thread will become something else.

So, who will create it, you or I?

And where will it go?

Have a nice day.
:MercurySet:  
Title: Is this possible?
Post by: Atrius on 11, June, 2009, 06:51:00 PM
Quote from: Salanewt on 11, June, 2009, 04:01:00 PMI think you should have a warp/world map editor.
If there's a viewer for something, you can bet I already plan to make it editable in the future.


Quote from: Salanewt on 11, June, 2009, 04:24:00 PMP.S. If you are planning on a warp edit, then there might be other specialized programs with coding that enables warp editing. Advance map for pokemon games might work Atrius, if you want to try map or warp editing.
For the most part tools have to be programmed specifically for a game, Advance Map wouldn't work on Golden Sun.


As for all this talk about playing as Jenna by skipping the scene where take control of Felix.  It breaks cutscenes, because Felix doesn't appear in them, and you actually do replace Jenna.
Title: Is this possible?
Post by: Matrim on 11, June, 2009, 07:11:00 PM
How about just switching Felix's and Jenna's sprites and talk pictures. like have "Felix" use Jenna sprites and have "Jenna" use Felix sprites.
Title: Is this possible?
Post by: Aile~♥ on 11, June, 2009, 07:27:00 PM
@Atrius: We didn't say skipping the cutscene, we said repeating it. Like setting a warp somewhere that would cause you to go back to the beginning of the game. Is that cutscene repeatable?

This post has been edited by JamietheFlameUser on Jun 11 2009, 06:29 PM
Title: Is this possible?
Post by: Salanewt on 11, June, 2009, 08:34:00 PM
QuoteFor the most part tools have to be programmed specifically for a game, Advance Map wouldn't work on Golden Sun.

Just to clarify, I meant to adapt/edit the coding of that program to work with Golden Sun, not use the actual program for Golden Sun.

Have a nice day.
:MercurySet:  
Title: Is this possible?
Post by: Rolina on 15, June, 2009, 11:15:00 PM
OOoooh, Just though a good idea!

Can we add new animations?  Like, battle animations?  This would allow for new types of skill like animations.  In otherwords, we could have "attack", "spell", and "technique" animations... I could easily see the "technique" idea of mine used for unleashes and stuff like Quick Strike.  It'd be something more fancy/flashy than a standard attack.

Of course, that means that we'd have to be able to add more battle animations, as well as assign which battle animations are used in conjunction with ability animations.

If we can do something like this... think of all the possibilities!
Title: Is this possible?
Post by: Salanewt on 16, June, 2009, 08:06:00 AM
Oh wow, I like that idea. It would help if I can successfully add a Link who uses a bow and a sword. By technique, you mean different animations when fighting, right?

I like that idea... Asking: Everybody...

Would it be possible to add weapon/psynergy icons if editing a weapon to make it something that is not in the game? Not change them or switch them with icons that are already in the game, but to create and add new icons?

Thanks in advance.
:MercurySet:  
Title: Is this possible?
Post by: Rolina on 25, August, 2009, 11:45:00 PM
Look at the battle sprites.  There's an animation for Battle Ready, Attacking, Casting, Getting hit, and Downed.  I'm asking if we can have 'Technique' added.  Would be GREAT for a martial artist, or for EPAs and several unleashes.

As for the icon idea, I'm pretty certain that an editor for those is just a matter of time.

Anywho, for my next idea...

Is it possible to seal a single element?  Such as, to make a status effect like "Venus Seal", causing all venus psynergy, djinn, summons, etc... for that character sealed (or possibly a technique a boss uses, blocking the ability to use an element), or perhaps block the ability to use the Attack or Item commands?

After looking at the setup I had for a KH version of the FFTA Judge boss, I'd gotten this idea.  Basically, for a boss that will cut the ability to use an element and/or command each turn.  It'd force the player to come up with strategies on the fly, depending on what was affected.

This post has been edited by Role on Aug 25 2009, 10:46 PM
Title: Is this possible?
Post by: Atrius on 26, August, 2009, 10:47:00 PM
Adding animations shouldn't be too big a deal, making the game actually use them on the other hand may take a bit of code hacking depending on the exact situation.  Attack animation data is still a bit of a mystery to me.

I haven't looked into the actual data for special ability effects either.  I imagine it would take some code hacking as well though.


Creating new item/ability icons should be possible eventually.

This post has been edited by Atrius on Aug 26 2009, 09:48 PM
Title: Is this possible?
Post by: Rolina on 27, August, 2009, 07:32:00 PM
Ah, I see.  I figured that which attack animations are used would be a subset of the animations... basically, when you get the animation editor up, you'll be able to edit them then.  I figured it'd just be a natural progression of the editor.

As for the code hacking stuff... how hard or simple would you figure it to be?
Title: Is this possible?
Post by: Atrius on 28, August, 2009, 08:51:00 PM
Hard to say until I actually get a look at the code that would need tweaking.  From the way animations appear to work I can't imagine they'd be too difficult, I'm not at all sure about sealing individual elements yet though.
Title: Re: Is this possible?
Post by: Rolina on 11, November, 2009, 09:48:41 PM
Out of curiosity, can we make sprites got semi-transparent?  I'm not holding my breath on this one, but it'd be cool to, say, make an Amaze semi-transparent, or something...
Title: Re: Is this possible?
Post by: Atrius on 11, November, 2009, 10:14:21 PM
Unfortunately the GBA only has registers for one blending effect like that at a time, and it's used for attack visuals in battle.
Title: Re: Is this possible?
Post by: Rolina on 11, November, 2009, 10:15:32 PM
Ah, I figured as much.

How about this, then-- Is it possible to Seal Djinn and Summons like it is Psynergy?
Title: Re: Is this possible?
Post by: leaf on 14, November, 2009, 12:20:45 AM
I'm not familiar with the game's code at all, but I'd assume that psynergy seal is treated as any other status effect. With the ability to add/edit status effects in their entirety, I'm sure it would be possible to replicate the effect with any command.
Title: Re: Is this possible?
Post by: Rolina on 14, November, 2009, 02:38:30 AM
You'd think, right?  However, better to be safe than sorry, though.  Which is why I'm asking about what is and isn't possible.  If I could combine area effects (similar to Mia in the Mercury Lighthouse), the ability to make new ailments, among several other things, it'd add a lot of variety to the game, which would mean there's much more we're able to put in.
Title: Re: Is this possible?
Post by: Atrius on 14, November, 2009, 05:43:57 PM
I still haven't delved into the code for status effects, so I can't say much of anything for certain about them.
Title: Re: Is this possible?
Post by: Rolina on 14, November, 2009, 08:17:33 PM
Ah, I see. Well, we look forward to when you do!  There's all sorts of things I want to try with ailments and effects.
Title: Re: Is this possible?
Post by: leaf on 14, November, 2009, 09:07:16 PM
Hm... Is there only enough room in the data for one additional effect on abilities? I wanted to make a psynergy something like this:

Name: Sacrifice
PP: 100
Range: All (party)
Heals 9999 HP and fully revives target(s). Afterward, user dies.

But it seems it's only possible to have either the revive effect or the user dies effect, not both, at least with the current editor.

edit: Back on the topic of making a djinn/summon seal... I forgot what the menus looked like during psynergy seal. I thought that you weren't allowed to click that icon at all, and that making it work for other attack types would be as simple as copying the coding for that status and then changing the value that specifies psynergy. Instead, it just makes the psynergy selections purple and gives you the blocked message when it comes to your turn if you actually select it. That might be harder to make work for other types of attacks than I thought.
Title: Re: Is this possible?
Post by: Charon on 14, November, 2009, 10:02:05 PM
Doesn't the unused Psynergy Reflect inflict damage on the user? It could be possible to make it so that the damage taken is so great it always kills the user.
Title: Re: Is this possible?
Post by: leaf on 14, November, 2009, 10:36:31 PM
Nah, that wouldn't work. Reflect has an effect already in there listed as (Reflect), and it doesn't look like anything else would be causing it to do that. I also thought of making it do damage aimed at the caster, but since it's a party spell, that would be causing damage to all party members instead of healing them, which defeats the purpose. At the moment, it appears to only be possible to do damage or cure while using one additional effect. If it was possible to use two or more additional effects on an attack, it would open the doors for all kinds of new effects, like... a move that restores PP to all party members but casts psynergy seal on them.

Currently, the most mixing of effects you can do is dealing damage to your party while buffing them/clearing status, or healing your party while debuffing them/dealing status. That means it's possible to have a spell that affects the whole party that say... boosts attack by 25% (instead of the normal 12.5% you get for party spells) but causes them damage at the same time to balance it. It's also possible to have a move that restores a lot of HP but causes a stat debuff or status effect. But you can only have one non-HP effect at a time, which really limits what you can do.
Title: Re: Is this possible?
Post by: Salanewt on 14, November, 2009, 10:40:23 PM
I have a question... Why have psynergies that kill yourself and aid the other team? Seems like a good idea though, but it sounds a bit strange by itself.

Anyway, I hope that we will easily be able to create our own status ailments in the future. I would not mind creating a working Charm effect.

Have a nice day.
Title: Re: Is this possible?
Post by: leaf on 14, November, 2009, 10:54:20 PM
Quote from: Salanewt on 14, November, 2009, 10:40:23 PM
I have a question... Why have psynergies that kill yourself and aid the other team? Seems like a good idea though, but it sounds a bit strange by itself.

Anyway, I hope that we will easily be able to create our own status ailments in the future. I would not mind creating a working Charm effect.

Have a nice day.
Well, besides that one I posted (sacrifice) none of them would be explicitly killing you, and sacrifice only kills the user because the rest of the effect is so potent that nothing else could justify it. Most of the ideas I had just inflict negative effects or damage, which may end up killing you if you use it at the wrong time, but that's why you need to use it intelligently. In exchange for taking the risk, you get a much greater beneficial effect. It's not like you're healing your enemies and debuffing yourself or anything lol

Title: Re: Is this possible?
Post by: Salanewt on 14, November, 2009, 11:14:50 PM
Ah, lol, I see. Now it makes more sense (although the timing for killing yourself made enough sense before).

Oh yeah... Is it possible to copy and alter all of the data of one character? What I mean is to hopefully copy a character to change them. However, this would probably take forever, with many bugs left, but is it?

Have a nice day.
Title: Re: Is this possible?
Post by: Rolina on 15, November, 2009, 02:40:00 AM
If you have a spell like that, NOBODY will use it.  I'm a huge Dragon Quest Monsters player, and from the talks I've had with all the other people who are into it, self-sacrificial skills SUCK compared to the so-called weaker moves.  The death just isn't worth it.  Especially a death to revive another dead guy.  Kinda defeats the purpose.  By the way, a power of 2000 pretty much covers everything - 1999 is the HP cap, after all.

Edit:  Oops, misread the topic... thought this was the GSDG psynergy thread.

I'm sure there's room for it.  Besides, if all goes well, we'll have an effect editor.  After all, we'll NEED it for new status ailments (inflicts Siphon, may inflict Plague, may inflict Summon Seal, may inflict all ailments, etc...)
Title: Re: Is this possible?
Post by: Charon on 15, November, 2009, 10:10:40 AM
Doesn't those little Stone Soldiers have a suicidal move? Even though it's pretty strong, it's kind of easy to win the battle. Anger Balls also have one, but since they can be replenished, they're a lot harder :s
Title: Re: Is this possible?
Post by: Rolina on 15, November, 2009, 11:55:53 AM
Yeah, there is a 'kills user' effect... Interestingly, it DOESN'T WORK for unleashes. 
Title: Re: Is this possible?
Post by: leaf on 15, November, 2009, 03:25:58 PM
Quote from: Role on 15, November, 2009, 02:40:00 AM
If you have a spell like that, NOBODY will use it.  I'm a huge Dragon Quest Monsters player, and from the talks I've had with all the other people who are into it, self-sacrificial skills SUCK compared to the so-called weaker moves.  The death just isn't worth it.  Especially a death to revive another dead guy.  Kinda defeats the purpose.  By the way, a power of 2000 pretty much covers everything - 1999 is the HP cap, after all.

Edit:  Oops, misread the topic... thought this was the GSDG psynergy thread.

I'm sure there's room for it.  Besides, if all goes well, we'll have an effect editor.  After all, we'll NEED it for new status ailments (inflicts Siphon, may inflict Plague, may inflict Summon Seal, may inflict all ailments, etc...)
After thinking about this a bit more... Well, no. If there's only one effect ID per move, then there isn't room for it, at least not in an easy way. You'd have to completely change the way the game reads the code if you wanted to have multiple effect IDs on a single move, which if not done carefully will result in breaking a ton of pointers, not to mention being overly difficult. What is more likely, is the ability to add entirely new effect IDs which act as a combination of effects. Currently, the game only has 92 (0-5B) effect IDs, meaning it should be possible to have up to 256 (0-FF) IDs, given the amount of space reserved for the effect ID in the attack data. In all probability, though, the game does not have additional room for new effect IDs in the location they're currently stored. Taking a mostly uneducated guess, I'd say that the game handles it in a method similar to the following (and I'm probably going to completely butcher the lingo here, so please don't kill me):

1) Attack ID is called, runs down list of memory addresses until match is found, points to memory address
2) One part of the attack data (type ID, target ID, range ID, power ID, effect ID, and so on) is compared to a list of memory addresses until the matching ID is found, points to new memory address to handle that portion of the data
3) Data is written to the location that handles attack calculations, points back to attack data and repeats from either step 1 or step 2 with each of the remaining IDs
4) After all data has been retrieved, attack proceeds as normal

I may be completely wrong, so anyone who actually does know (especially Atrius), please correct me.

Anyway, assuming the data is called in a method similar to what I stated, then what you would have to do is create a pointer at the bottom of the list of effect IDs that tells the game what memory address to look at, which points to a later location in the file with enough free space for the extra effect IDs we'd be adding. The list would be continued here, with the new IDs pointing to memory addresses even further in the file, which include all the actual directions for executing those effects. And of course you'd have to figure out how to point back to the proper location in the file after all is said and done. In theory, it should be fairly simple to enable new effects. Actually creating those effects, on the other hand... would be colossally more difficult, as it would require actually figuring out how the game structures the effect commands.

As for the usefulness of such an effect as what I was talking about... I'll take that discussion to the psynergy topic.
Title: Re: Is this possible?
Post by: Rolina on 04, December, 2009, 04:27:12 PM
Here's an idea that leaf came up with that I wanna ask about...

QuoteOf course, if you could hijack the damage formula the game uses, you could probably add a line that uses a mult mod of 1+(lv/100) for base damage psynergy, or something similar to that.

Do you know if it is possible to pull this kind of thing off?  That is to say, change the damage formula for psynergy so that it DOES get stronger with level (just, in a different way than physicals)?  If we could do that, it'd go a LONG way to solving the rebalancing issues with psynergy in the late game.
Title: Re: Is this possible?
Post by: Atrius on 05, December, 2009, 03:44:27 PM
That wouldn't be too difficult once they're located.
Title: Re: Is this possible?
Post by: Tetsuya the Azure Blade on 05, December, 2009, 03:55:56 PM
Hmm,I agree that it would'nt be that hard once they're located.But on another note I think that things that are hard-coded into the game e.g Isaac's party joining all at once would be harder to change.
Title: Re: Is this possible?
Post by: Atrius on 05, December, 2009, 04:24:46 PM
I would assume that would be less hard-coded than the damage formulas.
Title: Re: Is this possible?
Post by: Tetsuya the Azure Blade on 05, December, 2009, 05:06:32 PM
Oh those damage formulas are potential pains in the @#$, well I wouldn't be much help with those 'cause of
my currently average programming skills ( some C++ and parts of JAVA,please don't ask me I'm still a bit of a n00b with both.It's only what my cousin taught me a few years ago >_< )
Title: Re: Is this possible?
Post by: Atrius on 05, December, 2009, 06:35:31 PM
Not really, even things that are hard coded aren't terribly difficult to work around as long as they aren't complex.  A simple equation shouldn't be too difficult to rewrite assuming you have the right skills.
Title: Re: Is this possible?
Post by: Rolina on 06, December, 2009, 08:23:19 AM
Which Atrius, being well... Atrius, should be able to pull off.  Now, finding the right equation for balancing purposes is another thing...

Perhaps we could have a damage equation editor or something like that?
Title: Re: Is this possible?
Post by: Rolina on 12, December, 2009, 01:15:35 AM
New question!  You remember how if you're missing djinn, a random djinn is chosen to be gainable?  Is there some way we can do that for many other djinn?  Basically, make a bunch of different djinn, have a few certain scripted ones, but the rest are random, determined at the start of the game?
Title: Re: Is this possible?
Post by: Aile~♥ on 13, January, 2010, 10:40:08 PM
Would it be possible to add in a real-time clock so that it knows the time of day, the month, etc.?

I have cool (no pun intended) holiday-themed weapons that would be good if we could have the game know what month it is.
Title: Re: Is this possible?
Post by: Atrius on 13, January, 2010, 11:07:10 PM
Hadn't noticed your question yet, Role, sorry it took me so long to get to it.  I imagine once script editing is in that should be do able, I can't think of a reason it wouldn't be right now.

Jamie, I seriously doubt it...  I may have to look into whether emulators will actually even allow that, and if so under what circumstances because the GBA's hardware itself has nothing that allows such a feature to exist normally.  Any game with a real-time clock has to have the hardware for it built into the game cartridge itself.
Title: Re: Is this possible?
Post by: Aile~♥ on 13, January, 2010, 11:54:19 PM
Yeah, I was thinking something like the clock in Pokemon Emerald, so you could have weapons or side-quests available only at certain times of year. Otherwise, they'll just have to be available in some winter town.
Title: Re: Is this possible?
Post by: Rolina on 14, January, 2010, 05:46:00 PM
Yeah, you'll have to do the winter town thing.  Clocks have to be built into the cartridge to work.

@Djinn idea:  SWEET!  That'd be awesome!  I could come up with a ton of different ideas, then make it so that any that you have to fight are random ones instead of scripted ones... that way, I won't have to choose which ones to implement!  I can just do them all! :heart:
Title: Re: Is this possible?
Post by: Rolina on 25, March, 2010, 04:10:05 AM
Okay, I do WAY too many ideas in here, but whatever!

NEW IDEA!

An enemy skill where they attempt to take a party member's item, then immediately use it.  Only consumable items useable in battle are able to be affected.  Let's say this:  You're holding two nuts, a Sealing stone, and an Oil drop.  You come across three bandits.

The first attacks, the second defends, but the third uses the "Pickpocket" skill - and takes your sealing stone.  The default target on the Sealing Stone is 1 Enemy, thus it is immediately used on a member of your team - who loses 200PP and is Omni-sealed.  End of their ambush.

Next turn, one guy tries to steal from one of your teammates, who has no consumable items usable in battle.  The move fails.

What is grabbed is random, but if you like to keep things like mist potions handy, this could be VERY painful to have happen to you.



BUT... is it possible?
Title: Re: Is this possible?
Post by: Atrius on 25, March, 2010, 04:06:13 PM
That would be extremely tricky to get working, it would take a lot of effort if it is do able.
Title: Re: Is this possible?
Post by: Salanewt on 25, March, 2010, 04:48:25 PM
Before I ask if something is possible, I could reference you to other games which do it. Of course, these games are quite different from Golden Sun, but some information of how their scripts work could help build something for item stealing. If an item stealing script is at all possible (and I do not see why not), it should take up two turns (meaning that it can get a bit complicated).

My idea for this (and it is based on Role's idea) is for making a multiple turn psynergy. It could work in a similar way to the Daedalus summon. You cast it on the first turn (but instead of damage, you take an item), and the item is used on the second turn. The way this works though is that there is a special part of the script, which makes the second turn always happen immediately after the first unless no item is taken. If an item can not be taken, it reads the target character to see if they have any consumable items (or maybe even weapons...). If they do, text comes up to say "*Name*'s item could not be taken." If they actually do not have any consumable items, then text could come up which says "*Name* does not have any items..."

Oh, and for the chance of stealing... I will suggest a formula elsewhere, but it would basically compare the Agility and Luck levels of both the caster and the target. Luck is optional, if the ability to steal things like weapons and armour is thrown in (each of which are using a value which is already assigned, and the value is used to interpret what they are). If the result of the formula is a higher number, than the caster is more likely to take an item. If it is lower, it is less likely. If it is a number below 1, then there is no chance of taking the item .

And of course, here comes the inevitable question. Might any of this possible? I know that it would take an incredible amount of patience, but would one be able to do it if they had all of the patience in the world?

Have a nice day.
Title: Re: Is this possible?
Post by: Rolina on 25, March, 2010, 05:42:13 PM
It's enemy only, and has the same rate of success as a normal attack, UNLESS you have no consumable items, then it always fails.

It'd be useless for a PC ability, though.  Not many enemies actually carry items!



Another question!

Okay, two questions!

Would it be possible to give an ability an inverted form of luck?  Higher the luck, the greater the chance that the target will be inflicted with it, but low luck foes will be highly resistant?

Also - is it possible to give a monster a non-standard ability where they go into downed status, without actually suffering typical enemy death?  Instead, we just give them a downed animation?  If we can do that, we can have foes that can use water of lifes...
Title: Re: Is this possible?
Post by: Atrius on 27, March, 2010, 01:45:03 AM
Inverted luck may be relatively easy due to an oddity in how the game handles effect immunities due to luck.

The Regen Dance effect is like the enemies version of Revive, you'd probably have to make a second version of Water of Life that uses it.  As for making enemies use a downed animation instead of disappearing...  Hmm...  Does the game do it for multiplayer battles?  If so it must be possible to make it do it outside them, I'll have to look into how it handles it though.
Title: Re: Is this possible?
Post by: Tetsuya the Azure Blade on 27, March, 2010, 07:38:21 AM
Is it possible to make the main dood speak more often? Silent heroes are BORING!!!
Title: Re: Is this possible?
Post by: Mion Sonozaki on 27, March, 2010, 09:12:28 AM
What about adding entirely new tilesets or replacing originals? And sprites?
Title: Re: Is this possible?
Post by: Sajin on 27, March, 2010, 09:51:10 AM
Quote from: MegaDarkNero on 27, March, 2010, 07:38:21 AM
Is it possible to make the main dood speak more often? Silent heroes are BORING!!!

I don't think doing that it's difficult... You just gonna need to add text line (or replace other line) and make Felix's (or whoever you're gonna use for main character) portrait appear, like when he speaks before Trial Road.

By the way Atrius, I was thinking if it's possible to add and change the items you get from Sunshine when you refine raw materials? For example, making a Tear Drop have a set percentage of being refined into a Cloud Wand? Or add other possible results for the raw materials?
Title: Re: Is this possible?
Post by: Salanewt on 27, March, 2010, 01:29:31 PM
I have two minor questions... Remember the Lamakan Desert? Well, random dialogue would pop up as you walk (and a heat bar would also rise). Would it be possible to allow for random dialogue like this, except it pops up on the World Map? There would be an invisible bar as you walk on the World Map, except that it fluctuates in size (not sure what factor should make it rise). At different (somewhat random) points on the bar (as well as when it is full), a random character will say a random line from within a certain section of text from the game (like when the bar is full, Garet says "Are we there yet?"). The thing with this though is that you can still walk (so the dialogue comes up, but you can walk and go through the mini cutscene as well).

My two questions are... Will we be able to have an invisible bar in any type of location to act like the scripted bar at the Lamakan Desert? Also, will we be able to have cutscenes with dialogue and the ability to walk and do other things (like pick up items, talk to other people, etc.)? The first one is to add new elements to the game.

Have a nice day.
Title: Re: Is this possible?
Post by: Atrius on 27, March, 2010, 02:13:18 PM
QuoteWhat about adding entirely new tilesets or replacing originals? And sprites?
Graphics replacement has already been demonstrated several times.


Tilesets are formatted differently, but stored in the same manner as the Dutch Farmer graphic, they won't pose a problem.

If you're referring to the ability to do them in the editor, of course it's only a matter of time.


QuoteIs it possible to make the main dood speak more often? Silent heroes are BORING!!!
That would be through the same process as what I did with the Zelda cutscene I created (http://www.youtube.com/watch?v=PsABtZYHvMA) almost from scratch.  With a simple change of a single byte of data I could have had Felix say any of those lines of dialogue instead.


QuoteMy two questions are... Will we be able to have an invisible bar in any type of location to act like the scripted bar at the Lamakan Desert? Also, will we be able to have cutscenes with dialogue and the ability to walk and do other things (like pick up items, talk to other people, etc.)? The first one is to add new elements to the game.
Does it really need to be an 'invisible bar' like the on in Lamakan Desert?  Hmm.... Something I might suggest is using trigger points like those used to initiate any other cutscene in conjunction with either the random number generator, the variable that keeps track of how long you've been playing the game, or both.  I'll have to verify that the world map does in fact use them, though I don't see why it wouldn't.  The interesting thing about trigger points is that you can place them like a tile anywhere (it doesn't have to be in just one spot), and the same one can be scripted to initiate different cutscenes under different conditions.
Title: Re: Is this possible?
Post by: Salanewt on 27, March, 2010, 02:47:17 PM
Sweet, thanks. In fact, I think I would rather do that than an invisible bar (since that could be a pain to do, now that I think about it). I suppose I should start planning out my Golden Sun hack (I am considering starting it up again soon).

One new question... Is a script which changes the colours on the map (including sprite colours) possible? I remember that I once found a glitched room in Superstar Saga, with glitched objects and scripts (or just partial data, I do not know). One script changed all of the colours used once (but made the game crash every other time). I would try to make a video to explain exactly what seemed to happen, but I was never able to find it again.

My idea for this would be to have like a "colour blending" script, where every colour in an area slowly changes over once a trigger has been touched (instead of just switching over). By blending, I do not mean that the colours actually blend (but that would be nice). Instead, the palettes just slowly switch to other similar palettes until the desired palette is reached (I think something like this already happens near Garoh, and again near Kibombo (on the World Map), but I just wanted to make sure that it was possible for more than just darkening the shades of colours).

Have a nice day.
Title: Re: Is this possible?
Post by: Atrius on 27, March, 2010, 02:57:57 PM
The World Map also loads a different palette for snowy areas, and there was a cutscene at the beginning of the original GS when Garet & Isaac explained what happened in Sol Sanctum that gives the entire palette a Sepia tone.

I don't know the specifics of how it handles it, but it does seem to be possible.
Title: Re: Is this possible?
Post by: Salanewt on 27, March, 2010, 03:04:11 PM
Oh yeah, I forgot about that... Anyway, thanks for the reassurance!

Another question. Would it be possible to allow for Djinn to be useable outside of battle (other than using them for classes)?

Have a nice day.

Edit: New question (so I do not have to post again for a little bit)... Or so I thought, but I just forgot it. I will be sure to add it here when I remember.

Edit 2: Will it ever be possible to allow for a larger palette for icons (probably isn't needed for anything that I am planning, but I am just curious)?
Title: Re: Is this possible?
Post by: Mion Sonozaki on 27, March, 2010, 06:41:05 PM
Quote from: Salanewt on 27, March, 2010, 03:04:11 PM
Oh yeah, I forgot about that... Anyway, thanks for the reassurance!

Another question. Would it be possible to allow for Djinn to be useable outside of battle (other than using them for classes)?
Not to clarify, but can you clarify?
Title: Re: Is this possible?
Post by: Salanewt on 27, March, 2010, 06:56:47 PM
Oh. For that question, I mean to make them also act like a special type of psynergy if used out of battle (but they work for different things, like new puzzles). Idea comes from Anemos Inner Sanctum.

I remember you (to Atrius) saying that it would be incredibly difficult to add new units, but I have another question... Would it possible to add a script, which can revive one character in a team once the player with the special item equipped has been KOed for the first time (afterwards, Revive is needed)... But have it change to a different sprite (and/or different name text)? Example would be...

Felix, Jenna, Sheba, and Piers... KOed!

Felix, Jenna, Sheba, and Yoshi... Re-enter!

From this example, Yoshi's name and sprites replace Piers, but only for this battle (in which case, they revert back ). How this works is that Yoshi is a back-up character, but he uses Piers' stats, equipment, etc (just to start). This would probably be very limited, but I have many plans for my hack if anything like is even remotely possible. For sprite replacement, you can think of something similar to the Machete on Isaac and Garet (except that my plan is a different equipment item, and only under certain conditions). For name... I was hoping to be able to alter the script to also include name. I think I know the answer, but...

Is this idea possible?

Have a nice day.
Title: Re: Is this possible?
Post by: Aile~♥ on 27, March, 2010, 11:07:46 PM
The Garet "are we there yet?" thing made me lol.
Title: Re: Is this possible?
Post by: Rolina on 27, March, 2010, 11:59:04 PM
Quote from: MegaDarkNero on 27, March, 2010, 07:38:21 AM
Is it possible to make the main dood speak more often? Silent heroes are BORING!!!
You already asked that.  We already told you that it's easy as hell.  You just make someone talk, but make that someone them.  It's just something that automatically comes with the text editor, and is a matter of STORYTELLING, not programming.
Title: Re: Is this possible?
Post by: Aile~♥ on 29, March, 2010, 05:40:38 PM
Hmm... idea. Would it be possible for the editor to come with a patch option that adds extra pages downwards in the Djinn screen, so one character can have more than nine Djinn without the game glitching up?
Title: Re: Is this possible?
Post by: Tetsuya the Azure Blade on 29, March, 2010, 06:10:13 PM
Quote from: Role on 27, March, 2010, 11:59:04 PM
Quote from: MegaDarkNero on 27, March, 2010, 07:38:21 AM
Is it possible to make the main dood speak more often? Silent heroes are BORING!!!
You already asked that.  We already told you that it's easy as hell.  You just make someone talk, but make that someone them.  It's just something that automatically comes with the text editor, and is a matter of STORYTELLING, not programming.
Ahh, I forgot that. I forget stuff alot....Err what day is it?
I don't know if someone asked this already, but is it possible to make single use items that gives a spell to a character when used? Like an eatable Hover Jade! lol

Quote from: JamietheFlameUser on 27, March, 2010, 11:07:46 PM
The Garet "are we there yet?" thing made me lol.
The Garet "are we there yet?" thing? Where's from?
Title: Re: Is this possible?
Post by: Salanewt on 29, March, 2010, 06:50:11 PM
Edit: I deleted my last question because I decided that I disliked it. I do have a new question to ask though, based on a recent discussion.

Confuse/Charm! I know that is possible to do this (looking at Mold) and probably not too hard, but I have a question about allowing it to be used on a PC. Would it be possible to code this ability to read the target's current class and level, and then be able to select any ability to use from that class data?

For example, Felix is level 5 with Quake, Spire, Cure, and he is a Squire. A Love Machine casts Charm, and Felix starts fighting for the Love Machine. Will it be possible to read Felix as a Squire, and allow the game to randomly select any psynergy which is not above his current level (and to throw in Attack and Defence as well)?

Have a nice day.

Title: Re: Is this possible?
Post by: Rolina on 04, April, 2010, 10:35:17 PM
I suppose that could be possible, but I don't think it'd be a very practical approach.  Instead, try having it be strictly mold's effect for both confuse and charm.  When we get the effect and/or ailment editors, we should be able to have a better way to do this.  But remember, enemies have a lot higher stats than the party, so if you get charmed, you could wipe yourself out in two or three attacks.
Title: Re: Is this possible?
Post by: Aile~♥ on 15, April, 2010, 10:34:37 PM
Would it be possible to have a code patch to change the maximum values for Player Character stats?

Say, for example, I wanted to make the highest possible HP value for a player character be 9999 (which I do, by the way). I'd just go into Code Patches section and set maximum HP value to 9999.

P.S.: And is version 0.3 of the editor going to fix the bug where changing an attack with range "ALL" and then saving multiple times causes it to display the symbol for single-target abilities, while really having a range of 11 targets? Because that's a very annoying bug you know. So is not being able to edit Defence.
Title: Re: Is this possible?
Post by: Atrius on 16, April, 2010, 06:09:02 PM
It's also annoying being asked to fixed defense editing for v0.3 half a dozen times after I've already said it's done.  I believe I did fix the range bug already as well, I'll have to double check though.
Title: Re: Is this possible?
Post by: Rolina on 16, April, 2010, 10:33:07 PM
We should make a rule that states if you don't look at previous errors and suggestions, then go and suggest something that's already been implemented, you should get a temporary ban for not looking to see if it was addressed already.

Nothing too harsh, but maybe a week or two as a punishment for not using common sense.
Title: Re: Is this possible?
Post by: Atrius on 17, April, 2010, 05:33:33 AM
It's hardly worth banning people over.
Title: Re: Is this possible?
Post by: Rolina on 17, April, 2010, 10:17:35 PM
I dunno, the refusal to search to see if your questions have been answered already is something that I think should be punishable.  If we still had the warn system, I day it's worth a warning, but short of that, a small temporary ban may be in order.

Or at least set up a rule that states to at least search to see if something's been done before, and we'll do a system of verbal warnings or something.
Title: Re: Is this possible?
Post by: Aile~♥ on 17, April, 2010, 10:36:23 PM
I was WELL AWARE that the thing of being unable to edit defence has already been fixed for version 0.3 of the editor. (I did not know if the range glitch had been fixed, however.)

I was just stating that it's annoying, though I'm pretty sure you were already well aware of that. XD

Basically, I was being an annoying spammer. (Hey, at least I admit it! >.<)
Title: Re: Is this possible?
Post by: Rolina on 17, April, 2010, 10:45:33 PM
No, I think it was because of a few new members saying that it needs to be fixed, not you.  Yes, we all know it's annoying, but I don't think that Atrius was directing it towards you or anything.
Title: Re: Is this possible?
Post by: Aile~♥ on 17, April, 2010, 10:47:15 PM
I'm pretty sure he was. Now that that's settled, let's get back on topic and stop spamming in here.

Quick, before Atrius locks it.
Title: Re: Is this possible?
Post by: Atrius on 14, May, 2010, 01:24:21 AM
Quote from: i_am_isaac on 14, May, 2010, 12:22:31 AM
Is it possible to hack the game to make saturos joins your party?

I'm not sure if you were there for this discussion, but the way Golden Sun is programmed only allows 8 party members period.  It would be possible to replace someone else with him, but not add him as a new party member.
Title: Re: Is this possible?
Post by: i_am_isaac on 14, May, 2010, 11:17:18 PM
Ah well thanks. Maybe I'm sleeping or something that time.
Now is it possible to change the maximum values of stats?
Like I want to change the max HP from 1999 to 9999?
Title: Re: Is this possible?
Post by: Shinigami on 31, October, 2010, 09:21:54 AM
I'm not sure weather anyone else has already asked this(there are 9 pages of discussion, would take ages to search through :sad: )but...
Would it be possible to edit the rewards for lucky medal throws?
Or edit the rewards/outcomes for forging(and adding/replacing materials that can be forged)?

Thanks in advance :medal:
Title: Re: Is this possible?
Post by: Salanewt on 05, November, 2010, 10:58:10 PM
Actually, I wouldn't mind find out exactly about the Lemurian Spring, even if I do not use it myself. I do have a question though.

Is it possible to alter the name changing screens, so only the one screen comes up? Basically, to disable the button combinations for the other characters, and reduce it so only one name comes up. Additionally, I was wondering if we could have a character naming screen for someone who does not join the party. I have an idea for my Mario hack, where I plan on adding a Kraden-like star sprite, but the player has to name them. This will also be the same name that appears on the File Select screen.

Oh, and the one character (maybe two) that I would like the player to be able to rename would be characters 6 and 7 (mainly 6, but I have thought of 7 as well).

Before I forget, do you know where the events are that make Felix/Jenna/Sheba/Piers/Isaac/Garet/Ivan/Mia join your team? I would not mind mixing it up a bit, since it is required for the story that I am working on (and I also want to wait until later before working on DK).

Have a nice day.


P.S. i_am_isaac, your question was asked not too long before you asked yours.



Edit: I suppose I could explain my theory on getting the file naming code to work. First, we would add a new character slot. Nothing would work in this slot (I could just copy all of the pointers for one character if it is required), but we would change one of the name changing sequences to allow this to be changed. And then we just plug it in whenever required, similar to how characters like Felix or Ivan are currently in.

Edit 2: Actually, it might be much simpler to just allow it for a string of text, and then a command that can be used will refer to this string when finding the name.
Title: Re: Is this possible?
Post by: Griever on 13, November, 2010, 04:50:42 PM
Is it possible to have a Venus or any other djinn (Not Mars) to rise Mars element power by 5 rather than there default? i can't find a way to do that ...

And if its related to coding, can you direct me to the place where i need to do the editing?

Thanks

Title: Re: Is this possible?
Post by: thenightsshadow on 14, November, 2010, 01:25:37 AM
I'm pretty sure that you'd have to change a Djinni to have a Venus sprite and orientation but code it to be a Mars Djinni.

If that's correct, it's far beyond what the editor can do atm.
Title: Re: Is this possible?
Post by: Griever on 14, November, 2010, 04:08:41 AM
Oh ok thanks for the info.
Title: Re: Is this possible?
Post by: Awec on 14, November, 2010, 07:57:05 AM
If I changed the weapon system around so that Mia could use weapons she normally could not (essentially just ticking the boxes in the editor), would it work without any extra work, or would I need to put in sprites or do some crazy things that involve work to stop the game from borking?
If it does work, would it look odd? (Hmm... imagine Mia holding a sword like she holds rods...)
Title: Re: Is this possible?
Post by: Griever on 14, November, 2010, 08:27:12 AM
If for example you have Mia equip a sword but she only has her default sprites, the game will decide on what sprite to use. I had Garet try to equip a staff and he had a mace in battle. So you will need to change sprites to have Mia hold a sword in battle.
Title: Re: Is this possible?
Post by: Awec on 14, November, 2010, 02:26:10 PM
Thanks, although I have no idea how to change sprites in that fashion (and am limited to what the editor can do, since I'm at most a novice when it comes to hacking). Also, a couple more things.
A) Can you change who Master Hama teaches reveal to? Since I swapped Isaac and Ivan around, but she'll still teach Ivan it despite the fact that "it can only be learned by Jupiter adepts", and his new alignment is Venus.
B) Would it be possible to change the order in which you receive djinn, so that in above-mentioned scenario I could have a Jupiter djinn join instead of Flint, first.
C) Could you change sprites depending on what the character is wearing, similarly to the weapons thing? For this I'm just interested to know, I doubt I would have the patience to implement it if it's possible.
Title: Re: Is this possible?
Post by: Griever on 14, November, 2010, 03:56:08 PM
A) Maybe if you know the place to edit and you might need to change the code ><

B) Again not sure but might be something to do with coding.

C) ... its a GBA game not a mmo. And i don't know
Title: Re: Is this possible?
Post by: Awec on 22, November, 2010, 12:05:06 PM
Would it be possible to port the entirety of the first game over to the second game's engine (and perhaps even still have password transfer)?
Since the second game has a better engine, more space and (apparently) better organization, it might encourage people to hack the first game as well.
Title: Re: Is this possible?
Post by: Salanewt on 07, December, 2010, 03:27:56 PM
Awec: I think Atrius was working on that, actually. There might be a topic around if you want to find out. I am not quite sure if he is still doing it though.

vladu: Probably, have you tried changing the icons used? I have a strange feeling that the icons might be assigned to weapons for this use. If not, then I am not sure.


And now I might have a question. Would it be possible to create more world map space? Kind of like what they did for Prox and Lemuria, but on a larger scale.

Have a nice day.
Title: Re: Is this possible?
Post by: Atrius on 07, December, 2010, 06:27:37 PM
[imgright]http://img.photobucket.com/albums/v698/AtriusV/Games/Golden%20Sun%20Project/TolbiTLA.png[/imgright]
@Awec: I've done experiments importing maps from GS into TLA, with some success (See Tolbi in TLA screenshot to the right) but a LOT of conversion work is necessary, more than is even possible with my knowledge of the ROMs at the moment.  In the end I decided it would take far more effort than it was really worth.


@Vladu: I have located the data associated with that, however it is NOT linked to the items icon, or at all editable in current versions of the editor.  The ability to edit it will be added to a future version.


@Salanewt:
[imgleft]http://img.photobucket.com/albums/v698/AtriusV/Games/Golden%20Sun%20Project/TLA_WorldMap_th.png[/imgleft]

This is the entire world map as it is stored in the ROM, Prox & Lemuria included.  As you can see there is a considerable amount of empty space that could be filled, however you cannot increase the size.

The total area available is 8192x8192.  The actual world map used in-game, excluding Prox, Lemuria, e.t.c, is approximately 5376x5120
Title: Re: Is this possible?
Post by: Salanewt on 07, December, 2010, 06:42:29 PM
Wow, quite spacious. Thanks for the information Atrius! I guess I better start plotting then...

Have a nice day.
Title: Re: Is this possible?
Post by: D2J on 18, December, 2010, 05:06:08 AM
@Atrius: Can You At Least Actually Edit Maps??? Like Put A Mountain Range In The Middle Of Water??? JW
Title: Re: Is this possible?
Post by: Atrius on 18, December, 2010, 11:14:17 AM
This posting the same question in multiple places thing is starting to irritate me, D2J.



Quote from: Atrius on 16, December, 2010, 04:51:40 PM
That video is just the result of my experimenting, and proof of concept work for what will eventually become the map editing section of the TLA editor.  For the sole purpose of just figuring out the basics of how to eventually make map editing possible I had programmed myself a bunch of crappy experimental tools to handle the harder parts of the task.  Even so I still had to do quite a bit of manual hex editing, and stitching data from another map into my custom one it just to get it working.

Quote from: Atrius on 18, December, 2010, 11:10:41 AMAs far as map editing goes, the editor is still fairly early in development, there's a reason the current version is 0.3 instead of 1.3 or 3.0.
Title: Re: Is this possible?
Post by: D2J on 18, December, 2010, 12:13:51 PM
-Oh Ok, So A Long Ways To Go. No Prob. And Sorry. I Just Never Get(Got) Complete Answer.
Title: Re: Is this possible?
Post by: Awec on 19, December, 2010, 02:51:58 PM
Is it possible to expand the game or do some crazy hacking to allow more party members? I'm just wondering for this, since I definitely don't have the skills to do it, but it'd be nice if it was possible.
Also, would it be possible to allow an item to give more than one psynergy to a person?
Finally, is it possible to expand the djinn menu so that you could actually use the dummy djinn?
Title: Re: Is this possible?
Post by: D2J on 19, December, 2010, 03:17:48 PM
-To The Guy Above, You Can't Add. You Can Change Who They Are Tho. But Don't Keep Asking That Q. People Around Here Have Attitudes. LOL But Yeah On The Djinns, Is There A Way To Take Them Out??? Like I Can Move Them Around So When I Play I Don't Come Across Them But The First One Bugs Me. -.-
Title: Re: Is this possible?
Post by: Atrius on 19, December, 2010, 06:06:33 PM
An item can only bestow 1 Psynergy, sorry.

The Djinni menu is actually already programmed to handle 10 Djinn for each character instead of just the 9 available in game so no worries about problems with using the dummy slots.


Remove Djinn completely?  Eventually it will be possible to make it so that you can't encounter any of them at all.  As I recall the menus for them don't appear until after you've encountered the first one so it'll almost be like the Djinn system doesn't exist at all in the game.  You'd be removing a lot of the depth of the battle system though, not only Djinn unleashes, but their stat increases, virtually the entire class system, and summons would all become inaccessible as well if you got rid of them.
Title: Re: Is this possible?
Post by: D2J on 20, December, 2010, 01:08:52 AM
-There's Always Custom Classes Tho.
Title: Re: Is this possible?
Post by: Atrius on 20, December, 2010, 01:33:36 AM
Negative, without Djinn the class system falls apart.  You can't alter your elemental levels without Djinn, and you can't even access the higher tiers of your base class without altering your elemental levels.  Basically you'd be stuck with nothing but the lowest tier of base, and item classes.
Title: Re: Is this possible?
Post by: D2J on 20, December, 2010, 01:53:20 AM
-I Took Them Out(Don't Use Them Either) And My Hack Is Fine. I Just Needed To Up The Class Stats And Separate Them. 0.0
Title: Re: Is this possible?
Post by: thenightsshadow on 20, December, 2010, 03:17:47 AM
While I agree with the general disdain of the posting style, the basic idea presented is in fact doable, even if it does feel like it's betraying the idea of the series as a whole.

Edit:
And now I have a variant on that idea: each individual weapon grants a different class by just equipping it.  Instead of merely getting more attack with each weapon, instead you get a class.  Simpler to grant bonuses a la Elven Shirt, etc.

Of course, needs the functionality to be doable.
Title: Re: Is this possible?
Post by: Awec on 20, December, 2010, 07:45:30 AM
Quote from: Awec on 19, December, 2010, 02:51:58 PM
Is it possible to expand the game or do some crazy hacking to allow more party members? I'm just wondering for this, since I definitely don't have the skills to do it, but it'd be nice if it was possible.
Also, would it be possible to allow an item to give more than one psynergy to a person?
Thought I'd quote it since most people have only noticed the third question.
And for the first, I know you can't just pop in an extra value and hey presto new member. I wanted to know if the code could actually, in theory, be hacked sufficiently to allow more party members or if the limits of the game prevent it, or if there are some values we can't hack and change or some other crazy crackpot reason. Basically, the whole point of the first question is, like I said, if there is some crazy hacking method that could be possible. I don't care how stupidly complicated or long it would take to do, since I don't actually plan to do it. I just like the idea of it being possible.
Title: Re: Is this possible?
Post by: Atrius on 20, December, 2010, 11:28:27 AM
If you don't care how insanely complicated it is, you could technically reprogram Golden Sun into a jet ski racing game if you really wanted to.  That is ignoring you might as well just program a new game from scratch if that was your goal.

The save data golden sun stores is designed specifically only to handle 8 characters, and the game only reserves that amount of room in memory while running for them in several ways.  Menu's are programmed to handle 8 characters, nearly every algorithm that handles party members is specifically programmed to abort if you try to access party member #9 or above.  The way that NPCs on maps are handled on maps reserves 8 slots for your party members to simplify things for cutscenes, Item data is formatted in a way that one of it's variables depends on the fact there are 8 party members.

I'm not going to say it's completely 100% impossible, but honestly you might as well create your own engine from scratch, or hack a game that already allows more than 8 party members if that's really what you want.
Title: Re: Is this possible?
Post by: D2J on 20, December, 2010, 01:51:34 PM
-But Atrius, His Weapon = Class Idea Sounds Smart Tho. Yes???
Title: Re: Is this possible?
Post by: Atrius on 20, December, 2010, 04:23:14 PM
When you're able to make custom class changing items, I'm sure that'd be possible if that's what you want.
Title: Re: Is this possible?
Post by: D2J on 20, December, 2010, 04:30:57 PM
-It Would Help Alot. But If It Can't Then No Biggie.
Title: Re: Is this possible?
Post by: Awec on 21, December, 2010, 08:59:25 AM
Quote from: Atrius on 20, December, 2010, 11:28:27 AM
If you don't care how insanely complicated it is, you could technically reprogram Golden Sun into a jet ski racing game if you really wanted to.  That is ignoring you might as well just program a new game from scratch if that was your goal.

The save data golden sun stores is designed specifically only to handle 8 characters, and the game only reserves that amount of room in memory while running for them in several ways.  Menu's are programmed to handle 8 characters, nearly every algorithm that handles party members is specifically programmed to abort if you try to access party member #9 or above.  The way that NPCs on maps are handled on maps reserves 8 slots for your party members to simplify things for cutscenes, Item data is formatted in a way that one of it's variables depends on the fact there are 8 party members.

I'm not going to say it's completely 100% impossible, but honestly you might as well create your own engine from scratch, or hack a game that already allows more than 8 party members if that's really what you want.
Thanks. That's what I wanted to know.
Still haven't had the 2nd question answered; is it possible to grant more than 1 psynergy with one item, like in Dark Dawn?
Title: Re: Is this possible?
Post by: Awec on 26, December, 2010, 07:44:33 AM
It's been a while and I've got a couple more questions.

Is it possible to change what items the Blacksmith makes (not just changing the items themselves, but changing whatever links them to the blacksmith), and the chance he will make them?

Also, is it possible to limit certain items, so you can only have 1 of them? (for instance, lucky medal fountain rewards, blacksmith stuffs, artifact weapon drops etc.)
Title: Re: Is this possible?
Post by: D2J on 27, December, 2010, 01:08:57 AM
-Take Off The "You Can Carry Up To 30" If You Want One Here And There.
Title: Re: Is this possible?
Post by: Awec on 27, December, 2010, 10:00:01 AM
Quote from: D2J on 27, December, 2010, 01:08:57 AM
-Take Off The "You Can Carry Up To 30" If You Want One Here And There.
You did not read my question properly, and thus this is not the response I was looking for.
Title: Re: Is this possible?
Post by: Atrius on 27, December, 2010, 10:02:03 AM
Quote from: Awec on 26, December, 2010, 07:44:33 AMIs it possible to change what items the Blacksmith makes (not just changing the items themselves, but changing whatever links them to the blacksmith), and the chance he will make them?
I'm sure it is, the data just hasn't been found yet.


Quote from: Awec on 26, December, 2010, 07:44:33 AMAlso, is it possible to limit certain items, so you can only have 1 of them? (for instance, lucky medal fountain rewards, blacksmith stuffs, artifact weapon drops etc.)
Hmm...  Maybe if you made them artifacts, and hooked an ASM hack into the function that puts items into your inventory you could manage it that way.
Title: Re: Is this possible?
Post by: Awec on 27, December, 2010, 11:45:57 AM
Quote from: Atrius on 27, December, 2010, 10:02:03 AM
Quote from: Awec on 26, December, 2010, 07:44:33 AMAlso, is it possible to limit certain items, so you can only have 1 of them? (for instance, lucky medal fountain rewards, blacksmith stuffs, artifact weapon drops etc.)
Hmm...  Maybe if you made them artifacts, and hooked an ASM hack into the function that puts items into your inventory you could manage it that way.
Well they would be artifacts. That's the whole point...
And that sounds like it's more complicated than it would be worth. Oh well.
Title: Re: Is this possible?
Post by: Salanewt on 05, January, 2011, 10:35:53 PM
I have a few minor things to ask, actually.

1. You know how items can bestow psynergy? Would it be possible to make them bestow a psynergy + 2? For example, an item bestows Growth. With this idea, it would also bestow the following two psynergy slots. In Growth's case, Mad Growth and Wild Growth will also be bestowed.

[spoiler=Dark Dawn]Kind of like the Ice Queen and Sand Prince gems.[/spoiler]

2. Class combining? You see, my hack will not have much use for the current class system. Would it be possible to create items that add all of the psynergies, stat bonuses, etc. together? What I want is a Trainer's Whip-like item that gives the unit access to all of the psynergies in one class without changing their class. As a better example, an item that gives Felix the squire all of Jenna's moves, and adds her stat modifiers. I think it is, but I might as well ask... right?

3. Similar to number 2, but it adds element levels to change the class instead of changing/combining the class itself. For example, if an item were to give 2 Mars levels through assembly, Felix (squire to brute/ruffian) would become a different class than Sheba (wind seer to pilgrim/wanderer) by equipping it.

And that is about it.

Have a nice day.
Title: Re: Is this possible?
Post by: Awec on 06, January, 2011, 11:55:59 AM
Quote from: Salanewt on 05, January, 2011, 10:35:53 PM
I have a few minor things to ask, actually.

1. You know how items can bestow psynergy? Would it be possible to make them bestow a psynergy + 2? For example, an item bestows Growth. With this idea, it would also bestow the following two psynergy slots. In Growth's case, Mad Growth and Wild Growth will also be bestowed.

[spoiler=Dark Dawn]Kind of like the Ice Queen and Sand Prince gems.[/spoiler]

2. Class combining? You see, my hack will not have much use for the current class system. Would it be possible to create items that add all of the psynergies, stat bonuses, etc. together? What I want is a Trainer's Whip-like item that gives the unit access to all of the psynergies in one class without changing their class. As a better example, an item that gives Felix the squire all of Jenna's moves, and adds her stat modifiers. I think it is, but I might as well ask... right?

3. Similar to number 2, but it adds element levels to change the class instead of changing/combining the class itself. For example, if an item were to give 2 Mars levels through assembly, Felix (squire to brute/ruffian) would become a different class than Sheba (wind seer to pilgrim/wanderer) by equipping it.

And that is about it.

Have a nice day.

2 and 3 sound confusing.
I asked 1 before but got ignored...  :sad:
Title: Re: Is this possible?
Post by: Atrius on 06, January, 2011, 10:41:42 PM
No you didn't, Awec, I answered your question.

There's no support for it in the game's engine, it'd require an ASM hack.


Speaking of, I hope no one actually expects me to implement the majority of these into the editor at all.  Altering fundamental parts of the game's engine is beyond the scope of what it's intended for.


Salanewt, you'd be rewriting a lot of code for how class data is loaded to accomplish something like that.
Title: Re: Is this possible?
Post by: Salanewt on 06, January, 2011, 10:57:18 PM
I'm fine with rewriting the code, as it would be good experience for the future. Do you have a theory as to how class combining could be implemented, or shall I start research on it later?

I can't speak for the others, but I doubt that any of us expect too much to do with ASM hacking in the editor. Whatever you want to do is good enough for us.

Have a nice day.
Title: Re: Is this possible?
Post by: Awec on 07, January, 2011, 09:15:14 AM
Quote from: Atrius on 06, January, 2011, 10:41:42 PM
No you didn't, Awec, I answered your question.

I'm sorry about that. I guess I somehow missed your answer.  :sad:

Is it possible to add more conversations (with party members for instance) into the game?
Title: Re: Is this possible?
Post by: Rolina on 24, January, 2011, 11:14:55 PM
I've got a question... is it possible to change how critical hits work?  I know right now it's like a 1.3x multiplier or something like that, but would it be possible to change it to say, pierce 35-50% of the enemy's defense instead?  After all, a critical hit IMO is more like striking a vital spot on an enemy...  If I could, it'd be nice if I could change how criticals work to reflect that.
Title: Re: Is this possible?
Post by: zman9000 on 24, January, 2011, 11:38:22 PM
I'd like to see that as well....

but I'd like to change it to make critical hits even more rare and have them do insta-kills.
execpt on bosses......... now that i think about that, it might be kind of hard to do.....

so if you can do what role said, I would like to know if it is possible to do what i said?

it would help make my hack interesting.
Title: Re: Is this possible?
Post by: leaf on 24, January, 2011, 11:51:38 PM
Quote from: Role on 24, January, 2011, 11:14:55 PM
I've got a question... is it possible to change how critical hits work?  I know right now it's like a 1.3x multiplier or something like that, but would it be possible to change it to say, pierce 35-50% of the enemy's defense instead?  After all, a critical hit IMO is more like striking a vital spot on an enemy...  If I could, it'd be nice if I could change how criticals work to reflect that.
ASM is your friend.

Quote from: zmanI'd like to see that as well....

but I'd like to change it to make critical hits even more rare and have them do insta-kills.
execpt on bosses......... now that i think about that, it might be kind of hard to do.....

so if you can do what role said, I would like to know if it is possible to do what i said?

it would help make my hack interesting.
ASM is your friend, too. Although unlike role, I get the feeling that is far beyond your abilities...
Title: Re: Is this possible?
Post by: zman9000 on 25, January, 2011, 12:22:11 AM
haha thats true for now!

but i didn't spent 2 years in a technal school studing programming and now in college for that for nothing!

"Just wait you'll see, YOU'LL ALL SEE what i can do WAA hahaha!!!

Also is it possible with the way the editor (is/will be) to swap out songs for like battle music?
And i know this was probably asked some where but i don't know where so i asked it any way!

And if so what type of music file.
Title: Re: Is this possible?
Post by: Rolina on 25, January, 2011, 12:27:07 AM
Quotebut i didn't spent 2 years in a technal school studing programming and now in college for that for nothing!

I call bullshit.  I'm sorry, but have you seen your posts?
Title: Re: Is this possible?
Post by: Aile~♥ on 25, January, 2011, 12:30:37 AM
Role, that's not particularly nice. [spoiler=Role]True, perhaps, but not nice. We're supposed to be respectful around here. Not that he's proven himself particularly worthy of respect, but that's the way things work around here. The "respect" feature is here for that sort of thing.[/spoiler]
Title: Re: Is this possible?
Post by: Rolina on 25, January, 2011, 12:33:49 AM
Touche.  Very true.  But keep in mind, I'm not exactly known for nice, so... it's kinda like telling water it's wet here.
Title: Re: Is this possible?
Post by: zman9000 on 25, January, 2011, 04:58:50 AM
you would, wouldn't you...

apparently bad @#$, is the devil

but bullshit is just fine.

so guess what i call bullshit because you didn't answer my question which i will now ask again!

"Also is it possible with the way the editor (is/will be) to swap out songs for like battle music?
And i know this was probably asked some where but i don't know where so i asked it any way!

And if so what type of music file."
Title: Re: Is this possible?
Post by: Griever on 25, January, 2011, 05:43:15 AM
Well it's something to look up to Zman ... but it can be done without the editor at the moment ... Charon posted a tutorial on how to change songs.

here is a link that might help: http://forum.goldensunhacking.net/index.php?topic=1138.0 (http://forum.goldensunhacking.net/index.php?topic=1138.0)
This should help while waiting ><
Title: Re: Is this possible?
Post by: zman9000 on 25, January, 2011, 09:55:09 PM
thanks i will check it out.

so far looks very interesting.
Title: Re: Is this possible?
Post by: Rolina on 29, January, 2011, 06:49:25 PM
Here's a question - is there a way to put enemy data temporarily on an ally team, so as to act as a Guest Star Party Member?  For example, let's say the the Heroes get way over their head in a battle.  After a few turns, enemy data for 3rd Fight Kain joins the battle on the Ally Side, using its AI to select which commands were used in battle (after all, they can't be manually selected by the player, being a guest), and it lasts until the battle is done.  Is this possible to pull of to your knowledge?  Because it's be a great way to introduce Kain to the players in the hack that's being planned right now...
Title: Re: Is this possible?
Post by: Rolina on 31, January, 2011, 07:23:03 PM
No, what I'm doing sounds like Dark Dawn, when you get Isaac and Garet on your team.

I figured their commands would be determined by having them use Enemy AI.  Simply put, just have their enemy data fighting on your side.  That way, no need for Lunar's "AI", which is pretty much preset commands.

Mia is based on a traditional Cleric, which is why she has no blades, but does have mace proficiency.  But I get what you're asking, and yes.  That's how Isaac and Garet became Young Isaac and Garet - by equipping the Machete.  Via that, you can create things like equipment sets and the like.  This question was one of the first things answered, actually.
Title: Re: Is this possible?
Post by: Griever on 02, February, 2011, 05:18:40 AM
Can we change the number that represents a character? Like giving 0x05 to Garet instead of Jenna?
Title: Re: Is this possible?
Post by: Rolina on 02, February, 2011, 04:33:25 PM
That'd be rather easy to do.  Just swap the values for character and class, and make sure you've got the class patch active to fill in Garet's classes.
Title: Re: Is this possible?
Post by: Griever on 03, February, 2011, 08:48:26 AM
I meant story wise Role, not class wise. I know how to make Jenna a guard and Garet a flame user. What i meant is if i can give 0x04 to Isaac, 0x05 to Garet and 0x06 to Ivan for example i can start the game with them rather than with Felix and the others.

If this is doable i can pass the echo check thing that resets my party every time i try to change characters.
Title: Re: Is this possible?
Post by: Rolina on 03, February, 2011, 09:17:52 AM
...Then do exactly what I told you to do.  That way you have a Flame User Jenna on Isaac's team and a Guard Garet on Felix's team.
Title: Re: Is this possible?
Post by: Griever on 03, February, 2011, 12:21:38 PM
Yah ... i get you ... except ... that won't work for my personal hack ... i need Isaac's sprite .... since he will be the main character (Star Ocean 4, Edge) because he is the closest when we talk about looks. Unless i can edit sprites ... which won't happen for a while ... the method I'm asking about is my only solution.

But thanks for the suggestion.
Title: Re: Is this possible?
Post by: Rolina on 11, April, 2011, 11:35:00 PM
Okay, here's a biggy:  can we add Bells and Piano to the instrument list?  While any others could be nice, those two are the most important that come to mind.
Title: Re: Is this possible?
Post by: Charon on 12, April, 2011, 10:24:44 AM
Sure. When I get the time I'll make a patch. Maybe... Wensday? I'll need a good bell/piano sample though.

Actually I'd prefer to get a list of all instruments that you'd like. That way I don't need to keep making patches >_>
Title: Re: Is this possible?
Post by: Salanewt on 12, April, 2011, 11:43:59 AM
I have some that I would like to request, but I am not sure if any of them are already in the game or not.

1. Acoustic Guitar
2. Banjo
3. Organ (electric)
4. Piano
5. Clarinet
6. Flute
7. Saxophone
8. Oboe
9. Violin

I may edit this post if I think of more. I am not sure if I would be able to get samples or not though, which is the only problem that comes to mind.

I also have a question. Would it be difficult to switch the compression format used by the PC graphics with that of enemy graphics? I would think it to be easier to do this than to convert all of the enemy graphics that might be used for purposes like this.
Title: Re: Is this possible?
Post by: Pkmn-Master on 12, April, 2011, 03:40:06 PM
Quote from: Salanewt on 12, April, 2011, 11:43:59 AM
I have some that I would like to request, but I am not sure if any of them are already in the game or not.

1. Acoustic Guitar
2. Banjo
3. Organ (electric)
4. Piano
5. Clarinet
6. Flute
7. Saxophone
8. Oboe
9. Violin
Here's my "clarification" if you will.
1. The nylon string guitar sounds like an acoustic.
2. I may have a good sample for this.
3. We might be able to use the two organs from GS:DD
4. I'll check my samples.
5. Doesn't the piccolo sound similar?
6. There is already a flute.
7. A sax would be neat. Maybe from Mother 3?
8. Already an oboe.
9. I have an HQ violin sample.
Title: Re: Is this possible?
Post by: Charon on 13, April, 2011, 11:18:12 AM
1 - This already is in the sample.
2 - Provide a good sample.
3 - Provide a good sample.
4 - Provide a good sample.
5 - Provide a good sample.
6 - This already is in the sample.
7 - Provide a good sample.
8 - This already is in the sample.
9 - Provide a good sample.

Once you have your samples put them in a zip folder, and I'll get to it asap.
Title: Re: Is this possible?
Post by: Salanewt on 13, April, 2011, 11:36:37 AM
I will see what I can do, is there a specific file format that I should use? I would guess .mid, but I might be able to get a few others.

Edit: And before I forget, which notes should I use?
Title: Re: Is this possible?
Post by: Charon on 13, April, 2011, 05:41:20 PM
Doesn't really matter but I'd prefer it if you used the same note for each of them, that way once I figure out the tuning I can apply it to the rest with little trouble.
Title: Re: Is this possible?
Post by: Pkmn-Master on 13, April, 2011, 07:49:18 PM
Should I tackle some of the samples?

EDIT: Do they have to be looped?
EDIT2: Here are a few of them. (http://www.mediafire.com/?gk48r4t4zbpipyr). Specifically, 3 4 and two 9s.
Title: Re: Is this possible?
Post by: Charon on 13, April, 2011, 08:34:36 PM
I need them as wavs; in a zip, too, so that I don't need to use my Flashdrive all the time.

Henceforth they do not need to be looped. You don't need to worry about bit depth, frequency ect. because I can take care of those myself as well.
Title: Re: Is this possible?
Post by: Rolina on 13, April, 2011, 09:49:07 PM
I do want to say, though, that when making music, we'll want to try and keep things as close to the original instruments as possible.  Since TLA used... celestia was it? in place of bells and piano, I want to at least hear it with that first to try and keep things with the same 'feel' as TLA.  If it doesn't sound good, then go for the new instruments I figure.

Still, it'd always be good to have the option available to us.
Title: Re: Is this possible?
Post by: leaf on 14, April, 2011, 03:59:31 AM
Celesta, role. Not celestia.

It also has a notable lack of sakuraba's signature organ(?) sound he uses in almost every one of his recent games (for an example, see here (http://www.youtube.com/watch?v=YpRrqeB4bCA)). I believe DD has an instrument that approximates it, but no such instrument exists in TLA.
Title: Re: Is this possible?
Post by: Pkmn-Master on 14, April, 2011, 03:18:58 PM
Zipped version (http://www.mediafire.com/?ujgbh7lba71gc6x)

EDIT: @leafgreen: I put one of the organs from Dark Dawn in there.
and Role, I totally agree with you on that, so that's why I got samples from only Dark Dawn.
Title: Re: Is this possible?
Post by: Sleipnir36 on 14, April, 2011, 07:21:52 PM
One question: Is it possible to give different weapons different kind of damage types like blugeing, stabing or cutting?
Title: Re: Is this possible?
Post by: Rolina on 14, April, 2011, 09:06:19 PM
So Piercing, Slashing, and Bashing?

I think to introduce those, you'd need an EFoC... since you'd have to count them as secondary elements and give them their own resistances.

Alternatively, you could just make new animations for each kind of attack, and just have it be a by-weapon basis, as is done with the weapons they hold in battle.
Title: Re: Is this possible?
Post by: Charon on 14, April, 2011, 09:11:46 PM
On the samples, I'll try to get them up by Friday.
Title: Re: Is this possible?
Post by: Pkmn-Master on 17, April, 2011, 01:16:54 PM
I'm just checking in to see what progress has been done.
Title: Re: Is this possible?
Post by: Pkmn-Master on 04, May, 2011, 06:52:46 PM
Bumpinate.

Did you forget about the patch Charon? You said you'd try to get it up by Friday like 3 weeks ago.
Title: Re: Is this possible?
Post by: Shinigami on 03, June, 2011, 09:42:56 AM
Would it be possible to make healing psynergy act on percentages rather than fixed numbers (such as: "character" casts [insertpsyname], "character2" has [whatever % of maximum hp is in non-% numerical value] restored. Instead of: "character" casts [insertpsyname], "character2" has ~1000 HP restored) like with Cotalicue?, except it would be a one turn only thing... and use the power slot (in the editor) to determine it's effectiveness.

<--- Bad at explaining stuff...

Also if ^ is possible, would it be possible to make the psy act on the caster's stats, eg:
Char1 has 1000 Max HP.
Char2 has 650 Max HP.

Char1 casts a psy that restores 30% health on Char2.
Char2 recovers 300 HP, instead of 195 HP.
?

I'm not sure whether any of that actually made sense, if not, I apologise...
Title: Re: Is this possible?
Post by: Rolina on 03, June, 2011, 12:09:11 PM
So you're asking if we can make it work like how it does for djinn instead?  I suppose it is possible, but you need the formula editor if you want to just write it in the field.
Title: Re: Is this possible?
Post by: Aile~♥ on 03, June, 2011, 12:14:15 PM
It does work, but there are some annoying limitations: It doesn't work outside of battle, and it takes up the secondary effect slot.
Title: Re: Is this possible?
Post by: Rolina on 03, June, 2011, 12:18:58 PM
He's asking to make it in a way that works, Jamie.  I told him that once the formula editor is done, you can change the power field to be percentage based, thus fixing the problem of it needing the secondary field.
Title: Re: Is this possible?
Post by: zman9000 on 03, June, 2011, 03:41:48 PM
I'm looking foward to that... some interesting things I could do then.