Golden Sun Hacking Community

The Editor => Golden Sun Hacking => Topic started by: Salanewt on July 14, 2011, 05:18:16 PM



Title: Helpful and Unique Patches
Post by: Salanewt on July 14, 2011, 05:18:16 PM
Hello everyone! I have decided to make a topic for patches that we may like, want, or need. I will try to distinguish between patches that add or modify features like The Jump Patch or Blacksmith Price Fix patches, and things that do not really add anything new, such as templates like the Class Template. However, I will not add patches that do much else; personal hacks will not end up in here, for example. The majority of these can probably be found in the Downloads section, but this topic can help give direct links to these patches for those who may find them useful.

XI: Disclaimer
XII: Hot Tips

A: Field
 A-I: Menus
 A-II: Utilities
  A-II1: General Changes
  A-II2: Utility Tweaks
  A-II3: Revamped Utilities
 B: Battle
 B-I: Menus
 B-II: General
  B-II1: Formulas
  B-II2: Ability Effects
  B-II3: Animations
 B-III: Party Stuff
  B-III1: Items
  B-III2: Abilities
  B-III3: Stats
 B-IV: Enemy Stuff
 B-V: Other
C: Overhauls & Major Additions
D: Misc
 D-I: General Changes
 D-II: Debug
 D-III: Audio
 D-IV: Other
E: Templates & DIY
XIII: Concluding Remarks


---XI: Disclaimer---
 
1. As these are patches, you will need a program to apply them. Lunar IPS is an excellent program to do this with.
2. If you are unsure of the safety of your hack when you apply a patch (ie. applying it over a modified ROM), ask the creator of the patch what it does.
3. Unless you know exactly what a patch modifies, always back-up your hacks and projects before applying patches, even if the ones you select are known to work.

It would obviously be in poor taste to blame a patch creator or general contributor for your failing to follow this advice, so please keep this in mind!


---XII: Hot Tips---
A few other things to keep in mind:
1. Aside from the editor and patching software, a hex editing program like Hex Editor Neo can be your best friend. If you have a little more expertise, VBA SDL-H or similar programs are also very helpful.
2. Keep a record of the patches you use or the changes you make to your hack when possible. This will make it easier to seek assistance should something break or should one patch be incompatible with another. Also, check carefully to make sure you are patching something over the right game (GS1 patches won’t work on GS2, and vice versa).
3. Unless otherwise noted, every download that is not in section E is a “patch and play” kind of hack, meaning that you won’t need to use any tool other than the GS editor to make the most of them. “Hex Editor Required” means that you’ll need to use a hex editor to do most things with it, while “Hex Editor Recommended” means that you will need it to get the most out of a patch but there are more features where you don’t need one.


---A: Field---
Everything in this section deals with field mechanics, mapping, and so forth.


--A-I: Menus--
Nothing here yet, but this is where menu stuff that appears outside of battle (and is unrelated to debug or audio stuff) will be listed.

--A-II: Utilities--
A-II1: General Changes

GS2: Compass Utilities (http://forum.goldensunhacking.net/index.php?action=downloads;sa=view;down=58)
Creator: Salanewt
Patches Required: None

This patch makes it so you can use utility spells in diagonal directions on the field; have fun with it!



A-II2: Utility Tweaks

GS2: Deluxe Lift (http://forum.goldensunhacking.net/index.php?action=downloads;sa=view;down=73)
Creator: Salanewt
Patches Required: None

This is an aesthetic hack that changes how Lift looks, making it not look nearly identical to Carry.

wVYQW5uFBnc


GS2: Faster Avoid (http://forum.goldensunhacking.net/index.php?action=downloads;sa=view;down=43)
Creator: Salanewt
Patches Required: None

This cuts the time it takes to cast Avoid in half, even reducing the length of the sound effect to match it.


GS2: Faster Utilities (http://forum.goldensunhacking.net/index.php?action=downloads;sa=view;down=63)
Creator: Salanewt
Patches Required: None
Includes: Faster Avoid (http://forum.goldensunhacking.net/index.php?action=downloads;sa=view;down=43)

This is a collection of patches that make various utilities play out faster than they normally do. You don’t need to download Faster Avoid if you download this.


GS2: Kraden’s Acoustics (http://forum.goldensunhacking.net/index.php?action=downloads;sa=view;down=62)
Creator: Salanewt
Patches Required: None

This is a novelty hack that turns Cyclone into a fart joke, using Kraden as an unwilling victim. Enjoy!



A-II3: Revamped Utilities

GS2: Blaze = Flare (http://forum.goldensunhacking.net/index.php?action=downloads;sa=view;down=37)
Creator: Salanewt
Patches Required: None

This changes how the Blaze utility looks (and how it works). Why not check it out if you want a different fire-based utility in your hack?

mZ_TQqcu67k

GS2: Humble Hover (http://forum.goldensunhacking.net/index.php?action=downloads;sa=view;down=52)
Creator: Salanewt
Patches Required: None

This alters the Hover utility to make it useful for more common puzzles. No longer will you be confined to block pushing and 1-tile jumps to travel over holes and pits!

0NFPfyVZ_mg



---B: Battle---
Everything in this section deals with battle mechanics, damage formulas, and so forth.


--B-I: Menus--

GS1: Menu Panels Revamped TBS (http://forum.goldensunhacking.net/index.php?action=downloads;sa=view;down=92)
Creator: Caledor
Patches Required: None

This nice little hack modifies the visual appearance of certain battle menus, modifying spacing and positioning!


GS1: Psy Drain Icon (http://forum.goldensunhacking.net/index.php?action=downloads;sa=view;down=72)
Creator: Caledor
Patches Required: None

This patch imports the PP Drain ability icon from GS2 and replaces the EP Drain icon with it.


GS2: Bronze Icons for bronze equipment (http://forum.goldensunhacking.net/index.php?action=downloads;sa=view;down=69)
Creator: Caledor
Patches Required: None

This patch imports some of GS1’s item icons, replacing the icons used by certain pieces of equipment in GS2.


GS2: Menu Panels Revamped TLA (http://forum.goldensunhacking.net/index.php?action=downloads;sa=view;down=91)
Creator: Caledor
Patches Required: None

This does the same thing as Menu Panels Revamped TBS (http://forum.goldensunhacking.net/index.php?action=downloads;sa=view;down=92), only for the second game instead.



--B-II: General--
B-II1: Formulas

GS1: Base Damage Multiplier (http://forum.goldensunhacking.net/index.php?action=downloads;sa=view;down=65)
Creator: Caledor
Patches Required: None

This transforms PP into a pseudo magic stat, with higher PP totals increasing the damage dealt with the base damage formulas.


GS2: HP % Formula (http://forum.goldensunhacking.net/index.php?action=downloads;sa=view;down=53)
Creator: Salanewt
Patches Required: None
Hex Editor Required

This patch adds an ability formula (x0C) that restores HP by a defined percentage to one decimal point; 1000 = 100%, 125 = 12.5%, and so forth. It doesn’t work in the field, but I am planning an update to grant it field functionality in the future.


GS2: Simple Success Rates (http://forum.goldensunhacking.net/index.php?action=downloads;sa=view;down=60)
Creator: Salanewt
Patches Required: None
Hex Editor Required

This patch changes how success rates are assigned to ability effects so the game utilizes a byte table rather than a pointer list. This means that every effect can have a unique rate, while a ROM without this patch will have effects sharing rates.


GS2: Simple Summons (http://forum.goldensunhacking.net/index.php?action=downloads;sa=view;down=59)
Creator: Salanewt
Patches Required: None
Hex Editor Required

This changes how % damage modifiers are assigned to abilities, making it so every ability has its own value in a table.


GS2: TLA PP Multiplier (http://forum.goldensunhacking.net/index.php?action=downloads;sa=view;down=64)
Creator: Caledor
Patches Required: None

This is the same thing as the GS1 Base Damage Multiplier (http://forum.goldensunhacking.net/index.php?action=downloads;sa=view;down=65) hack, but for GS2 instead.



B-II2: Ability Effects

GS2: Advanced Regeneration (http://forum.goldensunhacking.net/index.php?action=downloads;sa=view;down=55)
Creator: Salanewt
Patches Required: None

Advanced Regeneration adds two different tiers to HP regeneration (the ability effect that Coatlique uses) so you get 20% and 40% healing as well; the only downside being that the original effect is even more potent than it was before.


GS2: Advanced Reviving (http://forum.goldensunhacking.net/index.php?action=downloads;sa=view;down=78)
Creator: Salanewt
Patches Required: None

This modifies the four revival effects to use a formula similar to the HP % Formula (http://forum.goldensunhacking.net/index.php?action=downloads;sa=view;down=53) patch, while also allowing the first three to be used outside of battle.


GS2: Curse Duration: 4 Turns (http://forum.goldensunhacking.net/index.php?action=downloads;sa=view;down=33)
Creator: Salanewt

A simple patch, this reduces the Curse ailment's duration from seven turns to four - the first in-game decrease should happen at the end of the round.

ozI133StN6w


GS2: Enemy-Specific Effect Immunities (http://forum.goldensunhacking.net/index.php?action=downloads;sa=view;down=75)
Creator: Salanewt
Patches Required: None
Hex Editor Required

This patch allows you to define up to 32 enemy lists, while the purpose of each list is to define enemy effect immunities and such (for example, enemies G-J may or may not be immune to a specific effect while all others respond normally to it). While meant for enemies, you can technically define player characters in these lists too; it’s universal!


GS2: KO Compatible Lull (http://forum.goldensunhacking.net/index.php?action=downloads;sa=view;down=57)
Creator: Salanewt
Patches Required: None

This basically makes it so killing an enemy with Lull's effect allows the effect to still work, much like the HP/PP drain abilities.


GS2: Reflux Unlimited (http://forum.goldensunhacking.net/index.php?action=downloads;sa=view;down=54)
Creator: Salanewt
Patches Required: None

Using this will essentially remove the Reflux counter buff duration and add another ability effect (#36) that gives you the buff for two turns.


B-II3: Animations

GS2: Eclipse Moon Background (http://forum.goldensunhacking.net/index.php?action=downloads;sa=view;down=84)
Creator: Salanewt
Patches Required: None

This changes the scrolling cloud background in the Eclipse summon to a normally unused one and disables the scrolling effect.


GS2: Element-Specific Douse Animation (http://forum.goldensunhacking.net/index.php?action=downloads;sa=view;down=61)
Creator: Salanewt
Patches Required: None

This tweaks the animation used by the Douse line so that its palette is dependent on the element of the abilities that use it.


GS2: Gray Non-Elemental Casting Animation (http://forum.goldensunhacking.net/index.php?action=downloads;sa=view;down=74)
Creator: Salanewt
Patches Required: None

This patch changes the palette swap of the casting animation when spells are non-elemental; usually non-elemental abilities are purple, like Jupiter spells.


GS2: Steam Graphic Fix (http://forum.goldensunhacking.net/index.php?action=downloads;sa=view;down=68)
Creator: Caledor
Patches Required: None
Incompatible with the Animation Overhaul patch

This changes the animation used by the Steam djinni’s animation, swapping it out for one that normally goes unused.


GS2: Wave Animation (http://forum.goldensunhacking.net/index.php?action=downloads;sa=view;down=83)
Creator: Salanewt
Patches Required: GS2 - Animation Overhaul (http://forum.goldensunhacking.net/index.php?action=downloads;sa=view;down=77)

This changes the Dreamtide and Water Grave base animation and turns it into a three-tiered spell line.

DqWbQWpa12Q



--BIII: Party Stuff--
B-III1: Items

GS2: Five Class-changing Items Patch (http://forum.goldensunhacking.net/index.php?action=downloads;sa=view;down=34)
Creator: Salanewt
Patches Required: None

This patch makes the two items after the Tomegathericon into class-changing items - it allows for up to five item class lines.


GS2: Item Stat-boost Randomness Removal (http://forum.goldensunhacking.net/index.php?action=downloads;sa=view;down=89)
Creator: Fox
Patches Required: None

This patch removes the RNG that is applied to stat boosting items, resulting in consistent stat growths upon item use.



B-III2: Abilities

GS2: Unleashes Unleashed (http://forum.goldensunhacking.net/index.php?action=downloads;sa=view;down=76)
Creator: Salanewt
Patches Required: Simple Success Rates (http://forum.goldensunhacking.net/index.php?action=downloads;sa=view;down=60)

This adds the ability to create multi-target unleashes, like in Dark Dawn.



B-III3: Stats

GS2: 9999 HP and PP Patch (http://forum.goldensunhacking.net/index.php?action=downloads;sa=view;down=40)
Creator: Salanewt
Patches Required: None

This raises the player HP/PP stats caps from 1999 to 9999. That's all.



--BIV: Enemy Stuff--
Nothing here yet, but this is where enemy-specific patches will be listed.

--BV: Other--
Nothing here yet, but this is where other kinds of battle-related patches will be listed.

---C: Overhauls---
Everything listed here is major; patches will either change how some things work in several ways or will change numerous things at once.


GS2: GS2 - Animation Overhaul (http://forum.goldensunhacking.net/index.php?action=downloads;sa=view;down=77)
Creator: Salanewt
Patches Required: None
Hex Editor Recommended

This patch reorganizes the entire animation list, cutting out redundant entries, combining several related ones, and adding several animations that are either unused or normally restricted to certain events or actions. A hex editor is recommended to make the most of the 101 unleashes (described on the download page), but is not required to use this overhaul.


GS2: Intellect Stat Rebalance (http://forum.goldensunhacking.net/index.php?action=downloads;sa=view;down=85)
Creator: Salanewt
Patches Required: None
Includes: Simple Success Rates (http://forum.goldensunhacking.net/index.php?action=downloads;sa=view;down=60)
Hex Editor Recommended

This is a pretty major hack that replaces Luck with Agility, and Agility with a new Intellect stat that is essentially a magic power stat. It changes several other things and adds new features to accommodate the new stat.



---D: Misc---
For anything that does not fit into the previous three sections.

--DI: General Changes--

GS2: Blacksmith Price Fix (http://forum.goldensunhacking.net/index.php?action=downloads;sa=view;down=7)
Creator: Atrius
Patches Required: None

This makes the Blacksmith's wife give you the cost/price when you pick up your forged gear.


GS2: Skip Intro (http://forum.goldensunhacking.net/index.php?action=downloads;sa=view;down=67)
Creator: Misery
Patches Required: None

This allows you to skip the intro, starting the game right when you take control of Felix on Idejima.



--DII: Debug--

GS2: The Battle Camera Rotation Patch (http://forum.goldensunhacking.net/index.php?action=downloads;sa=view;down=46)
Creator: Fox
Patches Required: None

This allows you to rotate the battle camera by pressing the L and R buttons.



--DIII: Audio--
GS1: Golden Sun: Voice Acting Experiment (http://forum.goldensunhacking.net/index.php?action=downloads;sa=view;down=4)
Creator: Atrius, with numerous others as voice actors
Patches Required: None

An extremely popular patch, this one adds a bit of voice acting to the beginning of the game that we all know and love.  

5rf1nEM-Mls


GS2: Charon's Extra Instruments Patch 1.0 (http://forum.goldensunhacking.net/index.php?action=downloads;sa=view;down=30)
Creator: Daigonite
Patches Required: None

This adds several new instruments to GS2/TLA! None of the already existing songs will be changed, but any new songs that are added can use these instruments.



--DIV: Other--

GS2: The Jump Patch (http://forum.goldensunhacking.net/index.php?action=downloads;sa=view;down=24)
Creator: Fox
Patches Required: None

This allows you to press the B button to jump! It also changes the maximum height from which you can fall, among a few other minor things.

nS6xRg_4kgQ



---E: Templates and DIY---
These patches are good for when you want to do the bulk of the work yourself


GS2: Role's Editor Templates (with Symbiotic Classes) (http://forum.goldensunhacking.net/index.php?action=downloads;sa=view;down=25)
Creator: Role
Patches Required: None

This patch is pretty useful if you want to make all of your classes from scratch, as it also organizes them. This should be used in conjunction with the Class Separation patch option in the editor.


---XIII: Concluding Remarks---



And that should be it for now. If you feel that I should include a patch that I may have forgotten, please tell me about it! As Golden Sun hacking gets more advanced, there will surely be more patches of this nature that you can download and use.

If you want to go to the Helpful Info for Golden Sun Hacking Topic, click here (http://forum.goldensunhacking.net/index.php?topic=1411.msg28092#msg28092).


Title: Re: Helpful and Unique Patches
Post by: Charon on July 14, 2011, 06:47:27 PM
This would be a very useful topic for a lot of hackers, so this is going sticky.


Title: Re: Helpful and Unique Patches
Post by: ThanatosTheDark on August 18, 2011, 08:09:29 PM
As Charon said:Always back-up your hacks and projects before applying patches.
I learned that the hard way :sad:


Title: Re: Helpful and Unique Patches
Post by: besttp on December 09, 2011, 05:19:14 PM
It's GREAT! I can make my custom class with that patch!
But I have to study more before make an advance one, i think.


Title: Re: Helpful and Unique Patches
Post by: Durza on December 09, 2011, 07:02:57 PM
I realise this makes me look insanely incompetent, but how do you apply these patches? It refuses to apply Role's.


Title: Re: Helpful and Unique Patches
Post by: Salanewt on December 10, 2011, 04:03:53 PM
This uses the .IPS format, so a program like LIPS would be best. Why does it refuse to apply it?


Title: Re: Helpful and Unique Patches
Post by: Durza on December 12, 2011, 10:52:19 AM
I'm not sure. Probably just doing it wrong. I tried opening it with the editor, which was never going to work, then started trying to find something on the computer to convert it. So do I need to download LIPS then?


Title: Re: Helpful and Unique Patches
Post by: Salanewt on December 12, 2011, 03:40:35 PM
It might be the best thing to do in this circumstance. With it, using a patch is pretty straightforward.




Title: Re: Helpful and Unique Patches
Post by: Rolina on February 10, 2012, 01:40:27 AM
Jupiter healing links to Blaze patch...

Also, can we have vids for some of these patches for examples?  That'd be awesome.


Title: Re: Helpful and Unique Patches
Post by: Salanewt on February 10, 2012, 02:03:21 AM
Oops, thanks for letting me know - the link has been fixed.

As for videos, I don't see why not. Pictures work to an extent, but they only give a partial idea of how they look and feel.

Edit: The Blaze = Flare video is being processed right now, but there will be more videos in the near future. However, I'm not sure if I will be able to make videos for all of the patches, as some probably already have videos lying around anyway.


Title: Re: Helpful and Unique Patches
Post by: Rolina on February 10, 2012, 02:18:26 AM
Cool.  I look forward to them, Sala!


Title: Re: Helpful and Unique Patches
Post by: Salanewt on February 10, 2012, 02:55:07 AM
Awesome. There are three videos so far, since I found Teawater's Jumping video, and the Curse video finished processing right after the Blaze one.

Oh, does anybody know if there is a video of the voice acting experiment patch? I'm not sure if I will have time to make one if there is, since I'm aiming for one that is at least 4-6 minutes long (if not longer).


Title: Re: Helpful and Unique Patches
Post by: Atrius on February 10, 2012, 03:43:00 AM
There is: http://www.youtube.com/watch?v=5rf1nEM-Mls


Title: Re: Helpful and Unique Patches
Post by: Salanewt on February 10, 2012, 04:17:21 AM
Awesome, thanks for the link Atrius!

Video added.


So yeah, are there any patches that you feel belong in here, or did I get them all?


Title: Re: Helpful and Unique Patches
Post by: Rolina on February 10, 2012, 04:44:27 AM
A before and after vid for jupiter healing would be nice... I'm curious as to what you did to make it different than breath.  Try to include all three stages if you can.


Title: Re: Helpful and Unique Patches
Post by: Salanewt on February 10, 2012, 03:39:30 PM
Oops, I keep mixing Ether with Breath, so the original is Ether's effect. However, a video should be ready now, if you would like to see what the patch is capable of.


Title: Re: Helpful and Unique Patches
Post by: JamietheFlameUser on February 10, 2012, 04:21:14 PM
Sala, they always use + shapes for HP restoration particles and sphere shapes for PP restoration particles. That series is actually three levels of PP restoration. Editing Breath instead would've resulted in a more proper animation for that.


Title: Re: Helpful and Unique Patches
Post by: Salanewt on February 10, 2012, 04:43:37 PM
Not exactly - Cure has spherical particles that comes out of the ground, so not every healing animation uses those particles. The patch has been around since the beginning of August, and you are only saying something about it now? Well, no matter, I should be able to make an animation with Breath's animation in a bit. I think I might replace the Impair duplicate, since there isn't any point in having two animations that are exactly the same anyway.


Oh yeah, can you think of any patches or topics that I might have missed?


Title: Re: Helpful and Unique Patches
Post by: JamietheFlameUser on February 10, 2012, 05:06:13 PM
Never used it and it didn't have a video.

Anyway, Mercury and Mars healing at least use + shaped particles. I'll check on Venus healing, though.


Title: Re: Helpful and Unique Patches
Post by: Salanewt on February 10, 2012, 05:12:23 PM
Makes sense I guess, but it did still have an image. And true, they did use those particles.

As far as I can tell, the only '+' Venus particles are used for Salt:

(http://i856.photobucket.com/albums/ab125/Salanewt/GSVariousHealingGraphics.png)

So yeah, unless there are particle effects that are unrelated to these ones floating around, then this is what exists for use by healing spells.


Title: Re: Helpful and Unique Patches
Post by: Rolina on February 10, 2012, 06:01:10 PM
I actually like the fact that we have so many different choices here.  It's nice. :3

They can all hit tier 3, right?  Do any have a tier 4, or is it the typical glitchy stuff?


Title: Re: Helpful and Unique Patches
Post by: Salanewt on February 10, 2012, 06:36:24 PM
Yeah, it is lovely. It is actually pretty easy to get these too, since healing effects that work like Ply usually have a sort of identifier value before they branch to the main code.

As far as I can tell, they all have at least three tiers - no idea about fourth tiers, but probably not if spells like Ply and Cure don't have them.


Title: Re: Helpful and Unique Patches
Post by: Rolina on February 10, 2012, 07:14:27 PM
By the way, which animation number corresponds with which pic?


Title: Re: Helpful and Unique Patches
Post by: Salanewt on February 10, 2012, 07:59:26 PM
Er, I didn't exactly do it by animation number. Basically, I changed this effect's identifier value - this starts at x00, and then added x01 to the identifier value whenever I was ready to take the next picture. Some of these don't seem to have standalone animations anyway, since most of them are combined with djinni graphics or such...

And we might be getting carried away, hehe. Any more suggestions for patches that should go in here, or are we all set for now?


Title: Re: Helpful and Unique Patches
Post by: Rolina on February 11, 2012, 04:17:55 AM
Oh, so these are just particle effects... interesting.  Let's see how many we can isolate.  That'll help a lot when it comes time to make animations.


Title: Re: Helpful and Unique Patches
Post by: Salanewt on February 11, 2012, 04:21:55 AM
So far, if we call the isolated healing particle effects a "family", then I know of seven families for sure (and am ready to guess about two or three others). I think I will create a topic for this though, since this discussion isn't what I had in mind for this topic.


Title: Re: Helpful and Unique Patches
Post by: Salanewt on May 17, 2014, 04:38:23 AM
Alright! Seeing as I'm back for the next little bit or so, I guess I can work on updating this topic semi-regularly. I'll even work on updating its twin later.

However, I am not simply posting to notify everyone of the update; I want some input! As more patches get uploaded and released here, the first post is going to get pretty messy and unorganized. How should I go about organizing it? Spoiler tags? I'm probably going to group off utility and battle-related patches into separate sections and give them headers (seeing as the time will likely come when these patches outnumber the rest), but I am looking for more suggestions on how to keep these topics nice and shiny!

Oh, and I recently uploaded a new patch that I just added to the list; can you guys think of any more I should add?


Title: Re: Helpful and Unique Patches
Post by: JamietheFlameUser on May 17, 2014, 08:14:52 PM
Put the 9999 Max HP/PP patch here, please! (Even though I already have it.) The multi-turn counterattack patch would be good to have here too.

Also, are you or Teawater ever planning on releasing a version of the Editor that supports added ability types/damage formulae? I remember you made a patch one time that provided a percentage-based healing type. This would be really nice to have, as it should theoretically mean that the healing diffuses with range instead of having a chance of missing like it does if you use the Secondary Effect versions of percentage healing. It would also modify the healing percentage based on Elemental Power, another thing that the Secondary Effect versions do not do. Unfortunately, we don't have a version of the Editor that supports added formulae (or at least has blank slots available below the last formula in the list), so the patch is unusable.

If you do release such a version of the Editor, while you're at it could you do something to see if you can make percentage-based healing work outside of battle? Or, heck, even if you don't ever release an Editor that supports that it would be cool to have a patch that makes the Secondary Effect versions work outside of battle.


Title: Re: Helpful and Unique Patches
Post by: Salanewt on May 17, 2014, 10:52:34 PM
Yeah, sure! I forgot all about those patches; I'll add them to the topic.

Hard to say about the editor. I remember toying with the source at one point to let me assign the HP% formula to spells, but then Teawater made some other minor updates to a private version and I didn't do anything more with it. I'm not overly familiar with GM programming to update it myself unfortunately, but I can look into doing a basic update at some point. For example, to add "Ex#" options for when a patch adds something rather than replacing another.

I can look into that at some point, but it's not really my top priority right now; Disco Sun is! Just to make sure, did the character revival effects (like 50% and such) work in the field at least?


Title: Re: Helpful and Unique Patches
Post by: JamietheFlameUser on May 20, 2014, 03:06:15 PM
Dunno...

(But theoretically you can give a class Vulnerability to Revive to 50% HP to increase the success chance above 50%. Stupid workarounds are stupid.)


Title: Re: Helpful and Unique Patches
Post by: Rolina on May 21, 2014, 12:28:24 AM
Do we even understand how those vulnerabilities work yet?


Title: Re: Helpful and Unique Patches
Post by: Salanewt on May 21, 2014, 01:28:31 AM
From what I understand, there are a whole bunch of different ability effects that work such as eRes debuffs or instant death. I haven't really researched it yet, but all I know is that it boosts their success rate according to what Teawater says.

As for the 50% HP revive, I'm not sure if that one would work. However, I wouldn't be surprised if all of the % revives share the same function and only define the values to use for HP restoration/success rates; that's what the % healing effects do.


Title: Re: Helpful and Unique Patches
Post by: JamietheFlameUser on May 21, 2014, 02:37:12 AM
We have a basic idea. As far as design goes, what you really need to know is that each class can have up to three vulnerabilities, and each monster can have up to four. If using the numeric display version, you enter the index number of the secondary effect you wish them to be vulnerable to. Vulnerability to effect = increased chance of the effect occurring. How much the chance is increased, I don't know. But a character or monster probably still retains immunity to standard Stun by having 39 or higher Luck, even if they also have vulnerability to that effect.


Title: Re: Helpful and Unique Patches
Post by: Salanewt on May 21, 2014, 03:10:51 AM
From what I understand, having 40+ luck only grants actual immunity to a small collection of effects (poison/venom/curse/death/HP to 1/maybe one or two others), but you'll still be quite resistant to almost everything else.

However, something to note is that certain bosses are actually vulnerable to things like debuffs. Dullahan is vulnerable to Attack 12.5/25% reductions for example. If you're lucky and you land a dull or Eclipse debuff on it, then you can lower its attack. Sad to say that I don't know the ailment success rate for the attack debuff effects (just that recovery has a base of 30% when calculated in the random recovery formula), so it could also be that stat debuffs have a higher success rate than standard ailments.


I'm thinking that we should totally have a topic somewhere to discuss ailment stuff, as there is a lot that we can talk about.


Title: Re: Helpful and Unique Patches
Post by: Fox on May 21, 2014, 08:05:37 AM
I'm thinking that we should totally have a topic somewhere to discuss ailment stuff, as there is a lot that we can talk about.
Role already created that topic:  Ailment and Debuff formulas:  http://forum.goldensunhacking.net/index.php?topic=2067.0 = I listed both known effect formulas in that topic. The success rate of an effect, and ailment recovering formulas. I have not listed all the effects that use the former formula, though.


@Jamie: I think it was three vulnerabilities for both Class and Enemies... if I recall correctly. The chance increase of a Vulnerability is +25% ; I think this is only for the effects that use the formula, though. The ones that don't use the formula have a base-chance that doesn't change. (From what I recall from memory.)

Revive to 50%, by the sound of it, probably doesn't use this formula, and therefore, doesn't take into account of the Vulnerability.  Do all Revives have a 100% chance of occurring? If so, then one can logically say they don't need the formula.

Edit again: I almost forgot to mention that buggy version (http://forum.goldensunhacking.net/index.php?topic=2362.0) I shouldn't be talking about.


Title: Re: Helpful and Unique Patches
Post by: Salanewt on May 21, 2014, 12:59:06 PM
Oh, oops. Didn't even realize that topic existed!

For revives, nope. I think most of them have a success rate that is equivalent to the amount they heal (so like the revive to 50% HP one for example).


So for this topic (specifically the first post), how do you guys like it?


Title: Re: Helpful and Unique Patches
Post by: FrozenWrath on May 21, 2014, 01:08:07 PM
[me] approves!


Title: Re: Helpful and Unique Patches
Post by: JamietheFlameUser on May 21, 2014, 05:30:05 PM
@Jamie: I think it was three vulnerabilities for both Class and Enemies... if I recall correctly. The chance increase of a Vulnerability is +25% ; I think this is only for the effects that use the formula, though. The ones that don't use the formula have a base-chance that doesn't change. (From what I recall from memory.)
There are definitely four numbers along the bottom for enemies, and I assume all four of them are vulnerabilities. Certainly, I've never had any adverse effects from changing the last of those numbers, which makes me believe that to be the case. Character classes only have three numbers along the bottom in versions of the editor where they couldn't be changed, and three slots along the bottom in versions where they can.


Title: Re: Helpful and Unique Patches
Post by: Salanewt on May 21, 2014, 05:38:06 PM
Well yeah, but it could also be a regular unused value that wouldn't do anything anyway. Which, seeing as Teawater has researched those a fair bit, could be pretty likely.

Also yay, Scarlet likes it! Guess I'll consider that to be the general layout for these topics if nobody else has anything to say then. I might consider putting everything in a spoiler when there are more patches though, but even then it would only be a single spoiler.


Title: Re: Helpful and Unique Patches
Post by: Fox on May 21, 2014, 07:12:13 PM
@Salanewt: Yeah, researched them a fair bit... The numbers at 080B0712 and 080B0736 give it away, too! Since both are the number 2... which means check 0, 1, and 2. ; The final/fourth number is likely unused, seeing that it's always 0. (And it might be that way for data aligning. Since 32-bits are 32-bit aligned, 16-bits are 16-bit aligned, 8-bits are 8-bit aligned, etc... usually.)


Title: Re: Helpful and Unique Patches
Post by: JamietheFlameUser on June 09, 2014, 03:36:58 PM
So I noticed something annoying: If you give a damage-dealing ability the effect "Instantly end round", the effect doesn't trigger if the target is killed by the attack.

It would be really cool to have a patch that fixed this, so that the secondary effect still activated even if the target died. I'm trying to have cinematic finishing moves that can only be used one per turn because they instantly end the turn when used, but it doesn't work if it can fail just because it killed the target (when it hits over 2000 damage in a single attack, that's gonna happen pretty often).


Title: Re: Helpful and Unique Patches
Post by: Salanewt on June 10, 2014, 03:23:24 PM
Hm... I haven't really looked into the effect, but I would expect that it checks to see if the target is still alive or not. Not sure why they would do this unless the effect itself could bypass the whole "end battle when one team is dead" thing.

But yeah, I should be able to work on that in the near future. I'm thinking of adding Chronos as a Disco Sun summon later, and it would be cool to let to deal some minor damage to the enemies or something.


Title: Re: Helpful and Unique Patches
Post by: Fox on June 11, 2014, 09:24:29 AM
Look in the Ability Effects section of the Damage Formula. I believe that entire section is skipped when you kill the enemy? (The exception is with two functions that list the effects.) (Maybe so you don't go applying Status Effects like poison when the enemy is already dead.)

The function that list exceptions for Revives probably doesn't work on enemies that are alive. (Dunno.)
The function that list exceptions for when the user gains HP/PP might be the way to go, not entirely sure, though.

The latter has a listing of the 4 effects: 31, 32, 60, and 69.


I think the general way effects are coding in is that..
-There's a start a turn function for the multiplier type effects.
-The ailment success function is only for success chances for the effects. There's a call in the damage function before the damage type code is done, and there's a call in the Start a turn function thingy... both seem to do the same thing. (The one in the Start a turn function is only used in certain case(s) and caries the result over for use in the damage function when it is used.)
-The damage formula includes the after-damage effects. This is only applied in certain cases. One of those cases being if Ailment Success is True. Probably the main place where effects have a chance? Ailment Success may also be used for the Effect Only damage type and maybe for some other effects in other areas of the code? (I mentioned the Start a turn function earlier.)
-There were two functions that list effects. The Revives list, and User recovers HP/PP effects list.
-There might be some other places(?), but I haven't listed them.

-


Title: Re: Helpful and Unique Patches
Post by: JamietheFlameUser on June 11, 2014, 05:33:01 PM
I would think that you could make "Instantly End Round" work even if the ability kills by looking at the code for "May inflict delusion on all enemies". Which, to my recollection, still works even if the attack kills the primary target.


Title: Re: Helpful and Unique Patches
Post by: Salanewt on June 14, 2014, 12:46:25 AM
Hm... Done!

Teawater: Sweet, thanks for the advice! The way it's normally coded is pretty weird, but not in a bad way it seems. It has a check for "if equal than 60, branch" before an "if greater than 60, branch" check, but the second check just goes to another check. I didn't even need to expand or relocate the function to add this exception!

Jamie: As far as I can tell, both of the delusion effects use the same code; the second one probably uses a secondary function to apply it to all targets. If you change the second delusion effect's pointer, then you could change that effect into something like "inflict curse on all enemies" or something.

Well anyway, here's a fix. Could you please let me know if it breaks either the Lull or any of the HP/PP drain effects? If it works without a hitch, then I'll make a page for it in the downloads section and update the first post.









Title: Re: Helpful and Unique Patches
Post by: Salanewt on July 11, 2014, 05:55:22 AM
Okay, updated the first post to include the following:

 KO Compatible Lull (http://forum.goldensunhacking.net/index.php?action=downloads;sa=view;down=57)

Compass Utilities (http://forum.goldensunhacking.net/index.php?action=downloads;sa=view;down=58)


Hope you guys like them!


Title: Re: Helpful and Unique Patches
Post by: Rolina on July 11, 2014, 09:49:33 AM
Oh, Compass Utilities seems really useful.  Nice job.


Title: Re: Helpful and Unique Patches
Post by: Salanewt on July 15, 2014, 07:58:22 PM
Thanks! I have to admit that I'm kind of surprised Camelot didn't allow for something like this before Dark Dawn, but it should be easier to make more complex puzzles with the patch's tweaked limitations in mind.


Title: Re: Helpful and Unique Patches
Post by: Salanewt on July 31, 2014, 06:17:42 PM
Tiny heads-up: The Simple Summons (http://forum.goldensunhacking.net/index.php?action=downloads;sa=view;down=59) patch is now available for download, and has been added to this topic to make finding it easier in the future.


Title: Re: Helpful and Unique Patches
Post by: JamietheFlameUser on August 06, 2014, 04:31:13 AM
KO-compatible Lull patch also affects other ability effects, including Death Curse, May decrease resistance by 40, and Halve Agility.

Reflux Unlimited patch is borked. Ability effect #36 creates an unending counter-attack effect, at least when used by enemies. Not just 2 turns as advertised.

Edit: Actually, it breaks both counter-attack effects when used by enemies.

Edit 2: Reflux Unlimited also makes "Get extra turn next round" effects last for the remainder of battle.


Title: Re: Helpful and Unique Patches
Post by: Salanewt on August 06, 2014, 12:30:53 PM
Lull: I think I know what the problem is. I just successfully killed an enemy with two different unleashes; one that drains HP and one that seals their psynergy. The former failed to restore my health while the latter sealed their PP after they died. To make a very long story short, it looks like I screwed up the branches in that one and I can work on a quick fix today. I totally asked you to test it for me earlier though... Oh well.

Edit: Worked out a fix, and it's now available for download.

Reflux: I don't know, I just double checked that one by having an enemy use it and it seems to work perfectly for me... Although I am getting the weird bug with Kite's effect when I use it by itself; don't even need to use Reflux for that. I'll have to look into that again later if it even is Reflux causing it, but this one will probably take a little more time than the Lull one will and I'm not sure if I have any of that right now.

Edit: Yeah, I'm not having any problems with the counter-attack effects, just with Kite. Would you mind either testing it on a clean ROM or having someone else weigh in on this?


Title: Re: Helpful and Unique Patches
Post by: JamietheFlameUser on August 06, 2014, 07:39:33 PM
Maybe it's a result of the combination of the previously-broken Lull patch and the Reflux patch? I had them both applied to the same ROM. All I know is that both the 1-turn Reflux and the 2-turn Reflux lasted forever and it was annoying. I'll go back and test in a bit.

Edit: Tested and confirmed that both Reflux and the new Ability Effect #36 last an infinite amount of time with the Reflux Unlimited patch. After applying the patch to a supposedly-clean US ROM, I opened the V0.3 version of the Editor and changed only the following:

-- Reflect now uses ability effect #36 (supposedly the 2-turn counterattack.)
-- Ruffian max HP increased to 99 (so it can survive 3 turns of counter-attacks to confirm the bug.)
-- Wooden Stick can be used to grant the effects of Reflect.
-- One-Piece Dress can be used to grant the effects of Reflux.

Used the One-Piece Dress (Reflux) once and Defended for the rest of the battle. Ruffian attacked every turn for 3 turns and Jenna counter-attacked without fail, killing the Ruffian on the third turn.

Repeated the process in the next battle with the Wooden Stick (Reflect) at the start. Same thing, Jenna counter-attacked for 3 turns and killed the Ruffian.

Quote
I totally asked you to test it for me earlier though... Oh well.

Yeah, you did. Sorry for not getting back to you on that. Rather rude of me really. =\


Title: Re: Helpful and Unique Patches
Post by: Salanewt on May 03, 2017, 10:58:12 PM
Topic has been updated!


Jamie: Oh, huh, okay thanks (I know your post is almost three years old now but I just saw it)! I'm eventually going to take it down and replace it with a different counterattack hack I have in mind, but for now I'll just leave it up for anyone who wants to give it a shot. There's a pretty good chance that I only messed up the turn counter portion of the code, so anyone with even a smidgen of assembly knowledge could fix it themselves, so... yeah!



Edit: I may combine the two Menu sections and put them near the end at some point, but for now they can stay where they are.