Golden Sun Hacking Community

Golden Sun Hacking Community => News & Announcements => Topic started by: Atrius on 25, February, 2012, 11:07:10 PM



Title: Golden Sun The Lost Age Editor Open Sourced (Dev alpha v0.5 download inside)
Post by: Atrius on 25, February, 2012, 11:07:10 PM
(http://img.photobucket.com/albums/v698/AtriusV/Games/Golden%20Sun%20Project/Logo_t.png)
Developer Alpha Version 0.5


[Download Link] (http://www.goldensunhacking.net/downloads/GoldenSunTLA_Editor_DevV0_5.zip)
Developer Alpha Version 0.5, Feb 25, 2012 (1.99 MB .zip)



Wait, the editor is open source now?  What's going on?

I've realized that the editor doesn't just belong to me, it belongs to everyone here.  Combined with the fact that ever since I enlisted in the Military I simply haven't had enough time, or energy to give the project the attention it deserves, this seemed like the logical choice to me.  I'm opening up the project so that anyone with the skills, and desire can contribute to it.  Toward that end I've released the program, and it's source under the GNU public license.  What this basically means is anyone is free to copy, share, and modify the source as long as they give me credit, and it remains under the GNU public license.


As an additional note, I apologize in advance for my poorly organized, uncommented code.

What does this "Developer Alpha Version" nonsense mean?

This is the in-development version of the editor, it contains features that haven't been completed or fully tested.  No guarantee is made about it's level of polish, or stability.


What features that haven't been completed?

1) The sprite editor of course, as I've said before it only works with 2 out of 4 sprite formats right now.  It's extremely slow, hasn't been polished or fully tested yet.  For example, while it's saving the editor may appear to lock up.  It's still working on saving sprites it's just decided it's become too busy with that to play nice with Windows any more, after it's completed saving it will begin responding again.

2) The data viewer (which has been a long time coming (http://forum.goldensunhacking.net/index.php?topic=269.msg5137#msg5137), but still isn't finished)  It's a gargantuan feature that won't be polished and final for a LONG time, it's still quite unstable and unpolished.  Still, it can do a lot of cool things: view palettes (http://img.photobucket.com/albums/v698/AtriusV/Games/Golden%20Sun%20Project/GSTLA_editor19.png), tilesets (http://img.photobucket.com/albums/v698/AtriusV/Games/Golden%20Sun%20Project/GSTLA_editor20.png), images (http://img.photobucket.com/albums/v698/AtriusV/Games/Golden%20Sun%20Project/GSTLA_editor22.png), Hex data (http://img.photobucket.com/albums/v698/AtriusV/Games/Golden%20Sun%20Project/GSTLA_editor21.png), ASM code, scan code for data pointers (http://img.photobucket.com/albums/v698/AtriusV/Games/Golden%20Sun%20Project/GSTLA_editor23.png), track where those data pointers are used in the code (http://img.photobucket.com/albums/v698/AtriusV/Games/Golden%20Sun%20Project/GSTLA_editor24.png), e.t.c.


Can I make modifications and release my own version of the editor?

Yes you can!  Just be aware of the following conditions:

- You must label your release as modified, you cannot release it as an "official" version of the editor under my name.
- Your modified version must also be released under the GNU public license.
- You must make your modified source code available for download.
- You can NOT remove any notices in the program that it was originally created by me, or that it is under the GNU public license

To label it as modified by you I highly recommend editing the create event of "obj_about" in the "titlebar buttons" folder of the Game Maker source code to include a statement that it is your modified version of the editor.


Title: Re: Golden Sun The Lost Age Editor Open Sourced (Dev alpha v0.5 download inside)
Post by: Rolina on 25, February, 2012, 11:13:05 PM
Okay, now then... let's pull a team together.  If we get multiple people working on multiple aspects, compile them together, and work out the kinks while fixing things like conflicting code and what not, then we'll have a much more functional editor much more quickly.

This is most definitely a step in the right direction.


Title: Re: Golden Sun The Lost Age Editor Open Sourced (Dev alpha v0.5 download inside)
Post by: Kioll on 26, February, 2012, 01:18:55 AM
THANK YOU!!!!  You released the feature I needed for my BYOND project.  Now that I can import and export sprites, I can begin the long and painful process of creating base sprites for Golden Sun BYOND.  You, Atrius, are a miracle worker.  Also, what language is the editor in?


Title: Re: Golden Sun The Lost Age Editor Open Sourced (Dev alpha v0.5 download inside)
Post by: Tetsuya the Azure Blade on 26, February, 2012, 09:50:41 AM
THANK YOU!!!!  You released the feature I needed for my BYOND project.  Now that I can import and export sprites, I can begin the long and painful process of creating base sprites for Golden Sun BYOND.  You, Atrius, are a miracle worker.  Also, what language is the editor in?
The Editor itself is programmed in GML, but I think he needed to make something in C++, or some other language. I think it was a DLL what he needed to make, that is what I think.


Title: Re: Golden Sun The Lost Age Editor Open Sourced (Dev alpha v0.5 download inside)
Post by: Misery on 26, February, 2012, 11:54:57 PM
This is good news indeed, and possibly a big step towards the completion of the editor. I can understand why you'd be reluctant to make it open source, but I'm glad you did so anyway. Perhaps even I will be able to contribute something... I'm not sure when, though.


Title: Re: Golden Sun The Lost Age Editor Open Sourced (Dev alpha v0.5 download inside)
Post by: MaxiPower on 26, February, 2012, 11:55:17 PM
http://www.youtube.com/watch?v=_5bfzT6JALI&lc=BiJw23veE89efoFRyZ4y97jV35yEE4-XNv6ereIQqro&feature=inbox

can anyone explain why my Sakum sprite worked, like it was made not taking the colour/color requirements in mind...



Title: Re: Golden Sun The Lost Age Editor Open Sourced (Dev alpha v0.5 download inside)
Post by: Atrius on 27, February, 2012, 12:37:06 AM
The editor automatically converts imported sprites to Golden Sun's palette.


Title: Re: Golden Sun The Lost Age Editor Open Sourced (Dev alpha v0.5 download inside)
Post by: MaxiPower on 27, February, 2012, 12:38:02 AM
The editor automatically converts imported sprites to Golden Sun's palette.

really, thats amazing.


Title: Re: Golden Sun The Lost Age Editor Open Sourced (Dev alpha v0.5 download inside)
Post by: Rolina on 27, February, 2012, 01:21:04 AM
The editor automatically converts imported sprites to Golden Sun's palette.

really, thats amazing.
This.  That'll come in really handy.


Title: Re: Golden Sun The Lost Age Editor Open Sourced (Dev alpha v0.5 download inside)
Post by: Salanewt on 27, February, 2012, 03:32:37 AM
I haven't really been able to test it out very much, but it seems pretty nice! Though, if the working sprite formats are 0 and 1, is it possible to convert other sprites and save them in one of the working formats?


Title: Re: Golden Sun The Lost Age Editor Open Sourced (Dev alpha v0.5 download inside)
Post by: Atrius on 27, February, 2012, 05:15:33 AM
Yes, it's slow but it will convert sprites to formats 0 & 1.  Like I said the editor may appear to lock up while saving a bunch of edited sprites, but it should start responding again once it finishes which may take a while.

EDIT: Yikes, this version seems to have quite a problem working with some compression formats that were working in v0.4.  I'll try to get a fix out soon...

EDIT 2:  Luckily it was a very simple fix, original link has been updated too.
[GoldenSunTLA_Editor_DevV0_5_r2.zip] (http://www.goldensunhacking.net/downloads/GoldenSunTLA_Editor_DevV0_5_r2.zip)


Title: Re: Golden Sun The Lost Age Editor Open Sourced (Dev alpha v0.5 download inside)
Post by: Kioll on 27, February, 2012, 05:46:01 AM
Hey, Atrius, is there anyway to export pallette swaps?  Or do I have to export the sprite and find the pallette swap manually?


Title: Re: Golden Sun The Lost Age Editor Open Sourced (Dev alpha v0.5 download inside)
Post by: JamietheFlameUser on 27, February, 2012, 04:41:57 PM
Um... It's not opening files for me. At all. I select an unmodified ROM and hit "Open" and it does nothing. I'm currently using Windows XP.

Edit: Actually, it does open files, but it won't open unmodified ROMs, for some reason.


Title: Re: Golden Sun The Lost Age Editor Open Sourced (Dev alpha v0.5 download inside)
Post by: Rolina on 27, February, 2012, 05:34:26 PM
Wait, seriously?  It can't open a base rom?  That's one hell of a glitch. O.o


Title: Re: Golden Sun The Lost Age Editor Open Sourced (Dev alpha v0.5 download inside)
Post by: Salanewt on 27, February, 2012, 06:02:07 PM
It was doing that for me too, and I use Windows 7... Hm, have you tried clicking and dragging the ROM onto the editor? I managed to fix my problem by doing that, since it wouldn't even open modified files for me.


Title: Re: Golden Sun The Lost Age Editor Open Sourced (Dev alpha v0.5 download inside)
Post by: Rolina on 27, February, 2012, 06:53:01 PM
Doesn't work if you have your roms sorted, though.  I have a base rom folder, one for experiement A, one for experiement B, one for general testing, one for templates, and one where I put the hacks you guys make.  I don't have any hacks in the same folder as the editor itself - they're all subfolders, so it's not quite as easy to do.


Title: Re: Golden Sun The Lost Age Editor Open Sourced (Dev alpha v0.5 download inside)
Post by: Salanewt on 27, February, 2012, 08:08:09 PM
I sort of have mine sorted the same way, but individual hacks have their own folders, status ailment/buff hacks in another, classes in their own, Dark Dawn... Etc. I just copy+paste one when I want to edit it, and it works out nicely in case an unknown glitch in the editor messes it up.


Title: Re: Golden Sun The Lost Age Editor Open Sourced (Dev alpha v0.5 download inside)
Post by: MaxiPower on 27, February, 2012, 09:26:25 PM
sometimes when i import sprites it wont allow me to save, tried changing the compression but no luck... any ideas?


Title: Re: Golden Sun The Lost Age Editor Open Sourced (Dev alpha v0.5 download inside)
Post by: Misery on 27, February, 2012, 09:36:56 PM
Well... it wouldn't be an alpha if everything worked, right?


Title: Re: Golden Sun The Lost Age Editor Open Sourced (Dev alpha v0.5 download inside)
Post by: MaxiPower on 27, February, 2012, 09:44:01 PM
Well... it wouldn't be an alpha if everything worked, right?

Touché but is there a varible that allows for some images to be imported whilst others not...?


Title: Re: Golden Sun The Lost Age Editor Open Sourced (Dev alpha v0.5 download inside)
Post by: Misery on 27, February, 2012, 09:54:20 PM
If you're talking about image formats, there are most likely some unsupported ones...
In that case, just convert them to a format that works.


Title: Re: Golden Sun The Lost Age Editor Open Sourced (Dev alpha v0.5 download inside)
Post by: JamietheFlameUser on 28, February, 2012, 04:37:04 PM
Kay, for some reason I can't use any of the sprite editing tools at all. The icons for them are there, and the drop-down for tools is there, except that the drop-down actually doesn't drop down when clicked, and the tool icons are just that: icons. They don't do anything when clicked. Not for any of the sprites I've tried.

Edit: Nevermind, then. WHY are all those icons there in the first place if all you do is double-click the sprite?

Edit2: Actually, about the thing earlier with V0.5 not opening unmodified ROMs. I modified the ROM I was using before, and it still wouldn't open.


Title: Re: Golden Sun The Lost Age Editor Open Sourced (Dev alpha v0.5 download inside)
Post by: Atrius on 29, February, 2012, 03:29:22 AM
@Editor not opening files, I have no idea why that would be happening, I'll look into it.

@Buttons not working:
Quote
What does this "Developer Alpha Version" nonsense mean?

This is the in-development version of the editor, it contains features that haven't been completed or fully tested.  No guarantee is made about it's level of polish, or stability.


Title: Re: Golden Sun The Lost Age Editor Open Sourced (Dev alpha v0.5 download inside)
Post by: JamietheFlameUser on 29, February, 2012, 03:32:09 AM
Yeah, yeah, I know. No need to get sarcastic.


Title: Re: Golden Sun The Lost Age Editor Open Sourced (Dev alpha v0.5 download inside)
Post by: Kioll on 29, February, 2012, 05:19:04 PM
From what I've been doing as of late, I've determined that the program's a bit temperamental on that.  Sometimes I can use the open feature to open a ROM (base or not), and sometimes I can't.  Also, when you use drag and drop, there's a small error that runs.  I'm not sure what the error is, but to my knowledge, it doesn't effect anything important.


Title: Re: Golden Sun The Lost Age Editor Open Sourced (Dev alpha v0.5 download inside)
Post by: Rolina on 29, February, 2012, 06:31:35 PM
So why are you guys looking to atrius?  The thing's open source now.


Title: Re: Golden Sun The Lost Age Editor Open Sourced (Dev alpha v0.5 download inside)
Post by: JamietheFlameUser on 29, February, 2012, 07:58:30 PM
It seems to depend on the ROM. Also, when using the drag-and-drop function, I get a string of errors that eventually starts looping infinitely. Someone who knows GML should go fix it if possible.


Title: Re: Golden Sun The Lost Age Editor Open Sourced (Dev alpha v0.5 download inside)
Post by: Crystal Sonata on 10, March, 2012, 08:06:38 AM
@Role, seems this is still a bug reporting area for those that know how to fix it to gather stuff to fix. That's my logic at least. I'm not too skilled in the program coding department, but i'll take a look and see if i can fix anything.


Title: Re: Golden Sun The Lost Age Editor Open Sourced (Dev alpha v0.5 download inside)
Post by: Rolina on 10, March, 2012, 09:21:12 AM
Um, Frozen, what I'm saying is that people now have the ability to take these bugs on themselves, so we shouldn't be just leaving it to atrius.


Title: Re: Golden Sun The Lost Age Editor Open Sourced (Dev alpha v0.5 download inside)
Post by: Crystal Sonata on 10, March, 2012, 09:39:17 AM
I know, but I think people are using this to post their bugs so that other people who know how to do it can fix it.


Title: Re: Golden Sun The Lost Age Editor Open Sourced (Dev alpha v0.5 download inside)
Post by: Rolina on 10, March, 2012, 09:55:27 AM
Well that much goes without saying.  What I was saying above was basically not to look solely to atrius.  It wasn't complaining about bug reports, rather, it was me saying "Great, now you see a problem... so go fix it.  We can't have this all be on atrius anymore, the rest of us have the ability to fix these things now."


Title: Re: Golden Sun The Lost Age Editor Open Sourced (Dev alpha v0.5 download inside)
Post by: Mish on 06, May, 2012, 01:43:41 AM
Wow That's great! I was just about to suggest that you release TLA editor under GNU GPL.

I still think that Atrius should be one releasing the compiled binaries for every new version; it would be really confusing otherwise.


Title: Re: Golden Sun The Lost Age Editor Open Sourced (Dev alpha v0.5 download inside)
Post by: zman9000 on 06, May, 2012, 05:33:50 AM
I can agree with Mish. while we do have it to use, it would be better for people to point out problems and send that to atrius. then atrius can make a official version.
I downloaded v0.5 and i have to say... not sure what i'm doing... For now I'm sticking with v0.4 until atrius makes an actual update for v0.5

and i don't mean just tell artius the problem, fine the code that is the problem, and send in the code that would be used to fix it. it saves atrius time since he doesn't have much, and if someone else were really interested in it, it could make updates soooo much faster.


Title: Re: Golden Sun The Lost Age Editor Open Sourced (Dev alpha v0.5 download inside)
Post by: Kain on 06, May, 2012, 12:10:55 PM
Kain facepalms.

Guys, don't necropost.


Title: Re: Golden Sun The Lost Age Editor Open Sourced (Dev alpha v0.5 download inside)
Post by: Atrius on 06, May, 2012, 08:06:24 PM
Don't worry about it Kain, it doesn't matter if the topic can still be relevant.


Title: Re: Golden Sun The Lost Age Editor Open Sourced (Dev alpha v0.5 download inside)
Post by: Kain on 06, May, 2012, 09:03:57 PM
Eh, touche'.


Title: Re: Golden Sun The Lost Age Editor Open Sourced (Dev alpha v0.5 download inside)
Post by: Crystal Sonata on 08, May, 2012, 11:19:53 PM
You jumped on that one hard Kain. LOL.

I've been doing some looking at the code, and I really can't find anything wrong with it, aside from it being quickly done. I'll start cleaning it up at some point, and send you a copy of it cleaned up Atrius.


Title: Re: Golden Sun The Lost Age Editor Open Sourced (Dev alpha v0.5 download inside)
Post by: DarkShuyin on 15, June, 2012, 05:46:24 PM
Could be me, but I can't find where you can import Battlechar or charsets.. >.>


Title: Re: Golden Sun The Lost Age Editor Open Sourced (Dev alpha v0.5 download inside)
Post by: JamietheFlameUser on 15, June, 2012, 08:16:55 PM
It's in the "Sprites" section of the editor. And yes, the interface is quite confusing. I think you right-click the sprite to edit/export/import, though I'm not certain, as I haven't used it in a long time.


Title: Re: Golden Sun The Lost Age Editor Open Sourced (Dev alpha v0.5 download inside)
Post by: Daddy Poi on 16, June, 2012, 01:23:51 AM
There was once a version where you could press the spacebar for the selected sprite.

Edit: I checked again, and it still remains in the latest version. Except, you can only save sprites. ; Edit 2: So yes, I have the exact same question. How do we import sprites, anyway?


Title: Re: Golden Sun The Lost Age Editor Open Sourced (Dev alpha v0.5 download inside)
Post by: Atrius on 16, June, 2012, 07:39:01 AM
Once you selected a sprite set double click on an image in that set to open the image editor.  There's an options button at the top left with a selection for loading from an image.


Title: Re: Golden Sun The Lost Age Editor Open Sourced (Dev alpha v0.5 download inside)
Post by: Daddy Poi on 16, June, 2012, 08:48:27 AM
Oh, yeah.  I feel dumb now.  Thank you very much.


Title: Re: Golden Sun The Lost Age Editor Open Sourced (Dev alpha v0.5 download inside)
Post by: HyperMushrambo on 01, October, 2012, 01:20:06 PM
So an issue I've been having with the sprite editor thing. I thought I could use the Agatio sprites for one of the main characters if I exported them as an image and then imported them into the character's, but I still get a completely invisible character. Any idea why this is? I still have my dreams of playing through with Karst and Agatio as my main characters. Is it still a compression issue or am I just doing something wrong?


Title: Re: Golden Sun The Lost Age Editor Open Sourced (Dev alpha v0.5 download inside)
Post by: Daddy Poi on 21, November, 2012, 11:13:58 PM
Yes, there is. Version 0.5 has the newly introduced Data Viewer. 0.5 can also edit sprites in the Sprites Editor, I believe. So if you want to edit sprites, I suppose you could try it out...


Title: Re: Golden Sun The Lost Age Editor Open Sourced (Dev alpha v0.5 download inside)
Post by: JamietheFlameUser on 22, November, 2012, 05:56:01 PM
Yeah, I've seen that before. I have NO idea what decides whether v0.5 dev is willing to actually open a ROM or not. Certainly, it doesn't open unmodified ROMs, and it doesn't open all modified ROMs either.


Title: Re: Golden Sun The Lost Age Editor Open Sourced (Dev alpha v0.5 download inside)
Post by: Daddy Poi on 23, November, 2012, 06:06:26 AM
Zeldafan24: Are you also trying that with the ROM in the same folder as the editor?
I think the "title" label comes from the language.ini file... so it would be interesting to figure out why it can't read the string...

From what I've tested, the current directory is switched to where ever the ROM file is. (It is supposed to stay at the editor's directory for use with reading the language.ini file, and possibly other editor-related files.)

--
By having the ROM in the same folder as the editor (and with a working ini file), I suspect the File => Open would also work okay, as well. During testing, anyway. Otherwise, nothing seems to happen.


Title: Re: Golden Sun The Lost Age Editor Open Sourced (Dev alpha v0.5 download inside)
Post by: CamKrist on 23, January, 2013, 09:27:54 AM
I decided to give a hand and sent a post into social bookmarks. I hope the popularity will rise in.


Title: Re: Golden Sun The Lost Age Editor Open Sourced (Dev alpha v0.5 download inside)
Post by: JamietheFlameUser on 23, January, 2013, 06:59:25 PM
Is it just me, or was that a really bad idea?


Title: Re: Golden Sun The Lost Age Editor Open Sourced (Dev alpha v0.5 download inside)
Post by: Misery on 23, January, 2013, 08:34:23 PM
We'll find out soon enough, won't we?

A ton of new members join: Great idea!
Nothing really happens: Ok... it didn't make much of a difference.
Site gets shut down... hell, what am I saying? It's not like that would happen.


Title: Re: Golden Sun The Lost Age Editor Open Sourced (Dev alpha v0.5 download inside)
Post by: Daddy Poi on 23, January, 2013, 08:51:21 PM
Yeah, it would be better to advertise in Golden Sun related communities. Gaming (Even better, RPG communities.) and Game Hacking communities could also apply, however, you must be the judge on how likely those people would be interested in Golden Sun. When in doubt, you could just ask if anyone likes Golden Sun before posting a link to this website.

Somehow, I doubt that the site would get shut down.  There are plenty sites out there that deserve to be shut down first, before this one. I think. Not that Camelot would pay much attention to those. (Except for the ones actually allowing people to download their games.)


Title: Re: Golden Sun The Lost Age Editor Open Sourced (Dev alpha v0.5 download inside)
Post by: Rolina on 23, January, 2013, 09:25:48 PM
Yeah, unlike Square Enix, Nintendo seems to be a lot more lenient on things like this - look at FE6 and Mother3's english patch projects, for example.  So long as we don't try to make a profit off of this, we shouldn't have to worry too much about C&Ds.  However, it's not a good idea to poke a bee's nest to see if they get angry - when it comes to advertising the site, err on the side of caution.


Title: Re: Golden Sun The Lost Age Editor Open Sourced (Dev alpha v0.5 download inside)
Post by: JamietheFlameUser on 23, January, 2013, 11:38:08 PM
*coughcough*SKYLANDERS*coughcough*. But yeah, so far Nintendo's been pretty lenient, despite their constant, weak attempts at preventing Wii software modders from modding.


Title: Re: Golden Sun The Lost Age Editor Open Sourced (Dev alpha v0.5 download inside)
Post by: Rolina on 25, April, 2015, 01:16:03 AM
Sorry for the rez, but I've got to ask...

Has anyone worked on making an update to this?  I mean, it's open source now, so some of those patches we've had, some of the new stuff we've come up with... and of course, proper keyboard support... surely we can make a 0.6 for easier edits, right?


Title: Re: Golden Sun The Lost Age Editor Open Sourced (Dev alpha v0.5 download inside)
Post by: Salanewt on 25, April, 2015, 01:55:34 AM
I'll give it a shot if I can find a free copy software and get it to work on my laptop, but as it stands I had to pirate it before and it eventually stopped working. Managed to increase the compatible formula count and fix some typos though. Also added something else that Fox eventually added to his version anyway.


Title: Re: Golden Sun The Lost Age Editor Open Sourced (Dev alpha v0.5 download inside)
Post by: Luna_blade on 25, April, 2015, 04:29:40 AM
@Lord Squirtle:
I have an old GM8 lying around. I could pass it to you.


Title: Re: Golden Sun The Lost Age Editor Open Sourced (Dev alpha v0.5 download inside)
Post by: Rolina on 25, April, 2015, 05:33:52 AM
Can I make a suggestion?  Integrate some of the more popular or useful patches, or at least versions of them.  The class template, PP as Base Damage power source, etc.  For things like the template, instead of a checkmark, give it a button that says "apply" instead.

Also, anything we can do to expand on what's available should be done.  Import options for icons, longer list for classes, etc.  Oh, and apply the new compression methods that were found, rather than the brute force one that exists now.

I know it may seem pushy to ask for all of these features, but... well, it kind of needs them.  Especially given now much more time has gone by since the release.


Title: Re: Golden Sun The Lost Age Editor Open Sourced (Dev alpha v0.5 download inside)
Post by: Salanewt on 25, April, 2015, 05:29:13 PM
Luna: Oh man, that would be terrific. I can't promise being able to figure out much, but some sort of update would be great; maybe based off of Teawater's map version so everything is consistent.

Role: I don't really have a lot of experience with GM (or programming languages in general), but I can give some of these things a shot. I made a post here (http://forum.goldensunhacking.net/index.php?topic=483.msg43861#msg43861) that would be my top starting priority, with my overall end goals being efficiency and simplicity while staying within the base limits of the game. Patches fall on the lower end because it takes about a minute to download and install one, although I can try for some of the simpler ones. The class-related bullets should be a huge improvement regardless.


Edit: Actually, now that I think about it, another minor goal is also to expand a bit on the enemy editor. I'll try for things like enemy death sounds and the like if I can figure it out.


Title: Re: Golden Sun The Lost Age Editor Open Sourced (Dev alpha v0.5 download inside)
Post by: Daddy Poi on 25, April, 2015, 06:33:14 PM
I like that we are discussing this.

In a way, I'm somewhat convinced moving to another language like C# or Java is probably the way to go...?
As long as these are true:
-GML and C# have similarities in languages in that you use { }, etc.
-If you can port to Linux/Mac/etc.. using (http://www.mono-project.com/ ???) that's great. - Googling, I found this http://www.drdobbs.com/windows/c-and-nets-sudden-ubiquity/240169282 ... (Posted Nov. 2014) Maybe it is interesting?
-Game Maker seems to be CPU-intensive, I reckon we could solve that problem. Game Maker also has a poor user-interface in my opinion.
-I know how to do fast IO-data loading in C#/Java, where-as Game Maker may require the DLL.
-


Title: Re: Golden Sun The Lost Age Editor Open Sourced (Dev alpha v0.5 download inside)
Post by: Salanewt on 25, April, 2015, 07:14:53 PM
I'd pick C# myself. Could be nice picking up a widely used language like that, and I could even apply it to M&L hacking someday.

But of course, it would be also cool to at least add some basic things to the GM version sooner or later. At least until everything else is added to the other.


Title: Re: Golden Sun The Lost Age Editor Open Sourced (Dev alpha v0.5 download inside)
Post by: Daddy Poi on 25, April, 2015, 07:39:40 PM
Cool. I guess C# it is, then? (Over Java, Python, etc.)
@M&L hacking: If you remember, I actually already started that... (I called it Checkpoint #1, because it was my early attempts at moving the Yoshi Magic VB project to C#.) Now, I reckon if we get REAL lucky, we could have Golden Sun and M&L in the same project. (In the beginning, I might have them separate, but I guess it depends on how many shared resources there are? --  Things like OAM format, BG format, assembly, etc. )

@GM: I agree with that too, because the transition would take quite some time, but I believe it will be worth it.


---
Visual Studio 2015 coming this summer.


Title: Re: Golden Sun The Lost Age Editor Open Sourced (Dev alpha v0.5 download inside)
Post by: Luna_blade on 25, April, 2015, 08:47:14 PM
Okay then, I put it on 4shared for a little while.
http://www.4shared.com/rar/3SLG1rtkba/GM8.html (http://www.4shared.com/rar/3SLG1rtkba/GM8.html)
(beware that you need an account for 4shared!)
(also, there are decompilers in the GM folder and GM itself has some extensions)

It be nice to see a new version of the editor.
GM isn't necessarily slower, it just not made for editors and indeed, the DLL thing is not fast at all.


Title: Re: Golden Sun The Lost Age Editor Open Sourced (Dev alpha v0.5 download inside)
Post by: Daddy Poi on 25, April, 2015, 09:02:45 PM
Quote
It be nice to see a new version of the editor.

Quote
GM isn't necessarily slower, it just not made for editors and indeed, the DLL thing is not fast at all.
Um? I'd say stay away from both of them when possible.
I believe the reason to use the DLL was to get access to the fast I/O  data loading method, thingy...? (The editor uses it to decompress the map data to make the ~7 files in Temp, but when it goes to load & display the map with that data, it does not... unfortunately. But if it did, I predict you wouldn't need the box that pops up on loading a map. -- The slow byte by byte loading method would also be slow in .NET as well.)

But anyway, I think DLLs are best when you have more than one executable application needing to access the same library of functions.(?)


Title: Re: Golden Sun The Lost Age Editor Open Sourced (Dev alpha v0.5 download inside)
Post by: Salanewt on 25, April, 2015, 10:16:55 PM
Haha, well, thanks for uploading that Luna! The major downside is it's telling me I have to use 8.1, and I think I may also have to grab the Pro version if I'm remembering the last time I tried Lite 8.1. Oh well, I'll just think of some other ideas for polishing the editor up in the meantime.


Title: Re: Golden Sun The Lost Age Editor Open Sourced (Dev alpha v0.5 download inside)
Post by: JamietheFlameUser on 25, April, 2015, 10:20:47 PM
Maybe you could get lucky and they might have 8.1 Pro on for a sale. It's still not super cheap, but I got it at somewhere around 50-60% of its normal price? Supposedly it includes the ability to publish to Mac, but it requires you to have a Mac on the same local network or something and I haven't been able to figure out how to make it work at all.


Title: Re: Golden Sun The Lost Age Editor Open Sourced (Dev alpha v0.5 download inside)
Post by: Luna_blade on 26, April, 2015, 07:09:00 AM
Haha, well, thanks for uploading that Luna! The major downside is it's telling me I have to use 8.1, and I think I may also have to grab the Pro version if I'm remembering the last time I tried Lite 8.1. Oh well, I'll just think of some other ideas for polishing the editor up in the meantime.
Which version of GSE do you try to open? It works fine when I 0.5.
And which GameMaker.exe do you use?
IIRC, you need to execute GameMaker(2).exe which is bigger.

Quote
But anyway, I think DLLs are best when you have more than one executable application needing to access the same library of functions.(?)
Getting a bit off topic, but I also think it's for structure and saving memory space. However, most computer have plenty of memory space, on the other hand, new mobile phone and tablets don't.
But yeah, sometimes it is not quite as handy as they thought it would be.


Title: Re: Golden Sun The Lost Age Editor Open Sourced (Dev alpha v0.5 download inside)
Post by: Daddy Poi on 26, April, 2015, 12:41:30 PM
Quote
Which version of GSE do you try to open? It works fine when I 0.5.
And which GameMaker.exe do you use?
IIRC, you need to execute GameMaker(2).exe which is bigger.
I get the feeling he's trying to use my version, which likely requires a later version than Atrius's original source.

Quote
Getting a bit off topic, but I also think it's for structure and saving memory space. However, most computer have plenty of memory space, on the other hand, new mobile phone and tablets don't.
But yeah, sometimes it is not quite as handy as they thought it would be.
@Saving memory space: While that was sort of my point about having multiple EXEs access the DLL instead of duplicating code across them... Would it be possible to hook up some memory chips in that case? (Ex: Like a thumb drive for extra ROM memory, etc.) ; If you're a huge gamer and developer using lots of big apps and stuff, I'd reckon DLLs would not be enough to keep you from needing something like that? (I'd say graphics can easily take up more room than code, especially if they're HD/high quality.) -- One thing though, I wonder if accesses made to the thumb drive would be slower than the hard drive? (Most likely? But just how much slower? I might google some time?)

And yes, getting a bit off-topic... But I can say that I already started with the new C# GS editor... Or well, it's so early, it's better I not say anything in fear that it might get delayed for years without work... but the point is I'm at least thinking about it at the minimum. -- And that I'm still thinking about the main form being the Map Viewer/Editor, with sub-editors that pop up on separate forms for everything else.... (Think of it like Lunar Magic.)

--

I want to thank you for that download as well... The ol' Studio is too messed up for me to use. (The updater keeps resetting... aka:closing and opening. It's like it only works on the first use or something?)
Now I guess I can work on copying/pasting code... (As soon as I figure out which snippets I want.)


Title: Re: Golden Sun The Lost Age Editor Open Sourced (Dev alpha v0.5 download inside)
Post by: Salanewt on 27, April, 2015, 03:08:25 AM
Jamie: Nuts to buying it, lol. I might as well learn a programming language and start from scratch at that point, especially since I can do a lot of it on my own already.

Luna & Fox (8/8.1): Interesting... Yeah, I think I ran the wrong .exe and I also tried opening the Teawater map version, which is based on 8.1.

And awesome stuff. It looks like you might be doing the bulk of it for a bit then; going to try to pick up a language between the busy periods of my schedule.


Title: Re: Golden Sun The Lost Age Editor Open Sourced (Dev alpha v0.5 download inside)
Post by: Rolina on 27, April, 2015, 04:54:24 AM
I like that we are discussing this.

In a way, I'm somewhat convinced moving to another language like C# or Java is probably the way to go...?
As long as these are true:
-GML and C# have similarities in languages in that you use { }, etc.
-If you can port to Linux/Mac/etc.. using (http://www.mono-project.com/ ???) that's great. - Googling, I found this http://www.drdobbs.com/windows/c-and-nets-sudden-ubiquity/240169282 ... (Posted Nov. 2014) Maybe it is interesting?
-Game Maker seems to be CPU-intensive, I reckon we could solve that problem. Game Maker also has a poor user-interface in my opinion.
-I know how to do fast IO-data loading in C#/Java, where-as Game Maker may require the DLL.
-
We discussed changing languages before.  Two years ago.  Forgive me if I lack faith in swapping to another language.  Let's stick with this, and just switch to Open GS when it's done.


Title: Re: Golden Sun The Lost Age Editor Open Sourced (Dev alpha v0.5 download inside)
Post by: Average Wind Seer on 22, March, 2019, 04:41:29 PM
Hello! Sorry for bumping a dead thread, but I don't know where else to ask these questions about the editor...

  • What does Class Type mean?
  • How do you add new icons? Is there a finite number of slots for icons?
  • Is there a way to include the MaxPP multiplier for Base Damage attacks yet? if so, how do you activate it?
  • I noticed that there's a Class Separation Patch. What does this do? I couldn't find anything about this in threads.
  • Where can you edit the items found in Chests?
  • In the enemy editor, what are the differences between Attack Patterns?
  • For enemy group editor, how is the location of where certain enemy groups spawn decided?
  • What is the purpose of the Artifacts tab in the Items&Shops section?
  • I noticed when opening up a file for TBS, the Party Members section lacks a place to add innate Psynergy. Will this be changed in the future, or is it not possible?

That's all I can think of for now. I'm using Teawater's/Fox's Version 0.0.1 mod of the editor. If there's a newer version, please let me know! Thank you in advanced! :happy:


Title: Re: Golden Sun The Lost Age Editor Open Sourced (Dev alpha v0.5 download inside)
Post by: Daddy Poi on 22, March, 2019, 08:35:28 PM
- Class Type is basically Elemental Priority. - e.g. An elemental level being higher than a different one may result in one class type over the other... (And there are also Item Classes/etc.)
The Class Type chart is posted in one of the threads... in the GS Hacking forum, I think?

- Icons? You might be able to add more, but you may need hex editor experience until a UI editor supports it.

- No? I don't know.... (Could do it with asm hacking, I think.)

- It's a very simple code patch that adds 20 to the class type of anyone in Party 2. (Otherwise, both parties have all the same classes... with the exception of Jenna and Piers base classline. being changed from Garet/Mia...)

- For GS2, there's a table... see Treasure Guide topic.... or just look in my documentation. ; For GS1/GS3, edit Event tables in the map code files.

- There's a topic for that too...  I'll just copy what I have in my doc:
Quote
0 - All attacks have an equal 1/8 chance of being used.

1 = Linear climb
Notice the first four abilities have an increased chance, and the last four have a decreased chance.
They all are a difference of 6 (Which I assume is suppose to represent +/- 20%, but ends up being +/- 18.75%)
Except it does look like it could be caps at +2/3rds and x1/3rd.
Attack 0=53/256 (x1.65625 ; reaching for x1.7?)
Attack 1=47/256 (reaching for x1.5?)
Attack 2=41/256 (reaching for x1.3?)
Attack 3=35/256 (reaching for x1.1?)
Attack 4=29/256 (reaching for x0.9?)
Attack 5=23/256 (reaching for x0.7?)
Attack 6=17/256 (reaching for x0.5?)
Attack 7=11/256 (reaching for x0.3?)

2 = ? (Probably quadratic based, but not sure.)
Notice the first two have an increased chance, and the rest has a decreased chance.
Attack 0=113/256
Attack 1=56/256
Attack 2=31/256
Attack 3=20/256
Attack 4=14/256
Attack 5=10/256
Attack 6=7/256
Attack 7=5/256

3 and 4 execute their moves in numerical order. One starts with the first move, while the others starts with a random move.
5 always selects the first ability.
6 always defends.
Anything above 6 is treated as though it is 6.

- My gsmagic program has Encounters table. Basically, when a group is to be picked, you can pick from 1 of 8 listed for whichever encounters entry used. - There's also another table that we've never made a UI for that links them to the map itself.

- When you first open the shop menu, artifacts are added to your artifact list. (But only the first time you access the shop.... as each shop has a flag that turns on to keep more from being added should you enter the same shop multiple times.)
Basically puts a limit of how many you can have.

- Who knows! It should be possible, though.


Title: Re: Golden Sun The Lost Age Editor Open Sourced (Dev alpha v0.5 download inside)
Post by: Average Wind Seer on 22, March, 2019, 08:58:19 PM
- Class Type is basically Elemental Priority. - e.g. An elemental level being higher than a different one may result in one class type over the other... (And there are also Item Classes/etc.)
The Class Type chart is posted in one of the threads... in the GS Hacking forum, I think?
I see. I'll have to look at that, then.

Quote
- Icons? You might be able to add more, but you may need hex editor experience until a UI editor supports it.
Darn. Guess I'll just have to be patient then :P

Quote
- No? I don't know.... (Could do it with asm hacking, I think.)
Hmm. I saw Rolina mention that hack and was wondering if it'd be implemented. The Intellect Stat mod seems a bit too messy to really tinker around with, at least with a prior version of the editor.

Quote
- It's a very simple code patch that adds 20 to the class type of anyone in Party 2. (Otherwise, both parties have all the same classes... with the exception of Jenna and Piers base classline. being changed from Garet/Mia...)
I see. So in other words, I should check the "Party 2" box with that mod turned on if I want to make classes exclusive to Felix's team (e.g. Jenna's Heretic classline in Caledor's GS Reloaded)

Quote
- For GS2, there's a table... see Treasure Guide topic.... or just look in my documentation. ; For GS1/GS3, edit Event tables in the map code files.
Okay. I don't know if I'll screw around too much with chests aside from slapping in a 4th Class Changing Item somewhere *glares at random Smoke Bomb in Air's Rock*

Quote
- There's a topic for that too...  I'll just copy what I have in my doc:
0 - All attacks have an equal 1/8 chance of being used.

1 = Linear climb
Notice the first four abilities have an increased chance, and the last four have a decreased chance.
They all are a difference of 6 (Which I assume is suppose to represent +/- 20%, but ends up being +/- 18.75%)
Except it does look like it could be caps at +2/3rds and x1/3rd.
Attack 0=53/256 (x1.65625 ; reaching for x1.7?)
Attack 1=47/256 (reaching for x1.5?)
Attack 2=41/256 (reaching for x1.3?)
Attack 3=35/256 (reaching for x1.1?)
Attack 4=29/256 (reaching for x0.9?)
Attack 5=23/256 (reaching for x0.7?)
Attack 6=17/256 (reaching for x0.5?)
Attack 7=11/256 (reaching for x0.3?)

2 = ? (Probably quadratic based, but not sure.)
Notice the first two have an increased chance, and the rest has a decreased chance.
Attack 0=113/256
Attack 1=56/256
Attack 2=31/256
Attack 3=20/256
Attack 4=14/256
Attack 5=10/256
Attack 6=7/256
Attack 7=5/256

3 and 4 execute their moves in numerical order. One starts with the first move, while the others starts with a random move.
5 always selects the first ability.
6 always defends.
Anything above 6 is treated as though it is 6.
Alrighty. That clears up a LOT for that lol

Quote
- My gsmagic program has Encounters table. Basically, when a group is to be picked, you can pick from 1 of 8 listed for whichever encounters entry used. - There's also another table that we've never made a UI for that links them to the map itself.
I tried using your gsmagic program, but whenever I try to open it, it starts up a PS2 emulator configuration? Anyway, It seems like that's another thing I'm gonna have to wait on.

Quote
- When you first open the shop menu, artifacts are added to your artifact list. (But only the first time you access the shop.... as each shop has a flag that turns on to keep more from being added should you enter the same shop multiple times.)
Basically puts a limit of how many you can have.
Huh. the Artifacts tab in the editor brings up a list under each Artifact where i can add in more items to said Artifact... Not sure what it means though, so I don't think I'll do much there.

Quote
- Who knows! It should be possible, though.
I hope so. I wanna give Mia Frost in her Innate Psynergy so I can alter the Frost Jewel to give a different Psynergy. I also kinda wanna revamp a few Psynergy Items to have in-battle use, like Halt inflicting Stun, Cloak acting like Haze, and so on assuming it's possible.


Title: Re: Golden Sun The Lost Age Editor Open Sourced (Dev alpha v0.5 download inside)
Post by: Daddy Poi on 22, March, 2019, 09:11:54 PM
Quote
Okay. I don't know if I'll screw around too much with chests aside from slapping in a 4th Class Changing Item somewhere *glares at random Smoke Bomb in Air's Rock*
Hm. That reminds me.  We need an item called....  DiArrhea Pants
Heheh... I'm making a reference to something I saw on youtube. (It was only used as a fake name.)


A PS2 emulator configuration? That's new to me... mind explaining?


Quote
Huh. the Artifacts tab in the editor brings up a list under each Artifact where i can add in more items to said Artifact... Not sure what it means though, so I don't think I'll do much there.
Oh yeah, I kind of rushed my post... I probably should have explained the rest.
There are only like 300 artifact slots ... Well.. the game has more items than there are artifact slots, so each item must be assigned an artifact slot (should it have one).... (So that the game knows how many of that artifact you have when it looks up the slot.)

Atrius's editor sets it up kind of backwards... but multiple items can use the same slot (even though that's not what the purpose was.)


Title: Re: Golden Sun The Lost Age Editor Open Sourced (Dev alpha v0.5 download inside)
Post by: Average Wind Seer on 22, March, 2019, 09:22:36 PM
A PS2 emulator configuration? That's new to me... mind explaining?
I'm not entirely sure what's causing that to happen. I just open the file and a PS2 Emulation start up configuration opens up. I don't think I have a PS2 emulator on my currently available PC, to begin with... I'll try again once I get my own laptop (for far more reliable access. I'm open to recommendations on specific brands/models/etc to invest in).

Quote
Oh yeah, I kind of rushed my post... I probably should have explained the rest.
There are only like 300 artifact slots ... Well.. the game has more items than there are artifact slots, so each item must be assigned an artifact slot (should it have one).... (So that the game knows how many of that artifact you have when it looks up the slot.)
Ah, that makes sense now. It also explains why the Artifacts Shopping List isn't neatly organized to display all long swords first, followed by all short swords, and so on.


Title: Re: Golden Sun The Lost Age Editor Open Sourced (Dev alpha v0.5 download inside)
Post by: Salanewt on 22, March, 2019, 09:55:45 PM
Hey there! I have no idea what the PS2 thing is, but hopefully we can figure it out; do you have any screenshots? It almost sounds like you may have had a PS2 emulator installed on your computer at some point in the past, even if one isn't there now.


As for general TLA Editor stuff, that program is defunct at this point. It isn't getting updated anymore unless someone else picks up development on it; Atrius retired, Teawater is focusing on gsmagic these days, and I have little interest in editor development outside of very specific applications. I don't even know if anyone else is interested either. :(


Artifacts: Multiple items can also share an artifact slot. So, if for example you have the Venus, Mercury, Mars, and Jupiter Star items all using the same slot, selling one of them to a store will allow stores to sell all four in the artifacts section. However, buying one will then remove the rest. Think of it like trading items!

Icons: I will say that there is a tool for it, but you still need to be skilled with hex editing to make effective use of it. We may be able to help you with that if you're able to pop into the Discord server; I find it tricky to help with that sort of thing on a forum.


Title: Re: Golden Sun The Lost Age Editor Open Sourced (Dev alpha v0.5 download inside)
Post by: Average Wind Seer on 22, March, 2019, 10:16:25 PM
Hello!
Honestly, the PS2 thing isn't too much of a concern for me, since I plan on doing modding stuff on my own laptop once I get one. Though if it is for you and Teawater, I'll get screenshots as soon as I can.

That's a bit of a shame, especially considering a certain someone keeps nagging at people to use Atrius' editor to view Class, Psynergy, & item information. :um: Though it is understandable that everyone would move on to other tools and projects.

That's pretty nifty! In fact, I think I'll use that to sort of emulate Final Fantasy XII's bazaar system, where selling certain artifacts dropped by enemies or found in chests yields a new and (possibly) better artifact. To be honest, I might use that to circumvent Sunshine's RNG BS altogether.

I'll hop on in the discord once I have my own laptop to really crack down on making my own mod.


Title: Re: Golden Sun The Lost Age Editor Open Sourced (Dev alpha v0.5 download inside)
Post by: Salanewt on 23, March, 2019, 06:56:46 AM
Haha, sweet; looking forward to seeing you in there!

Sounds good about the screenshots.


Title: Re: Golden Sun The Lost Age Editor Open Sourced (Dev alpha v0.5 download inside)
Post by: miner49er on 03, September, 2019, 03:39:46 PM
so is it possible to create totally new dungeons / overworlds with this editor?