Golden Sun Hacking Community

Golden Sun Resources => The Classic GS Editor => Topic started by: Salanewt on 12, June, 2015, 12:38:39 PM

Title: Editor Questions I think
Post by: Salanewt on 12, June, 2015, 12:38:39 PM
I'm trying to create a very minor update that has changes beneficial to me (that I'll also upload publicly), but two things are confusing me. Can't remember if these have been asked before/can't find them, so I'll also be brief.

1. How do I change the editor's directory? It says it can't find Atrius' desktop when trying to compile and will not let me compile it otherwise. Lazy workaround would be to create that directory, but I'd rather not.

2. Where/what is the general data reading section? Like, the part of the editor where most/all of the data is read from. I get the feeling that I may need to take a look at it at some point, but that means I have to be able to find it in the first place.

Thanks for reading.
Title: Re: Editor Questions I think
Post by: Daddy Poi's Oily Gorillas on 12, June, 2015, 12:48:13 PM
Quote1. How do I change the editor's directory? It says it can't find Atrius' desktop when trying to compile and will not let me compile it otherwise. Lazy workaround would be to create that directory, but I'd rather not.
You mean Resources > Included files?  And change all three to your file location?

Quote2. Where/what is the general data reading section? Like, the part of the editor where most/all of the data is read from. I get the feeling that I may need to take a look at it at some point, but that means I have to be able to find it in the first place.

Scripts > init_globals
^ General data addresses

Objects > Editor > Sub-editor > (most of them, with some exceptions) > User Defined 1
^ Data gets read here.

See Scripts > Binary file functions , for all the scripts he made for getting data from a file... You might notice a lot of "file_bin_seek" and "file_bin_read_byte" usage.
Title: Re: Editor Questions I think
Post by: Salanewt on 12, June, 2015, 01:08:17 PM
1. Exactly that, yeah.

2. Beautiful, thanks!

About to get started with an essay, but I'll take a gander later on.
Title: Re: Editor Questions I think
Post by: Daddy Poi's Oily Gorillas on 12, June, 2015, 11:12:33 PM
1. - Good!
2. - You are welcome.

Good luck with the essay!

Want to have a gander on something else?

The attachment should be my program w/ source code. It is very incomplete, and it only has everything that I revealed, so expect no surprises. I thought why not back it up while I can? (That, and it would also be nice to give others an option to work on it... as a team.)
And yes, I know some of the maps do not display correctly... and some of them simply cause an error... (I put something in the title bar for those.) I believe these are fixable, but I have not bothered with it yet.
L1, L2, and L3... do nothing at the moment.
Page Up/Down to load different maps. (I have the two listed in the file menu so it can be obvious.)
-The Text Decompression works fine, but the Text Compression function is still work-in-progress/incomplete.

(@very incomplete: The very reason this particular version is not going to have a topic devoted to it.)

Oh, and it was designed to work with GS2. (English)
Title: Re: Editor Questions I think
Post by: Drake baku on 31, August, 2015, 05:43:29 PM
Hope you dont mind squirtle but your thread seemed like a nice place to ask my question

I was trying to play a little with the shop editor, adding some artifact weapons and a single normal weapon I created to be better then the master rapier
but it wont stick, each time I click on an other section and go back all changes I made are gone
is this cause I am hacking GS1 or something else?
Title: Re: Editor Questions I think
Post by: Salanewt on 31, August, 2015, 10:41:12 PM
No problem at all, I think. I'm not sure, but I think it may be a GS2 feature. Have you tried saving before switching to another section?
Title: Re: Editor Questions I think
Post by: Daddy Poi's Oily Gorillas on 01, September, 2015, 12:27:30 AM
Ding ding ding! We have a winner! Atrius's editor only saves GS2's shop data. As can be seen in User Defined 15... See first two lines:
if global.version!=1
{ break; }

var i;

file_bin_seek(global.file,(global.shop_pos+sel*66)&$1FFFFFF)

for (i=0; i<32; i+=1)
{ WRITE_USHORT(global.file,item[i]); }

WRITE_USHORT(global.file,type)



--
No point in saving? (As I think it only transfer tempROM to your rom?)
Title: Re: Editor Questions I think
Post by: Drake baku on 01, September, 2015, 01:15:57 PM
ok, thanks guys
well I already guessed and thus planned around the shop
at most I will try to see if I can overwrite the silver blade in the shop by simply over writing it in the item editor XD

got quite a bit done by now, just have to finish changing the monster attacks and classes and then I should be done

but it did create a new question
is there a way to enter or gain access to the debug room using the editor?
(so I can check out some stuff I did to see if its working properly, I have a flash card which should allow GBA games to be played on my DS if I can figure out how to get that function to work so I want to have it fully functional first XD)

Note: I have no knowledge of hex editing so if I have to do something like that, please explain what I need to do exactly for the debug room access

Edit: @Fox
I have PMed you yesterday with some other questions about animations and 0.5, I guess you have not seen it so this is a friendly heads up ^^
Title: Re: Editor Questions I think
Post by: Daddy Poi's Oily Gorillas on 02, September, 2015, 03:23:35 AM
@Accessing Debug rooms using the editor: Not that I know of? (Unless you do something in Map Code...) A Hex Editor might be a better method.

Easiest way to access those rooms is to enable the Debug Mode.... (In VBA, go to Tools>Memory viewer, put 03001F54 (GS1) or 03001238 (GS2) in the address field... After pressing Go, you should set the value in the upper-left hand corner to 00000001....
(http://i900.photobucket.com/albums/ac208/charleysdrpepper/turnondebugmodegs1_zpsw1xkguqo.png) <== Example for GS1.
After that, press B+Start to open the warp menu... Now you can navigate to your debug room with Left/Right arrow keys.
As to how to edit IRAM when using a real GBA or DS, I dunno... Unless maybe Action Replay / Gameshark can do it.

@Hex editing: The above is just a tiny sample of what hex editing is... in fact, all you really need is VBA's memory viewer for basic hex editing of GBA games... (Since you can save a dump of 08000000's data as .DMP, and change that to .gba.)  However, having other hex editors can help too if they feature something that VBA's memory viewer doesn't. (i.e. Text searching.)

---

@PM: I saw it, but I guess I forgot to respond... I hope you don't mind if I respond here..(Below)

@PMing = While I don't mind much, I generally do encourage most questions to be asked in topics for two reasons: Faster response b/c multiple people are involved, and helping those with similar problems. (Or something.) But it's up to the one with the questions, so...

Alpha = I believe this means a version that is put up before it is even ready... Pretty much when one should expect bugs and stuff...  (Beta is having similar meaning as well... but likely closer to stable.)
Open-source = Pretty means when a project source code is available to anyone publicly.

QuoteI cannot find what is improved or added/changed compared to 0.4?
Not sure of everything myself...(Maybe because it's been awhile.) But I know that Atrius's 0.5 added Sprite editing and the Data viewer.

@Last section - If that's so, it could be related to Ability Type Values that were never editable in Atrius's versions of the Editor. (I should probably test it to double check, though.. but...) I think there might have been a version of Atrius's Editor modded by one of us that allowed Ability Type Values editing, but I forget where that is and/or even if it is public or not.
Title: Re: Editor Questions I think
Post by: Drake baku on 02, September, 2015, 11:05:25 AM
so using the virtual gameboy advance huh, useful cause then I can test it on the pc with the one I already have and once it all checks out I can put it on the flash card to play it ^^
thanks

=Pming: I dont mind that you reply here, I Pmed cause we were originally in the error section and I did not wanted to clutter it up with stuff not related to that topic, so this was is fine ^^

so 0.5 has sprite, useful but for this point not that interesting unless I can change some weapon sprites in the editor directly (instead of extract edit in paint and loading it back up)
same for trxt editing, I have some small stuff that I may do eventually but I want to finish this one before I go on vacation so those matters can wait XD
just to be clear, data viewer is pretty, well data is pretty wide topic so what is so specific on it?

ability type values... this was about if you know about the summon animations for abilities and unleashes.
at this point my mind is kinda empty about this XD
(likely cause too much is happening around me at the moment, limiting my thinking XD)
Title: Re: Editor Questions I think
Post by: Drake baku on 02, September, 2015, 03:20:33 PM
found something odd
when working on the monsters I used the final djinns of each element to drop an element based weapon
now I was working out some small stuff (mostly working in an attack fitting their normal ability) and noticed, that at least the final venus djinn has no existing place on the game??
from what I can find on the internet you only fight Quartz and Vine, which (stats based) are the top two venus djinns, but there is a 3e venus monster in the editor, what is up with that???
If it truly is an non existing djinn game wise, then I need to figure out what to do with the weapon
likely place it on vine and drop its attack value

(still odd, it even has a full list of stats and everything...)

EDIT: after some checking I have found that this only applies to the Venus djinns, there are only 2 you can fight but there is a 3e venus djinn set up in the monster list
is there by any chance a way to change a djinn to a you need to fight it, like changing bane or ground into a djinn I have to fight using the data of the 3e venus djinn?
Title: Re: Editor Questions I think
Post by: Drake baku on 10, September, 2015, 05:39:54 PM
so yeah came into a few weird things
first off I seemed to have messed up with the classes, though I have a small idea on what went wrong and I would have to work on that a little more before I can fully report my problems and ask for help with those

but currently I have found one major problem

due to GS1 not being able to change the starting utility psynergies such as move and retreat, I played around with it to fit my taste
switched Isaac and Ivan their elemental type around, isaac Jupi, Ivan Venus.
with this I had need to change the utilities like I said, changed Move into Retreat (never really used it outside exiting Sol sanction but you never know)
changed retreat into aura sense (Mind read) and mind read itself became Move. plus reveal became a team healing venus to make it fit
also made some items to fill in the holes left by this, a ring that gives Garet Move, A sphere (image is Jupi star) to grant Area sense (reveal), the shaman rod now gives Gale (removed whirlwind)
but during my test run I came to realize, THEY DONT WORK???
I set them down as Utility, fitted in the right utility functions, but...
I tried out some psynergies that were pretty much meant to be like Gale and whirlwind, a normal battle but with a utility use, also wont work
used one of the originals, douse, that work
but none of the ones I set up are working and I have no idea why???

when I try to use move it shows the hand and then nothing happens
when I try to use aura sense (mind read) it takes me back to the area's entrance (tried it at Babi tower entrance)
when I use reveal the effect happens but nothing gets shown (tried that at venus lighthouse exit where a door should appear)
when I try to use retreat the char disappears and, well all hell breaks out, walking outside the map in a small fixed area while invisible, second attempt cause getting stuck where only Aura sense worked and back to babi tower entrance (tried this in the underground part of babi tower entrance, the one which leads to the djinn Luff)
Aura claw and Shaman Rod both wont clear vegitation (while the Shaman Rod gives the original psynrgy Gale, so at that note, it should work seeing douse worked before)(added Note, the original Gale is not working either, I tested it in Vale)

only thing I can think off, I had already used the debug mode on this save/ game in order to teleport and get other stuff such as all the djinn (scrap all, the game keeps giving me all but luff) in order to test various stuff
I dont know if this may be the issue, that for some reason the game refuses to accept those commands as I originally should not have access to those yet?
but that wont explain aura sense and retreat's problems
Title: Re: Editor Questions I think
Post by: Salanewt on 11, September, 2015, 04:02:20 PM
For your battle spell issue, I think there is a box you have to check in the editor to enable an individual ability's use in battle. I haven't really used it for GS1 though, so I can't be certain about whether it works or is even there. Did you try removing the utility check and then testing them out?

As for the second section...

How utilities work in GS is that, rather than go by utility effect ID, obstacles that you interact with go by spell ID. Let's use a move pillar as an example. It can interact with the vanilla Move psynergy and any other spell with the same effect. However, if the slot of the original Move spell no longer has Move's effect, then none of the other abilities with Move's effect will work. This isn't a problem with the editor, but rather an issue with the way spell-based field interaction works. I can't say if this also applies to Retreat's effect though, but I imagine it could (not sure why it would be set up that way though). In order for the revised utilities to work, you would also have to change the objects they interact with through the map code; there is a guide for doing this in GS2, but I imagine the method is the same for GS1 if the map editor allows for changing the code in GS1.

As for Gale, did you also change Whirlwind? If you did, then Gale and anything else with the same effect will also break.




Title: Re: Editor Questions I think
Post by: Rolina on 12, September, 2015, 12:00:22 PM
I feel I must emphasize this:  Are you sure you used a clean rom?  Some of the errors might be attributed to that.  Other than that, try the stuff Squirtle suggested.
Title: Re: Editor Questions I think
Post by: Drake baku on 22, September, 2015, 02:12:00 PM
back, been away for vacation for a while and had no internet

I have no idea if the rom is clean, I downloaded it for the sake of editing it (I have the original game store bought XD)
I will have to see, reordered the psy's to put the utilities back, just in order to save room and all had to change a few, nothing special at least, much like with the how whirlwind can be used in battle.
I just have one possible issue left, changed Reveal into something I called Earth Blessing
It was a earth based group healer, but to make reveal's utility effect work, I have added revesl to the utility effect, just dont know if a psy that would do reveal and group heal at the same time will conflict, I just have to test that

If I at least can get the utilities to work now I can try out the classes, see if I can make those work normally, if not I will download Rol her empty class patch and remake them all using that

main bummer was that I had to figure out how to fix the starting moves again, ended up making 2 rings for the 2 main problems
both Ivan and Isaac will start with those and with it will have the fix
a ring that say's it bestows move to true adepts (meaning that for the player it seems like its not working at the start as Isaac and garet are not adepts yet) but in reality bestows mind read
and a jewel that works exactly in the opposite, says it gives mind read but actually gives move
both are blocked from De-equipting and not cursed so they should be dead locked I hope.

--------------

EDIT:
little question, I noticed that with a sword weapon that I created between the long and short sword, in Garets hands it became a mace for come reason
is there a way to effect this?

-------

EDIT:
Ok so found something off, it all seems to work now, except for mind read at least, for some reason that one is still acting weird
Ivan;s mind read shows the move hand that now effects NPC's (followed by normal text, most likely mind read text)
Aura sense, a Mind read granted by an item however is not working at all, perhaps Aura sense is not working cause it has 0 PP cost but then why would the normal one act like that?


----------

EDIT: so if people want to know, Earth Blessing is not conflicting but its effect varies from in battle and outside of battle, inside battle it will restore the party but outside the battle it works solely as reveal

also I noticed something off, A ability using froth animation but on the user with the effect of increasing the team's def by 25% only seems to effect the user
I guess I such change its effect to ally instead so will try that, just informing you guys of what I am up to until now XD

---------

EDIT: ok so new question aimed @Rol
for some reason my class systems are off, for example, I changed Ivan to a venus and for some reason when I give it Jupiter djinne's it has the names wrong, the stats and abilities work fine without issue, gaining psynergies in the right order and all
but it starts with the name I had typed for tis highest stage, well nor even that actually, but I guess the highest stage is Lost age exclusive, as for with Isaac who is now Jupiter by nature, giving him just 1 earth djinne will make him start in the 3 stage name and from there same problem.
is there a reason for this?
if needed I can list all stuff I did in the classes?
Title: Re: Editor Questions I think
Post by: Rolina on 22, September, 2015, 06:11:45 PM
Yes, there is a reason for that.  That reason being you changed Ivan's elemental stats.  Turns out that changing them causes a huge impact on how it reads classes.  For example, changing element values so that the weaknesses of characters is their opposing element instead of their symbiote just flat out breaks the class system.  Simply changing his element like that probably triggered that. 

Basically, instead of doing something smart and associating classes with equipped djinn, they have this convoluted system that goes off of element level instead, meaning that:

You can't tweak elemental values without screwing up any and all semblance of order in classes
You can't create an item to add effect accuracy without screwing up classes
You can't change a character's element without a ton of trail and error overhauling of the class system

Inefficient, unwieldy, and a colossal pain in the butt, amirite?
Title: Re: Editor Questions I think
Post by: Drake baku on 22, September, 2015, 06:43:59 PM
so basically, for a beginner like me, what I was planning is pretty much impossible huh?

EDIT:
Unless somehow I can Switch around Ivan and Isaac base data completely, making Ivan the main character in all regards, then I wont conflict like this and makes some stuff better and easier for me as well actually
Title: Re: Editor Questions I think
Post by: Aile~♥ on 22, September, 2015, 08:21:51 PM
Quote from: Rolina on 22, September, 2015, 06:11:45 PM
Yes, there is a reason for that.  That reason being you changed Ivan's elemental stats.  Turns out that changing them causes a huge impact on how it reads classes.  For example, changing element values so that the weaknesses of characters is their opposing element instead of their symbiote just flat out breaks the class system.  Simply changing his element like that probably triggered that. 

Basically, instead of doing something smart and associating classes with equipped djinn, they have this convoluted system that goes off of element level instead, meaning that:

You can't tweak elemental values without screwing up any and all semblance of order in classes
You can't create an item to add effect accuracy without screwing up classes
You can't change a character's element without a ton of trail and error overhauling of the class system

Inefficient, unwieldy, and a colossal pain in the butt, amirite?
Wait, what? I've never seen the class system break because I changed a 3 to a 1 and a 1 to a 3 in the characters' element levels. I also, one time, swapped Felix and Sheba's primary elements (so Sheba is Venus and Felix is Jupiter) along with swapping characters' weaknesses to their opposing element, and I didn't notice the class system getting particularly broken (although I was having serious trouble with a dual Mars/Jupiter class I was trying to get to work properly, but that was for Jenna).
Title: Re: Editor Questions I think
Post by: Rolina on 23, September, 2015, 07:50:40 AM
It does.  You have to change the order of classes to get it to work. 
Title: Re: Editor Questions I think
Post by: Aile~♥ on 23, September, 2015, 12:30:20 PM
Wait, so you mean the game basically determines classes not using, for example "Venus primary, Mars secondary" but rather "Venus primary, weakness secondary"? That's pretty weird. And really quite stupid. I'll have to test it out.
Title: Re: Editor Questions I think
Post by: Rolina on 23, September, 2015, 10:49:19 PM
I don't think it's technically that in code, but that's how it turns out, yes.  I think it determines the order it checks things in the class section, since re-ordering classes in less-sensible ways seems to fix it.
Title: Re: Editor Questions I think
Post by: Misery on 24, September, 2015, 06:00:31 AM
QuoteYou can't tweak elemental values without screwing up any and all semblance of order in classes
There is already an elemental value setup that works for each of the four elements, why would you want to tweak them?

QuoteYou can't create an item to add effect accuracy without screwing up classes
Added effects on items have two values, an effect ID and an argument (for example Venus Power, +15). Theoretically I see no problem with creating a new effect ID and including its value in the effect accuracy formula. You'd have to make custom code for an item that affects elemental levels either way.

QuoteYou can't change a character's element without a ton of trail and error overhauling of the class system
Copy the elemental values of a character who is of the element you want to change them into.
Title: Re: Editor Questions I think
Post by: Aile~♥ on 24, September, 2015, 06:47:16 AM
Quote from: Misery on 24, September, 2015, 06:00:31 AM
QuoteYou can't tweak elemental values without screwing up any and all semblance of order in classes
There is already an elemental value setup that works for each of the four elements, why would you want to tweak them?
Because it makes no sense for a character's symbiotic element to be their elemental weakness?

Quote
QuoteYou can't change a character's element without a ton of trail and error overhauling of the class system
Copy the elemental values of a character who is of the element you want to change them into.
And Rolina's saying that doesn't work and causes class glitches for whatever strange reason.
Title: Re: Editor Questions I think
Post by: Misery on 24, September, 2015, 08:13:55 AM
Quote from: JamietheFlameUser on 24, September, 2015, 06:47:16 AM
Quote from: Misery on 24, September, 2015, 06:00:31 AM
QuoteYou can't tweak elemental values without screwing up any and all semblance of order in classes
There is already an elemental value setup that works for each of the four elements, why would you want to tweak them?
Because it makes no sense for a character's symbiotic element to be their elemental weakness?
It could be argued that it makes sense, but that's a whole different topic. Either way, elemental weakness for player characters is not relevant to anything. I mean, a character with 200 in all resistances would be considered by the game to be weak against every element.

Quote
Quote
QuoteYou can't change a character's element without a ton of trail and error overhauling of the class system
Copy the elemental values of a character who is of the element you want to change them into.
And Rolina's saying that doesn't work and causes class glitches for whatever strange reason.
I don't claim to know the class sorting code in depth, but I can't imagine there's anything that associates any particular character with an element. AFAIK those elemental values are all the class sorting has to identify a base element, and what little testing I've done supports this notion. For example, if you give Ivan or Sheba the elemental value set for Venus, their classes will work exactly like Isaac's and Felix's classes normally would.
Title: Re: Editor Questions I think
Post by: Aile~♥ on 24, September, 2015, 01:12:42 PM
Quote from: Misery
I don't claim to know the class sorting code in depth, but I can't imagine there's anything that associates any particular character with an element. AFAIK those elemental values are all the class sorting has to identify a base element, and what little testing I've done supports this notion. For example, if you give Ivan or Sheba the elemental value set for Venus, their classes will work exactly like Isaac's and Felix's classes normally would.
Yeah, but what Rolina's saying is that doing that causes weird behaviour when giving them Djinn of their original element due to the order in which the game checks for classes. I don't see how it could, but there you go.
Title: Re: Editor Questions I think
Post by: Daddy Poi's Oily Gorillas on 24, September, 2015, 01:46:02 PM
I'm not sure if I'm convinced about this "order" thing after changing elemental levels... Maybe I'll have to think about it more...(?) The only thing I remember being PC-specific outside of Elemental Levels were for Jenna and Piers using their base class. (Or Party 1/Party 2 if using Atrius's patch.) I do agree that you need classes to be ordered from least to greatest, though. And that changing elemental levels could lead to some re-balancing needs for classes.

QuoteEDIT: ok so new question aimed @Rol
for some reason my class systems are off, for example, I changed Ivan to a venus and for some reason when I give it Jupiter djinne's it has the names wrong, the stats and abilities work fine without issue, gaining psynergies in the right order and all
but it starts with the name I had typed for tis highest stage, well nor even that actually, but I guess the highest stage is Lost age exclusive, as for with Isaac who is now Jupiter by nature, giving him just 1 earth djinne will make him start in the 3 stage name and from there same problem.
is there a reason for this?
if needed I can list all stuff I did in the classes?
^Maybe a little vague? - I'm not sure if they knew how Class Type worked or not?
If Ivan is Jupiter (Jupiter 5 elemental level), and you give it Jupiter djinn, Ivan stays Jupiter. (Class type stays the same.)
If Ivan is Venus (Venus 5 elemental level), and you give it Jupiter djinn, Ivan is mixed. Class type is different... Depending on primary/secondary element (Solar Jupiter/Lunar Venus; I say Solar for when primary element is Venus or Mars, and Lunar when primary element is Jupiter or Mercury.)

P.S. = I should probably note that I /might/ have skimmed over a portion of this topic...


---
Trivia moment? -- I can say that how the secondary element is retrieved, is that it checks for the highest elemental level while skipping the primary element one. (Yeah, primary and secondary are in separate loops.) , and then both those values are used to get Class Type value from Class Type Chart.... and then matching those with every class (Starting from the end of the list and going backwards, if I recall correctly.)... those that match do further checks with elemental level requirements... if those pass, that's your class. -- (And that's ignoring Jenna/Piers base class change/item classes.... )
Title: Re: Editor Questions I think
Post by: Drake baku on 25, September, 2015, 07:26:31 AM
completely lost XD

should I otherwise just post all the stuff I did, well not all all, but all relevant to this issue, such as:
-Who is it for and kind of the role (like Isaac - Jupiter)
-stage name number (like: single-Mars 1, single-mars 2)
-type value its on (and how I came to it if I remember)
-levels needed values

and then the issue I am having with that one in the game
though I have to admit I have yet to test the triple and the 2 attempts for qautro element ones, but I am guessing those would have issues as well if its already has issues with the dual ones.

with that I should note: I have done some attempts at splitting the symbiotic dual ones and played with the triple element ones a little like that as well
Title: Re: Editor Questions I think
Post by: Rolina on 26, September, 2015, 09:32:55 AM
Technically, it's still possible.  However, the forces you to scramble the order classes are put in.  I don't remember the specifics - when I was working on that, it was at least a year ago, and I don't the guy who figured it out is still around.  All and all, we figured it's just plain easier to keep it so that classes stayed in the order they're in now rather than trying to figure it out.
Title: Re: Editor Questions I think
Post by: Drake baku on 26, September, 2015, 05:33:46 PM
feel like you guys are talking about this so deep that I get overthrown
maybe I should just redo it all and use Rol's blank sheets for it (is by chance the blank ones put down without symbiotic types for those that dont want to have a symbiotic class like brute)
Title: Re: Editor Questions I think
Post by: Johnstir on 04, November, 2015, 10:21:19 PM
I think I need help exporting sprites, and I don't think that me not knowing what version of the editor I'm using helps.

I did make a screenshot of my editor though.

Hope it helps.

I'm also wondering if it's possible to change the max amount of party members, but that's something I will deal with later...
Title: Re: Editor Questions I think
Post by: Daddy Poi's Oily Gorillas on 04, November, 2015, 10:35:54 PM
While I could ask you to go to Help>About, I'm going to just guess instead...
You are -probably- using version 0.4? Correct me if I'm wrong... as I am guessing based on the fact that the Data Viewer icon is not in that image. (0.5 was his last and final version... as Atrius is no longer working on the GS Editor project... last time we've heard.)

QuoteI'm also wondering if it's possible to change the max amount of party members, but that's something I will deal with later...
It's not possible with the editor... While it may technically be possible from a hex editor standpoint, it would likely take a huge amount of work to do... and assembly/coding knowledge is definitely required.
Of course, if you're planning on reducing the amount, that may be as simple as keeping the PC from joining your team to begin with....
Title: Re: Editor Questions I think
Post by: Johnstir on 04, November, 2015, 10:57:06 PM
Quote from: Fox on 04, November, 2015, 10:35:54 PM
While I could ask you to go to Help>About, I'm going to just guess instead...
You are -probably- using version 0.4? Correct me if I'm wrong... as I am guessing based on the fact that the Data Viewer icon is not in that image. (0.5 was his last and final version... as Atrius is no longer working on the GS Editor project... last time we've heard.)

QuoteI'm also wondering if it's possible to change the max amount of party members, but that's something I will deal with later...
It's not possible with the editor... While it may technically be possible from a hex editor standpoint, it would likely take a huge amount of work to do... and assembly/coding knowledge is definitely required.
Of course, if you're planning on reducing the amount, that may be as simple as keeping the PC from joining your team to begin with....

Actually, I found where it said the version, and yes, it's version 0.4 fix 2, awhile after I posted though.
So I'm gonna have to grab 0.5 if I'm planning on doing something like add Flandre Scarlet as a bonus boss? (Yes, I do realize that it was already done, I'm still trying to do it anyway.) I've even went as far as grabbing Field and Battle sprites for her. (With the  Battle Sprites being ripped from Mystical Chain. Not too sure where the Field Sprite was ripped.)

Anyhow, I would actually like help with figuring this out anyway.
Title: Re: Editor Questions I think
Post by: Johnstir on 05, November, 2015, 08:21:27 PM
 :Alex: Hmmm....Seems Johnstir can't find the 0.5 version of the TLA editor. How unfortanate.

Shut up Alex, Sheesh when I played Golden Sun TLA when I was younger, I somehow completely ignored you. But now I am just SEVERELY ANNOYED BY YOUR MYSTERIOUS-NESS!!!


Oh right! anyhow, I can't seem to find the 0.5 download link anywhere on the site. Sooo.... yeaahhh... :Sweat:

EDIT: Found the link, turns out, I had to bother googling the version of the editor.  :Sweat: :Sweat:

:Jenna:Yeah, not to be rude, but you did kinda make yourself look a tad dumb there...

Jenna, shut up.
Title: Re: Editor Questions I think
Post by: Daddy Poi's Oily Gorillas on 05, November, 2015, 08:47:45 PM
Um... Yeah... He never actually finished 0.5... if I remember correctly... and that's why it was labeled Alpha... and I suspect that may have something to do with why it wasn't added to the main list of downloads? And that at some point, I believe he quit altogether... Basically moved on to his own new project.. code-named Forgotten Dreams... I have no idea how that's going... or even if it will be a success or not.

:Garet: Heheh! It took me a long time too, man... So don't feel too bad... That Download is really good at hiding! Right Isaac?

:Isaac: As much as it pains me to say, I'll have to agree with you on this one, Garet.  :Sweat:
Title: Re: Editor Questions I think
Post by: Johnstir on 05, November, 2015, 09:01:45 PM
 :Mia:There's something wrong again, is there?

Yup. :Sweat:

The editor seems to consistently stop responding when I click on a Empty Slot in the Data Viewer. And I'm using the 0.5 version, so I dunno what's going on.

IN FACT, as of me typing and posting this, It's still not responding, Soooo.....yea.... :Sweat: :Sweat: :Sweat:

:Jenna: How much experience do you have with game editors anyway, Johnstir?

Well....The only other thing I've used was a free trial version of RPG Maker VX Ace that I never got to finish.

EDIT: Seems the Editor won't let me use a empty sprite slot either, proclaiming that I must use a 16x16 image, and apparently, nothing I have, even the in-game sprites themselves-are 16x16
*Sigh*
:MercuryDjinni:HA! HE CAN'T WORK THE EDITOR TO DO ANYTHING OTHER THEN START EVERYONE AT LVL 99 AND PUT IN A OVERPOWERED WEAPON!!!
Shut up Mudki-Wait, you're not John.
Title: Re: Editor Questions I think
Post by: Salanewt on 05, November, 2015, 11:15:29 PM
Yeah, the data and map viewers can be a little buggy in 0.5 version.

Data: Just be careful about clicking on certain things and you should be fine. Mind if I ask what you are trying to view?

Map: This may not be an issue for you, but in my case at least I can only look at up to three maps before the editor crashes; a simple reload should work, even if it's a tad annoying to have to do it.

Sprite: Yeah... now that feature was super early in development. :|
Title: Re: Editor Questions I think
Post by: Johnstir on 07, November, 2015, 09:50:40 AM
Quote from: Lord Squirtle on 05, November, 2015, 11:15:29 PM
Yeah, the data and map viewers can be a little buggy in 0.5 version.

Data: Just be careful about clicking on certain things and you should be fine. Mind if I ask what you are trying to view?

Map: This may not be an issue for you, but in my case at least I can only look at up to three maps before the editor crashes; a simple reload should work, even if it's a tad annoying to have to do it.

Sprite: Yeah... now that feature was super early in development. :|

The things in the editor that say "Empty Slot" Hmmm.....Turns out, it crashes in Image Viewer...
Title: Re: Editor Questions I think
Post by: Pie Burritos on 23, April, 2019, 04:40:49 PM
This thread has been dead for a while, but I could really use some help regarding classes. I'm just wondering how critical the order of the classes is in the editor. I inserted a lot of new tier 3 classes for both parties 1 and 2, but it's not organized by number. In fact, they're kind of just randomly scattered around wherever I found space. Is there some sort of logic that I need to be following when ordering these classes? Because almost all of them don't work, and most of the already established classes have also broken down (everyone is just turning up as an NPC). The only ones that are working are the ones with Jupiter and Mars as primary elements.

Also related... I changed the elemental levels of the characters at some point as an experiment, but then I changed them all back to their original values. Would this mess anything up even though I changed it back?

I also noticed the two values beneath the abilities in the class editor. Do these do anything?
Thanks in advance.
Title: Re: Editor Questions I think
Post by: Misery on 29, April, 2019, 10:21:27 AM
Quote from: Pie Burritos on 23, April, 2019, 04:40:49 PM
This thread has been dead for a while, but I could really use some help regarding classes. I'm just wondering how critical the order of the classes is in the editor. I inserted a lot of new tier 3 classes for both parties 1 and 2, but it's not organized by number. In fact, they're kind of just randomly scattered around wherever I found space. Is there some sort of logic that I need to be following when ordering these classes? Because almost all of them don't work, and most of the already established classes have also broken down (everyone is just turning up as an NPC). The only ones that are working are the ones with Jupiter and Mars as primary elements.
Class requirements are checked from bottom to top / higher numbers to lower, and the first class to meet the requirements is assigned, so the order is very important. Make sure classes with higher elemental level requirements are placed after those with lower ones for all classes that share the same ID, otherwise the higher tiers will never have a chance to get checked.

As for getting NPCs, that happens when the character does not meet the elemental level requirements for any of the classes that uses the class ID they're getting from their current djinn setup. Here (http://forum.goldensunhacking.net/index.php?topic=475.msg11653#msg11653) is an overview of how those are assigned. Generally, characters can have their primary element overridden by having 6 or more djinn of a different element, resulting in unexpected IDs (this is why the higher tiers of dual elemental classes are forced to use djinn of the character's own element)

Quote
Also related... I changed the elemental levels of the characters at some point as an experiment, but then I changed them all back to their original values. Would this mess anything up even though I changed it back?
No, not unless the editor does something funky. Which I'm pretty sure it doesn't in this case.

Quote
I also noticed the two values beneath the abilities in the class editor. Do these do anything?
Thanks in advance.
If you mean what I think you mean, those are IDs for ability effects (such as ailments or debuffs) that those classes are more vulnerable against. Yeah, that's a thing.
Title: Re: Editor Questions I think
Post by: Daddy Poi's Oily Gorillas on 18, May, 2019, 10:29:47 PM
The class type chart.... the numbers of which follow a certain order... (Mostly... but split in two groups.. that I like to think of Hot vs. Cold)).... Basically Venus, Mercury, Mars, Jupiter... if you are looking at it closely, you can see what I mean. (I have a list in the link)

http://forum.goldensunhacking.net/index.php?topic=238.msg33588#msg33588


And yeah...
The steps are
1. Check what your top two elements are, and calculate a class type value. (As seen in whichever link you prefer.)
2. Scan class table from bottom to top comparing for class type values.
3. If there's a match, will continue by checking if you got element level reqs, if you don't keeps scanning up. If you have it, then this is you class.

There are slight differences.
-GS1 may directly set prologue classes ("?", "?", "Flame User" to the last IDs.) ...
-GS2 makes Jenna/Piers use different class type if in base class type. And is the only game with item classes.
-GS3 may redirect six different class types (For party 2) ... and also has a class type for Beast mode.



also... I imagine it wouldn't be that hard to code something that let's you know if a class can be gotten. (In the event that you have said class type)
Basically take the same reqs of said class, and then scan bottom to top... if you make it back to the same class without getting the reqs, the class can be gotten.

I believe it would work something like that... and you might need to have checks for each PC too... but I've not worked that out in my head.
Title: Re: Editor Questions I think
Post by: Salanewt on 04, June, 2019, 11:06:21 AM
Oh yeah! Hey Pie Burritos; which version of the editor are you using again? I ask because you mentioned two values at the bottom.
Title: Re: Editor Questions I think
Post by: Foreclosure on 04, June, 2019, 05:09:06 PM
Anyone knows how do I turn all Isaac's party characters into Mars adepts by adjusting their elemental levels as Venus 3, Mercury 2, Jupiter 1 and Mars 54 without glitching the base classes into NPC?
Title: Re: Editor Questions I think
Post by: Salanewt on 04, June, 2019, 09:12:03 PM
I'd look into it but the editor isn't working for me right now. Those numbers don't feel standard for Mars Adepts though?
Title: Re: Editor Questions I think
Post by: Foreclosure on 05, June, 2019, 11:54:25 AM
Any other combination will get me the same result so I don't think this is because of the statistics but I believe it has something to do with the player character's stats being hardcoded and if I am right I don't think there is a way around this...

Edit: Nevermind guys I figured it out :D
Title: Re: Editor Questions I think
Post by: Salanewt on 07, June, 2019, 07:53:54 PM
Okay, so two quick things.

1. Did you try Venus 1, Mercury 2, Mars 54, Jupiter 3? Other numbers will act funny for Mars adepts (unless you change Mars by multiples of 10).

2. How do you have your classes organized?
Title: Re: Editor Questions I think
Post by: Pie Burritos on 16, April, 2020, 10:56:59 PM
And so, thousands of years later, I rediscover Golden Sun and finally get around to responding.
Quote
Oh yeah! Hey Pie Burritos; which version of the editor are you using again? I ask because you mentioned two values at the bottom.
I was using version 0.5.
QuoteClass requirements are checked from bottom to top / higher numbers to lower, and the first class to meet the requirements is assigned, so the order is very important. Make sure classes with higher elemental level requirements are placed after those with lower ones for all classes that share the same ID, otherwise the higher tiers will never have a chance to get checked.
NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO! Then the only way is to just painstakingly organize them all... It's too bad that there's no way to just move classes around on the ordering without having to edit every single spot.
QuoteIf you mean what I think you mean, those are IDs for ability effects (such as ailments or debuffs) that those classes are more vulnerable against. Yeah, that's a thing.
I remember something to that effect included in the Golden Sun Reloaded hack. It would be nice to know what addresses corresponded to what weaknesses though!
Title: Re: Editor Questions I think
Post by: Misery on 21, April, 2020, 12:14:18 PM
Quote from: Pie Burritos on 16, April, 2020, 10:56:59 PM
QuoteIf you mean what I think you mean, those are IDs for ability effects (such as ailments or debuffs) that those classes are more vulnerable against. Yeah, that's a thing.
I remember something to that effect included in the Golden Sun Reloaded hack. It would be nice to know what addresses corresponded to what weaknesses though!
Every number corresponds to the effect with that number, you can view these with the editor when selecting additional effects for abilities. You might notice there are a lot of similar ones, particularly for stat debuffs (-12.5% and -25% are different effects)

Quote
QuoteClass requirements are checked from bottom to top / higher numbers to lower, and the first class to meet the requirements is assigned, so the order is very important. Make sure classes with higher elemental level requirements are placed after those with lower ones for all classes that share the same ID, otherwise the higher tiers will never have a chance to get checked.
NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO! Then the only way is to just painstakingly organize them all... It's too bad that there's no way to just move classes around on the ordering without having to edit every single spot.
You could move the class data around in a hex editor
Title: Re: Editor Questions I think
Post by: Salanewt on 22, April, 2020, 03:36:20 PM
If you have even one empty class slot, then you could also use gsmagic to copy+paste classes.

As for the editor version (in response to you saying 0.5), you could try this version (http://forum.goldensunhacking.net/index.php?action=downloads;sa=view;down=132) here. This is the last known working version of the classic editor before it died, and is especially important given what Misery said about effect stuff.

`Every number corresponds to the effect with that number, you can view these with the editor when selecting additional effects for abilities. You might notice there are a lot of similar ones, particularly for stat debuffs (-12.5% and -25% are different effects)`