Ability Editor
(http://img.photobucket.com/albums/v698/AtriusV/Games/Golden%20Sun%20Project/GSTLA_editor7.png)
Class Editor
(http://img.photobucket.com/albums/v698/AtriusV/Games/Golden%20Sun%20Project/GSTLA_editor8.png)
And in case anyone from www.forumdjinn.es (http://www.forumdjinn.es/index.php?showtopic=1350) happens to be looking. (It's nice to see interest from non-English speaking Golden Sun communities)
(http://img.photobucket.com/albums/v698/AtriusV/Games/Golden%20Sun%20Project/GSTLA_editor_spanish.png)
Cool, can't wait to download. ^^
Will it be possible to change the name of and the animation an ability uses?
Not yet. I haven't found the animation data for them yet, and I'm still working on the text compression, it's a real pain.
After I find the data for Djinni stat increases I'll probably start really pounding away at that text compression.
once we get text compression, we can edit text, rght?
EDIT: btw, do you like my sigpics?
Quote from: weckar on 31, October, 2008, 06:21:00 PMonce we get text compression, we can edit text, rght?
EDIT: btw, do you like my sigpics?
I'll still have to find a way to make sure it doesn't create problems if the new text takes up more space than the old text, but yeah.
They're nice. The area around the white streaks in the purple hair looks a little odd, but other than that, good job. If you plan on sticking them into TLA it's worth mentioning Character Portraits are limited to a 15 color palette (Technically 16, but one color is always transparent)
Quote from: Atrius on 01, November, 2008, 11:59:00 AMQuote from: weckar on 31, October, 2008, 06:21:00 PMonce we get text compression, we can edit text, rght?
EDIT: btw, do you like my sigpics?
I'll still have to find a way to make sure it doesn't create problems if the new text takes up more space than the old text, but yeah.
out of interest, there are methods of expanding GBA roms without corrupting data isnt there?
out of interest, there are methods of expanding GBA roms without corrupting data isnt there?
Expanding GBA ROMs is extremely easy.
would that colour palette be predefined, or am I okay as long as I don't use more than 15 colours?
I'm not sure yet, but I believe they each have their own palette.
It's interesting to see that it's not the number of Djinn equipped that matters for classes, but rather element Level. I look forward to the v0.2 release! ^-^
Hmm, very true Role. Do we have any data on the characters' 'natural' elemental Levels?
They all start out with 5 in their base element, and zero in everything else.
I was able to make my hacked Kraden character's elemental levels all zero, and by assigning five of any element of Djinni to him, he was able become the base class of that element (Since he's edited from Piers his water class was Mariner though). It's weird though... Even after removing the Djinn, and reverting his class to NPC (The default class with no requirements, no bonuses, and supposedly no abilities) he retains the Psynergy abilities of the last class he was.
That is odd. Maybe the NPC class acttually doesn't change a thing about that part of the data.
Does this mean btw that we can create a global character with 5 in every element level?
You can't create new characters, you'd have to edit an existing one, but yes, you can make their base elemental levels anywhere from 0 to 25.
Sure, but they'd be HORRIBLY broken.
Got a class changing item? INSTANT MASTERY! Wait, what?
If you're gonna do that, you'd most likely need to go in and completely change a lot of the classes, because otherwise that character pretty much breaks the game due to their sheer god-like might, even if a mere 5-in-each-element seems small.
I'll get to work on a class to element level chart, though it's gonna be taken from one of the FAQ's on Gamefaqs, so do note that I'm not the one that did the work other than making a nice ASCII table out of it, but instead it'll be the person I give credit to.
I do actually want to make a horribly broken hack soon, so I can do a minimal part playthrough while still showing some of the awesome bits of the game.
But... but... It's no fun like that!
It will be when pushing the order of events to the limit
Utiliy psynergies are key it seems.
Well, if you're gonna do that, at least amp up the difficulty. Make the enemies a good deal stronger, since the higher element level also means higher power and resistance to the elements. Also... Not sure if you'll figure out exactly how to pull it off, but if you could get everyone different 'pure element classes', that would be awesome. I mean...
Sure, you've got the first person with all fire djinn set. But the second person has all fire, too. I think it'd be neat to at least have different class sets for the different character slots.
...Though, we're getting off topic, so... C>
Something very interesting just sprung into my mind: Since we can use psynergy and even monster attacks as unleashes for weapons (and even things like reveal, though that doesn't do anything in battle), would it be possible to get certain unleashes as attacks on the psynergy list?
Yup, Summons too.
That could lead to some interesting classes...
That could lead to some very broken classes. Only those without skill would think it cool, really. As for those with skill? They'd complain about the patch being broken...
I mean, look... they whine enough about healing as it is already.
Keep in mind, just because something is possible, doesn't mean you should do it. Maybe sure, to test stuff out or for your own amusement, but if you do make it, make sure you think twice before sharing it. Afterall, balancing is one of the most important parts of a game.
By the way, when I the next usable version of the Editor gonna be available for us to fiddle with?
Quote from: Role on 08, November, 2008, 03:25:00 PMBy the way, when I the next usable version of the Editor gonna be available for us to fiddle with?
Sorry I took so long to respond, also sorry I'm taking so long on the next version. Since my brother's girlfriend, and her 3 kids moved in things have been kinda hectic.
Um... Letsee, I've still got to finish the party member stat editors, and I'd like to get it working with some of the other language versions of TLA. (Working actively on Spanish, and German right now. Since the Chinese hack is based off the English version it's already pretty much working except for some rather large problems caused by the complexity of the Chinese alphabet.) I haven't gotten around to putting the map viewer in yet either...
what about being able to change the names of enemies?
Again, horribly late to respond. I'd intended to sooner, but completely forgot.
Name changing is still a ways off, I'm putting off cracking things that are compressed until I have most of the other stuff done.
I hadn't had really any time at all to work on the editor the past month, but now that I have had some time here are some new screenshots.
(http://img.photobucket.com/albums/v698/AtriusV/Games/Golden%20Sun%20Project/GSTLA_editor9.png)
I finally worked out the problem I needed to before I could make it so you could switch item, and ability icons.
(http://img.photobucket.com/albums/v698/AtriusV/Games/Golden%20Sun%20Project/GSTLA_editor10.png)
I think I've mentioned that the portraits are actually assigned to sprites, and not in the message box script. Now if a sprite has a portrait assigned to it, you can change it, but for now you can't add a portrait to a sprite that doesn't have one.
A few oddities concerning portraits:
- They're in 2 categories: Party Members, and NPCs.
- Party members can use NPC portraits, but NPCs can't use party member portraits.
- Pier's portrait is pushed back one slot compared to the rest of the party members, there's a slightly modified Alex portrait in the slot his should be!
And of course I had to test these new features:
(http://img.photobucket.com/albums/v698/AtriusV/Games/Golden%20Sun%20Project/GSTLA_hacked5.png)
My father told me he ordered something for me for Christmas that would have allowed me to play my hacked versions of Golden Sun on my actual GBA or DS, but the store is being terribly slow, they haven't even shipped it yet! I'll take some photo's of Kraden fighting, and other stuff I've done when I do finally get it though.
Think you'll manage a new release for Valentine's day? Really looking forward to it either way
I'm hoping to get it out some time between now and then. I'm working on the Map viewer currently, then I have some stuff to fix in the party member stat editor, and that should do it.
I'd wanted to have it compatible with different languages of the game in the next release, but that might not happen. I really don't want to make people wait too long for it though, so I'll probably just do a small release after wards to add the extra language support.
A nice update.
just as you mention that about Alex face being were Piers should have been. When i first played GSTLA - (i played the lost age before orignial) i got mixed up between Alex and Piers. and seeing Alex at the start of the game i thought he was the same bloke in the jail in Madra.
It still needs some work, but it's nice to have it mostly working in the editor now, so here's a screen shot.
(http://img.photobucket.com/albums/v698/AtriusV/Games/Golden%20Sun%20Project/GSTLA_editor11.png)
For some reason, there is a Mercury Lighthouse map in The Lost Age...
That's for the cutscene at the end. but cool!
looks amazing, like jdmj90 said Mercury lighthouse appears in the closing parts of the lost age when the children are talking to Mia...
awesome so lets recap
Ability Editor
Class Editor
Weapon Editor
Sprite Viewer
Psynergy Editor
Character Avatar viewer + Editor
Map Viewer
If you want a full list of the features for the next version as it's planned right now:
Item Editor
::+Swapping icons
+Ability Editor
+Party Member Stat Editor (no screen shot yet, Still WIP)
+Class Editor
Enemy Editor
+Map Viewer (Still WIP)
Sprite Viewer
::+Viewing/Swapping portraits
Text Viewer
+Code Patches
::+Change maximum party member name length
::+RNG Patch (Attempts to fix the predictability of the Battle RNG that people take advantage of)
Other features
+Search boxes on most lists
+Groundwork for eventual compatibility with other language versions of TLA, and ... uh... Shhh...
You say you'll have a text viewer, but will that ever evolve into a text editor? That would be really nice.
Right now I'm doing editors for all of the data that isn't compressed, and just viewers for the stuff that is. Eventually I will work on cracking the compression formats well enough that I can write algorithms to compress things back into them.
Quote from: Charon on 01, February, 2009, 08:09:00 PMYou say you'll have a text viewer, but will that ever evolve into a text editor? That would be really nice.
Rome wasn't built in a day... nor could it be what it wast without the foundations it stood on.
Atrius is paving the simple (hard stuff) before moving into the hard (hard stuff).
Charon is a skilled Rom hacker too, I'm sure she understands.
Yeah, I understand. I'm just curious if it's on your "to do" list...
Maybe if I could tweak Advancetext to accomidate GS:TLA's character map...
GS: TLA's character map is pretty much the same as ASCII once you decompress the text.
Quote from: Atrius on 01, February, 2009, 02:46:00 PM...eventual compatibility with other language versions of TLA, and ... uh... Shhh...
This doesn't mean... Golden Sun Uno??
What!?? No, of course not! I meant Mario Golf, see for yourself (http://img.photobucket.com/albums/v698/AtriusV/Games/Golden%20Sun%20Project/GSTLA_editor_MarioGolf.png).
A Golden Sun: The Lost Age Editor that edits the original Golden Sun? Now that's just silly.
>_>
No one's buying it, huh? Well... That screen shot with Mario Golf open on the sprite viewer isn't fake either.
Quote from: Atrius on 03, February, 2009, 09:32:00 AMA Golden Sun: The Lost Age Editor that edits the original Golden Sun? Now that's just silly.
??? a golden sun the lost age editor that doesn't edit the original but it edits other non golden sun games?
Well, first off, Golden Sun is half the size of TLA... so that might bring up some issues...
And second, I went through the rom the other day. I don't know for sure, but it seems a lot less is compressed compared to TLA. So there might be compatability issues there.
lol you made me sweat there for a moment... cough cough... find a way to export them original GS things lol end of coughing
Atrius your a darn Genius
Is it seriously that not obvious that I was joking?
(http://img.photobucket.com/albums/v698/AtriusV/Games/Golden%20Sun%20Project/GSTLA_editor12.png)
Tolbi, from the original Golden Sun
(http://img.photobucket.com/albums/v698/AtriusV/Games/Golden%20Sun%20Project/GSTLA_editor13.png)
The Field from Mario Golf
Now if only I could locate the data in Mario Tennis I need to in order to make it compatible with that, then it'd work with every game Camelot made for GBA.
That must be interesting to see Felix running around on a Mario Golf map XD
Anyways, that sounds pretty awesome. Although it'd be a little weird seeing all those goofy maps in GS...
One cool thing to maybe add to the Map Viewer would be a map editor..?
Quote from: Atrius on 01, February, 2009, 10:28:00 PMRight now I'm doing editors for all of the data that isn't compressed, and just viewers for the stuff that is. Eventually I will work on cracking the compression formats well enough that I can write algorithms to compress things back into them.
Quote from: Nicktallica on 04, February, 2009, 06:27:00 PMOne cool thing to maybe add to the Map Viewer would be a map editor..?
copied and pasted from http://atrius.kousougames.co.uk/GoldenSunT..._NCFCbooth.html (http://atrius.kousougames.co.uk/GoldenSunTLA_Editor/TLAeditor_NCFCbooth.html)
The ultimate goal is to create a program fully capable of editing everything in Golden Sun: The Lost Age including:
Items, Enemies, Attacks, Dialogue, Maps, Graphics, E.T.C. its safe to say Atrius will give all he can to his project
Uhm.. yeah.. Didn't see that. :x
xD
Well, I feel stupid now..
Well, we all have stupid moments, so don't feel so bad.
Like when I was trying to figue out how to change monster groups
On a related note, just out of curiosity is there any remaining confusion about the fact that the editor will eventually be compatible with the original Golden Sun? That I was showing the map loaded from Golden Sun, and not importing it into TLA, and showing it from there?
Understood. Sounds pretty nice.
Interesting how you can make them both work, considering the size difference.
Man, almost all that data has to be compressed in order for that game to work. It's amazing there's any free space at all in the rom... There's like, what? 5 little pictures uncompressed? It's crazy...
BTW, I noticed that there's a little number by the upper right hand of the screen. What exactly is this number for?...
The more calculations the editor is doing, the lower it gets, and as a result the less responsive the interface is. The main reason it's dropping for me is because the slot for my video card died on my motherboard, so I have to use the really crappy one built into it instead of the really good one I have sitting in a box collecting dust beside my computer
Oh, okay. So it's good if it says something like 30 or 28? Because that's usually what it says for me...
BTW, Atrius - is there any way I can easily extract the tilesets as 16 colour bitamps? I may want to use them in Jupiter, like I did for some of the maps:
(http://i183.photobucket.com/albums/x33/heimdallinc/001-20.png)
But I don't want to go through the entire game to extract them (that came from Venus Lighthouse if you're curious - I've used a GS tree in the rom as well, but I really want to add more to it)
In the map viewer, a tileset extractor would be nice.
Cool. Sound's great. I'm already importing some of the tiles (via VBA)
Obviously not things like houses but little things like grass and trees.
Yeah, around 30 is normal.
I suppose I could put in a way to extract things, no guarantees on if it'll be in the next release though. If not it'll be in the one after it.
Atrius, are you still making this in GM? If so, I could help out with code optimisations (and you might want to crank up that room_speed to 60 or so)
Wow, I've been gone a while. Anywho, what I'd think would be neat is the return of old sprites that never made it into GS2 (Deadbeard, anyone?). Since we won't necessarily have the size restrictions for the GBA, we could perhaps have a way to import things like sprites from one game into another. Of course, debugging would be "fun" for that little bit of code, but I'm sure it'd be worth it in the long run.
GS1+2 combo pack, anyone?
Quote from: Role on 08, February, 2009, 08:34:00 PMWow, I've been gone a while. Anywho, what I'd think would be neat is the return of old sprites that never made it into GS2 (Deadbeard, anyone?). Since we won't necessarily have the size restrictions for the GBA, we could perhaps have a way to import things like sprites from one game into another. Of course, debugging would be "fun" for that little bit of code, but I'm sure it'd be worth it in the long run.
GS1+2 combo pack, anyone?
it would be handy to export and import maps and sprites down the line, however in saying that most of the sprites from the original are still present.
Quote from: Role on 08, February, 2009, 08:34:00 PMWow, I've been gone a while. Anywho, what I'd think would be neat is the return of old sprites that never made it into GS2 (Deadbeard, anyone?). Since we won't necessarily have the size restrictions for the GBA, we could perhaps have a way to import things like sprites from one game into another. Of course, debugging would be "fun" for that little bit of code, but I'm sure it'd be worth it in the long run.
GS1+2 combo pack, anyone?
A lot of the sprites are already in there, but I'm pretty sure I can't find Deadbeard.
Maybe once Atrius makes a little sprite editor we could add that in some freespace and repoint like crazy maniacs.
What I find is a little odd is that the Overworld of Tret is in there...
Quote from: Role on 08, February, 2009, 08:34:00 PMSince we won't necessarily have the size restrictions for the GBA...
Yes we will, it still needs to be able to run on a GBA Emulator which have the same restrictions as the GBA itself. GBA games can be as large as 32MB though. GS is 8MB, and TLA is 16MB.
Nah, Deadbeard isn't in there, even if you check his monster data you'll see his sprite is replaced with Isaac's overworld sprite (Just because it happens to be in slot 0)
I've got the coding handled, besides most of the processor intensive stuff is offloaded to a DLL written in C++ anyway cause GML is so slow. Also the window isn't redrawn every frame either, only when it needs to be. If it was redrawn every frame that red wheel at the top right would constantly be spinning. It probably wouldn't be a bad idea to increase it anyway though, except that the more I increase it the more processing the program will be doing even when you're not really using it while it's open.
That's pretty weird, considering all the bosses they have from the original GS in there.
It would be pretty funny to see Deadbeard in battle without changing the sprite or anything, though.
"HOLY CRAP ISAAC YOU'RE BATTLING YOURSELF."
I'm pretty sure tret's in there for the final cutscene?
Wow, I totally don't recall that. Proves that I need to pick up TLA again.
I thought it was because they were thinking he would play a larger role in TLA with the whole tree curse thing, making him curse someone again... why the hell was I thinking that?
Ah, so we'd not be able to expand on the memory because the emulators can't emulate it then?
That bites. It'd have been fun to be able to use an expanded game... It'd also add a LOT of freedom for the people editing...
Don't they have rom expander-majiggers?
from what i have learnt on this board GBA Roms can be a max 32mb in size, TLA was around 16mb with 1.1mb free space.
so in theory there should be 17.1 MB of possible room, more than enough if it works
Well, when I was on PokeCommunity a while back, I can recall a pokemon crystal remake that involved the rom to be expanded.
But.. Idk.
Atrius? Anything to say to help me make sense?
MaxiPower pretty much has it covered.
Yeah, a Rom can be expanded quite a bit, so it's really not a big deal.
Unless Role was referring to RAM...
Okay, thank you. Now I don't feel as stupid. (Don't worry, I always feel stupid no matter what. xD)
When we are able to import sprites, I'm going to make either a Pokemon game or a Mario game.
No, I meant making a combo game, basically, when the editor expands enough, turning it into a a 2-in-1 kind of thing, with a password transfer function and all. Granted, that'd take a LOT of work to do (effectively, you'd need to import GS1 into the expanded GS2 file, then work out a way to choose which one when the game boots up, and a way to transfer GS1 data). So it's not a matter of expanding ram, but the actual ROM file itself (as in, the .gba file). So long as we can expand it, we can actually have a lot more freedom with our edits.
Oh, okay.
I thought you wanted to do something with the RAM (like add more sprites to a battle or something)
Quote from: Nicktallica on 10, February, 2009, 08:30:00 PMOkay, thank you. Now I don't feel as stupid. (Don't worry, I always feel stupid no matter what. xD)
When we are able to import sprites, I'm going to make either a Pokemon game or a Mario game.
lol Golden Sun all the way, i think theres enough Pokemon and Golden Sun games in circulation to last us a life time
Quote from: Role on 11, February, 2009, 05:20:00 AMNo, I meant making a combo game, basically, when the editor expands enough, turning it into a a 2-in-1 kind of thing, with a password transfer function and all. Granted, that'd take a LOT of work to do (effectively, you'd need to import GS1 into the expanded GS2 file, then work out a way to choose which one when the game boots up, and a way to transfer GS1 data). So it's not a matter of expanding ram, but the actual ROM file itself (as in, the .gba file). So long as we can expand it, we can actually have a lot more freedom with our edits.
I don't plan on adding that kind of functionality to the editor. You may eventually be able to pull the data out of one game, and stick it in the other, but not merge both ROMs into a multiboot kinda thing.
Quote from: MaxiPower on 11, February, 2009, 10:28:00 AMlol Golden Sun all the way, i think theres enough Pokemon and Golden Sun games in circulation to last us a life time
Pokemon and Mario.
Yeah, what we need are more Golden Sun themed hacks, not the other way around. GIVE GS SOME LOVE BABY.
And good luck with the merging, Role. Although it might be pretty interesting to see that.
Well, I don't want to make Golden Sun into a Golden Sun Hack.. Lol.
I would probably do the opposite of Pokemon Jupiter.
Quote from: Nicktallica on 11, February, 2009, 04:44:00 PMWell, I don't want to make Golden Sun into a Golden Sun Hack.. Lol.
I would probably do the opposite of Pokemon Jupiter.
blasphemy. Dont you ever wished for a third game?
I think he was refering to a Pokemon Themed Golden Sun hack...
And don't get so angry at him...
Quote from: ] I think he was refering to a Pokemon Themed Golden Sun hack...
And don't get so angry at him.../quote]
I was joking
Quote from: ]I bet some of you were worried I couldn't figure out the compression./quote]
Not a chance
Text editor ftw, you continue to amaze, it seems to works perfectly, 0.3 is gonna be another cracker well done
Compressing the text is working alright, actually inserting it into the game is still a bit problematic sometimes. Overflow is a pain, I still need to write something to deal with it.
(http://img.photobucket.com/albums/v698/AtriusV/Games/Golden%20Sun%20Project/TextEditing.gif)
I bet some of you were worried I couldn't figure out the compression.
I still need to do a lot of back end work before I can actually turn the text viewer into an editor, but at least I've got the compression algorithm now. I tested it on a few lines from the game, and I think my algorithm actually shaved a couple bits off of some of them.
Will you be able to add something to repoint text, for example, if it's one or two characters over what the old text was?
And if so, will the program remove where the old text was to conserve space?
I'm thinking up a system that automatically repoints things when they need more space, and marks their old space as unused in case something else needs repointed and will fit in it.
That picture is a lie! We won't get any text editor!</lie>
(http://img.photobucket.com/albums/v698/AtriusV/Games/Golden%20Sun%20Project/TextEditing_alt.gif)
(http://img.photobucket.com/albums/v698/AtriusV/Games/Golden%20Sun%20Project/TextEditing_03.png) (http://img.photobucket.com/albums/v698/AtriusV/Games/Golden%20Sun%20Project/TextEditing_02.png)
(http://img.photobucket.com/albums/v698/AtriusV/Games/Golden%20Sun%20Project/TextEditing_00.png) (http://img.photobucket.com/albums/v698/AtriusV/Games/Golden%20Sun%20Project/TextEditing_01.png)
Oh the ways some of those could be abused.
Much abuse indeed.
Keep 'em coming!
Those quotes are funny (especially the one with Kraden), but I think that we should really have this one:
(http://img.photobucket.com/albums/v368/Smeekachu/Black_Waltz_3/Kradenspast.jpg)
(Really old post from me on GSR XD; sorry if I happen to offend anyone.)
AND YOU GUYS DON'T HAVE A SPOILER TAG? That's odd.
Haha. That's rather hilarious.
Quote from: Charon on 18, February, 2009, 06:38:00 PMThose quotes are funny (especially the one with Kraden), but I think that we should really have this one:
(http://img.photobucket.com/albums/v368/Smeekachu/Black_Waltz_3/Kradenspast.jpg)
(Really old post from me on GSR XD; sorry if I happen to offend anyone.)
AND YOU GUYS DON'T HAVE A SPOILER TAG? That's odd.
haha genius.
one thing Charon, your the same age as my wee sister, if i saw her posting like that i would break her in two
nice use of the text editor also Atrius, Your not worthy to use that, the wheat sword lol, Someone has to put that in the game with a full animation at some stage.
Lol, my parents really don't care. I can't recall how I came across it, though.
Once I get the Text Editor on my hands, I'm going to make a weapon called "Old Rod", "Good Rod" and "Super Rod", and the first releashes "Not Another Magikarp" and the other two will releaese "Oh! A bite!"
this MIGHT sound stupid, buuut... I can't find the world map in the map editor O_o
and the map under the name WORLD is just a black... nothing... =(
The world map is accessed a little differently because it's so huge. It is under the one named WORLD, the editor just can't load it yet.
so how is it accessed then =D
if possible at all....
the biggest reason i got this editor is to look at the world map XD
and also, you think you could add zoom in, and out functions (if you haven't already >_>) I think it would really help...
OH and is there any way to speed up the editor itself, cause its barely using any power of my pc, so its working reeeally sloooww
AND also, could you make the map.. drag..able? like google maps =D you can grab it anywhere, and drag it around?
TNX
I imagine once the map viewer becomes an editor, clicking and dragging on it will need to serve a different purpose than to scroll it.
The editor can't view the world map right now, I do have it fully ripped though.
(http://img.photobucket.com/albums/v698/AtriusV/Games/Golden%20Sun%20Project/TLA_WorldMap_th.png) (http://atrius.kousougames.co.uk/RandomStuff/TLA_WorldMap.gif)
I recommend you right-click > Save As... the image is so large some browsers can't even display it.
That's one crazy map right there.
I can't even imagine the amount of frustration with editing that map much less CODING A TOOL to edit such map. XD
Quote from: artem13 on 22, February, 2009, 02:28:00 PMso how is it accessed then =D
if possible at all....
the biggest reason i got this editor is to look at the world map XD
and also, you think you could add zoom in, and out functions (if you haven't already >_>) I think it would really help...
OH and is there any way to speed up the editor itself, cause its barely using any power of my pc, so its working reeeally sloooww
AND also, could you make the map.. drag..able? like google maps =D you can grab it anywhere, and drag it around?
TNX
Until Atrius gets what you want done so to speak here is a ripped Golden Sun TLA map.
not ripped by me... however the First GS map locations are included in the the full map, which i merged into one using a ripped map from the first game that i also did not rip
http://www.sendspace.com/file/8xjjwp (http://www.sendspace.com/file/8xjjwp)
Atrius well done on locating that i was wondering tho, in games like Pokemon the maps in the Pokemon editors are made up of tiles, Is this in the same way, its hard to explain, but think of Pokemon you walk on a grid however in Golden SUn you can walk in all 8ight directions, is this a convenience
I cant open it, or save it... >_>
=(
wait, so will you add a zoom option?
Quote from: artem13 on 24, February, 2009, 01:31:00 AMI cant open it, or save it... >_>
=(
wait, so will you add a zoom option?
artem13 click the link then hit download, then open the PNG file in paint and you can zoom to your hearts content, the reason why the image is so big is because of the quality
Hmm... any luck in a tileset extractor by any chance? It's a little annoying having to Print Screen on maps and extract the tiles that way...
It has to load the tilesets in order to display the map anyway, so I don't see why not.
Atrius, do artem13 a favour and put the room speed to 600, will ya?
That wouldn't make the map viewer any faster, it would just make the editor hog the CPU all the time.
If it isn't using the full processing power yet, it should. unless it's your DLLs having reached maximum capcity, ofcourse, but they should be able to process much faster than GM itself.
It's probably more of a GPU issue than CPU.
(Aw crap I almost forgot)
Atrius, can you extract the tilemaps for me before you go? That would just be wonderful.
I have a .zip archive of 10,000 .gif images I dumped from the game mixing & matching palettes & tile sets. You can get that here (http://www.mitxela.com/atrius/TLA_tilesets.zip)
You Inclue Enemy Music Priority Or Change enemy Battle Theme!
For Example; Enemy Estre Baron + Saturos ''Star magician'' Battle theme
........... OR ............
New Exemple... Fix A Enemy In Determinado local Do Mapa '' In RUM Of Puzzle Block Antes Do DULLAHAN'' A Enemy Ivivisible Attack You In Area Selected heehheeh VERY BAD !!! Tem como Voc
...Huwha?
Okay... could you speak a bit clearer, with less pointless emoticons, and proper use of capitalization please? Oh, and grammar, too, it's important as well...
After all, I cannot accurately give a reply if I cannot understand what you're saying in the first place.
Ok. Hi I'm new here :MercurySet: and I was wondering: could you be so kind as to make a Mac version? I don't want to have to buy a version of Windows XP for $395 so I can run it on my Mac.
Thanks. :MercurySet:
I don't think it'd be that hard for him to port it to OS X, unless he made it in VB or something.
Sorry about that. I'm Jamie, as you can see. :FalconPunch:
Anywho, I'm not used to this forum, so I didn't know I could make my own topic. Normally mods just delete all the topics they didn't make, and people who aren't especially special don't have permission to make topics. .
Anyway I don't know much about hacking or programming, but then this guy provided a nice user-friendly interface for it and I saw this and was like "omg! I want to try this!!!" But then I downloaded it and found out it was Windows. So I joined the forum pretty much only to make that suggestion. Also I already had the game for GBA and had played it. And it's extremely awesome. I have a friend who didn't like it because there was no streamlined order of doing things.
P.S. Gotta love that Falcon Punch emote.
Wow, where have you been going?
Anywho, anyone can make a topic. Mods will simply move ones that are out of place and delete those that break the rules. Look at the bottom of your screen... see the four jupter djinni buttons? Yeah, the one that says "New Topic" will create a new topic for you.
As for the windows thing... Yeah, definitely keep in mind that the vast majority of things is made for windows. Unless it specifically states it's for a mac, then it's best to assume it's for PC.
Quote from: Role on 20, May, 2009, 09:07:00 PMAs for the windows thing... Yeah, definitely keep in mind that the vast majority of things is made for windows. Unless it specifically states it's for a mac, then it's best to assume it's for PC.
Wait! I just got an amazing idea! Why not make the golden sun hacking device in the form of a ROM file so that it runs in the GBA emulator?? That way anyone could use it! :FalconPunch:
That would be impossible Jamie. As for porting it for MAC, don't expect it to happen either, the editor is mainly developed in a tool that only makes Windows programs. You could try Wine (http://www.winehq.org/) though.
*snickers*
Greetings, I'm a PC. Enjoying not having most stuff work wit*brick'd*
...Sorry about that. Anywho, isn't it customary to introduce yourself when you first go to a forum? *sighs* Kids these days... no sense sense of common netiquette, and always emote-happy...
Anywho... your question, though technically fine here, would actually be best in its own topic. But as it's too late for that, I suppose we should just wait and see if Atrius has enough patience to make a totally different version of the editor...
Quote from: Atrius on 20, May, 2009, 11:48:00 PMThat would be impossible Jamie. As for porting it for MAC, don't expect it to happen either, the editor is mainly developed in a tool that only makes Windows programs. You could try Wine (http://www.winehq.org/) though.
What language is it written in, Atrius? The development environment doesn't matter nearly as much as the language; if it's Java, for instance, it'd be ridiculously easy to port to OS X (or anything, for that matter). On the other hand, VB would be practically impossible to port. C/C++ is somewhere between those two extremes.
I believe it's Delphi-based
Unfortunately, I don't know my programming languages. Is Delphi actually convertible? :FalconPunch:
Okat, I did some reasearch, but anyone (especially Atrius ) is free to correct me, because I'm not the best at checking my sources:
Core engine was written in GML (also known as G-Script), a language with a standard exportation through a program called Game Maker. When exporting the code is converted to Delphi, an object driven deviation of Pascal: A core, non-convertable language.
the DLLs on the other hand are C-based. therefore those SHOULD be convertable but would require a rewrite of the core engine to be used.
In short, much more work that it's worth...
Ok so then if you exported it properly you could tell Game Maker to export it to a Mac-compatible language? Or is there any other program that could open Game Maker files and convert them to a Mac-friendly language?
P.S. Actually GML means Game Maker Language, does it not? In that case, is there anything else that understands GML?
No, no, yes, and sort of, but it's just a Game Maker clone.
oh. What a shame. I was really hoping there was something that could be done easily, rather than having to hack Game Maker... Though hacking Game Maker could be quite interesting.
P.S. So the Game Maker clone can't translate it either? Oh well. Whatever. I'll see if Google can prove you wrong
On a related note... What language is golden sun itself in? Or rather, I should say... What language does it appear to be written in? Are there patterns in the code that resemble a formatting structure similar to C Series, Java, or some other coding language? Or can that not be found out just from looking at the code itself?
When do you think we can expect to be able to change which sprite is used for the party members (in battle and on the field)
In-battle, perhaps soon. Outside of battle, still a little way away.
Quote from: Atrius on 09, June, 2009, 07:14:00 PMIn-battle, perhaps soon. Outside of battle, still a little way away.
Quote from: Atrius on 09, June, 2009, 07:14:00 PMIn-battle, perhaps soon. Outside of battle, still a little way away.
But Atrius changing sprites outside of the battle is easier (at least for me) :
(http://img269.imageshack.us/img269/7212/0940goldensunthelostage.jpg)
I think Atrius means by changing them in the game so they stay different for good, not for using gameshark or action replay codes to control different characters.
:MercurySet:
Have a nice day.
What aspect of you editor have you been working on since your return?
None yet, setting my computer back up, and getting all of my programs installed is taking a long time >_<...
I should be able to start working on it again this weekend maybe. The logical thing to do would be to continue trying to fix the repointer so that text editing works properly.
Good luck. It looks like you are going to be very busy, with your computer and programs and everything.
Have a nice day.
:MercurySet:
I got a few questions...
When the text editor rolls around will it allow you to change the names of classes, items and abilities?
Will filling in the blank item/class/ability slots with custom ones cause any problems?
Do attacks work in any way that would allow palette swapping on them (IE: making fireball use true collide's pallete)
This post has been edited by Drick9 on Jun 21 2009, 07:37 AM
I like the editor, and I do know that it is incomplete, but I was wondering...
Will it be possible to edit minigames or their rewards? I was thinking about having the Lash Pebble as a reward from the Lemurian Spring. I was also wondering if there will be a shop editor in a later version...
Thank you in advance.
Have a nice day.
:MercurySet:
So, Atrius, got any screenshots of the stuff you've been doing? Or, short of that, what kind of features or updates can we expect in the 0.3 version?
I don't really have any screen shots right now.
The big new feature of course is text editing. In the process of getting it working, I've also started laying the groundwork for making everything else that's compressed editable, but text is the only one planned for V0.3 so far.
Letsee... What else... I've fixed several errors that were reported. I'm experimenting with an animated .gif exporter for the sprite viewer, which is still giving me a bit of trouble. And there's one other somewhat big one I'd rather not talk about right now.
I'm excited as always, Atrius. Just try not to rush it. :3
Remember, the longer it take, the better it'll be (usually)
licks lips.... @ something Big
When the text editor arrives lol it will be so useful
Out of curiosity, is the Djinn data compressed as well? I'm sure it'd help to edit the stat boosts that djinn give you. It'd also help to create and rebalance djinn.
Oh, and summons? It'd be quite helpful to have an editor for those. Either that, or to have a way to edit the HP% damage and standby djinn cost that summons have?
And... forgive me for asking so much, but... would it be possible to have an effect and/or ailment editor? I'd love to implement my Sap/Siphon, Disease/Plague, and several other ailments.
I'm not really asking that these necessarily be in the next one, but rather, I'm asking how easy or hard you think that adding these would be.
This post has been edited by Role on Sep 25 2009, 01:31 AM
Djinn & Summon editors are probably easy enough to manage. I *think* I know where the data is for how many standby djinn it takes to summon, but I haven't taken the time to locate Djinn stat increases yet.
If I had to guess I'd say that Effect/Ailment's are most likely coded into the game, but I haven't checked for sure yet.
This is a minor suggestion, but it would be really useful on my part if you could put pointers extracted from the rom which point to various datas in the interface, so people like myself wouldn't have to search for them.
For example, say you load a sprite. It would be very useful if you could place pointers to information such as where the image is located and where it's animation data is, so that curious people such as myself can meddle with it.
I think this would be most useful with the to-be text editor, the map viewer and the sprite viewer.
Text, maps, and sprites are all compressed though, trying to edit them in a meaningful way with a hex editor would be extremely difficult.
Though, I have a feeling you'll like the big new feature
This is slightly off-topic, but what compression scheme does Golden Sun use?
I haven't tested it myself, but I've heard that it has a unique compression scheme. Perhaps other Camelot games have it too, but it's still a pain to work with.
Quote from: Atrius on 25, September, 2009, 11:07:00 PMText, maps, and sprites are all compressed though, trying to edit them in a meaningful way with a hex editor would be extremely difficult.
Though, I have a feeling you'll like the big new feature
AUGUA xD
Actually, all I really wanted was kind of a pointer to such data, so that I could repoint it. This could be especially useful for the sprite editing...
For the Sprite table, I located it, and I followed the pointer to the Bat's sprite... and I was wondering if the pointer the pointer in the sprite table leads directly to the sprite or something else, because I'm going to experiment with sprite editing.
In other news - songs with intros are unbelievably annoying to insert!
Speaking of music insertion... Dialga/Palkia Battle at Spear Pillar Brawl Remix FTW!!!
All of Camelots games for the GBA at least seem to use them.
The compression schemes have similarities to LZ77, but are more complex. One of the sprite compression formats is nearly identical to the LZ77 format that the GBA's bios can decompress, except that it allows a larger number of duplicate bytes to be encoded at a time.
Quote from: Charon on 26, September, 2009, 08:57:00 PMIn other news - songs with intros are unbelievably annoying to insert!
I can imagine! That's something that I've always wondered about... I mean, it's been in existence since the NES era, so it's not uber complex, but still, I've not seen a single music program that can play them... The best you can do is to play the song, and use the [A <-> B] repeat feature with PERFECT TIMING to simulate it...
I've always wondered how they put it in games... Can't be easy...
Continued from the old topic (http://z9.invisionfree.com/Golden_Sun_Hacking/index.php?showtopic=31)
Happy 1st year anniversary, GS TLA Editor!
Exactly 1 year ago today the first version of the editor was released. To celebrate, I'm revealing the big new feature for version 0.3 that I hinted about a while back.
The way some of GS TLA's data is arranged is very peculiar, yet very helpful at the same time. At the end of the ROM file there is a large array containing various types of data ranging from graphics, to the games code itself. The new feature of the editor will allow you to browse through all of this data.
It's still in very early stages of development, so it will likely be improved before version 0.3 is released.
(http://img.photobucket.com/albums/v698/AtriusV/Games/Golden%20Sun%20Project/GSTLA_editor19.png)
Viewing a palette for a map
(http://img.photobucket.com/albums/v698/AtriusV/Games/Golden%20Sun%20Project/GSTLA_editor20.png)
A tileset, eventually you'll be able to load palettes with them so they aren't just black & white.
(http://img.photobucket.com/albums/v698/AtriusV/Games/Golden%20Sun%20Project/GSTLA_editor18.png)
A menu graphic
(http://img.photobucket.com/albums/v698/AtriusV/Games/Golden%20Sun%20Project/GSTLA_editor22.png)
A graphic for one of the Pierrot classes attacks. Despite not knowing what this was the data browser managed to identify at as being compressed, and decompressed it for us, how nice of it. Using the image viewing mode we can see the actual graphic.
(http://img.photobucket.com/albums/v698/AtriusV/Games/Golden%20Sun%20Project/GSTLA_editor21.png)
Using the Hex option (which will eventually be a full fledged hex editor) on the data browser we see some unidentified data here. To the untrained eye it just looks like a bunch of gibberish, but to me this looks a lot like map data, and that makes sense considering what it's surrounded by. The interesting thing though, is that the editor couldn't identify it as map data which means it isn't actually used in the game at all. Mmm... I do believe the unidentified data below it looks a lot like palette, and tileset data that isn't used at all either. Looks like despite having a map viewer, we still haven't seen all of the maps hidden away in TLA's data.
Also you may notice a value on the top bar of the editor, "1159.57Kb" or something around there. You may have also noticed that this was present in v0.2, but always read "0Kb" Well, now that the automatic repointing system (which assists in the editing of compressed data, ensuring it doesn't accidentally overwrite other data in the game) is finished and working, it keeps track of the amount of empty space in the ROM it has to work with. Golden Sun TLA in fact has 1159.57Kb of detectable empty space to work with, in contrast the original Golden Sun only has 67.36Kb.
Wow, very nice Atrius! Your programming skills are simply amazing.
All this data is very interesting to view even if it isn't possible to edit it yet. Unused maps, palettes, sprites, who knows what lays hidden in Golden Sun...
Can't wait for 0.3!
That awesome. I can't wait to see what can be done once this all editable.
@Atrius: That picture you said wasn't used? That particular piece of artwork IS used. It's the card from the Perriot's Frost Card Psynergy.
Is it? I never actually used the Pierrot class...
Now that Jamie says, it is the Frost Card psynergy graphic I think.
In game it doesn't look that way if I reckon correctly...Or does it?
I never used much the Pierrot classes, only at the beginning to fight the chestbeaters so I'm not really sure.
It is surrounded by graphics for other attack animations.
Excellent work, great to see your still making great progress, you
willing to share any more secrets on what you been working on for this
historic day hehehe
+ Over 9000 thumbs up for this topic
I believe I've worked all the bugs out of text editing. It'll still complain about letter combinations the compression tables in the game don't like, which is really annoying sometimes. I imagine it would make doing any type of translation work extremely difficult. It may be a while before those compression tables can be rewritten.
I've located how playable characters battle sprites are set.
I'm currently working on an LZ77 compression algorithm that I should be able to alter to work with some of the compression schemes the game uses.
THe LZ77 compression algorithm you're working on... will it allow us to change those graphics and sprites as well?
:DDDDDDDDDDDDDDDDDDDD
Interesting to note though, the "hand" selector and the up-down arrows for djinn stat bonuses are compressed for the field view, but uncompressed for the status screen and the djinn release/set stat check in battle. I was quite surprised to notice this when I changed the uncompressed graphic...
oh wow, very impressive Atrius. I am looking forward to the release =D
Wow, very wonderful Atrius. Please promise us that you will never stop working on the editor until it is done, please!
Have a nice day.
I'm Really excited for text editing. Then when I edit my game I don't Have a bunch of new endgame spells called ???. Thank you very much for all your hard work Atrius.
Quote from: Charon the FerrymanTHe LZ77 compression algorithm you're working on... will it allow us to change those graphics and sprites as well?
:DDDDDDDDDDDDDDDDDDDD
Interesting to note though, the "hand" selector and the up-down arrows for djinn stat bonuses are compressed for the field view, but uncompressed for the status screen and the djinn release/set stat check in battle. I was quite surprised to notice this when I changed the uncompressed graphic...
Well... The LZ77 compression algorithm isn't much use on it's own, actually it's not even much of a compression algorithm at all the way I decided to format the output, It actually makes the data take up more space. The thing is though that I can take that output, and quickly & easily convert it into several of the compression schemes the game uses (while actually taking advantage of the space saving aspect of the compression formats in the process mind you), of which there are several. I've counted 8 different compression schemes so far (Including the one for text, and 3 specifically for graphics, not that they don't sometimes use the other schemes too). One of those I've just recently discovered when I found the backgrounds for battle, it's the only one I haven't written a decompression algorithm for yet. I can compress things into 4 of those schemes now, including the one for text, one of the sprite compression schemes (I have a second one figured out well enough that I could use it, I just need to get around to writing the code), and two of the more widely used all purpose ones.
The ones I haven't fully figured out backward & forward yet are rarely used, aside from the one for item/ability icons.
Err... I suppose I ought to actually answer the question you asked at some point. Yes, yes it will.
Awesome. Will importing new graphics be part of version three, or a future version? Because I really can't fork over $500 dollars for Photoshop and I don't like going to mysterious websites for illegal software either
YOU DIDN'T SEE THAT XD
It probably won't make it into v0.3.
You know, it would be really useful if you could make the editor WINE (Windows Emulator) compatible... thing is, the program works, but since it needs to get all this information from the rom and the editor bg folder, the layout, it just appears black
Possibly make a version in which the text is Times New Roman and the graphics are stored in the program rather than pulled out of the game and the editor bg folder? It would probably then work in WINE.
I can't use it. If it worked in WINE, that would be great, but that would require it not using DirectX...
It works fine in WINE except that no graphics pop up. I've been able to use menu options by clicking where they would be.
I think it would work if the graphics were stored in the program, like Advance Map (which works fine in WINE).
It doesn't work in WINE on my Mac...
Well that's because it's a Mac. Jaunty rules.
Does it simply not open in WINE? Or do you see the splash? Because I get the splash and a black window which I can use the menu for simply because I remembered where the menu happened to be.
It starts to load the program, with the backgrounds and everything, then says something about an error and shuts down.
You might want to post that error in the error report thread. It might be useful for Atrius... somehow. It might be something to do with either you computer's setup (plugins and drivers and... OH JOY!) or with the fact you may be using an older version of WINE that for some reason or another isn't compatable.
Again, I get it to load but it's black, even though the buttons work, so it's most likely a graphical failure that would be easy to fix.
I did that already on the old forum. I think it might be DirectX related.
Quote from: Charon the FerrymanYou know, it would be really useful if you could make the editor WINE (Windows Emulator) compatible... thing is, the program works, but since it needs to get all this information from the rom and the editor bg folder, the layout, it just appears black
Possibly make a version in which the text is Times New Roman and the graphics are stored in the program rather than pulled out of the game and the editor bg folder? It would probably then work in WINE.
Um... The editor doesn't have a ROM to get information out of until you load one, and it displays the interface before that. The only thing it loads from the ROM is the font for compatibility with language versions of the game that don't use a standard Roman font. Not only that, but the editor bg folder is entirely optional, it's only there so you can customize the background image if you so choose. If you deleted it you would just get a plain black background, but the interface would still be there, all of it's graphics are stored in the editor.
Besides all of that, if the editor can't load that information from the ROM, how could it load anything else from it?
Damn, you're good XD
Then what would explain it's functions working, but not its graphics, in WINE?
DirectX incompatibilities, which unfortunately, I can't do much about.
DAYUM
I shall see if I can find something to fix that - for the time being, it's pretty much only Windows compatible, even with an emulator like WINE.
EDIT: WINE has its own wonky way of running Directx apparently, so we'll have to wait for future versions of WINE to come in :p
I guess it's just another reason as to why PCs are vastly superior to macs. *shot by rabid mac fans*
Mac fans can be such jerks. Arrogant, stinking jerks.
That wasn't nice Charon.
Yeah... Not all Mac fans are jerks about it, just all of the people who we do not know!
*Gets blowtorched by unknown Mac fans*
Have a nice day.
Well, a lot are (and I have to deal with them on a day to day basis), and its unfortunate to those who are not so rude about it.
Sorry Jamie XP I was never a fan of macs myself... but it really wasn't aimed at you...
I find a lot of Windows people have a tendency to be completely clueless. Linux is better than Windows, and possibly better than Mac too, but I don't know, cause I haven't tried Linux.
So far, I only have experience with one Linux person (that would be you, Charon) and that one person seems fairly nice.
I like that the new forums don't log me out all the time. (Unlike what happens to Role.)
And the Mac's back button restores whatever you typed in! XD
Let's get back on topic now - this is about Atrius's editor and its features, not operating systems.
Edit: I just saw Charon's post, and have removed mine (mainly because it was so tiny to be honest, I doubt that anyone could read it perfectly without changing the size).
Anyway, I will probably start a new topic or two in the discussions forum about Windows vs. Mac (from what I have heard, these two are no match for Linux), but we can add a 'vs. Linux' to the end of the title too.
Okay, for the Editor... OH COOL! NEW EMOTES! Take it away Sentinel...
(http://forums.goldensunhacking.net/users/1311/21/75/83/smiles/41848.gif) Thank you Salanewt. Anyway, when can we expect script editing Atrius? I am sure that it will not be in version 0.3, or even 0.4, but only you can tell us for sure.
Have a nice day.
Edit: Star Magician is... ?
I'd like to add my opinion to the OS argument.
EVERYTHING SUCKS. Windows just happens to run all the programs I desire.
Good day.
Okay sala made a thread for that and i moved my statement.
Oh right, to stay on topic (moderatly), everything in the editor looks to be shaping up well, can't wait for graphics editing, no matter how long it takes.
Quote from: SalanewtAnyway, when can we expect script editing Atrius? I am sure that it will not be in version 0.3, or even 0.4, but only you can tell us for sure.
Not even I can. It's gonna be a while though, I can tell you it'll be one of the most complex features of the editor to program, even after the entire thing is finished.
I would assume. It requires a simplified version of ASM in order to work.
But the possibilities are limitless...
Anyhow, any idea on a release date for V.03?
Simplified for the user perhaps, but that simplification complexifies things for me.
No release date yet, sorry.
I can imagine it would be difficult... you would have to transfer ASM routines into an understandable set of commands, but the same basic ASM commands can build very different routines, which means you'd need to discover all sorts of different "ASM routine tests" just to make sure it works... and then... it could also be that similar events that seem to have similar routines work quite differently... and all sorts of other jargon.
The more I work on the Data Browser feature, the more I come to love it. It is without a doubt my favorite feature of the editor so far.
(http://img.photobucket.com/albums/v698/AtriusV/Games/Golden%20Sun%20Project/GSTLA_editor23.png)
What is it doing here you ask? Quite amazingly, it's scanned through a section of the games code and automatically detected pointers to data. This means no more tedious searching for all of the data that hasn't been located yet, we just have to go through the lists and figure out what's what! Anyone whose performed low-level hacking should be able to appreciate exactly what this means, at this rate the editor will practically do all of my hard work for me! If only I could get it to generate compression algorithms... It was even nice enough to match what's already been identified with a provided list, and label it.
Not only that, but while searching for all those pointers it keeps a tally of code functions it scans through. Down the line, this could potentially be modified to track which functions use which data so we know where to target for low-level assembly code hacks.
Using this new feature, I've easily located Djinn, Summon, and several other bits of miscellaneous data.
Amazing Atrius! It seems that only thing that will take must of the time now is figuring out the compression algorithms, right?
Excellent! I love hearing about when stuff like this works out.
Woot. This should help with a lot of things.
And here's what it looks like when you check where those data pointers are used at :happy:
(http://img.photobucket.com/albums/v698/AtriusV/Games/Golden%20Sun%20Project/GSTLA_editor24.png)
oh, here's a question, is there anything in the Data Browser having to do with classes?
Not really, since the class data is embedded at the end of a chunk of the game's code the only way the data browser sees it is by scanning through that code.
Blarg, I was hoping we could use it to get some insight as to how the class system actually works...
purge
Okay... percentage wise, close would you say you are to the 0.3 release?
Quote from: Role on 27, January, 2010, 12:58:51 PM
Okay... percentage wise, close would you say you are to the 0.3 release?
Retarted Reply
Over 9000%....
Serious Reply
It will be ready when its ready
Honest Reply
Nah I would be lying if I said I wasnt thinking the same thing just didnt want to be demanding and be the first to ask.....
I'm a little upset it's been nearly a year since v0.2, and I'm still not ready to release 0.3 yet as well.
If you haven't learned yet, precise progress estimates are something I hate giving, mostly because I wouldn't want to give hopes for a release date that I wouldn't be able to meet for whatever reason.
I've been really busy with work lately. Between the job (Which yesterday lasted from 7AM to 8PM) they've also thrown a large binder of information at me, and told me to know it within 30 days. I've been informed I'll have 5 such binders one after the other.
Anyway back to the editor, let's see...
--Text editing still has a couple somewhat minor things to deal with, though there's one really annoying quirk which will probably have to wait for another version of the editor unfortunately. Though I know you'll all find it as annoying, if not more so, than I do, it would just delay things way too much to try to deal with it right now.
--The data viewer is a beast, there's still so much left to be done with it... It'll probably be a couple versions before it's fully complete too, but there's still a lot of polishing I really want to get done on it before I release it.
--As Anemos Alchemist pointed out a couple posts back I put a button in for Djinn editor... That's about all I've managed to do with it so far, I'm debating putting it on hold till the next version, unless you all really want that sooner.
--There are a couple compatibilities issues with the original Golden Sun I wanted to fix up too.
Hmm... I'm pretty disappointed with myself for getting so little done since the last update.
Maxi, you're not Atrius. Don't make me use my umbrella.
So, basically you don't even have enough for a ballpark estimate? Ouch... I was hoping that a soon-to-come release would revive the board.
Quote from: Role on 28, January, 2010, 10:29:13 AM
Maxi, you're not Atrius. Don't make me use my umbrella.
So, basically you don't even have enough for a ballpark estimate? Ouch... I was hoping that a soon-to-come release would revive the board.
seriously your umbrella doesnt intimitate me whatsoever... :medal:
Atrius take as long as you need to perfect it.... no need for any stress in meeting deadlines
Remember the part where I can ban you for arguing with those in power?
Anywho, all I was looking for was a ballpark estimate. The site is starting to slow down... a LOT. So I was hoping that a new release could breathe some life into it.
Quote from: Role on 29, January, 2010, 10:57:13 AM
Remember the part where I can ban you for arguing with those in power?
Anywho, all I was looking for was a ballpark estimate. The site is starting to slow down... a LOT. So I was hoping that a new release could breathe some life into it.
Like i said, I could care less whether you can ban me, for i have done no arguing nor rule breaking, therefore i am right in asuming you just abuse your powers by scaring people into gaining respect, I dont swing that way however. It seems like a little girl throwing tantrims when things dont go her way.
Whether or not the site is slowing down shouldnt be an issue as when its busy all it comes down to is pointless forum games that make up 80% of the posts anyway. Having moderators that threaten to ban whilst doing nothing is patheic in itself and more than likely scared of a few folks.
But what it comes down to is everyone that has come across the editor knows Atrius is the man at the end of the day whether they join this site or not thus will wait faithfully for him to do what needs done, we had nothing to begin but gained something thus people like myself will wait in the shadows showing support were we can.... Being the longest running member here (apart from Atrius of course) i can safely say im a perfect example of how a non active person doesnt need a breath of fresh air with each day that Atrius doesnt cancel or drop the project a godsend that the project is simply alive.
Now whilst i maybe seemed to get of topic there i simply responded to a question set forward by a Global Moderator. If I get banned then so be it, its been good :) but a certain someone punching way above the belt in terms of making the site revolve around her and compalining when theres no one logging on to shout banrella at.... correlation ???
I have thought long and hard about this post and if banned only back ups this post.
Atrius, If you need me, If I need you, I will continue to PM you via Youtube :) this post is not against you, quite the opposite, I just dont have time for people that are continuously on my back, looking down on me with empty threats to keep even people like me incheck...
(Making a copy of this post to use in my defence if for some reason it gets edited, deleted.)
MaxiPower signing out :)
Since posting this i have noticed my reputation has gone up two... therefore someone agrees with me. Double XD
Ban people for arguing with those in power? You almost make this sound like some kind of fascist dictatorship, a little disagreement isn't a bad thing as long as it's handled respectfully, and saying he's not afraid of you is hardly arguing. Anyway, if it wasn't just a joke I believe we've had that conversation before, I really don't want to repeat it again, right?
Some healthy criticism of how the forum staff is doing it's job is always welcome, but there's a right way, and a wrong way to go about it. Publicly accusing the global moderator of being like a little girl throwing a tantrum, or saying they're just stirring up activity so they have people to threaten to ban would be the wrong way.
@Atrius: I seriously don't understand why you made the ONE person most susceptible to power corruption the global moderator.
And as for that fascist dictatorship question, well, it IS one.
Maxipower, as much as I agree almost completely with you, it's generally not good for your health to diss the one moderator who is actually likely to GO OUT OF THEIR WAY to find out where you live and come to your house REGARDLESS OF WHERE IN THE WORLD THAT LOCATION IS!
⌐_⌐
I love it when the discussion goes off topic, and random people walk in poking everything with a stick when there might as well be a sign that says "Danger, Mine Field"
Ah, but at least poking things with a stick results in the blast detonating at a larger distance than if you just walked straight in. :D
Am I the only one that finds the off-topic discussion debate argument complaining flames hilarious?
Quote from: Atrius on 29, January, 2010, 07:30:43 PM
Ban people for arguing with those in power? You almost make this sound like some kind of fascist dictatorship, a little disagreement isn't a bad thing as long as it's handled respectfully, and saying he's not afraid of you is hardly arguing. Anyway, if it wasn't just a joke I believe we've had that conversation before, I really don't want to repeat it again, right?
Some healthy criticism of how the forum staff is doing it's job is always welcome, but there's a right way, and a wrong way to go about it. Publicly accusing the global moderator of being like a little girl throwing a tantrum, or saying they're just stirring up activity so they have people to threaten to ban would be the wrong way.
I thought we had the understanding that "Idle threats of abuse of power" was my whole shtick?
Most amusing thing is that people take them seriously. Doods, if I actually carried those threats out, Atrius would have fired me LOOOOONG ago...
Quote from: leafgreen386 on 29, January, 2010, 10:16:40 PM
Am I the only one that finds the off-topic discussion debate argument complaining flames hilarious?
No, no you are not.
Back on topic, I've decided I will be adding the Djinni/Summon editor.
Djinni data is annoying in that it loads the names and descriptions for them straight from the abilities list, but also contains an ability variable for each one that changes the actual ability they use without affecting the name or description in the menu. *sigh* So pointless, and confusing... At least Summons actually use the name & description for the ability they have assigned to them.
No, I think I know what that does - it gives them the "djinn showing up when used" effect. If you use a djinn ability as a standard ability or spell, the djinn doesn't actually pop up. So I think it's for animation purposes.
Huh?
I mean that the name & descriptions for the Djinni might as well be hard-coded even though they're taken from the Djinni's ability in the ability list, but you can still change the actual ability the Djinni uses, and the only text is affects is "So-and-so unleashes blah-blah!" So if you select Granite in the Djinni menu you could actually have it unleash Iris, and it would behave exactly like Iris, but still use Granite's name & description in the menu.
@Role: That ALMOST always works. Sometimes, however, when you use a Djinni ability for a spell, the Djinni shows up anyway.
OH! I see what you're saying, Atrius. I dunno, though, I think I like how they did it - this means that for scripted Djinni battles, you can have them unleash themselves on you! Of course, what would be ideal, given what you said, is to give these attacks a specific name, so that way it doesn't look lame like:
"Venus Djinni uses Flint!"
and instead looks like:
"Venus Djinni uses Grand Cleave!"
And since there'd be NO DIFFERENCE in the menu, only in the code... (or at least, if I'm understanding you correctly)
In that case when you used the djinni it would also say something like "Isaac unleashes Grand Cleave!"
Awww... Blarg, I was hoping that I'd read that right. Well, there's always expanding the rom and adding 'duplicate abilities' for the sake of pulling that off...
Well, the Djinni still take their name & descriptions off their ability in the ability list anyway, it's just that they also have their own variable for the actual ability used when you unleash them, pretty pointless if you ask me.
purge
Quote from: Anemos Alchemist on 01, February, 2010, 08:29:06 AM
I just got an idea. What if you could make the Djinn unleashes be like the weapon unleashes? For example, when you unleash Flint, it could say...
"Isaac unleashes Flint! Grand Cleave!"
Not a bad idea at all, I'll look into it.
Quote from: Anemos Alchemist on 01, February, 2010, 08:29:06 AMAlso, if we could change class names, we could add new classes in place of the "?" classes, right? Well, I do seem to remember Atrius mentioning once that the classes that are already in the game don't leave any available places for classes in the Element Levels. What I mean is that there isn't enough room to add new classes as they would overlap with existing classes. ...
I said no such thing, you should be able to fill the "?" classes, and even name them as much as you want.
Quote from: Anemos Alchemist on 01, February, 2010, 08:29:06 AMAnother idea. What if you were to take, say, the Power Bread item and change the name to "Summoning Stone" and make it a class changing item? Change around a few classes, (say the Samurai ones), so that they can unleash Summons by expending PP. Then make those classes only accessible through having the "Summoning Stone" equipped... Would that work? (Yeah, yeah, you can see that I'm frantic to get a Summoner class set up!)
Class changing items... Hmm... I still wonder how they do that myself.
I don't think this deserves its own topic so-
http://s9.zetaboards.com/The_Temple_of_Kraden/topic/561976/5/
Quote from: AtriusQuote from: Eric the AppreciatorRecently I've spent some time using the current editor to make the following enemy adjustments: All enemies have roughly 1.5 times as much HP, take at least two turns each battle, use their respective monster skills more, come in consistently bigger formations, and award much more EXP and some more coins.
The result was astoundingly addicting. o_o Seriously, it was like that's the way the game always should have been. To achieve that, though, it took roughly 2 straight hour's worth spread out over several days of painstakingly adjusting all the enemy stats, giving enemies that take one turn each two turns, increasing their EXP and Coin rewards, and so on. If Atrius is still going to come out with another version of the ROM editor, I would suggest implementing a feature where you type in "1.5" or something and that's how much all non-boss enemies in the ROM have their HP, EXP, or another stat multiplied. ^_^
That's not a bad idea at all, and it wouldn't be terribly difficult to implement.
and...
In addition to the reworking I've done to speed up the map viewer, I've also made it load NPCs. Quite a while back I had mentioned that NPC data for maps was pointed to through ASM code written individually for each map so loading them would be incredibly difficult. Well, thanks to
my pointer detecting algorithm from the Data browser the editor now has easy access to it. It should be noted that due to the nature of how the pointers are loaded there can be (and often are) multiple for each map, you'll of course be able to select & view any of the NPC sets associated with a map.
I'm guessing the stat modifier thing would be done on an individual monster basis, though... I mean, it's not like the data differentiates between a mook and a boss, does it? And what if we were to change/reorder some things?
It's just an idea so far, I haven't decided if/how I would implement it exactly yet. There's no real point in making it modify monsters individually since you can already do that, so it would be a way to apply a modification across every enemy in the game, or possibly certain ones based on some kind of filters or something... The data doesn't differentiate between standard enemies and bosses so it wouldn't really be possible to filter between them.
Also... can we have a way to sort how monsters are displayed? Such as, sort by level, sort by attack, sort by (etc)? It'd not change what their monster data number is, but it would help us keep track of which monsters should be put where due to stats. So basically, just change how the editor displays the order of the monsters, but not the order in the code itself?
It could work by having a dropdown menu which says:
Data Order
Sort by Level
Sort by HP
Sort by PP
Sort by ATK
Sort by DEF
Sort by AGL
Sort by LUK
etc...
I figure since you're not changing anything in the game's code, it'd not be too hard to implement. Same with items, too, for Attack and Defense.
Great work, Atrius. With this NPC editor, will you in the future be able to open up the scripts of individual NPC's in the script editor?
Now you've put me in an awkward position. How am I supposed to answer that without revealing the surprises I had in store? :happy: Throwing around terms like "NPC editor" and not realizing that their regular & mind read dialogue can be accessed just as easily as the pointers to any scripts they may use in addition/instead.
/me takes the hint... and runs with it.
I wonder when we will get the next update...
When it's ready.
Yes, the edits in this video were made with the editor.
Oh sweet, sprite switching and text editing with the editor! Sounds excellent!
Well, I am really looking forward to the editor now. Any plans for the release date, or is it still undefined with the holy statement of "When its ready"?
Have a nice day.
Care to explain the part with I AM ERROR?
"I don't know who this hooded guy is, but he keeps referring to Psynergy as the force. It's always dark side this, and dark side that with him. It's really wearing on my nerves." "I find their lack of faith disturbing."
This is made all the more amusing by the fact that I watched Spaceballs not yesterday. Awesome.
Yeah, lol, I watched it only a few days earlier.
To be honest, I was half expecting the guy with the actual hood to be the one Alex was referring to, not Agatio. Still quite funny though.
So if this can be done in the editor, than does that mean that you almost have enough before releasing another version (or a partial version, like a 0.2.#)?
Have a nice day.
Alex & Agatio are both talking about the guy with the actual hood.
"I find your lack of faith disturbing" is actually a Darth Vader quote though... Meh.
"I AM ERROR" is a reference to Zelda II. If you're referring to the effect with the rotating text & sprites, it's a pre-existing glitched text command in Golden Sun's message box programming.
Still no concrete release date yet, sorry.
Oh my god, he says it! Th-- the quote from my sig!
Yes, that's right, I managed to read that.
"I reject your reality, and substitute one that doesn't make any sense."
But yes, it was a nod to the great Adam Savage.
Ok, so I didn't quite get it right, cause it's pretty impossible to read that, so I basically tried to figure it out from the first line.
Hey, I just noticed that the glitched text effect also made Felix spin in place too. Have you found any more commands like that, or is it the only glitched one?
Have a nice day.
Awesome video
Well, nice video.
So on a rate of 1 to 100? (Not time-wise) What would you say the completion percent for version 0.3 is? (Again, not time-wise... for all we know, even if it is 90%, we could still have to wait until next year...)
I haven't posted away from the Forum Games area for a long time. So, good luck with the rest of it!
Is it possible to change a PC's overworld sprite and battle sprite in that version of the Editor?
Battle sprite, yes, overworld, no.
Text editing is around 90%
Data Browser is ~75-85%
Djinni Editor... Which completely slipped my mind until just now, is maybe optimistically 20%, I don't imagine it will take too much time when I get back around to working on it though, it's pretty simple compared to everything else.
NPC Editing, I still haven't decided how far exactly I'm going to go with yet, so it's not really possible to estimate how complete it is. Regardless there's a lot left to do for it.
The main thing slowing progress down is that I've been extremely busy with my job lately. We have an inspection coming up in a couple months so we've been working 10 hours a day 6 days a week. As you can probably imagine I don't like to spend much of what very little free time I do have sitting in front of my computer pounding out code after I just got off more than a full day's worth of work.
As for changing the battle sprites... Is this just switching them, or actually editing them by pixel (and will it include enemy sprites)?
So djinn editing is more simple than the rest? That is a relief, since I will want to modify some of them.
Have a nice day.
Actually, I'd prefer not an editing tool for the sprites, but an IMPORTING tool to put in my own sprites in place of the old ones...
Just saying. I'd rather use art programs for art, after all...
Regardless no form of sprite editing/importing is going to be in v0.3
Well, that's obvious. That's not going to be available for a long time. I just hope the formula and effect editors are available before that, though.
Hi, I'm KyleRunner! I'm kinda new in this forum... but I've been visiting for quite a while!
I'm a big fan of Atrius' work.
I have two questions:
1º Will this text editor be compatible with all languages roms (such as spanish, italian...)?
2º Will these new features be compatible with the first Golden Sun?
I've made a portuguese translation of the first game, and I'm waiting for your new release to start a Lost Age translation project!
Thanks!
That video was the must amusing thing I've seen this week. Really nice.
Heh heh heh. I, too, saw the tribute to Adam Savage. Also... *watches video again* YOU WATCHED THAT VIDEO?! *LOL at MOP MOP MOP!*
Kekekeke.
Great video, I love it. ;3
Will psynergy/weapon icon insertion be available in this version, or the next? I mean, we've made so many already...
Unfortunately they use a format that I still don't have a compression algorithm written for yet.
Dang. And we've made so many of them already, too. Well, here's hoping we can put them in in V0.4...
It's still a work in progress, but I figured I'd show off some of the features of the NPC editing interface.
(http://img.photobucket.com/albums/v698/AtriusV/Games/Golden%20Sun%20Project/GSTLA_editor26.png)
Top panel: General information about the NPC, it's sprite, location, eventually the direction it's facing (That would be part of the ? value) Yes NPC's are assigned a Z coordinate, I have yet to notice one set to anything other than 0 yet though (When the map is loaded in-game their Z coordinate is automatically raised to the height of the ground where they're standing)
Left panel: List of events associated with the NPC, these include talking to them, mind reading them, and I believe reactions to having other psynergies being casted on them as well. It does not usually include anything to do with cut scenes.
Middle right panel: General information about the event, will contain triggers, type of event, and other such data.
Bottom right panel: The code/script/dialogue associated with the event.
(http://img.photobucket.com/albums/v698/AtriusV/Games/Golden%20Sun%20Project/GSTLA_editor27.png)
Here we see an event that uses an ASM function. The editor still does not include ASM editing capabilities yet, so you can only view these.
(http://img.photobucket.com/albums/v698/AtriusV/Games/Golden%20Sun%20Project/GSTLA_editor28.png)
This is the Idle script, basically what the NPC is doing while the player isn't interacting with it (probably needs a more suitable title than "Idle script"). Although I'm still working on deciphering a lot of the commands you can already see that they're a lot simpler than ASM. This is the script that made Kraden twitch on the ground in my recent video where I hacked all the NPC's in Dalia, unfortunately I didn't actually edit the script, it already existed for the NPC. It'll still be a while before this data is actually available for editing, but it will be viewable in v0.3
Excellent work Atrius (what else could we expect though?)! By the way, can we choose where to put tiles yet?
Also, not much of a question, but... For map tiles, will we be able to edit them and their function separately (like whether it is solid, you can walk on it, it is raised, hopping, etc.), or are the graphics and functions together?
And for sprites/objects... I am really looking forward to being able to make my own NPCs on maps. Will we be able to select different palettes for NPC sprites as well, or are palettes permanently set to sprites with the exception of special events (after all, I am used to sprites and palettes mostly being separate, but...)?
Have a nice day.
The way Golden Sun's sprites work there is only a single global palette used for everything, it's the only way it can use so many colors for each sprite. It does have palette swapping programmed into it to rearrange the way sprites use that palette like you can see in the sprite viewer, and on enemies though. I haven't found anything for NPC's that allows you to change that palette swap value outside of scripting, judging by how the colored statues in puzzles are handled I think that's the only place it's at.
Map editing isn't going to be in v0.3
I believe I mentioned this before somewhere, but movement in Golden Sun is calculated in 3D, and the collision data for maps reflects that. It is not attached to the graphical tiles, maps have separate height-map, and event data for each tile.
Excellent so thats how the text editing works, by going to the map its in and selecting the NPC, thats nice, even a noob like me could work that...
What is the difference between Finished and Finished too in the screens?
btw Atrius, could you implement navigating lists by using the arrow buttons up and down... the list as were the 258 jt005 is highlighted
The goal is user friendliness, pretty much anywhere that it made sense to make text editable you can do it at. You can edit item name & descriptions from the item editor, same for abilities, and party member default names can be edited from the party member editor, e.t.c. The text viewer was turned into an editor too though, so you also have access to view & edit every single string in the game from that menu. Combined with the search functionality for lists it's very nice for those difficult to find strings.
Unfortunately some NPC's use ASM functions when you talk to them to access their dialogue, particularly if a yes/no menu is involved, or if they perform an animation or such as well. This dialogue, as well as cut scene dialogue, is still out of reach from the Map editor, again though, that's what the all inclusive text editor is there for.
The difference between "Finished" and "Finished Too" is the word "Too" :p
Basically I just copied the code from one of my interfaces with "Ok" and "Cancel" buttons at the bottom to create the NPC editor interface from. The "Cancel" button didn't prevent it from saving the changes because of the complexity of some of the data it deals with, but I was lazy at the time, and it was easier to change the text on the button than to remove it completely. Like I said, it's still a work in progress.
Quotebtw Atrius, could you implement navigating lists by using the arrow buttons up and down... the list as were the 258 jt005 is highlighted
Actually, I've been wanting to do that for a while anyway.
:Piers: :Felix: :Jenna: :Garet: :Isaac: :Ivan: :Sheba: :Mia:
Amazing work! I want it so bad it hurts :)
Quote from: Atrius on 11, April, 2010, 11:01:32 PM
The goal is user friendliness, pretty much anywhere that it made sense to make text editable you can do it at. You can edit item name & descriptions from the item editor, same for abilities, and party member default names can be edited from the party member editor, e.t.c. The text viewer was turned into an editor too though, so you also have access to view & edit every single string in the game from that menu. Combined with the search functionality for lists it's very nice for those difficult to find strings.
Its very rare that one package does everything, thats what i love most. You mention the main text editor, How robust is the editor for adding text, What i mean is, The {01} tag within the GStoolkit (used for adding new text-boxes) is great and all but when used 7 (Give or take a few) times within a single default string to extend the text further causes problems...
Now i dont know if using say 4 {01}'s within a string over many dozen of strings causes problems because i never had to use more than two standard strings.
Now im only assuming that Your editor and the GStoolkit has deals with text the same way
Hope that makes sense :)
GStoolkit hacks the game's code to remove the compression algorithms, pulls out all the old strings, and sticks it all back in uncompressed. My text editing system leaves everything alone as best it can, opting instead to compress the new text into the existing format.
Golden Sun's text engine itself has a limit to how long a single string can be due to memory limitations, you may be hitting that limit. If I recall that limit is 512 characters.
Ah okay i got you, thanks for clearing that up.
Uhmm I have a question too you said Atrius that we can now edit the text of the NPC in the next version.
:WiseOne:
I cannot interfere in the actions of mankind.
Can we edit text that is included in a certain event?
That should be a given. Text that occurs in an event still shows up in the text viewer, and the editor *should* give us the ability to edit those.
Correct, anything visible in the text viewer can be edited.
The things I want to see most (if possible with the editor) are:
In the lost age, have Alex as a playable character from the beginning. (I'm collecting his battle char sets as we speak) And replace the regular Alex with a normal NPC.
And I would like placing a town in the middle of nowhere and add a Star wars or something concept like Atrius did. That was just kickass
Quote from: DarkShuyin on 04, May, 2010, 07:47:00 PM
The things I want to see most (if possible with the editor) are:
In the lost age, have Alex as a playable character from the beginning. (I'm collecting his battle char sets as we speak) And replace the regular Alex with a normal NPC.
And I would like placing a town in the middle of nowhere and add a Star wars or something concept like Atrius did. That was just kickass
Not all possible at the moment with the editor, Its true Atrius could insert the Alex sprites like he did with Kraden but thats not using the editor, but some other method. btw would your friend be interested in checking out this site, the one that created the Alex sprite ?
I always wanted to edit text!! And replacing Sprites would be Also Great!! Would it be possible to change the boss sprites into "not-existing-sprites" (for example replace the Dullahan battle with a battle against... er... Link... or... Ichigo)? (It would be so great!!!)
Or I thought something about "Link Joins your Pary" would THIS be possible, for example replacing :Piers: with Link...
And... (sorry abut such many questions) what is about the Summons?? Could I change the Cutscenes from them (somewhen)??? or at least change the Names of the Abilities...
I hope, you can Answer all my questions...
Oh yes... I've forgotten: thumbs up for your Editor... and the Video... (LOL because of Dullahan and Poseidon)
Text editing is coming in the next release, the text viewer from v0.2 is being converted into an editor so anything you can currently view with it will be editable. To make things easier stuff like item/ability/enemy names, descriptions & such will also be editable in their corresponding sections of the editor.
Sprite editing/replacing will be coming eventually, but it's still a little ways down the road. I expect it may make it's way into v0.4 when it comes around. It will enable you to replace party member, enemy, or any other sprites visible in the current sprite viewer with custom ones. With text editing in the next release you will already be able to change default party member names.
Battle animation & cutscene editing are still a long ways off. They're programmed in ASM code, so they're extremely difficult to change in any way. Even when the editor become capable of editing them it will likely require a fair amount of scripting experience.
Could you possibly make a patch so that "restore X% of HP/PP" effects work outside of battle? I've been having a problem, since I've made a system where pretty much all healing abilities use those, and it's getting annoying to only be able to heal in-battle.
@Atrius: thanks, for the information... now I can wait hopefully for the next Editor! :happy:
It's getting closer to the beginning of October, so I thought I'd let you guys know that the editor is still on track for a release before the end of it, and share some new screen shots.
(http://img.photobucket.com/albums/v698/AtriusV/Games/Golden%20Sun%20Project/GSTLA_editor29.png)
Editing the name of a Class. Notice the new "Auto" option used for setting your class type based on it's elemental requirements.
(http://img.photobucket.com/albums/v698/AtriusV/Games/Golden%20Sun%20Project/GSTLA_editor30.png)
The map viewer with a couple new additions, there are buttons for setting the visibility of tile layers, NPCs, as well as a grid. Also notice how the sun ray tile layer in Madra, which uses a special blend mode, is displayed properly. Expect the same for light shining inside windows of buildings, and other such effects as well.
(http://img.photobucket.com/albums/v698/AtriusV/Games/Golden%20Sun%20Project/GSTLA_editor31.png)
Viewing tile sets in the map viewer.
(http://img.photobucket.com/albums/v698/AtriusV/Games/Golden%20Sun%20Project/GSTLA_editor32.png)
Djinni Editor. Yes, their name & descriptions are linked to an ability, although it's possible to set a different ability for what they actually do.
(http://img.photobucket.com/albums/v698/AtriusV/Games/Golden%20Sun%20Project/GSTLA_hacked8.png)
An in game screen shot of some of the results of my shenanigans.
Interesting side note: It is possible to make it so that a summon doesn't require any Djinni, but you still need to have at least one on standby to access the summon menu in battle.
Hot stuff, Atrius. Can't wait for the final release.
Don't forget about the localization files, too, Atrius, so we can get a copy of the program in German :D
Cool, so Piers has a new possible base class, but Pikachu is giving it to Sheba? Nice work on the editor Atrius! I knew you could do it at your own pace without being rushed by others!
Have a nice day.
totally sweet, looks impressive
Did I also forget to mention that the hex viewer for the code associated with maps is now a fully working hex editor? More advanced users will be able to modify NPC idle behaviors, and cut scenes with this, among other things.
Oh, hey, I can post again.
Anywho, do you think we'll have a summon editor for the next release as well?
Quote from: Atrius on 27, September, 2010, 03:57:56 PM
Did I also forget to mention that the hex viewer for the code associated with maps is now a fully working hex editor? More advanced users will be able to modify NPC idle behaviors, and cut scenes with this, among other things.
And that sounds like something that I would love to work with, thanks Atrius!
Have a nice day.
Quote from: Role on 27, September, 2010, 04:44:30 PM
Oh, hey, I can post again.
Anywho, do you think we'll have a summon editor for the next release as well?
*Cough Couhlookatthedjinnieditorscreenshotmorecloselyandthelastlineinthatpostaauough Cough*
Excuse me, I must have had somehinting stuck in my throat. :Sweat:
Wow, the new version looks reallt good so far, Do you think there could be sprite swapping for the next release? even the ones in the game for other inside the games. (Felix for Isaac and the other way around) :happy:
If by next release you mean the one after this, maybe.
QuoteThe map viewer with a couple new additions, there are buttons for setting the visibility of tile layers, NPCs, as well as a grid. Also notice how the sun ray tile layer in Madra, which uses a special blend mode, is displayed properly. Expect the same for light shining inside windows of buildings, and other such effects as well.
Soo... I suppose scrolling in the Map Editor is even slower now?, Huh? Or has that been improved?
I rewrote most of the code for the map viewer, it works better now.
Edit:
Quote from: Charon the FerrymanDon't forget about the localization files, too, Atrius, so we can get a copy of the program in German :D
Speaking of that, I should probably try to find translators.
Quote from: Atrius on 27, September, 2010, 09:15:12 PM
Quote from: Role on 27, September, 2010, 04:44:30 PM
Oh, hey, I can post again.
Anywho, do you think we'll have a summon editor for the next release as well?
*Cough Couhlookatthedjinnieditorscreenshotmorecloselyandthelastlineinthatpostaauough Cough*
Excuse me, I must have had somehinting stuck in my throat. :Sweat:
This pleases me greatly. I approve of this course of action.
I know, it seems like a lot of stuff coming this coming version, doesn't it? (Well, error fixes... djinni/summons.. major upgraded map viewer... text editing...)
Oh yeah? So I suppose we aren't getting a palette editor (of any form) this coming version?
And the most important of all - a new update method! Instead will get small chunks with the occasional big release, so we'll get bugfixes done much quicker.
So, what still has to be done before the next editor release? I mean, I see all sorts of cool new features, but no mention of what still needs fixing.
It would be an obvious guess to knowing the chances that Atrius might reveal something on Editor's Anniversary on October 10th. (2 days from now) But you never know...
I think the biggest editable will be Text Editing... and the biggest Viewing update will be Map Viewing.. but....
Adding compatibility for Djinn/Summon editing in GS 1 & other language versions of the games, refining code to do with how NPCs react with height map information, keyboard shortcuts in the text editor, e.t.c. I've got a list of exactly a dozen things left to do five of which could easily be put off till the next release, but I'd rather get them into this one.
Hey there, for my birthday I'm giving you a gift!
(http://img.photobucket.com/albums/v698/AtriusV/Games/Golden%20Sun%20Project/GSTLA_editor35.png) (http://img.photobucket.com/albums/v698/AtriusV/Games/Golden%20Sun%20Project/GSTLA_editor36.png)
Let there be no more doubt what the big new feature for the next major release of the editor is going to be: sprite editing. The functionality is extremely lacking still, but the interface for it is starting to take shape.
In the first image we see the redesigned sprite interface which will give us the additional access we'll need to do our editing. We still have our nifty little sprite/animation preview panel from previous versions of the editor, but now we can also browse all of the individual sprites included in the set. Among the options available here will be to import/export sprites as image files. The next screen shot displays a basic graphics editing interface which will provide a way to make some changes without the trouble of going through the exporting/importing process.
WOW cool ... and we were supposed to give a gift ><
So i take it that this will be in the next release?
Oh and i forgot to say:
Thanks !!!!
No way! It's Atrius' birthday today as well?
Happy birthday!
The sprite editor looks awesome.
Wow, it looks wonderful! Are you sure that it is your birthday instead of ours? Anyway, happy birthday, and thanks for showing this to us!
Have a nice day.
Here's your favorite cake ever:
(http://2.bp.blogspot.com/_z8OuMN26N2A/SmZXriK7ixI/AAAAAAAABlA/_DwqlDVPlTw/s400/hello-kitty-birthday-cake-01.jpg)
:!: wrong cake i think. :Sweat:
Spriting will be easier with the new feature ><
And Felix has way too many sprites :um:
Happy birthday atrius! Heh. Even on your birthday you manage to show off more editor awesomeness. Make sure you take a good break today. You deserve it!
Quote from: Atrius on 13, November, 2010, 04:46:47 AM
Hey there, for my birthday I'm giving you a gift!
Let there be no more doubt what the big new feature for the next major release of the editor is going to be: sprite editing. The functionality is extremely lacking still, but the interface for it is starting to take shape.
In the first image we see the redesigned sprite interface which will give us the additional access we'll need to do our editing. We still have our nifty little sprite/animation preview panel from previous versions of the editor, but now we can also browse all of the individual sprites included in the set. Among the options available here will be to import/export sprites as image files. The next screen shot displays a basic graphics editing interface which will provide a way to make some changes without the trouble of going through the exporting/importing process.
This made me grin ear to ear. Keep up the good work! (wow, even on your birthday)
It's about time for a feature people have been wanting ever since they could edit items back in v0.1
(http://img.photobucket.com/albums/v698/AtriusV/Games/Golden%20Sun%20Project/GSTLA_editor37.png)
What we have here is the shop editor so you can finally put all of those nice new items you've been crafting up for sale. Before you ask, no this data isn't saved in the map's code where the shop is actually at. So unfortunately you're stuck just guessing which entry is the shop you're looking to edit, right? Wrong!
(http://img.photobucket.com/albums/v698/AtriusV/Games/Golden%20Sun%20Project/GSTLA_editor38.png) (http://img.photobucket.com/albums/v698/AtriusV/Games/Golden%20Sun%20Project/GSTLA_editor39.png)
I present to you my latest breakthrough working with ASM code. This new feature in the NPC editor scans their ASM scripts for certain function calls, and values relating to them in order to provide you with easy access to edit even more of the data NPC's use. By clicking on the entry for the shop function we get the shop editing interface opened up to the specific entry that NPC uses!
(http://img.photobucket.com/albums/v698/AtriusV/Games/Golden%20Sun%20Project/GSTLA_hacked9.png)
Yay! Shop editing!
Alsoalsoalso, artifact setting? That's the next thing after shop editing. So we can finally make all those cool rare items we've been making into Artifacts for sale at shops!
Speaking of artifacts, there's a behavior with shops concerning them that will likely confuse many people.
Because of the way that artifacts are handled (Being able to repurchase ones you've sold/dropped) the artifacts available at a shop are only loaded the first time you shop there. Basically what this means is that if you talk to a shopkeeper, save, edit their artifacts, reload the game then try talking to them again the changes will not take effect. You will only see the changes to their artifacts if it's the first time you've talked to that shop keeper with that save game.
Love it :) My new Hydra Blade is gonna hit the shelves ASAP
also
Love the possible unintentional Commando line
And if you want your kid back, then you gotta co-operate, right?
Wrong! (blows face off with Shotgun)
(http://img.photobucket.com/albums/v698/AtriusV/Games/Golden%20Sun%20Project/GSTLA_editor40.png)
Alright, so here we go, artifacts. This data is how the game keeps track of which items can be re-bought in the artifacts section of a shop if you sell/drop them. But wait... Somethings odd here, they're stored as multiple individual lists of items? Well... Not exactly, but this is the best way I found to represent the way they're actually handled. The original data only ever puts a single item into an artifact slot, but taking advantage of the way the artifact data is formatted you can actually put multiple items in a single slot creating a list of sorts. This creates an interesting side effect in game. Let's take this artifact list with the elemental stars, and play with that effect a little bit.
(http://img.photobucket.com/albums/v698/AtriusV/Games/Golden%20Sun%20Project/GSTLA_hacked10.png)
What, you're selling the Mars Star Felix?!! No we need that to light the lighthouse!!!
Augh, too late he already did it... Well, since it's an artifact now the shopkeeper will hold onto it for us so we can buy it back.
(http://img.photobucket.com/albums/v698/AtriusV/Games/Golden%20Sun%20Project/GSTLA_hacked11.png)
Okay Shopkeeper we'll take... Wait what, you have all four elemental stars available!? But... A minute ago all you had was a Water of Life... Ok, well Saturos already used our Mercury Star to light the lighthouse, but it'd be nice to have another one as a souvenir, we'll take that.
(http://img.photobucket.com/albums/v698/AtriusV/Games/Golden%20Sun%20Project/GSTLA_hacked12.png)
Now the Mars Sta-.... What do you mean you're out!!! You had one just a second ago, the rest of the elemental stars too, where did they go!!!
So basically what happens is as far as Shopkeepers go all of the artifacts in a list are grouped together. The amount you sell/drop/buy of any one artifact in a list will affect how many of ALL of the artifacts in that list the shopkeepers will have available. In this example I could sell whichever elemental star I had to buy a different one, but I could only ever have 1 at a time. If I were somehow able to get another elemental star and sold it as well the one I had before, I'd be able to buy any 2 back (even duplicates of the same one)
It should also be noted that you can only put an item in one artifact list. Nothing can appear in multiple lists.
Felix should have known better than to sell that Mars Star! Regardless, keep up the good work Atrius. :3
-Sweet. Might Make Some New Weapons Snd Sell Em. Can You Tell Me If You Can Finally Edit Regular NCP Events(Add/Edit/Remove) In The Game???
Umm... dude? This is the PREVIEW TOPIC. As in, the version of the editor that has those artifact features isn't out yet.
Also, you already can edit NPC events if you can find them in the map code. There's a hex editor for the map sections of the code, so you can mess around with that kind of stuff.
Also, PLEASE stop capitalizing the first letter of every word! It's really annoying.
Cool. So we could make like... some sort of tokens that you can trade in for new items?
Also, I hadn't thought about this before, but since I noticed that list goes over 256, does that mean we can have up to 4096 items in the game? Not that we'd ever need that many, of course.
This can actually make psynergy shops a viable option! Sweet! Can't wait til the next release Atrius, good work! Also, this means we could make a set of weapons in one artifact slot so that you can buy one but not the others? Like if you buy say weapon A, weapons B and C would become unavailable unless you dropped A, or got another of Weapon A some other way and sold that?
This is just artifacts. There are 300 slots for them, that is the number of slots that exist for keeping track of them in memory & saved games, and no there is no way of increasing it.
The theoretical limit for items is 512 counting the empty slot at 0, so technically 511.
Whizkid, as far as shops are concerned they always have the same amount in stock of artifacts in the same list. You cannot have item A available without items B & C also being available, likewise if A is unavailable neither are B & C. The shop uses a single stock value to represent a list, if you buy any item in that list the stock value corresponding with it decreases by 1, likewise the value will increase if you sell/drop any item in that list.
I've been experimenting with some things for selecting animations for abilities since going blindly by number alone is pretty unbearable.
(http://img.photobucket.com/albums/v698/AtriusV/Games/Golden%20Sun%20Project/GSTLA_editor41.png)
So we've got 2 more things now: Names of Abilities that currently use the animation, and a graphical snippet. (Ignore the ASM on the right, it's just there for debugging purposes for how the editor figures out where to grab the graphical data from, and how to display it)
It's not perfect, but it took quite a bit of work to get even a graphical snippet like that. As you can tell a lot of it is garbled, but there's at least something recognizable there thanks to a couple new ASM scanning tricks I implemented. Unfortunately the ASM for some abilities is formatted in a way that either the graphics, or the data needed to display it recognizably can't be detected. Still, when it does work it's better than just a number, right?
Much better than just a number.
Life Shear looks weird without those huge scissors. Actually... looking at the still like that, it sorta reminds me of Baiken (http://guilty-gear.wikia.com/wiki/Baiken) from Guilty Gear.
Ah.. I happened to notice how part of the scarf she wears clips off the edge and shows up on the left... And with that, I somehow notice the garbled data might do that alittlebit as well.
QuoteUnfortunately the ASM for some abilities is formatted in a way that either the graphics, or the data needed to display it recognizably can't be detected.
I wonder how true that is... Surely there must be someway? I hope that you somehow have some luck with it.
The functions I wrote for detecting argument input to function calls can only do so much. Once it can't figure out where a value is being loaded from, or what the input for part of a calculation done on the register is set to it can't reasonably try to backtrace it's value. Not to mention the attacks that are basically just particle effects with no real graphics to begin with.
I have a quick question on that... would said particle effects be called as part of the image routine, or are they actually implemented as part of the routine? Like, when Jupiter, for example, is summoned, are these effects called from a particular routine or are they part of the routine, along with the actual djinni's swirling animation?
It'd be really, really cool if we could edit the particles' animations individually but that's practically impossible...
head hurts....
LOL Life Shear without scissors. You could make it like... KAMEHAMEHA or something similarly stupid. HADOUKEN!
It would be REALLY nice to just have the sprite, artifacts, and shop editors already. So can you stop trying add new things for a while and just finish and release those features first? Pleeeeeeeaze?
Whenever I get bored/frustrated working on one/more feature(s), I start working on a different one to mix things up while still being productive. It's just part of my process.
Yeah, I think even I would do that... There is a disadvantage to that, though... If you leave part of your code for too long you forget a lot of things about it and have to look at it again... (Thus the reason we should comment our code as direct as can be.)
Also, what if you forget to finish one of the features you were adding? I would recommend putting it to one of them "points where it is okay to make public even if it is not complete," if you can do that.
So any idea when we can get a public beta of the update or something to work with? I mean, it has been half a year...
I do have an idea, but it'd be against my nature to say. Sad to say, it looks like the sprite editor won't make it into the next release though.
Well, you can always tell us when it WON'T be released... like If it won't be released in May or June.. In which case, it just means to us that you have plenty to do. Otherwise, if you are not sure, then we could expect the editor any time at all, whether soon, or much later.
Please do not worry about it Atrius, you should release it when you feel that it is good enough for us to use. I am sure that everyone can exercise some patience and let you release a good version instead of a rushed one. Of course, you could be a trooper and release an early version to be used for the Community Hack carefully select some bug testers if you want some help, you have several trustworthy members here.
Oh yeah, the new animation feature looks wonderful, keep up the good work!
I had to rework a bit of the interface in the party member editor.
(http://img.photobucket.com/albums/v698/AtriusV/Games/Golden%20Sun%20Project/GSTLA_editor42.png?t=1306034424)
That's... awesome.
Cool, nice job >_<
Wow, even better than before! (Even if the innate psynergy hadn't been there.)
Also, I have a question about this: http://img.photobucket.com/albums/v698/AtriusV/Games/Golden%20Sun%20Project/GSTLA_editor38.png
Specifically, the call toward the first function of an NPC.. there must be arguments given. As R0, and I notice that sometimes they move this value to R5 . and when it is to be used, this value can be moved into either R0 or R1, etc. (add r0, r5, #0x0, or add r1, r5, #0x0)
Well, would it work to replace the ? with the register number?
Like..
shop_display(3, R5)
So that way, you can make your own values (constants.) Or simply use the values in registers. Edit 1: (Usually not constant(?), why else would you grab them from a register?)
shop_display(R5, R5) as something random would be interesting. (Lol.)
Edit2: I'm sure you can also include formulas like shop_display(R5-1,R5+3).. etc. and loading values from an address if a register is an address could be shop_display(2,[R5]) That would be ldr, you could put an h or b beside it for halfword and byte.
Think of it like the way you code an editor.. Do you always have the arguments constant? I don't think so.. If you are skilled, anyway.
I think you're missing the purpose of that feature. The editor still doesn't have any assembly compiling functionality, you can't edit the arguments themselves at all right now. As such it'd be pointless to fill them in if they weren't constant since the only thing you can edit is what they reference (Basically since dialogue_display uses argument 6199 it knows to open up a text editing window with string index 6199 loaded, but you can't change which string index the function uses.)
Also the algorithm that detects the values is rather robust. Even an argument were set to R5, or calculated from an equation like R5 + 6 * R4 the editor would be able to figure it out as long as it could back trace an absolute value for all of the variables involved in the equation. Only once it reaches a point where it can't reasonably trace backwards any more does it give up, and fill in a question mark instead.
QuoteI think you're missing the purpose of that feature. The editor still doesn't have any assembly compiling functionality, you can't edit the arguments themselves at all right now. As such it'd be pointless to fill them in if they weren't constant since the only thing you can edit is what they reference (Basically since dialogue_display uses argument 6199 it knows to open up a text editing window with string index 6199 loaded, but you can't change which string index the function uses.)
Also the algorithm that detects the values is rather robust. Even an argument were set to R5, or calculated from an equation like R5 + 6 * R4 the editor would be able to figure it out as long as it could back trace an absolute value for all of the variables involved in the equation. Only once it reaches a point where it can't reasonably trace backwards any more does it give up, and fill in a question mark instead.
If the values were used for informational purposes, wouldn't it be helpful to use the Register Number instead of a question mark? (And if the register is unknown, then use the ?.) Atleast then you could know it is non-constant right away, and not just
totally unknown.
As for "right now" ... Do you think maybe they will be editable one day in the future? I'm sure it may be a couple years.. however, that's pretty much the direction my previous post was hinting. (If it should ever be done.)
I don't really see why anyone would care, it's pretty simple anyway Argument 0 = r0, Argument 1 = r1, Argument 2 = r2, and so on. Trying to make the editor display anything beyond that for unknown values would be wasted effort. If people know enough for it to be useful they'd probably want to see the code for themselves anyway, and the editor identifies & colors recognized function calls in the code listing as well so they're easy enough to find.
You're making me nostalgic for all the suggestions people gave for v0.1: "If you can view it with the editor plans are to eventually make it editable."
Quoteit's pretty simple anyway Argument 0 = r0, Argument 1 = r1, Argument 2 = r2, and so on.
I knew that, I do not mean the argument registers.. but I mean the register the data was placed from.
add r1, r5, #0x0
shop_display(2,r5) and
not shop_display(2,r1)QuoteIf people know enough for it to be useful they'd probably want to see the code for themselves anyway, and the editor identifies & colors recognized function calls in the code listing as well so they're easy enough to find.
I like that, so the right away part, is much faster now..
Edit: I forgot to ask if clicking the Editable Function Calls brings you down to the bl code as it is seen in the code list?
Like I said, the argument detector tries to find absolute values even if it has to recursively check other registers. Even if r1 were set to r5 it would find the value of r5 if it could. Programming it not to go so deep, and just accept references instead would be counter-productive to the end goal here.
Clicking it opens up whatever editor interface is relevant to the data the function references. dialogue_display opens a text editing box, shop_display opens the shop editing interface, e.t.c.
QuoteProgramming it not to go so deep
I meant only for the values that were found to be ?. It would still go as deep, but if it was unsuccessful, then it should find a reference... that was my point..
Oh yeah, you did say something about a text editing window, but you weren't exactly clear about the "clicking" part.. Atleast now I understand.
Edit: I think I see your main purpose for this now, it is specifically so the editor knows what to have in the interface that opens up... I wonder how non-constant values would work for that? (You simply just use 0 as a place-holder?)
It's after 3am, so I may be a bit slow.
Non-constant values don't work for it at all which is exactly why trying to identify them beyond "I don't know what this value is" would be wasted effort.
FINALLY squashed a bug in v0.4 that was causing ROM corruptions. The release will be before the end of June assuming no more program breaking bugs show up.
Oh, you found it? What was causing it?
So many things... Suffice it to say that although plugging a leak may be the right thing to do, even if it wasn't causing any major problems, that leak may have been keeping your container from overflowing all over things that really don't like getting wet.
Ouch. Sounds like it was a pain to deal with.
ah new release, awsome dude. :D
sorry havent been on much, But summer here yeaoooooo!!!
QuoteFINALLY squashed a bug in v0.4 that was causing ROM corruptions.
Awesome, it must have taken you a long time to fix.
QuoteThe release will be before the end of June assuming no more program breaking bugs show up.
[/quote] Ofcourse, if you waited until July 4th we could enjoy the new release and watch fireworks at the same time! Then again, I think most people would perfer it in June. (Lol.)
Quote from: charleysdrpepper on 09, June, 2011, 05:34:08 PM
QuoteFINALLY squashed a bug in v0.4 that was causing ROM corruptions.
Awesome, it must have taken you a long time to fix. QuoteThe release will be before the end of June assuming no more program breaking bugs show up.
Ofcourse, if you waited until July 4th we could enjoy the new release and watch fireworks at the same time! Then again, I think most people would perfer it in June. (Lol.)
[/quote]
Someone gag him :P
Quote from: MaxiPower on 15, June, 2011, 03:49:35 PM
Quote from: charleysdrpepper on 09, June, 2011, 05:34:08 PM
QuoteFINALLY squashed a bug in v0.4 that was causing ROM corruptions.
Awesome, it must have taken you a long time to fix. QuoteThe release will be before the end of June assuming no more program breaking bugs show up.
Ofcourse, if you waited until July 4th we could enjoy the new release and watch fireworks at the same time! Then again, I think most people would perfer it in June. (Lol.)
Someone gag him :P
[/quote]
Gag who? Kraden? I just did! Hopefully his lectures won't be bothering you anymore.
Great, I am looking forward to the update. Could you please remind us of the features that should be in this release?
QuoteOf course, if you waited until June 24th we could enjoy the new release and have plenty of time to try it out!
There, I corrected your comment. This is what you meant to say, right?
Quote from: Salanewt on 15, June, 2011, 06:39:46 PM
Great, I am looking forward to the update. Could you please remind us of the features that should be in this release?
QuoteOf course, if you waited until June 24th we could enjoy the new release and have plenty of time to try it out!
There, I corrected your comment. This is what you meant to say, right?
Oh yes, that's right. The July 4th thing was all Kraden's idea. Hehe..
But US Independence day is only celebrated by the American members. Our members span the entire globe, CDP. Canada, Dubai, Mumbai, and several other places all have representatives here.
How true.
But isn't this place meant for new features?
Aye, but one person wanted to delay the new release until US Independence day. Cue most of the forum screaming "NOOOOOOOOOO!"
Quote from: Role on 16, June, 2011, 05:11:16 AM
But US Independence day is only celebrated by the American members. Our members span the entire globe, CDP. Canada, Dubai, Mumbai, and several other places all have representatives here.
That is correct. July 4th was about independence from England. I was also considering the fact that Atrius is an American as well, if I remember correctly. (Anyway, Just because it would be July 4th doesn't mean that everyone has to celebrate it, I mean, think of it like a coincidence.)
Anyway, I didn't say I actually wanted it delayed then, but I pretty much said it as a joke.
:?: How so? he seems great to me.
somewhere I am pretty sure that he said it might be early july if not late june.
Quote from: AtriusThe release will be before the end of June assuming no more program breaking bugs show up.
This screenshot shows results of tests showing more program breaking bugs that showed up last week
These are the same tests ran last night
Feature wise v0.4 is ready for release, although the sprite editor is being held back due to a couple issues. I'm just making sure I'm confident that everything is working the way it should be now. The last thing I want to do is release something that's going to cause major issues corrupting everyone's work.
so will you release the editor with the finished sprite editor when its done or wait a few months and incude it in v0.5. I don't mind downloading a v0.45 cause I really want that sprite editor. I have spent hours scouring the web for anything like it. and I am so excited. even if I have to wait a few months. just take your time.
Quoteso will you release the editor with the finished sprite editor when its done or wait a few months and incude it in v0.5. I don't mind downloading a v0.45 cause I really want that sprite editor. I have spent hours scouring the web for anything like it. and I am so excited. even if I have to wait a few months. just take your time.
I have a feeling that the next release (after 0.4), whether it be a full version or not, will include the Sprites Editor. (Unless it is a bug fix version.) My guess is that it will probably be 0.4.1 if all the problems go away soon. Otherwise, if he gets into working on some other areas of the editor. (As in taking a break from the Sprites Editor.) It could probably end up being Version 0.5.
Quoteunderstandable and agreeable.
True.
QuoteFeature wise v0.4 is ready for release, although the sprite editor is being held back due to a couple issues. I'm just making sure I'm confident that everything is working the way it should be now. The last thing I want to do is release something that's going to cause major issues corrupting everyone's work.
You can do that and make a video at the same time!
Looks like great progress is being made!
Scripts will be fun to mess with when the time comes :)
So what time should we expect it? Some time this week?
How about right now?
That does not make sense...
You can't open a ROM from the editor, so you have to open a ROM with the editor to get it to work? What part of these two things is different?
Also, this is not the error reporting thread.
I thought it was sad to see this page fall back to Page 3, so I decided that maybe I could update it with a little something.
Meanwhile, while I was looking through the Map Editor code, and thinking about how to display the Event Initialization data, I decided that I should display more of the tilemap data. Ones that are associated with events, doors, and other interesting things you can interact with. Etc.
(http://img7.imageshack.us/img7/1063/eventidentifiers2.png)
Basically, the data works like this.
00 = No boxes / Walkable space
FF = A box without a number.
All others are boxes with a hexadecimal number.
P.S. = I probably should note that I left the height map alone.
Quote from: Teawater on 07, February, 2013, 08:14:18 PM
P.S. = I probably should note that I left the height map alone.
Hence why the [2] on the elevated platform in the last screenshot looks like it's two cells lower than it should be.
It looks nice, does new layer 1 button at the top right of the map view toggle it's visibility?
Yeah, I know. If I had it so all the tiles go to the top of the height map, it wouldn't look right. See the [28] in the 2nd image? Yeah, that one would be raised as well. (I know because I un-commented a piece of code you had based off the height map calculation of the tile that's being mouse-overed.)
Not to mention that it would be difficult to edit tiles in places that you cannot see to begin with.
---
Yes, it does. I only did it with the surfaces feature though. (Aka: User Defined 3) (Is the alternate method (See User Defined 2) for displaying maps for crappy computers?)
Well, maybe there could be a heightmap toggle? That way, you could click the toggle and it'd line up with the height map, so it's easier to read. When you need to work on it again, click the toggle and it's a flat display...
Perhaps, however, right now I have it so that when you mouse-over a tile, the tile at the top of the heightmap would be highlighted. None of the screenshots in the above picture show this, though. - I just had to modify Atrius's commented code just a little bit to get this going.
Quote from: Teawater on 07, February, 2013, 08:47:05 PM
Yes, it does. I only did it with the surfaces feature though. (Aka: User Defined 3) (Is the alternate method (See User Defined 2) for displaying maps for crappy computers?)
Yes, some older graphics cards don't like surfaces so I had to write alternate drawing code for everything that used them. Unfortunate because surfaces speed up drawing of some things quite a bit, and computers that don't support them are already probably slower. I made it draw "Graphics card error" in red on the map editor if it was unable to use surfaces.
QuoteI just had to modify Atrius's commented code just a little bit to get this going.
Speaking of commented code there's a beast of an algorithm in User Defined 1. I think it's from when I was experimenting with importing GS1 map data into TLA, or something to do with map editing... It's been a long time.
Get the map editor working and we might could just MAKE the original GS map in TLA.
Yeah, that would be a good idea, except, even in just one file (Ex: Map code file) there can be a lot of stuff to edit when just replacing the file could be a simple procedure. I might want to warn you that GS1 has a higher unique tile limit than GS2, if I recall correctly.
Anyway, I have thought about this a little more... and what I'd like to try to do with the editor eventually is this.
-Maybe make the width of maps based on the data, and not their in-game size. - If I remember from my research a long time ago, I think there were some tile events outside of the map's boundaries? (I believe Mercury Lighthouse grabbed these via a Tile Mod.)
-Create a temp file for all the 8x8 tiles. (Which will be made from using the 2 in-game files.)
-I might include a unique tiles counter, so when replacing a tile, first check all tiles along with the old tile to determine if the counter should be decremented. And then do the same with the new tile to see if it should be incremented.
-Perhaps when you change to a new map or save, generate the two game files from using this temp file. And then load the new map.
I'm a little confused by discussion in this thread. Is the editor dead? And what are its current capabilities? I've been away for a few months (years?) so I'm wondering what has changed. Any map editing capabilities? Scripting? Objecting-editing? Capabilities to create new puzzles and content? and so on? Do we still need Role's class fix patch?
Editor's done. Atrius will no longer be updating it. I do not know it's capabilities because I don't use it but I'm sure there's a list of what it can do somewhere.
Quote from: Lishy on 15, February, 2013, 08:53:48 PM
I'm a little confused by discussion in this thread. Is the editor dead? And what are its current capabilities? I've been away for a few months (years?) so I'm wondering what has changed. Any map editing capabilities? Scripting? Objecting-editing? Capabilities to create new puzzles and content? and so on? Do we still need Role's class fix patch?
Kain is correct that Atrius stopped working on the editor. http://forum.goldensunhacking.net/index.php?topic=2116.msg37980#msg37980
However, I wouldn 't say the editor is done, since there are plenty of things that the editor obviously doesn't support. (Like assigning music and battles to rooms... etc.) I'm planning on eventually making more updates to it, but I decided to wait for me to make a major release before announcing that I will be the next person in charge. Makes more sense doing it this way since I tend to procrastinate with big projects like this a lot.
A 'major release', Teawater? Is that a hint, or do you want to see other projects too? ;)
Clearly, it means that if I'm unable to get a major release out, then there is no point on getting peoples hopes up...
Alright, thanks Teawater. I'll continue to work with what I got. But just to confirm: adding new, custom boss fights are currently impossible? What about auto-linking the game? (Or is there any way to improvise the link-game events like the gladiator boss while still allowing the player to collect all djinn?)
Exactly what do you mean by boss fights, anyway?
If you mean things like assigning music, or multiple enemy slots to each turn of an enemy (Which is assembly coded, if I recall correctly.), then I guess it is not possible yet.
Also, I believe the data relating to the six events are held in storybook flags, so you could just simply use the debug menu tool in GS2 to enable them. Not that I actually tested it or anything. I will probably have to look up the Gladiator boss to remember exactly what you may be talking about, though.
Edit: Other than that, I think the answer to your question is no.
Quote from: Teawater on 16, February, 2013, 01:29:01 PM
Exactly what do you mean by boss fights, anyway?
If you mean things like assigning music, or multiple enemy slots to each turn of an enemy (Which is assembly coded, if I recall correctly.), then I guess it is not possible yet.
Also, I believe the data relating to the six events are held in storybook flags, so you could just simply use the debug menu tool in GS2 to enable them. Not that I actually tested it or anything. I will probably have to look up the Gladiator boss to remember exactly what you may be talking about, though.
Edit: Other than that, I think the answer to your question is no.
Example boss fight: Star Magician. Interacting with it will trigger a fight with unique music. It could be something as simple as an NPC blocking your way in Airs Rock as long as it triggers a boss fight. Another example: Chest Beaters (the 1st boss.) Still not possible?
Also, for the events, is there a way to enable it without debug menu? I'm not fond of bandaid fixes. A player should be able to pick up a hack and enjoy it without cutting corners in my opinion. (By gladiator, I mean the GS1 Colosso guys ambushing you at Shaman Village.)
I'm also curious what could be done with flags, to say for example, force the player to do Inner Anemos Sanctum before receiving the ship wings, and disabling the door which requires all djinn without needing Djinn?
@1: Oh, so you mean NPC/Event editing?
I think all that can be done by editing the map code. Which is editable with Atrius's editor (See Map Editor's Disassembler and Hex Editor.), but unfortunately, you'd have to understand some assembly.
@2: This should be doable by using assembly code to write to the flags.
@3: I assume that is also in the Map Code as well, but I would have to look into it to make sure, though.
Thanks for clearing that up, Teawater.
I have.. Some experience with ASM. But never with Golden Sun before. I'm sure I can get stuff done by copy pasting code and tweaking values though...
You wouldn't happen to have a guide for using the editor to do this, would you? Q_Q