Golden Sun Hacking Community

Golden Sun Resources => The Classic GS Editor => Topic started by: Menaus on 06, January, 2010, 12:39:27 AM

Title: Suggestion for the Editor
Post by: Menaus on 06, January, 2010, 12:39:27 AM
How about in the next version we have a feature to edit the names of the ability's, items, etc. It would really help me when I edit things like making the wheat sword. 
Title: Re: Suggestion for the Editor
Post by: Atrius on 06, January, 2010, 12:42:18 AM
As I tell everyone that suggests that, because the text is compressed in the game there were several issues that had to be resolved before a text editor could  be implemented, however, all of those issues have been taken care of, and text editing is all ready for version 0.3 of the editor.
Title: Re: Suggestion for the Editor
Post by: Daddy Poi's Oily Gorillas on 06, January, 2010, 02:42:14 AM
That is fantastic.

I hope you have your work backed up. Just in case. Even the worst scenario can happen at the most unwanted time. But I doubt that would ever happen to you.

Anyway, how far does text limitations go?

Like... how many characters can fit in a box?
Title: Re: Suggestion for the Editor
Post by: Sajin on 06, January, 2010, 07:00:35 AM
I already asked about that charley. It seems that limit for psynergies/items/classes is 14. Don't know about actual dialogue limits though...
Title: Re: Suggestion for the Editor
Post by: Atrius on 06, January, 2010, 09:49:03 AM
I have no idea where people are getting that number from.  The limit for those is all high enough that you'd run out of room on screen for them before you'd hit it.

As for how much can be in a single string, that's 512 characters.  More than enough to fill the screen.
Title: Re: Suggestion for the Editor
Post by: Sajin on 06, January, 2010, 10:11:59 AM
Oh, I guess must of the people that hacked other games are used to having limited space. For example, in FF6 spells can only have 6 characters and on pokemon attacks have a limit of 12...
Anyway, I was sure that 14 was the limit somehow, thank you for  clearing that up Atrius.
Title: Re: Suggestion for the Editor
Post by: Rolina on 06, January, 2010, 12:52:29 PM
We use the number 14 because that's the standard set by the GS games.  At 15, it seems to have graphical errors.

Of course, I could be thinking of a DIFFERENT limit - my example is Thunderstorm needing to be changed to Thunderhead - which is LESS than 14.  Yeah, 14 was classes.  For now,we'll use 14 as a test number, but if it's too high, we'll lower it, possibly to 11.
Title: Re: Suggestion for the Editor
Post by: Aile~♥ on 06, January, 2010, 04:23:35 PM
It depends on the letters. for example, l takes up less space than a. The amount of space a letter takes up is NOT uniform in GS's font.
Title: Re: Suggestion for the Editor
Post by: Salanewt on 06, January, 2010, 09:31:02 PM
I have a quick question about text... After practicing in Mario and Luigi, we found that certain characters in the middle of the text will enable Text Box scrolling. I was wondering if you will have a legend or something to help us with any effects that we can have while editing the text? For example, to have bold or italicized text (or even coloured text)? I know that I should probably ask in a different topic, but this topic is easier for me to locate right now, and there are people talking about text.

Have a nice day.
Title: Re: Suggestion for the Editor
Post by: Atrius on 06, January, 2010, 10:23:16 PM
Bold, italicized (Or rather, non-italicized), colored?  If you haven't seen it used in the actual game, chances are it's not implemented in the message box system.

Since those commands have been visible in the text viewer of the editor since version 0.1 as numbers in brackets (Example: "Ah, [17][6]...[3]You're awake.[2]") there is a topic where people were documenting those here (http://forum.goldensunhacking.net/index.php?topic=37.0), unfortunately it looks as though the first post in it didn't survive the move over to SMF, but I could quote it into my first post though if you want to revive the effort.

EDIT: False alarm, the first post just became the third >_<
Title: Re: Suggestion for the Editor
Post by: MaxiPower on 06, January, 2010, 10:37:01 PM
So what all text can be edited thus far, character names? Class names? iteam weapons etc... how about something as obscure as when entering town/etc when the name of it displays for a few secs upon entry

BTW that thread with the GS toolkit like commands, the {01} new line thing is so useful right now for me... yippeeee
Title: Re: Suggestion for the Editor
Post by: Atrius on 06, January, 2010, 10:50:31 PM
Anything you can see in the text viewer can be edited.  That includes everything you've listed.  Of course things like item/ability/enemy names and such will also be editable in their own section to make things easier.
Title: Re: Suggestion for the Editor
Post by: Rolina on 07, January, 2010, 12:29:15 AM
I know it has bolded and italicized text... and colored text.  AND shaky text.

I guess we've got to catalogue how to get each one to trigger...
Title: Re: Suggestion for the Editor
Post by: Atrius on 07, January, 2010, 10:01:29 AM
I think you're wrong about bold, and colored text, and well... The font for messages is itself italicized, I seriously doubt there's a command to make it not italic.
Title: Re: Suggestion for the Editor
Post by: Rolina on 07, January, 2010, 03:05:39 PM
Play the game again.  Bold and shaky happens alot.  Typically used when they're emphasizing something, I figure.  Non-italics can be found easy.  Go to Start Menu -> Update -> Password and BAM!  You'll see it.  Default seems to be italics, so perhaps it's not a tag for italics, but instead for non-italic font...

Actually, just go to start menu, or perhaps any menu for that matter.

If psy sealed, then when you look at the psynergy in battle, it's all PURPLE.  Yellow and Red are common for colored text (standby djinn/psynergy lost for red, recovery djinn/psynergy gained for yellow), also if you get a djinn, it's name is the color of the element in the text that pops up after it joins you.

Title: Re: Suggestion for the Editor
Post by: Atrius on 07, January, 2010, 09:53:44 PM
Ah, you have to look at it from a programmers perspective though.

Menu's and dialogue boxes are entirely different, they're programmed to use different fonts, there's no tag involved in the text.  Sealed Psynergy still uses the same text, so how could it be a tag in the text data?  Same goes for standby/recovery/e.t.c those are hard-coded color changes it has nothing to do with any tags stored with the text.  Although I suspect it's a similar situation, I may have to look into the names of Djinni being colored when you get them.

Shaky text is definitely a tag, I'm not disputing that.  Bold though... I don't recall any bolded text in the game off the top of my head.
Title: Re: Suggestion for the Editor
Post by: Rolina on 08, January, 2010, 04:10:11 AM
In that case, my statement about djinn joining you still stands.
Title: Re: Suggestion for the Editor
Post by: jet3 on 31, January, 2010, 12:05:57 PM
I have a few ideas for the new editor.

Shop Editor- to edit the item types sold by shop owners.
Treasure Editor- to change the items received in treasure chests and pots/boxs.
Djinn Editor- to edit stat boost given by djinn, their unleash and Summon requirements.
Map Editor- I guess this one might be in the works..., but it might also be nice to change where enemies show up on the maps. So you can create addition enemy group types and know where they will show up.

Allow sprites to change colors that are only seen in Sprite viewer.
Allow change of the background image of the battles.
Allow change of images/sprites completely in some type of drawing mode. Color swaps for icons.
Allow change of speeds/framerate.
Allow change of  weapon image in battle.
Add additional info for Spell animation type, so you can tell what animation you'll get.
Add additional info for classes, so you can tell what class you'll get.

Also I don't know if anyone has noticed this but when you change the defense stat in enemy editor, change enemy to edit, then select the previous enemy, the defense stat resets to default. In other word it does not save defense stat edits. That could be fixed, or maybe my version of the editor is not working.

These are just some ideas to play with.
Title: Re: Suggestion for the Editor
Post by: Atrius on 31, January, 2010, 02:41:13 PM
The editor is still fairly early on in it's development, most of those will come in time.  In fact I'm working on the Djinni editor for v0.3 now.


QuoteAllow sprites to change colors that are only seen in Sprite viewer.
Not entirely sure what you mean by that.  If you're referring to the palette swap, that isn't something that's actually saved with the sprite, it's only a preview for special effects the game sometimes uses, or for enemies (Their palette swap data is saved individually with their sprite setting, and can already be changed).

QuoteAllow change of speeds/framerate.
I'm not sure what you'd expect there either, frame rate is pretty much regulated by the refresh rate of the GBA hardware.

QuoteAdd additional info for Spell animation type, so you can tell what animation you'll get.
Yes...  Ideally it would show a preview, but since the animations are coded in assembly that would be extremely difficult to manage.

QuoteAdd additional info for classes, so you can tell what class you'll get.
The class system is still a bit of a mystery.  I need to do more research on the unknown values there.


The defense stat problem was a glitch, it's been repaired for v0.3.
Title: Re: Suggestion for the Editor
Post by: Rolina on 31, January, 2010, 03:06:48 PM
Djinn and Summon editors will be in v0.3, according to Atrius, so you don't have to worry about those.  One of the biggest things we need, the text editor, will be there, too.

However, I do have a request...

Can we edit text for items, psynergy, enemies, etc in the actual item/psynergy/enemy etc editors?  Rather than having to hunt down the proper line in the text editor, it'd be nice if we could edit the text in the other editors and have it edit the corresponding spot in the text editor automatically as well.  Or are you already planning on doing that?
Title: Re: Suggestion for the Editor
Post by: Atrius on 31, January, 2010, 03:20:28 PM
No worries, it's already been implemented that way for v0.3, I don't think it would have made sense not to.
Title: Re: Suggestion for the Editor
Post by: Rolina on 31, January, 2010, 03:30:37 PM
YES!  Thank you!  This will make editing them SO much easier! :heart:
Title: Re: Suggestion for the Editor
Post by: jet3 on 05, February, 2010, 05:24:23 PM
I was wondering if the editor could include the following:

A way of changing animation graphics- like chaining two animations together making a new one. It would be nice to dissect animation more fully. Like I had an idea of changing the actual picture of weapons (because all swords look alike) and then inserting them back into the game.

Similar as above could there be a editor to make your own icons from scratch.

Being able to change treasure chest items, story based awarded itmes and game awarded items- this will make organizing the item menu easy without worry what item will get put in treasure chests or other story based awarded items.

Changing enemy affinity would be nice.

Changing inherent abilities, adding inherent abilities.

I think most of these ideas have already been suggested, but I thought I'd ask anyways.

As for the class system, I hate it. There are just too many junk classes. It will be nice when the class system is demystified. Maybe if dijiin could be edited to not contribute to class decision by not adding to affinity.

Stat display max for attack is 999 , but the Attack of weapons can be set much higher. Does attack truly go higher or does the effect of attack stop at 999? Can other stats like HP be set to higher amounts as well as its displayed value?
Title: Re: Suggestion for the Editor
Post by: Salanewt on 05, February, 2010, 06:32:16 PM
This is something random that I thought of, but you remember that your editor allows the user to have any background of their choice because of the background folder? Well, what if there were a folder which could allow the user to add music, and listen to music while working with the editor? I know that music programs can just play any type of music that you have, but it is still an idea...

Actually, better yet, how about a music editor/player? It would be pretty neat to be able to play the audio from the game, and possibly if we could insert/fix audio without having to use Sappy.

Have a nice day.
Title: Re: Suggestion for the Editor
Post by: Atrius on 07, February, 2010, 04:20:44 PM
Quote
A way of changing animation graphics- like chaining two animations together making a new one. It would be nice to dissect animation more fully. Like I had an idea of changing the actual picture of weapons (because all swords look alike) and then inserting them back into the game.

Similar as above could there be a editor to make your own icons from scratch.

Being able to change treasure chest items, story based awarded itmes and game awarded items- this will make organizing the item menu easy without worry what item will get put in treasure chests or other story based awarded items.

Changing enemy affinity would be nice.

Changing inherent abilities, adding inherent abilities.
The editor is still a work in progress, that should all come eventually.

QuoteAs for the class system, I hate it. There are just too many junk classes. It will be nice when the class system is demystified. Maybe if dijiin could be edited to not contribute to class decision by not adding to affinity.
That would drastically change a core mechanic of the game, it's beyond the scope of what the editor is intended to do.  Besides, as it is Djinni are very nearly the only thing contributing to class decision, without them influencing it you would only have access to base, and item classes (not even their upgraded versions either)

QuoteStat display max for attack is 999 , but the Attack of weapons can be set much higher. Does attack truly go higher or does the effect of attack stop at 999? Can other stats like HP be set to higher amounts as well as its displayed value?
Mmm....  I believe the game does limit them to the highest it will display.  Changing that is something I'd like to look into making available down the road when higher priority tasks are completed.

QuoteThis is something random that I thought of, but you remember that your editor allows the user to have any background of their choice because of the background folder? Well, what if there were a folder which could allow the user to add music, and listen to music while working with the editor? I know that music programs can just play any type of music that you have, but it is still an idea...
That would just be creating more unnecessary work for me, is it really so hard just to open up your own audio playing program in the background?  At this point in it's development I think it's more important to focus on making the editor more capable at what it's supposed to be able to do than add bells and whistles to it.

QuoteActually, better yet, how about a music editor/player? It would be pretty neat to be able to play the audio from the game, and possibly if we could insert/fix audio without having to use Sappy.
It's on my list of things to do eventually.  Unfortunately due to how Game Maker works it seems it's going to pose quite a bit more of a challenge than it should.
Title: Re: Suggestion for the Editor
Post by: Salanewt on 08, February, 2010, 05:33:05 PM
I agree, and understand. I just have one more suggestion...

Will it be possible to change the default names of a character by the time you are ready to produce the next version of the editor? For example, I can make it so a character would normally be named Mario, but so the game displays Mario instead of Felix, for when I want to edit his name.

Have a nice day.
Title: Re: Suggestion for the Editor
Post by: Mion Sonozaki on 11, February, 2010, 07:11:07 AM
What I have in mind for the editor:

1. Support for music editing. Although this is probably something that is more fit for a "v1.2" or "v2.0" version of the game since it isn't necessary. That said, it could still aid hackers greatly, and Sappy these days is impossible. Not only is the music editor version of it almost impossible to find, but for some people like me it always crashes when trying to open up a rom Q.Q
Anyways, what I specifically have in mind is porting the MML format into Golden Sun. That way we will be able to convert a midi into Golden Sun.


2. A script editor inspired by that of SMRPG's "Lazy Shell" editor. I cannot stress the importance of scripts, and this would be #1 if I wasn't such a music nerd. Remember: People will be making games with your editor!


3. An animation editor. Something like this is also important.





The latter 5 suggestions (Specifically fixes) I'm not sure how they work in golden sun, but assuming they don't:

1. Support for 8 characters to join your party one by one as opposed to 4 at a time. In other words, support for 5 or 7 party members instead of 8.

2. Disabling password screens and such.

3. New weapon classes. This is more of a question, but how exactly do weapons work? Do they work in categories classes? Or is compatibility with a character set by a flag on the characters themselves?
I kind of want to add in new weapons to the game. Speaking of which:

4. Re-positioning how a character holds a weapon in combat. I don't know if a weapon is layered onto a character's battle gfx or part of it though :|

5. Support to add in new elements and djinni types.

Now good luck with the editor ;o
Title: Re: Suggestion for the Editor
Post by: Atrius on 12, February, 2010, 12:28:47 AM
Since the editor is still in early stages of development Music, Script, and Animation editing will come with time.

Quote1. Support for 8 characters to join your party one by one as opposed to 4 at a time. In other words, support for 5 or 7 party members instead of 8.
I imagine that will have everything to do with script editing.

Quote2. Disabling password screens and such.
Ah... Good call, that actually hadn't crossed my mind before.  That's something I'll definitely have to look into eventually.

Quote3. New weapon classes. This is more of a question, but how exactly do weapons work? Do they work in categories classes? Or is compatibility with a character set by a flag on the characters themselves?
Weapon classes don't actually exist at all as such in the game's code.  Each item has it's own individual flags for which characters are able to equip it.

Quote4. Re-positioning how a character holds a weapon in combat. I don't know if a weapon is layered onto a character's battle gfx or part of it though :|
That may pose a challenge, though I can think of one way around it already, though it's probably not the best.  This is what the actual sprites for Isaac and his different weapons look like though:
[sprite=490,1,0]Isaac[/sprite][sprite=491,1,0]Long Sword[/sprite][sprite=492,1,0]Short Sword[/sprite][sprite=493,1,0]Axe[/sprite][sprite=494,1,0]Mace[/sprite]

Quote5. Support to add in new elements and djinni types.
Probably not going to happen...  It would require changing so much code in the game it would hardly be worth the effort.
Title: Re: Suggestion for the Editor
Post by: Mion Sonozaki on 12, February, 2010, 02:00:31 AM
Well, with weapons, couldn't it be possible to change a weapon's X, Y co ordinates?
To clarify:
Say for example I wanted to make a knife for Garet (Who has knives replaced by a broadsword when he becomes older)
I would reposition the co ordinates to fit a small knife GFX into his hand if that were a possibility in the editor.


Of course, since battles use a lot of scaling, I wouldn't know if that's possible.


Also, sorry for suggesting what I suggested about Djinni. Maybe that was a stupid idea of me?
Title: Re: Suggestion for the Editor
Post by: Atrius on 12, February, 2010, 02:23:35 AM
Oh, I though you meant changing their stance so they were holding it differently too.  The weapon sprites are the same size as the characters, it's just that most of the space in them is blank.  If you can fit in within the 64x64 sprite boundary for the character where you want it, it's fine.

QuoteAlso, sorry for suggesting what I suggested about Djinni. Maybe that was a stupid idea of me?
I wouldn't go so far as to say that, it's just that the way a lot of things are programmed in the game it only really allows for 4 elements.  You'd have to hack a lot of the game's code to add more.
Title: Re: Suggestion for the Editor
Post by: Mion Sonozaki on 12, February, 2010, 10:26:02 AM
Alrighty, I don't know if this has been brought up before, but I'll suggest it:

The ability to add in and edit the graphics of tilesets


Again, another feature for later in the editor. I don't know whether or not Golden Sun's graphics are compressed or not, but being able to make your own tilesets will be useful.
Title: Re: Suggestion for the Editor
Post by: Salanewt on 15, February, 2010, 01:03:01 AM
I know that this would be a lot of work, and it would probably not be worth the effort either, but what if it were possible to add new items to the list of items availably in the game? It would probably be too much work anyway since there are plenty of unused item spaces, but it is a plausible suggestion.

Have a nice day.
Title: Re: Suggestion for the Editor
Post by: DarkShuyin on 07, May, 2010, 06:15:03 PM
A thing I always wanted to have (Besides having a playable Alex) is probably designing a new type of Djinn. I'm trying to create one now. but still no success...

Putting that on a side note:

I always loved the way those old strategy games for PC worked. having a Map/world editor in it. placing city's/trees/landscapes and such.

Atrius kind off pulled this off by placing Jupiter Lighthouse in a regular town, which was awesome to see.
Title: Re: Suggestion for the Editor
Post by: Rolina on 10, May, 2010, 01:22:23 AM
There is only support for four elements within the game.  A new type of djinn is impossible as a result.
Title: Re: Suggestion for the Editor
Post by: Atrius on 10, May, 2010, 01:26:16 AM
You want a world/map editor in-game?...  I don't see that happening.
Title: Re: Suggestion for the Editor
Post by: Menaus on 12, May, 2010, 01:38:08 AM
I see that happening via a memory viewer, like on VBA.
Title: Re: Suggestion for the Editor
Post by: Rolina on 13, May, 2010, 11:24:55 PM
You can't expect people to use such a thing as part of a gameplay mechanic.

Something like that requires an in-game mechanic to be built around it, such as the Georama feature in White Knight Chronicles, where you build up your hometown.  There is no such thing in golden sun, and I doubt that anything less than an epic feat of coding will be required to make one.
Title: Re: Suggestion for the Editor
Post by: i_am_isaac on 14, May, 2010, 12:22:31 AM
Is it possible to hack the game to make saturos joins your party?
Title: Re: Suggestion for the Editor
Post by: Atrius on 14, May, 2010, 01:24:47 AM
If you're just asking if it can be done, and not making a suggestion for the editor I'd like to point you to this topic (http://forum.goldensunhacking.net/index.php?topic=221.msg12841#msg12841).
Title: Re: Suggestion for the Editor
Post by: Tetsuya the Azure Blade on 16, May, 2010, 03:50:59 PM
Will there ever be a feature that allows you to change where and when the game's music plays? Nothing like the editor having its own sappy built in, but more like a music swapper.

An example of this would be the credits theme playing in Mars Lighthouse.

Title: Re: Suggestion for the Editor
Post by: Rolina on 16, May, 2010, 07:02:18 PM
A map editor WILL happen, but it's not going to be in-game.  Furthermore, this is NOT the "Is it possible thread", Vladu, this is the suggestions thread.  If you have a suggestion for improvement or possible features, that's what you talk about here.  If you're just asking if something is possible, there's a different thread for that.
Title: Re: Suggestion for the Editor
Post by: Rolina on 17, June, 2010, 01:23:44 AM
Currently, there are 243 data slots available for classes it seems (my count may be off, though, 255 may be the actual amount) + the 0 slot class for NPC.  Yes, though NPC should never be used, it is important from a coding aspect - if you get it when testing, you did something wrong.

My question, though... will there be a way to extend this amount in a future version of the editor?  Or are we locked into two Hex Digits here?
Title: Re: Suggestion for the Editor
Post by: Rolina on 26, October, 2010, 09:14:06 AM
I think I figured out something about the classes - My guess is that they have a two digit hex value which is multiplied by ten.  So a value of 4D would give 770% percent to a stat.  Instead, can you add an optional patch that removes the 10x multiplier?  Those of us who actually care what we're doing would gladly prefer a wider variety of decent stat multipliers to choose from - after all, if you're using anything over 255% (FF), then you're CLEARLY not caring to add balance to your game.

The personal hacks I'm working on would easily benefit from such a thing, as it'd allow multiples of five in the class amounts, such as 125%.
Title: Re: Suggestion for the Editor
Post by: Atrius on 28, October, 2010, 02:43:28 AM
I'll look into it.  Obviously it's not going to make in time for v0.3, but that's definitely something I'd be interested in adding to code patches.  The trick will be catching all of the places in the code where that multiplier is applied if it happens in more than just one.
Title: Re: Suggestion for the Editor
Post by: Salanewt on 31, October, 2010, 12:04:26 PM
I have a quick suggestion for the Class Editor, now that the new version is out. Could you please make the Party 2 box independent from the Auto box? I can not give Jenna the Water Seer class anymore. I have to activate the Auto box to be able to use the Party 2 box (as she automatically becomes the NPC class because of the patch), but doing that makes it so I can not use Jenna's value. There is also the fact that deactivating the Auto box will uncheck the Party 2 box, making it hard to give Jenna the whole Water Seer set (let alone the one Water Seer class, as I have to check and uncheck the same boxes every time that I save).

Thank you in advance.

Have a nice day.
Title: Re: Suggestion for the Editor
Post by: Thelinil on 31, October, 2010, 01:52:08 PM
^ Yeah I noticed that too, inconvenient, but seems way easier to code.
Title: Re: Suggestion for the Editor
Post by: Atrius on 31, October, 2010, 03:09:22 PM
The party 2 box has absolutely no effect whatsoever if you have the auto box unchecked, the only purpose those boxes serve is to automatically set the type value for you.  If you uncheck auto you have to set it manually, including for party 2 classes which simply add 20 to the type value.
Title: Re: Suggestion for the Editor
Post by: Shinigami on 31, October, 2010, 03:12:07 PM
I have a suggestion...

Could you please make the editor linux compatible?
It gets irritating when you have to run it through Wine and it takes around 3 seconds to type/delete one letter(im not overdoing it, Wine is slooooow)...not to mention how long it takes for it to read map files. :sad:
If you can...YAY!
If not...oh well. Ill get used to it.



Thanks in advance.

Edit: Also now realized due to the programming language that that's probably impossible, nevermind...

I was rather ignorent back then huh...
Title: Re: Suggestion for the Editor
Post by: Rolina on 03, November, 2010, 12:54:50 AM
Another suggestion.  While changing the requirements for a summon is nice and all, how about the HP percentile damage?  That's the main source of damage for summons anyways.
Title: Re: Suggestion for the Editor
Post by: Atrius on 03, November, 2010, 02:58:15 AM
That's not part of the ability for the summon, which is editable in the ability editor?
Title: Re: Suggestion for the Editor
Post by: Aile~♥ on 10, November, 2010, 06:15:33 PM
No, it's not. The percentile damage of summons is not editable in the ability editor. As in, sure we can tell the game if something is a summon or not, but we can't edit percentile damage.
Title: Re: Suggestion for the Editor
Post by: Atrius on 11, November, 2010, 03:21:41 PM
I see, the 3% per Djinn used added to the summons base damage.  I'll have to look into it, but it's probably part of the damage formula, which would be coded in ASM.
Title: Re: Suggestion for the Editor
Post by: Aile~♥ on 11, November, 2010, 05:53:19 PM
Except for the part where Cruel Ruin, Dragon Driver, Star Mine and Outer Space still have the percentile damage.

So I'm pretty sure it's not part of the damage formula.
Title: Re: Suggestion for the Editor
Post by: Salanewt on 11, November, 2010, 06:08:52 PM
Quick question, but would it be possible to switch a character's weapons to match the character animations? For example, I gave DK Piers' graphics. DK is in Felix's slot, but Felix' weapons show up instead of Piers' despite the switched graphics.

Have a nice day.
Title: Re: Suggestion for the Editor
Post by: Atrius on 11, November, 2010, 10:40:45 PM
I'm looking at the data for assigning weapon sprites to characters in battle right now.  Looks like there can be a setting for an index where their weapon sprites start at in the sprite list, then, depending on the item they have equipped as a weapon, it can be any of 128 sprites starting from that index (or +63/-64 if it's handling it as signed data, I'll have to experiment).  This item based sprite offset is the same for all characters, and only depends on the weapon.  The only thing that can be set individually for each character is where their weapon sprites start at.

A quick search for anything concerning the percentile damage for summon type attacks has only revealed that it's going to be a pain in the butt to find... :Sweat:  I still wouldn't be surprised to find that it's coded into the damage formula with special instructions just for those attacks though.
Title: Re: Suggestion for the Editor
Post by: Atrius on 27, November, 2010, 03:45:13 AM
Bad news, Jamie & Role.  I've confirmed that the percentile damages are programmed into the damage algorithms.  What's more, from the looks of the code, even if you changed a "Summon" attack that has a percentile damage programmed for it into a "Base Damage" or "Base Damage (Diminishing)" type attack it will still have the percentile damage applied.
Title: Re: Suggestion for the Editor
Post by: Hoopa on 11, December, 2010, 03:34:15 PM
I don't know how complex it would be, but could you make it so that the editor doesn't automatically scroll back up to the top when you switch menus? Like how if you edit say an ability in the abilities menu and go edit a class, when you go back to the abilities menu it's back at the top.
Title: Re: Suggestion for the Editor
Post by: Atrius on 11, December, 2010, 09:19:14 PM
That should be doable.
Title: Re: Suggestion for the Editor
Post by: Awec on 12, December, 2010, 06:19:07 AM
Not sure if it's been asked before, but a copy-paste function would be helpful.
It gets a real drag when you have to enter the same data into five different classes.
Title: Re: Suggestion for the Editor
Post by: Griever on 12, December, 2010, 06:23:24 AM
It already has copy-paste feature ...
Just press ctrl+c and ctrl+v ... that works for me.
Title: Re: Suggestion for the Editor
Post by: Hoopa on 12, December, 2010, 08:25:28 AM
...Really? Please, do tell how to do so.
Title: Re: Suggestion for the Editor
Post by: Griever on 12, December, 2010, 09:22:26 AM
As i said, all i do is select the part i want to copy (ctrl + A) then copy it (Ctrl + C) and then paste (Ctrl + V) ...

And i think Atrius can confirm that the feature is already in the editor.
Title: Re: Suggestion for the Editor
Post by: D2J on 14, December, 2010, 05:24:25 PM
-I Am New And I Have Some Ideas And Don't Know If They Have Been Brought Up.

1.) Is There A Way To Have A Enemy Appear Where You Want Them Too Like A Regular Monster??? Like If They Aren't A Boss Or Monster Already In Game(i.e. Dead Beard, Saturos & Menardi And New Enemies)

2.) Is There A Way To Include Alex In The Game??? Beacause I'd Love To Fight Him And Maybe Have Him Join My Party. But He'd Have To Either Be As Strong As My Party Is(Or Difficulty) Or Base Him Of His Power He Got Before He Died. So He'd Prolly Be A God.

3.) Is There A Way So That You Have No Party??? Just Wondering Because I'd Love To Fight With Felix Only.

4.) Can The Enemy Edit Be More Like The Party Member Edit??? Because I Edited Doom Dragon To Be Unstoppable(All His Stats Are Maxed) And He Died From An Attack That Did 58 Damage. I Think Even If Maxed Out, Enemies Are Still No Match For A Maxed Out Party. This Balance Needs A Fix.

5.) Can Sprites From GS1 Be Used In GS2???

6.) Since Monsters Can Go Beyond Level 99, Can Your Party Exceed Like That??? Because It Says The Highest For Enemies Is 255 And I Think They Should Be Able To Go That High.
Title: Re: Suggestion for the Editor
Post by: Salanewt on 14, December, 2010, 06:28:19 PM
I suppose I can try to answer some of these questions for you.

1: If you edit battle data, which can be accessed from the Enemy Editor. You have to put the enemies that you want in the correct groups though.

2: Maybe in the future, but Atrius is still working on capabilities for some things.

4: Stats are signed values, and I have a feeling that Atrius is working on making them so in the editor. The true maximum should be 32767 for some stats. If something seems too low when it is a high value, you should consider dividing your value in half, or else it will be negative.

And this is all that I will answer for now. Questions 3 and 5 are best left for someone who knows a bit more about them, like Atrius. I would imagine that question 5 should be possible when sprite editing is possible though, at least for the sprites that did not make it into the game.

Have a nice day.
Title: Re: Suggestion for the Editor
Post by: D2J on 14, December, 2010, 06:33:00 PM
-I Know About The Groups But Certain Enemies Aren't Shown And The Area Where I Put Them In The Group Lags. But There Should Be A Dropbox Either In The Enemies Or Maps That Show What Mosters Pop Up Here.
Title: Re: Suggestion for the Editor
Post by: Aile~♥ on 14, December, 2010, 06:40:21 PM
Certainly you could give a party member Alex's overworld sprite, and edit the stats and classes and Psynergy he learns appropriately.

Making it so you have no party would require some ASM Hacking to make it so nobody else joins you. Alternatively, you could make every other party member have an HP of 0. Although, that wouldn't work for the beginning of the game, because you play as Jenna at the start.

Admittedly, I do wish that the HP cap for party members was 9999, and that the Level Cap was 255. Unfortunately, it doesn't work that way. Maybe you could ask Atrius to release a patch that allows for that?

The maximum value for HP is in fact approximately 16000. Setting it to higher than that makes it go backwards, and the same can happen with Psynergies whose Power is too high.
Title: Re: Suggestion for the Editor
Post by: D2J on 14, December, 2010, 06:56:53 PM
-Well I'd Rather Fight Him Cause I Think Your Party Can't Exceed 8. So He Needs A Battle Sprite. Well I Wish You Had An Option Wheather You Wanna Fight Alone Or Not(And Be Able To Decide Who Fights) And I Just Now Edited Jenna To Be Karst And I Even Added Her A Scythe Weapon. The HP Caps Need To Be Fixed For Enemies Because I Killed All The Bosses Except Doom Dragon And Editing Him To Be Unstoppable Is Unlikely Due To The Fact That He Has Different Layers. All The Enemies With Only One Are Better But They All Died. =/
Title: Re: Suggestion for the Editor
Post by: Aile~♥ on 14, December, 2010, 07:59:31 PM
Actually, it's easier to make Doom Dragon unstoppable, because there's three of him, so he has three times the HP cap. You could give each of him 16000 HP, for a total of 48000 HP. That's the highest of any boss in the game.

If you really want to make a strong boss, though, take a small enemy like a Mole or a Djinni, and give them absolutely insane stats, including that capped 16000 HP and 4 turns each. Then place 5 of them in the group that the boss normally occupies. All of a sudden you're being hit with 20 attacks (You know, Grand Gaia, Spark Plasma, Megacool, the like) each turn, and have to do a total of 80000 damage to win. Oh, and give them an ability that restores 70% of their max HP for the whole group. And an HP regeneration per turn of 255, along with PP regeneration of 255 so they never run out of PP.

There, now you have an impossible boss fight. Sound fun? Good.

(Oh, and stop capitalizing the first letter of every word. It makes you look like an idiot.)
Title: Re: Suggestion for the Editor
Post by: D2J on 15, December, 2010, 12:01:26 PM
-Edit Maps(i.e. Names And Create A Map), Picking Where An Enemey Appears And Sprites For Saturos, Menardi, Deadbeard, Giant Red Monster(With Snake Tail) And Battle Sprites For Alex Would Be Nice.
Title: Re: Suggestion for the Editor
Post by: Atrius on 18, December, 2010, 11:10:41 AM
Sprites?  Where does that come into suggestions for the editor?  It only shows you the ones that exist in the games data, although sprite editing will be coming in the next big release.

As far as map editing goes, the editor is still fairly early in development, there's a reason the current version is 0.3 instead of 1.3 or 3.0.
Title: Re: Suggestion for the Editor
Post by: D2J on 18, December, 2010, 12:15:18 PM
-So There's No Other Way I Can Insert A Saturos Sprite??? Like Another Program I Could Use.
Title: Re: Suggestion for the Editor
Post by: MaxiPower on 18, December, 2010, 01:57:29 PM
Quote from: D2J on 18, December, 2010, 12:15:18 PM
-So There's No Other Way I Can Insert A Saturos Sprite??? Like Another Program I Could Use.

No there isnt, like Atrius said, until next release...
?
and btw do you have to Capitalize Every Single Word? Is it really needed?


Title: Re: Suggestion for the Editor
Post by: D2J on 18, December, 2010, 03:44:47 PM
-This Is Really Gonna Mess With My Hack. And Yes, Please Don't Mind. It's An Old Habit. Sorry If It Really Bugs People. IDK Why...At Least I Don't Type Like This: $kkoooo0 izz koo
Title: Re: Suggestion for the Editor
Post by: MaxiPower on 18, December, 2010, 04:04:18 PM
what you mean its an old habit, what are you? nine years old?, talking of hacks, if you type like this, no ones gonna wanna play it to be honest
Title: Re: Suggestion for the Editor
Post by: D2J on 19, December, 2010, 01:41:04 AM
-Whatever.
Title: Re: Suggestion for the Editor
Post by: Rolina on 19, December, 2010, 02:57:19 AM
I've mentioned this before in the temple, figured I should put it here.

This idea is basically a patch to change every instance of a 10x multiplier for a value into a standalone value.  So having a multiplier value of 30 is no longer 300%, and a class modifier value of 155 is no longer 1550%, but simply 155%.  This would require you to manually go in and fix everything, but let's face it - if you're going to use this, you'd be doing that anyways.  It will allow for more precise multipliers, but the top limit would cap at 255 (so, 255%) for classes.  For spells, well, you can already have four digits, so while you could have had a multiplier value of 99990%, WHY WOULD YOU DO THAT?  Even 9999% is absurd enough...  It's your call if you wanna do something crazy like that, but I think that the 300% multiplier for meggido is too high myself...
Title: Re: Suggestion for the Editor
Post by: Atrius on 19, December, 2010, 06:26:28 PM
That one's been on my list for a while now actually.  I just haven't set the time aside that I'll need to make sure I remove the 10x multiplier everywhere that it appears, as I'm fairly sure it'll be in more than 1 spot in the code.
Title: Re: Suggestion for the Editor
Post by: D2J on 20, December, 2010, 07:17:00 PM
-Yeah because Felix unleashed Megiddo and it did +3000 to Doom Dragon and it was a new ROM.


-Atrius, Is There A Way To Give Enemies Parties Like We Have Two???
Title: Re: Suggestion for the Editor
Post by: Atrius on 21, December, 2010, 09:48:14 PM
- No double posting unless it's an update to one of your projects and it's been a few days.

- This is a suggestion for the editor?  That's not how enemy groups are handled in the game...
Title: Re: Suggestion for the Editor
Post by: D2J on 22, December, 2010, 12:37:01 PM
-Sorry for the double. And I was hoping there was a way to make it handle it.
Title: Re: Suggestion for the Editor
Post by: AudreySophie on 23, December, 2010, 01:40:30 PM
Well, I can do a battle with 4 groups of ennemy, I took 4 djinns. hoverer, as long as they were 4, the game had graphical glitches.  once the 4th died, everything was well....



[spoiler=Dark Dawn]Anything to include Dark and lights adepts, now then Dark dawn has brought the idea of dark and light adepts. If not, then rom hacking is not what we need.....[/spoiler]
Title: Re: Suggestion for the Editor
Post by: D2J on 23, December, 2010, 02:12:57 PM
-What Did You Do To The Groups???

[spoiler=Dark Dawn]And I Had That Same Idea. Even Though I Don't Like DD I Want To Add Dark And Light Elements To The Game.[/spoiler]
Title: Re: Suggestion for the Editor
Post by: Charon on 23, December, 2010, 02:32:53 PM
Basically most enemy groups can't handle more than 3 enemies, with the exception of small sprites like Bees or Faeries, or graphical glitches will occur. This is why when the zombie line tries to call for help, it can only get up to 3 in its party, while the Bee line can get up to 6. This is also why in the Colosseum why you can only have 3 characters to fight with.
Title: Re: Suggestion for the Editor
Post by: Atrius on 23, December, 2010, 02:40:10 PM
The limitation on enemies is due to the GBA's hardware limitations.  It simply doesn't have enough video memory to display more than a certain number of enemies at a time.

Watch the Dark Dawn spoilers guys, make sure you put them in spoiler tags.  Also this topic is for suggestions for the editor, not asking if it's possible to add new features to the games.
Title: Re: Suggestion for the Editor
Post by: Mastermind on 27, December, 2010, 05:29:31 PM
Perhaps something in the enemy editor for where you would encounter the enemy (Region X on world map or select a map from map editor) and something in the map editor for random battle rate.

Also, a category for the event editor might be nice.
Title: Re: Suggestion for the Editor
Post by: D2J on 27, December, 2010, 07:43:14 PM
-I Said The Same. I Would Like The Enemy Locator In Map Areas And To Be Able To Edit The Map's Name.
Title: Re: Suggestion for the Editor
Post by: Rolina on 28, December, 2010, 06:34:17 AM
@More than three adepts at once question:  Geez, guys, that question's been asked several times already.  No.  You can't.  The GBA cannot handle it, plain and simple.  Instead you'll have to do a work around, like the one I asked about.  We're still not sure how to pull it off, but it basically revolves around coding the event battle to summon the leader when the first of the enemy team falls.

Next time, read the thread.
Title: Re: Suggestion for the Editor
Post by: Atrius on 28, December, 2010, 10:52:37 AM
The data for which enemies you encounter where has only been discovered fairly recently, It's linked to maps so it will appear in the map editor.  The plan is to get it into the next release of the editor.
Title: Re: Suggestion for the Editor
Post by: AudreySophie on 29, December, 2010, 06:40:28 PM
Well, in fact, thanks for telling me it is about the size of the ennemy, so i could Deal with five groups of small ennemy like bees and no glitch but, with 4 zombie, glitch are welcome...


Having more party members would be fun, but I think I am looking for extanding the rom and not editing it...
Title: Re: Suggestion for the Editor
Post by: Mastermind on 29, December, 2010, 09:12:42 PM
All right, thanks Atrius.
Title: Re: Suggestion for the Editor
Post by: Hummel on 30, December, 2010, 08:30:57 AM
I would like to see the possibility to modify the frequency of random battles.
The imo excessive number of random fights was the only real weakness of GS.

So, do you have an idea whether this will be already possible with the next release or not?
Title: Re: Suggestion for the Editor
Post by: Griever on 30, December, 2010, 08:38:19 AM
You can already increase random encounters, use need to have an Item with the Boost encounters option in it.
Title: Re: Suggestion for the Editor
Post by: Hummel on 30, December, 2010, 09:19:37 AM
I know but using the item everytime when the effect fates sucks somehow...
Title: Re: Suggestion for the Editor
Post by: AudreySophie on 30, December, 2010, 07:30:17 PM
well, in fact, as long as the number of random battle does not make you level up super fast and the game is not very easy, you are correct.


Goldensun dark dawn is hurt by that disease, there is few random battle, not too often, but you level so fast, some monster are worth too many exp, so, if you are behind by 2 levels, they wopn,t matter, you'll level up fast...

Having more free slot would be great... I mean, in party members, in monsters, and etc.
Title: Re: Suggestion for the Editor
Post by: Hummel on 31, December, 2010, 06:33:32 AM
Another cool thing would be to have some export options to extract content from the roms like different statistics (f.i. item and enemy properties), tiles, icons, sprites including their animation frames and all that stuff that would make it much easier for people to develop a fan-game.
Title: Re: Suggestion for the Editor
Post by: Griever on 31, December, 2010, 07:09:10 AM
Sprites Extracting and Importing will be there in the next version since we have already seen screen-shots of them. Not sure about animation though.
Title: Re: Suggestion for the Editor
Post by: AudreySophie on 04, January, 2011, 05:10:46 PM
I would like to know why monsters in golden sun 1, never attack more then twince in a turn, I tried to make then attack more times, but nothing came out of my tries.


In golden sun 2, is there a similar limit in the numbers of turns, an ennemy can do. Maybe 4.

I would like to we could put higher value in hp for some ennemies. 100 000 should a good max, of course, I have no plan to give more then 60 000 hp to a single ennemy.
Title: Re: Suggestion for the Editor
Post by: D2J on 06, January, 2011, 12:41:30 PM
-Also, Is There A Way To Have The GS1 Battle Sprties Like Vault Bandit, Colosso Gladiator, Young Isaac, etc. Appear Regular Size???
Title: Re: Suggestion for the Editor
Post by: Atrius on 06, January, 2011, 10:51:26 PM
AudreySophie, the limits on how many turns an enemy can have is governed by the game's engine.  There may be some way to increase it, though it would require an ASM hack.

*pulls out a tape recorder to play back one of the other 100 times he's answered this question*
"HP, and other stat limits are due to the format they're stored in the game's data.  There is no way to increase them."


D2J, there is a default scale value stored with sprite data, it will become available to edit along with sprites in general in the next major release.  I believe there may also be separate scale data for each enemy to use with their sprite.
Title: Re: Suggestion for the Editor
Post by: D2J on 10, January, 2011, 11:27:12 AM
-Sweet. And Thanks For Confirmation.
Title: Re: Suggestion for the Editor
Post by: luluthefirst on 12, April, 2011, 02:15:44 PM
Could the editor have the ability to read sounds from the rom?
Title: Re: Suggestion for the Editor
Post by: Rolina on 15, May, 2011, 08:46:23 PM
Out of curiosity, can the editor be built with effects from both games in it?  For example, in the Mercury Lighthouse, there was that ability to take three steps on water.  If I were to want to program that into a TLA hack, it'd be cool to say, make that a field psynergy - perhaps called Halo or the like.  However, the problem is probably calling it into the code - the effect may not be in TLA, I dunno.

If it is in it, could it and other situational effects like it have some kind of way to tap into those effects?  If not, could there be a patch that allows for said effects?
Title: Re: Suggestion for the Editor
Post by: Rolina on 24, May, 2011, 04:27:00 PM
Call me crazy, but I think it's a good idea - a Template tool.

Basically, the editor will have a way to save templates for certain fields and ONLY certain fields.  Reorganized the classes into a generic fill-in format?  Save As → Template when the Classes editor is up.  It'll save a template that only changes the classes.  Changed the psynergy layout to be a bit more organized?  Save As → Template when Psynergy is up.

A new option will be available called "Load Template".  You'll select the proper template, and it'll overwrite only those fields the template affects.  This can make for easier editing, without someone needing to totally redo the whole thing because they didn't start with that handy dandy template that was uploaded.

This way, we can upload templates that can be put into our hacks whenever we need.  It'll be extremely helpful, IMO.

Also, it'd be nice to get some feedback on some of these suggestions...
Title: Re: Suggestion for the Editor
Post by: Atrius on 24, May, 2011, 05:47:04 PM
Basically just being able to export/import specific types of data then?  That's actually been on my to do list for a while now.


As far as the stepping on water in Mercury lighthouse effect goes, I have a feeling that's an ASM script attached to those tiles you have to jump onto to get the 3 rings above your head.
Title: Re: Suggestion for the Editor
Post by: Rolina on 25, May, 2011, 12:13:36 AM
Aye, I want to make that castable as a field psy if possible.  I just don't know if there's a way to call it in TLA, since it never showed up in it.
Title: Re: New Feature Preview Topic
Post by: Arch-Dullahan on 28, May, 2011, 01:36:04 PM
If it is possible to put items into a list such as the mars star, jupiter star, ect. thingy that is used in shops or inventorys, it would be possible to make certain choices in the game correct? Like chose key A, B or C which then open different doors. So, if that is possible, is it possible to make a sprite other than a person a "shopkeeper" (I would think that this is possible as all you have to do is change the sprite that triggers the menu) ? If so, would you be able to make a "shop" that displys only one menu? Like walks up to stone table with three keys on it, interacts with it and only gets "buy" as an option rather than having artifacts and repair aswell?
Also. There are alot of *crashes game* animations that, surprisingly, crash the game. What is wrong with the data for those animations and would it be possible to be able to replace these animations with your own (at a later date)? Sice you have alwready said that all things that the editor displays will try to be made editable in the future, would it be able to make entirly new animations out of the crashing ones?
Title: Re: New Feature Preview Topic
Post by: Awec on 29, May, 2011, 07:50:09 AM
Quote from: Arch-Dullahan on 28, May, 2011, 01:36:04 PM
:?: Question: If it is possible to put items into a list such as the mars star, jupiter star, ect. thingy that is used in shops or inventorys, it would be possible to make certain choices in the game correct? Like chose key A, B or C which then open different doors. So, if that is possible, is it possible to make a sprite other than a person a "shopkeeper" (I would think that this is possible as all you have to do is change the sprite that triggers the menu) ? If so, would you be able to make a "shop" that displys only one menu? Like walks up to stone table with three keys on it, interacts with it and only gets "buy" as an option rather than having artifacts and repair aswell?
Also. There are alot of *crashes game* animations that, surprisingly, crash the game. What is wrong with the data for those animations and would it be possible to be able to replace these animations with your own (at a later date)? Sice you have alwready said that all things that the editor displays will try to be made editable in the future, would it be able to make entirly new animations out of the crashing ones?

I don't really understand what's going on with these animations, but they do work when you fiddle around with the value next to the animation drop-down box.
Title: Re: Suggestion for the Editor
Post by: Atrius on 29, May, 2011, 02:28:54 PM
*splits posts off, and merges them with a more appropriate topic*

The animations list is actually offset by 1, so some of those are labeled incorrectly.  Animations are ASM scripts, programming in native GBA code.  The ones that crash the game are empty slots so when the game tries to run them it ends up trying to execute code that doesn't exist, and inevitably crashes.

QuoteIf it is possible to put items into a list such as the mars star, jupiter star, ect. thingy that is used in shops or inventorys, it would be possible to make certain choices in the game correct? Like chose key A, B or C which then open different doors. So, if that is possible, is it possible to make a sprite other than a person a "shopkeeper" (I would think that this is possible as all you have to do is change the sprite that triggers the menu) ? If so, would you be able to make a "shop" that displys only one menu? Like walks up to stone table with three keys on it, interacts with it and only gets "buy" as an option rather than having artifacts and repair aswell?

Any sprite can be an NPC, and any NPC can be a shop keeper.  For what you're talking about you'd probably want to code a custom shop-like interface in ASM.
Title: Re: Suggestion for the Editor
Post by: CelestOrion on 11, June, 2011, 04:09:58 PM
Since this is a suggestion thread, I might as well throw my questions/ideas here, since I'm not sure if they're implemented and that I can't find them, or if they're just simply not programmed yet.

Is it possible to edit the emoticons that appear over an NPC's head during the game? I was trying to edit scenes, and I couldn't manage to figure out how to change the emotes, or remove them.

Also, when trying to edit a character's base stats, it seems as if the changes never save, since I would go to the next character, but the previous one would simply jump back to their original stats.

Any advice is greatly appreciated.
Title: Re: Suggestion for the Editor
Post by: Atrius on 11, June, 2011, 04:56:22 PM
In the editor when you switch between characters their stats revert back to what they originally were?  In game their base stats are only loaded when you first create a new save game, so they won't update unless you actually start a new game.

Editing emoticons in cutscenes, it is possible, but there's no interface for editing cutscenes right now.  You would have to do it through the hex editor for the map's code.
Title: Re: Suggestion for the Editor
Post by: dwkjohn on 11, June, 2011, 09:29:34 PM
ok. i downloaded a gameboy app for my tablet but, i can't hack it on here. (unless you have an app for the editor?) it has a few bugs though. is there any way to permanantly increase the framerate for the game. i don't think there is. and is there a way to permanantly apply the new debug menu? so i can somewhat hack the game on my tablet? i put this in this topic because i was wondering if it could be done in the editor. its kinda a suggestion to add a way to permanantly apply cheats in the editor.
Title: Re: Suggestion for the Editor
Post by: CelestOrion on 11, June, 2011, 10:45:04 PM
Quote from: Atrius on 11, June, 2011, 04:56:22 PM
In the editor when you switch between characters their stats revert back to what they originally were?  In game their base stats are only loaded when you first create a new save game, so they won't update unless you actually start a new game.

Figured it out. I was simply moving the slider on the far right, which didn't change anything, really. When I manually added numbers into the level charts at the bottom, the changes remained, so I'm working via that method now. It's all good.

EDIT: I was curious about this. Is it possible to make the coin value of an item in negatives, where you would have to pay a shop to take it off of your hands? I made an item in the game that would fit this description, was just wondering if I can add that final touch to it.
Title: Re: Suggestion for the Editor
Post by: Rolina on 11, June, 2011, 11:33:57 PM
When you change their base stats, you're changing the stat targets - which really just means you're changing stat growths.  They won't show up unless either A: you level up enough to tell the difference, or B: start a new game.

@Item idea:  That... could be a great idea!  We could actually work that into stuff like smithing systems if that's possible!
Title: Re: Suggestion for the Editor
Post by: Atrius on 12, June, 2011, 12:20:10 AM
The format item prices are stored in does not allow them to be negative.  Converting it so it did would involve a considerable amount of ASM hacking, and halve the maximum value making it lower than the price for several existing items.

@dwkjohn, ...  I suppose that I could add a debug mode option to the code patches section of the editor.
Title: Re: Suggestion for the Editor
Post by: dwkjohn on 12, June, 2011, 12:31:48 AM
 :happy: if its not too much trouble of course.
Title: Re: Suggestion for the Editor
Post by: Rolina on 12, June, 2011, 08:14:30 PM
Ah, oh well.  Would have been interesting if we could have one-way "sales" that opened up new items in the shops.
Title: Re: Suggestion for the Editor
Post by: Rolina on 30, June, 2011, 11:45:31 PM
By the way, given the size of the screen and what not, can we have some kind of line letting us know when things would run on too much?  For example, when making spell names, if the name would run off the window past a certain number of pixels, there'd be a red line or something letting us know when that is.  Also for the descriptions, it'd show us when the text would run out of the box.

It'd be really helpful to have something like that, IMO.

Edit:  Another suggestion!  Can a future update allow us to drag-and-drop values into different places?  For example, I want to go in and rearrange my template right now, but I have to go in and manually edit all the values.  It'd be nice if I could just drag one into the place I want it to be.  If I had a list of:

Class 1
Class 2
Class 3
Class 4
Class 5

And wanted to move one, I could move Class 5 in between 2 and 3 to get this:


Class 1
Class 2
Class 5
Class 3
Class 4

And it'd go there.  This would be really helpful in organizing things.
Title: Re: Suggestion for the Editor
Post by: leaf on 05, July, 2011, 08:33:38 PM
Here's a fairly simple request:

Differentiate between stuff that's currently labeled the same. That would include the two unknown attack patterns and various secondary effects (for example, there are two entries each for "may cause double the damage," "may cause triple the damage," and "may inflict stun"). I'm not sure if there's actually a difference between these, but I'm gonna guess here that the second one has a higher rate than the first in each case.

Also, while I'm on the subject of the effect list, the break effect is currently listed as "Eleminate status boosts." It should be spelled "Eliminate." /nitpick
Title: Re: Suggestion for the Editor
Post by: Aile~♥ on 06, July, 2011, 11:01:51 AM
Yes, we definitely need to differentiate between the unknown attack patterns. That way, if we knew which one which boss was using, we could design our own bosses using multiple movesets like that.
Title: Re: Suggestion for the Editor
Post by: Mion Sonozaki on 12, July, 2011, 01:03:27 PM
Could we possibly copy+paste classes or spells and their levels needed etc...?

One thing I've been hating so far in making the classes is having to continuously search for the same attack 5 times (Which takes awhile.) It would be nice if I could just copy+paste Growth from one class to another.

Also, is it just me computer, or is the map viewer INCREDIBLY slow!? Like, it's SUCH a drag just to move the screen down! Is it just my computer???
Title: Re: Suggestion for the Editor
Post by: dwkjohn on 12, July, 2011, 01:40:06 PM
you just have a slow computer. it only takes a few seconds for me.
Title: Re: Suggestion for the Editor
Post by: Rolina on 12, July, 2011, 07:31:13 PM
Quote from: Lishy on 12, July, 2011, 01:03:27 PM
Could we possibly copy+paste classes or spells and their levels needed etc...?

One thing I've been hating so far in making the classes is having to continuously search for the same attack 5 times (Which takes awhile.) It would be nice if I could just copy+paste Growth from one class to another.
THIS.

GOOD GOD, THIS.  Oh, here's an idea, can you let me type it out in a field instead of search for it well?  That'd be much better.
Title: Re: Suggestion for the Editor
Post by: Onikapitua on 24, July, 2011, 07:44:26 AM
Quote from: Lishy on 12, July, 2011, 01:03:27 PM
Could we possibly copy+paste classes or spells and their levels needed etc...?

One thing I've been hating so far in making the classes is having to continuously search for the same attack 5 times (Which takes awhile.) It would be nice if I could just copy+paste Growth from one class to another.

Also, is it just me computer, or is the map viewer INCREDIBLY slow!? Like, it's SUCH a drag just to move the screen down! Is it just my computer???
I too support this notion/feature.
Title: Re: Suggestion for the Editor
Post by: Salanewt on 24, July, 2011, 10:49:47 AM
Sorry to throw another suggestion like this, but I have one that would be extremely useful to some of us. In the map viewer, would it be possible for NPCs to have the offsets to their scripts/events in the same window that you can edit things like text or current sprite? I have been trying to edit this one script for about a week, but the game keeps reading my branch code as if it were grabbing text from the database itself. The editor already does this for some NPCs, but the ones that have pre-programmed idle behaviour are difficult for me to find.

Thanks for reading my request.
Title: Re: Suggestion for the Editor
Post by: Mion Sonozaki on 08, August, 2011, 11:24:00 AM
One feature I would really love is the ability to edit chests. It is only a step closer to making hacks with completely new content! ;)
Title: Re: Suggestion for the Editor
Post by: jmillart on 20, August, 2011, 01:04:01 PM
Quote from: Menaus on 06, January, 2010, 12:39:27 AM
How about in the next version we have a feature to edit the names of the ability's, items, etc. It would really help me when I edit things like making the wheat sword. 

I think we should go beyond that. Make it so we can add new items by changing the limit number and then editing the blanks to whatever we want. It probably wouldn't take too much coding then we could use the same technique to add new creatures, battlers psynergy, ect.
Title: Re: Suggestion for the Editor
Post by: Atrius on 20, August, 2011, 03:45:28 PM
Why the hell is this a new topic?  Seriously, jmillart, seriously?

*Merges it with the topic it's actually a reply to*

For the love of god, please stop pushing this "Make it so we can add new slots" thing in EVERY SINGLE TOPIC that you make.  It's something I already plan to add to the editor eventually, but it's not as easy as you make it sound.  Data has to be shifted around to create room for those new slots, and all of the old pointers to that data need to be fixed to the new location.  The code has to be patched to support the new limit, IF EVEN POSSIBLE, which in some cases (New party members) it is not.  Just finding all of the pointers, and code references alone is a ton of work.  Do you have any idea how many functions there are in the game's code that reference items alone?  You can't just go in there and change one number and have it magically work.
Title: Re: Suggestion for the Editor
Post by: ThanatosTheDark on 26, August, 2011, 03:49:48 PM
I don't know if this was asked yet, but how about making the unleashed animations easier to set.
An example: You can see the sprites for heartbreak(thanatos mace unleash) but you can't see the sprites of vorpal slash.
Title: Re: Suggestion for the Editor
Post by: Rolina on 27, August, 2011, 04:10:07 PM
You're talking about an animation editor, which is a planned feature.
Title: Re: Suggestion for the Editor
Post by: Mion Sonozaki on 27, August, 2011, 04:27:58 PM
I'm really excited for ANYTHING related to map editing!
Title: Re: Suggestion for the Editor
Post by: Rolina on 27, August, 2011, 04:34:59 PM
We're getting to the point that we're repeating suggestions...

Not only that, but that's two people who have suggested the addition of a feature that's already planned.  Rather than suggesting something we're definitely going to get, like an Animation editor or a Map editor, why not suggest features FOR said editors?  Things you'd like to be able to do with it, other than the obvious.
Title: Re: Suggestion for the Editor
Post by: ThanatosTheDark on 27, August, 2011, 05:56:24 PM
How about making it customizable like the menus in the game. Instead of that boring teal color, let's make it blue of green or red,ect.
Title: Re: Suggestion for the Editor
Post by: leaf on 27, August, 2011, 06:28:53 PM
How about we not ask for things that are completely pointless?
Title: Re: Suggestion for the Editor
Post by: Misery on 27, August, 2011, 07:36:21 PM
May I suggest putting up a list somewhere with the additional features planned for the next version?
Another thing that should be listed is what type of changes/additions are not what the editor is supposed to do. Things like changing the game's core mechanics, adding new features with no semblance to anything present in the game, or things that are just completely unrelated. The latter wouldn't be an extensive list of course. I just think it would be good to have a clear explanation of the purpose of the editor posted for new users who seem to mistake it for a game making tool.
Title: Re: Suggestion for the Editor
Post by: Rolina on 27, August, 2011, 11:10:58 PM
QuoteAnother thing that should be listed is what type of changes/additions are not what the editor is supposed to do.

Let me see if I got this right... you want to suggest that the editor should do the things it's pretty much guaranteed not to do?  PLEASE tell me I misread that.
Title: Re: Suggestion for the Editor
Post by: Mion Sonozaki on 27, August, 2011, 11:26:17 PM
Not sure what kind of thread belongs in, but it would be nice to have the "Call" creatures index documented, and have the editor able to modify them. I.e. instead of Call Zombie, we can have Call Vermin.

Another is the "special" properties of certain bosses. I.e. Sentinel's immunities, and Poseidon's trident requirement. 
Title: Re: Suggestion for the Editor
Post by: Misery on 28, August, 2011, 06:28:33 AM
Quote from: Role on 27, August, 2011, 11:10:58 PM
QuoteAnother thing that should be listed is what type of changes/additions are not what the editor is supposed to do.
Let me see if I got this right... you want to suggest that the editor should do the things it's pretty much guaranteed not to do?  PLEASE tell me I misread that.
No, what I'm suggesting is we let people know what kind of features are not supposed to be in the editor, so they stop asking about it. Granted, someone will still do that anyway, but then you can at least redirect them and say "did you read THIS?". A definition of what the editor is meant for should be sufficient though. Emphasis on "should".

Quote from: Lishy on 27, August, 2011, 11:26:17 PM
Not sure what kind of thread belongs in, but it would be nice to have the "Call" creatures index documented, and have the editor able to modify them. I.e. instead of Call Zombie, we can have Call Vermin.

Another is the "special" properties of certain bosses. I.e. Sentinel's immunities, and Poseidon's trident requirement.  
For the call psynergies I'm pretty sure it's just a matter of finding out where the variable that defines which enemy index should be used is read from, and then it should be simple to implement. It does refer to enemies rather than sprites, so you can change the monster being called by changing the sprite used for that enemy index, but that's a pretty crude way of doing it and still limits the variety of monsters you can call. I was interested in this for a while, but now I know I'm not going to need it for a long time.

For the special properties, they are apparently tied to specific enemy indexes, so it might not be possible to have more than one enemy with each ability unless you rewrite the code for it completely. But what do I know.
Title: Re: Suggestion for the Editor
Post by: Rolina on 30, August, 2011, 11:07:14 AM
Okay, glad I misread that.  I thought I was gonna have to stab someone for a second.  We also have a post for things that require ASM editing already, which appears to be something Atrius is putting off as long as he possibly can.  I suppose someone could put together a post for that, but... well, it seems to be something that SHOULD be obvious, unlike the ASM thread...
Title: Re: Suggestion for the Editor
Post by: Misery on 30, August, 2011, 01:45:20 PM
Quote from: Role on 30, August, 2011, 11:07:14 AM
We also have a post for things that require ASM editing already, which appears to be something Atrius is putting off as long as he possibly can.
Such a thread would list *suggested* features that can be implemented by changing a part of the code, am I right? I sure hope you're not expecting anyone to think up every little tweak that could be made.

This would be handled in a similar manner, listing suggestions that have been rejected, and why they will not be included in the editor (or worse yet, are impossible to do within the limits of the game). Nothing is really obvious if you don't have a clue about how a game works, listing these things would probably reduce repeat questions. And I'm sure we all realize that fewer rage buttons pressed makes a friendlier forum.
Title: Re: Suggestion for the Editor
Post by: Rolina on 30, August, 2011, 01:53:07 PM
http://forum.goldensunhacking.net/index.php?topic=1422.0

That's the ASM editor.  They're things necessary for a hack, but can't be done until Atrius finally starts cracking into ASM.
Title: Re: Suggestion for the Editor
Post by: Misery on 30, August, 2011, 02:48:07 PM
My, you're being pushy about that... those are pretty high level features. I can see battle effects justifying the use of a program because of the visuals involved, but it would make more sense to just make custom code for the others IMO (you should remove "Music replacement/addition" from the list, btw). Hex editing/disassembly for the whole ROM would be nice to see in the editor though, but maybe there's a reason why it's currently only available for map code.

Anyway, I hope he puts priority on map editing. I imagine it will take a lot of work to make it user-friendly, but the maps are the most fundamental part of the game after all. Along with battles, but the editor already gives us a lot of influence over those.
Title: Re: Suggestion for the Editor
Post by: Rolina on 30, August, 2011, 08:10:10 PM
Well, I'm being pushy for a reason.  These are features that have been requested from the beginning, but all we're ever told is "that requires ASM hacking" and it's left at that.  To be honest, I'm sick of the reason - it's about time he started looking into some of this.  Another thing that would surely help is to have Atrius give us more updates on the progress of the editor - it sucks being left in the dark with sparse updates of what's going on and what he's tackling now.
Title: Re: Suggestion for the Editor
Post by: Atrius on 30, August, 2011, 09:04:50 PM
Quote from: Role on 30, August, 2011, 08:10:10 PM
Well, I'm being pushy for a reason.  These are features that have been requested from the beginning, but all we're ever told is "that requires ASM hacking" and it's left at that.  To be honest, I'm sick of the reason - it's about time he started looking into some of this.

Well, I'm not going to lie and give you a false reason just because you want a different one.  Besides, I have been making progress toward ASM hacking for a while now, it's just slow because it's an insanely complex thing.

Scanning through ASM code to detect data pointers
(http://img.photobucket.com/albums/v698/AtriusV/Games/Golden%20Sun%20Project/GSTLA_editor23.png?t=1262375563)
(http://img.photobucket.com/albums/v698/AtriusV/Games/Golden%20Sun%20Project/GSTLA_editor24.png?t=1262009425)

Detecting function calls, and their arguments
(http://img.photobucket.com/albums/v698/AtriusV/Games/Golden%20Sun%20Project/GSTLA_editor38.png)

That aside, I'm more worried about features like sprite/map editing at the moment.  Y'know, ones that won't require a skilled coder to do in the editor, and would therefore be more useful to more people.
Title: Re: Suggestion for the Editor
Post by: Rolina on 30, August, 2011, 11:14:28 PM
Ah, now that's what I was talking about!  We just need to be kept in the loop!  It's frustrating when we go a long time with no news, you know?  Even if you have been working on it, every time we ask all that seems to happen is that you counter with "that needs ASM editing" and it ends there.  You don't have to lie to us or anything, just... keep us informed on what's going on.

Also, is there any way to make this an open source editor?  I'm sure it'd be great if we could have multiple people developing for it... someone may find something that you missed, or could come out with a plugin that helps to refine things and make it more user friendly or something.

Edit: Also, can you explain how a feature that uses ASM editing would work?  Say, for example, if we used one of the three remaining element slots and were to assign a power/resistance formula to it... would we have a section to go in and fill all that info out, and the editor just translates it into ASM?  Or would we need to have people actually post different ASM... um... layouts, I guess, and tell you what to replace where?
Title: Re: Suggestion for the Editor
Post by: Atrius on 02, September, 2011, 05:03:58 PM
Game Maker isn't designed for an open source development style.  You can't patch in code changes easily like you can with many other programming languages.  The most likely outcome if I open sourced it, and other people started working on it is that we'd end up with branched off versions of the editor in development by different people.

Three remaining element slots? ...  *Ahem*  Golden Sun's engine is programmed to support 4 elements.  The game contains 4 elements, Venus, Mercury, Mars, and Jupiter.  4 - 4 = 0, not 3 Role.  So your example would work about like trying to fit an elephant inside of a solid boulder.

Anyway, ASM is compiled programming.  It's not data, it's not a scripting language, it's programming converted into a format that a computer processor can understand.  The functions to make it look like this (http://img.photobucket.com/albums/v698/AtriusV/Games/Golden%20Sun%20Project/JennaJoin_ASM0.jpg) contain more lines of code than the functions for decompressing sprites, and it's still completely useless to most people in that format.  Your "Why can't Atrius just make ASM editing happen" attitude lately is seriously pissing me off because it seems like you have no grasp of what it is exactly you're expecting from me.  You're asking me to program a decompiler, some sort of API implementation so user written code can actually work with functions in the game, a programming interface or some other ridiculously complex thing that manages to convert programming into a user friendly experience, as well as a compiler into the editor.  Any one of those things alone would be an "EFoC" so I can't even confirm that ASM editing will be a feature in the editor because I seriously do not know how the hell I would pull it off.
Title: Re: Suggestion for the Editor
Post by: ThanatosTheDark on 02, September, 2011, 06:42:47 PM
I just KNOW that someone is going to chew me out for this

What is asm?
I'm no hot-shot hacker so I wouldn't know what it is.
Title: Re: Suggestion for the Editor
Post by: Atrius on 02, September, 2011, 06:50:58 PM
ASM is the byte code format that the ARM processing chip in the GBA runs.  Basically it's the format of the game's code/programming after it's been converted into a language the system can understand, and run.
Title: Re: Suggestion for the Editor
Post by: zman9000 on 03, September, 2011, 04:42:17 PM
Wow I didn't know ASM was that complicated... well, good luck with it.
Title: Re: Suggestion for the Editor
Post by: Rolina on 05, September, 2011, 06:22:40 PM
QuoteGame Maker isn't designed for an open source development style.  You can't patch in code changes easily like you can with many other programming languages.  The most likely outcome if I open sourced it, and other people started working on it is that we'd end up with branched off versions of the editor in development by different people.
Then why not have a dev team instead of just one person?  You'll work on it together, each finding different things  Surely a team of developers is better than just one.

Quote from: Atrius on 02, September, 2011, 05:03:58 PM
Three remaining element slots? ...  *Ahem*  Golden Sun's engine is programmed to support 4 elements.  The game contains 4 elements, Venus, Mercury, Mars, and Jupiter.  4 - 4 = 0, not 3 Role.  So your example would work about like trying to fit an elephant inside of a solid boulder.
Yer gonna have to explain how the "No attribute" works then.  Because I count 5, and given my understanding of how computers work, if there's 5 options, the bare minimum means 8.  If there truly is only support for four, you're gonna have to explain this (see attached pic).

With my knowledge of computers, and without the ability to see what's in the code or really understand some of it, this is what I've been able to gather:
Given the way you appear to be trying to strike this down, it seems as though this assumption may be off... but without explaining HOW it's off, it doesn't solve any problems, rather it simply comes across as though you're not quite hearing what I'm suggesting.

Is there something in the code that prevents something like this from working?  And if so, can you actually explain what it is that's preventing it from doing so rather than just spitting out "4-4=0" and sounding like a jerk?  I can do basic math, you know.  I'm sure we all can.  There's no reason to be rude when doing something like explaining why can solve the problem without pissing people off.

QuoteAnyway, ASM is compiled programming.  It's not data, it's not a scripting language, it's programming converted into a format that a computer processor can understand.  The functions to make it look like this (http://img.photobucket.com/albums/v698/AtriusV/Games/Golden%20Sun%20Project/JennaJoin_ASM0.jpg) contain more lines of code than the functions for decompressing sprites, and it's still completely useless to most people in that format.  Your "Why can't Atrius just make ASM editing happen" attitude lately is seriously pissing me off because it seems like you have no grasp of what it is exactly you're expecting from me.  You're asking me to program a decompiler, some sort of API implementation so user written code can actually work with functions in the game, a programming interface or some other ridiculously complex thing that manages to convert programming into a user friendly experience, as well as a compiler into the editor.  Any one of those things alone would be an "EFoC" so I can't even confirm that ASM editing will be a feature in the editor because I seriously do not know how the hell I would pull it off.
First, it's not a "why can't you just do it" so much as it is a "Why don't we even have updates on this?"  Again, part of the reason for the attitude is because every time it's brought up it just gets shot down with just "That requires ASM".  That really doesn't tell us much, and often comes across as "It's too complicated, I'm gonna not work on it" at times.  We know you're working on it, but without any updates or info on how things are coming along, it gets quite frustrating.

Second:  EXACTLY.  We have no grasp on what needs to be done.  This is easily fixed, though - though simple explanation.  Tell us what all exactly is going on with this, help us to understand the problem.  You say "ASM" and we go "Okay... and?"  We aren't crazy awesome programmers - well, not most of us anyways.

I think a lot of the problem actually lies in the fact that you're only one person... there's a few people here who have been looking into this stuff now, I think it may be a good idea to start working on it together to try and find things that work.  Yes, I know it's not as simple as I make it sound, but we can't just keep relying on one person and making more and more demands.
Title: Re: Suggestion for the Editor
Post by: Atrius on 05, September, 2011, 09:52:45 PM
M'kay....  Obviously I need to clarify a couple points.

The "Is this possible..." and "List of things which require ASM editing" threads are BOTH in the general Golden Sun hacking section of the forums, NOT in the editor's section.  When I responded to those threads I took that into account, just because it is possible to hack Golden Sun to do something does not mean that it will be possible in the editor.  The editor is only intended to be able to edit the game within the confines of it's original engine.

Secondly, as I've stated ASM is compiled code.  As such you can typically infer that most things that require ASM hacking require modifying Golden Sun's engine in some way.


Obviously there have been exceptions with things added to the code patches section of the editor, but you should not assume that just because it is possible to do something that the editor will support it.
Title: Re: Suggestion for the Editor
Post by: Rolina on 05, September, 2011, 09:57:42 PM
Then the obvious question remains:  What will the editor support?
Title: Re: Suggestion for the Editor
Post by: Atrius on 05, September, 2011, 10:12:57 PM
I only have an intentionally vague response for that.  "The goal is to create a program fully capable of editing all of the data in Golden Sun: The Lost Age within the confines of it's engine."

This includes all of the obvious things like items, enemies, abilities, dialogue, maps, and graphics.  Ideally, even though they're ASM, I would like to add support for editing abilility animations and cutscenes as well, but I can't guarantee it at this point.  Beyond that most things that require ASM hacking would only be considered extra "bells & whistles" if they made it into the editor at all.
Title: Re: Suggestion for the Editor
Post by: Rolina on 05, September, 2011, 10:15:54 PM
Well is there anything you can definitely rule out?

Also, what about clarification as to how it determines what element abilities have?  Is it a choice from a list of 8, or is it a boolean followed by a choice between four?
Title: Re: Suggestion for the Editor
Post by: Atrius on 05, September, 2011, 11:00:24 PM
Definitely rule out?  Aside from what I've already made obvious won't happen like having more than 8 party members...  Not really.  I will say that derivative elements is EXTREMELY unlikely, and anything involving ASM "editing" is toward the bottom of my priority list for even experimenting with right now.  Finishing up sprite editing, being able to assign monster groups to maps, and other misc Map data like assigning music, and the names that appear when you enter them are more toward the top followed by actual map editing a little further down.  There are always little things popping up as well that make it higher on the priority list just because they're simple, and won't take a lot of time.  Charleysdrpepper's discovery of ability type values (http://forum.goldensunhacking.net/index.php?topic=1416.0) would be a good example of this.


QuoteAlso, what about clarification as to how it determines what element abilities have?  Is it a choice from a list of 8, or is it a boolean followed by a choice between four?

It's a full byte, just like everything that references party members of which there can still only ever be 8.  Often times in cases like this the limits are programmed into the algorithms that handle the data because there's no way the engine can support more than a certain number.  If you give it a higher number than it allows the game still won't know what to do with it even if the data somehow exists, the function will exit because it knows it can't do anything with it, and the game will likely crash since the function didn't do what it was supposed to.
Title: Re: Suggestion for the Editor
Post by: Rolina on 05, September, 2011, 11:13:55 PM
@CDP:  Speaking of charlie, that's exactly why I'm saying you should get a team together.  By working working together, you're bound to find things the others miss.  When one person has to leave, the others can continue in their absence, and progress will continue.  Sure, I may be generalizing it a bit, but it's better than working alone - I'm sure you guys could figure out a method of working on this together without resulting in a bunch of different versions, perhaps each of you tackling a different issue, with you as the project leader.


@Elements:  So there are 8 slots, just as I've been thinking.  So basically what you're saying is that there's other things in the game that prevent a value other than those five (the four elements and non-elemental) from being used, which is why derivative elements are going to be a pain to figure out how to even get the game to address them, before even thinking of getting it to properly pull off the derived power/res formula.  Wouldn't it have been easier to simply say this, rather than insult my intelligence?  By simply explaining that fixing it so that it's possible would be more trouble than it's worth, this whole mess could have been done and over with just as it started - several years ago.
Title: Re: Suggestion for the Editor
Post by: Atrius on 05, September, 2011, 11:29:01 PM
Technically there are 256 slots if you want to look at it that way, just like for party members.
Title: Re: Suggestion for the Editor
Post by: Rolina on 05, September, 2011, 11:53:56 PM
Wait wait...  WHAT?!

Why... but... I...  Was there some particular reason that one would want to allocate that much space yet dummy that much of it out?!  Wouldn't smaller data values be more sensible?!
Title: Re: Suggestion for the Editor
Post by: Atrius on 06, September, 2011, 12:00:07 AM
Typically a byte which holds any value between 0 and 255 is the smallest storage unit.  Anything smaller requires the code be written specifically to further subdivide it.
Title: Re: Suggestion for the Editor
Post by: Rolina on 06, September, 2011, 12:01:56 AM
Really?  Huh... You learn something new every day.  Would this also mean that the code itself (not the editor) has the capacity to have power and resist values for more than just four elements, or is that done differently?
Title: Re: Suggestion for the Editor
Post by: Salanewt on 06, September, 2011, 12:11:21 AM
A single byte goes up to xFF, which is 255 in decimal format. With the way the code is constructed according to Atrius, it would probably be inaccurate to call everything past x05 dummy data; after all, the term "dummy" usually only applies to existing data that has been made useless. It would be like saying that ability #800 is a dummy spell, when there is no ability #800.

An easier way of putting it would be something like "while the possibility exists in theory, the game has been coded specifically to only have to account for existing functions". For the best results, one would have to alter the code enough to be able to allow for it.


Well, Atrius beat me to the response. Still, the information that I posted might help a bit. It is hard for me to say for sure though, as I am mostly applying what I know of GBA hacking in general to Golden Sun in specific.
Title: Re: Suggestion for the Editor
Post by: Atrius on 06, September, 2011, 12:15:32 AM
That's one of the main problems with trying to use any more element slots, there's only room for storing the power and resistance for 4 elements.  This is true in the data, as well as saved games.  It's true for players, enemies, djinni requirements for summoning, djinni themselves, class requirements, and that's just what I remember off the top of my head.  In addition to damage formulas you would need to edit the code for ALL of theses other things, EVERYWHERE that it references their element data.
Title: Re: Suggestion for the Editor
Post by: Rolina on 06, September, 2011, 12:21:07 AM
I had actually thought that it was possible to hold data values down to bits of code, rather than having bytes as being the smallest unit.  I guess it was just a misconception on my part.

@Atrius:  I see, so should we ever decide to actually go out of our way to code in the ability to use more of those element slots, they'd have to be derivative in nature.  Well, at least we know for certain now that adding another 'true' element is pretty much not gonna happen ever, while derivatives are probably gonna be the last thing done, if at all.  After all, there's plenty we can do without adding new elements - it's not like this is a feature needed for game balance or anything.

The formula and effect editor ideas, though... do you know yet how we might go about addressing those?  I assume that since we can choose the various values in the editor itself, you know where they're located. Other than that, though, I'm guessing tweaking, modifying, or adding things would be a lot more complicated, huh?
Title: Re: Suggestion for the Editor
Post by: Atrius on 06, September, 2011, 12:41:56 AM
Quote from: Role on 06, September, 2011, 12:21:07 AMI had actually thought that it was possible to hold data values down to bits of code, rather than having bytes as being the smallest unit.  I guess it was just a misconception on my part.

It is rare, but it does sometimes happen.  For example the ability type (Base damage, healing, multiplier, e.t.c.) is only 4 bits allowing it to be 0-15.  The other 4 bits of that byte are used for the flags below that (Can be used in/outside of battle)



Formula's and effects are all ASM functions, surprisingly complex ones at that.  I doubt there's much I could do to simplifying editing them.
Title: Re: Suggestion for the Editor
Post by: Rolina on 06, September, 2011, 12:50:55 AM
...That... sucks.  That really does.  I guess we'd have to have user-developed plugins with specific effects for those?  It's the only way I can think of that would make any real sense (well, to me at least).  This means that new ailments and status effects are likely in the same boat, too.  Well, at least for Ability type there's not too many new formulas we want to add.  Tweaking what we've got and adding maybe five new ones on top of what we've got easily fits into that limitation.

Surprised though... if the ability uses only 4 bits, I'd have thought that small values like elements would do the same...

How about field psynergy?  I know those are all gonna have to be custom made anyways, but what's the limit that the code can hold?

Edit:  You know what?  We should have a post with all the absolute storage limits in it - it'd really cut down on my questions.
Edit 2:  While we're add it, we should also list any further limits the code places on the game.  We could have it formatted, too...

Value: Code (Absolute)

So for elemental selection, it'd be:

Attribute:  5 (256)

This would probably cut down on a lot of confusion of this type of nature.
Title: Re: Suggestion for the Editor
Post by: Aile~♥ on 07, September, 2011, 12:39:24 PM
I don't know much about an effect editor in general, but it would be GREAT to be able to redirect the "counter-attack for 1 turn" function. As in, tell it which ability to counter with, since right now it's coded to link only to "Djinn Counter" for players or "Counter" for enemies. While we're at it, it would be nice to be able to target yourself with a "counter-attack", instead of automatically redirecting "Target: User" abilities to hit the enemy.
Title: Re: Suggestion for the Editor
Post by: Rolina on 07, September, 2011, 02:41:12 PM
That's something we're probably gonna have to custom-do, sadly.  From what it sounds like, we'll have to customize what we want to have for effects and have the different "install sets" posted here in their own topic.
Title: Re: Suggestion for the Editor
Post by: Griever on 22, November, 2011, 12:35:32 AM
I'm gonna go crazy and suggest something I have no idea if it can be done or not.

Can we have an IPS patching section in the editor? When we choose it we get to apply a patch and choose for example to apply only the class part. So if for example I work on classes while someone else work on abilities we can still apply both patches to the same ROM without messing it up ... This will allow a group to work on a hack and finish it faster rather than having someone applying all the changes by her/himself.

Like I said ... I know it's a crazy idea and I'm not even sure if it's doable ... but this will help a lot .. especially with the community hack >_<
Title: Re: Suggestion for the Editor
Post by: Rolina on 22, November, 2011, 02:29:06 AM
I've been asking for this for a while now, and I think atrius said it's gonna be a later feature, but my memory may be a bit fuzzy on that.  Either way, it's hard to get a solid answer out of him on most of the things I ask about.
Title: Re: Suggestion for the Editor
Post by: Atrius on 22, November, 2011, 03:35:20 PM
I did eventually want to do a custom patching format in the editor where you could export/import specific data if you wanted to.
Title: Re: Suggestion for the Editor
Post by: Rolina on 22, November, 2011, 03:38:27 PM
Yeah, that's what I thought.  Such a feature would be really helpful for group projects, as well as for template makers.  Atrius, do you know how difficult it'd be to program something like that?  I'm afraid I'm not quite familiar with how much work would go into it...
Title: Re: Suggestion for the Editor
Post by: Misery on 22, November, 2011, 04:23:59 PM
This reminds me, there's something I'd very much like to have in the editor, aside from aforementioned class template export/import, and that is more keyboard based controls. Like using the arrow keys or tab to switch between fields and windows, and hotkeys to bring up some of the windows. May seem like a novelty, but if it was possible to control the editor using only the keyboard it would speed up things a lot for me at least. "A lot" being about ten times faster for most of what I want to do.
Title: Re: Suggestion for the Editor
Post by: Rolina on 22, November, 2011, 04:26:23 PM
I have been asking for that for a while... =_=

I think Atrius wants to function more on getting more functionality to the editor first, before he starts working on the user interface.
Title: Re: Suggestion for the Editor
Post by: Atrius on 22, November, 2011, 11:06:17 PM
The most I recall anyone asking about as far as keyboard controls goes is for scrolling through lists with the arrow keys.  I can do more, but like Role said, it's not going to be a high priority.


@Role, I've been thinking about how to go about it for quite a while now.  The editor already knows where all of the data is, and how much of it exists so being able to scan specific types will be fairly easy.  Where it gets complex is when I start thinking that it would be nice to have the option to individually select exactly which indexes to export, and be able to change the indexes they're imported into.  So for example if someone edited a bunch of items, but they only wanted to export the one in slot 5, then someone else wanted to import that item into slot 7 in their hack.
Title: Re: Suggestion for the Editor
Post by: Griever on 23, November, 2011, 12:40:00 AM
QuoteSo for example if someone edited a bunch of items, but they only wanted to export the one in slot 5, then someone else wanted to import that item into slot 7 in their hack.
Errrr I really don't think you should worry about this now ... first getting the import/export feature for the whole Item section then go about slots ... But that individual exporting/importing idea is really helpful too.
Title: Re: Suggestion for the Editor
Post by: Atrius on 23, November, 2011, 02:53:58 AM
That is something I'm considering too, I just don't want to come up with a file format that becomes completely obsolete by the next version of the editor.
Title: Re: Suggestion for the Editor
Post by: Rolina on 23, November, 2011, 11:31:30 AM
Quote from: Atrius on 22, November, 2011, 11:06:17 PM
The most I recall anyone asking about as far as keyboard controls goes is for scrolling through lists with the arrow keys.  I can do more, but like Role said, it's not going to be a high priority.


@Role, I've been thinking about how to go about it for quite a while now.  The editor already knows where all of the data is, and how much of it exists so being able to scan specific types will be fairly easy.  Where it gets complex is when I start thinking that it would be nice to have the option to individually select exactly which indexes to export, and be able to change the indexes they're imported into.  So for example if someone edited a bunch of items, but they only wanted to export the one in slot 5, then someone else wanted to import that item into slot 7 in their hack.
I figured it'd apply to everything in one section.  So it's not just a few select classes, it'd have to be the entire class selection.  So for each tab you can choose in the editor, there'd be something that only calls that tab when you load it.
Title: Re: Suggestion for the Editor
Post by: Misery on 28, November, 2011, 09:02:28 PM
You might want to check out this (http://forum.goldensunhacking.net/index.php?topic=1411.0) topic, which has some helpful links, including a save game editor that lets you edit which djinn your characters have. The editor itself isn't meant to handle save data afaik. However, if you mean to edit the djinn characters start with, that could probably do as an addition to the editor, and could be helpful to others as well. I expect it would require a redirect to a custom code routine though, making it a small game hack in itself, so don't expect to see it anytime soon (or at all, to be bluntly honest).

Most sprites can't be used for party members since they're stored in a different format. The next release of the editor will supposedly allow you to edit sprites, meaning you could make the sprites of the party members look like enemies. No one knows when the next version will be released though (not even Atrius himself).

On a somewhat related note, you can also use replace party member sprites with lolPoseidon (in addition to Dullahan). IIRC Doom Dragon is also usable (!) but some sprites will not show. Maybe. It has been a while since I tried it...
Title: Re: Suggestion for the Editor
Post by: Darkest ivan on 08, January, 2012, 11:51:42 AM
Recently I translated this program to spanish (actually only 99.5%, i don't understand a few words)
I'd be glad if you could include it in the next version.

Spanish Translation:
ww.mediafire.com/?g2xlg3fhtllgv6x

Updated translation!! :happy: Thanks Lobo Negro.
ww.mediafire.com/?c5mu9f3cjvnust9

A little mistake fixed  :fury:
http://www.mediafire.com/?pzdj68450wywd6x


I have two problems with the traslation:

1--> The pop-ups with text don't show Ññ áéíóú.
2--> Some text boxes are too small for the translated sentence. Can you enlage them?

Some examples:
"Ningún archivo abierto" (up-right) When there is no rom loaded.
Sprites->"Configuración" option
Djinni->"Nombre y descripción de habilidad mímica"
Title: Re: Suggestion for the Editor
Post by: Atrius on 08, January, 2012, 07:38:34 PM
Very nice, thank you!  I'll add it to the download topic right away.


I had a feeling there would be a space issue for some strings, it's something I planned on trying to make some adjustments for in the next version anyway.  By the pop-ups, do you mean the tooltips when you hover your mouse over something?  I can probably fix that pretty easily too.
Title: Re: Suggestion for the Editor
Post by: KyleRunner on 06, March, 2012, 01:52:35 PM
Is there any way to dump/insert uncompressed text in the Lost Age rom (like when using the GSTOOLKIT)?
Title: Re: Suggestion for the Editor
Post by: guillotus on 28, May, 2012, 03:56:44 PM
Hum i want to know if in the next editor possible to change the sprites in battle and out of battle i want to use Agatio sprite in battle and out of battle like the main character Pavel if you could do that i will be very happy because in the Version 0.5 of the Editor hum i can't change a party member sprite to some monsters or agatio,karstine,salamander,phoenixia so please add this option to the next version of the editor i really love Golden Sun <3
Title: Re: Suggestion for the Editor
Post by: Rolina on 08, July, 2012, 03:49:41 PM
Seriously needing that better keyboard support.  The less I have to move my hands, the faster I can work.  Ideally, I don't want to touch that darned mouse at all.  Tab to move between fields, enter to select field, when at the search bar for item/ability/whatever, automatically have it be ready to type, press down to go select the item once you're done, etc...

I'd be able to get my templates done in less than a third of the time it takes now if I didn't have to do all that unnecessary movement with the mouse.  Right now, it's just tedious as hell to do stuff, and after an hour I've barely got any progress.

While we're at it, for classes, why not have the ability to copy a whole class?  That'll save a TON of time, since most classes are just tier'd up versions of other ones.  Just, have it so that you can copy the class into the next field.  I'm sure it shouldn't be too hard to program that into the editor, right?
Title: Re: Suggestion for the Editor
Post by: Daddy Poi's Oily Gorillas on 08, July, 2012, 05:10:03 PM
QuoteSeriously needing that better keyboard support.  The less I have to move my hands, the faster I can work.  Ideally, I don't want to touch that darned mouse at all.  Tab to move between fields, enter to select field, when at the search bar for item/ability/whatever, automatically have it be ready to type, press down to go select the item once you're done, etc...

I'd be able to get my templates done in less than a third of the time it takes now if I didn't have to do all that unnecessary movement with the mouse.  Right now, it's just tedious as hell to do stuff, and after an hour I've barely got any progress.
I think this is a feature we definitely should have. Especially for those without a working mouse/trackpad. (There are ways to move the mouse using mouse keys which is extremely time consuming to use, but I do not have that problem. IF I ever have such a problem, though, not saying I never had problems with trackpads before (because I have).. I would still have a backup USB mouse to use.

QuoteWhile we're at it, for classes, why not have the ability to copy a whole class?  That'll save a TON of time, since most classes are just tier'd up versions of other ones.  Just, have it so that you can copy the class into the next field.  I'm sure it shouldn't be too hard to program that into the editor, right?
I would imagine that to be easy to program as well. Maybe if the listbox on the left is active, then Ctrl+C can be used to copy the Class information, then you can click on another item to do Ctrl+V to paste. It'd be nice to be able to swap classes between different hacks, wouldn't it? Hopefully that is possible. Hm. (Not sure if using the clipboard will make "easy" turn into "moderate"?) The idea I had was to be able to paste the information directly from copying text in say... A notepad or something. (And vice versa.)

Edit: When I said "as well" I was referring that I thought the same way as you with the second feature, not that keyboard support would be easy, I am not sure yet.
Title: Re: Suggestion for the Editor
Post by: Rolina on 08, July, 2012, 05:45:25 PM
I figure it's just a button that says "copy data to slot below" or something like that.  No need for ctrl+c/v, a simple button click should do what you need.
Title: Re: Suggestion for the Editor
Post by: Daddy Poi's Oily Gorillas on 08, July, 2012, 07:21:15 PM
Ah. That's not going to be user-friendly for clearing a slot.

Anyway, I take it you want a button that looks similar to this:
(http://i900.photobucket.com/albums/ac208/charleysdrpepper/Untitled.png)

From what I gather, these are the techniques you'd use:


End Step:

Script 1 modification: (Create the button.)
Quote from: Anywhere in the first block of: if sel=-1b_copy2ns=create_button(dx+228,dy+252+18,96,14+18,"copy data to#slot below"); b_copy2ns.tooltip="copy data to slot below";
^^ Actually the coordinates are not perfect, but they are under the assumption that the panel was enlarged.)

Script 2 modification: (Check when button is pressed.)
Quote from: Should go at the very bottom.if b_copy2ns.sel
{
window_set_cursor(cr_appstart)
event_user(15) //Should be modified to take b_copy2ns.sel.
window_set_cursor(cr_default)
b_copy2ns.sel=0
}

And ofcourse, the notable modification to User Defined 15:
Quotefile_bin_seek(global.file,(global.classes_pos+(sel+b_copy2ns.sel)*84)&$1FFFFFF)

I know this doesn't copy the class name text over, but I haven't quite looked much at that stuff. As for everything else, I hope I didn't miss anything.
Title: Re: Suggestion for the Editor
Post by: Rolina on 08, July, 2012, 07:57:25 PM
Well it's not like yer gonna want to copy the class itself anyways.

The button itself would be smaller, and probably just say "Copy data".  Upon mouseover, it'd explain "copies data from class to the slot below" or something like that.  But yeah, that's mostly it.  80% of the time spent working on my templates is basically repeating info I've already entered once before, as well as that mouse travel time.  If we can tackle those two things, then the editor's gonna get a ton more user friendly.

Right now, there's a ton of stuff I can do, but haven't done simply due to the frustration of the slow progress.  If I had access to better keyboard controls, as well as other shortcuts like that button, then it's solve almost all my problems.

The only other problem is that I really want an animation viewer.  The ability to see what each animation does is invaluable, and would save soooooo much testing time.
Title: Re: Suggestion for the Editor
Post by: Atrius on 08, July, 2012, 10:07:42 PM
Better keyboard controls would require a bit of tweaking to make it more obvious what field you have selected, and managing tab ordering (What field you go to next when you press the tab button)  I'm not really sure why you'd want to make user have to press enter to edit text/number fields, that would just take more work to code and use.


Having a button just for copying a classes data to the next slot would be kind of awkward way to go about it.  I would think making it so you could right click on the selection list, and copy/paste would be a better way (Yes Ctrl-C/V shortcuts would be possible as well).  There could even be an option for clearing the data in that slot.


As for animation viewer, I assume you mean ability animations.  It's probably not going to happen, they're coded in ASM, it would require the editor to act as an emulator to display them.
Title: Re: Suggestion for the Editor
Post by: Rolina on 08, July, 2012, 11:01:47 PM
Not text fields, those would be automatically ready.  I mean for things like selecting abilities in class.  You can't actually just tab in and type for those.  Same with class stat percent modifiers.
Title: Re: Suggestion for the Editor
Post by: Daddy Poi's Oily Gorillas on 08, July, 2012, 11:43:42 PM
@Keyboard support:  I'm thinking about setting it up the tab_index way. There will be global.tabsel (Which holds the number of the selected "tab" field.), and global.tabmax, which is used to help one go back to the first control. (Ofcourse, tabsel and tabmax would likely go in obj_editor_sys.) ; Then I'd go to all the controls and add a variable which is used for assigning numbers to their tab_index, which is based off the tabmax value. (Which should be used to compare with tabsel.) (Not to mention that tabmax would be incremented here so that all controls have unique numbers.)

The tab_index idea came from something I saw in Visual Basic, actually. How built-in controls have a property for it.

Tell me I'm doing it the long way.


Tab-ordering would be done based off the ordering of the control creates in the code. (Ofcourse, this tab-ordering can still be modified after the controls are created, if anyone wanted to.)

And I probably should say that I haven't quite thought about how tab would work when actual lists are open on top. (For the coding procedure.) Edit: I might have to make those two globals into arrays. Probably.


@Atrius's second paragraph: I thought the same.


Title: Re: Suggestion for the Editor
Post by: Atrius on 09, July, 2012, 01:39:14 AM
Well, controls are assigned to views based on how the interface is layered.  Any controls belonging to a panel opened in front will also have a higher view value than those below it.

I was thinking the same thing on how to handle tab ordering at first, but on second thought list data structures are probably the way to go.  It'll be more efficient if you have the IDs of every instance that can be tabbed to stored somewhere, and if it's sorted based on tab order you can just increment through it.  It's easy to tell when you've reached the end, and a separate list can be kept for each view layer.
Title: Re: Suggestion for the Editor
Post by: Misery on 11, July, 2012, 01:06:03 PM
Being able to tab between the fields would make working with the editor both a lot faster and easier on the hands, so I hope you'll be able to add that function.
Title: Re: Suggestion for the Editor
Post by: Rolina on 11, July, 2012, 08:52:46 PM
Aye, the editor's functions are important, sure, but user-friendlessness is just as important.  Not just that, the motion of constantly going back and forth between mouse and keyboard for hours really, really hurts.  Between the lack of productivity and the strain on my wrists, that's causing me to progress at a crawl with my hacks.  After all, I'm the type who tries to do the larger changes, rather than just tweaking stats here and there.
Title: Re: Suggestion for the Editor
Post by: NightXsenator on 27, August, 2012, 02:07:21 PM
The dialogue window "Save changes first" appears while exiting even if changes were already applied using "save" function. I strongly recommend to fix this little defect, it annoys much.
Title: Re: Suggestion for the Editor
Post by: Daddy Poi's Oily Gorillas on 28, August, 2012, 04:29:40 AM
@No Save Dialogue: I had an idea about using a Boolean variable to make that check... Hmm... I haven't thought much on this.


Now, for what I wanted to suggest.

Data Viewer. #2 says unknown, but it is the data for the Build Date. (Which is always a date before the release date.)

GS1: 010918151347
GS2: 030205144838

The format is YYMMDDHHMMSS, I think.
Year, Month, Day, Hour, Minute, Second.
Title: Re: Suggestion for the Editor
Post by: Daddy Poi's Oily Gorillas on 23, November, 2012, 04:18:04 PM
The Battle Animation Index in the Ability Editor is used for selecting a function. So if you had wanted to make attack animations, you would be required to understand some advanced stuff. Basically, the Thumb code itself.

The Battle Animation Arguments, I believe, are used in the function somehow.

Besides my knowing that the animations are done in assembly, I haven't studied it well enough to understand how they work, yet.
Title: Re: Suggestion for the Editor
Post by: zman9000 on 02, December, 2012, 03:24:41 PM
QuoteIs it possible to port the editor over to android.
Possible yes, practicable no. not only would it be hard to make it would be hard to use.
And the thought of editing the game from a mobile phone just sounds kinda... crazy...

Also note we have to wait a long time for each update which is fine but... Don't get me started on the reasons why putting it on another platform would be a bad idea for everyone involved.
Title: Re: Suggestion for the Editor
Post by: Rolina on 03, December, 2012, 10:25:37 PM
It'd be impractical to do until the final version of the editor, though.
Title: Re: Suggestion for the Editor
Post by: Goldensunfan10 on 03, October, 2013, 09:39:38 AM
what about adding in the feature in the next version of the editor to be able to change your Golden Sun 1 Overworld Charater sprites from:

:Isaac:  :Garet:  :Ivan:  :Mia:

to

:Felix:  :Jenna:  :Sheba:  :Piers:

and the same for Golden Sun 2 TLA from:

:Felix:  :Jenna:  :Sheba:  :Piers:

to

:Isaac:  :Garet:  :Ivan:  :Mia:

this being for the overworld, as for battle i can change the charters fine.

this feature will go for the version of Atrius editor? or Teawater's version of the editor?
Title: Re: Suggestion for the Editor
Post by: Daddy Poi's Oily Gorillas on 03, October, 2013, 02:55:06 PM
Sounds like you just want to swap sprites 0-3 and 4-7 in the Sprites Editor for both games. Therefore listing Party 2's sprites before Party 1's.

Just so you know, I believe Atrius has quit the editor. Also, I was planning on making another Golden Sun editor made in a different language other than GML, but even then, I still take long hiatuses on working with Golden Sun. (I am actually quite pleased that I didn't make an official announcement about my possible "take-over," yet. )
Title: Re: Suggestion for the Editor
Post by: Goldensunfan10 on 06, October, 2013, 06:06:17 PM
Quote from: Teawater on 03, October, 2013, 02:55:06 PM
Sounds like you just want to swap sprites 0-3 and 4-7 in the Sprites Editor for both games. Therefore listing Party 2's sprites before Party 1's.

Just so you know, I believe Atrius has quit the editor. Also, I was planning on making another Golden Sun editor made in a different language other than GML, but even then, I still take long hiatuses on working with Golden Sun. (I am actually quite pleased that I didn't make an official announcement about my possible "take-over," yet. )

Thanx for update, tea water.
I didn't know that Atrius quit working on the gs editor, shame cause I really enjoyed using version 0.4. (:
Also how stable is version 0.5? I read that it is open source, but are there any bugs or such?
If it has an issues then I'll stick with 0.4 version.

Also what does it do better than version 0.4?
That's wroth using it for example?

I'm looking forward to your next update of GS Editor Teawater version :) .
Can you add a sprite chaging feature for party 1-2 sprites 0-3, 4-7 like in my example above in your next version? If possible and it's doable?

Thanx tea water!
Title: Re: Suggestion for the Editor
Post by: Daddy Poi's Oily Gorillas on 07, October, 2013, 08:33:12 AM
QuoteI didn't know that Atrius quit working on the gs editor, shame cause I really enjoyed using version 0.4. (:
Yeah, I believe he's making his own game now, which should feature an editor. Some of the topics around GSHC talk about this, in case you are wondering. I think his project was called Forgotten Dreams.

QuoteAlso how stable is version 0.5? I read that it is open source, but are there any bugs or such?
Yes, there were some bugs, and that's what my Teawater version was for. It was an attempt at fixing some of the bugs. (Maybe not every one of them?, but...) All changes I made were listed in a changelog.txt, I believe.


Quote from: GSTLA Editor 0.5Also what does it do better than version 0.4?
That's wroth using it for example?
Sprite Editing in the Sprite Editor.... and 0.5 also has the Data Viewer.
Title: Re: Suggestion for the Editor
Post by: Daddy Poi's Oily Gorillas on 15, March, 2014, 06:22:04 PM
Nope.  Atrius or Overlord Kain has to do it.  The staff have been the only ones to have that privileges ever since GSHC started, I believe.  If it had been in the Clan sections, then I think the leaders could do something as well... (There are some extra options near Quote and Modify when one has the privileges. They are called "Remove" and "Split Topic") UNFORTUNATELY, even in my Venus Clan forum, I don't have the privileges for the sub-forums, but for the base clan, I do.


For what regular members can do, just remember this:

You can edit your forum posts.
You cannot delete your forum posts.

You cannot edit your cbox posts.
You cannot delete your cbox posts.
Title: Re: Suggestion for the Editor
Post by: MaxiPower on 18, July, 2014, 09:11:03 AM
Using the editor and it is crashing a lot lately. Downloaded the version with the map editor in it? Is their a way to delegate more CPU or ram to it to increase stability.
Title: Re: Suggestion for the Editor
Post by: Daddy Poi's Oily Gorillas on 12, October, 2014, 01:45:22 AM
Hm.. The Map Editor version by me was kind of messed up, and I'm sorry about that. In fact, needing more CPU should be unnecessary if the Editor is recoded in a better way. Directly loading/writing data to files byte by byte  ( which is without the IO mass-reading function ) is extremely slow, anyway... , and drawing stuff to the screen can be slow too, if done over-and-over, if I recall.

Anyway, one suggestion I have for the Editor is to have a Patch & Upload button.
@Uploading: The point of having this is so you don't have to select the file again in the upload process... That, and it's like ~2 clicks  or a keyboard combination away after an edit.  I'm guessing it would work a lot like a bot would work.  If you can't upload files as a Guest, then it may also require log-in information as well. (Whether that would be username/password or cookie is unknown.)

If I do ever manage to experiment with that, and get something working, it would also be cool to display the data on the page... as well as giving you a notice when you get a new message, etc. (Not sure. Could be just when a page is loaded from the site from doing something else...)

Another idea I had was to have a way to make a screenshot of the Editor for when you want to send in an error to the forums. It could also show a list of screenshots you made with VBA that match the file's name. ; Most of this isn't really needed, though, since Alt+Printscrn, and paint documents do wonders. However, automation is nice when you can get it.
Title: Re: Suggestions for the Editor
Post by: Salanewt on 13, April, 2015, 11:26:20 AM
Just mulling over some ideas for how the editor could be improved without really adding or changing too much (italicized text = new feature):

Item:
Items;
- Expand item types to max (with text that says something like "*Patch*" to label things that do not exist by default)
- Added effect lists that can be expanded by users, maybe through Code Patches or something
- Text boxes beside "use" and "unleash" buttons, where IDs can be manually typed if the user knows them or use the buttons if they don't
- Expand number of icons in list, maybe through Code Patches
Shops;
- Expand shop types, either to max or through Code Patches
- Text boxes beside drop-down boxes, for IDs

Ability:
- Ability formula drop-down list expanded to allow for new formulas
- Ability effect, type boxes that can have their lists expanded by users, maybe through Code Patches or something
- Maybe the same thing for added utility effects
- Expand number of icons in list, maybe through Code Patches
- Text box beside animation drop-down, for IDs

Class:
- Typing stat multipliers in the class editor rather than selecting them from a box, especially since they cap at 255 anyway
- A second set of text boxes beside abilities in class editor, so one can just type the ID in if they know it or view the ability list if they don't (same with vulnerabilities)
- Some type of button that completely wipes out an individual class, excluding name
- Text box + button combo, where you enter a class ID into the box and hit the button to copy the current class data and paste it to the class that shares the ID; for example, being in class 1 and typing/hitting 5 will copy the data from 1 to 5

Djinn/Summons:
- Text boxes beside drop-down boxes, for IDs

Enemy:
Individual;
- Text boxes beside item, ability, loot drop-down boxes
- Expand attack pattern/AI list, whether through Code Patches or to max
- Text box that can change the enemy's element table, even if it doesn't allow for editing individual stats
Group;
- Text boxes beside enemy drop-down boxes, for IDs

Text:
- Ability to add or edit commands without being inconvenienced by compression format

Code Patches:
- Class Separation doesn't automatically "correct" Jenna and Piers' base classes if the box is unchecked (and also typo fixed); maybe a new box that actually does do this


Oh, and anything that is basically "text boxes beside drop-down" should have a small slash or equal sign between them to make it a little more obvious that they edit the same thing.

Can anyone else thing of other minor suggestions that could improve the editor? Mostly in the same vein as these ones of course.


Edit: Tweaked one of the bullets in the class portion. Much better idea than what was in there before.
Title: Re: Suggestion for the Editor
Post by: Daddy Poi's Oily Gorillas on 13, April, 2015, 11:40:22 AM
^Looking good.

QuoteCan anyone else thing of other minor suggestions that could improve the editor? Mostly in the same vein as these ones of course.
Code Patches change:
Although, I could argue that the Code Patches section should in fact have their features in the sub-editors that they belong... when possible. ? (That way, it is even more obvious to newbies that there is a toggle for something.)
Not sure, though...?

PC name limit = Party Editor
Class Separation patch = Class Editor
RNG fix = (Dunno?) (But maybe Code Patches could be renamed "Extras")

Forgery:
There's a table with the forge items and chance values... Could be added in the Items/Shops section.
Title: Re: Suggestion for the Editor
Post by: Salanewt on 13, April, 2015, 11:52:57 AM
Awesome, and a forge list would be a terrific addition. While we're on the subject of entirely new things...

PC Elemental Table, as a new tab in the party editor
Elemental Table, as a new tab in the enemy editor
Enemy IDs corrected to true values (base 8, since 0-7 are PC stuff)
Text boxes for enemy screams/sound effects, attack/jump heights, etc.
"NPC Class Specs" tab in enemy editor section, which is basically like a secondary enemy editor but for the first eight slots


Not sure how I feel about the code patches changes, but it could look nice if arranged well.


... Man, I wish the game maker stuff still worked on my laptop. Don't even know if I have it anymore.

Title: Re: Suggestion for the Editor
Post by: Daddy Poi's Oily Gorillas on 13, April, 2015, 12:06:43 PM
-Encounters/Battle Collections
-Price/formula editing for Sanctum/Inn stuff.
-

QuoteNot sure how I feel about the code patches changes, but it could look nice if arranged well.
Well, part of the suggestion was just in case it gets cluttered by all the "Expand list to this much" values, etc. - I feel like those should be mostly automated, though. Depending on if you click " - Add Item - " at the end of the list or not... Etc. (Or maybe right-clickable... in the case of a text box and the list size is greater than any index number you have used. Or something like that.. er.. Haven't thought about this much.)

Quote... Man, I wish the game maker stuff still worked on my laptop. Don't even know if I have it anymore.
:( I wish I could suggest something... Makes me think we still need to recode the editor in another language. (I have not tried doing it verbatim yet...  but you are welcome to.)
Title: Re: Suggestion for the Editor
Post by: MaxiPower on 13, April, 2015, 01:59:53 PM
Is there any point in the GBA editor now? OpenGoldenSun engine will render the editor obsolete as it will not be held down by the GBAs limitations providing he doesn't give up on it and doesn't release the code.
Title: Re: Suggestion for the Editor
Post by: Salanewt on 13, April, 2015, 02:48:16 PM
Eh... I'm not really big on fan games so much as seeing what I can do by directly changing an existing game's code. This is pretty much why I would rather toy around with ROMs directly than use fan engines, as I would just make a game from scratch if I wanted to make a new one altogether; the editor is a great little tool for helping me do this, and is pretty much the only reason I even came back to this hacking forum. The OpenGS thing is definitely pretty cool though, just not into it myself beyond getting ideas for what I could add via assembly.

So for the most part, the editor is great for my little hobby. It'll also help with Disco Sun, which will more or less be a culmination of a lot of the things I want to play with or have played with before.
Title: Re: Suggestion for the Editor
Post by: Daddy Poi's Oily Gorillas on 13, April, 2015, 03:54:52 PM
QuoteIs there any point in the GBA editor now? OpenGoldenSun engine will render the editor obsolete as it will not be held down by the GBAs limitations providing he doesn't give up on it and doesn't release the code.
I umm... sort of disagree about the Obsolete part. Because the GBA editor can educate people about what's possible in the original games. / And can help people who are hard-core/pure to the original to hack those games.

Even when OpenGS is done, I will still be interested in documenting the rest of Golden Sun. - From there, can't say what editor work I'd have a chance in doing. Although it is an interesting project, I feel it's too time consuming/valueless for it to be worth-while outside of experimentation hacks, and some data viewing/dumping.

@Salanewt: If the makers of Golden Sun ever mysteriously released their source code, would you ever choose to do your editing in that, instead of through the compiled code? (Sure the compiled code is interesting to learn about at first, until you get bored, and then productivity decreases.) - I'm going to take a guess and say maybe not, but I just want to be sure.
Title: Re: Suggestion for the Editor
Post by: MaxiPower on 13, April, 2015, 05:13:03 PM
Obsolete is kinda the wrong word, Its just that there has been so little progress in the editor and then OpenGS comes along from outa nowhere and continually posts updates that surpass what I ever expected possible from a "Fan Game" to the point were it seems indistinguishable from the real thing. I'm all for the official Editor but lets face it, as it stands now, it will never be completed.  Lord Squrtle is Sala? lol I hate when people change their names, I thought you left ages ago lol!
Title: Re: Suggestion for the Editor
Post by: Salanewt on 13, April, 2015, 05:33:02 PM
Yeah, I definitely see what you mean there. The editor hasn't been updated much, though we have actually done a lot of research and documented huge portions of GS2. Probably enough to make a mostly full hack by hand/hex editor, give or take a few things largely related to certain compression formats.

Also, hi! I am indeed Salanewt, but I may change my name again at some point. Either that or I'll do some Sonic '06 joke for a bit and then go back.

Fox: Hm... I'd be open to looking at it for comparisons, but probably not editing it.


And. To keep this on topic. It may take too much work to be worthwhile, but I like the idea of being able to create a "change dump" that temporarily gets uploaded to a certain page for a few hours or so that other people can download. Kind of like automatic patch uploads. Haven't put much more thought into that idea though.
Title: Re: Suggestion for the Editor
Post by: Daddy Poi's Oily Gorillas on 13, April, 2015, 05:47:02 PM
QuoteLord Squrtle is Sala? lol I hate when people change their names, I thought you left ages ago lol!
Oops! Looks like I spoiled it. :/ Heheh...

QuoteAlso, hi! I am indeed Salanewt, but I may change my name again at some point. Either that or I'll do some Sonic '06 joke for a bit and then go back.
I might change my name again as well. When I decide to what, and when I want to do it.

QuoteFox: Hm... I'd be open to looking at it for comparisons, but probably not editing it.
So it is as I thought. - If such source code was released in these days, and if it matched the compiled code quite neatly, chances are, that's when I'd stop documenting... Maybe, since like... all of it would be there, just without the address positions. - And if this had been released as open-source from the start andt had all the easy-editing capabilities, then I doubt an editor for GS by Atrius would have been made...?

"Change dump" = How exactly does that work? Do you mean just a temporary file for when you want to just hand the file to someone? (Kind of like what you would do when you have a bug in your ROM and need someone to look into it.)
Title: Re: Suggestion for the Editor
Post by: Atrius on 13, April, 2015, 06:47:24 PM
I don't think it really matters if the compiled code is the same as long as the gameplay/feel of the end product is the same.  Though I do have a pretty strict definition for "feeling" the same, the vast majority of fan games will never get something as basic in the engine as the collisions while walking around right.

The Open Source Golden Sun project is closer to what the original plan for the editor (http://forum.goldensunhacking.net/index.php?topic=572.0) was anyway, I'd be pretty happy to see it reach a point that makes the editor obsolete.
Title: Re: Suggestion for the Editor
Post by: MaxiPower on 13, April, 2015, 07:06:24 PM
Quote from: Atrius on 13, April, 2015, 06:47:24 PM
I don't think it really matters if the compiled code is the same as long as the gameplay/feel of the end product is the same.  Though I do have a pretty strict definition for "feeling" the same, the vast majority of fan games will never get something as basic in the engine as the collisions while walking around right.

The Open Source Golden Sun project is closer to what the original plan for the editor (http://forum.goldensunhacking.net/index.php?topic=572.0) was anyway, I'd be pretty happy to see it reach a point that makes the editor obsolete.

Agree with this 100%, From the first video of OpenGS, You could see he was trying to recreate it faithfully. I Got the same buzz of excitement as I did from when you first stepped onto the scene all those years ago. The movement looks spot on. that second delay just before Felix climbs the vine is true to the game, wee things like that he has captured perfectly. Its a pity you stopped your original idea but i'm thankful for the editor none the less. It was perfect in terms of presentation and ease of use, a blend of the two would be awesome.

https://www.youtube.com/watch?v=Y6gC4TfPou0 for the vine (5.23) :P

Title: Re: Suggestion for the Editor
Post by: ThanatosTheDark on 17, September, 2015, 07:00:07 PM
how bout a maximized view of the editor?
Title: Re: Suggestion for the Editor
Post by: Daddy Poi's Oily Gorillas on 17, September, 2015, 08:46:30 PM
Like the F4 key? (I believe it was...?) Or what I think you mean, which the C# editor would allow...
Title: Re: Suggestion for the Editor
Post by: ThanatosTheDark on 18, September, 2015, 01:34:14 PM
No. As far as I'm concerned, F4 is just a zoomed view. What I'm referring to is something more on the lines of a way to remove the scroll bars so more can be seen at once. This most noticeable in map editing.
Title: Re: Suggestion for the Editor
Post by: Daddy Poi's Oily Gorillas on 18, September, 2015, 05:59:09 PM
QuoteOr what I think you mean, which the C# editor would allow...
So I guess I was correct.

By the way, I think you could modify Atrius's source to make the "room" larger, and more stuff would be displayed, I think.... (But as far as changing the window size with-in the app itself, I dunno....)

http://i.imgur.com/EwJGFEL.png = This is what one map looks like in my C# editor when maximized... (Minus taskbar...) However, the scrollbar is still there.
Title: Re: Suggestion for the Editor
Post by: EndiePlays on 05, December, 2015, 12:00:31 PM
And I think there should be an option to clear out the entire game (except items, summons, Djinn, etc) so people can make custom maps.