Golden Sun Hacking Community

Golden Sun Games => General Golden Sun => Topic started by: Atrius on 12, March, 2009, 09:38:00 PM

Title: Golden Sun Flash Tech Demo
Post by: Atrius on 12, March, 2009, 09:38:00 PM
Some of you may have seen this before.

While the editor was still in early stages I experimented with making a Golden Sun game in Flash.  Since I had already cracked some of Golden Sun's data formats it actually ran with The Lost Age's Sprite & Music data ripped from the game inserted into it without any conversion at all between.  It's just a walking demo with music and randomly selected & animated sprites around.

Low quality music version for normal computers (http://www.mitxela.com/atrius/FlashRPG_lq.swf)
High quality music version for fast computers (http://www.mitxela.com/atrius/FlashRPG_hq.swf)

Special Controls

Page Up & Down: Cycle through songs/sound-effects
Home: Jump to song #0
End: Jump to song #700 (That's where songs from the original Golden Sun start)

The only difference between the versions is how the music is generated.  The low quality version generates the music in mono 11025, High quality is stereo 22050.  The music has to be processed on a binary level sample by sample, which is pretty processor intensive, so I recommend the low quality one unless you know you have a pretty good computer.  The music system I wrote to handle Golden Sun's music format wasn't entirely finished yet, it's missing a couple commands so some songs may not play back properly.  It's complete enough that everything should at least be easily recognizable though.


(http://img.photobucket.com/albums/v698/AtriusV/Games/Golden%20Sun%20Project/Overworld_2.jpg)

I got up to programming the Mode 7 engine for the world map and animating tiles, but put the project on hold in favor of spending my time working on the TLA: Editor instead.
Title: Golden Sun Flash Tech Demo
Post by: Matrim on 13, March, 2009, 12:36:00 PM
I remeber this, albiet i never did end up getting it work.
Title: Golden Sun Flash Tech Demo
Post by: Atrius on 13, March, 2009, 12:44:00 PM
Flash Player Version 10 is out now maybe you'll have better luck with it (http://www.adobe.com/go/getflash).
Title: Golden Sun Flash Tech Demo
Post by: Matrim on 13, March, 2009, 12:55:00 PM
Yeah it works. i just have to wait a while. lol
Title: Golden Sun Flash Tech Demo
Post by: MaxiPower on 13, March, 2009, 02:39:00 PM
thats cool, tne gameplay feels like Golden Sun should, btw did you make that map or is that just in the game somewere.
Title: Golden Sun Flash Tech Demo
Post by: Atrius on 13, March, 2009, 03:01:00 PM
Thanks, I made the map myself.  This version didn't use Golden Sun's map format.
Title: Golden Sun Flash Tech Demo
Post by: MaxiPower on 13, March, 2009, 07:31:00 PM
you have to spit out how you did that then  that would be so handy to know how to do
Title: Golden Sun Flash Tech Demo
Post by: Atrius on 13, March, 2009, 09:05:00 PM
I programmed myself a map editor.     That's my solution to all complex problems, I program myself a tool to handle them.
Title: Golden Sun Flash Tech Demo
Post by: MaxiPower on 13, March, 2009, 09:57:00 PM
Okay what else you got up your sleeve. Is it a matter of dropping the tiles, I have always pondered how a map editor for golden sun would function care to shed some light.
Title: Golden Sun Flash Tech Demo
Post by: Atrius on 13, March, 2009, 10:30:00 PM
It would be tile based, yes.  My map editor was incredibly simple though, I slapped it together in a couple hours just so I could have somewhere to walk around.

Golden sun's maps are made up of 3 layers of tiles, and height-map data.
Title: Re: Golden Sun Flash Tech Demo
Post by: Atrius on 09, May, 2010, 09:37:20 PM
I remembered this project the other day, and realized I never posted the version on the world map.  I was bored, so I decided to repair it for a release.

Here it is (http://www.goldensunhacking.net/?page=flashtest)

Special Controls

Page Up & Down: Cycle through songs/sound-effects
Home: Jump to song #0
End: Jump to song #700 (That's where songs from the original Golden Sun start)
Shift: Hold down while walking for hyper Felix mode


Yes, just like with the sprites & music, it uses a rip of the Map data still in it's original format from the actual game (328kb, including tilesets, palette, animation data, as well as some other possibly non-map related crap I accidentally grabbed too).  The highly demanded tile animations are there, and the music system (although still taxing, and unreliable) has received a couple upgrades as well.  There are no collisions with the terrain here, though that makes it easier to explore doesn't it?  If you're wondering, the tiles that have red borders are just like that so I could see which ones have extra data associated with them.
Title: Re: Golden Sun Flash Tech Demo
Post by: Atrius on 16, June, 2010, 10:45:52 PM
(http://img.photobucket.com/albums/v698/AtriusV/Games/Golden%20Sun%20Project/GSflash_00.png) (http://img.photobucket.com/albums/v698/AtriusV/Games/Golden%20Sun%20Project/GSflash_01.png)

Now it loads regular maps in Golden Sun's data format as well, complete with proper NPC's.  As you can see in the Madra shot it also attempts to do the special blend mode effects properly as well, although that still requires some tweaking.  The layer is also still incorrect in many ways  (You can walk on top of buildings, trees, e.t.c. which you should be behind)
Title: Re: Golden Sun Flash Tech Demo
Post by: Menaus on 17, June, 2010, 03:34:04 AM
Awesome, eventually it will probably be a full flash game
Title: Re: Golden Sun Flash Tech Demo
Post by: Atrius on 17, June, 2010, 03:42:25 PM
Yes, the plan is not to port the original golden sun games to flash, but to create an original game.  Although there will have to be some differences in data formats because I'm not going to go so far as to emulate GBA Assembly code in the flash game engine, for the most part the development tools for this game will be part of the GS TLA Editor.  Imagine if the community hack was actually created as a Flash game instead of just a ROM hack.
Title: Re: Golden Sun Flash Tech Demo
Post by: Menaus on 17, June, 2010, 04:18:49 PM
Than you would actually accomplish your first idea for the editor! 
Title: Re: Golden Sun Flash Tech Demo
Post by: MaxiPower on 17, June, 2010, 04:19:55 PM
Quote from: Atrius on 17, June, 2010, 03:42:25 PM
Yes, the plan is not to port the original golden sun games to flash, but to create an original game.  Although there will have to be some differences in data formats because I'm not going to go so far as to emulate GBA Assembly code in the flash game engine, for the most part the development tools for this game will be part of the GS TLA Editor.  Imagine if the community hack was actually created as a Flash game instead of just a ROM hack.

Does a flash game offer more benefits rather than just being able to play on a browser?  And any Roms Hacks that are made, Can they easily be converted to flash if at all?

Im Excited that your opening up more possibilitys

btw how close can battles be simulated
Title: Re: Golden Sun Flash Tech Demo
Post by: Atrius on 17, June, 2010, 05:51:10 PM
My main interest in Flash is that it is multi-platform compatible.  You can play Flash games on Windows, Mac, and even Linux systems.

This project isn't so that just any ROM hacks can be converted to Flash, we can't go around releasing flash versions of the original Golden Sun games with relatively minor modifications.  The only ones that would be considered for conversion are complete hacks of the game that change it into something completely different.

Flash has all the capabilities necessary to simulate battles exactly as they should be.
Title: Re: Golden Sun Flash Tech Demo
Post by: MaxiPower on 17, June, 2010, 06:46:23 PM
Am i right in assuming that Flash should have no problems with adding another character in battle say all four Proxians and dare I wish for more than 8 Playable Adepts, If So then im all for it... Maybe even moreso than rom hacking itself. Rom hacking does have its advantages like playing it on the move tho etc

Title: Re: Golden Sun Flash Tech Demo
Post by: Rolina on 18, June, 2010, 01:25:05 AM
Hmm... even if the CH does this, it'd be nice to have a VBA version of the game for those whom have it.
Title: Re: Golden Sun Flash Tech Demo
Post by: Menaus on 18, June, 2010, 11:55:38 PM
Would it be possible for the Editor to convert ROM files to Flash and have the option to save the ROM like it does now? So everyone wins?
Title: Re: Golden Sun Flash Tech Demo
Post by: Atrius on 19, June, 2010, 12:50:55 AM
Just because it can be done doesn't mean it should.

This project is more about creating a game based on Golden Sun aimed at a different audience than the ROM hacking community, it has little to nothing to do with actually converting ROM hacks over to a flash game.
Title: Re: Golden Sun Flash Tech Demo
Post by: Awec on 07, December, 2010, 04:04:10 PM
I know this is pretty old but having found it I am immensely interested.
Any updates on how it's progressing? Any idea how soon we could be making full-on Golden Sun games from this?

I know I said I'd code mine in VB but I must admit I feel rather daunted and this would make it a lot easier.
Title: Re: Golden Sun Flash Tech Demo
Post by: Atrius on 07, December, 2010, 08:42:35 PM
It took a back seat to the editor when I got too busy to work on both at the same time. I should probably clarify things though...

This project was never about opening the possibility for ROM hacks to imported/created in Flash in any way.  Providing people with the means to import the original games into Flash comes with a whole lot of legal issues I don't want to deal with. That said, I do not deny the possibility that if I were to continue this project, and a good complete conversion of the game into an entirely new one was done as a ROM hack that it could potentially be imported.


It began just as an experiment to see how far I could go with using TLA's data in Flash in it's original format.  To be honest, if it continues to the point of becoming a full game I see it becoming something completely original only loosely based on Golden Sun.