How large is the file? I wouldn't mind hosting it here.
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Show posts MenuQuote from: Fox on 29, June, 2015, 12:18:58 PM... (And if it helps any, we're all likely destined to die some day. - Depending on whether there are new breakthroughs in science... er... nevermind.) ...
Quote from: Crichton on 05, April, 2015, 02:11:06 PMQuote from: Rolina on 05, April, 2015, 11:37:54 AMIt's John
...Your first name wouldn't happen to be Michael, would it?
Quote from: OpenGoldenSun on 03, April, 2015, 10:03:35 PMDoes anyone have some good game saves where all characters are in the parties etc...? If anyone could help me out and provide some good ones for GS and GS:TLA that'd be perfect.
Quote from: Atrius on 13, March, 2015, 05:06:16 PMNow, as for field of view and how it affects the scaling of the sprite on screen, it's all a matter of ratios. Think of the field of view as a cone that extends out from the camera, the size of this cone increases at a fixed ratio (scaleRatio) as the distance increases. The size a character appears to be on screen is proportional to the amount of that cone they fill, so their sprite's scale will be inverse to scaleRatio multiplied by their distance from the camera.The Golden Sun engine has an equivalent for "defaultScale" stored with the sprite data. You can view this value in the GS:TLA Editor.
scale = defaultScale / (scaleRatio * distance)
When initialized defaultScale (normally 1) should be multiplied by (scaleRatio * cameraDist) replacing cameraDist with your camera's default/neutral distance if you want to make the camera distance variable.
Quote from: OpenGoldenSun on 02, March, 2015, 10:42:34 PM
Hey Atrius,
When you have a chance, can you expand on this? Specifically how the sprites are positioned and how you are translating the recalculated coordinates back to screen coordinates?
QuoteThe character's X and Y coordinates are completely different from the X and Y coordinates where their sprites are drawn on screen. I'll call the sprite coordinates spriteX and spriteY. As the camera rotates I don't change the values of X and Y, spriteX and spriteY get recalculated based on the camera's new position. X and Y are located on a plane that extends into the screen, basically they're a location on the ground as it is visible on screen where 0, 0 is at the center.
QuoteTo calculate spriteX and spriteY you need to perform a rotation on X and Y so:
spriteX = X * cos(-cameraAngle) - Y * sin(-cameraAngle)
spriteY = Y * cos(-cameraAngle) + X * sin(-cameraAngle)
That's not all though, now spriteX and spriteY need to be translated to screen coordinates. This also includese scaling the sprite based on spriteY which currently represents how far forward or back they are on the ground, rather than how far up or down they are on the screen.
QuoteOh, and I want to cover the basics of the non-assembly scripting format too. Might do that next, which would let me come up with a custom movement script for an NPC.The editor's idlescripting.ini might help a bit with that. I also managed to dig a couple old .txt files up from my GS hacking folder that might help, I've attached them. Looking through my memory locations list, looks like 0x0802F204 is where the pointers to the ASM functions for each scripting command are.
QuoteI suppose one way of artificially (fake) supporting the theory is seeing how much space is taken up in the ROM when everything is uncompressed.Remember the text editor GStoolkit? It did exactly that with the text. I don't recall off the top of my head exactly how much the size differed, but I do recall that the ROM had to be expanded (Increased in file size) to fit all of the text uncompressed.
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