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Messages - FlyingZeppelin

#1
Misc. GS Hacking / Re: YES/NO Dialogue Options
02, November, 2015, 03:14:17 AM
OK, so changing all of those points has made the YES/NO option disappear, but it still wont allow me to continue down the stairs onto the next scene.

Can you tell me how you came up with those addresses to change to 00 in the first place?
#2
Misc. GS Hacking / Re: YES/NO Dialogue Options
01, November, 2015, 07:38:30 AM
Thanks, Fox. Can you tell me what program to use to edit that 0200893A to call 020099DC instead of 020099CC?
#3
Misc. GS Hacking / YES/NO Dialogue Options
31, October, 2015, 11:39:00 AM
Hey, Fella's. I'm a fan of the board, and I'm hoping you can help me out.

I have a fairly simple question, but so that we're on the same page, I'll start with why I'm here in the first place.

I loved the Golden Sun games growing up. They're fantastic games and absolutely deserve the praise they get. Remembering back to playing them for the first couple of times all those years ago, I have almost nothing but great nostalgia. Almost nothing. ALMOST NOTHING. With all games, there can be small things that irk you -- or a lot, if its an awful game.
    Being young and wanting to fill my mind up with tonnes of knowledge, playing games with a lot of dialogue wasn't an issue for me. I'd push through it gladly to keep eating up that nutritious gameplay, but growing older, I've gained an eye for criticism and found that it's harder for me to force myself through things that I find annoying to get a relatively small amount of joy afterwards. I'm a big believer that GAMEPLAY is most of what makes a game fun, and that breaking the flow of gameplay for minutes at a time with line upon line of unskippable dialogue is just plain excruciating and makes me want to put your game away and never touch it again. It's a harsh view, I know, but its justified.
    I feel like developers at the time -- and still some now -- didn't realise that video games are their own medium and have vastly different ideas and abilities for story telling than books or movies. A truly good video game is able to tell its story -- if it has one -- without breaking the flow of the game for too long. Ideally not at all... It's not necessary to tell the audience huge amounts of information that doesn't add to the game in a meaningful way. In a book, it'd be fine becuase THAT'S WHAT A BOOK IS; a medium for READING and nothing else -- not counting picture books -- but that's not what a game is; its primarily a medium for PLAYING. If you're writing dialogue for a game, re-read what you've written and refine. refine. refine. That's absolutely not to say that a game should have no plot or dialogue or cut-scenes; those things have a completely valid place in video games, and God knows it's one of the biggest ways to convey information to the player, but there is no reason for a game to have it's gameplay over-shadowed by it's story.

OK. Alright. There you go. Now you know where I stand, and can probably guess what I'm about to say next;

I have decided to refine the dialogue of the first Golden Sun game to something a lot more flowy! Maybe the second one too. maybe not. Probably not... But hey, it's gonna be great:!::heart:
I'll make a post with the finished product and the forums, you guys can check it out, play it, and hopefully you'll like it :!:

NOW. To my problem;

I've been using the Pre-Alpha release of the GSToolkit to extract the script of the first game, refining the story dialogue and then re packing it into the game. Things have been going well so far, but I've decided to get rid of a couple of the YES/NO dialogue options since most of them serve no real benefit to the game and take up precious playing time. here is where my problem lies.
As seen in this image; http://imgur.com/223MKuy , a particular marker is used at the end of the line where a YES/NO dialogue option appears in the game; {1E}. The script has every line copied as a comment -- denoted by the # symbol at the start of the line -- so you can see how it originally was, and you can see in a few places where I've removed some dialogue and just left the {00} marker. I've done this to the line where that {1E} marker is, and the lines that have the consequent dialogue for both choices, and when I play the game, the dialogue is gone, but a YES/NO option still pops up. I am able to select YES or NO, and doing so leaves me with no dialogue and no way to advance to the next scene.

Who can help me figure out why, even though I've gotten rid of the {1E} marker that calls a YES/NO option, the option still pops up, and how I can get rid of it to advance to the next scene,

I really appreciate the help, everybody. :heart: