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Messages - Mion Sonozaki

#1
Misc. GS Hacking / Re: Basic Room Scripting Guide [GS2]
18, February, 2015, 12:34:12 PM
Glad to see the plan for the guide coming along. Keep up the good work!

Looking forward to Shop Keepers.

I hope I will learn how to enable certain shopkeepers only after a flag is set. So if you return to Daily after Isaac's party, it has a new shopkeeper with better items, for example.
#2
Misc. GS Hacking / Creating new spell effects
16, February, 2015, 11:12:00 AM
Thread for documenting and discussing the creation of new spell effects, and modification of old spell effects.

My own personal wish list:
- Modifiers to Elemental Power
- Stun to decrease attack by 50% temporarily instead of immobilizing the foe

Relevant: http://forum.goldensunhacking.net/index.php?topic=2067.msg41674#msg41674
Quote
Base success rates (assigned in the function at 080B0514):
080B0660 - 70% (12/13 - Def debuffs)
080B0664 - 75% (16/17 - eRes debuffs)
080B0668 - 30% (22 - Charm)
080B066C - 45% (24 - Sleep)
080B0670 - 55% (18/19 - Poison/Venom, 25 - Seal)
080B0674 - 25% (26 - Haunt)
080B0678 - 20% (27 - Instant Death)
080B067C - 65% (20 - Delusion, HP Drain)
080B0680 - 35% (21 - Confuse, 34 - HP to 1)
080B0684 - Flat 60% (56 - Revive to 50%)
080B0688 - Flat 90% (57 - Revive to 80%)
080B068C - Flat 70% (73 - Revive to 60%)
080B0690 - 60% (8/9 - Attack debuffs, 28 - Curse, 32 - PP Drain, 80 - Curse)
080B0694 - 50% (35 - May ignore 50% of Def)
080B0698 - 40% (23 - Stun, 85 - Stun)
080B069C - Flat 100% (Def buffs, eRes buffs, Regen, Reflect, Break... seems to be the default for anything that either shouldn't fail or has its success rate calculated differently)
#3
Misc. GS Hacking / Re: Basic Room Scripting Guide [GS2]
10, February, 2015, 05:19:16 PM
Bumping.

Our lord and savior of GS2 hacking has updated his guide!
#4
Misc. GS Hacking / Re: Basic Room Scripting Guide [GS2]
07, February, 2015, 02:30:01 PM
Waiting diligently for the next part of the guide. :)
#5
I would pay good money for a decent RPG maker. I'm serious, too.

Though, for my own purposes, I would need 3D support and a Z-Axis to create something with an overworld style similar to Grandia. 3D Environments with 2D sprites. https://www.youtube.com/watch?v=sUUHBFN3QL4

I'd probably need for the battle system to be modifiable, so I could make something similar to Grandia, too.

Why am I basically asking for an Open-Source Grandia-maker on a Golden Sun Forum? >_<

I guess a guy could dream when wanting to make his own original RPG with inspired mechanics...
#6
Non-GS Hacking / Re: Palette info
10, December, 2014, 05:19:01 AM
Quote from: Fox on 10, December, 2014, 05:10:33 AM
Formula?

Valid numbers for each color of RGB go from 0 to 31.
(blue * 0x400) + (green * 0x20) + (red)


In programming, it'd probably be better to do:
(blue << 10) Or (green << 5) Or (red)

I'm not sure how to apply the double "<<" symbol. It's never something I learned in math.

Quote from: Atrius on 01, December, 2009, 10:28:43 PM

Using windows calculator in scientific, or programmer mode (whichever your version actually has, and allows you to view values in hex) In decimal mode first put in the blue value, multiply by 32, add the green value, multiply by 32 again, and finally add the red value, then switch to hex mode to get your color value.

This seems more up my alley, and now I understand it.

I'll put it into layman's terms for myself:

Atrius saying that each RGB color supported by the GBA can go up to 248.

To convert it to a value usable by the GBA, you must first convert each RGB color by dividing them each by 8. So 248/8 = 31

Then in Windows calculator, in Decimal Mode, you plug in the blue value, multiply by 32, add the green value, multiply by 32 again, then add red value. After, convert to hex. I should get the answer 7FFF.

For me, the formula would look like:
((31*32+31)*32)+31

Or otherwise

((blue*32+green)*32)+red

Okay, seems simple now.
#7
Non-GS Hacking / Re: Palette info
10, December, 2014, 05:05:49 AM
Bumping because relevant topic.

How does one convert RGB to a 2-byte hex?

For example, what is the formula that goes into converting 26,9,16 to 413A?
#8
Okay, I get it now. Thanksies! :D

#9
Quote from: Fox on 03, December, 2014, 09:50:10 AM
I think that's determined by level.

080C6644 = PC Elemental data (E. Levels 0-15)

Great... But what do I do with this?

I see values 004B 0055 0050 005A 0055 005F but don't know what any of them represent.
#10
Misc. GS Hacking / Reducing Elemental Power from Djinni
03, December, 2014, 09:16:46 AM
How can I reduce the elemental power granted by equipping a djinni?

Preferably, I would like to reduce it to 1 per djinni.

This is important for the balance of my rom hack, so please, if you have any info, please let me know!
#11
Misc. GS Hacking / Re: Editing encounters in a dungeon
28, November, 2014, 02:42:33 PM
Quote from: Misery on 28, November, 2014, 02:39:14 PM
Quote from: Fox on 28, November, 2014, 01:54:56 PM
Avoid's effect places 0x9600 at 020004A6 (I think it's actually 32-bit at 020004A4), just watching it count down makes it look like it's one per frame or something.
It temporarily disables them, because when the Avoid counter is used, the battle counter seems to stay still.

That would be the duration, then. It only disables encounters if the party's levels are high enough, and that's the part I'm interested in.
So avoid doesn't reduce encounters? Only disables them if higher level?
#12
Misc. GS Hacking / Re: Editing encounters in a dungeon
28, November, 2014, 02:07:24 PM
Quote from: Fox on 28, November, 2014, 01:54:56 PM

QuoteOnly those 5 values are unused? Bummer... REALLY Bummer...
0x46, 0x4D, 0x66-0x6A, 0x6C

There's a dash, there... I take it that you missed it.

So only 8 free spaces?

That's really, REALLY tight...  Still not much wiggle room for people making dungeons :/

Do we at least have a list which Battle Collections are not shared with other maps/dungeon? (For example, the Battle Collections used in  Aqua Rock?)

Since I'm revising every encounter in Golden Sun 2, I may end up having to document this all myself....  But I really would appreciate if anyone has anything mapped, and may be willing to share. (I am really hoping no dungeons share Battle Collections with the Overworld... augh...)

Do you have any tips how to look up things easier? In a normal text document, you use ctrl+f, but I'm not sure what exists to isolate the index and look up what uses what. Any tips?
#13
Misc. GS Hacking / Re: Editing encounters in a dungeon
28, November, 2014, 01:28:31 PM
Quote from: Misery on 28, November, 2014, 01:11:15 PM
On the subject of random encounters - what does the Avoid psynergy check for? I suspect it's average party level vs recommended average for the current area, but I'd like some confirmation on it, and if possible, the mechanics of it. I wouldn't be surprised if this is in the documentation somewhere, but I couldn't find it when I searched for it.

What I do know is that Avoid doesn't "reduce" encounters as it says in the description - it either disables them, or has no effect on them. At least in practice, I don't know what happens in the code.

Very good question. I need to know this too, for golden sun redux.
#14
Misc. GS Hacking / Re: Editing encounters in a dungeon
28, November, 2014, 12:22:26 PM
Quote from: Fox on 28, November, 2014, 12:10:48 PM
QuoteI want to make sure to reduce battles in Golden Sun ReDux very drastically, so I need to make sure I know whether turning it up or down affects whether or not it reduces.
Like... 1st 16-bit should be 1, and second 16-bit should be like... 40+?

So turning the first value down and the second value up, reduces the rate of battles?
Quote from: Fox on 28, November, 2014, 12:10:48 PM
QuoteAlso, is there ANY info which Battle Collections are unused? I'm assuming some are left over from gs1.... this would be INCREDIBLY useful to know! (Or at least, if you have any tips to easily look this up)
0x46, 0x4D, 0x66-0x6A, 0x6C may or may not be used? The others all appear to be used. ; I quickly scanned the lists, so it's possible I could be mistaken, or the game uses these in some other way.

Only those 5 values are unused? Bummer... REALLY Bummer...

Perhaps some are used in GS1?

Organizing a completely new random battles list, for the ENTIRE game, is going to be a huge pain in the @#$... I really hope we figure out what "other way" they're used, so that I don't end up messing something up hardcore...

Slightly offtopic, but how are backgrounds decided? Since a place like Madra has no combat BG... I think.
#15
Misc. GS Hacking / Re: Editing encounters in a dungeon
28, November, 2014, 11:37:14 AM
Quote from: Fox on 27, November, 2014, 12:17:57 AM
By the way, I think I might know two 16-bits in green.

0032 = Value to increment by.
0015 = Recommended average level of all PCs.  This may change the value to increment by slightly. It has a cap ranging a few levels. (For example, while this one is 0015, the caps are at 0015 to 001A) ... It's converted to 0-5 by doing *your average level - recommended level*  (Which is what "2nd value" is below.)wss

1st value + (2nd value * 5) //I think there are a couple more parts to this... so this isn't the full equation.

080CA0B2 = << 4 , - 0x10 , etc... were left out of my posted equation. Even left out a random number that is used in this equation that gets placed at 02030194. .... Since right now, it's current purpose is to make a point until I understand the rest of it.

When 0x00100000 is reached, a battle occurs.

It's likely that battles occur more often as you level up through there, as long as this value isn't converted in any other way before being written to RAM.


Which green 8-bit in the other memory viewer is used might be based on which tile you are on in the tilemap. ; [0x02010000+(pos*4)+3] & 4
Often used with tiles that do not cause battles. (Like when an encounter index is 00.) An example would be where Hover pads are in Jupiter Lighthouse.

Wait... So our level actually affects how often random battles occur?

I'm a bit confused how the formula works though.

Random battle rate= 1st value + (Level * 5)

What does the 1st value represent?

I want to make sure to reduce battles in Golden Sun ReDux very drastically, so I need to make sure I know whether turning it up or down affects whether or not it reduces.

Also, is there ANY info which Battle Collections are unused? I'm assuming some are left over from gs1.... this would be INCREDIBLY useful to know! (Or at least, if you have any tips to easily look this up)
#16
Misc. GS Hacking / Re: Editing encounters in a dungeon
16, November, 2014, 06:19:55 PM
Quote from: Fox on 16, November, 2014, 06:02:44 PM
http://forum.goldensunhacking.net/index.php?topic=2024.0

So how do I edit which room uses what battle collection, and which groups are inside what battle collection?

-edits-

Lay Terms:
Lishy: awwww shitttt don't tell me this is like editing the idexed Elemental Res/Pow.  So each map has a "battle collection" and this battle collection is a table that tells which groups to spawn?

Teawater info:

The red box represents an entry. But I want to point to you the next THREE entries. They assign the same battle collection (x38)to the following maps: x94, x95, x96




Helpful from shoutbox:

Fox: 080EDACC + (Battle Collection # * 0x1C)

Today at 11:53:52 PM
Fox: 0x1C is the number of bytes in an entry. ; 080EDACC = Battle Collection #0 , 80EDAE8 = Battle Collection #1 , and so forth.


Fox: @World Map: Through another database that also indexes to the Battle Collections thing. ; "80EEDBC = Assigns World Map Battle Encounters" ; It's based on Movement Type, Terrain Type, and Storybook flag.

#17
Misc. GS Hacking / Editing encounters in a dungeon
16, November, 2014, 05:57:17 PM
How can I edit which encounters the player will face in a dungeon, or particular area of the overworld? As in, which "groups" are encountered?

For example, what if I wanted Shrine of the Sea God to have its own unique encounters, instead of sharing its monster groups with the Overworld and Kandorean Temple?
#18
Misc. GS Hacking / Editing "Call" Psynergy
16, November, 2014, 04:38:22 PM
How would one edit the "Call" Psynergy, which monster is spawned?

For example, instead of Call Zombie, it's Call Fire Djinn.

I remember seeing info about it awhile ago, but cannot seem to find it anymore.
#19
Open Discussion / Re: Golden Sun Charity Marathon!
28, October, 2014, 03:42:21 PM
I'm sooo going to check this out!

Do you have a turbo controller? Might want to get one, for the prologue, since you will be mashing the B button to skip dialogue.
#20
Golden Sun: Dark Dawn / Re: sequel to dark dawn
20, October, 2014, 05:12:07 PM
They could just make an app to allow importing, similar to Pokemon Box.