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Messages - Onikapitua

#1
Here it goes...

Hello, I don't know if any of you live in the United States of America and are 18 or older (depending on your state),
but if you haven't already made your choice on who you'll be voting for. Please take the content of the following videos
into consideration before you do:
Quote
WARNING: Depicts some images of war
*Video snipped by Atrius*
Ron Paul's 2002 educated prediction...
*Video snipped by Atrius*
Ron Paul vs Every other candidate...
*Video snipped by Atrius*
How to get Ron Paul elected...
*Video snipped by Atrius*

I advise registering for the republican party and then voting for Ron Paul as he is the only anti-war canditate who actually
intends on cutting spending (which includes military expendatures... that is not future spending btw) and ending the Federal
Reserve (if you don't understand why that is important watch Money Masters *Link snipped by Atrius*). If he gets

elected this time the USA actually has a chance at
finally changing for the better of the people that actually live there not to mention people around the world.
____________________________________________________________________________________
____________________________________________________________________________________

Here are some useful links on why USA went to war to begin with (BEWARE you may have to read):
War by Deception a documentary by Ryan Dawson
*Link snipped by Atrius*
Why did the US really invade Afghanistan?
*Link snipped by Atrius*
Time line in the Middle East
*Link snipped by Atrius*

Quote
It's not enough to say "Vote Ron Paul"

PEOPLE NEED TO SWITCH PARTIES 12 WEEKS IN ADVANCE OF THE PRIMARIES IN MOST STATES.

IF YOU DO NOT SWITCH IN TIME YOU CANNOT VOTE IN PRIMARY.

IF YOU ARE NOT REGISTERED REPUBLICAN YOU CANNOT VOTE IN PRIMARY.

IF RON PAUL DOES NOT WIN PRIMARY, NO GENERAL ELECTION! REGISTER AS A REPUBLICAN. FIND OUT WHEN YOUR STATE HAS

PRIMARIES. FIND OUT WHERE AND VOTE VOTE VOTE! PLEASE!

WE NEED EVERY LAST VOTE! Copy and paste this everywhere

I made this thread to try and help spread the word for people who might not already know about Ron Paul and have only
gotten their news from Television. If you care to end the wars, prevent the global economy's collapse and working
towards a prosperous USA please, spread this around at forums or websites you frequent (maybe blog about it too). Thank you for your time.
#2
Open Discussion / Re: EPA? I don't get it.
27, July, 2011, 06:00:01 PM
Quote from: Role on 27, July, 2011, 04:49:57 PM
Quote from: dwkjohn on 26, July, 2011, 07:58:45 AM
Enviromental Protection Agency. the name kinda explains itself. google it.
You must be new here.  Context is important.

As others have said, EPA is Elemental Physical Attack.  Dunno why they call it that, as I prefer the term Physical Psynergy to EPA - but EPA is the term that was popularized, so it's the one that's used.

EPAs fall under two categories - Added Damage, and Multiplier Damage.  Added Damage EPAs are things like Ragnarok, Odyssey, Planet Diver, and almost every unleash.  Multiplier Damage EPAs are things like Shuriken, Annihilation, Quick Strike, and Meggido.

Because Multipliers are capable of much much higher damage output than added damage attacks, they're usually the go-to source of damage in Golden Sun games.  The only exception is for Low Level challenges, where the lower base for the multiplier means that Added Damage is king.  However, in a normal run, you'll always be going for the multiplier.

Spectacular answer, thank you.
#3
Open Discussion / EPA? I don't get it.
26, July, 2011, 03:38:43 AM
What exactly does EPA mean?
I've seen it used many times, but have no clue what the terminology is.
#4
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.
#5
Quote from: Role on 20, July, 2011, 01:23:26 AM
Some djinn animations actually keep their djinn even when you use it for a spell, so I don't know if a djinn will be tacked on to just any ability...  It'd be useful if it did, though.
Did you test that (or are you just shooting the wind)? Because for all of the animations/slots I've used, I have not gotten one single Djinni animation paired with the animation of abilities.
Quote from: Salanewt on 16, July, 2011, 01:28:10 PM
Anyway, Oni, what number is your new spell? I might be able to help you make it into an EPA if you want.
Thank you for the offer, however I'm trying to do something else. I am curious though, mind explaining what EPA is?
Quote from: JamietheFlameUser on 16, July, 2011, 10:00:37 PM
the user actually attacks the enemy in close combat, AND throws a Heat Wave in their face at the same time.
The opening post essentially answered that question.

Quote from: Knight Of Purgatory on 19, July, 2011, 08:55:45 AM
Ummm... Would it work the reverse way too? As in, if you make some random ability a djinn ability, well would a djinn image come?
No, the Djinni FX animations are their own files much like "Fiery Blast" or "Froth Spiral" (to simplify) you cannot merge
animations (which are taken from their files or strings, and are then 'played') by using
it's Ability  slot (for lack of a better word) it'd require ASM. Doing so results in the same thing as
using a long range animation in a CQC unleash or vice versa. As seen here (I'm using the "Flint" Venus Djinni in each example):

[spoiler]
(I swapped the original animation of "Dire Inferno" with "Flint"s animation in the"Abilities" tab. No Venus Djinni here.)[/spoiler]
[spoiler]
(I tell the Flint Djinni Slot to load the "Flash Edge" ability under the"Djinni/Summons" tab. No Venus Djinni here either.)[/spoiler]
So the djinni flash (when it pops up above your head) thing is not a seperate FX
animation it is just one long portion of the psynergy (attack/spell/whatever you want to call it) animation. This is pretty obvious too,
seeing as when you cast them or use it it transitions to smoothly and oftentimes right
into the animation itself.

The main reason I posted this was to see if Golden Sun could get a total conversion mod.
But I see it's not possible yet.


#6
Quote from: Salanewt on 10, July, 2011, 10:42:51 AM
Oh, the messed up characters? I think that has something to do with the textual compression format. Not sure what would have happened to mess that up though, sorry.

Edit: Do you use VBA as the emulator?

Sorry if I had worded or presented my inquiry incorrectly, I was asking about animations. The ".n" you saw that I had appended to the name, is for searching/sorting abilities in the GS:TLA Editor.

Quote from: Role on 10, July, 2011, 10:51:12 AM
If we knew, OOoooh, if we knew, that'd be soooooo freaking helpful in making new spells.

But, until we get an animation editor, we're boned here.

NB4 Atrius whining: But it requires ASM!
An animation editor isn't necessary (though I think I get what you mean). I think the distance, as with many animation related things is interpreted by solely the engine.
#7
I need a little help.
I was renaming and resorting all abilities (of a vanilla Golden Sun 2) under the Psynergy tab in the editor, and swapped all of the stats of "Helm Splitter" with "Terra Strike". Curious to see if I was swapping correctly I went into the game and used the ability. It showed the animation and did everything correctly, except...
[spoiler][/spoiler]
Which led me to test out various other Psynergy to Unleash animations. Most of which turn your animation into a close range attack, but what tells the engine to do this? I checked many times in a hex program and it doesn't seem to be a byte that changes when doing any sort of editing, seems all I really learned from it was how the game's compression tables work.

Point of this topic is if anyone that is hacking the game has figured if there is is a preset variable that defines that animations or attacks are long range or close range. Or if there is a way to influence it, without using the some, 32 preset ones (which you'd have to overwrite or replace) that already exist for abilities in use (Most of the unleashes have these close range animations).