News:

The forum has been updated to SMF (2.1.3)!
Please be patient as we work to polish up the place and update features as we can.

Main Menu
Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Plexa

#1
Golden Sun: The Lost Age / Re: The Magic River
13, October, 2017, 04:49:37 PM
Thanks for the map Atrius. Having explored that area using the first flight cutscene glitch its really cool to actually see what is there :)

But your map also reminded me that there is another point in the game where the overworld is updated - after you fix the boat and set Briggs free.

Getting an encounter with y-coordinate as indicated in the image will cause the bridge to un-fix itself (EDIT: its actually way more lenient, there's a large band of y values than work south of where I am standing). I can't see any other errors caused in this occurrence of the glitch. Of course, opening the menu and closing it again will fix the bridge - as illustrated in this gif: https://gyazo.com/01fe839247061ad159edd296e3fba40b

I guess then the next question is this - when Venus lighthouse is lit at the start of the game, are those cutscenes happening on the copy of gondowan far to the west of the world map? Or is it happening within the world map but having tiles updated?
#3
Golden Sun / Re: Lash Ropes
18, September, 2017, 05:37:44 PM
Oh my god that makes so much sense. The room where we're having trouble with it is the third floor in Gabomba where you need to use lash on the spinning gear. For some inexplicable reasons we didn't know why the rope changed length after the encounter, and this is why - the distance from the rope to the pole on the gear keeps changing.
#4
Golden Sun / Lash Ropes
18, September, 2017, 01:18:01 AM
Okay so these are driving me crazy. The length of the rope on a lash post is variable in length - either short, medium or long (as far as I know). But there doesn't seem to be a good reason why the length of the rope changes? It definitely isn't based on the GRN? Is it related to a global counter or something?

EDIT: Whoops wrong game :D
#5
I played around trying to get the crash just by lowering the Z-coordinate, but I was unable to replicate it. It definitely is because of the infinitely falling Z-coordinate. It is probably similar to the Anemos sanctum crash.
#6
https://www.youtube.com/watch?v=Ki_aclH14a4

Found by fx (definitelynotfx on twitch)

Going into the ICG state in this particular room and jumping around will cause your Z coordinate to descend infinitely. Entering retreat mode and then save/reset will cause a game crash on load. Apparently it causes the glitch out making noises similar to https://www.youtube.com/watch?v=BPwQR8xeEGU
#7
Golden Sun: The Lost Age / Re: More RNG Questions
06, September, 2017, 05:09:12 PM
That'd be the cause.
#8
Golden Sun: The Lost Age / Re: More RNG Questions
06, September, 2017, 03:56:43 PM
Well I've been attempting to do this all night but am failing spectacularly at it. I'm trying to search through the different combinations of "Felix Cancelling" and "Isaac cancelling" that gets me my desired stats/djinn.

In particular, Isaac rolling 120+ atk, Jenna rolling high agility, djinn: kite, breeze, zephyr, flash ground, granite. bonus: mist/squall/hail

Best I could find (by brute force) is 9 Felix Cancels which gets everything except that Isaac rolls 117 attack. Jennas agility could be higher as well.

EDIT: FC FC IC IC FC FC IC also works, and gets a better agility roll for Jenna.

The frustrating thing is that FC IC =/= IC FC for some reason.
#9
Golden Sun: The Lost Age / Megiddo vs Doom Dragon
03, September, 2017, 12:09:58 PM
Never mind! I'm dumb. This was a spreadsheet calculation error :)
#10
Golden Sun / Re: Graphical glitch in Lamakan
03, September, 2017, 05:50:39 AM
Yeah I played around trying to replicate it today and, like you, I haven't been successful. I do think that collecting Smog is important to the glitch because the lag once you leave reveal after that is very significant.
#11
Golden Sun / Re: Graphical glitch in Lamakan
02, September, 2017, 04:06:43 PM
So this was done on console so no save states or anything like that. Pretty sure this is frame perfect or close to. I know that reveal doesn't immediately restore full vision once the effect ends, and there is a 'slow' fade from black into the usual screen (that is usually very laggy) that still allows you to move. My guess is that I moved during the fade out and triggered the text box which prevent the rest of the fade from happening.
#12
Golden Sun / Graphical glitch in Lamakan
02, September, 2017, 12:06:30 AM
https://www.twitch.tv/videos/171607528

Never seen this before! Posting here in the off chance there's something interesting going on.
#13
Golden Sun: The Lost Age / Re: More RNG Questions
30, August, 2017, 12:07:29 AM
Yeah I was pretty sure that it was 0xOPWR, always good to get that confirmed!

Very nice of you to write out the code for determining djinn. Thanks!
#14
Golden Sun: The Lost Age / Re: More RNG Questions
29, August, 2017, 09:27:41 PM
It'll take me some time to implement something which is able to utilise the stat generation code. Probably will have to write a script to search for combinations which gives us what we want, or at worst an excel/google sheet to calculate arbitrary combinations.

The attacks first/caught by surprise stuff can be implemented immediately though.

Let me just check my understanding, if 0xNMOPWRST is a hex number, then BRN16 returns 0xWR? or 0xOPWR? (I suppose it doesn't matter if you are & with 0xF or 0x1F though)
#15
Golden Sun: The Lost Age / More RNG Questions
28, August, 2017, 10:21:09 PM
Thinking of seriously rerouting GS2 any% next week and there's two things that will make that a lot easier.

1) Randomly Generated Stats on File Generation

When creating a new file, Felix's party's stats are generated upon loading the rename character box. Isaac's party's stats and djinn are generated upon confirming that no PW is required. It would be convenient to know how the game uses the GRN seed to do this, so that I can use external scripts to find the ideal stats/djinn combination.

For reference, me and Zetonegi both have 'good' setups as is. Mine is easier but generates worse stats for Jenna which ends up making a difference at Serpent. Zetonegi's is pretty good but takes a long time to set up. Finding a happy intermediate or a strict improvement would be desirable.

2) Attacks First/Caught By Surprise

Zetonegi wrote a script to dump the first 2000 or so BRN seeds that give attacks first or caught by surprise. I'd prefer to just read the BRN directly and determine if the next fight has either of these properties.

By cross checking his list of numbers, it looks like it is necessary (but not sufficient) for the last three hex digits of the BRN to be less than or equal to 0x0FF. While caught by surprise must be less than or equal to 0x00FF. But beyond this check I haven't been able to work out how to predict attacks first or caught by surprise.
#16
1) If there were a way to find a credits warp, of course its in Airs Rock.

2) This is unrelated to the sprite table being filled up after a retreat warp, correct?
#17
Golden Sun / Re: Saturos Attacks
23, August, 2017, 11:06:48 PM
Manticore and Kraken would probably be the other two. Kraken is more difficult because his attack will depend on what the elven shirt user does, and beyond the first attack there's not much you can do to manip beyond that (or atleast I can't think of a way). Manticore is also a pattern boss like saturos but not nearly as scary since you won't get OTKO by the manticore on any of his turns.
#18
Golden Sun / Re: Saturos Attacks
23, August, 2017, 08:50:20 PM
Google sheet may have been better, but I had to write some VBA functions for RNG advance and whatnot. It's not feasible to track BRNs to manipulate fights, but since Saturos is so dangerous and Eruption is just instant gg counting BRNs to that point is feasible with a useful application.
#19
Golden Sun / Re: Saturos Attacks
23, August, 2017, 11:38:45 AM
Yeah we already aim for that part of the cycle in all the S&Q categories, this was for the no S&Q category, meaning they have no control over where the BRN is at saturos. I've attached the project that inspired the question to this post. Someone doing no S&Q can simply input the commands issued into the sheet and the sheet will calculate the BRN advances for them. Thus allowing them to predict saturos's attack (and most importantly, avoid eruption)

I worked out from your earlier post that I just needed to bit.and with 0xFFF then bit.rshift by 8 places to isolate the number determining Saturos's attack.
#20
Golden Sun: The Lost Age / Re: Sand glitching
22, August, 2017, 11:41:45 PM
Yup! Exactly that!