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Topics - Triyence

#1
I have extracted all the voices from the game thanks to this thread. However, I have recorded a couple sample voices from the game NPCs and I'm not sure how the audio is being pieced together.

It looks like they are 4 clips of audio per voice type with 8 voice types. So, 32 voice sound clips (makes sense).

Does anyone have any information as to how the game actually will select voice clips and piece them together? It's doing something different from just putting random clips from a voice type group end to end.
#2
I want to be able to separately construct a map from the game file in a similar manner to how the editor does it. Does anyone know how this can be done? I guess the main things I need to know are:


  • Where is the map data stored in the .gba file?
  • What are the details on any compression algorithms that store it?
  • Once decompressed, is it similar to how the memory viewer in VBA works? Essentially just tile pointers?


Or maybe someone can help with how I can get, for a given map, starting at tile 0,0, the palette, tileid, and flips for each tile (on each layer). For example if I'm looking at a 32x32 tile map, I want all this information (palette, tileid, flips) for each layer of the map.

When a map is loaded in VBA, does the entire map tile data get put somewhere in memory?
#3
I have a tool that I made to extract the animation frames of a given battle effect. It then creates the entire animation as a huge texture.

Here is a link to Ragnarok (warning the texture is 1920x2040)
Here is a link to Storm Ray (warning the texture is 1920x1560)

So my question is, does Golden Sun actually handle battle effects dynamically to reduce memory size? The linked images are ~300KB so after a few effects the size total would get quite large.
#4
Do we know how many days/months/years elapsed from leaving Vale to lighting the Mars tower?
#5
For example, a town can have a few different color doors, like: brown, red, green.



How does Golden Sun store the data for a door that allows it to shift between colors?
How does the palette shift work?
#6
Anyone know of some fonts that look very similar to the Golden Sun banner font?

#7
I recently discovered this website that has some cool resources related to Golden Sun.



Anybody have this map without the text?




I'm curious if anyone has found more cool images from this site.
#8
I'm wondering how I can get the frame timings for an animation in the editor. Is this possible? If not, is there a known list somewhere?

For example when Felix runs "south", I'm just using an fps of 10, which looks close but I'm not sure if it is exact.

Then there are the idle animations which have a different fps setting for each frame.

Any suggestions?
#9
I'm looking cliff "grips?" like the ones on the left that will match the palette on the right. I was looking through the palettes in the editor but none of them seemed to match the palette on the right.

#10
I'm getting nowhere asking color interpolation questions on forums so since the source of the effect I'm trying to duplicate comes from Golden Sun I figure I might as well ask here.

When you cast psynergy (I'm referencing GS:TLA) the background will fade to a random color, be it orange, blue, red, grey etc... I want to know how it does it. Specifically, how does it choose an end color and how does it determine at what rate the pixels should decrement their color components by.

Here is an example:





So obviously, it's fading to blue, but how is it doing it? Here is the data for 5 random, non-black pixels, changing over the 6 pictures:


╔══════════════════╦═════╦═════╦═════╦════════╦═══════╦═══════╦═════════╗
║ Sample.Iteration ║  R  ║  G  ║  B  ║   H    ║   S   ║   V   ║   X,Y   ║
╠══════════════════╬═════╬═════╬═════╬════════╬═══════╬═══════╬═════════╣
║ 1.1              ║ 104 ║ 168 ║ 144 ║ 157.50 ║ 38.10 ║ 65.88 ║ 121,81  ║
║ 1.2              ║  96 ║ 152 ║ 144 ║ 171.43 ║ 36.84 ║ 59.61 ║ 121,81  ║
║ 1.3              ║  80 ║ 120 ║ 152 ║ 206.67 ║ 47.37 ║ 59.61 ║ 121,81  ║
║ 1.4              ║  72 ║ 104 ║ 152 ║ 216.00 ║ 52.63 ║ 59.61 ║ 121,81  ║
║ 1.5              ║  56 ║  72 ║ 160 ║ 230.77 ║ 65.00 ║ 62.75 ║ 121,81  ║
║ 1.6              ║  40 ║  40 ║ 168 ║ 240.00 ║ 76.19 ║ 65.88 ║ 121,81  ║
║                  ║     ║     ║     ║        ║       ║       ║         ║
║ 2.1              ║  72 ║ 144 ║ 128 ║ 166.67 ║ 50.00 ║ 56.47 ║ 125,119 ║
║ 2.2              ║  64 ║ 128 ║ 128 ║ 180.00 ║ 50.00 ║ 50.20 ║ 125,119 ║
║ 2.3              ║  56 ║  96 ║ 128 ║ 206.67 ║ 56.25 ║ 50.20 ║ 125,119 ║
║ 2.4              ║  48 ║  88 ║ 128 ║ 210.00 ║ 62.50 ║ 50.20 ║ 125,119 ║
║ 2.5              ║  40 ║  56 ║ 136 ║ 230.00 ║ 70.59 ║ 53.33 ║ 125,119 ║
║ 2.6              ║  32 ║  32 ║ 136 ║ 240.00 ║ 76.47 ║ 53.33 ║ 125,119 ║
║                  ║     ║     ║     ║        ║       ║       ║         ║
║ 3.1              ║ 152 ║ 208 ║ 168 ║ 137.14 ║ 26.92 ║ 81.57 ║ 80,82   ║
║ 3.2              ║ 136 ║ 184 ║ 168 ║ 160.00 ║ 26.09 ║ 72.16 ║ 80,82   ║
║ 3.3              ║ 112 ║ 144 ║ 184 ║ 213.33 ║ 39.13 ║ 72.16 ║ 80,82   ║
║ 3.4              ║  96 ║ 128 ║ 192 ║ 220.00 ║ 50.00 ║ 75.29 ║ 80,82   ║
║ 3.5              ║  72 ║  88 ║ 200 ║ 232.50 ║ 64.00 ║ 78.43 ║ 80,82   ║
║ 3.6              ║  48 ║  48 ║ 216 ║ 240.00 ║ 77.78 ║ 84.71 ║ 80,82   ║
║                  ║     ║     ║     ║        ║       ║       ║         ║
║ 4.1              ║  40 ║  72 ║ 104 ║ 210.00 ║ 61.54 ║ 40.78 ║ 158,75  ║
║ 4.2              ║  32 ║  64 ║  96 ║ 210.00 ║ 66.67 ║ 37.65 ║ 158,75  ║
║ 4.3              ║  32 ║  48 ║  88 ║ 222.86 ║ 63.64 ║ 34.51 ║ 158,75  ║
║ 4.4              ║  24 ║  40 ║  88 ║ 225.00 ║ 72.73 ║ 34.51 ║ 158,75  ║
║ 4.5              ║  24 ║  32 ║  80 ║ 231.43 ║ 70.00 ║ 31.37 ║ 158,75  ║
║ 4.6              ║  16 ║  16 ║  72 ║ 240.00 ║ 77.78 ║ 28.24 ║ 158,75  ║
║                  ║     ║     ║     ║        ║       ║       ║         ║
║ 5.1              ║ 144 ║ 192 ║ 232 ║ 207.27 ║ 37.93 ║ 90.98 ║ 127,99  ║
║ 5.2              ║ 128 ║ 168 ║ 224 ║ 215.00 ║ 42.86 ║ 87.84 ║ 127,99  ║
║ 5.3              ║ 104 ║ 136 ║ 224 ║ 224.00 ║ 53.57 ║ 87.84 ║ 127,99  ║
║ 5.4              ║  96 ║ 120 ║ 216 ║ 228.00 ║ 55.56 ║ 84.71 ║ 127,99  ║
║ 5.5              ║  72 ║  88 ║ 216 ║ 233.33 ║ 66.67 ║ 84.71 ║ 127,99  ║
║ 5.6              ║  48 ║  48 ║ 208 ║ 240.00 ║ 76.92 ║ 81.57 ║ 127,99  ║
╚══════════════════╩═════╩═════╩═════╩════════╩═══════╩═══════╩═════════╝


Some things I've found interesting about this data.


  • The RGB colors are all a multiple of 8.
  • The decrement and increment amounts are also all a multiple of 8.
  • The end hue is the same on the 6th iteration of each sample.

I can't seem to figure out the pattern. Any help on this would be greatly appreciated.
#11
Anyone have an exact font sheet of the regular and italic fonts in Golden Sun? I found a couple fonts online but there are characters that don't actually match the game and I'd like the exact characters.
#12
Does anyone have detailed information on how Golden Sun handles wall glancing? Is it a tile based lookup to a collision type? And does anyone know how I could get detailed information on what parts of maps allow pathing (I'm talking specifically about towns/dungeons etc... not the world map)?

I really don't want theories, I'd like to know exactly how they handle it. I'd also like to figure out exactly where they allow a character to go on a map so that I can recreate that map with the same pathing abilities.
#13
If you look at the image below:
http://imgur.com/f3g5pRV

I just want to get the "3rd layer" of information which is this type of smoke layer. The problem is that it has all this pink in it when it must have some type of transparency associated with it. I want to be able to get that image with the transparency.

http://imgur.com/c2FqG9O

This is what the layer looks like when added to the 1st layer. How do I basically get the "smoke" from this image?

Also, is there anyway to get the entire source code for the editor?