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1  Golden Sun Hacking Community / Feedback / Re: Fatal error on homepage on: April 25, 2017, 09:18:08 PM
You would think, but no, it uses the incorrect spelling.  The Downloads_ at the beginning of the function name is new though since it's been updated to the newer version.
2  The Editor / Golden Sun: The Lost Age Editor / Re: Error message on: April 15, 2017, 03:21:47 PM
You might need the files I've attached to this post, put them in the same directory as the executable.  It's supposed to automatically extract them as needed, but if it's in a place where it can't create them that error could happen.
3  Golden Sun Hacking Community / News & Announcements / Re: Important announcement regarding forum malware attack on: April 02, 2017, 02:20:28 PM
I've completed my clean up of the Malware, I'm pretty confident that we're clean now, additionally, I've made sure we have the latest security updates installed on the forum.

I'm still not sure how it happened in the first place, it's possible the attack didn't even originate on this site.  One of the dangers of using a shared hosting environment is that things can leak over from other sites on the server.  Regardless, I'm going to be keeping a closer eye on things for a while.
4  Golden Sun Hacking Community / News & Announcements / Important announcement regarding forum malware attack on: March 21, 2017, 12:17:47 AM
Hey everyone, I've got some bad news and some good news.


The bad news: It's just been discovered that goldensunhacking.net was infected with malware around the end of February in 2016.

The good news: There is no indication so far that the attacker was trying to target user data, or impact normal site visitors in any way.



I'm still sifting through everything to determine the damage, but fortunately what I've analyzed so far indicates that the attacker was just using our server as a proxy.  What that means is that they were masking their IP address as our server's to access other sites.  I haven't found anything yet that would indicate regular users of the site would have been impacted by the malware, but I will keep you updated if I discover anything that indicates otherwise.



21 Mar Update

I've found code that could have been used to redirect traffic coming in specifically from the search providers Google, Yahoo, MSN, AOL, and Bing, or replace all of the links on the site with different links for traffic coming from those same search providers.  It appears to have never been configured properly though, and would not have been functioning.  So far this is the only code I've found that could have impacted normal users, but again it would have required additional set up that was not performed, and would not have been functioning.

Although there are still no indications that user data was targeted, I'm continuing my analysis of all of the site's files to make sure, and will keep you informed.  I have no estimate for when I'll get the site up and running again, making sure everything is clean is my main priority right now.
5  Golden Sun Games / Golden Sun: The Lost Age / Re: Collision Stuff on: January 17, 2017, 01:07:49 AM
Weird.  I'm not sure why it's letting you slide into the wall, but I do know for sure that movement in Golden Sun is calculated in 3 Dimensions so as soon as you're moved onto the wall tile you're pushed up on the Z-Axis (which visually overlaps the Y-Axis, I play with it some in this video) to the height of the wall.
6  The Community / Introductions / Re: HELLO PEOPLES! I've made a mod but that's not the point =3= on: January 16, 2017, 06:17:26 PM
Welcome to the forums, WhiteMageMonk.  Sorry about the technical difficulties we've been having that made getting on difficult.  I hope you'll enjoy your time here.
7  Golden Sun Hacking Community / Feedback / Re: Trouble with verification email on: January 16, 2017, 06:07:16 PM
I found the problem and fixed it, verification and other emails should send successfully now.
8  Golden Sun Hacking Community / Feedback / Re: Trouble with verification email on: December 27, 2016, 02:52:04 PM
I just approved his account
9  The Editor / Golden Sun Hacking / Re: How does Golden Sun piece NPC speech audio together? on: October 19, 2016, 03:26:18 PM
I don't know much about it, but I do know that in the first Golden Sun game the code for handling voices is around 0x080815AC.  I believe the data array starting at 0x0809E9F0 is used to set the voice type according to the character/sprite.
10  The Community / Open Discussion / Re: It's been a long time. on: October 06, 2016, 02:09:39 PM
Menaus... I remember that name.  Welcome back!
11  The Editor / Golden Sun Hacking / Re: Unusual Hack Ideas on: October 06, 2016, 06:52:48 AM
Nice, that's your custom engine right?  I feel like I'd have to slap someone if they went trough the trouble of hacking a Golden Sun or TLA ROM to add that functionality.

Eh, who am I kidding...  It IS more impressive if you managed to hack it into an official ROM, but you've got the skills to and might as well make your own engine at that point.
12  The Editor / Golden Sun Hacking / Re: How does Golden Sun handle movement? on: September 25, 2016, 05:01:08 PM
Hello again.

I actually did a lot of work on figuring out exactly how movement worked in Golden Sun.  It's been a while so my memory is pretty fuzzy, but I still have some code lying around I wrote to mimic it for my Flash tech demo.



The basic code for movement I did was separated into two functions, one for handling input for the player, and another one that EVERY character in the engine used to handle movement.

The function for the player
Note that keyDirectionHeld would be set to 1 if they corresponding key was held, and 0 if not.

Code:
xMove = keyRightHeld - keyLeftHeld;
yMove = keyDownHeld - keyUpHeld;

// Does the player want to move?
if (xMove != 0 || yMove != 0) {
dirMove = direction(0, 0, xMove, yMove); // Calculate direction player wants to move

moving = true;

if (keyRunHeld)
speedMax = 1.5; // Running max speed
else
speedMax = 1; // Walking max speed

if (speed > .25) {
if (keyRunHeld)
animation = 5; // Animation 5 is the running animation
else
animation = 2; // Animation 2 is the walking animation
} else {
animation = 9; // Animation 9 is the idle animation
dirFace = dirMove; // Force facing direction to direction player wants to move;
}
} else {
moving = false;
speed = 0; // Player stops immediately when buttons are released
animation = 9; // Animation 9 is the idle animation
}


This one handles movement of ALL characters

Code:
if (moving) {
speed += acceleration;
if (speed > maxSpeed)
speed = maxSpeed;
} else if (speed > 0) {
speed -= acceleration;
if (speed < 0)
speed = 0;
}

if (speed>0) {
xPrevious = x;
yPrevious = y;

// This function moves the actor the distance of "speed" in the direction of "dirMove"
// It also handles collisions, and sliding the character around obstacles
moveDirection(speed, dirMove);

// Face the character the direction they're moving
if (x != xPrevious || y != yPrevious)
dirFace=direction(xPrevious, yPrevious, x, y);  // Calculates direction between 2 points
}

In Golden Sun's engine, "acceleration" is 0.25 for the player.

moveDirection(distance, direction) is where the character's position is actually changed, and collisions are handled.  Here's a post I made a while back that goes into the details of how collisions work in Golden Suns engine.  There's a lot of good info later on in that topic too.


Additionally, the character's sprite facing direction is eased so they turn gradually instead of instantly.
Code:
if (dirFace != dirSprite) {
// Normalize dirFace so the sprite turns the quickest way to face correctly
if (dirFace - dirSprite > 180)
dirFace -= 360;
else if (dirFace - dirSprite <= -180)
dirFace += 360;

// Calculate direction change
dirChange = dirFace - dirSprite;
if (dirChange > 22.5)
dirChange = 22.5;
if (dirChange < -22.5)
dirChange = -22.5;

// Add direction change, normalizing output between 0 and 360
dirSprite = (dirSprite + dirChange + 360) % 360; 
}
13  The Editor / Golden Sun: The Lost Age Editor / Re: Editor Help: Swapping Character Models/Icons on: December 13, 2015, 12:12:55 AM
Considering the way that compression format 2 works it would be much safer to convert the sprites to a different format than to try reworking how the NPC class works.

In format 2, ALL of the sprites in the set have to be decompressed to memory before any of them can be displayed.  In any of the other formats only the one sprite from the set being shown has to be decompressed.  Format #2 is much more memory heavy than any other format.
14  The Editor / Golden Sun: The Lost Age Editor / Re: Editor Help: Swapping Character Models/Icons on: December 12, 2015, 11:28:17 PM
Yeah, I just tried turning Felix and Jenna's battle sprites into Saturos and Menardi. All I saw was Jenna's staff floating in the air. I either need to find a way to reformat their compression values or hex edit the sprites over each other.

Sprites highlighted in red in the list when you're selecting battle sprites for party members are in a compression format that will not work.

Alpha v0.5 of the editor can convert sprites to different formats.


The compression values represent the format the sprites are compressed in.  You can kind of think of the difference like the sprites being compressed in .gif, or .png format (in reality though, the games formats don't match either of those)  Format 2 is a special format only used by enemies in battle that will not work at all in many other places, including for party members in battle.
15  The Community / Open Discussion / Re: "Post bomb" for all GS forums on: December 11, 2015, 12:16:32 AM
*does a thing*
Pages: [1] 2 3 ... 114
Cbox
Yesterday at 08:57:37 PM
Fox: @conundrum = Think about 8/16/32 bit aligned address, and what that means... Etc.
Yesterday at 08:55:23 PM
Fox: @Space manager thought for gsmagic = What a conundrum... Whelp... I'll just do whatever.... Probably would waste more time thinking about preventing bugs than coding anyway. :P
June 21, 2017, 09:30:34 AM
Fox: Because he quit a long time ago and has other priorities?
June 21, 2017, 08:35:54 AM
javi3: Atrius, por que no sigues con el editor de golden sun?
June 20, 2017, 10:52:48 AM
Fox: It feels like the safest bet is to do Atrius's repointering system, and have something that organizes the tables done a bit separate... er... Well, it's something to think about.
June 20, 2017, 08:53:41 AM
Fox: HOWEVER... I can see other problems that might cause..... (Even with just the pointer in the MFT)  Meh. It's like you actually need a program to apply patches to do it appropriately.
June 20, 2017, 08:46:38 AM
Fox: ... So... What am I thinking? You ask? That the patches the point data after MFT, should have had pointers in the MFT themselves.... In that case, I can see a possibility of everything working smoothly even if space is needed to the very end of the ROM.
June 20, 2017, 08:37:22 AM
Fox: It's basically that everthink from the point of  editing, to the closest free space to the last entry's address would get repointed forward/backwards depending on space needed... and if space is mapped after patches are added, then that could mean the patches are also repointed. (:o)
June 20, 2017, 08:29:03 AM
Fox: Well, I mean if I map the space out the same way Atrius did it.
June 20, 2017, 08:26:41 AM
Fox: I have a hunch... when I add Map Palette editing the way I'm thinking about... it will cause all patches that repoint to after the MFT to break.... Especially if Atrius's editor wasn't used beforehand. Etc.
June 20, 2017, 07:27:17 AM
Fox: Hmmm... Let's see... regardless of method, I think I still do want to take some of Atrius's Space Manager code... Hmm.....
June 20, 2017, 07:07:27 AM
Fox: say*
June 20, 2017, 07:07:19 AM
Fox: I'd go so far as to see.. even if you are trying to be accurate, there could still be inaccuracies... However, that one was just an example where it was clearly intentional.
June 20, 2017, 07:04:03 AM
Fox: Like*
June 20, 2017, 07:03:55 AM
Fox: Let that one time where they tried to clip a guy out... To put it as short and vague as possible.
June 20, 2017, 06:58:52 AM
Fox: But in case you do watch it... I do know the story on TV that they tell... is not always accurate to what actually happened... (From what one can find out from the feed.) ... but usually the fansites will let you know about that.
June 20, 2017, 06:37:54 AM
Fox: Depends, as each person may have a different opinion... (I'm thinking you might find it like other "reality" shows..)  ... I'm not really into Survivor at current.... I also question if it was something about Julie Chen that made it a little more interesting.... .being the an iconic host that she is.. Weird.
June 19, 2017, 11:57:31 PM
Dendrophiliafish_the_skull_licker_xxXXDx101XyeahbabyyeahxxXX: Honest opinion but is it any good or is it just like all other "reality" television?
June 19, 2017, 11:57:00 PM
Dendrophiliafish_the_skull_licker_xxXXDx101XyeahbabyyeahxxXX: I have a friend who is obsessed with that show and Survivor and he wants me to watch with him.
June 19, 2017, 07:47:18 PM
Fox: So.. as soon as I saw the cast of BB19, I wanted to try to pick my favs on first impression... And I'm curious about these: Elena Davies (Female pick, maybe.) and Kevin Schlehuber (Male pick, maybe. - He's the oldest.) ... whether they even get close to the end or not... I have no idea. Would have to watch them play the game.

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