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1  Golden Sun Hacking Community / Feedback / Re: can't change avatar? on: June 23, 2017, 02:43:40 AM
Hit Ctrl + F5.
2  The Editor / Golden Sun: The Lost Age Editor / Re: Questions about Space Manager on: June 23, 2017, 02:39:17 AM
Oh wow, this is embarrassing...  I do remember putting code in there to prevent problems that probably wouldn't happen, but I don't even remember a lot of this.  I definitely would have written it very differently if I knew then what I know now...


So...  I'm not entirely sure this was related to it, but there was some trickery going on to solve recursion issues...  The way most of the functions are written they're recursive, so for example findSpace calls confirmSpace which calls organizeList which calls findSpace starting the cycle over.  The 0x40000000 was a bit tag marking the address for some purpose that I can't remember, but it may have been to solve a recursion problem, I doubt it was meant solely for the organizeList function...


Fox has the right idea with the list array.  Even locations in the array (list[i<<1]) are addresses, and odd locations (list[(i<<1)+1]) are sizes.
3  The Community / Open Discussion / Re: You are beautiful on: June 23, 2017, 12:57:35 AM

Also, why is Sala's name so long it breaks the layout of some pages?
4  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.
5  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.
6  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.
7  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.
8  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.
9  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.
10  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.
11  Golden Sun Hacking Community / Feedback / Re: Trouble with verification email on: December 27, 2016, 02:52:04 PM
I just approved his account
12  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.
13  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!
14  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.
15  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; 
}
Pages: [1] 2 3 ... 109
Cbox
Today at 12:08:05 AM
Atrius: Thanks for letting me know, it should be fixed now.
Yesterday at 11:47:02 PM
Fox: Okay cool.  Speaking about broken things = There was some error I've known about for awhile now:  When you try to upload something to the Downloads section. The user may think the upload failed, but it actually succeeds. - I wonder if that was one of the few things? And whether that could be fixed if it hasn't yet.
Yesterday at 11:42:01 PM
Atrius: Oops, that wasn't even supposed to go up.  So, our hosting company moved the site over to a different server, and I was just updating some settings to fix things that broke in the move.
Yesterday at 11:39:18 PM
Fox: @Atrius: Probably going to need to update the Maintenance Description... I was confused at first, but it says 20 Mar 2017.
Yesterday at 07:29:35 AM
dawnbomb: can someone link me the discord
Yesterday at 04:52:32 AM
Majora: That's hilarious, lmao. I thought it read like something you might have written, Fox, was almost unsure if it was a bot at first
September 18, 2017, 03:01:57 PM
Fox: Yeah, he copied this post: http://forum.goldensunhacking.net/index.php?topic=1425.0
September 18, 2017, 02:57:48 PM
Fox: (Although, not sure about the last part, it just feels strangely familiar for some reason.)
September 18, 2017, 02:56:43 PM
Fox: BOT ALERT! Kill it, kill it! I think it copied one of my posts? :P
September 17, 2017, 12:58:02 AM
Fox: Not saing we actually need those ofcourse (we don't?), but more saying that minorities could get too attached to them.
September 17, 2017, 12:54:47 AM
Fox: I think it's interesting how Facebook likes to start things, and then retire them. For example, Advanced Search, and E-mail. - They seemed like pretty fine features in my opinion, but retiring them because most people aren't using them at that time? I'm not sure if they know what they're doing, but it sound like they don't. :P
September 14, 2017, 12:59:16 PM
Fox: (At leat when I think about establishments...)  ; Oops, pardon my rudeness... .I forgot to welcome you back.... Well... WElcome back! We are glad you've returned.
September 14, 2017, 12:52:57 PM
Fox: (Just want to clarify that "founded" may be an actual word, but sounds weird the way it was used.)
September 14, 2017, 12:47:42 PM
Fox: Cringy? Let me check... Hm... Low number of posts [check] (5 posts) ; misspellings/grammar [check] ("Toturial" (Torture-ial?) , ; founded, ehh.... double past-tense?) ; The best part is at least the posts have a positive attitude! (That may be the most important part?) :)
September 14, 2017, 05:59:01 AM
KeinoGSTLA: back then my posts were so cringy lmao
September 14, 2017, 05:58:39 AM
KeinoGSTLA: damn feels good to find this place again
September 10, 2017, 04:27:04 PM
Fox: I don't suppose there is anything else? ;; Hmmm... What if a Big Brother game was similar to ... er.... Exit/Corners .... which seems to have a Trust system. 
September 06, 2017, 11:02:17 AM
Plexa: Honestly we haven't looked into that ... I completely forgot about it until now!
September 06, 2017, 05:44:33 AM
Fox: (Referring to the box/crate that would allow you to get stuck.)
September 06, 2017, 05:43:42 AM
Fox: Is SW Atteka Islet the only one that forgets to update the heightmap when save/resetting? ... The Move pillar seems to update it fine... Hm.

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