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.
So... Everyone following the Zelda series probably already saw this coming for a while now, but it's official as of the 5th of November.
Having never beaten Majora's Mask (I didn't get the expansion pack for the N64), I'm pretty excited about it. Although Eiji Aonuma's comments that it's "not going to be just another remake," and him saying "We’ve spent a lot of time making sure the gameplay experience is smoother than in the original version without taking away from this unique world. I hope those that haven’t played the original game, and those of you that played it but gave up mid-way through will take this opportunity to give the new version a try." make me want to play the original game first so I can see what's different. I wonder how much they plan on changing to make the game more accessible to people that didn't like the original version. Some of them were turned off from the downsides of being forced to replay the same three days over and over again, but the way time flows and events unfold because of it are a major part of the original game.
Also, intentional or not, the Ben drowned creepypasta famed statue seen in the video still creeps me out, surely Nintendo is aware of it. "You've met with a terrible fate, haven't you?" I can already see the nightmares.
Hello everyone still here at Golden Sun Hacking Community.
I'm amazed that there are still so many active members here, I'm glad to see the small community I founded almost six years ago is still going strong despite all of the hardships it has faced. I have a ton of very fond memories of working with the members here at unlocking the secrets of the Golden Sun games, and making an editor so we could hack them together. Unfortunately, as you may have noticed, I haven't been nearly as active here as I once was. Over the years since I founded this community I've had many changes in my life, and my priorities have shifted. Now that this moment has come I realize that I still love this community as much as I did the day I created it, but it's time I let it go. I don't have the time I used to have to dedicate to administrating these forums any more, and it's in the best interest of the community. I officially announce that I am stepping down as the Administrator of Golden Sun Hacking Community.
Overlord Kain is being promoted to the main admin of GSHC. I didn't choose him just because he's been serving the community as our Global Moderator for the past two and a half years. I honestly believe he is the best person for the job, and have faith that the community will continue to flourish with him taking care of it.
The game doesn't come out in the US till Feb 7th, but there's a demo on the eShop now.
I've been hearing a lot of good about this game so I decided to check it out. I rather like the battle system, you have the choice to "Brave" and use an extra turn or "Default" to defend and save a turn for later. You can use turns in advance too, so if you're feeling brave (pun not intended) you can attack the enemy at full force right away to try to defeat them quickly, but if you fail to do so you're stuck standing there taking a beating for the next few turns.
The enemies can also use this mechanic, so for example there's one boss I've fought that likes to default a couple turns then use his strongest attack multiple times in a row later on. I was pretty much forced to default (which also defends) when he braved so I could survive. Then everyone in my party could use two turns the next cycle (Except my healer who I had default several turns in advance so they could act 4 times now and get everyone back to 100%)
I can't comment on story or much else since the demo doesn't really cover it, but you should check it out if you haven't.
So Indie Game: The Movie, who's seen it? It's a documentary film about indie game developers, and what they go through to make their games a reality. I didn't expect it, but it hit me deep and reminded me of what my dream is in life.
Wait, the editor is open source now? What's going on?
I've realized that the editor doesn't just belong to me, it belongs to everyone here. Combined with the fact that ever since I enlisted in the Military I simply haven't had enough time, or energy to give the project the attention it deserves, this seemed like the logical choice to me. I'm opening up the project so that anyone with the skills, and desire can contribute to it. Toward that end I've released the program, and it's source under the GNU public license. What this basically means is anyone is free to copy, share, and modify the source as long as they give me credit, and it remains under the GNU public license.
As an additional note, I apologize in advance for my poorly organized, uncommented code.
What does this "Developer Alpha Version" nonsense mean?
This is the in-development version of the editor, it contains features that haven't been completed or fully tested. No guarantee is made about it's level of polish, or stability.
What features that haven't been completed?
1) The sprite editor of course, as I've said before it only works with 2 out of 4 sprite formats right now. It's extremely slow, hasn't been polished or fully tested yet. For example, while it's saving the editor may appear to lock up. It's still working on saving sprites it's just decided it's become too busy with that to play nice with Windows any more, after it's completed saving it will begin responding again.
Can I make modifications and release my own version of the editor?
Yes you can! Just be aware of the following conditions:
- You must label your release as modified, you cannot release it as an "official" version of the editor under my name. - Your modified version must also be released under the GNU public license. - You must make your modified source code available for download. - You can NOT remove any notices in the program that it was originally created by me, or that it is under the GNU public license
To label it as modified by you I highly recommend editing the create event of "obj_about" in the "titlebar buttons" folder of the Game Maker source code to include a statement that it is your modified version of the editor.
Some of the changes from v0.3 - Artifact editor - Shop editor - Innate Ability editing added to party member editor (Only compatible with TLA) - Ability animations now identified by names of abilities that use them - Preview pane added to Ability Animation selector (Only compatible with TLA) - Function call detector added to NPC editor (Allows easy editing of shop & dialogue data called in ASM scripts of NPCs, only compatible with English TLA) - Improvements to Sprite viewer (You can now view all the sprites in a sprite set) - Compression efficiency improved - Improvements to data location detection methods (Slight speed up of loading ROMs) - Some very basic compatibility with NitroROM filesystem (.NDS files) - Bug Fixes -- Error reading byte in map editor -- Leak in data repointer fixed -- String mismatches on foreign language versions (Most notably Japanese) -- "*Crashes Game*" labels on ability animations offset by 1 slot
Well... As you can see, due to some recent, er... Events, the forum is kind of in shambles at the moment. Anyway, I'll get straight to the point since I'm sure you're all wondering what exactly is going on.
- Charon has been perma-banned for locking me out of, then destroying the forums - All of our theme data is gone - There are probably a ton of minor things broken that I don't even know about yet
Please bear with me while I working on cleaning up the destruction.
And who could blame them, I mean it was the wind that did it, it's sneaky, like a ninja. Well, it wasn't so much THAT the wind was blowing, as it is WHAT the wind was blowing, that being a door. Although as my medical care providers would tell you without doing X-Rays of the affected area until the pain persists a month after the event, a door being slammed on you by the wind is rarely the cause of serious injury. Never mind that the door was made of fairly heavy metal, and the wind was blowing at ~50 mph (~80 kph). Clearly my wrist is at fault for failing to make the basic logical assumption that under most circumstances door + wind does not equal serious injury.
Still though, as an active duty member of the military this presents you with several amusing problems such as explaining to your Leadership that you can't do push ups (let alone carry around the heavy equipment necessary to complete the day to day mission) because your wrist will only allow you, in an exceptionally painful fashion, to fall flat on your face while the clinic is saying that it only has minor bruising at worst. Oh yes, it has been a fun month indeed.
Rolina: Once I'm done with data collection, I'll post a summary of my findings, and will begin by proposing a set of modification categories and their associated values. Problem is, it'll use my system, so I'll need those more familiar with the two casting systems (MPP and INT) to translate the intent of the modifers properly.
Today at 03:03:18 AM
Rolina: ---extra turn, it's good now because of my proper hard mode" nonsense method of fixing the lower difficulty curve of the games. I think the first thing to look at is the Size and Type of enemies. A small plantoid should have substancially different than a medium goblinoid, imo. Especially when you start factoring in other modifiers, such as body shape, the role in combat, monster tier level, and even manual tweaking. Sometimes, a turtle just needs that extra 10% defense to really make sense.
Today at 02:59:39 AM
Rolina: Yeah. I was getting data so I can use the trendlines as a basis for an enemy creator using my system. As it turns out, it may turn into a tool for the GSHC before then just to get some consistant statistical variatino added in. Between that and your AI project, we could probably do a lot to help with widening the scope of enemies in the game. Could lead to a proper increase in difficulty that has nothing to do with something simple like "so guys I upped theier stats and gave them all an---
Lord Squirtle: Lol, that's starting to sound like one of the reasons why I'm planning an AI overhaul.
Today at 12:32:55 AM
Rolina: I thing it goes a long way to explaiing why battles are on the easier side - just a pure lack of enemy variation. When the big bad dragon shares the same statistical layout as a freaking grub with a stick... well, I figure something should be done about that. Luckily, we're here to correct such lazy design.
Today at 12:30:41 AM
Rolina: And PP is even worse. It looks like it's completely divorced from level for most monsters, with them gaining PP based on what and how many spells they have on their movset, usually around 20 for most non-damaging spells.
Today at 12:29:30 AM
Rolina: Been doing some data collectino with enemy stats. Less than a fifth of the way through so far, and.... well, from the trends I've been noticing, the results look kinda... depressing. Most monsters seem to follow the same statistical trends, regardless of what type of creature it is. Could be a bird, a beast, or a freaking turtle - the ratio of Health, Attack, Defense, and Agility appears to be following the same ratios.
Yesterday at 11:36:37 PM
Fox: Sounds like you got what I got way back? Guess that means the error's still there.
Yesterday at 09:43:50 PM
Caledor: Menu Box patchs for TLA is up. sadly i got an error after uploading so i tried again without checking and now there are 2 patches. If someone could delete the second one i'd appreciate it.
Yesterday at 12:17:52 AM
Fox: (e.g. The process of reomving, replacing, adding, and/or moving around current ability effects to other index numbers.... ETC.)
Yesterday at 12:15:33 AM
Fox: Or an Ability Effect editor, even.... But I imagine most of those would involve have patches applied to help with compatibility, and what not.?
Yesterday at 12:10:36 AM
Fox: Hm. Oh! Did Atrius's Editor contain code from the April Fools version? Might be cool to have that, I'm guessing? - And yes, tools... even specific feature tools... Like an Intellect Editor, maybe.... If it was practical. (Not saying doable, but practical.)
April 26, 2017, 11:58:08 PM
Lord Squirtle: And yeah, "far less user-friendly" as an argument relies on the current lack of tools that could make using that easier.
April 26, 2017, 11:57:26 PM
Lord Squirtle: Since the GS editor is actually slower than using a hex editor is when it comes to classes, especially if you are mostly copying or tweaking existing classes to make full lines for them.
April 26, 2017, 11:56:18 PM
Lord Squirtle: Well I mean, it's the kind of effect that could easily be applied to a number of abilities if one wants. Having to open up a hex editor to use it for each of those abilities would take some time, and wouldn't really be as worthwhile as it can be for classes.
April 26, 2017, 11:50:27 PM
Fox: Far less user-friendly? Hm? I would say it depends on the tools/and such... For example, still haven't gotten my Exporter project done....
April 26, 2017, 10:07:39 PM
Lord Squirtle: But what I was thinking of doing with the unused effects was figuring out which ones are still available and combining them; averaging out the differences between each one so they make up for the ones that are missing.
April 26, 2017, 10:05:36 PM
Lord Squirtle: I may consider moving the effects to the end of the effect list, since I moved the pointer table and added some empty space on the end. My main concern with that is that it would be far less user friendly.
April 26, 2017, 08:06:20 PM
Fox: Heh... Starting to make me want to add the Ability Editor to my own Editor now... So I can do that, and have chance values listed for each and every one. (So it is more specific than Atrius's editor.)