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1  Golden Sun Games / Golden Sun: The Lost Age / The Magic River on: 05, October, 2017, 06:43:13 PM

So this is a thing.

Frostfx made this convenient image to help explain the glitch:
2  Golden Sun Games / Golden Sun / Lash Ropes on: 18, September, 2017, 05:18:01 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
3  Golden Sun Games / Golden Sun / Game Crash from falling Z-coordinate and retreat glitch on: 08, September, 2017, 06:09:37 PM

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
4  Golden Sun Games / Golden Sun: The Lost Age / Megiddo vs Doom Dragon on: 03, September, 2017, 04:09:58 PM
Never mind! I'm dumb. This was a spreadsheet calculation error :)
5  Golden Sun Games / Golden Sun / Graphical glitch in Lamakan on: 02, September, 2017, 04:06:30 AM

Never seen this before! Posting here in the off chance there's something interesting going on.
6  Golden Sun Games / Golden Sun: The Lost Age / More RNG Questions on: 29, August, 2017, 02:21:09 AM
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.
7  Golden Sun Games / Golden Sun / Saturos Attacks on: 22, August, 2017, 06:30:12 AM
Hey, just wondering how the game determines where Saturos starts in his pattern?

I tried comparing it to the stuff we did for Star Magician ( and it didn't seem to be following this formula.
8  Golden Sun Games / Golden Sun / I crashed the game in Tret tree on: 16, July, 2017, 03:07:38 AM

I posted about some weird tilesets and stuff being rendered in Tret on emulator a long time ago. Finally found a convenient door to test out what happens on console. It crashes the game.
9  Golden Sun Games / Golden Sun: The Lost Age / Help finding some memory addresses on: 08, July, 2017, 09:51:38 PM
The other day I found this oob stuff in jupiter lighthouse:

I've been trying to track down the flag/addresses that indicate this kind of skip could be used elsewhere. My rudimentary brute-force RAM search has turned up nothing lol
10  Golden Sun Games / Golden Sun: The Lost Age / Camera Lock Codes and Weird OOB on: 07, July, 2017, 10:51:12 PM
This is probably nothing, but it's worth pointing out in case there is some crazy thing that's useful resulting from this. Video:

I have the following codes active:

I know this causes weirdness on the world map, but I've never seen it cause huge weirdness like this before.

Basically, accessing certain doors OOB will black out the screen and the game will start writing values to the games memory. It basically filled up a lot of the 02000000-02000300 section as well as writing a ton of sprite data (tracked by the nonzero tile thing in my script, lower the number = more sprite data). Eventually the game will load the room I was supposed to end up in.

The values of memory written change depending on the coordinates of the door I access (not the destination of the door) and solves the puzzles in the game as you would expect with values written to those addresses.

I'm wondering why this bizarre behavior is having, and whether there's any idea as to how this may be replicated without the camera lock codes.
11  Golden Sun Games / Golden Sun: The Lost Age / Can anyone explain this? on: 07, July, 2017, 05:10:04 PM

Why on earth is the item pulled by the retreat glitch the Sol Blade?

Bonus: you get different garbage text by talking to the stone from different directions.
12  Golden Sun Games / Golden Sun: The Lost Age / Jupiter Lighthouse Stuff on: 08, February, 2017, 12:11:32 PM
Hey everyone. Jupiter lighthouse is known as the most unbroken dungeon in TLA. Everything we've thought of has failed. I took another run at the Lighthouse today and made a curious observation concerning the retreat glitch.

Normally the retreat glitch works like this. After retreat has failed the game thinks you are in the room that you would have been sent to if retreat was successful (the 'retreat room'). Example - entering Airs rock through the second entrance makes the retreat point Area 55 Door 10, if you enter another Area of the dungeon (say Area 58) and use the retreat glitch then the Area is reset to 55, while you're still physically in Area 58. In this glitched state walking through doors loads the corresponding door in the retreat room. So if you're in Area 58 and walk through Door 3, instead of being sent where this door sends you instead you will be sent to where Area 55 Door 3 will send you.

Hopefully that's not too confusing.

In Jupiter Lighthouse this doesn't appear to happen. Regardless of which door you access, you always get sent back to Area 251 Door 0. This is the same location you'd be if you'd entered the dungeon from the overworld. I'm not sure if it is Door 0, but it certainly seems like it is.

I'm just wondering if there's anything special code wise surrounding this lighthouse that might explain this. I know that encountering Alex resets the last visited Sanctum to Contigo, but beyond that I don't know of anything. 
13  Golden Sun Games / Golden Sun: The Lost Age / Collision Stuff on: 17, January, 2017, 12:41:03 AM

Mostly this is just for curiosity. My theory for why this is happening is that this is the same as using a switch to interrupt movement and weird sliding happening (you might recall it from Lunpa Cave). Instead of the switch interrupting movement it is the sand rising cutscene and if you're in the right position and/or in the right part of your movement animation you will slide. If you happen to slide into a collision seam or something like that in the right pixel/subpixel then you can go through and clip like I did in the clips there.

If this is the case it might be possible to use elsewhere, but I'm not sure.
14  Golden Sun Games / Golden Sun: The Lost Age / Guardian Ball on: 08, January, 2017, 10:22:40 AM
So I'm experimenting with Star Magician and I'm having trouble manipulating the Guardian Ball into not using Guard Aura. I've advanced the BRN 11 times from 0 and it's using Guard Aura inconsistently. Changing the GRN changes whether or not the Guardian Ball uses Guard Aura - the resulting turn order from a seed where Guard Aura is used is the same as one where Guard Aura is not used.

This is a very unusual thing, I don't know of anything else that behaves this way. I was curious if there's any special coding for Guard Aura or whether I'm missing something and it actually does behave according to usual battle rules.
15  Golden Sun Hacking Community / Feedback / Trouble with verification email on: 27, December, 2016, 03:10:19 AM
Hey guys. A friend of mine (Ark) is trying to register here and is unable to get the verification email. He's checked his spam folder and sent the email twice. Any advice?
16  Golden Sun Games / Golden Sun: The Lost Age / Lemuria Fountain is weird on: 19, December, 2016, 02:36:46 AM
Can anyone explain this?

Two save states, same RN value, identical files. Exit/enter fountain and tossing medal yields different results. Despite everything being aligned otherwise.

The only thing that I can think of is the positioning of people outside of the fountain leads to inconsistent results... but as I mentioned both save states were generated from the same save file so I'm really confused.

This also happens on console for reference.

Update for more information:
What I'm doing here is clearing the title screen within a 0.1s window (~6frames) to get amongst a set of known seeds. I toss two lucky medals to work out what seed I'm on. Then advance the RNG using the nurse cap/save game to a particular RNG value. Then I use pound (which gets me to the RNG value seen in the video), exit/enter and that should give me the wild coat. But obviously I'm getting either the wild coat OR the crafted gloves.

It's 100% the exit/enter that is causing the discrepancy. Throwing another medal without exit/enter gives the same result from tossing the medal.

I gathered some data, and it might be that the original RNG seed plays a role somehow? Perhaps in distributing random movement NPCs in Lemuria? I'm not sure. I did get Wild Coat off my Fireman Pole/Potion seed and then Crafted Gloves off of Water of Life/Potion seed consistently (as far as I can tell) but it's a hard thing to test rigorously.
17  Golden Sun Games / Golden Sun: The Lost Age / GS2 Utility Script on: 07, October, 2016, 12:50:05 PM
Hello everyone! I'm back to work out some things for writing a utility script for GS2 akin to the one made for GS1

The big difference between GS1 and GS2 is that the kinds of things I need out of the script are somewhat different. I've ported over everything from the GS1 script but there's one thing in particular that would be much more useful in GS2 than GS1 is the value of the agility roll in a fight.

So let's be precise. We know that a member of your party can have its agility boosted between 0-6% depending on RNG (specifically, the general random number "GRN" i.e. the random number in the 0x03xxxxxx series). What Zetonegi found a couple months ago is that the reason the GRN advances when finalising your party members action is that the game calculates the 0-6% boost at that step.

Just so there's no confusion; Say the party member is Felix, you command Felix to attack an enemy. You then get to issue a command for Jenna. Once the attack is issued and before you choose Jenna's action the random number is rolled to determine what Felix's agility will be for that action. If you cancel Felixs command (by pressing B) and issue a new one, a new agility boost is calculated by rolling the random number again.

I'm curious as to where this value is stored, so that I can get my script to read this value and know what agility my party members will have on that turn. 
18  Golden Sun Games / Golden Sun: The Lost Age / Mars Lighthouse Torch Despawn Glitch on: 07, December, 2015, 06:00:46 AM
I've known about this glitch where you can unload one of the flame torches in Mars Lighthouse but never been able to replicate it until today.

Here's how its done;

Essentially you get an encounter approximately on the same frame as when the torch gets lit, and then after the encounter the torch is missing. I don't think this is usable anywhere else but I'm posting it here in case somewhere here is interested in why it happens and if there's any potential for further abuse.
19  Golden Sun Games / Golden Sun: The Lost Age / Odd Discovery in Mars Lighthouse on: 15, September, 2015, 03:01:34 AM
So my good friend Bloodduster found this today:
Essentially, in Mars 2 (i.e. after the lighthouse has been activated) if you ascend one of the four elemental towers (excluding venus) and after using Blaze to activate the flame you enter retreat mode (get to less than 6 PP, use retreat on a hotkey) and cast Blaze a second time you will activate the Venus tower's flame. If you climb the Venus tower and try this you simply activate the venus flame again.

This is a little bit perplexing because entering retreat mode makes the game think Felix is in the first room of the dungeon (which in this case is the entrance to Mars lighthouse) and there is no flame to activate there. Additionally, casting blaze anywhere else in retreat mode doesn't appear to have any effect. So from my naive point of view, there's no reason why this should work.
20  Golden Sun Games / Golden Sun / Creating useful Lua Scripts on: 08, August, 2015, 06:21:38 AM
Hey all.

To better optimise the GS1 speedrun I want to write a few lua scripts to do useful things for us. The ones I have at the moment cover things like:
- time to next encounter
- GRN/BRN display
- GRN/BRN advance counter (number of times RNG advances)
- enemy hp
- position of Isaac

The way to take scripting to the next level of usefulness is to develop a script which tells you:
- encounter step growth rate (i.e. how fast does the encounter counter rise) (im sure there is a memory value that can be read for this but I don't know where it is)
- number of GRN advances required to flee from battle
- number of BRN advances required to trigger an assassin blade instant kill

The biggest barrier to creating the second two scripts is that I don't know how the game modifies the GRN (general random number) and BRN (battle random number) to be used in the formulas in the master formula thread.

Hunting through the disassembly, I think to generate a random number between 0x0 and 0xFFFF it shifts the GRN value to the right by 2, then shifts to the left by 4 and returns the hex value of the inner four digits of the GRN value (in hex). I have no idea how the game modifies a random number to get a value less than 0x63.

Last time the subject was discussed, Fox said
0811CE94 = Calculate chance of fleeing.
5000 + (2000*fleeFails) + (Relative Level * 500) >= Random(0,9999) , Oddly uses the “General” RNG.
Relative Level = Get the average level of all the PCs and subtract the average level of the enemies.
If my previous guess is correct, I now have a number between 0 and 65535 and I don't know how to convert that to a number =< 9999 for use in the formula. I figure if I can work out how to get the flee predictor working, the assassin blade should follow in a similar manner.

I've spoilered a section of the code I am writing in case that is useful.
Spoiler for Hidden:
local GRN = 0x03001CB4 -- General RN

local function flee(GRN)

el1 = memory.readbyte(0x02030887)
el2 = memory.readbyte(0x020309d3)
el3 = memory.readbyte(0x02030B1F)
el4 = memory.readbyte(0x02030c6b)

if el4 ~= 0 then
ela = (el1+el2+el3+el4)/4
elseif el3 ~=0 then
ela = (el1+el2+el3)/3
elseif el2 ~=0 then
ela = (el1+el2)/2
ela = el1

party = memory.readbyte(0x02000040)
isl= memory.readbyte(0x0200050E)
gal= memory.readbyte(0x0200065a)
ivl= memory.readbyte(0x020007a6)
mil= memory.readbyte(0x020008F2)

if party == 15 then
ml = (isl+gal+ivl+mil)/4
elseif party == 7 then
ml = (isl+gal+ivl)/3
ml = (isl+gal)/2

LevelAve = ml-ela

fleeFail = memory.readbyte(0x02030092)

fl = 5000 + (2000*fleeFail) + (LevelAve * 500)

cgren = ??? [this would be the GRN value modified]

if fl >= cgrn then
return true
return false
Pages: [1] 2
01, June, 2022, 07:12:04 AM
Plexa: We're almost there Daddy Poi, ACE in TLA any day now :)
01, September, 2021, 02:55:35 PM
Daddy Poi's Oily Gorillas: At least for warps.
01, September, 2021, 02:55:01 PM
Daddy Poi's Oily Gorillas: To think that events are not done via a tilemap in GS3 is interesting, and they'd just be cubes in the size of a tile (I think)... with given coords.
28, March, 2021, 06:10:33 PM
Salanewt: Tiny announcement down here that a new animation pack is now available for download! The Animation Overhaul is required; see the downloads page for more details.
03, March, 2021, 03:16:30 AM
Daddy Poi's Oily Gorillas: I'm happy ACE is possible and easy in GS1. :D Thank you Tret. Now if we can get GS2 Air's Rock to do ACE, wouldn't that be something.
18, February, 2021, 03:25:26 PM
Salanewt: The one here has everything:;sa=view;down=132
18, February, 2021, 02:03:20 PM
VardenSalad: It looks like Atrius' editor download is broken again. The only thing in the .zip is the background image
13, February, 2021, 03:15:41 PM
MaxiPower: Welcom back Charon. been a long time.
11, February, 2021, 09:40:04 PM
Daddy Poi's Oily GorillasSo how long is this site going to be "This website is still under construction, please excuse the mess." :D
04, February, 2021, 12:56:21 AM
charon the ferryman: LMAO i love 2010 tech
04, February, 2021, 12:56:07 AM
charon the ferryman: release me from my discord prison meme mortals
15, November, 2020, 03:45:26 PM
Salanewt: We're more alive than the board implies; most discussion takes place over on the Discord server.
15, November, 2020, 03:45:06 PM
Salanewt: Haha, heya!
15, November, 2020, 02:07:50 PM
Frog: Nice to see this place is still alive...ish anyway xD
30, October, 2020, 11:10:23 PM
Salanewt: ... Actually, it's almost time for me to post an update on the forum. It's been coming along really nicely overall, and it was only a couple months or so ago that I added some new status effects to the game.
30, October, 2020, 11:08:41 PM
Salanewt: I need to get it done to start making progress on the parts of the AI Overhaul I want to start working on.
30, October, 2020, 11:08:14 PM
Salanewt: It's going well! I wanted to get more of my djinn reform done this week but I've been busy with other things sadly.
30, October, 2020, 09:58:14 PM
KyleRunner: Hi guys! How are you doing?
13, October, 2020, 11:19:21 AM
MaxiPower: first chapter of my golden sun inspired webtoon is now live. be cool if yas could check it out.
31, August, 2020, 08:40:32 AM
Daddy Poi's Oily Gorillas: Being able to convert IPS files to text files to also supporting commenting, and convert back to IPS after changes.... sounds like a fun strategy? 
27, August, 2020, 10:37:30 PM
Salanewt: Hey, thanks! 
25, August, 2020, 12:59:22 AM
Foreclosure: Yo! Looking forward for this AI OVerhaul patch when it's finished :) :) 
19, August, 2020, 07:00:17 PM
Salanewt: That's awesome! I'm pretty good; been working on an AI Overhaul project and have made some nice progress in the past couple weeks; the goal for tonight is to add Deadbeard to GS2 and then I can move onto something new.
19, August, 2020, 01:14:56 PM
Awec: Ye not bad, just checked back in for updates on GS Reloaded really. Although now I'm looking back through some of my old forum posts, which is fun :D how are you?
19, August, 2020, 01:43:07 AM
Salanewt: It sure is! How have you been?
16, August, 2020, 09:40:57 AM
Awec: Yo nice to see this forum is still going
14, August, 2020, 09:06:44 PM
Salanewt: Hey! How goes it?
01, August, 2020, 01:31:53 PM
KyleRunner: Hello, people!
08, July, 2020, 08:57:11 PM
Salanewt: That awkward feeling when almost a quarter of a year goes by without anyone posting a message in this chatbox.

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