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1  The Editor / Golden Sun Hacking / Re: [RELEASE] Golden Sun Reloaded on: May 22, 2017, 05:33:27 PM
Wow. Thanks for replying so soon.
I didn't expect a reply for a while.
Also I am new to this, so I was unaware of the editor.
Thanks for your help and for your hack.
 Jupiter Djinni Jupiter Djinni Set

Well I get notified by mail when someone replies here so it may happen that i reply within minutes.
Glad you're enjoying the mod, let me know if you have any other issue with it.

Also, time for an ANNOUNCEMENT.

Next release is gonna be pretty big cos i managed to implement a new attribute to items (over the unused counterstrike rate attribute) which boosts the chance to inflict ailments and debuffs. You'll basically be able to create dedicated "saboteurs" that excel at hindering enemies, even bosses with very high luck (Samurai class, i'm looking at you).

For now i can only say that MANY pieces of equipment will be affected by this but ATM i've yet yo decide which ones and how.

Stay tuned, and wait for the changelog!
2  The Editor / Golden Sun Hacking / Re: [RELEASE] Golden Sun Reloaded on: May 22, 2017, 09:25:03 AM
Hi ender wizard. You can easily check all the level ups by opening the ROM with atrius' editor, so I omitted it from the excel sheet. Same reason as why I haven't made a psynergy sheet despite all the power levels and pp costs I've changed. Btw the swordsman line learns cutting edge at 12
3  The Editor / Golden Sun Hacking / Re: Translation issues on: May 19, 2017, 01:32:32 PM
Anyway I'll to try to put the text inside an italian rom and see what happens, I hope I won't need to replay the game again.
Saves are compatible if that's what you're worried about. The only thing that is not carried over when you share saves between the ITA and USA versions is the position: you'll go back to the last sanctum visited.
4  The Editor / Golden Sun Hacking / Re: [RELEASE] Golden Sun Reloaded on: May 19, 2017, 01:25:49 PM
Back to modding.

Next release will I've made Defense buffs and debuffs stronger. As you all know Attack and Defense buffs use the same multipliers but due to how damage formulas are structured, Defense is always a lot lower than the Attack value.

That's why boosting Defense is always worse than reducing the enemy's atk, and reducing the enemy's defense is always worse than boosting your own attack.

This won't fix things perfectly and make them equally worthy, but it will noticeably reduce the gap between the two.

Original multipliers (attack & def) go from 4/8 (max debuff = x0.5) to 12/8 (max buff = x1.5) in 1/8 steps.
New multipliers (Def only) go from 4/16 (x0.25) to 28/16 (x1.75) in 3/8 steps.

PS: Another thing i'd like to do is to make some equipment capable of affecting the chance to debuff enemies. This way the characters will be able to specialize in debuffing. I already have a rough idea of how i should implement it but i don't how how difficult it might be so i'm keeping things vague for now.

EDIT: For the next release I've also fixed the random encounters around Prox. The game was still using the usual Western Sea land enemies, which is completely wrong. I must've skipped that part when porting changes from the italian game as usual so I apologize about that.

EDIT2: v1.3 is UP
5  The Editor / Golden Sun Hacking / Re: Minor graphical issues and improvements on: May 16, 2017, 11:56:38 PM
The counterstrike rate bonus has amazing potential... i was thinking of making a bonus to ailment infliction rate out of it. Too bad the value of the bonus isn't stored anywhere in the PC data.

To answer your question about it... as things are now i wouldn't consider a fix. Actually i'd be against it, cause the counterstrike rate line in the info panel would be misleading info.
6  The Editor / Golden Sun Hacking / Re: [RELEASE] Golden Sun Reloaded on: May 16, 2017, 12:15:53 PM
Yup, translation error, thanks for reporting. It's already fixed for the next release.

EDIT: ... which is already up cause i also had to fix a visual bug with the in-battle djinn menu panel (TLA only).
7  The Editor / Golden Sun Hacking / Re: [RELEASE] Golden Sun Reloaded on: May 16, 2017, 09:31:57 AM
I just finished my playthrough of TBS so it's a good time for an update.

That said, Reloaded v1.2 is up: minor tweaks and the item info panel improvement.
8  The Editor / Golden Sun Hacking / Re: [RELEASE] Golden Sun Reloaded on: May 15, 2017, 12:33:53 AM
Well, I usually wouldn't cause there's no real reason to play Balanced Age now over Reloaded with the beta status gone... BUT, since

a) it's literally two bytes per game
b) i have the addresses documented in the other thread
c) It's your birthday

I might as well do it.

So... happy birthday Role! :D

EDIT: Done
9  The Editor / Golden Sun Hacking / Re: Minor graphical issues and improvements on: May 14, 2017, 08:22:11 PM
I changed the title to make this one a multi-purpose thread where one can report minor graphical issues and or suggest improvements (that maybe someone will fix/implement):

I'll start with a bug I spotted in the english version of TLA:

The text "(A) Item (L)(R) Switch character" in the status menu, psynergy section, appears briefly and vanishes as soon as the rest of the data appears.

And an improvement that i'm implementing right now in Reloaded:

Show how much criticals are increased in the item info panel (rather than the generic "increased criticals" line).

EDIT: The "show criticals bonus value" has been implemented in reloaded. Anyone can do the same by changing
in TBS: 080A4A80 to 4A94 (little endian)
in TLA: 080FBA18 to BA2C (little endian)
10  The Editor / Golden Sun Hacking / Re: [RELEASE] Golden Sun Reloaded on: May 14, 2017, 04:18:42 PM
Where exactly do Grand Golems appear(In TLA)? I think I have missed them somewhere. According to your drop guide they are lvl 32 which kinda means that they should be either at Jupiter Lighthouse or ar Magma Rock. Did I missed them there or are they at different place?
They're in Trial Road.

Quote
And also, did the name of Grand Chimera got changed to Hell Chimera?
Yes, cause Hell Chimera is the original japanese name. I also fixed the misunderstanding on the opening post so thanks for pointing it out.


EDIT: Sneak peek of next release info panel. Critical hits bonus shows actual value
11  The Editor / Golden Sun Hacking / Re: Class Type code patch (Idea stage/no patch yet) on: May 12, 2017, 08:20:54 AM
Quote
I haven't seen the code cause i don't know where it is
To find the location, there are several ways...
- You could look at the data in the patch itself through a hex editor.
- You could open the patch in a program that shows the patch's data. (e.g. IPSelect)
- You could read the Download description for addresses. (He has them posted = Nice!) Listed this one last, because it's not always a guarantee to find address info in descriptions. Where-as the above will show you what is modified/where things are repointed to./etc.

I know them all, i completely missed the old patch. Sorry :P
12  The Editor / Golden Sun Hacking / Re: Class Type code patch (Idea stage/no patch yet) on: May 11, 2017, 09:44:47 PM
I haven't seen the code cause i don't know where it is, but shouldn't the original be longer?

In each 'if then' cycle you need (hypothetically) to:

set item id (at least 2 instructions cause it's bigger than 255)
cmp (1)
conditional branch (1)
set class id (1)
save class id (1)

that's 6*3= 18 instructions (16 if the other two just add+1 to idem id instead of recalculating from scratch)

while we need to:

set lowerbound (2)
set upperbound (1)
cmp lowerbound (1)
conditional branch (1)
cmp upperbound (1)
conditional branch (1)
subtract lowerbound from item id (1)
add to base class id (1)
save class id (1)

= 10 instructions

Again, this is all speculation, but it's what i expect to find based on what squirtle said.
13  The Editor / Golden Sun Hacking / Re: Class Type code patch (Idea stage/no patch yet) on: May 11, 2017, 08:58:34 PM
The code is like squirtle said, but remember that items and classes are one after the another, which makes the code look like this:

if item = x
then class = y
else if item = x+1
then class = y+1
else if...

With this structure is very easy to make a much larger item/class range fit in the same space.

you just set a lowerbound and an upperbound for class changing item ID, and extract the matching class via difference from the lowerbound in a single "if then", without touching anything else.

My 2 cents.
14  The Editor / Golden Sun Hacking / Re: [RELEASE] Golden Sun Reloaded on: May 09, 2017, 09:19:40 AM
No issues i'm aware of, so if you spot something please report here.
15  The Editor / Golden Sun Hacking / Re: [RELEASE] Golden Sun Reloaded on: May 08, 2017, 10:15:37 PM
Just remember that minor issue with Mountain Water: only up to one per character will be transferred, regardless of how many they carry.

Sorry then.

Lol sorry for what? You tested it on your own and helped us understand that issue better. I'm thankful, actually! :D
Pages: [1] 2 3 ... 43
Cbox
Today at 06:49:14 PM
Lord Squirtle: I guess I'll make a topic for the GBA concept room in Dark Dawn soon.
Today at 04:27:21 PM
Fox: Yep ... There are many libraries for many languages... Python, etc... And then there are things like  the Google apis - e.g. http://maps.googleapis.com/maps/api/geocode/json?address=(whatever you want to search for)
Today at 07:46:43 AM
Luna_blade: I can see how XML/JSON are a thing these days.
Yesterday at 04:52:18 PM
Fox: Easier in the idea that I can reduce required external stuff where the source code isn't available/modifyable (Well, there is overrides in some cases, but still.) ; So it's possible the only "Events" I would require are those of the Form.... (Mouse Events, Keyboard Events, Paint Events, Etc. when needed.)
Yesterday at 04:42:14 PM
Fox: Anyway... I know I am using built-in controls in my current editor, but it is not out-of-the-question that I might just go and make my own custom controls... so that it is actually easier for me (But that'd take a lot of work.)  I'm thinking about one large bitmap object, and just drawing them on it. Problem is, I'm afraid it might not be efficient enough.  So I haven't decided about doing it.)
Yesterday at 04:33:28 PM
Fox: @XML = If I recall, I believe Visual Studio uses it for Settings Variables that remain even after you close the program. (e.g. There's one variable I have in my program that I call "LastRom" to make it easier to get back into the program.)
Yesterday at 04:17:59 PM
Fox: XML/JSON are simple = They are just a way to store data outside the application... ... The complexity is comparable to learning about data trees, I'd say... XML = Looks like HTML  ; JSON = Think Lists and Dictionaries, and nested ones.
Yesterday at 03:51:19 PM
Luna_blade: @the whole static thing: I recently came across the problem that if you use design patterns, objects of the same class might get duplicate info. Sometimes this is very little information, so it seems better to use something class-wide than making a file
Yesterday at 03:47:41 PM
Luna_blade: another thought I had is that I already made some code better...
Yesterday at 03:45:59 PM
Luna_blade: Sure I will open-source it on github once I rewrite it to be more maintainainable. Now that I think about it, I should put some other stuff there as well
Yesterday at 03:44:54 PM
Luna_blade: Yeah I made some code and screens for it in Java. The last thing I was busy working on was the grid for the values and the selection shape.
Yesterday at 03:41:22 PM
Luna_blade: I will learn a bit of JSON and XML soon. I guess those are pretty good replacements for what I meant with static
Yesterday at 03:40:42 PM
Luna_blade: It's an okay article. I prefer reading the java implementations on tutorialpoint
Yesterday at 12:07:19 PM
Fox: article*
Yesterday at 12:07:06 PM
Fox: Oh yes, there's a whole artice on design patterns at wikipedia? https://en.wikipedia.org/wiki/Software_design_pattern
Yesterday at 07:20:37 AM
Fox: Oh yes.... Just checked.... Program.cs has "Application.Run(new Form1());" ... AND.... Program.cs is a STATIC class, so my hunch is confirmed. (In a way.)
Yesterday at 07:12:43 AM
Fox: So... I'm assuming that it is like a tree, and your top level file should be the static class, with all the other object classes linked from it? (Like a tree?) - Wonder how the Dessigner treats Forms. (How are Form objects linked to a static class, if at all?)
Yesterday at 07:00:51 AM
Fox: (Since I can have incredibly bad wording sometimes :P)
Yesterday at 06:59:50 AM
Fox: (Well, started "?" was more implying whether you made any public releases yet....
Yesterday at 06:59:02 AM
Fox: Wait? You started a Hed Editor? Curious if you were going to open-source it....

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