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1  The Editor / Golden Sun Hacking / Minor graphical issues and improvements on: April 25, 2017, 09:39:08 PM
Hello guys

This is about the minor graphic issue i told earlier today in the chatbox.

As you can see in the first image there are text spillover issues in the character stat box (class line) cause the box isn't symmetrical around the arrow: the first class always fits but the arrow takes a character's space from the second one.

What i want to do: increase the width of the character's box by one character, and while i'm at it, reorganize the other box as well to make the whole thing look even better.

Also, by comparing the "1" and "3" pics you can notice that the djinn icon is not aligned to the box at its right like the psynergy menu one is (as well as the others from ALL other menus).

From a superficial first look I managed to tweak the djinn box (pic 2) but i couldn't find the values for the other box nor the ones for the djinn icon.

The function i studied starts at 0804868C (= Djinn menu), the values i edited to tweak the djinn box are at 080486F4, reduced the first 2 movs by 1 byte and increased the next 2 by one. The pics show my work on the italian version but the addresses here are about the ENG one.

So... does anybody want to investigate this thing with me? :P
2  The Editor / Golden Sun Hacking / [Solved] Making leveling not RNG dependant on: April 11, 2017, 11:53:59 AM
As some of you probably already know, in order to remove the Beta from Golden Sun Reloaded's name i need to make the level up not dependent on RNG, since that could be abused, especially with Luck.

Leveling in GS works as follows: you have a "goal stat number" for each 20 levels (0, 19, 39, ..., 99). To determine how much you gain in that stat by leveling up, the game takes the next goal number (example: for a level 14 character it'd be the level 19 stat), subtracts the last goal number from it and divides by 20. then it adds either 0 or 1 from RNG.

What i'm doing is: instead of subtracting last goal number and divide by 20, subtract current base stat and divide by the number of levels remaining to reach the goal level. Since i've also removed the RNG part, you are bound to reach the goal stat set.

Less than 1 hour ago i finished implementing and testing this method for HP and PP in TLA and it worked flawlessly.

But then i realized something: Stat boosting items affect (obviously) the base stat of the character, which means that the stat boost will be absorbed by the new leveling formula as soon as the characters gains a level, effectively making those items useless if until before the very end of the game (when you know you won't level up anymore).

So... does anybody have an idea to make those 2 concepts (leveling not RNG dependent and stat boosting items) coexist?
3  The Editor / Golden Sun Hacking / [RELEASE] Golden Sun Reloaded on: December 22, 2016, 08:56:07 PM
Hi guys n' girls.

Here it is, the long awaited sequel to "The Balance Age" (even though it's still a beta), which contains everything from the old mod + a lot of new stuff.

The goal, as always, is to provide a harder and not too straightforward game, meant to be enjoyed by players that are quite knowledgeable with the game mechanics and want to try other things than Megiddo & Summon Rush.

But let's get into details.

 Fight Classes: New and revamped classes, stat bonuses in 5% steps, partial classes removed from TLA, magic resistance stat tied to class.
Spoiler for Classes:
Class chart HERE.
HERE instead you can find a txt file that lists every perfect class setup (hence, no djinn wasted) that can be created in TLA with this mod.

Felix's and Sheba's starting classes now are different from Isaac's and Ivan's respectively. Inspiration for their classes (both in names and spells) was taken from Rolina's Class Tweaks for TLA.
Jenna and Piers have a completely new set of classes made almost entirely from scratch: Jenna's classes are mostly mage-oriented while Piers' are mostly warrior-oriented.

Each class line has a Magic Resistance value (WRD in the class doc) that alters damage taken from Base Damage attacks. For example a 95% WRD means that a character in that class will take 5% more damage from Base Damage attacks.

A fourth three-elemental class has been added to EVERYONE, to fill the djinn combination gap left by the other three. So, Venus/Mars characters gain the 5 Venus 5 Mars 4 Mercury class and Jupiter/Mercury characters gain the 5 Jupiter 5 Mercury 4 Mars class.

 Isaac Characters: Characters' base stats and starting levels rearranged. Piers levels up faster. Stats gained at level up are fixed and unaffected by RNG.
Spoiler for Characters:
Characters' base stats were rearranged to balance them out and at the same time make differences between them more striking, cause those changes are (for the most part) reflected by the stat multipliers of the base classes. For example: Sheba is now everything that Ivan was: best caster and frailest character. Ivan also gained more attack. Piers improved with more PP and HP at the expense of Felix. Piers is also a better caster than Isaac now. Mia has now second best PP but also second worst ATK.

Characters also have more innate HP (they gain less from Djinn though) to make them more resilient to summons; luck grows with levels to complement the changes made to the debuff mechanic. Leveling up doesn't depend on RNG anymore.

In TLA, Felix and Sheba start at level 4, Jenna at 3 and Piers at 17. Piers levels up faster (while still being the slowest).

 Buy Items & Equipment: Weapon categories system, new items added, tweaked MANY others. Some treasures have been rearranged in TLA.
Spoiler for Items:
Almost every piece of equipment has been tweaked.

The Golden Rule: Each piece of equipment found/bought in the game is stronger than anything (of the same type) you could find at an earlier point in the game and weaker than anything found later. Shops (and now chests too) have been changed accordingly.

Weapon categories
  • Long Swords: standard weapon
  • Light Blades: -Atk, +Agility, +Defense
  • Axes: +Atk, -Def
  • Maces: -Atk, -5% Unleash Rate, +MaxHP/Power/Res
  • Staves: --Atk, +5% Unleash Rate, +MaxPP/Power
  • Ankhs: --Atk, +5% Unleash Rate, +Power/Luck

Each forgeable material now has a "target level range" and the places where they can be found have been changed accordingly.
Tear stone: ~21. very early eastern sea.
Stardust: ~23. early to mid eastern sea. Taopo, aqua rock and early gaia rock.
Sylph feather: ~25. Mid to late e.sea. Ankhol to Lemuria.
Dragon Skin: ~28. early w.sea. From right after grind till shaman village.
Golem Core: ~30. Contigo till reunion.
Sala Tail: ~33. From reunion to loho.
Mythril silver: ~35. Loho to Prox.
Orichalcon & Dark Matter: After teleport.

Each piece of equipment forged from Dragon Skin (sans boots) bestows psynergy.

 Attack Unleashes: Chance to trigger reduced, strongest got nerfed, added damage type got buffed. Unleashing mages are now a viable option.
Spoiler for Unleashes:
The base unleash rate is now 30%.

Unleash rate can be maxed to 98% only with the following set: Fear Helm (15) + Valkyrie Mail/Stealth Armor (15) + Terra Shield (15) + Ninja Sandals (15) + Sol Ring (8). But the Sol Ring is unique and you'll probably use the Cleric's Ring to counter the curse, so the curse-free max is a 90% unleash rate. The generic set is instead Mythril Helm (12) + Mythril Clothes (12) + Riot Gloves (15) + Ninja Sandals (15) = 84% standard unleash rate.

Armageddon's (Megiddo) multiplier is now x2.6, Ceres' Legend and Heaven Vengeance had their added damage GREATLY nerfed. Added damage type unleashes got buffed (mostly, in some cases a nerf was required instead) to make the added damage be slightly less than half the attack bonus of the weapon.

Some unleashes had their element changed. Among the most notable ones, Acheron's Grief changed to Jupiter and High Vitals to Mercury.

Every unleash of non-staff weapons that can be found only AFTER Jupiter Lighthouse uses a multiplier to increase damage.
Staves' unleashes are ALL base damage type: their power ranges from 45 (Milky Cloud) to 300 (Soul Doom).

Mythril armlet raises the unleash rate by 25%.

 Psynergy Psynergy: Added new psynergies. PP cost changed for almost all psynergies. Base damage spells' power is increased by a flat multiplier. Reviving tweaked, group healing heavily nerfed. Power and Resistance cap raised to 255. Resistance buffs and debuffs nerfed. Healing mechanic tweaked.
Spoiler for Psynergy:
New psynergies: Tyrfing (Venus equivalent of Quick Strike), Meltdown (Mars equivalent of Quick Strike), Punishment series (Single target Jupiter base damage spells, base power 50, 135 and 240 for each tier), Boon series (from DD), Heal series (Group healing Venus psynergies), Bravery/Courage (Venus Impact/High Impact), Raise (Mars equivalent of Revive), Remedy (a single target Tonic). Poison and Paralyze are available.

PP cost for base damage psynergies recalculated from scratch with a custom made formula I wrote in order to make Power weight more than range.

Buffs and Debuffs cost slightly more, as well as Multiplier-type psynergies.

Resistance buffs and debuffs increase and decrease resistance by 15/30 instead of 20/40, and they cap at +-60 instead of +-80.

Group healing and reviving psynergies cost MUCH more, as well as the strongest single target healing psynergies. Pure Wish, Pure Ply and Nature Boon also had their base power reduced. Reviving effects now have ALL a 100% success rate BUT Revive, Raise, Water of Life, Lich and Phoenix revive only to 50% HP.

The Necromancer's Call Demon/Dullahan are base damage type spells. Call Dullahan is now the strongest base damage psynergy in the game. The Pierrot's Card and Juggle series are also stronger. Frost Card, at 210 base power, is the strongest Mercury base damage psynergy in the game.

Drain and Psy Drain are stronger and never miss.

All healing spells have higher base power but Elemental Power doesn't affect them as much as before (2/3 of the original bonus/malus). New formula: HP healed = Base_Power * [((Ele_Power-100)*2/3 + 100)/100]

 Revive Buffs, Debuffs & Ailments: Debuffs are now useful against bosses. ST Buffs/Debuffs have lower duration.
Spoiler for Buffs, Debuffs & Ailments:
Haunt triggering rate is 40%. Characters wrapped in Delusion can't unleash and regular attacks miss more often. Death Curse's countdown starts at 4 instead of 7.

Single target buffs/debuffs have lower duration and base infliction rate than MT buffs/debuffs. Ailment infliction rate and ailment recovery chance aren't dependant on elemental level anymore.

Luck higher than 40 grants immunity to stun and sleep.

New formulas:
Ailment/Debuff Infliction chance: [(Caster's_Level/4 - Target's_Luck/2)*3 + Base_chance + Vulnerability's_25]*Area_multiplier
Ailment Recovery Chance: Luck - Level/2 - Turns*5 + Base_chance

 Venus Djinni Djinn & Summons: Summon rushing isn't possible anymore, summons have been rebalanced. Most Djinn have improved, the strongest ones were nerfed. Djinn grant less HP.
Spoiler for Djinn & Summons:
Summons' HP% Damage nerfed from 3% per Djinn to 2% per Djinn (Daedalus: 5% the first attack and 10% the missile instead).

Summons Base power is 35-70-130-220 for the standard 4, Zagan 60, Megaera 65, Flora 120, Moloch 125, Ulysses 210, Eclipse 300, Haures 310, Coatlicue 400, Dedalus 120+320, Azul 460, Catastrophe 480, Charon 540, Iris 600.

Summons that require more than 2 djinn won't appear right at the start of a battle. After the first turn, 3-djinn summons become available; after the second, 4-djinn summons become available and so on, with Iris available after the 7th turn has passed (6 and 7 djinn summons are unlocked in the same turn).

Catastrophe requires 7 djinn to be summoned (5 Ju, 2 Me), Charon 8 (6 Ve, 2 Ju) and Iris 10 (6 Ma, 4 Me).

HP gained from Djinn more or less halved.

Reflux is multi-target. Shade and Flash reduce damage respectively by 50% and 66% instead of 60% and 90%. Vine, Mud, Gasp and Fury deal base damage. Ember restores 10% of PP, Ether 35% and Aroma 12,5%. Balm and Spark revive to 50% HP instead of 60%. Crystal heals 60% of HP.

 Alex Enemies: Stronger in general. New enemies and new enemy abilities added. Full overhaul in TLA, with more enemies per battle on average.
Spoiler for Enemies:
Every enemy has higher stats and those that uses psynergy have maxPP equal to their levelx5 (if it isn't already higher) so they can benefit from the PP Multiplier. For some enemies (especially in TLA), the element they're weak to got changed.

In TLA enemies and enemy groups have been completely revamped from Gondowan Cliffs to Anemos Inner Sanctum. Around 2.18 enemies per battle on average (from 1.8).

For some enemies (especially in TLA), the element they're weak to got changed.

Treasure Isle overworld area now has enemies from the Eastern Sea lands. The Northern Reaches overworld area has a completely new set of enemies.

Enemies use Break less frequently.

 sell Drops: Notable drops that changed from the original version. Forgeable materials are dropped earlier.
Spoiler for Drops:
Sea Dragon (Lv 24)       -> Tear Stone         1/64
Mad Plant (Lv 25)        -> Herbed Shirt       1/1
Living Armor (Lv 25)     -> Star Dust          1/64
Cerberus (Lv 26)         -> Virtuous Armlet*   1/64
Harridan (Lv 27)         -> Sylph Feather*     1/64
Magicore (Lv 28)         -> Mystery Gloves*    1/128

Turtle Dragon (Lv 28)    -> Storm Gear         1/128
Slayer (Lv 29)           -> Lucky Medal        1/64
Wyvern (Lv 31)           -> Dragon Scales      1/128
Blue Dragon (Lv 32)      -> Dragon Skin        1/64
Grand Golem (Lv 32)      -> Golem Core*        1/128
Wise Gryphon (Lv 33)     -> Aeolian Cassock    1/128
Hell Chimera (Lv 33)     -> Knight's Greaves   1/128

Mini Death (Lv 34)       -> Salamander Tail    1/64
Minos Warrior (Lv 35)    -> Casual Shirt       1/128
Devil Frog (Lv 35)       -> Divine Camisole    1/128
Aka Manah (Lv 35)        -> Ninja Sandals      1/128

Gillman Lord (Lv 36)     -> Caladbolg          1/256
Ocean Dragon (Lv 36)     -> Clotho's Distaff   1/256
Pyrodra (Lv 36)          -> Triton Ward        1/128
Puppet Warrior (Lv 36)   -> Silver Greaves     1/128
Nue (Lv 37)              -> Alecto's Mace      1/128
Bane Wight (Lv 38)       -> Dark Robe          1/256
Mad Demon (Lv 40)        -> Ker's Weight       1/256
Aeshma (Lv 40)           -> Lachesis' Rule     1/256
Spirit Army (Lv 40)      -> Selene's Bracelet  1/256

Balrog                   -> Sol Ring           1/1
Sentinel                 -> Luna Ring          1/1
Star Magician            -> Iridial Ring       1/1
Dullahan                 -> Mind Ribbon        1/1

*TLA Only.

 Status  Download Links:
Patch for Golden Sun: The Broken Seal: HERE
Patch for Golden Sun: The Lost Age: HERE
4  The Editor / Golden Sun Hacking / [SOLVED] Merman line stands still while "casting" issue on: September 03, 2016, 12:32:51 AM
I was trying to add new abilities to the merman line to differentiate things a bit, but i noticed that they stand still for most of them and i don't really like that. I want them to use the same animation they use for Hydro Slash and attacking for other abilities as well.

Basically make animation 3 of the merman line sprite a carbon copy of their animation 2, just like how the lizardmen line works.

My random guess (read: hope) is that enemy sprites use a pointer table to reference their animations so the whole thing can be fixed by changing a few bytes

So far i tried looking for sprite data at 08300000, which is too short to hold them all, and at 0802E91C but there's no info about what these number represents.

Long story short... does anybody know where/how enemy sprites and their animations are stored?

Thanks in advance
5  The Editor / Golden Sun Hacking / [SOLVED] Overworld enemy groups: Treasure Isle issue on: June 12, 2016, 09:29:04 PM
I just noticed that on the overworld, in the land outside Treasure Isle, the monster groups battled here are the same battled on land in the Western Sea instead of Eastern Sea. Basically, both Treasure Isle and Hesperia/Atteka/etc load the groups from 080EEECC-080EEEEA (groups 4E-4F).
My question is: does anybody know which instruction must be tweaked to change the encounters outside Treasure Isle (to match Western Eastern Sea for example)?

EDIT: fixed
6  The Editor / Golden Sun Hacking / [Tutorial] Fox's Icon Compresor on: October 29, 2015, 01:04:31 PM
Hi guys. This small tutorial will show how to make new icons using Fox's Icon Compressor (download from here, in the attachment)

What you'll need:
- Visual Boy Advance-M
- Golden Sun Rom
- BACKUP of your Golden Sun Rom
- Hex Editor
- Atrius' Golden Sun: The Lost Age Editor
- Fox's GS Icon Compressor

Preparation
I'll start by making Boon by editing Ply so i'll use Mia in her base class for this tutorial.
Download GS Icon Compressor, open it to view its content and look for gsiconcompressor.exe here: "gsiconcompressor\gsiconcompressor\bin\Release" (there is no need to extract the whole folder cause that file in the only one we need). Extract it somewhere (Desktop?).

Open your Golden Sun Rom in VBA-M. Enter the status screen, select a character by pressing A twice, in order to make the psynergy screen show.  Once you're in the right screen, from the tools menu open the Palette Viewer, the Tile Viewer and the Memory Viewer. From the Tile Viewer, select 0x6010000 under "char base": you should see the psynergy icons split up horizontally somewhere in the small screen in the upper right corner. Click on the first one from Ply and it will show up in the bottom-left screen. Copy the address shown in the Tile Viewer and paste it into the Memory Viewer.

Your screen should look something like this now.

From Ply to Boon
If you understood everything until now, you're more than halfway done, cause now comes the easy part.
HERE you can see that the only difference between Ply and Lord Squirtle's Boon is that the 3 small light blue particles become purple (download the gif and zoom it a lot to check). From the Tile Viewer, we know that light blue corresponds to the digit "7", while purple is "9" (see pic linked above). This means that if you change the three "7"s to "9"s inside the memory viewer, the blue particles will become purple (since those 3 particles are the only light blue pixels of the icon, we don't even have to worry that we change something else by mistake)! Do it and click on the VBA screen to see the change! (here's how it should look). The icon editing is done, but now we need to put the new icon back into the ROM.

Saving the icon
Saving the icon means dump the bytes from the Memory Viewer. Click on "Save". The "Address" is the address from where the dump starts: it has to match the start of the icon, so it's the address of the top-left corner of the icon in the Tile Viewer (the same one we pasted into the memory viewer). "Size" is always 80. Save it in the same folder of gsiconcompressor.exe.

Compressing the icon and putting it back into the ROM
First, make a backup of your dump. The compressor overwrites the input file so, in case something goes wrong, you won't have to start from scratch. Drag the dump into the compressor, and after ~1 second you'll have your compressed icon, ready to be put back into the game.

Now, open both your Golden Sun ROM and the compressed dump with an Hex Editor (I use Hex Workshop). We need some free space where we can put the icon into. Usually there's a lot of it near the end of the ROM. I'll use the space from "00FA0000" onwards. Within the Hex Editor, copy the whole hex part of the icon and paste it at 00FA0000 into the ROM. BE CAREFUL: Do not add nor remove bytes from the ROM. You have to overwrite the bytes! If you make the ROM bigger or smaller here, it won't work anymore! Check its size before and after you've pasted the dump into it! Result

Okay, so now we have our new icon into the ROM, so the only things left is to tell the game to use it. Open your edited ROM with Atrius' Editor. From the abilities screen, click on a random ability and then on its icon. Sadly, there's no free space to add new icons but we can replace an unused one (Magnet, Reflect or Arrow). Let's replace Reflect: count the icons, and you'll see that reflect is the 94th icon of the list (start counting from 0). Remember that number.

Open your Edited Rom with the Hex Editor again and go to the address 00054A14. This is the where the Ability Icon Pointer Table starts. Each sequence of 4 bytes is an address that tells the game where in the rom should look for the icon, stored in little endian (single bytes, each made of 2 digits, are in reverse order), with a 08 in the beginning (you see it at the end of it due to little endian) of the address. But how do we know which address is the one for Reflect? It's simple! Remember that Reflect was the 94th icon? Each address is made of 4 bytes so 94*4=376, which in hex is 178 (Windows' calculator can easily do these conversions). Now, since the table starts at 00054A14 (it's the address of the first ability icon, the red X), if we add 178 to it we'll have the address of the Reflect Icon. Our address is 00054A14+178 = 00054B8C.

We have to overwrite the 4 bytes at 00054B8C with the address of our new icon (remember? 00FA0000), but first we must add a 08 at the beginning, and convert it to little endian. So 00FA0000 -> 08FA0000 -> 0000FA08. Write 0000FA08 at 00054B8C (again, do NOT add nor remove bytes: overwrite them).

Before --- After

Congrats! Now you can open your ROM with the editor and use your new icon for any ability as normal!

For item icons
The process is IDENTICAL, but the item icon pointer table starts at 0004EB58 instead.

PS Tell me if something is wrong, not clear, etc... it's the first tutorial I've ever made :P. As for grammar or syntax blunders, tell me about those with a PM instead of replying here and i'll fix them, so we can keep the thread clean.
7  The Editor / Golden Sun Hacking / [RELEASE] Golden Sun: The Balance Age on: January 24, 2015, 05:29:46 PM
As of January 2017 this mod is discontinued since it became part of Golden Sun Reloaded, which can be found HERE.

Hi guys n' girls.

Taking inspiration from the many great ideas I've read on this forum over the years, I managed to build up my personal collection of mods and hacks in order to try to balance out this game. With "balance" i mean addressing all the things that make this game too straightforward (Megiddo + Summon Rush >>> Everything), by lowering the strength of the most effective options AND either increasing the usefulness of the weaker ones or outright replacing them.

The main goal of this mod is increasing the number of options. This means you can either play the game like you always did, since the most popular classes and unleashes are all still here (with the sole exception of summon rushes, which have been completely removed), OR try all the strategies were simply too weak in the original game and that have been improved, like unleashing with Sheba or Mia, using the Tamer/Pierrot class, using casting classes to attack and not only to heal or buff, use debuffs, use djinn to attack and revive, and many more.

The secondary goal is to increase the difficulty. This mod is aimed at players that are quite knowledgeable with the game mechanics, and tries to be an enjoyable challenge for them. I advise against using this mod on the very first playthrough.

Now, let's get into details.

 Idea Class System & Characters: A lot of new classes, stat bonuses in 5% steps. Full separation implemented in TLA: no more partial classes. Characters' base stats rearranged. Magic Resistance stat implemented. UPDATED
Spoiler for Classes & Characters:
Detailed class chart HERE.
HERE instead, you can find a txt file that lists every perfect class setup (hence, no djinn wasted) that can be created in TLA with this mod.

Felix's and Sheba's starting classes now are different from Isaac's and Ivan's respectively. Inspiration for their classes (both in names and spells) was taken from Rolina's Class Tweaks for TLA.
Jenna and Piers have a completely new set of classes made almost entirely from scratch: Jenna's classes are mostly mage-oriented while Piers' are mostly warrior-oriented.

Implemented 5% steps in stat increases instead of 10%, added a 6th tier to every two-element class and got rid of partial classes in TLA.

Each class line has a Magic Resistance value (WRD in the class doc). It acts as a multiplier and reduces or increases damage taken from Base Damage attacks.

A fourth three-elemental class has been added to EVERYONE, to fill the djinn combination gap left by the other three. So, Venus/Mars characters gain the 5 Venus 5 Mars 4 Mercury class and Jupiter/Mercury characters gain the 5 Jupiter 5 Mercury 4 Mars class.

Characters' base stats were rearranged to balance them out and at the same time make differences between them more striking, cause those changes are (for the most part) reflected by the stat multipliers of the base classes. For example:
Sheba is now everything that Ivan was: best caster and frailest character. Ivan also gained more attack. Piers improved with more PP and HP at the expense of Felix. Piers is also a better caster than Isaac now. Mia has now second best PP but also second worst ATK.

In TLA, Felix and Sheba start at level 4, Jenna at 3 and Piers at 17. Piers levels up faster (while still being the slowest).

 Idea Items & Equipment: Added entirely new items and the formerly non-acquirable items; tweaked MANY others.
Spoiler for Items:
Almost every piece of equipment has been tweaked.

Former unacquirable items added: Herbed Shirt, Divine Camisole, Casual Shirt, Ninja Sandals, Knight's Greaves, Silver Greaves.

New items: Sol Ring (= Dark Dawn's Lord Sun's Ring), Luna Ring (= Dark Dawn's Lady Moon's Ring), Iridial Ring (increases max PP and restores PP each turn), Wind Ring (Boosts Agility), Caladbolg (mercury-unleashing Long Sword), Ker's Weight (cursed venus-unleashing staff), Herculean Axe (from DD), Alecto's Mace (mars-aligned Mace), Dark Robe (cursed robe), Mind Ribbon and Mountain water (info here).

The Sol, Luna, and Iridal ring replace the non-acquirable Soul Ring, Aroma Ring and Rainbow Ring.
The Wind Ring replaces the Sleep Ring.
The Herculean Axe replaces the Stellar Axe.
The Caladbolg is now the fourth strongest Long Sword after Sol Blade, Darksword and Excalibur. It was added to address the lack of strong Mercury-based unleashes left by the significant nerf the Masamune received.
Alecto's Mace was added to increase endgame weapon variety.
Ker's Weight and Dark Robe were added to complete the set of cursed items. You can now use your cleric's ring to make either a cursed warrior or a cursed mage.

Each piece of equipment found/bought in the game is stronger than anything (of the same type) you could find at an earlier point in the game and weaker than anything found later. Shops have been changed accordingly. In TLA this has been enforced even more: Isaac's team no longer wields utter crap weapon-wise when it joins.

Equipment categories: Weapons
  • Long Swords: standard weapon (Sol Blade +180 Atk, Darksword +190 Atk)
  • Light Blades: -Atk +Agility (Tisiphone Edge +167 Atk, +15 Agility)
  • Axes: + Atk -Def (Herculean Axe +187 Atk, -10 Def)
  • Maces: -Atk, -5% Unleash Rate, +MaxHP/Power/Res (Rising Mace +172 Atk, +20 MaxHP, +15 MePower/MeRes)
  • Staves: --Atk, +5% Unleash Rate, +MaxPP/Power (Ker's Weight +151 atk, +30 VPower, +18 MaxPP)
  • Ankhs: --Atk, +5% Unleash Rate, +Power/Luck (Clotho's Distaff, +139 atk, +25 MePower, +7 Luck)

Other notable changes
  • A much needed way to increase Venus power has been added in the form of Titan Gloves (+30) and Muni Robe (+20 Pow/+30 Res).
  • Aeolian Cassock is no longer completely overshadowed by Feathered Robe (+25 JPower / +50 JRes, and Feathered robe is only +15 JPower now).
  • Berserker Band now increases MaxPP, while the Attack increase went to Alastor's Hood instead. This was done to complement the PP Multiplier implemented. I want offensive casters to favor the Berserker Band in place of the Psychic Circlet.
  • Cursed items have greatly improved BUT Cleric's Ring lowers Luck by 10. Great power comes with a price after all. Plus i really like the fact that this way the Paladin and Holy Knight are discouraged from wearing those "dark" items 'cause it would make them even more susceptible to Death. Pretty iconic, isn't it? :p

And many other minor tweaks.

 Idea Unleashes: Chance to trigger reduced, strongest got nerfed, added damage type got buffed. Unleashing mages are now a viable option.
Spoiler for Unleashes:
The base unleash rate is now 30%.

Unleash rate can be maxed to 98% only with the following set: Fear Helm (15) + Valkyrie Mail/Stealth Armor (15) + Terra Shield (15) + Ninja Sandals (15) + Sol Ring (8). But the Sol Ring is unique and you'll probably use the Cleric's Ring to counter the curse, so the curse-free max is a 90% unleash rate. The generic set is instead Mythril Helm (12) + Mythril Clothes (12) + Riot Gloves (15) + Ninja Sandals (15) = 84% standard unleash rate.

Armageddon's (Megiddo) multiplier is now x2.6, Ceres' Legend and Heaven Vengeance had their added damage GREATLY nerfed. Added damage type unleashes got buffed (mostly, in some cases a nerf was required instead) to make the added damage be slightly less than half the attack bonus of the weapon.

Some unleashes had their element changed. Among the most notable ones, Acheron's Grief changed to Jupiter and High Vitals to Mercury.

Every unleash of non-staff weapons that can be found only AFTER Jupiter Lighthouse uses a multiplier to increase damage.
Staves' unleashes are ALL base damage type: their power ranges from 45 (Milky Cloud) to 280 (Soul Doom).

Mythril armlet raises the unleash rate by 25%.

 Idea Psynergy: Added new psynergies. PP cost changed for almost all psynergies. Base damage spells' power is increased by a flat multiplier. Reviving tweaked, group healing heavily nerfed. Power and Resistance cap raised to 255. Resistance buffs and debuffs nerfed. UPDATED
Spoiler for Psynergy:
New psynergies: Tyrfing (Venus equivalent of Quick Strike), Meltdown (Mars equivalent of Quick Strike), Veil/Screen (Mercury equivalent of Ward/Resist), Punishment series (Single target Jupiter base damage spells, base power 50, 135 and 240 for each tier), Wave series (Multi target Mercury base damage spells, base power 45, 100 and 190 for each tier. Replaces the Cool series), Boon series (from DD), Raise (Mars equivalent of Revive) and Remedy (a single target Tonic).

PP cost for base damage psynergies recalculated from scratch with a custom made formula I wrote in order to make Power weight more than range.

Buffs and Debuffs cost slightly more, as well as Multiplier-type psynergies.

Resistance buffs and debuffs increase and decrease resistance by 15/30 instead of 20/40, and it caps at +-60 instead of +-80.

Group healing and reviving psynergies cost MUCH more, as well as the strongest single target healing psynergies. Pure Wish, Pure Ply and Nature Boon also had their base power reduced. Reviving effects now have ALL a 100% success rate BUT Revive, Raise, Water of Life, Lich and Phoenix revive only to 50% HP.

The Necromancer's Call Demon/Dullahan are base damage type spells. Call Dullahan is now the strongest base damage psynergy in the game. The Pierrot's Card and Juggle series are also stronger. Frost Card, at 210 base power, is the strongest Mercury base damage psynergy in the game.

Drain and Psy Drain are stronger and never miss.

The new base damage formula is Damage = Old Damage Formula * (1+(MaxPP/1024)). There are a lot of benefits granted by this, namely:
  • Base Power spells now can keep up with attack-based damage.
  • The damage grows as characters level up.
  • Mage-like classes do more damage with those psynergies than Warrior-like classes.
  • PP increasing equipment are no longer completely overshadowed by PP regenerating equipment. Offensive casters will now favor PP increases, while healers will opt for PP regeneration.

And many other minor tweaks.

 Idea Debuffs: Infliction rates changed. Haunt, Delusion and Death Curse are stronger.
Spoiler for Debuffs:
Base infliction rates:
Drop attack         120%
Drop defense        120%
Drop resistance     120%
Poison              65%
Venom               65%
Delusion            60%
Stun                45%, 150%
Sleep               40%
Seal                55%, 130%
Haunt               60%
Death               20%
Death Curse         55%
HP to 1             35%*
Ignore Defense      50%*
Force target OOB    40%
Ulysses' paralyze   150%

*not affected by Luck

150% Stun is from Azul; 130% Seal is from Luff and Rime.

Haunt triggering rate is now 40%. Characters wrapped in Delusion can't unleash and regular attacks miss 70% of the time instead of 60%. Death Curse's countdown starts at 4 instead of 7.

 Idea Djinn & Summons: Summon rushing isn't possible anymore, summons have been rebalanced. Most Djinn have improved, the strongest ones were nerfed. UPDATED
Spoiler for Djinn & Summons:
Summons' HP% Damage nerfed from 3% per Djinn to 2% per Djinn (Daedalus: 5% the first attack and 10% the missile instead). Moreover it has been further reduced against the strongest bosses (those with HP > 10,000).

Summons Base power is 35-70-130-220 for the standard 4, Zagan 60, Megaera 65, Flora 120, Moloch 125, Ulysses 200, Eclipse 300, Haures 310, Coatlicue 400, Dedalus 120+320, Azul 460, Catastrophe 480, Charon 540, Iris 600.

Summons that require more than 2 djinn won't appear right at the start of a battle. After the first turn, 3-djinn summons become available; after the second, 4-djinn summons become available and so on, with Iris available after the 7th turn has passed.

Catastrophe requires 7 djinn to be summoned (5 Ju, 2 Me), Charon 8 (6 Ve, 2 Ju) and Iris 10 (6 Ma, 4 Me).

Djinn chart. Short summary: Stat increases have been balanced between djinn, overall slightly less HP and slightly more PP and Luck. Djinn that increase more PP increase less HP and vice-versa. ALL damaging Djinn are now multiplier based and are stronger than before (they ALL range from x1.6 to x2.3).

Reflux is now multi-target. Shade and Flash reduce damage respectively by 50% and 66% instead of 60% and 90%. Vine, Mud, Gasp and Fury deal base damage. Ember restores 10% of PP, Ether 35% and Aroma 12,5%. Balm and Spark revive to 50% HP instead of 60%. Crystal heals 60% of HP.

 Idea Enemies: Stronger in general. New enemies added.
Spoiler for Enemies:
In TBS each enemy has around x1,45 HP, x1,20 Atk, x1,15 Def, x1,20 Agi.
In TLA each enemy has around x1,55 HP, x1,30 Atk, x1,25 Def, x1,30 Agi.
Those values might vary for some enemies, especially in TLA.

Each enemy that uses psynergy has maxPP equal to its levelx5 (if it isn't already higher) so it can benefit from the PP Multiplier. Others, mainly bosses, were tweaked accordingly. Enemies that could potentially run out of PP during a battle were granted PP regeneration to effectively grant them infinite PP (every Djinn in both games, to say the first that come to mind).

For some enemies (especially in TLA), the element they're weak to got changed.

TLA's superbosses are especially more menacing than before.

The monsters have now a higher chance to use their special abilities and some bosses use new skills or stronger version of the skills they already had. Some monsters and bosses and most Djinn have multiple turns.

New enemies:
Brutal Wolf replaces Creeper in the Air's Rock interior.
Nue can be found at Yampi Desert Cave.
Bane Wight can be found at Islet Cave.
Aeshma can be found at Anemos Inner Sanctum.

 Idea Drops: Notable drops that changed from the original version.
Spoiler for Drops:
Mad Plant (Lv 28)        -> Herbed Shirt       1/1
Chimera Worm (Lv 38)     -> Rising Mace        1/128
Grave Wight (Lv 40)      -> Ninja Sandals      1/128
Sea Hedgehog (Lv 36)     -> Tear Stone         1/64
Gillman Lord (Lv 36)     -> Caladbolg          1/256
Raptor (Lv 35)           -> Casual Shirt       1/64
Blue Dragon (Lv 32)      -> Mist Potion        1/64
Puppet Warrior (Lv 36)   -> Knight's Greaves   1/128
Magicore (Lv 28)         -> Spirit Gloves      1/128*
Grand Chimera (Lv 34)    -> Silver Greaves     1/128
Devil Frog (Lv 35)       -> Divine Camisole    1/128
Nue (Lv 37)              -> Alecto's Mace      1/128
Bane Wight (Lv 38)       -> Dark Robe          1/256
Aeshma (Lv 40)           -> Ker's Weight       1/256

Balrog                   -> Sol Ring           1/1
Sentinel                 -> Luna Ring          1/1
Star Magician            -> Iridial Ring       1/1
Dullahan                 -> Mind Ribbon        1/1

*TLA Only. In GS it still drops the Aura Gloves.

 Idea  Terms: Fixed some translation mistakes or deliberate (but unjustified) changes from the japanese version.
Spoiler for Terminology:
The document that helped me fix the translation mistakes: http://www.gamefaqs.com/gba/468548-golden-sun/faqs/53706

Classes
See the document liked in the Class System & Characters section

Items
  • Psynergy Rod -> Psychic Rod
  • China Dress -> Cheongsam
  • Ninja Garb -> Black Garb
  • Oracle's Robe -> Princess Robe
  • Mirrored Shield -> Mirror Shield
  • Adept's Helm -> Ceres' Helm
  • Ninja Hood -> Black Hood
  • Lucky Cap -> Ninja Headband
  • Thunder Crown -> Devil's Crown
  • Silk Shirt -> Silk Bustier
  • Cleric's Ring -> Angel Ring
  • Levatine -> Laevateinn
  • Cloud Brand -> Murakumo
  • Fireman's Pole -> Matoi
  • Festival Coat -> Festival Happi
  • Phantasmal Mail -> Arcadia Mail
  • Terra Shield -> Terror Shield
  • Berserker Band -> Berserk Circlet
  • Knight's/Silver Greave -> Knight's/Silver Greaves
  • Orihalcon -> Orichalcum
  • Tomegathericon -> Necronomicon

Unleashes
  • Aqua Sock -> Aqua Strike
  • Barrage -> Explosion
  • Broil -> Fire Attack
  • Poison Death -> Deadly Poison
  • Murk -> Milky Cloud
  • Psy Leech -> Psynergy Leech
  • Frost Bite -> Frostbite
  • Megiddo -> Armageddon
  • Legend -> Ceres' Legend
  • Vengeance -> Heaven Vengeance
  • Hearthbreak -> Death Call
  • Sarcophagus -> Pharaoh's Curse
  • Apocalypse -> Final Judgement

Psynergy and Enemy Abilities
  • Blast (Nova) -> Starburst
  • Fire Puppet -> Fear Puppet
  • Death Size -> Death Scythe
  • Soothing Star -> Healing Spores
  • Thrash -> Ribbit Stomp
  • X Blessing -> X Breath (as in Fire Blessing to Fire Breath)
  • Storm Breath -> Thunder Breath
  • Mad Spatter -> Mud Spatter
  • Mortal Blow -> Suicide Sting
  • Black Ice -> Black Blizzard
  • Formina Sage -> Fulminous Edge
  • True Collide -> Dark Contact
  • Earnest Ply -> Pure Ply

Enemies
  • Mauler, Ravager, Grisly -> Grizzly, Brown Bear, Savage Bear
  • Dread hound, Cerebus, Fenrir -> Cerberus, Hell Hound, Fenrir
  • Serpent -> Orochi
  • Valukar -> Balrog

Locations
  • Gondowan Cave -> SE Karagol Cave
  • Tunnel Ruins -> Venus Ruins
  • Altin Peak -> Altin Mines

Moreover, a few lines of dialogue that were clearly wrong have been fixed.


 Exclamation  Download Links:
Patch for Golden Sun: The Broken Seal. http://forum.goldensunhacking.net/index.php?action=downloads;sa=view;down=70
Patch for Golden Sun: The Lost Age. http://forum.goldensunhacking.net/index.php?action=downloads;sa=view;down=71

 Exclamation  Patches Used:
  • Psy Drain Icon by me
  • Bronze icons for bronze equipment by me
  • Steam Graphic Fix by me
  • Base Damage Multiplier by me
  • Advanced Reviving by Lord Squirtle
  • Animation 48 - Jupiter Healing 1 by Lord Squirtle
  • Curse Duration Modifier: 4 Turns by Lord Squirtle
  • Simple Summons by Lord Squirtle
  • Simple Success Rates by Lord Squirtle
  • Wave Animation by Lord Squirtle
  • Parts of The Lost Age Rebalance 2013 by Erik the Appreciator
  • Parts of Golden Sun Rebalance 2012 by Erik the Appreciator
  • Blacksmith Price Fix by Atrius
  • A tweaked Class Separation Patch
Pages: [1]
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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