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1  The Editor / Golden Sun Hacking / Re: Djinn menu boxes and spillover text on: Yesterday at 08:50:47 PM
Just looked again... Oh wait... mode 0x1F does the 03 section too... probably Interrupts (whatever that is?), but I will have to check to make sure.
(I think Mode 0x1B was in the BIOS section? - But then, that is just from quick testing, so....)

And awesome! Sounds like a plan.
2  The Editor / Golden Sun Hacking / Re: Djinn menu boxes and spillover text on: Yesterday at 08:33:48 PM
Okay. Cool. And yeah, I check what is in r14/lr.

Problem though.... Even when you do use that method.... you don't always see the results you want. (Sometimes you do, and then you don't..... it's like the register values can still change... )

It seems to be correct when on mode 0x1F, but I sometimes see mode 0x1B ... (I assume each of the major modes have their own pc/program counter address... (As well as other registers / kinda been knowing something like that-ish, but wasn't really sure how that all worked out.... outside of what I saw as the boot code stuff.)... and that's why.
3  The Editor / Golden Sun Hacking / Re: Djinn menu boxes and spillover text on: Yesterday at 06:38:17 PM
If I recall, I think .sav files work fine.... but there can be incompatibilities with savestates....(If saving from normal VBA and loading through SDL-H.)

You could also try using no$gba debugger as another alternative. (Which is probably easier to use.) In scenarios where it doesn't work, it can be worth making sure you have the bios files. There's a wonderful paradise where those are at. *hint*hint* if you ever need them.

Trick? Let me guessing? Something with having an unconditional branch point to itself? I don't do that myself, but sounds like a neat idea!
Sometimes just looking in the stack for pointers is enough....
4  General Hacking / General Editor / Re: Android/iOS/PC Porting...? on: Yesterday at 05:38:11 PM
@GBATEK/thumb guide = You are welcome.

@pixel analysis = Umm... yeah... Since we're talking about clicks, it would have been cool to have converted GS into a DS game, but that's probably more difficult than it sounds?
But yeah, I figure having it implemented int the game itself, it could reduce the need for unnecessary execution. (e.g. Instead of checking if a menu is open for the life of the game, you could simply embed the code in the menu itself.)

@menu addresses = Well, general locations of most things have likely been documented (With the exception of anything we forgot about? -- Map code, while some was documented, has mostly been left alone.) -- So I don't figure a whole lot of digging would be necessary. Especially with breakpoint debugging.

5  The Editor / Golden Sun Hacking / Re: Djinn menu boxes and spillover text on: Yesterday at 05:09:25 PM
The panel call at 0804CA98?

(P.S. Found it quickly by using SDL-H, and setting a breakpoint on the 08039260 function...)
6  The Editor / Golden Sun Hacking / Re: Djinn menu boxes and spillover text on: April 26, 2017, 09:39:07 PM
If you can make six spaces, I'd be interested in knowing if seven slots can be done simply because that's how many each PC has in GS1. So yes, if it is doable, I see a possible patch in your near future?
7  The Editor / Golden Sun Hacking / Re: Djinn menu boxes and spillover text on: April 26, 2017, 11:22:55 AM
Looking good! Good job...

@V1/V2: That may be a hard pick..... but I vote V2.

You are welcome!
8  The Editor / Golden Sun Hacking / Re: Djinn menu boxes and spillover text on: April 26, 2017, 10:17:41 AM
@Djinn icon

02035E1C = Battle menu RAM
02035E20 = Should be where the icon's coords are... (etc.)

0804C19C = Y (8-bit)

0804C7BC = X (9-bit)

Well, the final values, anyway. (They are set to 0,0, and then x to 0x80(? Based on SDL-H) or 0x60 (Based on what I quickly looked at in Disassembler.)... or whatever (Only through brief viewing... so didn't figure out what was going on.) ... etc. before being assigned their final value, it seems....)
9  General Hacking / General Editor / Re: Android/iOS/PC Porting...? on: April 26, 2017, 12:51:35 AM
I not big on pixel analysis if there are other ways of doing it.... so umm.... yeah.

@EDIT 2 = Looking for the GBATEK bible...? It's a very precious source of information that should not be understated... GBATEK bible to the rescue! (Literally my favorite page for GBA and DS research.)

There is also the Thumb guide.;sa=view;down=27
 You could look at ARM, but isn't really necessary. (Some things like decompression routines may often use ARM, though.)
mov r3, 0x20 would be the same as r3=0x20 (Assume r#'s are just variables containing any number they have in them... usually the result goes in the first register listed depending on the instruction. In this example, that's r3.)

If the value was known, I could make that into more easily readable code like: mov hp, 0x20 (Might not be valid?) ... to kinda/sorta say the registers are just as much variables as in any other programming language (They can be set to values, they can be retrieved/etc.) ...
r0-r7 = General purpose
r8-r12 = General purpose ... Hi-registers ... In Thumb mode, only certain instructions can access them.... but should be available to the majority of ARM instructions.
r13/sp = Stack pointer (Most games have it, so get use to seeing it... Pointer to where to store information when you don't have enough registers... basically.... It's common to push/pop values in/out of here so functions have registers they can use. When calling functions, r0-r3 would be the arguments, if you have more than 4 arguments, they are stored in the stack... when the function is done with, the return value goes in r0 if there is one. (Sometimes you can have a second return value.. (r1... like in division)... but it is very rare.)
r14/lr = Link Register (Pointer to where you return when function you are in ends.)
r15.pc = Program Counter (Current place in execution.)

10  Golden Sun Hacking Community / Feedback / Re: Fatal error on homepage on: April 26, 2017, 12:35:42 AM
Oh cool. That was a quick reply! (Check your emails often?)

And thanks for fixing it! It looks shiny now. Is that what causes the database error when uploading patches? (Haven't uploaded anymore since then...) ... If not, then I reckon that broke due to the newer Downloads version? (The Download does still get posted though, as seen with the Stat-boost patch, so no worries there.)
11  Golden Sun Hacking Community / Feedback / Fatal error on homepage on: April 25, 2017, 06:04:50 PM
Might as well post this here since it has been there for some time. (And for documentation purposes, I guess. :P)

On the home page of this site, you see:

"Fatal error: Call to undefined function Downloads_GetStarsByPrecent() in /home/content/a/t/r/atriusv/html/forum/Sources/Downloads.php on line 5275"

at the bottom.

It just came to my attention that there is a typo.


If you call Downloads_GetStarsByPercent() instead, would it work?

(Do note that precent and percent are both valid words, but percent fits this context.)
12  The Editor / Golden Sun: The Lost Age Editor / Re: Change a djinn to fight it on: April 23, 2017, 01:02:56 PM
It sure is (when you first start.) But man, can it be addictive sometimes, right? - Positive reinforcement when you get something right. :)

So.... Instructions were not given because none were prepared... I suppose some can be prepared in do time... Especially after some testing.
(I was secretly hoping maybe Salanewt had something to add to save me some time, but that's okay.)

Currently, I'm thinking of: (Should be doable from Atrius's Editor.... Map Viewer>Hex editor part. -- That being map 120.)
020089E2 = This can be ignored or gotten rid of. But you can ignore this.

As a disclaimer, though, please note that this was not tested, and there may be a possibility of other things needing to be edited. (Edit: Getting the battle has been tested, but not of winning/obtaining it, but I don't see why not.)

-I still need to check if the function here is only used once. (Calls to 0200A5F0) - Since this might possibly break other djinn you receive that don't give you a battle. (Unlikely since map code is quite specific to a map or series of maps.)
-I need to check the djinni battle function just to make sure it works as expected for this.

0809D8B0 = Djinn battles table (Venus is Encounter #(dec) 100, ... and up to 103.... It is 20 entries for each element, but they go from 0-7 .... er...)
Well... Let's just look at the respective data in battle encounters....
0809C610 = Battle Encounters
>0809D100 = Venus Djinn battles
0168 0168 0168 0169 0169 0169 016A = Venus Djinn Battles
016D 016D 016D 016E 016F 016F 0170
0173 0173 0174 0174 0174 0175 0175
0178 0178 0179 0179 0179 017A 017B <<< Jupiter Djinn battles, but is also the LAST entry in Battle Encounters.

016A is 362, but may be 361 in Atrius's editor because he forgets the first "nothing" entry.....

^ So yes, the tables look fine... I thinking it is all up to the code... Whether it works or not depends on if anything needs messing with.
13  The Editor / Golden Sun: The Lost Age Editor / Re: Change a djinn to fight it on: April 22, 2017, 12:53:58 AM
Sala.... I think he's on Golden Sun 1, so those addresses don't exactly help. (Except for where GS1 and GS2 do things similarly.) ... :)

Bane is in Crossbone Isle =
I think he wants Bane to initiate a battle instead of just getting him right away... right? Soo... I'm thinking map code editing at the minimum....
...and maybe a slight edit to a battle encounters stuff/not sure until I look at the table(s), though. You never know if there's more unused stuff in there.

 Map 7 - Mecury Djinni Battle - Left-overs from GS1 that is in GS2, most likely.

Object 0xD , Djinni? 0x1A (Maybe 0x14+ is Mercury...? Erm.... 7th Mercury Djinni? - Probably Mercury Djinni Dew - Suhalla Gate would be the right place for that... :) )

*Tampers with my signature.*

Looks like I documented this stuff for GS1:

0809C610 = Battle Encounters
 0000 = Encounter rate/frequency.
 0000 = Recommended level for average PC. (Higher than this (up to +5) may makes battles happen sooner.)
 0000 *8 = Monster Group indexes
 00 *8 = Which battles are more common than the others.

0809D170 = Assigns Battle Encounters to Maps
 000F = Room
 FFFF = Door
 8814 = Story flag Index
 0001 = Battle Encounters Index

0809D7A8 = Assigns World Map Battle Encounters
 0001 = Area Type
 0004 = Terrain type
 FFFF = Story flag Index
 0007 = Battle Encounters Index

0809D8B0 = Djinn battles?
 0064 = Battle Encounters Index
 0000 = Group (Which of the eight monster groups? (0-7))

I'm going to take a hunch that this section in GS1 will be pretty straight forward to document.
GS1: 0808A000 - 080A1000 (0x17000 bytes , includes free space.) - (Note:  Larger than GS1's Party Mechanics, but smaller than GS2's Party Mechanics , but most work is spent on studying code, so that should be compared instead....)
GS2: 080C8000 - 080F8000 (0x30000 bytes , includes free space.)
^ Probably a lot of copy/pasting from GS2 into the GS1 document. Best part is we'd know what is GS2-exclusive.
14  The Editor / Golden Sun: The Lost Age Editor / Re: Error message on: April 15, 2017, 08:09:29 PM
action number 1
of Trigger Event: Trigger0
for object obj_stresstest:

Error defining an external function.
If what Atrius doesn't work... then you could also try restarting / dunno... I get this type of error sometimes too ... seems rather random to me....

It is possible Atrius could be on to something, and maybe permissions are set up so that if accessed, other apps can't access it. ... Or rather, some glitch like that.... (No idea, though... Just a random hunch. I should look more into it if it ever comes up again.)
15  The Editor / Golden Sun Hacking / Runescape Evolution (WIP hack idea) on: April 14, 2017, 08:48:42 PM
Not going to spend too much time on this idea at the moment, but the basics I have thought about. Things could be too straight-forward and boring?

There are Melee (Attack), Ranged, and Magic... With the combat triangle (Melee is effective against Ranged, Ranged against Magic, Magic against Melee.) Bosses will not have a style-weakness (probably), and might sometimes do typeless damage(?)

I would think about separating it so each style has their own Level number, but I suppose using the same level number could work....

There are many tiers of weapons/equipment... in which you must be at that level or more to wear... 1, 10, 20, 30, 40, 50, 60, 70, 75, 80, 85, 90, 92.... etc.
The higher the tier, the harder it is to obtain (Hopefully)... so level 1 bronze equipment could be a common drop for low tier enemies and such... Where as a level 92 could be a very rare boss drop (from a repeatable boss) that you also have to manipulate in some (rather expensive?) ways to be able to use (Maybe something like the Forge in Yallam? And/or something similar to whatever RS does?), plus, they'd degrade.

--- Er... idea has been cut short for now, but could add more later. - As a small disclaimer, I never said that this was any more than an idea, so whether a hack would eventually be made is unknown, and not likely at /this/ current moment.
Pages: [1] 2 3 ... 216
Today at 03:06:05 AM
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---
Today at 01:53:24 AM
Lord Squirtle: The "lack of enemy variation" part specifically.
Today at 01:49:27 AM
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.)

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