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16  General Hacking / General Editor / Re: Making text editor. on: December 03, 2017, 06:49:48 PM
Oh cool. That's nice.

One thing, though.  It looks a bit unorganized and rushed.

I'd prefer the commands written the 16-bit way (That is the way they are written, right?).... and for them to be in order by their number... So like....

Something like below, but I'll have to work quite a bit on it....

---

General / Control Flow?
0000
0001
0002 = conditional jump, test player's gender
0003 = simple jump
0004 = End of script
0005
0006
0007 = function call

(Not sure if there are categories for 0100+ and 0200+)


???
0300
0301
0302
0303
0304
0305
0306
0307 = Set variable
0308 = Normal Text box
0309 = for text that spans 3 lines
030A
030B = Text box with large letters
030C = for one line
030D = options
030E = End
030F
0310
0311 =  Box with Title (Where will you go?)
0312 = Box without Title (just a text box)
0313 = default option (no option chose)
0314 = option (Deikle Village)
0315 = end of menu
0316
0317 = popup message: This are special text boxes that are really small and appear in the middle of the screen
0318 = wait for key press on pop up text box??

0363 = set actual place in the game's menu

037D = set name sprite
037E = set visible or invisible (portrait) Invisible are for NPC which doesn't have any portraits


???
0478 = sets portrait.
0479 = sets eye expression and mouth expression.
047A
047B
047C
047D = adds extra sprites if the portrait is wider.
17  General Hacking / General Editor / Re: Making text editor. on: December 01, 2017, 01:08:23 AM
Okay. Thanks! Wow. A lot to take in.

And that sounds nice. I kind of wish there was a key. (Hex values that represent each control code.) I'll probably get them as I document the game code. (Depending on how much time I devote to it.) ; (Though, I guess you're working on that... if going by your posts.)

@rip/uncompress = If it is compressed in the ROM, another option is to just dig it out of the game's RAM where it is decompressed?
18  General Hacking / General Editor / Re: Making text editor. on: November 30, 2017, 11:17:13 PM
Well, any work to bring the translation project 1 step closer to finishing is good work.... (Even if it's minor.)

Sounds good. Where might I find the most updated English script, anyway?  Not too familiar with PSI3 files, but I'll look at them. I think before I was studying system related text (Uncompressed)... But all that is nice to know.



Thinking about it a little more, should we not fully do 8-bits... (If 16-bits are easier.)... we can still do the GS Compression, and still do 8-bits in the char tables (Since I just realized 16-bits there would be clumsy regardless/Would have made sense for normal Huffman, though.), but have those values look up the 16-bit codes. Hm! (That'd be a max 0x200 byte table (Likely less) + whatever code to make it work.) Each 16-bit would represent a single character, though... So double characters should be avoided... to do variable length characters) -- But of course, I'd like to do a bit of research on Summon Night's code, so a lot of this could just be empty thoughts.
19  General Hacking / General Editor / Re: Making text editor. on: November 30, 2017, 06:46:08 AM
I should probably look into this again.

Would be fun if I could find a way to make it use Golden Sun's text compression!

Just remember, I make *no promises*, though.... Esp. since that last time I looked at it (years ago),.... it turned out I didn't make much progress...  I forget if we documented any of the code or not. So I'll need to find those addresses again. - It'll likely be a complex task...


@Script = So do we have it in a text document? One line per index? (If the game does it by index? Forget. Edit: Oh yes, you have it one per file by address... went to the link in the earlier post.) I know that lines can have funny stuff going on in them, though. But I'll need to think what's actually needed in the event /all/ the text is being compressed at the same time. (And with the possibility of modifying the code.)


For now, I will just look... then decide if I'll do anything a bit later.


---
I think I'll document the functions.... There's likely going to be a lot of code editing(?) if this goes through?
And with the compression format theory, you don't really have to go to 8-bit char... could keep it 16-bit. (Maybe, at least with a slightly modified version of the compression format.) ... Since that's what would be in the char trees... where-as, the text data would be variable bits. (In theory.) ; But I think I'm interested in making it 8-bits when it is in the char trees... should I ever have a decent enough plan....
20  The Editor / Golden Sun Hacking / Re: Looking for some help getting the Balance Age to work on: November 26, 2017, 05:52:26 AM
File-size requirements? = I was thinking you could upload it on youtube, and link it here. [ youtube ] url [/ youtube ] Assuming any file-size requirement on youtube is okay.

CamStudio (http://camstudio.org/) is one option for recording video. Not sure if it is the best or not.... as I rarely ever have a need to record my screen. (But I do often do screen shots. ... Like of memory viewer... but that only requires using the "print screen" button on the keyboard. (With or without Alt held. Since Alt is for window only.), and maybe a paint program like Paint.NET for editing.) - I have yet to know of any video editing software I'd use, unfortunately.... I can maybe try to look later.


---
As for video content, hoping it's enough information that I can do exactly what you do and see what happens. (If I don't spot any problems first.)
Once I can produce the error, I can then work on a solution. , provided that one needs to be worked on.

(Another thought:  Maybe show the directories of where the files used are located as well (And all the files in the directory, so I guess you could technically move these files to a separate folder independent of everything else.)... in case such things like having spaces in a file path conflicts with anything (unlikely?)/ but pretty much anything unexpected as such.... It probably doesn't matter, but it's part of increasing the chance I could reproduce the problem.)

Another thought 2: If worse comes to worse, I'm also not sure if it should be shown that GS1 is working via the same means.


Should you want to verify your files aren't corrupt, you can use this: http://onlinemd5.com/ (So we can compare checksums... to help narrow down every potential possibility.)
Up to three times, depending on which you do:  Fresh ROM, Patch, Patched ROM.
21  The Editor / Golden Sun Hacking / Re: Looking for some help getting the Balance Age to work on: November 25, 2017, 07:25:31 PM
Naw... That's not the problem.... OP says TBS worked fine, and that TLA has problem.

"GOLDEN_SUN_BAGFE" clearly says he's using GS2/TLA (U) version ROM.

And GSTLA Reloaded v1.63.ips is for GS2/TLA.

The question is whether he's applying it correctly or not..... A video could verify that. ...
I want to assume he is, but just to be sure.
Anyway, for unsolved cases, a video is usually recommended anyway, so....
Sometimes there can be one small detail that is left out that is essentially to solving a case, and since we're not physically at your computer, we may never see it. Which is the point of a video.
I'd go so far as to say to have the downloading of both the ROM and the patch also in the video, but it depends.... = Though this site definitely doesn't allow links to ROMs, I am not sure what the policy was on videos beyond leaving the url/site name out. (Should the fact that the site was even visited also be left out, or would that be OK as long as the url/name isn't shown?) , so it's probably best to leave any details on ROM sites to a minimum.
22  The Editor / Golden Sun Hacking / Re: Looking for some help getting the Balance Age to work on: November 22, 2017, 08:35:47 AM
And that's cool... About the string, since it's more me just making sure you got the right version. Instead of accidentally getting a different localization or something.

Well, yeah.... I doubted that was the problem, but I was simply curious. = I'm thinking people are more likely to get that ROM than the authentic clean ROM. Which is fine, but it is also worth keeping it in mind. (Just in case.)
And by "it not having any bootleg stuff"... it's mainly assuming others have not altered it by any other means. (I have yet to notice.)


---
I kind of want to see a video of you patching/trying it... Because I'm not sure exactly what's going on... (I could look for obvious things I would not normally think of such as VBA's auto-patching being accidentally used where not intended/etc... but that's just one simple example (not necessarily the answer) of something that might go amiss unless watching.) What patching program were you using? I tried Lunar IPS, and I think it works fine.
Main point is it can be hard to do anything unless I see the error for myself. :( Etc.


Almost want to ask to run a checksum of both the ROM and the Patch. In case something got corrupted during downloading... I doubt it, though. (e.g. Do you have a slow connection? Or is an anti-virus messing with it?/etc.)

Or funny mistakes I might make sometimes, where you do something to one ROM, and you open a different one while not realizing it. (Again, another example... I've done this type of thing plenty of times in my past, it's almost embarrassing.)

Or maybe there's an emulator that doesn't support something. (Who knows! So this could be asking for the version of the emulator.)

Basically enough examples to prove how a video could be quite useful, even when there's little to show.


And I'm also assuming the unpatched TLA ROM boots?
23  The Editor / Golden Sun Hacking / Re: Looking for some help getting the Balance Age to work on: November 22, 2017, 12:33:15 AM
Which?
GSTLA Reloaded v1.63.ips = http://forum.goldensunhacking.net/index.php?action=downloads;sa=view;down=87
GSTLA The Balance Age v1.34r.ips = http://forum.goldensunhacking.net/index.php?action=downloads;sa=view;down=71

I have not experienced any problems with them when I just tried.
But anyway, if you open Tools/Memory Viewer, what is the string at 080000A0? Mine was: GOLDEN_SUN_BAGFE

---
We might need more information.
In the end, I am confident we'll somehow be able to help. Since I know too much about the game data/how to get around....


--
There's one quick thing I'd like you to tell me... When you go to Tools>Memory Viewer... and put in the address "08000468" ... what is the 32-bit you see at that address?
If it is 08F9EE50, then the ROM ripper included some bootleg stuff. (You can see it by holding L+R and booting the game.) I doubt this is your problem, since the version I tested has that.
If it is 0801319D, then there shouldn't be any bootleg stuff. (What the original value should be.)

And second, sometimes using Atrius's editor can reposition some things causing the game to read it incorrectly. (Since if you're reading 16-bits, it needs to be at a 16-bit aligned address... and same with 32-bits needing to be 32-bit aligned.)
This can happen with innate psynergies, which can cause a boot crash... (This might not be your problem, but if I haven't reproduced your problem yet, then who knows.)
24  The Community / Introductions / Re: Hello... on: November 19, 2017, 09:19:22 PM
Quote
Sure. I'll stare at the sun, until i absorb it power one day.
The sun has the power to make you go blind should you disrespect it, so be careful! Although, it does like to be looked at in all its glory. (Kind of like bowing to a King or Queen.)

A rough list is something like this.
-VBA's Tools (Memory Viewer/etc.)
-Could get a hex editor like hxd, though it is optional if you choose to save the ROM section in VBA's memory viewer and do it that way.)
-GBATEK (For documentation of the handheld.)
-A debugger such as SDL-H or no$gba debugger (The no$ one may require BIOS files to properly work at times.)
-My Docs (So we don't have to learn what's already known.)
-Some assembly knowledge strongly recommended if wanting to maximize your hacking potential. (GBATEK has info on the assembly instructions, but it's really best if you use it next to a debugger, since it'll likely be more confusing for a novice otherwise. My opinion.)
25  The Community / Introductions / Re: Hello... on: November 19, 2017, 06:27:23 PM
Welcome newbie! To the most powerful Golden Sun in the world. I would ask not to stare at the sun for too long, since it can do evil things to you,... but here at Golden Sun Hacking Community, we encourage everyone to stare at it all they want!  So please do!  Let it brainwash you into the most beautiful dreams you'll ever have!  It is this awesome power we have discovered here! (And it will also keep you from forgetting about this place, should that ever be a problem. *wink*)

Dark Dawn. Ew... I think someone stared at the wrong side of the sun too long.

You should start with............. ARM ASSEMBLY!!! Naw, I kid, that could be one of the last things you'd need to learn, sine the GBA games are mostly Thumb. But it is still useful to know.

Where to start? It depends on what you want to do, since not everyone would want to start with the same thing. (I assume.)
I want to recommend Caledor's hacks, though I still have not tried them yet.

---
I could say what got me started....

What got me started with hex hacking, I mean... It was VBA's memory viewer reveals in the debug menus topic around July 7th, 2009.
I remember in the days I didn't know how to do these things (Prior to that date/before I knew about hex editors.), that I really wanted some sort of guide... to explain how the editor was even capable of editing a ROM... But I already know now... (For so long.) ... And so, I eventually came to a point to fulfill a duty (Well, optional), to make these documentations in my signature. (GS2 = Main document.) Where I try to document what's in a ROM.
26  The Editor / Golden Sun Hacking / Re: Master Formula List on: November 06, 2017, 10:53:06 PM
Well yes, that's pretty much it.
Technically, if the game divides by 0 or 1, it just returns the numerator. (As in, the instruction (@03000568) to move that into the Return (r0) is only executed for these two cases.)
27  The Editor / Golden Sun Hacking / Re: Master Formula List on: November 06, 2017, 03:08:23 PM
x/0=x/1
28  Golden Sun Games / Golden Sun: The Lost Age / Re: The Magic River on: October 14, 2017, 09:30:04 AM
Attachment: An image showing where a flag check is done, and how two map sections (side by side) are copied over. (For the Contigo area.)

In map code initialization....

Arguments: srcx, srcy, desx, desy
No size values or anything, so the whole square (16x16 tiles) should be "copied" over...  By putting a file number in the 03001448 list.

Calls a function that hasn't really been documented, but is in an expected area.

0802BD08

r6 = 02032640 = screen x
r7 = src position
r12 = 02032648 = screen y

to be continued?

---
Not sure where glitch occurs yet, but I now at least have something about this function in my doc.
29  Golden Sun Games / Golden Sun: The Lost Age / Re: The Magic River on: October 08, 2017, 06:45:15 AM
@FYI: That's cool, but a lot of those tiles are incorrect. (Since the tileset is switched.) ... Um? Not sure why the link sometimes doesn't work? Says it contains errors. Might be due to memory, though.

Anyway: From gsmagic (At least my version.):  ...  https://i.imgur.com/7zd1ibu.jpg (Prox/Mars Lighthouse area.... Gaia Falls... Snow areas... etc.)
Looks like I got some tiles wrong! (I lack water where it is needed.)  Thank you for posting that link!!
(I think I might know why.....) Fixed: https://i.imgur.com/mRzaKyi.jpg (And yes, some of the water tiles are snow in the second huge segment = That is correct. It'll look like water when you're off those tiles, though.)

I know there's a collision tileset (Just for World Map.),... so isn't the indexes that are used for graphics also used for that tileset too? So that would kind of make sense... However, I kind of forgot what I researched a long time ago, so....

World Map tilemap is pasted at 02020000. (Instead of 02010000 as normal maps do.) - 4 square maps are loaded at a time.
zzyyxxxx
zz = Can effect the tileset used.
yy = Event ID
xxxx = Graphical index , but also collision index?(Not confirmed?) (World Map only?) (May not necessarily be 16-bit, but for example...)


---
Update:  Been too lazy to put that breakpoint in. :/ (It's possible I may even have the function already documented, even if I don't have its contents documented.)
30  Golden Sun Games / Golden Sun: The Lost Age / Re: The Magic River on: October 06, 2017, 12:06:52 AM
Not exactly a "river," if going by the graphics, but that looks amazing!

Happy
Alex  Continental shelves are shifting!  And in an unexpected way, no kidding!

I feel like I want to call it The Magic Roundabout. (Referencing a UK cartoon, I think.) ... (And also secretly references something I was part of on RuneScape years ago. :P A clan I joined was named Skilling Central, and they changed their name to The Magic Roundabout, eventually, the clan "died", and owner moved on to another clan: The Round Table. (King Arthur reference, I assume.) I also followed, and that clan is still here today... Though, I haven't been on RS much lately.... I do want to eventually get back to it, but I was planning to hold off until AT LEAST the release of the bank rework. :/ )

---

Seems to be a 16-pixel margin? 0x1F00-0x1F0F

Map when not scaled is 0x2000px x 0x2000px, I think... but with the scaling, likely doubled... (Referring to current x and y location, since the top of the screen is shorter/bottom is longer.)... so 0x1F00 being right under the half way mark is interesting... (I feel like some rounding thing could be going on... like adding 1 when a number is negative, but I have no idea. Can probably look into it, though. Expecting it to be as simple as a breakpoint write on tilemap ram data. *crosses fingers*)


But first:  Going left/right with Map view open... (using auto-update).... And I'm not sure I understand this...  (Attachement... the column in the middle/at the bottom... when I walked left.) Did not need an encounter to see this... (But I imagine if it is the same as the glitch above.. then you probably would need one to "abuse" it?)
(Also see the same "flickering" on the left side when going right. (First column in map view.))

Almost forgot:  I should test it without messing up the flags... sso this is with messing up storybook flags.... in case it doesn't happen in cannon.
Pages: 1 [2] 3 4 ... 152
Cbox
January 17, 2018, 04:07:51 PM
KyleRunner: :D
January 16, 2018, 08:44:56 PM
Fox: I must say... life can be complicated..... when you have question(s) (via email) ... and it seems like they sort of get ignored. :D ; Fun, (And sometimes, a person may respond, and completely not answer the question.... so like... 3-person conversation.) Hahahaha!!
January 15, 2018, 07:26:16 PM
Fox: (path) 1 text=(address) char=(address) free=(address) ; << Well, closer to this... but yeah... even if I do choose to have defaults in the code, I could still use this method for overrides.
January 15, 2018, 07:24:28 PM
Fox: So like (path) 0 text=(address) char=(address) len=(number) ; (path) 1 free=(address) ; Or something. But that's just a quick example.
January 15, 2018, 06:59:14 PM
Fox: Hopefully. I was wanting to make it so you could put in the addresses/etc. as one of the arguments in the path. Hm?
January 15, 2018, 03:37:07 PM
KyleRunner: Nice! I hope you'll add compatibility with others games (GS1, Mario Golf and Tennis) soon.
January 14, 2018, 11:40:09 PM
Fox: Okay. Posted (in Downloads section) an initial cutdown version for now, for my text compressor. Basically to separate the code from my Editor for anyone who wants to mess with it. It only supports GS2, because I still didn't add the addresses/etc. for the other games.
January 14, 2018, 05:01:00 PM
Fox: Okay! Going to need to think how I want it to work. Initial thoughts is maybe have a number of arguments in the filepath thing. And have a number of shortcuts (files) to be used as examples. Assuming there are no problems.
January 14, 2018, 10:38:24 AM
KyleRunner: Well... I'm used to editing text ina a text editor, so... yes! Thanks in advance!
January 13, 2018, 11:38:43 PM
Fox: (Text editor = Text Document like notepad.)
January 13, 2018, 11:38:21 PM
Fox: Would you prefer during the text editing in a text editor? (Like what gstoolkit lets you do?) I could probably make a separate tool or something to compress it.
January 13, 2018, 10:10:02 PM
KyleRunner: Ok. Once I finish my Lost Age translation, I'll try a Mario Golf one. Thanks. (But I'll need help).
January 13, 2018, 10:03:17 PM
Fox: If you want to make it "permanent" (part of a hack), then you'd edit code in the ROM that writes to this location of the IDs you'd want to change. (You can find these locations by using a breakpoint debugger like SDL-H or no$gba.)
January 13, 2018, 10:00:11 PM
Fox: Reload/switch = Recommended to be done through Debug mode/warp menu, ofcourse... since doors seem to appear as if they were disabled? ; 03001238:01 and B+Start to get to warp menu.
January 13, 2018, 09:55:39 PM
Fox: @Kyle Runner = It might be, but you'd have to use the correct addresses for Mario Golf, rather than for GS2 as I have it right now. ; @raijinken = Yes. 02000454 = ID of leader. (Change this and reload/switch room you are in, enjoy.)
January 13, 2018, 02:23:29 PM
raijinken: Hey guys, is it possible to somehow change the lead character on the map? Was wondering. I remember there was a cheat to use Jenna, but what if I wanted Isaac, or Piers?
January 13, 2018, 02:10:03 PM
KyleRunner: Hey, Fox *
January 13, 2018, 02:09:37 PM
KyleRunner: Hey, is your text editor compatible with Mario Golf (GBA)?
January 11, 2018, 08:33:13 PM
Fox: But if it isn't an oversight, I still can't imagine it being that useful.
January 11, 2018, 08:28:24 PM
Fox: part, ofcourse.

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