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.
Himp = Hillary + Trump - A play on The Stanley Parable, which this idea should be about. (No current plans to build the game yet, but we can at least call it a written creative work at the minimum.
When the game starts, the first question asked is probably what gender you are. (Possibly could be based on which bathroom you go through, if not wanting to be direct? But also because it might make it more interesting.) If you pick male, you're Trump, if you pick female, you are Hillary.
If Trump: 1. Trump as President/Hillary not in jail. ... 2. Trump gets Hillary in jail, but then must compete against Bernie Sanders. 3. Trump becomes president, and then gets Hillary in jail... 4. Trump releases his tax returns, then loses to Hillary.. etc.
If Hillary: (Should be some reference to the emails for one of these...) 1. Hillary apologizes for using wrong servers... 2. She doesn't apologize, and ends up in jail. 3. ...
Alternative routes? (Undecided about how you get these, but I reckon these would be a smaller part of the game than the above.)
If Bernie Sanders: 1. "I do not shake filthy dirty hands." because the black woman coughed on hers. This leads to losing a chance at the election. (A reference to Saturday Night Live.)
If Gary Johnson:
Could probably include the three debates, the questions asked there? ... and a number of response choices. Not sure, but there could be be a points system that represents potential votes you have. (Therefore making the game a little more dynamic then just chosing between a small number of options.)
If anyone has any ideas of what to add, be my guest.
(Sort of a placeholder topic for now,... since I don't have my materials ready... but can list all the things this should be about anyway.)
To recap on old stuff, interesting flow of events go like this, I assume: (Not necessarily in timeline order, but I can try.) 1 = Atrius fan-game development project = About making a game, and not editing a ROM, but maybe still using materials for it. (I assume that project was cancelled because of #2.) 2 = Atrius GS editor = Edits data in the ROM itself. 3 = His editor became open-sourced, a few people may have modded it, but nothing much happened with it since... And then Atrius quit the editor / gave the forums to Kain. 4 = We have huge documentation on the data.. (Not sure when I started it, but listing it as 4 since the bulk of the work may have been done since then...) 5 = I had plans to make the editor in Java... While I did get Thumb code up, it was pretty much put on hiatus. ( I guess maybe I don't really like Java that much?? D: ) Two topics made in that time was: -http://forum.goldensunhacking.net/index.php?topic=2311.0 = "Tree" poll -http://forum.goldensunhacking.net/index.php?topic=2335.0 = "Un-packing" poll 6 = I eventually start doing the Editor in C# with Map Editor as main form. And that editor featured fast decompression/compression of text with char tables re-written (as is supposed to be.) for best compression. 7 = Someone started on Open Golden Sun project, but I can't remember where this falls in the timeline. 8 = I start thinking about "unpacking" the ROM again with the idea of leaving the original ROM alone entirely. (After the unpack.) With a more in-depth idea on how it could possibly work.... (Haven't started it yet, but it really has me thinking the managing a ROM directly has so many weak spots in it... Or um... unnecessarily complications for maximum usage.)
1. = "Unpacking" = Not sure if it should be separates apps, or one app. "Export app" / "Build app" which could be console apps... and separate UI apps that "find labels" in your source code to use the data as necessary... - I could maybe even make it all one app... and then create shortcuts that pass an argument to "immitate" like they're separate apps.??? (Assuming that's possible.)
Thoughts. (Early versions should have less features than this.(?)) Export from ROM stuff: -Code from a GBA emulator dissembler could be grabbed and modified... One would have to have labels for all functions and branch locations, as well as any data pointers, etc. -Possibility to one day have files that list what those labels could be is an option, but other-wise unnecessary for a first version. (Could be dummy names like func1, func2, label1, label2, etc.) -Further conversion/option to export as a C-related code?
FYI: In my opinion, the way I would have it done... It would be unlikely for the program (when done) to take longer than 3 seconds to export everything in a format I'd find desirable. (Most likely a second or less.) - And that's even if 100% of everything is decompressed.
Build: -Could take code from a compiler that can already compile ASM... -Possibility to compile both arm/thumb and C-related code?
(More to come?)
-- But yeah, this topic should be for any discussion on anyone's attempt to at least make /some/ progress on such an idea to reinvent the editor any way they want, even if trivial. It will build a history, either way.
-Who won this debate, and why? -Who do you think will win the election? -And who would you have voted for?
-- Me: -I think Hillary probably won it. (If I had to guess the ratings.) -I think Hillary will probably win it, and that it will probably be a close one. (Even given how dumb they make Trump look on television. -Probably Nobody... Don't look at me... No no no... no no... But if I ABSOLUTELY had to vote, then my vote sways toward Trump. (Don't kill me.) (Can you really blame me, though, if there are no good options?)
(Keeping it brief so I don't have a huge wall of text.)
Now time to discuss a mostly trivial feature that didn't really exist in GS unless you had 5+ PCs. (But you had to swap them with the back party to do so.) Should it be possible to change the order of PCs in battle? (Even if you have four or less PCs.) Should it use up a turn, or be freely available to change each round without cost? Why or why not?
List of notable things I found from sources go here: -It will be released March 2017. -It’s not merely the successor to the handheld 3DS or stationary console Wii U. -This will be hardware that’s been made with a new way of thinking. (Basically a redundant line?) -It will not be shown in this E3's conference. -There will be a Zelda game released for the Wii U and NX... (I'm guessing the game might be shown at E3.)
So I notice that this is set to 100 on each user... and that there are no posting limits in the forum topics themself.... So I was wondering if there was any good reason for a low capacity, and whether it'd be increased or removed altogether. (I prefer removed.)
So... In 7 more messages, my inbox will be full... When it is, I'm thinking about just leaving it that way, and directing people to something like Skype. - I thinking I'm too lazy to actually save/delete the messages each time I get new PMs (Or just simply don't want to.), so I have a feeling if that becomes the only method, it'll probably not work out?
Discuss ideas for how a Harry Potter game would be in the format of Golden Sun.
My ideas: -Assume that people are born with an element as a priority before they even join a House... so that the House they are in does not decide their element... So I'm currently thinking something like this: Harry - Venus adept Ron - Mars adept (Perhaps Garet replacement.) Hermione - Jupiter adept? ??? - Mercury adept
@Hermione - Was thinking about Mars adept /Jenna replacement.... until I thought about her being the "smart one" in the group.... (She even had something so she could be in two places at one time.... so it does reference time... not to mention the Wind Guardian Leviosa event at the time they learned it.) so not 100% sure or anything...
And no, her hair is not usually that red, I don't think? - Even by its appearance alone, I feel like it's probably dyed or she's using a wig... (In both cases.)
For weapons, there would be a Wand that you can equip... (There might be different tiers of wands, but haven't decided.) - Actually, Harry Potter might be an example of a magic-based game... which means physical attack wouldn't be supported as much?
Just thought of this after thinking about Cipher Codes, so not sure how it will go.
Basically, you hide a word in a block of characters, and someone has to tell you what word you hid.... (Hints could maybe be given if needed... Like category or word length.)
A B C D E F G H I J K L M N O P Q R S T U V W X Y Z A B C D E F G H I J K L M N O P Q R S T U V E T E H C A M D E F G H I J K L
Me: So anyone found the missing word? Hmm... Cool. We wore that back in the day... It's Machete! Me: Correct! Hey! I had that. No you didn't! I said it first. Aw.
Anyway, time for the first puzzle: T H G F Y F D A O H W E Y F C X Z A G Y P L G G K O V C M A Q W R I D M K D Y T I J E Y G V E S Z P T H N F Y F D A O H W E Y F C X Z A G Y P L S G K O V C M A Q W P I D M K D Y T I J N Y G V E S Z P
8 letters, Golden Sun related.
Purposefully making it easy right now... No point in doing this if there's no activity, so... A Word Search generator is recommended, but I did not do that above.
You know how Apple has Siri, and Microsoft has Cortana? Well, this has given me an awesome idea! We need a personal assistant for the Editor! I think Yoshi will do just fine!
^Concept idea, so Yoshi isn't fine-tuned enough. We're hoping to make him dance (Like right here, he's twirling his booty, preparing for an egg to pop out, ofcourse.), play his sound effects, and do all sorts of stuff.
Happy April Fools!
Spoiler for Hiden:
(I think I just gave the joke away. As if posting in the Open Discussion wasn't enough. :P) Will probably put April Fools in topic title a bit later.
This topic is here to discuss how many hours of sleep you people often get. Pretty much, when do you go to sleep, and when do you wake up. (For example, do you have a curfew, and do you abuse it?)
(This topic is not to be confused with the topic called Dreams.)
For me, I usually try to sleep when I want to, there's no real defined sleeping period. And the numbers of hours I get may vary, but at least there are times when I do get enough sleep, at least... :) I probably get more when sleeping during night than during day, though? (Due to certain, ahem... distractions...)
--- I do feel that if you can do anything for your health, though, that sleep should be the very first thing to pay attention to: -Immune System & Life expectency
So, to recap on the question, how many hours are we (the Community) getting, and when? - And as a bonus question: What do you do to help you sleep, if anything? (Ex: Avoid blue light, sleep medication, exercise, foods/drinks like tart cherry juice, etc.)
(Might make this a Power topic because it's a basic personality thing.)
Unlike some games that have only one or two compression formats, Golden Sun has a bunch of them.
Format 0 = My bit code table has 1 bit! 0 = Seems to match the distance-length stuff described in Format 2. 1 = 8-bit constant
Format 1 = Distance-length (LZ77 variant?)
8 flags for eight entries. If 0: 8-bit Constant If 1: Distance length. (aaaa.aaaa.bbbb.cccc = b is most significant bits of distance, a is least significant bits of distance, and c is length.) If length and distance are both 0: End. If length is 0, but distance is not, get another byte for length from compressed stream and add 0x10 to it. (Distance-length extended.)
Format 2 = Complex format... (See code at 0x08012B70)
The first part is distance-length data. (The bit furthest to the right is 0.) ; The number I put at the right is the length. See next section for distance stuff. ---.----.----.--00 = 2 ---.----.----.-010 = 3 ---.----.----.0110 = 4 ---.----.---0.1110 = 5 ---.----.-001.1110 = 6 ---.----.-101.1110 = 7 ---.----.xx11.1110 = 8-10 xxx.xxxx.0011.1110 = 11-137 000.0000.0011.1110 = End
Each of these above (except for "End") have distance data attached to the left end as well. (Not shown in the bit code above, though. Since it might make it look more messy?) a.aaaa.aaaa.aaa0 = a represents distance + 0x20. (The number of bits (a's) can vary here... likely depending on stream length, but it stops at a max of 12-bits.) -.----.--aa.aaa1 = a represents distance (Always 5-bits.)
FEDCBA9876543210 part: (See Icon decompressor for the basics.) x = For left half of byte. y = For right half of byte. (Should be done first.) ---.--xx.yy11 = &3 ; Accesses the first 4 slots. --x.xxyy.y101 = &7 ; Accesses the first 8 slots. xxx.xyyy.y001 = &F ; Accesses all slots.
Icon decompressor = This is a simple format that uses the FEDCBA9876543210 list like Format 2 does. When you get a number from this list, that number is moved to slot 0, and the rest of the numbers are pushed over.
Bytes can only be decompressed to 00-0F with this format.
The following table I made is formatted like this: Binary code on left, The bits are varied in length from 1-10 depending on slot number, so that the more freqently accessed used numbers which are put in the first slots take fewer bits to reference. Address for the code that takes the value from the value list, and puts it at the head of the list. Slot number at end. --.----.---0 = 08038B5C = 0 --.----.-001 = 08038d74 = 1 --.----.0101 = 08038d4c = 2 --.----.1101 = 08038d60 = 3 --.----.0011 = 08038d18 = 4 --.----.1011 = 08038d04 = 5 --.----.0111 = 08038bb4 = 6 --.--00.1111 = 08038be8 = 7 --.--10.1111 = 08038bf4 = 8 --.--01.1111 = 08038c10 = 9 --.0011.1111 = 08038c44 = A --.1011.1111 = 08038c58 = B --.0111.1111 = 08038c7c = C 00.1111.1111 = 08038cb0 = D 10.1111.1111 = 08038cc4 = E 01.1111.1111 = 08038ce8 = F 11.1111.1111 = End
For example, if you were getting from slot 8, since the number 8 is found at slot 8, you take that number and move it to the beginning like so:
If you need the number 1, you will now need to get from slot 2... which will move the number to the head of the list, again, as so:
This format is about add/subtracting (relative difference) from last value to get the next value. This format is meant for non-tiled battle backgrounds where each decompressed byte ranges from 0x60 to 0xDF. (128 possible values because of 128 colors in the battle background palette.) --.----.--00 = + 0 --.----.x001 = + 1,2 --.xxxx.y010 = +/- 11-26 (0x1A in hex) ; y=sign --.--xx.x011 = + 3-10 --.----.x101 = - 1,2 xx.xxxx.x110 = = value (Relative from 0x60, aka, beginning of background's palette.) --.--xx.x111 = - 3-10
Palette Menu graphics compression = To be documented here...
16-bits for 16-flags. If 0: 16-bit constant If 1: 16-bit distance-length ; 0x0000 = End? ; 0xFFE0 = Distance ; 0x001F = Length
Text compression = Huffman variant... - Each character has a tree of characters that can come next. (This is why if letter combos don't exist in the original text data, you won't be able to compress unless you rewrite these trees.) The trees are arranged by node frequency the same way huffman is normally done. (Google to learn more.) The start of a sentence starts with the tree for char 00, and char 00 also end the sentence.
08060C30 = Pointer list containing character data... There are only two pointers. (This is one entry.) More entries may be supported, though. Second pointer list the relative location from the first pointer... Basically each relative pointer is for each character that you last decompressed... And brings you to where the list of characters that can come after (12-bit table which appears before the calculated address.) The calculated address points to the character's tree. If you count all the ones (in binary), it should ammount to the same number of characters in the character's character list. The characters in the tree are ordered by frequency of the same length of bits. (I mean the nodes have frequency values as well... not just the symbols...) - You can find some documentation on building trees for Huffman compression.... It's quite likely the same thing.
080A9F54 = String Table ; Each entry is two pointers. Each being used for 0x100 strings at a time. First pointer is compressed text data, second pointer is length of each string. If length is 255+, putting in a 0xFF will also read the next byte and add to the 255.... so no 255 char limit here. Although, there might be a ~512 limit in the parser function, though.)
This topic may seem somewhat similarly to the Helpful Info / One-off questions topics, but it is here to list the most important things that someone may ask... while leaving out the rest of the obvious stuff. Think of it as a "If you need help, look here first." kind of thing.
Q: I set up some classes, but they're not working properly. What did I do wrong?
(WIP answer?) A: Since the list of classes is read backwards and returns the first match it finds, make sure you put the most restrictive classes of the same class type last. The class type is calculated before the comparisons are made, so if you need to know how class type works consider reading the Class Hacking Topic. Without the Class Separation Patch all PCs share the same classes, but Jenna and Piers get a different base class line. With the Class Separation Patch all PCs are literally separated and cannot be shared. Party 1 is 0..19, Party 2 with 20+...
Q: Why are some artifacts not popping up in the shop?
(WIP answer?) A: - If you've just edited the shop's artifact list, make sure you haven't visited the shop already. Artifacts are only added when you first visit the shop. To know if you've visited the shop yet, Check the flag in the flag menu. (Use code 03001238:01 in GS2 to enable debug mode. Do button combo B+Select to open flag menu, and look at flags 0x400-0x41F, those are the shop flags, and might be in the same order as the shops are in the Editor.) -Check if the item type of the item fits the shop. -Do you have the Rare flag checked? (I think this just adds the item as an artifact when you drop the item? So not sure if this flag is needed or not in Shop Artifact lists?)
Q: Is it possible to have more than 8 PCs?
A: The easy answer is no. If you're willing to do a lot of hacking, it may be possible, though, but you will need to know assembly.
Q: Why are some enemy graphics not popping up?
A: It's likely because there's not enough room for them in VRAM. (See 0x06010000 in VBA's Tile Viewer.) ; If the enemies contain large sprites, you may be able to have three, but if they use smaller sprites, maybe more. (A maximum of six?)
Q: Why can't I use certain letter combinations in my text strings?
(WIP, and I may need to study this.) A: Golden Sun uses a Huffman type of compression, I think. Golden Sun likely generates tables in a way that the most used character combinations probably are the most compressed, which means that there is a chance that letter combinations that don't occur might not be possible without changing the compression tables? My guess is that this could be fixed by regenerating those compression tables, but for now, you can use a program called gstoolkit (Which I think inserts the text as uncompressed.) as a substitute.
Q: Why doesn't the World Map display in the editor?
A: The World Map is formatted a little differently than all the other maps (For example, there's a big pointer table to each sub-map it has.), and no compatibility has been focused on making it work. You can still edit Map Code, though.
If you can think of any notable ones that should be added to the list, feel free to post below.
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---
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.)