Golden Sun Hacking Community
September 20, 2017, 02:30:23 PM *
Welcome, Guest. Please login or register.
Did you miss your activation email?

Login with username, password and session length
  Home Forum DC Wiki Help Search Calendar Downloads Login Register  
  Show Topics
Pages: [1] 2 3 ... 7
1  Golden Sun Games / Golden Sun: The Lost Age / OOB Tile replacement - Air's Rock on: August 28, 2017, 10:25:43 PM
Similar to Tret (, GS2 also has some stuff that'll replace the tile at the player's coordinates. When out of bounds, this could edit other things. (It might get complicated, though.)

I haven't yet found a successfully exploitation result yet... (My assumption is it might only be good for TAS if there is something?)

There's one big thing to note, though... if you get off the tile that gets edited, it gets changed back to what it was.

Tiles are stored/grabbed from here:
02019118 = Approximate section for tiles grabbed.
02019124 = The tile gets stored here so it can change to whatever's here when you get off the tile.

Event ids to look at:

0x5A is also another, but it wasn't listed in the Retreat Map's event list. (Map 85 was what I was looking at.)

Tiles that are edited:...
Look at the pointer at 020301A4.
[020301A4]+0x8000 for the first tile to be changed.
[020301A4]+0x8200 for the second tile to be changed.
2  General Hacking / General Editor / Best Map Editor? on: August 20, 2017, 01:13:14 AM
Reeeally not sure where to put this.

But I want some map editor examples.... so that I can figure out gsmagic, I guess.
Basically something that gives a goal to strive for...

Map Editors I know about (But it's been awhile/so should probably check them again?): (Probably not that good?)

DoubleHelix (Metroid)
Lunar Magic (SMW) (That's why Pg Up/Pg Down changes map)
Hyrule Magic
Lazy Shell (SMRPG)
EliteMap (Pokemon, but Pokemon isn't complex like GS, is it?)
EggVine/whatever (Yoshi's Island)

Hm....Most of those games just use flat maps.... :/
3  Golden Sun Games / Golden Sun: The Lost Age / Sand glitching on: August 18, 2017, 01:00:51 PM
This instance is not abusable as far as I'm aware... but I want to document it anyway.... in case anything similar could be researched elsewhere.


(Going to call these by layer 1-3, rather than 0-2 for right now.)

Tilemap EVENTS for layer 3: (Sand and impassible tiles) (As it is initially... as in... before the statue is moved... because if the statue is moved, at least one tile is changed. The one south of where the statue started.)

How it works:

As a PC, you usually start on layer 1. When you use Sand, a function in the Map Code may be called. (Listed in map's events list) that could switch you to layer 3.... Sand only works on tiles that are "Sand tiles" on layer 3, so if you leave the Sand tiles, you'll revert to layer 1.
In the picture, we are trying to go to the tile that is at ground level, and is not an impassable tile, but once we leave the sand tiles, we immediately go back to layer 1/exit Sand mode... Making it so the tile you would be on now would be an impassable tile. Event id 0xFF.... Which is especially unfortunate since not all collision relies on event id 0xFF... There are lots of places that just use the height table.

When you are in the center of an 0xFF tile, you can't really move in any direction... Unless you are close enough to the edge... (In which case you walk where you came from.) So this isn't exactly a game-breaking bug.

If it is what it looks like... going through warps on any layer... will result in being on layer 1 in the next room... Hmmm... No surprise if the npc data gets unloaded/reloaded between rooms?... But it is still an unfortunate to see this possibility of a glitch also go away.... when I think of out-of-bounds stuff... Because had it been possible, you could have also had a chance to go out-of-bounds in the next room, I'm thinking.... (Would have also been limited to Sand rooms that switch layers, in that case... or anything that might do the same.)
4  The Community / Creative Works / Big Brother Fangame Idea on: July 17, 2017, 01:07:04 PM
- There may be some Phoenix Wright references if I can think of any good ones. Phoenix Wright is mostly a novel, and seeing as Big Brother is mostly done in the House, well, yeah. There are some similarities. Court vs. Nomination ceremonies and Evictions.... Except that court is a trial against one person, and Evictions is picking to Evict one or the other. (Or a third if there is a third nominee.)

Event: The Broken Bone (Foot?)
 If certain events take place (such as two people being in the game up to a certain point), then one of them could have their foot broken/sent to hospital for surgery. There, they could cast their vote through a phone call. One thing to spice this up a bit, is that the phone call wasn't completely hanged up, and so the voter could here the quantity of votes against each nominated houseguest before it continued with the rest of the votes. (Difference is, the phone voter doesn't get the see the voter order.)

Event: The Talk Show (Or whatever, but this can be an example.)
If a particular houseguest makes it to a certain point, s/he'll start doing talk shows by gathering the people around to interview the nominees.

Event: Storytime
If a particular houseguest makes it to a certain point, there will be a story time routine. Could be an old guy like Kraden.

Event: There could be a series of events that could lead to a house guest self-evicting.  (Probably female, since it often feels like they are twice as emotional than guys.) Self-eviction(s) should occur pretty early in the game, though. Likewise, other forms of evictions like rule-breaking could be considered.

Twist: A voice may talk in the main character's(?) head instructing them what to do for a week. (Stanley Parable reference.) Whether these to-dos are good or bad, who knows?


One of my ideas for this game idea (Not saying whether a game will be in the works.) , is that there could be an Achievements system. In a perfect world where you could get a perfect score, it could be to have had a final two with all houseguests, never been voted against, and get all the Jury votes. (And if you can pick a character, to do the same with each.) But realistically, I'm sure that would take an extremely long time to accomplish... Oh, and did I mention this is currently just an idea for now?

Implementation idea:
There could be a Trust table with 16x16 numbers = Whatever numbers are set here, the lesser could be voted out by voter. - It may be more complicated, though. (Such things like flip votes, and trying to fool people abut your vote and such.) But in that case, other data could overwrite who's voted out. (e.g. Like what item classes are to GS's class system.) For example... the most trusted of a person could sway one's vote. And the HOH could sway it if one of the top 2-3 trusted of a person... (Only a theory to give an example scenario.)
5  Golden Sun Games / Golden Sun: The Lost Age / Possible to glitch NPC Scripts? on: July 11, 2017, 11:35:47 AM
Edit: Due to certain pieces of Research... I have decided that this is Mission Failed for now. (It's possible I could still be missing something, though.)

After Retreat Glitching, Saving, and loading the room... the objects loaded are the ones in the Retreat Room (The number of objects, and their sprites.) ... however, the idle script and position is from the room you retreat-glitched in.

(In GS1, you should get just those objects in the room you retreated to, so thus one reason for this being in TLA forum.)

I am not sure if there are any "good" ways of doing something useful, but the picture will at least show SOMETHING. :P Maybe some people can look into it and see if anything useful can come out of it. (Would be quite complex that I am just simply not sure/kind of doubting it in a way.)

08024DDC = Data Script 11,31-35 - End Script (17), End (49)
08024DEC = Data Script 12 - [npc+0x57]=read_flag([0])
08024E10 = Data Script 13 - [npc+0x57]=read_flag([0]) , and sets the flag.
08024E3C = Data Script 14 - [npc+0x57]=read_flag([0]) , and clears the flag.
08024E68 = Data Script 15 - [npc+0x57]=read_flag([0]) , and toggles the flag.

Areas to look at: (Areas containing more than one map code file... with the ability to Retreat.)
Lemuria Ship
Gondowan Cliffs
Gabomba Statue
0200A53C / 10 object slots (Map 120:3 / Map Code 0x672) - Mouth entrance (Map code file small enough for Gold Password, but are there any objects in the area with scripts pointing to that section?)
0200EFC8 / 5 object slots (Map 123:1 / Map Code 0x671) - Underground entrance

Map Code Idle Scripts:
Map 116 (Map Code 0x671)
0200DFC8 (6th slot) - Lash peg that moves in circles on a gear.

Can a Jump to address script be used to forward it to Gold Password section? (Can use any map in which you can save to do that... Doesn't need to be in the same Area.)

Edit again: Quick testing makes me wonder how the script is even executed.... o.O So still not sure if this glitch idea would even work or not. It sounds like the Retreat Room may have coding that tells whether the script should execute or whatever... I dunno yet? - Or maybe I'm wrong and that's what happens when you execute something in the wrong way...? Hmmm...

Jupiter Lighthouse - 2 object slots
Mars Lighthouse - 2 object slots
Anemos Inner Sanctum

Not sure if invalid commands increment or not... but was an assumption since I remember each command's code incrementing it. (Rather then being in the base function.)

In case of Gold Password being used to code scripts:
Retreat Map needs to be not using up the space at 0200A74A-0200A84D. (0200A88A-0200A938 might be another alternative??? But likely more difficult to use.)
But this will mean the map where you use the Retreat Glitch may?? need to take up that space. (Otherwise how will an object's script point there?)
6  The Editor / Golden Sun: The Lost Age Editor / Questions about Space Manager on: June 20, 2017, 11:39:05 AM
I went through the space manager code... and I get that it is mostly a simple thing with a lot of code... but a small portion of it confuses me.

For those who don't know, here are details of the space manager functions.
#pragma once
#import "includes.h"

class spacemanager
     static int list_num;
     static int organizeList(int *list);
     static int mapSpace(int *list);
     static int findSpace(int *list, int size);
     static int confirmSpace(int *list, int index, int size);
     static int freeSpace(int *list, int pos, int size);
     static int claimSpace( int *list, int pos, int size);
list_num is the total number of entries in Atrius's free space table.
orgaizeList - pretty self-explanatory, but is where my question(s) are.
mapSpace will either load the free space table, or if there isn't one, scan for free space. (Based on MFT pointers that point before MFT address. And after those, will scan from end of ROM.) It scan backwards, though, so once there is a non-zero, the space for that section is known. (32-bit aligned size.)
findSpace is simple, looks for the first entry in the free space list that has enough size that is needed.
confirmSpace checks if the entire section has 00s or not. (Depending on a flag) (It may also check if the freeSpace being used is all in freeSpace, but that's probably pointless with the findSpace function.) - It is obvious that this helps reduce overwritting any hex editor related edits... but otherwise is not required to have.
freeSpace literally adds another entry of freeSpace. (Checks each of the freeSpace entries to see whether that space can be added to it, if not, it will be added as a separate entry.)
claimSpace is similar to freeSpace, except that it removes the freeSpace.

My question is with organizeList.
I get that it sorts the list from least to greatest size... but I don't get the next part:
         if (pos!=i)
               if (val==list[i<<1])
               { list[i<<1]=val|0x40000000; }
               { list[i<<1]=val; }
          if (list[i<<1]==list[(i-1)<<1])
               for (ii=i; ii<list_num; ii++)
               list[list_num<<1]=0; list[(list_num<<1)+1]=0;
The bolded sections.... Do those ever happen? And if so how? Otherwise, is it free to remove without problems?
The top section is for switching entries (For the small to large sizes)
The bottom section looks like it removes an entry for when two addresses next to each other match.

And after this code is basically the stuff that frees the old free space table from the ROM and puts the updated free space table back into the ROM.

When doing this for the C# version, I think I'll try to make it a little simpler if I can... by removing confirmSpace, and also that the freeSpace table shouldn't "claim space" for itself. If table is going to be managed outside the ROM data. Maybe.)
7  The Editor / Golden Sun Hacking / Class Type code patch (Idea stage/no patch yet) on: May 08, 2017, 01:11:36 AM
So you know how you can never assign which PCs and which Items give you which class types?

Well, my initial thought a long time ago, was all about changing what the class type variable had in its contents....
However, recently, it has occurred to me there could be a better way.... (With a possible trade-off of pointing to free space.)
Do a separate table! (I mean, the Class Type Chart is used to calculate a class type, so why not do similar with PC/item?)
Imagine having a series of items that give you all the same classes, it would be a waste to make separate classes for each, wouldn't it?

And such a table may make it easier to expand on.... I imagine? (e.g. Like imagine having a certain class only on certain maps... like the Lighthouses and such, because of their elemental influence.... but that could require expanding on what's in the table in some way.)

Anyway, table formatting ideas: *Adds in some edits*

8-bit = Current class type
8-bit = New assigned class type
16-bit = PC (-1 for null)
16-bit = Equipped item (-1 or 0 for null.)
16-bit = Storybook Flag

Current class = new assigned class = 0 for end of list? BUT will need to see about direct class assignments... This could even end up being some type of byte code that says when to do the class type chart, even? With possible support to add a number (even different from +20) to the class type (aka: So it is not a trade off against Atrius's Class Separation Patch. Except where space is concerned.) A lot of that takes thinking, though...  so I'd like to keep it nice and simple and therefore might not go that far... and if added to the editor... and if it uses free space, it may be in the form of an Experimental feature/Use-at-your-own-risk feature. / As in no guarantee that your ROM will still work, especially depending on what happens in future editor versions.)

First entry that changes the class could also exit the list?  (Or something like that... I am not sure about everything, so ideas could be given from the Community... which is kind of the reasson why I am posting this right now instead of when the patch would be made... er.)

This should cover all the things GS1/GS2/GS3 do... except the wolf transformation. (e.g. Class: Wild Animal... unless there's an easy way to include those types as well. .. how your class is determined in that case, is based on the pc data... with the turn durations stuff. (Whether it is non-zero or not.)... and is not limited to just Sveta.)
8  The Editor / Golden Sun: The Lost Age Editor / Golden Sun Magic (Beta) - Forge, Elemental Data, Encounters on: May 04, 2017, 11:54:03 PM
Three notable tables have been included that were not editable in Atrius's editor.
(There are other tables, but they have been left out for now.)

To see those three editors, click on Editors in the tool bar. I chose to load it on the second one... The other two have comboboxes... they slow the loading process a little bit. (If they were "virtual"... like what I did with the Text Editor, it probably wouldn't have been a problem, but oh well... maybe some day.)

Also, if you take a look at the code, I have a table manager == Once the data is viewable, it is also editable. :P (Depending on if the table manager supports whatever is being coded in.)

Oh yeah, almost forgot... This only works for GS2. ... (U) version if not any of the others.

@??? in Forge Editor = Not sure if we knew what it was. But if we did, I forgot.... So yeah.
EDIT: It just dawned on me that it might determine what the dialogue displayed is! If that's the case, then it would be forgotten knowledge that has resurfaced.
9  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.)
10  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.
11  The Community / Open Discussion / Advent of Code on: December 03, 2016, 03:36:40 PM
So thanks to Luna_blade, we know this started recently... anyone else interested.... ?

Spoiler for My answer (in Python code) to the first part of the Day 1 problem (So don't look until you solve. But the main point is to show that it's short.):
myInput = "R4, R3, L3, L2, L1, R1, L1, R2, R3, L5, L5, R4, L4, R2, R4, L3, R3, L3, R3, R4, R2, L1, R2, L3, L2, L1, R3, R5, L1, L4, R2, L4, R3, R1, R2, L5, R2, L189, R5, L5, R52, R3, L1, R4, R5, R1, R4, L1, L3, R2, L2, L3, R4, R3, L2, L5, R4, R5, L2, R2, L1, L3, R3, L4, R4, R5, L1, L1, R3, L5, L2, R76, R2, R2, L1, L3, R189, L3, L4, L1, L3, R5, R4, L1, R1, L1, L1, R2, L4, R2, L5, L5, L5, R2, L4, L5, R4, R4, R5, L5, R3, L1, L3, L1, L1, L3, L4, R5, L3, R5, R3, R3, L5, L5, R3, R4, L3, R3, R1, R3, R2, R2, L1, R1, L3, L3, L3, L1, R2, L1, R4, R4, L1, L1, R3, R3, R4, R1, L5, L2, R2, R3, R2, L3, R4, L5, R1, R4, R5, R4, L4, R1, L3, R1, R3, L2, L3, R1, L2, R3, L3, L1, L3, R4, L4, L5, R3, R5, R4, R1, L2, R3, R5, L5, L4, L1, L1"

c = [ 0,  0,  0,  0]
d = 0 #Direction facing
for b in myInput.split(", "):
    d += {"L": 1, "R": -1}[b[0]]
    c[d&3] += int(b[1:])

print c #c[0], c[1], c[2], c[3]
print c[0] - c[2] + c[1] - c[3] #Remove the sign.

print d #Difference between L and R turns.

Edit: Replaced if block with dictionary check, and swapped regex with the more simplified.
12  The Community / Creative Works / The Himp Parable on: November 10, 2016, 07:55:47 PM
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.

Ending ideas:

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.
13  The Editor / Golden Sun: The Lost Age Editor / History and Discussion on Reinvention of the editor on: October 26, 2016, 02:46:41 AM
(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:
- = "Tree" poll
- = "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.

-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.
14  The Community / Debates / Trump-bait / The Presidential Debate on: October 20, 2016, 03:33:54 AM
Random debate on the U.S. Presidential Debate

-Who won this debate, and why?
-Who do you think will win the election?
-And who would you have voted for?

-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.)
15  Golden Sun Games / General Golden Sun / Character swapping in battle on: June 07, 2016, 12:05:12 AM
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?
Pages: [1] 2 3 ... 7
Today at 12:08:05 AM
Atrius: Thanks for letting me know, it should be fixed now.
Yesterday at 11:47:02 PM
Fox: Okay cool.  Speaking about broken things = There was some error I've known about for awhile now:  When you try to upload something to the Downloads section. The user may think the upload failed, but it actually succeeds. - I wonder if that was one of the few things? And whether that could be fixed if it hasn't yet.
Yesterday at 11:42:01 PM
Atrius: Oops, that wasn't even supposed to go up.  So, our hosting company moved the site over to a different server, and I was just updating some settings to fix things that broke in the move.
Yesterday at 11:39:18 PM
Fox: @Atrius: Probably going to need to update the Maintenance Description... I was confused at first, but it says 20 Mar 2017.
Yesterday at 07:29:35 AM
dawnbomb: can someone link me the discord
Yesterday at 04:52:32 AM
Majora: That's hilarious, lmao. I thought it read like something you might have written, Fox, was almost unsure if it was a bot at first
September 18, 2017, 03:01:57 PM
Fox: Yeah, he copied this post:
September 18, 2017, 02:57:48 PM
Fox: (Although, not sure about the last part, it just feels strangely familiar for some reason.)
September 18, 2017, 02:56:43 PM
Fox: BOT ALERT! Kill it, kill it! I think it copied one of my posts? :P
September 17, 2017, 12:58:02 AM
Fox: Not saing we actually need those ofcourse (we don't?), but more saying that minorities could get too attached to them.
September 17, 2017, 12:54:47 AM
Fox: I think it's interesting how Facebook likes to start things, and then retire them. For example, Advanced Search, and E-mail. - They seemed like pretty fine features in my opinion, but retiring them because most people aren't using them at that time? I'm not sure if they know what they're doing, but it sound like they don't. :P
September 14, 2017, 12:59:16 PM
Fox: (At leat when I think about establishments...)  ; Oops, pardon my rudeness... .I forgot to welcome you back.... Well... WElcome back! We are glad you've returned.
September 14, 2017, 12:52:57 PM
Fox: (Just want to clarify that "founded" may be an actual word, but sounds weird the way it was used.)
September 14, 2017, 12:47:42 PM
Fox: Cringy? Let me check... Hm... Low number of posts [check] (5 posts) ; misspellings/grammar [check] ("Toturial" (Torture-ial?) , ; founded, ehh.... double past-tense?) ; The best part is at least the posts have a positive attitude! (That may be the most important part?) :)
September 14, 2017, 05:59:01 AM
KeinoGSTLA: back then my posts were so cringy lmao
September 14, 2017, 05:58:39 AM
KeinoGSTLA: damn feels good to find this place again
September 10, 2017, 04:27:04 PM
Fox: I don't suppose there is anything else? ;; Hmmm... What if a Big Brother game was similar to ... er.... Exit/Corners .... which seems to have a Trust system. 
September 06, 2017, 11:02:17 AM
Plexa: Honestly we haven't looked into that ... I completely forgot about it until now!
September 06, 2017, 05:44:33 AM
Fox: (Referring to the box/crate that would allow you to get stuck.)
September 06, 2017, 05:43:42 AM
Fox: Is SW Atteka Islet the only one that forgets to update the heightmap when save/resetting? ... The Move pillar seems to update it fine... Hm.

Temple of Kraden Golden Sunrise
Powered by MySQL Powered by PHP Powered by SMF 1.1.21 | SMF © 2006-2009, Simple Machines Valid XHTML 1.0! Valid CSS!
Page created in 0.11 seconds with 19 queries.