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16  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.)
17  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?
18  The Community / Tech, Gaming and Entertainment / Nintendo NX (codename) on: May 25, 2016, 05:15:19 AM
Anybody have any idea what it is?

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.)
19  Golden Sun Hacking Community / Feedback / PM Capacity on: January 19, 2016, 10:42:29 PM
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?
20  The Editor / Golden Sun Hacking / Harry Potter Golden Sun? on: November 26, 2015, 08:22:49 PM
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?
21  The Community / Open Discussion / The New GS Editor Discussion! on: April 01, 2015, 06:24:06 AM
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 Hidden:
(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.
22  The Community / Open Discussion / Sleep on: March 13, 2015, 04:44:59 PM
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.)
23  The Editor / Golden Sun Hacking / Compression Formats on: February 20, 2015, 10:29:34 PM
Unlike some games that have only one or two compression formats, Golden Sun has a bunch of them.

Format 0 = - Used by World Map Tilesets, Regular Map Palettes, Map Code
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?) - Used by World Map Palettes, and maybe other various things.

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) - Used by Regular Map Tilesets

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:


And so forth.

Battle Background = Documented in another topic ( )

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.)

Demonstration:  Let us compressed the string "Teawater"

Char 0x00's list has just a "T" because this is a single line. (The only time a char can come after char 0x00.)
Char "T" 's list has an "e"... (frequency 2, but since there's not other letters to compare it to, amounts the same as above.)
Char "e" 's list has a "a" and an "r" .... equal frequency. (Forces the "text data" to now need one bit of data.)
... etc. Maybe I fix this up better a bit later / dunno, though.

Sprite Compression Formats:
Type 0 = No compression??
Type 1 = Uses Main Format 0/2.
Type 2 = ?
Type 3 = LZ77 variant - Looks like the sections are divided up. (Bytes used in distance length / Constants / Flags and Distance Length pairs. ; If value at base address is 0000, read as though it is uncompressed. ; For the compression, distance-length pair should be 0000 to end. ; Distance length as a 16-bit: xyyy ; x=Length, y=Distance
24  The Editor / Golden Sun Hacking / Frequently Asked Questions on: February 18, 2015, 09:11:20 AM
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?)
- 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.
25  Golden Sun Games / General Golden Sun / Localizations on: February 15, 2015, 11:51:40 PM
This topic is here to discuss everything about localizations in Golden Sun, including their differences. (In memory and in-game.)

This first post should include known localizations... as well as Translations... No ROMs will be posted. - And no links to ROM sites shall be posted.

This may also be here if anyone wants to consider making the editor compatible with other localizations if the editor already isn't. (Maybe...?)

Have a nice day!


(Since the Atrius's editor's source already contains these strings GAME TITLE + GAME CODE, I'll post these strings as well...)


...more to come.
26  The Editor / Golden Sun Hacking / Tileset Theories on: February 02, 2015, 05:08:14 PM
Quote from: From cbox
I'm quite curious how Golden Sun did their 16x16 map tilesets. (Not the tilemap itself, but 16x16 tilesets)... Reason is because the way they're store in the game is that they're organized by order the map uses it, but I'm guessing that was only for compression purposes, and that they originally came from a 16x16 tileset. If such tilesets were shared between rooms (Even with different 8x8 tilesets)... then this could be even more interesting, so it would be nice to look up.

 It's kinda hard to study them, but I did find that the 8x8 tilesets in the Lighthouses share some tiles... and the Elemental Rock dungeons share some tiles as well. (At least with the floating platforms.)

And some 8x8 tiles in one of the Islet Cave maps share tiles with one of the maps in Taopo Swamp...

(When I say "share", I mean more like duplicate, I think.)

Some rooms like the following have a bunch of 8x8 matching tiles, but with many of their own tiles as well:

14 Kandorean Temple
24 Shrine of the Sea God
100 Alhafran Cave
126 Gabomba Catacombs

With palette slot 0x6, seems the wall tiles match up in game, perhaps these used the same 16x16 tileset? (Before they were rearrange in the order the maps use them.)
(Also, palette slot 0x6 is different in both rooms.)

I think 55 Mikasalla has some Garoh tiles. I mean, sure the houses are in the map, but the moon and Reveal rock is in the 8x8 tileset too.
Also 53 Madra Drawbridge and E. Tundarian Islet have Garoh tiles.

Inside houses in Mikasalla, Garoh, and Tundarian Islet are also the same.

My idea with the Tileset Theory is that all matching tiles from multiple maps will likely use the same palette slot. What other interesting occurences can you find to further prove there were general use/area use 16x16 tilesets? How many tiles do you think went across? (Tiles per row)  Do you have any idea what the original tileset(s) might would look like? (Besides what's obvious.) Etc.

Lighthouse Tileset
Elemental Rock Tileset
Cave Tileset
Sea of Time, Northern Reaches
Suhalla Gate (Vale Tileset)
Daila/Kandarean Temple (Outside)
???: Shrine of the Sea God Brick rooms? ; Shrine of the Sea God: Top ; Lemurian Ship ; East Indra Shore ; Yampi Desert & Cave

Dehkan Plateau/ 103 Gondowan Cliffs (Inside and out) , Kibombo Mountains (Inside)
Town Tileset, Inside & Outside (Madra/95 Alhafra)
Rocky Inside Rooms (46 Madra, 65 Garoh)
Naribwe, Kibombo Mountains, Kibombo

Perhaps rooms had two 16x16 tilesets? (No idea.)
27  The Community / Open Discussion / Restaurant Mistakes - When you get food you didn't order for. on: January 25, 2015, 03:02:06 AM
There are plenty of examples where this has occurred... and the worst part is when you get a meat entree when you are vegetarian. ; When there's a mistake, usually a manager comes with the fix, though.

Todays example....
At Apple Bees, I got Onion Soup and Cheese Quesadilla no bacon... but they gave me the chicken one, possibly without bacon... we got it fixed though. Cool part was that neither quesadilla had to be paid for. (It was on the receipt as a (-price) so.... (Is it even worth it if you feel guilty for the wasted food?)

There was another example from a long time ago at a difference restaurant where my mother's and mine got switched somehow... I think they put some parsley or something on the vegetarian one, but the cooks probably put it on the wrong one... The good news is... another discount or something...

Discounts don't always happen, though...

Any body have any cool stories to tell on restaurant mistakes that have happened with you?

Tip of the day: Did you know Caesar dressing often has anchovies in it? (I learned this like a long time ago.)
28  General Hacking / Coding / Sorting algorithm on: December 21, 2014, 04:40:39 PM
What sorting algorithm would be best if one was used for an editor? (For example, say you wanted to show HP of all enemies from least to greatest.)

I have thought of making an array where each entry would point to the item that would come next....
Basically to prevent the need to "insert" things into a list that would cause one to need to move everything down.
There's one trade-off to that, maybe... And it makes it harder to find where an item would go into the list faster?

Either way, there's not enough entries in the lists for it to matter...

Anyway, notes can be kept here, and I shall link to this interesting topic!
29  The Community / Creative Works / Art Requests on: December 07, 2014, 01:50:52 AM
Show off your works of art whether it be visual, written, audio, or whatever!
Okay, so I guess this is the forum!

This idea is here for anyone who is interested.  Although, I'd prefer not wasting anyone's time.
I thought of it when I was thinking about what to use for the background.

You can either suggest some things, come up with art, link to any artwork that would be good for the wikia...
But here's what came to my mind: (Not sure if it's my final decision or not.)

Wise One wears a cowboy hat while laughing at Alex. (I imagined it with dark blue/violet misty coloring for the background...?) Could be anything, though.
Someone said it would be a bonus if Alex had a monocle.

Even if it doesn't get used for the wikia, we can still consider it as one of GSHC's themes. (Right, Kain? Happy)

(If you add a price to the artwork, then don't bother trying to get me to buy it. :P Well, especially since this isn't anything that is actually needed, but just thought it would be interesting to see how it goes.)
30  Golden Sun Games / General Golden Sun / Speedrunner's Tips on: December 01, 2014, 05:36:24 PM
This topic's goal is to list every opportunity one may have to speed through the game, including glitches. Not sure if I'll ever go into detail of the actual gameplay, though.

Retreat Glitch: Use this when PP is below 6. If I remember correctly, this should change the current Map & Door number without actually changing the map as it is displayed. This allows you to access the doors from the entrance while in the same room. If you save and do a reset, you get to go out-of-bounds. (Since the retreated to room would display this time.) - Going north of the map will allow you to read map code data as though it is map data. I don't know if there are any decent ways/vulnerabilities to write to the tile you are on via an event or not, but if there is, I doubt it would be that easy.

Sanctum Warping: Either die, or restart game and hold certain buttons to warp to sanctum.

Avoid/Sacred Feather: Use this when your levels are high enough to stop the Battle Counter. If you get a battle, don't use Avoid in the room you are in, because your levels wouldn't be high enough for it to do anything. (I think.)

Ship Hover: The option in the pause menu will only use 2 PP once. But if you hold B you can fly and go faster, but it uses PP constantly...

Sand/Hover on the Map: When in use, doesn't increase Battle Counter.

Tilemap: Some tiles do not cause battles, like near hover pads in Jupiter Lighthouse.
Sometimes you can use psynergy next to the tile you need to use it on, even when you are at a different elevation. See Magma Rock.

Q: What is the item-dupe glitch I’ve heard of?
A: In the words of rockmanxv3:
"I'm confirming something somebody posted about but didn't quite realize what
he had stumbled upon. (Sorry, I don't know your name.)
While you're taking Trial Road, finish one of the things and get to the chests.
Open them, then drop anything droppable, doesn't matter at ALL what (DM note:
do this on the put-item-in-chest screen). Then go step on the quit switch. When
you get out, you should have all your stuff back. What's more, when you finally
BEAT Trial Road, you can go to the shop to buy duplicates of whatever you
dropped! If it works this way, you should be able to dupe whatever you want as
many times as you want. I haven't personally confirmed this, but the worst
thing that seems likely as that you won't be able to buy the dupes.
If you want to know how I did it, I made sure I had extra armor (Like really
cheap stuff.) and put them in the chests. At this point, I dropped everything I
wanted to dupe, then made it to the top and whooped up. Then I got all the
items I dropped back PLUS I could still buy the dupes at the shop. The above
way is better because if it works you should be able to dupe several times. (4
Golden Boots @.@)"

This glitch was confirmed by yours truly and several others.
Taken from a Faq, but I'm planning to shorten it in just a bit. ; Posting this in case having this allows you to have more stronger equipment to make battles faster? (Don't know, though.)

02000498 = Random battles counter (0x00100000+ will cause a battle.)
020004A4 = Avoid Counter
020054C8 = Random number
030011BC = Random number

If I missed anything, let me know.
Pages: 1 [2] 3 4 ... 7
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.

Temple of Kraden Golden Sunrise
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