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1  The Editor / Golden Sun Hacking / Re: Complete Class Separation for Jenna and Piers on: June 13, 2017, 09:10:09 AM
Thanks a lot, I've managed to get the new class chart system to work. What I did in the end was that using the chart that you made, I assigned Felix's new class to 15, Jenna uses 16 to 19, Sheba uses 1B and Piers uses 1A and 1C-1E. This makes it easier for me to track since its basically just the old values shifted up by 20.
2  The Editor / Golden Sun Hacking / Re: Complete Class Separation for Jenna and Piers on: June 12, 2017, 03:49:09 AM
Okay so well, I'm trying to make some exceptions for these classes (and a few others but those aren't stated in yet). I have a basic idea of what i'm supposed to do in that i know which parts to alter to suit the class type id and pc idea but i don't quite understand what i'm supposed to copy or move in the data.
3  The Editor / Golden Sun Hacking / Re: [RELEASE] Golden Sun Reloaded on: June 07, 2017, 04:52:21 PM
If you're going to use an additive modifier, I'd probably recommend using your level as a base. Dullahan is at about 50 or so, therefore a level modifier would at bare minimum add 50 damage and at maximum 150. I wouldn't recommend anything higher since then spells would be way too strong in the eastern sea/early western sea period when your physical characters are really coming into their own.
4  The Editor / Golden Sun Hacking / Re: [RELEASE] Golden Sun Reloaded on: June 07, 2017, 01:37:54 PM
It might be easier to do some general testing by comparing physical damage vs spell damage in various break point areas so Chestbeaters, Aqua Hydra, Poseidon, Jupiter Lighthouse and Mars Lighthouse and seeing where spells start falling off and the percentage difference at that too. That way you can create a modifier to kind of bridge the difference so that the gap isn't as high.

In my hack, while I am using the Int patch instead of the multiplier, I opted for spells to be consistent over time damage compared to the burst damage from Unleashes, although this method requires you to drop the unleash rate cap to about 55-65% or so to keep it from getting out of hand. If you're keeping the 99% unleash rate cap then you'll probably need to drastically bump up damage to keep up with constant 2.2x and 2.6x attacks going off each turn.
5  The Editor / Golden Sun Hacking / Re: [RELEASE] Golden Sun Reloaded on: June 07, 2017, 11:06:56 AM
I never really noticed that TLA was a shop behind the level average until when you made the shop edits, definitely a good idea when it comes balancing the game. Shifting most of the relevant physical skills to multipliers reminds me of Dark Dawn in a way, although now I wonder how mages will stack up because near the end of the TBS patch, I was resorting to having everyone spam the attack command because spells still couldn't beat unleashes when it came down to it.
6  The Editor / Golden Sun Hacking / Re: Complete Class Separation for Jenna and Piers on: June 05, 2017, 10:05:51 PM
So if I do the PC and Class Type check, then I'd make the game do comparisons where if say Jenna meets the requirement for say Class Type 3 then it would load 23 instead where as if I did Caledor's method then I'd have to make duplicates of a lot of classes?

Which method would be easier to implement given the current tools? Because right now a very bothersome problem is the lack of a copy paste function in the current editor.
7  The Editor / Golden Sun Hacking / Complete Class Separation for Jenna and Piers on: June 05, 2017, 02:06:28 PM
I know that we have a class separation patch that can be used to split Team 1 and Team 2 but what I'm looking for is a patch that completely separates Jenna/Piers' classes from Felix/Sheba's lines so I can properly put them in line with their other warrior/mage characters because as it is now they still share the symbiotic and tri classes even with the current patch.
8  The Editor / Golden Sun Hacking / Re: Problem with the 5% stats patch on: June 05, 2017, 05:40:39 AM
I already corrected most of the locations with the inbuilt text editor so its okay for now. I can wait for the new Intellect/AI overhaul patch since I kind of already have my hands full trying to prevent spells from being too strong relative to physical damage instead of too weak.
9  The Editor / Golden Sun Hacking / Re: Problem with the 5% stats patch on: June 05, 2017, 12:40:40 AM
Thanks, I managed to stumble on another problem or maybe a weird quirk would be a better way to put it, but for some reason the text at locations 3346 and 3347 in the editor are backwards. Most locations would list the stats in the order Attack/Defense/Agility/Luck but for some weird reason this
section lists it as Attack/Defense/Luck/Agility. Then if you correct the order it mucks up a couple text areas.
10  The Editor / Golden Sun Hacking / Re: Problem with the 5% stats patch on: June 04, 2017, 10:06:33 PM
I'm a bit confused at the memory dump size part.

So let me get this straight, at the memory dump part, I'm supposed to go to 80C15F4 and select the byte in the attached picture? Then when I'm saving the dump, its supposed to be a size of BE50 (0x54 multiplied by the 244 classes (NPC + 243) in the game data?
11  The Editor / Golden Sun Hacking / Re: Problem with the 5% stats patch on: June 02, 2017, 12:21:42 PM
Okay, so I ran it in python 3 and it works just fine. I don't really get the difference between the two since I don't know python but thanks alots.

Now if only there was a faster way to copy paste class data so I could input the various classes that I added.
12  The Editor / Golden Sun Hacking / Re: Problem with the 5% stats patch on: June 02, 2017, 12:21:33 AM
This is what it looks like at the offsets. Also, I've used a copy of this rom before to patch stuff like the Reloaded patch and the Intellect patch and they've worked just fine so I don't think anything's wrong with my rom.

Also, I did have to change the first line to Tkinter import * #GUI stuff and comment out this one f = open(filedialog.askopenfilename(), 'r+b') in order to get it to patch.
13  The Editor / Golden Sun Hacking / Problem with the 5% stats patch on: June 01, 2017, 09:53:23 PM
I mentioned this before in the cbox but I figured that a topic would be better for it.

I applied the 5% stat patch to a fresh Golden Sun TLA (U) rom, however as shown in the pictures below it did not work out like it was supposed to.
14  The Community / Introductions / Re: Hello on: April 30, 2017, 07:33:11 AM
Thanks a lot for the help, although the problem seems to have appeared again with effect 40.
15  The Community / Introductions / Re: Hello on: April 21, 2017, 01:52:30 AM
I wasn't really intending on reaching the hardware caps on the enemy groups although it is good to know what they are. My plan was to basically increase the variance in enemies that show up in random encounters so players would get a chance to properly take advantage of the higher range spells.

On that note after taking a look at the spell damage range in vanilla, it seems like there's a spell damage variance of about 5-10 in the lower tiers and 10-20 in the higher ones. The middle tier is kind of all over the place since the upgrades don't really follow a regular pattern so certain spell series get a huge power jump (most notably Whirlwind).

It would probably be fairer to group them up like this for the first step
Quake, Flare, etc: 20-25
Froth, Spire, etc: 30-35
Gaia, Volcano, etc: 40-45
Fume, etc: 50

I haven't quite figured out the pattern yet when it comes to going from stuff like say Quake to Earthquake or Earthquake to Quake Sphere but it shouldn't be too hard providing that I stick to the pattern that Camelot seems to use.
Pages: [1] 2 3
October 13, 2018, 03:23:06 AM
Salanewt: Updated it to provide more info that I forgot to mention.
October 13, 2018, 03:16:48 AM
Salanewt: I'm still trying to iron out IQ 2 but I'm pretty sure it's entirely random targeting.
October 13, 2018, 03:16:29 AM
Salanewt: Oh yeah, I posted some more info about enemy IQ.
October 12, 2018, 09:51:27 PM
FoxThe HTML5 project is too small to count
October 12, 2018, 06:19:48 AM
Luna_blade: there is jjppof's html5 project...
October 12, 2018, 06:19:17 AM
Luna_blade: Though Momo rings a bell it seems I came here after you left
October 11, 2018, 12:49:41 AM
Fox: (If that makes sense.)
October 11, 2018, 12:48:33 AM
Fox: Yeah, I guess so.  More just saying that's a good place to get answers to GS related questions at the moment.
October 11, 2018, 12:42:28 AM
Crystal Sonata: I did before, but I guess I could try it again
October 11, 2018, 12:41:32 AM
Fox: Not much at the moment. This forum seems pretty quiet. Perhaps you'd be interested in joining the Discord for GSHC that seems to have more activity?
October 10, 2018, 11:16:53 PM
Crystal Sonata: Any projects going on? I need a distraction from the daily grind and I'm interested in hacking GS again.
October 10, 2018, 10:02:53 PM
Fox: Thanks, and good to see you too!
October 10, 2018, 10:02:10 PM
Fox: A few people I'm sure... Most likely the regulars of the past. Such as Atrius, Charon, Role, Salanewt....
October 10, 2018, 03:11:17 AM
Crystal Sonata: I find myself wondering who still remembers me here. Obvs you do (Good to see ya Tea)
October 10, 2018, 12:46:11 AM
Fox: On second thought, it might be because you haven't posted much as Crystal Sonata.
October 10, 2018, 12:41:12 AM
Fox: And your intro isn't that bad. - I imagine most people would say the same about theirs?
October 10, 2018, 12:39:39 AM
Fox: :O - You've been gone so long, I think I forgot you were Momo.  Interesting.
October 09, 2018, 10:23:39 PM
Crystal Sonata: I just revisited my dark past on here and ouch. Someone delete that introduction thread please, the cringe.
October 09, 2018, 08:26:11 AM
Crystal Sonata: Aaaaand, she re-appears yet again. My life keeps dragging me away from the internet sadly.
October 01, 2018, 01:27:50 PM
Luna_blade: haha oof.

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