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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.
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Cbox
Today at 02:30:46 AM
Majora: Thank you for getting the site back online!
July 21, 2018, 09:19:06 PM
Salanewt: Time to upload that "EXP gain when KO'd" patch I made a month ago.
July 21, 2018, 09:18:48 PM
Salanewt: Oh hey, the site's back up!
July 18, 2018, 10:49:52 PM
roger: I can post but it goes to an error page when I submit.
July 18, 2018, 05:24:12 PM
zman9000: Site is back WOO!
May 09, 2018, 12:35:37 AM
KyleRunner: The "Start In" field is not editable... I'll try making new shortcuts
May 08, 2018, 09:51:08 PM
Fox: If all else fails, you canmake new Shortcuts to do the same thing.
May 08, 2018, 09:49:53 PM
Fox: Export Properties > Shortcut (Tab) > Target / Start In ; Target (for Export) should be: (filename) 0 , and for Import: (filename) 1
May 08, 2018, 08:52:00 PM
KyleRunner: I can't change the path in properties menu...
May 08, 2018, 01:27:19 AM
Fox: You may need to edit something in properties, though... so it uses the exe file in the same directory.
May 08, 2018, 01:24:59 AM
Fox: It is suppose to be a shortcut, yes.
May 03, 2018, 11:48:05 PM
KyleRunner: Fox, the "export" function in your text editor is just a shortcut... Could you please fix it?
May 02, 2018, 09:53:45 PM
KyleRunner: I come here everyday. I'm working on a Portuguese translation, and the people here help me a lot.
May 02, 2018, 08:56:07 AM
Drake baku: My feel as well, I posted a little as well since my return, but silence was all that followed... At least the forum is a great source for data when hacking GS/ GS2, currently looking for something I have read a long time ago cause my PP recovery psy is not working
May 01, 2018, 09:58:04 AM
Fox: I am thinking a lot of this might be because of Discord?
May 01, 2018, 09:56:08 AM
Fox: Yeah, this forum is more dead than ever before.  February and April have 0 new topics. (All other months prior have more.) And March has lowest number of new posts. (It'd be dumb to count the very first month this site was created.)
April 25, 2018, 09:02:13 PM
Fox: Yes. The best tool is a hex editor. Well.... VBA, VBA-SDL-H, no$gba Debugger, GBATEK, and my documentation.... to use these to learn how the code/data works. Best method because it maximizes your editing ability... and then there is my program gsmagic that I was working on. Still in its early stages, though. (Even after year(s).)
April 25, 2018, 04:21:58 PM
Xendrox D: *exept tla editor.
April 25, 2018, 04:21:29 PM
Xendrox D: is there any other tool for hacking gs?
April 23, 2018, 09:26:27 PM
Atrius: Rarely, but not never.

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