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1  Golden Sun Games / General Golden Sun / Thoughts on Alex vs. The Wise One? on: September 05, 2017, 11:02:31 PM

I can see why others might've been disappointed, if they'd been looking forward to the time Alex finally showed his hand...but I thought that ending was PERFECT for him.  I mean, Alex was cool and all...but he spent basically two entire games freeloading off of what everyone else did.  He...

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1) Has Saturos and Menardi do most of his dirty work for him, never even bothering to help them with their fights against Isaac and co.

2) Abandons Felix and co. the moment he realizes that they can't do everything for him.

3) He attempts to steal Piers's ship; then runs away the moment Piers gets back

4) He later threatens Felix and co. to hurry up and light the lighthouses...except, he can't actually do it himself. Instad, he has Agatio and Karst drop everything they're doing to sail AAALLLL the way to Champa; all because he can't do his own bullying.

5) Tells Agatio and Karst that he'll back them up against Isaac and co...then turns tail the moment the two parties actually meet.

6) Never attempts to help anyone light Mars Lighthouse.
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IMO, the ending is perfect for him.  The guy goes out exactly the same way he came in; TALKING a big game while doing absolutely nothing.

And what really made it perfect (and hilarious)?  The Wise One dropkicks him out of the ending while doing the EXACT same thing to Alex that Alex had been doing to everything else; speaking very politely to Alex while insulting him at the same time.  And somehow, the Wise One does it without even being that mean about it.

I personally LOVED the scene; but I can see how it might've rubbed others the wrong way.. What do you all think?
2  The Editor / Golden Sun Hacking / My Thoughts on Golden Sun - Reloaded: Discussions and Suggestions on: September 04, 2017, 02:04:57 AM
So since I've been on a Golden Sun kick this last month or so, I've decided to give this rebalancing hack a try.  Caledor wishes to make a game where unleashes and summons aren't the be-all, end-all strategies they always were in the main game; and we're going to see how well it accomplishes that!  As such, I'll be judging it on two things...

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1) Does it change the way I play the game?

2) Does it have a good difficulty curve (not too tough, not too easy)?
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While doing this, I will be posting videos of me fighting bosses and random encounters in order to show evidence for my points.  So let's get this started!
3  The Editor / Golden Sun Hacking / Three Ideas for Balancing Summons on: August 08, 2017, 07:26:05 PM
So I've been thinking long and hard about this; and I think I've finally come across a way to nerf summons WITHOUT taking away their usefulness.  Basically, I would implement the following three changes...

1) Instead of bosses having just one set total of HP, I would split it into two, like what Breath of Fire 1 did.  You see, summons use the following formula to determine damage

Base Damage = Summon Power [Judgment is 240, for reference] + (Max Enemy HP * 3 * No. of Djinn Used / 100)

So basically, every summon will add 3% of the target's max HP for every Djinn used; which means LVL 4 summons like Judgment will AUTOMATICALLY do 12% of it's victims HP in damage.  Now, that obviously doesn't factor in resistance, but still; you can imagine how this utterly ruins most bosses.

So by splitting, say, the Deadbeard fight into two phases with 2500 HP each (instead of one phase with 5000 HP), Judgment would "only" do 540 Damage, instead of the 840 it does now.  That in itself wouldn't be enough to fix everything, of course...which is why I'm also thinking of the following...

2) All summons cost 10 PP or HP for every Djinn used.  I'm not sure whether HP reduction or PP would be better balanced; but either way, it'll ensure that you can't just spam summons in every random battle without worrying about running out of health or PP.

3) Djinn would take twice as long to recover outside of battle, and twice as many turns to recover IN battle.  Otherwise, there's this really cheap combo one could do for every fight...

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Turn 1: Flash, then Mars summon
Turn 2: Ground and Granite, then Ramses summon
Turn 3: Flash, then Mars summon
Turn 4: Ground and Granite, then Ramses summon.
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So what do you guys think?  And how easy would this stuff be to put in?

Pages: [1]
Cbox
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.

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