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1  The Editor / Golden Sun Hacking / Dark Dawn: GBA Concept Room on: Today at 07:13:44 PM
Hey everyone! We recently found an early room in Dark Dawn that has several examples of obstacles requiring GS1 and GS2-exclusive utility spells. What's more, there is a clear path of progression from the entrance at the front of the map to a small cave up on a ledge near the rear left of the map. It's grouped with a few debug rooms and a version of Lookout Cabin that was used for early press release screenshots, and has a camera angle that makes viewing the map difficult at times.

1. Frost puddles for djinni (optional), go up stairs and push/Move box
2. Lift boulder, Pound peg
3. Growth vine for GBA chest (optional), Frost puddles and Whirlwind ladder
4. Catch Caramel Apple (optional), melt pillar (probably, new) and Lash rope
5. Growth cliff vine (new) for quick escape (optional), move box for future shortcut (optional), Move(?) object near cliff
6. Whirlwind vine(?), Burst boulder up ladder to reach the cave entrance
Total utilities used: 9

The thing about this map is that you can't actually interact with anything. There is only a basic collision map set up for the walls and map boundaries, while rivers are slightly lower than the ground but you can walk on them, and anything that you would have required player interaction will switch states between active and inactive upon approaching it. For example, the Lash rope/pegs will suddenly have a tightrope formed if you get close enough to them, or the Lift boulder will suddenly move into the air without any animation. The best way to get around is to manipulate your coordinates in RAM. You start on the lowest part of the map but under the actual map, so you can either move towards the camera to reach the lowest part of the map or to the right to clip through the river and onto the middle portion.

Oh, and this room doesn't have an upper screen map of its own - I warped here from the dungeon displayed above.



















2  Golden Sun Games / Golden Sun: Dark Dawn / Does this look familiar? (press release room) on: May 21, 2017, 04:31:43 PM
Remember those early screenshots where Matthew had a green shirt and darker hair?



Turns out that was just a lighting effect, which is still used by an earlier version of the Lookout Cabin map; any object model in here will have this effect applied to them!

Edit: Though, now that I think about it, wasn't his hair more red like Jenna's at some point? That may not have been a lighting effect.
3  Golden Sun Games / Golden Sun: Dark Dawn / The Lookout Cabin is Wrecked on: May 21, 2017, 04:13:39 PM
So, you know how Dark Dawn ends in a cliffhanger where Matthew points at the giant vortex? What isn't shown during this cutscene is the cabin itself.



These first two images show the cabin, which has been wrecked; presumably by whoever created that vortex.




As for this third image, the camera doesn't pan like it does in the normal map but the weird glow in the upper right is from the vortex; you can occasionally see tiny electric sparks but the HUD covers up a fair bit here. I wanted to include that image here just because. Also, this map includes pretty much all of Goma Plateau right up until the interior portion that you enter at the start of the game!

Discuss if you like!
4  The Editor / Golden Sun Hacking / Re: Minor graphical issues and improvements on: May 17, 2017, 02:41:33 AM
I recall unleashes having priority over everything else but I can't remember of criticals or misses came next, unless I'm mistaken.

Rate: Double or halved? I'm very interested in how that works!



Something else that has always bugged me are field object and character shadows, especially for inanimate objects. A distant goal of mine is to make them translucent and to remove inanimate object shadows, although I need to plan this one out more.

5  The Editor / Golden Sun Hacking / Re: Minor graphical issues and improvements on: May 17, 2017, 01:37:59 AM
Counterstrike rate: That's true. I'm planning to turn it into an actual effect in the AI overhaul and the Intellect patch even adds it to the effect listing and makes it partially functional, but so far it isn't a finished one. All it does is write a bonus total to the same place that the Reflux buff is written, but I have plans!

Spoiler for Plans:
My plan for that is to change the Reflux/counterstrike buff RAM value and double it with an equipment bonus, with a related change to enemy data to add a counterattack rate that people can customize. The bonus will go up to 100 for player characters and 255 for enemies; 100 = 100% counterattack rate, but higher values will correspond to different buff values which can either be enabled through ability effects or on a case by case basis for specific enemies to differentiate between things like Reflux or other effects.

This will be available as a standalone patch as well as part of the AI overhaul, and with it a functional Reflect buff of some sort.

Ailment infliction rate bonus: Funny thing, but I made an ailment resistance bonus as part of the Intellect patch; the downside is that you can't use it through the editor but it's probably for the best given my plans. :p

It has been a while since I released that patch, so I can't really say much about the coding particulars but I would take a look at the bonus in the Intellect patch because it's very close to what you were thinking of doing for infliction rate stuff.


Critical rate: Wasn't it always an unleash rate bonus or am I just mistaken? I was under the assumption that the "critical" part was a bit of a misnomer for it and that a critical rate bonus doesn't actually exist. If that's the case then I'll likely include a critical rate bonus of some kind in the AI overhaul!
6  The Editor / Golden Sun Hacking / Re: Minor graphical issues and improvements on: May 16, 2017, 08:59:50 PM
Oh good, you figured out the critical/unleash increase stuff! I was going to tell you about the Intellect patch when I originally saw your post but I haven't been able to sign on lately (because I fixed it in there too but couldn't remember exactly how I did that); would you consider a change that adds the counterattack rate modifier a general aesthetic fix?


Right now, I can think of a few other oddities in GS2:
- Certain utility effects aren't aligned perfectly, so they will be off-centre (Magnet and Arrow for example, but also some others);
- Certain battle animations aren't positioned correctly, like Volcano;
- The battle menu (debug portion at least) has issues with displaying enemy or other sprites that are small or double width;
- Clipping issues with the player avatar on the world map (mainly involving trees, which has a simple explanation) and certain tiles in various maps;
- And a couple other things that aren't coming to mind right now.

This is also a personal opinion thing, but I feel like battle animation palettes lean towards red and purple more often than other colours. This is even represented in the large number of elemental palettes, and especially red and purple palettes compared to colours like green or pink. The animation overhaul allows people to customize several of the 101 animations with ease but aside from that current options are limited.
7  The Editor / Golden Sun Hacking / Re: Class Type code patch (Idea stage/no patch yet) on: May 11, 2017, 02:15:58 PM
Role: Pretty much what Fox says; all it really takes is to tell the game to check for more item IDs and assign more classes, which is a very simple thing to do (and the aforementioned patch does just that if you are fine with having a five item limit).

Fox: It would still be a somewhat large overhaul given the number of things that would have to be changed or expanded for more classes to work, relatively speaking of course. Perhaps a number of the individual changes would be fairly small, but you still have to change or at least account for everything related to calculating class address (as you listed), text (which isn't too large), plus character RAM stuff and address calculation there. Which again, there isn't a whole lot there but everything that does need to be changed adds up to a large collection of changes.

I can't think of anything else that would need to be dealt with right now, aside from where to move the new class table and stuff. Plus, almost anything related to assembly is a large change to people who aren't too familiar with it. :p
8  The Editor / Golden Sun Hacking / Re: Class Type code patch (Idea stage/no patch yet) on: May 10, 2017, 03:15:38 PM
Role: It's literally just a bit of code that goes "if item a is equipped, set class type to 15; if b, set to 16, if c, set to 17" where a-c are specific item IDs. This is also set up to overwrite any other class type that a character would use otherwise, and the minimum element counts are 0 in every element so you won't be shunted to the NPC class either.

I would imagine that you are limited to the number of class types that can exist, which depends on the size of the type value and whether it is signed or unsigned. I think it would be safe to say that it's unsigned, but I can't recall if it is read as a byte (limit of 255 types) or if it is larger. That being said, class IDs are read as a byte most of the time so our absolute maximum number of classes would be 255 without some pretty major changes to the game (even going above 243 would require some large changes), so a larger value for class type would be pointless unless you can rig the type chart to work differently.
9  The Editor / Golden Sun: The Lost Age Editor / Re: Golden Sun Magic (Beta) - Forge, Elemental Data, Encounters on: May 08, 2017, 12:44:29 AM
The top of my list would be a map, tile, and room palette editor, but I also understand how much work would be required for that so I think another good feature would be an expanded "enemy properties" section of an enemy editor that does more than just assign sprites and palette swaps to enemies.

Quote
08130D0C = Individual Enemy Table (8 bytes/entry)
 025F Sprite value
 A2   Sound effect on defeat + palette swap
 00   Attack type - from x00 to x15, PCs have to be in the NPC class to use these attack types (attacks include Star Magician's magic attacks, punches, jabs, uppercuts, claw attacks, and other standard slashes and swings); attacks are coded in red, PC attacks are coded elsewhere (unless NPC class); add x20 for certain attack types to add hopping, multiply the x20 to increase jump height (x80 is standard attack jump height)
 00   Cast/impact height
 00  
 00
 00

That stuff! At least the things that the original editor can't change if you feel like it.


Also, a huge bonus if you can include the icon compressor in some capacity; that way we can have it all in one tool!  Happy

10  The Editor / Golden Sun Hacking / Re: Master Formula List on: May 08, 2017, 12:38:29 AM
The RNG function fits!

Also, thanks for the contributions to this topic. :P
11  The Editor / Golden Sun: The Lost Age Editor / Re: Golden Sun Magic (Beta) - Forge, Elemental Data, Encounters on: May 06, 2017, 07:36:03 PM
Lol, that's true!

What's next for this editor version?
12  The Editor / Golden Sun: The Lost Age Editor / Re: Golden Sun Magic (Beta) - Forge, Elemental Data, Encounters on: May 06, 2017, 07:02:17 PM
My vote for some of them, like formulas, would be to add extra options in shorter listboxes that read something like "*Patch Only*" without having to bother with text files or other settings systems that need to be modified by users. Longer listboxes should probably have some supplementary file, and checkboxes... not sure for those.
13  The Editor / Golden Sun Hacking / Re: Golden Moon on: May 06, 2017, 05:41:47 PM
Yeah, it can be pretty confusing sometimes. I think the elemental level values in the character editor tab might do something with class priority as well but I'm not entirely sure how that works.



14  The Editor / Golden Sun: The Lost Age Editor / Re: Golden Sun Magic (Beta) - Forge, Elemental Data, Encounters on: May 06, 2017, 05:27:45 PM
Nice work! I'm going to check it out later, just working on a new overhaul right now.

I also have a small request though. For certain things like ability formulas, would you mind allowing users to input custom values in some fields? That way people can make use of patches or other hacks that add new formulas or other such things.
15  The Editor / Golden Sun Hacking / Re: Elemental Tables (Enemies) on: May 04, 2017, 05:39:17 AM
True, though my main focus was strictly on the tables because I was hoping someone else would look into their frequency. :P

That being said, it looks like both you and Rolina have brought up the same thing with me and it also looks like that is reflected in the tables in general, oddly enough; this makes me think that more enemies use the tables with lower Mars and Jupiter resistances than the other two elements, but there are also more of those tables to be used by common enemies.

Taking another quick look:
- The lowest resistance value in any table is 7;
- Venus and Mercury have a value of 7 in only one table each, while Mars has three and Jupiter has four;
- However, the Venus 7 is unused (and one of the Jupiter ones too);
- The Mercury 7 is used exclusively by one enemy while ;
- This means that, aside from one enemy, the lowest resistances that enemies can have are in Mars and Jupiter.



I am also making a couple minor edits to the spreadsheet; I'm attempted to colour code certain sections based on patterns or owners, though not all of them will necessarily be given the same treatment. I also changed the numbering to match how it would actually be used in enemy data as well as in the screenshot Fox provided.


Edit: So, I'm not sure but I may have missed some exclusives or near-exclusives. Pixie, Skeleton, and the Puppet/Soul Armours are the ones I'm most interested in double checking right now.

Edit 2: Pixie is not exclusive (shares with the Wyvern family).
Pages: [1] 2 3 ... 327
Cbox
Today at 06:49:14 PM
Lord Squirtle: I guess I'll make a topic for the GBA concept room in Dark Dawn soon.
Today at 04:27:21 PM
Fox: Yep ... There are many libraries for many languages... Python, etc... And then there are things like  the Google apis - e.g. http://maps.googleapis.com/maps/api/geocode/json?address=(whatever you want to search for)
Today at 07:46:43 AM
Luna_blade: I can see how XML/JSON are a thing these days.
Yesterday at 04:52:18 PM
Fox: Easier in the idea that I can reduce required external stuff where the source code isn't available/modifyable (Well, there is overrides in some cases, but still.) ; So it's possible the only "Events" I would require are those of the Form.... (Mouse Events, Keyboard Events, Paint Events, Etc. when needed.)
Yesterday at 04:42:14 PM
Fox: Anyway... I know I am using built-in controls in my current editor, but it is not out-of-the-question that I might just go and make my own custom controls... so that it is actually easier for me (But that'd take a lot of work.)  I'm thinking about one large bitmap object, and just drawing them on it. Problem is, I'm afraid it might not be efficient enough.  So I haven't decided about doing it.)
Yesterday at 04:33:28 PM
Fox: @XML = If I recall, I believe Visual Studio uses it for Settings Variables that remain even after you close the program. (e.g. There's one variable I have in my program that I call "LastRom" to make it easier to get back into the program.)
Yesterday at 04:17:59 PM
Fox: XML/JSON are simple = They are just a way to store data outside the application... ... The complexity is comparable to learning about data trees, I'd say... XML = Looks like HTML  ; JSON = Think Lists and Dictionaries, and nested ones.
Yesterday at 03:51:19 PM
Luna_blade: @the whole static thing: I recently came across the problem that if you use design patterns, objects of the same class might get duplicate info. Sometimes this is very little information, so it seems better to use something class-wide than making a file
Yesterday at 03:47:41 PM
Luna_blade: another thought I had is that I already made some code better...
Yesterday at 03:45:59 PM
Luna_blade: Sure I will open-source it on github once I rewrite it to be more maintainainable. Now that I think about it, I should put some other stuff there as well
Yesterday at 03:44:54 PM
Luna_blade: Yeah I made some code and screens for it in Java. The last thing I was busy working on was the grid for the values and the selection shape.
Yesterday at 03:41:22 PM
Luna_blade: I will learn a bit of JSON and XML soon. I guess those are pretty good replacements for what I meant with static
Yesterday at 03:40:42 PM
Luna_blade: It's an okay article. I prefer reading the java implementations on tutorialpoint
Yesterday at 12:07:19 PM
Fox: article*
Yesterday at 12:07:06 PM
Fox: Oh yes, there's a whole artice on design patterns at wikipedia? https://en.wikipedia.org/wiki/Software_design_pattern
Yesterday at 07:20:37 AM
Fox: Oh yes.... Just checked.... Program.cs has "Application.Run(new Form1());" ... AND.... Program.cs is a STATIC class, so my hunch is confirmed. (In a way.)
Yesterday at 07:12:43 AM
Fox: So... I'm assuming that it is like a tree, and your top level file should be the static class, with all the other object classes linked from it? (Like a tree?) - Wonder how the Dessigner treats Forms. (How are Form objects linked to a static class, if at all?)
Yesterday at 07:00:51 AM
Fox: (Since I can have incredibly bad wording sometimes :P)
Yesterday at 06:59:50 AM
Fox: (Well, started "?" was more implying whether you made any public releases yet....
Yesterday at 06:59:02 AM
Fox: Wait? You started a Hed Editor? Curious if you were going to open-source it....

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