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1  The Editor / Golden Sun Hacking / Ability Effects 48 and 52 on: September 28, 2017, 05:17:30 AM
Okay, so these two effects are only assigned to one ability each:

48 is assigned to Sidestep; the effect comes right after two damage reducing effects (one for 50% and the other for 90%) in the effect list, while the ability is just before Total Defense (which uses the 90% reduction) and Stand Ready (50% reduction). Like Total Defense and Stand Ready, Sidestep is also a non-elemental ability that is single target, uses the utility formula, and can only be used by the user on themselves.

52 is assigned to Crazy Voice, which is a PP damaging move used exclusively by Harridan. This ability is right between two other sound-based abilities that dabble in turn reduction (one inflicts stun, the other is a guaranteed 1-turn stun). The effect for this is also right beside the 1-turn stun effect in the ability effect list, and the ability shares some similarities with the other two sound-based abilities it is grouped with.

We have tried to figure out what these effects are, but haven't had any luck et. Research so far hasn't turned up any concrete evidence of them even being referenced or checked for in the second game's code, let alone actually doing anything. It is therefore likely that these two effects are variants of other effects (Sidestep of 50/90% damage reduction, Crazy Voice of stun/1-turn stun) that were planned for the first game but not programmed, and then carried over to the second game while also unfinished. This would make them similar to Charm/Confuse and Reflect.

We haven't confirmed 100% that they don't do anything, but I make this post simply because there has been no evidence to support otherwise yet and the arguments above might explain why.

Have a good day. :P
2  The Editor / Golden Sun Hacking / Re: Master Formula List on: September 25, 2017, 05:54:17 AM
Oh yeah, that's a good point; I'll add it soon!

I think I remember you mentioning that once? I just fixed Sleep's percentage earlier so that may have been it.


As for the other Stun, I think Fire Puppet uses it (effect 85). Not sure about any others, since usually an ability will use 23.
3  The Editor / Golden Sun Hacking / Re: Master Formula List on: September 24, 2017, 03:43:06 AM
Okay, I threw a new one in here involving the ePower boosts you get from summons! I really need to update this thing more. :P
4  The Editor / Golden Sun Hacking / Re: Test 0-7 Maps on: September 03, 2017, 05:28:50 PM
Not sure how I missed your reply before; thanks!

It's definitely possible; neither gsmagic or the original editor seem to recognize anything beyond these boundaries, though maybe one day we'll know for sure!


Also, I updated the first post with more images and info. As far as I can tell only Test 0 is based on an earlier (probably) version of an existing map while Test 5 is likely its own thing; the rest of these maps seem to have 1:1 event and heightmap placement for layer 1 but on every layer.
5  General Hacking / General Editor / Re: Best Map Editor? on: August 21, 2017, 03:00:06 PM
I remember using a couple different Pokemon map editors and Toad's Tool for SM64 when I first started hacking, but it's been a while.

Don't forget about Yoshi Magic either! Even though I feel like you might want to update how it works somewhat.
6  The Community / Introductions / Re: Introduction on: August 20, 2017, 02:29:08 AM
Hey there, welcome!

Let us know if you need any help! We have a Discord, so if things seem inactive around here then you can always hit us up on there!
7  The Editor / Golden Sun Hacking / Re: Three Ideas for Balancing Summons on: August 10, 2017, 06:22:13 PM
Leaf: Oh yeah, good point about djinn costs!


Role: I think they are high because the base RNG function used by the formula is high. That could be changed out, although if just changing the base formula then the higher numbers are necessary. Or at least I'm assuming based on the RNG being high and using the "general" RNG function for some reason.
8  The Editor / Golden Sun Hacking / Re: Three Ideas for Balancing Summons on: August 09, 2017, 07:22:39 AM
You can spread them out, but that also limits your ability to enter higher classes and gain better stat modifiers. It's an option that I feel is less worthwhile than just using Avoid and running around for a minute, especially when unleashes are already so good by default. Doing something like doubling costs or taking Caledor's approach would honestly be a better way of handling it (I think in his case he made it so any summons that use 3+ djinn can't be used right away in battle).


As for tools you can use, we have the editor, a different WIP editor called gsmagic that is in the works, and basic hex editing tools and patching software. There is also a patch for changing summon modifiers for GS2 if you know how to apply .IPS files, although not so much for the other ideas you brought up in the original post! :P

Are you familiar with assembly hacking at all?



9  The Editor / Golden Sun Hacking / Re: Three Ideas for Balancing Summons on: August 09, 2017, 05:13:35 AM
Hey there, welcome! Going to comment on a couple things before I get to my usual "let us know if you have any questions/etc." thing, lol.


First off, minor correction on summon damage is that it's not tied to djinn at all. Every summon ability, Cruel Ruin included, has a modifier that gets tacked on; while this usually correlated with djinn count, it is actually entirely distinct! This means that you could make Thor add 5% while Meteor adds 20% for example.

Second, cool ideas although maybe I should share my approach instead! I'm pretty similar to Role in that my main plan is to just go for a 2% damage modifier as a baseline and go from there depending on effect or ability priority, because djinn are already a pretty good cost for summons most of the time. Recovery also feels like it is balanced fairly well, at least better than unleashes, so what I would do if I were you would be to simply raise the djinn costs of all of the new GS2 summons rather than the djinn recovery rate.

I feel like I would also keep Granite around but get rid of Flash and give enemies more opportunities to manipulate djinn or do other cool things, because there are many ways to power up enemies that don't involve nerfing the party so much.



Overall:
- The summon damage modifiers would be extremely easy;
- Djinn recovery outside of battle would be really easy but it is also tied to PP recovery by default, so some work would have to be put into separating them (otherwise you'll also make PP recovery take longer outside of battle);
- Djinn recovery in battle might be easy enough, although I personally feel that it isn't the best approach (less annoying than doubling recovery time outside of battle, but what I would do instead is just increase how many djinn you need for certain/higher summons so they are more costly to use like Iris or Charon);
- HP/PP costs might honestly take the most work, but I don't see that being terribly hard either. I haven't looked into doing something like that so I can't say how it would really work.


And yeah, welcome again. :P
Let us know if you need any help with things! I'm a little busy with an AI overhaul and life so I might not be particularly helpful at times but I can try.
10  The Editor / Golden Sun Hacking / Test 0-7 Maps on: August 04, 2017, 06:09:58 AM
Okay, so this is basically just a quick post about those rooms. I've been going through the map editor in gsmagic and looking at the heightmap data of various rooms and figured out what most of these test rooms are based on:

Test Rooms; Heightmap:
0 - Taopo Swamp Cave (steam vents above Venus djinni)
1 - Madra/Garoh/Prox Cave Interior
2 - Contigo
3 - Kandorean Temple (pillar cave, with fallen monk)
4 - Kibombo Mountains (area with dog)
5 - ??? (one tall platform and two event tiles)
6 - Anemos Inner Sanctum (rooms with Charon)
7 - Daila Exterior (Flooded)

These heightmaps/layouts aren't identical to the ones that are encountered during normal gameplay though, especially that first one.

Spoiler for Test 0 = Taopo Swamp:
Visual Map of Taopo Swamp:


Heightmap:
Taopo Swamp:

Test 0:


Event Placement:
Taopo Swamp:

Test 0:



Spoiler for Test 5 = ???:


This image is a mockup of Test 5's heightmap placement with its two event tiles layered over it. The event tile on the right also has a layer tile that puts the player on layer 1, but I'm not sure why this is here.

The event tiles have IDs 1 and 5; while there is nothing for them in the room's code as far as I can tell, there is code for event IDs 8, 9, A, and B which are undefined in the map tile placement.

The functions for them are in this window:


Each one seems to clear a flag and do something with djinn but I'm not entirely sure what.


Aside from being smaller, the rest of the maps appear to have the same heightmap and event placement as the ones they are based off of. That being said, we are not 100% certain if they really are smaller or if there is more to them that current editors are unable to read.
11  The Editor / Golden Sun: The Lost Age Editor / Re: Editor crashes when trying to edit monster stats on: July 31, 2017, 06:50:21 PM
Huh! Silly question but have you tried restarting your computer?
12  The Community / Creative Works / Re: Big Brother Fangame Idea on: July 20, 2017, 02:00:41 AM
I haven't watched the reality TV show so I can't really comment on that, but I think Fox is talking about that while Role is talking about the George Orwell novel.
13  Golden Sun Games / Golden Sun: The Lost Age / Re: Can anyone explain this? on: July 07, 2017, 05:34:45 PM
Huh, I guess the Retreat glitch also messed with the behaviour of stones and stuff? Does it do anything weird with chests too?

It kind of looks like it did something to the stone's scripting, hence the garbage text and the item. I don't have an explanation beyond that though!

Nice find!
14  The Community / Introductions / Re: I'm new, please be gentle on: June 29, 2017, 12:05:40 AM
Hey there, welcome!

Let us know if you need any help with hacking stuff. :P
15  The Community / Open Discussion / Re: You are beautiful on: June 22, 2017, 05:24:05 PM
Oh, I am totally totally prepared beautiful! Plus, all it takes is to invoke either the supreme god of the universe Yoshi or His Sexiness Lord Squirtle and most people around here should instantly know who I am. ;)
Pages: [1] 2 3 ... 233
Cbox
Yesterday at 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.
January 11, 2018, 08:28:15 PM
Fox: 0200274C = Hmm... Stuff happens here when you use Cyclone around bushes. (These cause tile replacements, and setting event 0 to those tiles.) - And I guess this kept here so it can be scanned after battle. (To re-update the map.) So here is my fun thought (assuming if it is even possible, or even convenient if so.) ... Are there any events from other maps that could be disabled do to using Cyclone on bushes + Retreat glitch? I'll need to do some testing to make sure this isn't an oversight on my

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