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1  The Community / Open Discussion / You are beautiful on: June 15, 2017, 07:00:58 AM
Here is a motivational message for you!

Feel free to discuss how you keep yourself motivated in life, because I know I can be awful with it sometimes! :P

Yours truly, Dendrophiliafish_the_skull_licker_xxXXDx101XyeahbabyyeahxxXXxx_2_the_Mounties_strikeagainxXX5
2  The Editor / Golden Sun Hacking / Note: Fugue on: June 02, 2017, 06:58:10 AM
So it turns out that Fugue has the same battle effect as Djinnfest. In other words, it will put one djinn in recovery per target! This is utterly pointless in the main game because enemies don't actually carry djinn around with them, but it could have potential in linked battles depending on your setup. And before anyone asks, it isn't because of the animation although leaf and I were both pretty shocked that this had never been discovered sooner for that and other reasons.

Feel free to discuss!
3  The Editor / Golden Sun Hacking / Cloud Brand and Trident: Note on: June 02, 2017, 06:33:05 AM
I'll just link the document and explain in more detail below.

So as many people know, Cloud Brand's unleash ignores defence. What is not really known is that this only affects enemies defined in the first of the two linked lists; it will have a flat 100% success rate if the target matches any enemy in that list, and a flat 0% if it does not. This essentially makes it a dragon/reptile killer!

It turns out that Trident's ability effect does the exact same thing, but for sea creatures (defined in the second list).

Keep these things in mind when hacking the game. Or playing hacks. :P
4  The Editor / Golden Sun Hacking / Dark Dawn: GBA Concept Room on: May 24, 2017, 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.

5  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.
6  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!
7  The Editor / Golden Sun Hacking / Elemental Tables (Enemies) on: May 03, 2017, 03:28:16 AM
So I was curious and decided to browse the code.

Main points:
- 48 Tables total; 44 used, 4 unused;
- Every table has the option of making standard attacks elemental, but most are neutral;
- I included some other tables at the end that provide some general info about the data:
  - Mars eLevels the least common among tables, but this is 10+ more often than any other element;
  - Mercury eLevels have a lower total than any other element among all tables, but Mars eLevels are the lowest when excluding end-game boss tables;
  - Total Jupiter Resistance between all tables is the lowest, when not adjusted to exclude boss tables;
  - Mars Power and Resistance are the highest by far among end-game boss tables;
  - Star Magician has the highest eLevel total, followed by Dullahan then Doom Dragon;
  - ELevels always range from 0-6, except for end-game boss tables;
- And so on and so forth. I don't really feel like summarizing more stuff in here right now but I also didn't want this to just be a link post.

Hope this helps someone!
8  The Editor / Golden Sun Hacking / Enemy AI Research (answering questions plus abuse tips) on: April 02, 2017, 07:21:41 PM
So I've been doing some AI research over the past couple days and found some things.

General: An ability is selected first, then a target. At least from what I can tell. I'm not sure how to summarize the relationship between formulas and effects but I think the formula is prioritized if an ability can cause damage; I'll look into this one more later.

Defend: If an enemy has no valid or useful moves, then it will always defend. Even when it doesn't have it in its movepool.

Items: Caledor found a while ago that the checkboxes beside abilities are an item priority thing, meaning that if one of those is checked and an enemy has an item, then it will swap that ability out for an item. Item quantities in the editor decide how many inventory slots to fill with a particular item. Enemies use items in a sequential order, meaning that they will only ever use the first item in their inventory. This means that if an enemy has 10 smoke bombs in its inventory that are listed before a single potion, it will not use that potion to heal itself or its allies until all of those bombs have been used. Also, only single-use/consumable items can be used by enemies.

Also Items: Enemies can use stacked items (meaning a stack of 30, with the potential for multiple stacks of 30); the editor does not actually let you input the number of items in a stack, only number of stacks. This is not new knowledge. However, it also looks like their AI is incapable of using items that are broken. A shame there are no effects that let you break items or else this would be a pretty easy way to abuse certain bosses. This does mean that enemies are capable of using breakable items like unicorn rings, or at least they would be if not for an arbitrary restriction set for them in the code.

IQ: The unknown value in the enemy editor works almost like a general intelligence scale, so I'm calling it IQ. It ranges from 0-2 and affects a monster's behaviour depending on how high it is. So far all we know is that it affects item priority behaviour and spell casting.

IQ 0: The dumbest.
- An item priority slot is always treated as an item, meaning that the ability in that slot will never be used; if you have 7 item priority slots and one normal one, and are out of items, then only that last ability will be used.
- If it can cast spells and selects one to use, then it will try to use it regardless of whether it has enough PP or is sealed.

IQ 1: Average intelligence.
- An item priority slot is treated as an item until there are no items left, then it gets used as an ability.
- If it can cast spells and selects one to use, then it will still try to execute it if sealed but not if its PP is too low.

IQ 2: The smartest.
- Item priority slots work the same as IQ 1.
- If it can cast spells and selects one to use while it has insufficient PP or is sealed, then it will try to pick a different ability that it can use.

Healing: An enemy will not use a healing effect (the percentage ones) or formula unless the target's current HP is less than their maximum by any amount. The PP healing formula works like this too, but not the percentage effects since they don't seem to be listed.

Status Restore: Any ability that has effects #4 or #64 (restore ailments and cure all), the AI will not check to see if it or any of its allies are affected by stun. This means that any attempt to use something like Restore or an elixir will fail unless the enemy or its allies are affected by a different ailment. It does cure stun if the ability effect is used (i.e. if a target has both stun and another compatible ailment like sleep, then both will be cured). Charm and confuse are actually checked for, so inflicting an enemy with either of those two means that it will be targeted by Restore if that or a similar ability is selected.

Ailments: Some ailments, like Poison and Venom, will check to see if their target is already afflicted with it. Charm, confuse, delusion, and seal don't seem to be among them. Venom is prioritized over poison, meaning that an enemy will not try to use a status-only poison ability if their target is already afflicted with poison or venom, but it will use venom if they are afflicted with poison.

Effect Only(+ priority)/Utility Formulas: Abilities with these formulas behave a little weird if their base power is greater than 0, are set to friendly fire, and have certain ability effects like #4 (Restore). Just a heads up.

Increased priority: It's pretty well known that combining the Effect Only (priority/always first) formula only works with two effects; it adds 10,000 agility to a character's turn data when this move is selected. However, it has some strange behaviour due to the way the game calculates turn data. An enemy's turn order will thus be arranged based on the agility calculated for it at the beginning of the round while the particular ability or action will be dependent on what it decides on its turn, meaning that you can have normal priority Counter-Rush and heightened priority Restore if an enemy has both in its arsenal. What is even stranger is that the heightened-priority ability can be locked behind an item (using the checkboxes in the editor) and still influence turn order.

Mystic Call: Every enemy will summon Sea Fighter (#73) except for Star Magician, which has an exception set out for it. We have already known about this for a while and I have even toyed with it in the past but I figured I would restate it here.

Multiple/Expanded Movesets: Are handled as part of the AI (meaning Poseidon, Dullahan, and Doom Dragon) and are decided by their turn count.

Block x% of damage: The 90% and 95% effects are treated the same but the 50% and 60% ones are not listed with them. I need to do more research on what this means.

Advanced Priority: Guard Aura and Counterattack ability effects (#74, #88) use the following calculation to have advanced priority if they have the priority formula: Agility + 10000.

I'll update as I find stuff; feel free to ask questions or discuss if you wish.
9  Golden Sun Games / Golden Sun: The Lost Age / Object Collision: Height? on: January 17, 2017, 05:29:16 AM
Hey! So, I have a long running goal where I want to make player effects more dynamic, and this includes allowing the player to push or Move objects diagonally. The problem with this is that Move pillars and other obstacles work in a way where manipulating them through the proper methods directly modifies the map collision data rather than having heights assigned to the objects. This effectively means that I can use Move to push a pillar diagonally but the sprite will only partially overlap with the collision, and looking at the actual code responsible for modifying a map's collision data didn't help.

However, I also noticed that the leaf platforms in Gaia Rock and the icebergs in E Tundaria seem to function differently. The platforms are not solid underneath, even when falling onto the lower level and trying to walk into them. I can also move freely between connected platforms, whereas movement is mostly restricted while they are moving (with exceptions where I can move very slightly should the game detect but be unable to execute a valid hop between platforms, or if I use the debug cheat for unrestricted movement while holding L). The icebergs seem to be similar minus the connecting part, as the one spot where a platform does connect with something else uses a script to make you walk all the way onto or off of the iceberg. I'm still researching these but am afraid of hitting a roadblock.

I was wondering if anyone had any insight on how these objects can have what seems to be object-based collision (unless they are actually map-based and are just hiding it really well). Additionally, I was wondering if this or some other method could be used to assign a height to something like a Move pillar while being able to stand on top of it without it being map-based and locked to a grid/whatever collision data is available. Ideally I can do it without having to rely on map initialization.

Thanks for reading!

10  The Editor / Golden Sun Hacking / Dark Dawn Tidbits on: December 21, 2016, 05:22:55 AM
I wasn't sure where else to post this...

Well anyway, over the past day or two I decided to take a look at some of the RAM data that is present in Dark Dawn. I'm just going to copy+paste some of what I have found in here:

Dark Dawn:
02062F94 - Target (1 = enemy, 2 = ally, 3 = [special], 4 = self)
02062F95 - Formula (second 4-bit at least, there is more to it)
02062F96 - Element (0-3 but doesn't change in battle)
02062F97 - Added Effect
02062F98 - Icon
02062F9A - Utility
02062F9B - Can be used in battle?
02062F9C - Target Range
02062F9D - PP Cost
02062F9E - Power

Utility list:
x00 - Nothing
x01 - Move
x02 - Fireball
x03 - Growth
x04 - Whirlwind
x05 - (Summons a hand) (?)
x06 - Douse
x07 - (Rings) (?)
x08 - Retreat
x09 - Avoid (?)
x0A - (Rings) (?)
x0B - Insight
x0C - Spirit Sense (?)
x0D - (Summons a hand) (?)
x0E - (Rings) (?)
x0F - (?)
x10 - Search
x11 - (Rings) (?)

Added Ability effects:
x00 - Nothing
x01 - Cure Poison
x02 - Cure Other
x03 - Cure All
x04 - Restore HP (30%)
x05 - Restore HP (50%)
x06 - Restore HP (60%)
x07 - Restore HP (70%)
x08 - Restore HP (40%)
x09 - Restore PP (7%)
x0A - Restore PP (10%)
x0B - Restore PP (30%)
x0C - Revive (100%)
x0D - Revive (50%)
x0E - Revive (60%)
x0F - Revive (80%)
x10 - *Crashes game*
x11 - Attack Up (25%)
x12 - Attack Up (12.5%)
x13 - Attack Down (25%)
x14 - Attack Down (12.5%)
x15 - Defence Up (25%)
x16 - Defence Up (12.5%)
x17 - Defence Down (25%)
x18 - Defence Down (12.5%)
x19 - Resistance Up (25%)
x1A - Resistance Up (12.5%)
x1B - Resistance Down (25%)
x1C - Resistance Down (12.5%)
x1D - Agility Down x0.5
x1E - Agility x2
x1F -
x20 - Haze (block all damage)
x21 - Reduce Damage (%?)
x22 - Reduce Damage (%?)
x23 - Reduce Damage (%?)
x24 - Reduce Damage (%?)
x25 - Poison
x26 - Venom
x27 - Delusion
x28 - Delusion on all targets (100% hit)
x29 - Confusion
x2A - Charm
x2B - Stun
x2C - Stun (100% hit)
x2D - Sleep
x2E - Seal
x2F - Seal (100% hit)
x30 - Haunt
x31 - Condemn/KO
x32 - Curse
x33 - Curse (100% hit)
x34 - Regenerate
x35 - Reflect
x36 - HP Drain
x37 - PP Drain ?
x38 - Break
x39 -
x3A -
x3B -
x3C -
x3D -
x3E -
x3F -
x40 -
x41 -
x42 -
x43 -
x44 -
x45 -
x46 -
x47 -
x48 -
x49 -
x4A -
x4B -
x4C - Damage PP (7%)
x4D - Remove self from battle (treats as KO after battle)
x4E - 1-turn Stun
x4F - 1-turn Stun (priority?)
x50 - Rises to challenge
x51 - Readies for action
x52 -
x53 -
x54+ - Crashes game/emulator if used by player

And this is Isaac's base stats, when no djinn are set:

Level: 42
HP: 381
PP: 106
Atk: 298
Def: 172
Agi: 187
Luck: 3
Earth Pow: 104
Earth Res: 114
Water Pow: 78
Water Res: 88
Fire Pow: 76
Fire Res: 86
Wind Pow: 77
Wind Res: 87
- Quartz (replaced with Ragnarok when all djinn are set)
- Quake
- Earthquake
- Quake Sphere
- Spire
- Clay Spire
- Stone Spire
- Cure
- Ragnarok (replaced with Cure Well when all djinn are set)
- Potent Cure
- Short Sword
- Steel Armour
- Knight's Shield
- Leather Cap

Some interesting observations:

Charm/Confuse are still present, but they do absolutely nothing this time around whereas before they would at least disable the player's ability to pick actions for the afflicted characters. The "rises to the challenge" thing is similar, in that before it would prevent you from fleeing battle while now it doesn't. On that note, it seems like most of the ability effects that were in the original games made it back here but have been organized better.

Many ability effects will have added effects that play along with the standard animation. For example, making it so Growth can inflict Venom will cause purple blobs to appear around the target regardless of whether it lands or not. Also, it looks like the few enemies that flee (like Rat Soldier) will take poison damage even after a successful escape if they are inflicted with it. I don't know if it will register as a kill should they die from it, but I imagine so.

Target Range also works slightly differently from the looks of things, but is mostly the same. Damage = 0 for base damage doesn't even cause a line of text for damage to show up, but it is possible to deal 0 damage to a target and have the text display that if an ability's base damage is > 0.

While they function more like enemies, Isaac and Garet's stats will vary depending on how many djinn they have or should have set. They also seem to adhere to the same recovery process as normal characters, as you can enter a battle with only one or two being set per character.

Isaac's gear sucks, and I haven't looked at Garet's stats but he has the following abilities and gear at level 42 (regardless of djinni count from the looks of things):
- Heatwave
- Flare
- Flare Wall
- Flare Storm
- Starburst
- Nova
- Supernova
- Volcano
- Eruption

- Great Axe
- Steel Armour
- Knight's Shield
- Knight's Helm

So it also sucks but not as much.

And that's all for now I think.
11  The Editor / Golden Sun Hacking / Intellect Stat Rebalance (GS2) on: September 28, 2016, 06:08:44 PM
Hey! Have you ever wondered why GS lacked a dedicated magic attack stat? Especially GS2, which built on the gameplay of GS1?

Well, so did leaf, who asked me if it would be feasible to rearrange some of the game's code to repurpose an existing stat into what is now known as the Intellect stat. You can read some bullet points on it here, which also goes into some of the more technical stuff that you may want to read over at some point. I'm going to go over the basics in this post.

What is Intellect and how does it work?

Intellect is basically the magical equivalent of Attack. It makes use of three battle formulas, two of which already exist while the third is new; Base Damage and Diminishing, which are treated like the physical Added Damage formula with diminishing multi-target damage ratios, and Magic Multiplier, which is essentially a multiplier. Each of these formulas will ignore Defence, but the base stat is divided by 4 before any calculations are made. Oh, and the Summon formula is exempt from these changes, meaning that it should function as before (and can be used like the original Base Damage formula for abilities that you do not want to use Intellect for).

I replaced the Agility stat with this, for space reasons.

But what about Agility?

Don't worry, it still exists! I replaced the Luck stat with it (also for space reasons), and it mostly functions as before with a couple key differences. Because the Luck stat is an 8-bit value while the old Agility is 16-bit, this means that it has a lower cap of 255. Because of this, leaf and I felt it would be best to remove the RNG component of player turn priority; enemies never used this mechanic anyway, so it's only fair. Plus it makes it easier to create strategies around the Agility stat if it is more predictable.

Wait, what was that about Luck?

Yeah, Luck is gone. It was only used for a couple things anyway, it won't be missed. I hope. Because of this, it no longer has anything to do with status effects and ailments. It has been replaced by the target's total Elemental Levels, which are often comparable to the target's luck stat in an unmodified game so it isn't a huge difference. In fact, total Elemental Level replaces the Luck stat in the two formulas it was used in with only one other change.

The downside (or upside) to this is that luck-based immunities have been completely eliminated. It makes sense because elemental tables are more awkward to change around for specific enemies, when so many tables are shared by multiple enemies. I recommend using the Enemy-Specific Effect Immunities patch in conjunction with this (not included with this hack), which allows you to set ailment immunities based on specific monster IDs.

What else has been added?

I added four new ability effects, which are effectively Intellect-specific versions of Impact. They are effects 39-41 and 43 in the editor; 39 and 40 are the debuffs, while 41 and 43 are the buffs. I also added new lines of text and duplicates of the Resistance status menu icons; you can read more about them in the Google Doc I linked earlier. Oh, and I included the Simple Success Rates patch just because. The only thing to keep in mind is that the normally unused "[Target] rises to the challenge!" effect may affect the buff value in some way, and I left it alone because I plan on doing something with that in the future.

I also played around with item attributes. Critical/Unleash Rate will now show in the equipment screen, but is otherwise unchanged. Counterstrike Rate now does something, even though I do not recommend making use of it yet because it isn't finished. I am planning a new counterattack patch in the future that will utilize it and be compatible with this one, so keep your eyes open for it! Finally, I added a new Ailment Resistance/Recovery attribute, which is #28 and is a flat value that is added directly to total Elemental Levels in the two formulas that previously used Luck. This is effective the replacement to the Luck equipment attribute, allowing some customization over ailment resistance with gear.

How easy is it to use these new features?

Mostly easy, but features that the editor is unable to utilize may seem challenging to newbies. You will need a hex editor to use the new item attribute, the Magic Multiplier formula, change success/recovery rates, and most importantly enemy immunities. That last one also requires some patience with light assembly code, although the way I set it up makes it easier than it would be otherwise. You also need a hex editor if you want to play around with elemental tables, which is the case without this patch anyway.

What hasn't changed?

Most things. I didn't add new abilities or animations (that is up to you), the status menu icons are duplicates rather than custom, all stats and stat growths are the same... Need I go on? The only thing to keep in mind is that the debuff text in the status menu reads something like "Intellect dropped by [value]. Increase with spells like Empower." and "Empower" was the best name I could think of that would fit that line of text without changing the actual line. The reason for this is because three of the four other debuffs also do this; "Attack dropped by [value]. Increase with spells like Impact." and such. I did that just for consistency's sake, so keep that in mind if your buff spell isn't named Empower.

Special Thanks

Thanks to leaf for the idea and balance advice, and to Fox/Teawater for coding help.

Please enjoy, and feel free to ask questions if you have any!
12  The Editor / Golden Sun Hacking / Unusual Hack Ideas on: September 24, 2016, 03:31:26 AM
This could be anything you can think of or want to work on, from mechanics or other specific changes to full hacks. Or even anything else you want to discuss but which you feel may not be common ideas!
13  The Community / Open Discussion / Favourite/Least Favourite Season? on: September 22, 2016, 09:03:20 PM
My favourite is probably fall, maybe tied with spring. Least favourite would be the summer if only because of the unusually warm heat we've been having around here.

14  The Community / Creative Works / Golden Sun: An Observation on NPC Sprites on: May 01, 2016, 10:45:24 PM
Hey there. I've been in the spriting mood lately (no idea how long that will last), and decided to scour my files for a sprite sheet I made a while back. The difference between a normal sprite sheet and this one is that this is meant to be more of a comparative aid for creating custom sprites. What is this sprite sheet? Pictures often speak louder than words, so I'll lead with that. Well, sprites in this case.

In short, I'm sharing it with everyone who wants something like this! Now, if you take a good look at these sprites, you should be able to see some things that many of them have in common with one another. I grouped them together to make it easier, but they certainly aren't perfect;

a) Young men; two rows (I know the first two are supposed to be female characters, but still)
b) Middle-aged women; one row
c) Young women; one row
d) Maidens; one row
e) Aunts; subsection lined up with d)
f) Children; two rows (the bottom also has more stuff in their hair)
g) Guards; two rows
h) Middle-aged men; one row
i) Uncles; one row
j) Seniors; two rows
k) Elders; one row
l) Misc.; whatever is not a humanoid sprite that could potentially walk on two feet

These very rough categories can help define how a character's sprites should look based on a number of criteria. For example, are they frail and slender? Senior shape, or maybe Young Man. Very short? Child/Dwarf. These are obviously flexible given that some sprites can fit in multiple groups while others are hard to place, but I imagine they could help someone who is interested in spriting characters for either of the first two games.

On the right are compass pads, designed to help orient a character. Generally, PCs use the red, blue, and purple directions, while NPCs use red and green. The very light blue, while not really used for character sprites, can be combined with the rest for 16-directional rotation. If that makes sense. A character will look like it is facing a certain direction if its body is positioned to follow a line, like Jenna, Kraden, and the archery target do in the provided examples.

Oh, and the Starry Night is there just to fill some empty space. It only uses the default sprite palette. Hope you guys like it, and I hope this helps!

15  The Editor / Golden Sun Hacking / Hack Competition (discussion on themes, guidelines, etc.) on: February 17, 2016, 10:43:21 PM
An idea I had after some chatbox chatter; in order to inspire others to hack, we should hold a competition!

Basically, people could either work by themselves or in small groups to create their own hack within a certain time period, and then they can all be released at the end of the work period and played by each other to decide on a winner.

Still working out how this should work though. I was thinking that March and April would be pretty good "work" months, leaving June as a month where everyone can try them out before a poll opens to pick a winner.

Thoughts? Should there be any guidelines and/or restrictions on the kinds of hacks to be made, or should there only be basic points of advice to start with? Registration process?
Pages: [1] 2 3 ... 8
Yesterday at 02:25:42 PM
Seto Kaiba: you know I miss how SMF is almost dead now because having 1pt text to hide my true feels was perhaps the best part of web 2.0
Yesterday at 04:19:13 AM
Fox: Alright. Sounds good.  I agree it does seem a bit silly.  Sounds more of an April Fools type of thing. (Maybe having an ability for people to change their names limitless times specifically on April Fools is an idea.)
Yesterday at 04:09:25 AM
Kain: Sala asked me about the name, I thought it was silly but agreed he could have it only for a week.  Tomorrow his name goes back to Salanewt.
Yesterday at 03:29:10 AM
Fox: And yay! Atrius is back! Thanks for the reply. Somehow I didn't notice the recuriveness before.
Yesterday at 03:25:29 AM
Fox: @ridiculous name for a week =  Hm? So, how many characters would you say should be the maximum to have a name "permanently"... or better yet... How many characters can a name have on registration?
Yesterday at 01:00:50 AM
Atrius: @Javi3, Lo siento, ya no tengo tiempo.
June 22, 2017, 08:57:37 PM
Fox: @conundrum = Think about 8/16/32 bit aligned address, and what that means... Etc.
June 22, 2017, 08:55:23 PM
Fox: @Space manager thought for gsmagic = What a conundrum... Whelp... I'll just do whatever.... Probably would waste more time thinking about preventing bugs than coding anyway. :P
June 21, 2017, 09:30:34 AM
Fox: Because he quit a long time ago and has other priorities?
June 21, 2017, 08:35:54 AM
javi3: Atrius, por que no sigues con el editor de golden sun?
June 20, 2017, 10:52:48 AM
Fox: It feels like the safest bet is to do Atrius's repointering system, and have something that organizes the tables done a bit separate... er... Well, it's something to think about.
June 20, 2017, 08:53:41 AM
Fox: HOWEVER... I can see other problems that might cause..... (Even with just the pointer in the MFT)  Meh. It's like you actually need a program to apply patches to do it appropriately.
June 20, 2017, 08:46:38 AM
Fox: ... So... What am I thinking? You ask? That the patches the point data after MFT, should have had pointers in the MFT themselves.... In that case, I can see a possibility of everything working smoothly even if space is needed to the very end of the ROM.
June 20, 2017, 08:37:22 AM
Fox: It's basically that everthink from the point of  editing, to the closest free space to the last entry's address would get repointed forward/backwards depending on space needed... and if space is mapped after patches are added, then that could mean the patches are also repointed. (:o)
June 20, 2017, 08:29:03 AM
Fox: Well, I mean if I map the space out the same way Atrius did it.
June 20, 2017, 08:26:41 AM
Fox: I have a hunch... when I add Map Palette editing the way I'm thinking about... it will cause all patches that repoint to after the MFT to break.... Especially if Atrius's editor wasn't used beforehand. Etc.
June 20, 2017, 07:27:17 AM
Fox: Hmmm... Let's see... regardless of method, I think I still do want to take some of Atrius's Space Manager code... Hmm.....
June 20, 2017, 07:07:27 AM
Fox: say*
June 20, 2017, 07:07:19 AM
Fox: I'd go so far as to see.. even if you are trying to be accurate, there could still be inaccuracies... However, that one was just an example where it was clearly intentional.
June 20, 2017, 07:04:03 AM
Fox: Like*

Temple of Kraden Golden Sunrise
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