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1  The Editor / Golden Sun Hacking / Re: Basic Room Scripting Guide [GS2] on: February 18, 2015, 05:34:12 PM
Glad to see the plan for the guide coming along. Keep up the good work!

Looking forward to Shop Keepers.

I hope I will learn how to enable certain shopkeepers only after a flag is set. So if you return to Daily after Isaac's party, it has a new shopkeeper with better items, for example.
2  The Editor / Golden Sun Hacking / Creating new spell effects on: February 16, 2015, 04:12:00 PM
Thread for documenting and discussing the creation of new spell effects, and modification of old spell effects.

My own personal wish list:
- Modifiers to Elemental Power
- Stun to decrease attack by 50% temporarily instead of immobilizing the foe

Relevant: http://forum.goldensunhacking.net/index.php?topic=2067.msg41674#msg41674
Quote
Base success rates (assigned in the function at 080B0514):
080B0660 - 70% (12/13 - Def debuffs)
080B0664 - 75% (16/17 - eRes debuffs)
080B0668 - 30% (22 - Charm)
080B066C - 45% (24 - Sleep)
080B0670 - 55% (18/19 - Poison/Venom, 25 - Seal)
080B0674 - 25% (26 - Haunt)
080B0678 - 20% (27 - Instant Death)
080B067C - 65% (20 - Delusion, HP Drain)
080B0680 - 35% (21 - Confuse, 34 - HP to 1)
080B0684 - Flat 60% (56 - Revive to 50%)
080B0688 - Flat 90% (57 - Revive to 80%)
080B068C - Flat 70% (73 - Revive to 60%)
080B0690 - 60% (8/9 - Attack debuffs, 28 - Curse, 32 - PP Drain, 80 - Curse)
080B0694 - 50% (35 - May ignore 50% of Def)
080B0698 - 40% (23 - Stun, 85 - Stun)
080B069C - Flat 100% (Def buffs, eRes buffs, Regen, Reflect, Break... seems to be the default for anything that either shouldn't fail or has its success rate calculated differently)
3  The Editor / Golden Sun Hacking / Re: Basic Room Scripting Guide [GS2] on: February 10, 2015, 10:19:16 PM
Bumping.

Our lord and savior of GS2 hacking has updated his guide!
4  The Editor / Golden Sun Hacking / Re: Basic Room Scripting Guide [GS2] on: February 07, 2015, 07:30:01 PM
Waiting diligently for the next part of the guide. :)
5  General Hacking / Project list / Re: Open Golden Sun: Open source recreation of the Golden Sun engine on: December 16, 2014, 01:38:15 AM
I would pay good money for a decent RPG maker. I'm serious, too.

Though, for my own purposes, I would need 3D support and a Z-Axis to create something with an overworld style similar to Grandia. 3D Environments with 2D sprites. https://www.youtube.com/watch?v=sUUHBFN3QL4

I'd probably need for the battle system to be modifiable, so I could make something similar to Grandia, too.

Why am I basically asking for an Open-Source Grandia-maker on a Golden Sun Forum? >_<

I guess a guy could dream when wanting to make his own original RPG with inspired mechanics...
6  General Hacking / General Editor / Re: Palette info on: December 10, 2014, 10:19:01 AM
Formula?

Valid numbers for each color of RGB go from 0 to 31.
(blue * 0x400) + (green * 0x20) + (red)


In programming, it'd probably be better to do:
(blue << 10) Or (green << 5) Or (red)

I'm not sure how to apply the double "<<" symbol. It's never something I learned in math.


Using windows calculator in scientific, or programmer mode (whichever your version actually has, and allows you to view values in hex) In decimal mode first put in the blue value, multiply by 32, add the green value, multiply by 32 again, and finally add the red value, then switch to hex mode to get your color value.

This seems more up my alley, and now I understand it.

I'll put it into layman's terms for myself:

Atrius saying that each RGB color supported by the GBA can go up to 248.

To convert it to a value usable by the GBA, you must first convert each RGB color by dividing them each by 8. So 248/8 = 31

Then in Windows calculator, in Decimal Mode, you plug in the blue value, multiply by 32, add the green value, multiply by 32 again, then add red value. After, convert to hex. I should get the answer 7FFF.

For me, the formula would look like:
((31*32+31)*32)+31

Or otherwise

((blue*32+green)*32)+red

Okay, seems simple now.
7  General Hacking / General Editor / Re: Palette info on: December 10, 2014, 10:05:49 AM
Bumping because relevant topic.

How does one convert RGB to a 2-byte hex?

For example, what is the formula that goes into converting 26,9,16 to 413A?
8  The Editor / Golden Sun Hacking / Re: Reducing Elemental Power from Djinni on: December 04, 2014, 04:20:33 AM
Okay, I get it now. Thanksies! :D

9  The Editor / Golden Sun Hacking / Re: Reducing Elemental Power from Djinni on: December 03, 2014, 10:28:54 PM
I think that's determined by level.

080C6644 = PC Elemental data (E. Levels 0-15)

Great... But what do I do with this?

I see values 004B 0055 0050 005A 0055 005F but don't know what any of them represent.
10  The Editor / Golden Sun Hacking / Reducing Elemental Power from Djinni on: December 03, 2014, 02:16:46 PM
How can I reduce the elemental power granted by equipping a djinni?

Preferably, I would like to reduce it to 1 per djinni.

This is important for the balance of my rom hack, so please, if you have any info, please let me know!
11  The Editor / Golden Sun Hacking / Re: Editing encounters in a dungeon on: November 28, 2014, 07:42:33 PM
Avoid's effect places 0x9600 at 020004A6 (I think it's actually 32-bit at 020004A4), just watching it count down makes it look like it's one per frame or something.
It temporarily disables them, because when the Avoid counter is used, the battle counter seems to stay still.

That would be the duration, then. It only disables encounters if the party's levels are high enough, and that's the part I'm interested in.
So avoid doesn't reduce encounters? Only disables them if higher level?
12  The Editor / Golden Sun Hacking / Re: Editing encounters in a dungeon on: November 28, 2014, 07:07:24 PM

Quote
Only those 5 values are unused? Bummer... REALLY Bummer...
0x46, 0x4D, 0x66-0x6A, 0x6C

There's a dash, there... I take it that you missed it.

So only 8 free spaces?

That's really, REALLY tight...  Still not much wiggle room for people making dungeons :/

Do we at least have a list which Battle Collections are not shared with other maps/dungeon? (For example, the Battle Collections used in  Aqua Rock?)

Since I'm revising every encounter in Golden Sun 2, I may end up having to document this all myself....  But I really would appreciate if anyone has anything mapped, and may be willing to share. (I am really hoping no dungeons share Battle Collections with the Overworld... augh...)

Do you have any tips how to look up things easier? In a normal text document, you use ctrl+f, but I'm not sure what exists to isolate the index and look up what uses what. Any tips?
13  The Editor / Golden Sun Hacking / Re: Editing encounters in a dungeon on: November 28, 2014, 06:28:31 PM
On the subject of random encounters - what does the Avoid psynergy check for? I suspect it's average party level vs recommended average for the current area, but I'd like some confirmation on it, and if possible, the mechanics of it. I wouldn't be surprised if this is in the documentation somewhere, but I couldn't find it when I searched for it.

What I do know is that Avoid doesn't "reduce" encounters as it says in the description - it either disables them, or has no effect on them. At least in practice, I don't know what happens in the code.

Very good question. I need to know this too, for golden sun redux.
14  The Editor / Golden Sun Hacking / Re: Editing encounters in a dungeon on: November 28, 2014, 05:22:26 PM
Quote
I want to make sure to reduce battles in Golden Sun ReDux very drastically, so I need to make sure I know whether turning it up or down affects whether or not it reduces.
Like... 1st 16-bit should be 1, and second 16-bit should be like... 40+?

So turning the first value down and the second value up, reduces the rate of battles?
Quote
Also, is there ANY info which Battle Collections are unused? I'm assuming some are left over from gs1.... this would be INCREDIBLY useful to know! (Or at least, if you have any tips to easily look this up)
0x46, 0x4D, 0x66-0x6A, 0x6C may or may not be used? The others all appear to be used. ; I quickly scanned the lists, so it's possible I could be mistaken, or the game uses these in some other way.

Only those 5 values are unused? Bummer... REALLY Bummer...

Perhaps some are used in GS1?

Organizing a completely new random battles list, for the ENTIRE game, is going to be a huge pain in the @#$... I really hope we figure out what "other way" they're used, so that I don't end up messing something up hardcore...

Slightly offtopic, but how are backgrounds decided? Since a place like Madra has no combat BG... I think.
15  The Editor / Golden Sun Hacking / Re: Editing encounters in a dungeon on: November 28, 2014, 04:37:14 PM
By the way, I think I might know two 16-bits in green.

0032 = Value to increment by.
0015 = Recommended average level of all PCs.  This may change the value to increment by slightly. It has a cap ranging a few levels. (For example, while this one is 0015, the caps are at 0015 to 001A) ... It's converted to 0-5 by doing *your average level - recommended level*  (Which is what "2nd value" is below.)wss

1st value + (2nd value * 5) //I think there are a couple more parts to this... so this isn't the full equation.

080CA0B2 = << 4 , - 0x10 , etc... were left out of my posted equation. Even left out a random number that is used in this equation that gets placed at 02030194. .... Since right now, it's current purpose is to make a point until I understand the rest of it.

When 0x00100000 is reached, a battle occurs.

It's likely that battles occur more often as you level up through there, as long as this value isn't converted in any other way before being written to RAM.


Which green 8-bit in the other memory viewer is used might be based on which tile you are on in the tilemap. ; [0x02010000+(pos*4)+3] & 4
Often used with tiles that do not cause battles. (Like when an encounter index is 00.) An example would be where Hover pads are in Jupiter Lighthouse.

Wait... So our level actually affects how often random battles occur?

I'm a bit confused how the formula works though.

Random battle rate= 1st value + (Level * 5)

What does the 1st value represent?

I want to make sure to reduce battles in Golden Sun ReDux very drastically, so I need to make sure I know whether turning it up or down affects whether or not it reduces.

Also, is there ANY info which Battle Collections are unused? I'm assuming some are left over from gs1.... this would be INCREDIBLY useful to know! (Or at least, if you have any tips to easily look this up)
Pages: [1] 2 3 ... 13
Cbox
Today at 01:45:42 AM
Fox: (If not counting (elementary) school stuff at the time?)
Today at 01:44:33 AM
Fox: (I was CharleysMrPibb in 2003 (on AOL), and that's the earlier I can remember... I think that might be when I started using internet.)
Today at 01:42:01 AM
Fox: I have used charleysdrpepper since 2004 (most used username).... So yeah, you and me both. (15 years) Teawater, since 2011 (used in fewer places).... and Fox since 2014 (but only here)
Yesterday at 01:40:05 AM
Maxipotter: I have no idea who MaxiPower is I have used this user name everywhere for at least 15 years O.o   I should really get a more serious one but meh.
February 19, 2019, 11:24:11 PM
Fox: I wonder who Maxipotter is? Why does the name sound too similar to MaxiPower?
January 20, 2019, 06:29:27 PM
Fox: That would be cool to have, yes. Where the text in the ROM is uncompressed. - The huffman compression used in the gba games is not used in the nds game, so perhaps that may be one reason it wasn't done. I think it is some generic compression thingy. If someone did do it (and make the entire ROM uncompressed), perhaps I would be more inclined to work on my dark dawn editor. Hm?
January 15, 2019, 05:38:01 PM
KyleRunner: Could someone please create a GSTOOLKIT compatible with Dark Dawn? I'll try to translate that one to my language as well (as I did with the first two games).
January 09, 2019, 02:39:00 PM
Luna_blade: I wonder when true death will strike
January 08, 2019, 03:00:02 PM
Misery: That is true
January 07, 2019, 06:08:38 PM
JamietheFlameUser: so this place is pretty inactive
December 17, 2018, 06:43:36 AM
Salanewt: Okay, minor announcement I guess. We just looked over some pre-release footage of GS1, and noticed that one of the unused and unlisted animations we discovered in GS2 (and GS1) plays in that footage. "Brine" is actually an early Fizz.
December 15, 2018, 01:06:23 AM
Fox: :D https://www.youtube.com/watch?v=MFmr_TZLpS0
December 15, 2018, 12:58:01 AM
Fox: A banana for you, a banana for me, a banana to your face. Your face is mine! A face for you, a face for me. A face for the banana too. Who wants to feed the banana?
December 09, 2018, 07:43:31 PM
Fox: A banana for you, a banana for me, let's all open a banana and enjoy!
December 08, 2018, 09:48:52 PM
Drake baku: ba... ba.... bana.... bana.... banana.... nanananananananana..... and now back to doing normal, kinda
December 07, 2018, 05:43:02 PM
Luna_blade: Hey I forgot the christmas theme
November 29, 2018, 09:01:09 AM
zman9000: ded
November 19, 2018, 11:05:28 AM
Drake baku: Good day to ya all
October 30, 2018, 09:45:58 PM
Atrius: There used to be where I got the battle sprites for Kraden, but that site doesn't exist any more.
October 26, 2018, 01:31:40 PM
Infitek: Do you know if there any custom Alex battle sprites available on the internet ?

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