Golden Sun Hacking Community
February 25, 2018, 07:43:26 PM *
Welcome, Guest. Please login or register.
Did you miss your activation email?

Login with username, password and session length
News:
 
  Home Forum DC Wiki Help Search Calendar Downloads Login Register  
  Show Posts
Pages: [1] 2 3 ... 13
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
February 19, 2018, 09:50:20 PM
KyleRunner: "difficult thing about the army": I'm very good at taking orders, so I don't have issues with autority or discipline. The most difficult thing is to be away from my family sometimes. I lived an entire year away from my son, so I'd say that was the most hard part by far. Now it's great!
February 19, 2018, 05:51:35 AM
Fox: I'm happy to see we have plenty of people serving the country here. :)
February 19, 2018, 05:47:15 AM
Fox: Civilian here.
February 19, 2018, 03:05:38 AM
Majora: Good for you, something to be proud of. Air Force, here
February 19, 2018, 02:11:31 AM
Fox: That's good to hear... just checking if there were any possibility of doubt. What would you say was your most difficult thing about the army?
February 18, 2018, 12:39:38 PM
KyleRunner: Well, it was a destiny kinda thing, but I was very happy when I decided to join. It was just like I thought it would be (not in the beginning, though). I'm very pleased with my decision.
February 17, 2018, 11:32:41 PM
Fox: That's awesome!  Trying to figure what question I want to ask Something about how you felt when you made the decision to do the army, and whether it was different than your expectations/etc.
February 17, 2018, 01:53:41 PM
KyleRunner: Wow... My english got rusty. Anyway... I'm in the army now. My life turned 180. But I think it was for the best.
February 16, 2018, 12:45:45 AM
Fox: Hm? So where does that make you today?
February 16, 2018, 12:06:38 AM
KyleRunner: Five years ago I could not even imagine where I am today. I hope it works well for you too!
February 12, 2018, 07:22:50 PM
Fox: 2018 - The year that I will probably be working a manufacturing job. xP What would I have thought, if I told myself this five years ago. Eh?
January 28, 2018, 08:35:28 PM
Fox: You referring to changing the PC/leader sprite to someone else? - I forgot to mention that you can do this using VBA's memory viewer. (Found under Tools.)
January 28, 2018, 03:46:22 PM
shenlong: Hi, Im following up on @Raijinken's question about the sprite change... How do I access that to change it? and can you tell me what the values are for the characters? newbie here
January 26, 2018, 10:12:00 PM
roger: h a p p y  b i r t h d a y  z m a n
January 26, 2018, 01:38:04 AM
Fox: (Assuming you're going for "E")
January 26, 2018, 01:37:06 AM
Fox: So like... https://i.imgur.com/cI4Bgoy.png = Does not explain how it works, but follows this type of thinking.
January 25, 2018, 09:57:44 PM
Fox: Hm... Actually, this gives me an idea! What if the lighthouse becons on each lighthouse were actually portals?
January 25, 2018, 09:56:19 PM
Fox: Hard to explain without a diagram or something... but I could decide on that later. Right now, it turned out I dreamed of something! Something to do with going into the dark dimension... and to go between light and dark, required some energy (energy sphere/warp portal?) to be on... I forget most of the details of the dream now, but it's like you could get trapped in the dark world. Er...
January 25, 2018, 04:56:04 PM
KyleRunner: Can't understand... but... nice!
January 24, 2018, 06:20:33 AM
Fox: Third approach idea = Scan char tables and set up an array that helps to quickly jump over bits that are scanned in the char tables.... to kind of mimic an actual tree a bit better/ and reduce unnecessary scans.).... (untested, but what to know what it's speed is like.)

Affiliates
Temple of Kraden Golden Sunrise
Powered by MySQL Powered by PHP Powered by SMF 1.1.21 | SMF © 2006-2009, Simple Machines Valid XHTML 1.0! Valid CSS!
Page created in 0.051 seconds with 20 queries.