Golden Sun Hacking Community
January 22, 2019, 04:41:56 AM *
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 ... 33
1  The Community / Introductions / Re: I'm new and I need help on: August 07, 2018, 04:31:13 PM
This is a seemingly random bug with the editor, I don't think anyone knows what causes it. Usually you can get rid of it by simply restarting your computer. With that, welcome and hope you have fun hacking!
2  The Community / Open Discussion / Re: You are beautiful on: June 22, 2017, 11:59:49 AM
Uh hi, who are you?

Lol Sala, hope you're prepared to see this a lot.
3  The Editor / Golden Sun Hacking / Re: Class Type code patch (Idea stage/no patch yet) on: May 12, 2017, 11:56:38 AM
Just so I'm understanding the idea in the OP (which I'm not sure I do), is the purpose basically to give more options for how to determine final class type by checking for more things? I get the impression it would be used to modify the class type value, or maybe even override/set it to something specific if certain conditions are met. Am I on the right track?

Anyway, for something else that has been brought up in this thread: getting more class slots to use. What complications would there be in reading the class data from different locations based on character number? For example, if PC number >= 4, use a second class data table, which could potentially double the amount of class slots available without having to rework the code to address numbers over 8 bits. Text string (class name) assignments have already been mentioned, but is that all?

(using this method, item classes should probably have a separate table as well, unless you want characters to get different classes from items)

Another idea to address the available slots issue that would be done on the editor (user) side rather than in code is to simply cut down on the amount of classes for each type. Instead of giving each class 5-6 stages with the same skill list just to have slightly different modifiers, they could have 1 or 2 stages and compensate for the lacking modifiers by making djinn give higher stat boosts.

I also think class data in GS could be stored much more efficiently. However, the work it would take to both change the code to read a different data format and to give it editor support... doesn't seem like it would be worth it, since I'm assuming there's more than enough free space scattered throughout the ROM to use the current format even for a large amount of classes (500+).
4  The Editor / Golden Sun Hacking / Re: Golden Moon on: May 06, 2017, 02:57:43 PM
Yes, the game looks at all classes with the type value resulting from the highest two elemental levels in order, starting from the highest index and counting down. It then assigns the first class that fulfills the elemental level requirements. So if for example the Ninja class line started at a lower index than the Apprentice class line, nobody would be able to access the Ninja class line since the resulting class in the Apprentice line would be assigned before Ninja is even checked for.
5  The Editor / Golden Sun Hacking / Re: Golden Moon on: May 06, 2017, 10:49:03 AM
does anyone know why I cant seem to get the RNG to work, or otherwise know of a cheat to enforce drops?
There are many reasons the RNG exploit might fail, but if you just want to test getting the drop you could set the drop rate to 1/1 temporarily

Quote
(on that note, does anyone know how i can make it so that even the player character can speak?)
I believe you could do it by editing the script, but if you don't already know specifically what to do it would probably be a disproportionate amount of work just to make this change.

Quote
-if i get it to work, natural quatro-elemental classes for 2 characters
This should be pretty simple. If you set djinn of the 3 non-innate elements for a character, you'll see which of the class lines get priority. Use the class type value for that class line for the new classes, put them after all other classes that use that value in the class list, and set the elemental level requirements to 5/1/1/1 and 5/2/2/2 with 5 in the character's innate element, if you want to make sure they're character specific (though other characters will be able to access the first class if you can set 8 djinn or more).

In general I'm not really sure what to comment on, the changes listed don't seem like they would have any major effect on the game. I guess you could release a patch when you feel it's ready, and hopefully people will play it and give some feedback.
6  The Editor / Golden Sun Hacking / Re: [RELEASE] Golden Sun: The Balance Age on: December 08, 2016, 08:21:30 AM
Heh, wouldn't that be a nice Christmas gift?
I'm planning to give it a go at some point after your final update to the current version, then hopefully after that I'll be able to provide some real feedback as well.
7  The Community / Creative Works / Re: Quick Poll - Golden Sun classes in Minecraft on: May 28, 2016, 03:44:57 PM
I think what Squirtle was trying to say there was that you don't need ideas if you already know what you're going to do.

Now, I don't play Minecraft so I can't get too involved with the specifics, but everything so far seems like relatively simple suggestions. You act as if the notion that something could potentially not be the most efficient distribution of work in regards to the end result (according to what measure?) means you have to dismiss any and all ideas with no consideration. You're not on a budget or a deadline, you don't have to manage a staff, allocate resources, or meet a certain result. You can do as much or as little as you feel like.

So, don't ask other people for ideas if you don't intend to consider them. If you don't want to do something because you disagree with the idea or just don't want to put in the effort... that's perfectly fine. But trying to rationalize it any other way just looks silly.
8  The Community / Creative Works / Re: Quick Poll - Golden Sun classes in Minecraft on: May 25, 2016, 08:12:51 AM
Golden Sun does not originally distinguish between gender for classes, females can be Wizards, Swordsmen, Monks etc. If it seems like it would be an issue, you can use gender neutral class names or make alternate versions based on gender. But having gender restrictions for classes seems like it would be unnecessary. I'm more concerned about the fact that the female option has beast ears...

Bashing stuff with a stick is not quite as charming as it sounds, it's essentially the same as bashing them with a sword but slightly worse. However, I think the issue has less to do with physical damage being based on a stat that scales with level, and more to do with attack spells becoming obsolete by the time you get them once your levels start hitting the 30-40 range.
9  The Community / Tech, Gaming and Entertainment / Re: Nintendo NX (codename) on: May 25, 2016, 07:58:57 AM
-It’s not merely the successor to the handheld 3DS or stationary console Wii U.
-This will be hardware that’s been made with a new way of thinking. (Basically a redundant line?)
Basically PR lines that tell us absolutely nothing. It's going to succeed the 3DS/Wii U regardless of whether it is "merely" a successor, and it can be said to be made with a "new way of thinking" as long as it's not a copy of an earlier system.

I think it's safe to assume that:
-You can play games on it (considering a title has been announced for it...)
-It's either stationary or portable (if it's not one, it's the other)
10  Golden Sun Games / General Golden Sun / Re: If you were making a sequel... on: May 05, 2016, 10:56:14 PM
Hmm, I guess the lighthouses can be explained by saying that to create the stone of sages, it was necessary to focus/seal the power into the elemental stars. I think that's the key here, the power once flowed freely throughout the world, but was sealed by the actions of man. If the lighthouses themselves were the seal, one could simply destroy them.
11  The Editor / Golden Sun Hacking / Re: [RELEASE] Golden Sun: The Balance Age on: May 05, 2016, 10:44:19 PM
Oh, umm. You must know about the goal values every 20 levels... the base growth per level is the difference between them, divided by 20, rounded down to the nearest integer. And the chance to gain an additional one stat point is relative to how close the result is to the next integer before rounding, so there's no randomness if the division is even. It's detailed in Terence Fergusson's mechanics guide.

Or if you meant how it works regarding the RNG, I have no idea. Sure wish I knew though.

If you're willing to dig into hacking the level up mechanics, ideally you'd have a function that calculates the stat increases for the current level based on the goal values, meaning it would consistently return the same stat increase for a given level. Having a growing luck stat would not be a problem in that case.
12  Golden Sun Games / General Golden Sun / Re: If you were making a sequel... on: May 05, 2016, 06:33:50 PM
Alright, so this old topic. Before Dark Dawn came out, I was hoping that a potential sequel would head in one of two directions:

-Alchemy was not meant to be sealed forever, but only those who could pass all the trials (as the player does) would be allowed to unseal it, having proven their ability to protect the world from those forces. Following the events of The Lost Age, all hell breaks loose around the world as a result of alchemy returning, and the plot would be centered around creating order in that world.

-A story taking place in a rather distant future, a new "Golden Age" where the names of the former heroes are at best mentioned in stories, if at all. This could be a very different type of game. It might be very similar to a prequel, considering.

I've been toying with the idea of a prequel as well. The main obstacle I've come across is "what was the world like before the lighthouses were built?". What do they do, exactly? They can't have been built to channel the "power" of alchemy into the world, because that's supposedly the power they were built with, not to mention the world wouldn't have functioned properly before they were built. The only answer I can think of, then, is that they were built as a means to seal alchemy... but how would they be able to build them then, considering those who wanted alchemy to remain in the world? I doubt they were built overnight in secret.

Also you mention disregarding Dark Dawn, which actually even in a prequel I would do so. No Ei Jei nonsense, no Light, no Dark. Like I said above, no Luna Tower, perhaps just a nod here and there to it and other DD elements, but nothing that could impact the world. Also Psyenergy Vortexes or a generic evil empyror which diverts from the theme the games have about the villains residing in a gray area.
Personally I think the lore in Dark Dawn was a completely unecessary retcon out of nowhere. It doesn't contradict anything as far as I know, but since it's never mentioned or acknowledged in the earlier games it feels like something they pulled out of their @#$.
13  The Editor / Golden Sun Hacking / Re: [RELEASE] Golden Sun: The Balance Age on: May 05, 2016, 05:38:30 PM
But yes, it's less than 1 Luck per level so the only thing i can say is don't exploit it if you want to enjoy it.
Aww, and here I was hoping you had come up with some fix :p (not really, that would be a bit unrealistic)

It's not that it's exploitable, just that random variation has such a big impact on it compared to other stats. I hate to say this when I can't provide any other suggestions, but there's a number of reasons luck does not work well as a growing stat.

TBS has a predictable RNG.  That's why you can get a perfect level up run reliably in TBS, but not really in TLA.  As such, TBS is a bad game to test RNG with.
It's still predictable, just less friendly to perfect levels. If you do a battle against the same encounter and take exactly the actions, it will always give the same result for stat growths. It's just that it changes with every level instead of every 20 levels, and there's no reliable way to hunt down the specific encounter you want.
14  The Editor / Golden Sun Hacking / Re: [RELEASE] Golden Sun: The Balance Age on: May 05, 2016, 09:15:46 AM
Quick question, since there's growing luck for characters, does that mean you've managed to make stat growths non-random? Because one luck or more per level seems pretty crazy to have as a base value, but any less would mean you could still reset for one every level, or possibly get screwed out of a lot of luck points if you don't.
15  The Editor / Golden Sun Hacking / Re: [RELEASE] Golden Sun: The Balance Age on: April 06, 2016, 04:49:10 PM
And even in Cruel Ruin's case, sure it can't kill a level 30-ish character without prior damage, but considering you lose access to full-party heals at lower class tiers it still cripples you.
This is why you always keep a healer in the backup party. Switching in one character is a free action.

I'm considering the possibility of removing elemental levels from the formula that calculates the success chance for ailments. For reference:
Spoiler for Hidden:
(((((((Attacker's elemental level - Defender's elemental level) - Floor(Defender's luck / 2)) * 3) + effect's base chance + (vulnerabity's 25)) * diminishing%) / 100)  >= rnd()
Reason behind this is that it's very unbalanced towards mono elemental classes and that debuffs are poorly spread among elements. But I want to hear your opinions on the matter cause I could've easily missed something important.
I think the main reason to do this would be that there's no real way to take advantage of it... there's very little leeway in what djinn you use for a certain class. Keep in mind it will affect enemy success rates as well, since they also have elemental levels.

As for debuffs being unevenly spread, I don't think it's wrong for different elements to have specialities.
Pages: [1] 2 3 ... 33
Cbox
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 ?
October 26, 2018, 01:31:01 PM
Infitek: Hey everyone
October 13, 2018, 03:23:06 AM
Salanewt: Updated it to provide more info that I forgot to mention.
October 13, 2018, 03:16:48 AM
Salanewt: I'm still trying to iron out IQ 2 but I'm pretty sure it's entirely random targeting.
October 13, 2018, 03:16:29 AM
Salanewt: Oh yeah, I posted some more info about enemy IQ.
October 12, 2018, 09:51:27 PM
FoxThe HTML5 project is too small to count

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 0.155 seconds with 21 queries.