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1  The Community / Open Discussion / "Post bomb" for all GS forums on: December 07, 2015, 10:49:08 PM
I've been asked to share a message from Adept's Refuge with everyone here. It's all explained in the message, so I'll just get right to it.

Hi everyone!

I am What? from Golden Sun Adepts Refuge

Maybe it's been a while since you last posted. Or surely, it's been a while since you last posted a lot. So get your typing fingers ready because, coming this December, we invite you to join us for our first ever inter-GS-forum post bomb. On Saturday, Dec. 19, we challenge you to post as much as you can (without spamming, of course!) across any or all of the GS forums (see the list of participating forums below). Meet new people! Fire up new conversations! Find a new niche! Together as a GS fan community, let's crush our previous posting records!

Participating forums as of now!:
Golden Sun Adepts Refuge
The Temple of Kraden
GoldenSunrise (very likely to confirm)
More forums to join in!

If you are interested we can add you to the list!
Also any questions you can ask Me or Kirigishi from GSAR

Very likely I'd be able to answer those questions too, though I doubt there would be any. Well that's all, peace out.
2  The Editor / Golden Sun Hacking / An idea to prevent summon rushing on: February 10, 2015, 08:02:59 PM

Summons - or more specifically, summon rushing - is often cited as a game breaker in Golden Sun, especially in the second game. I've already commented on what I see as the main reasons for this, so I'll just quote myself:

I wouldn't say the balance issue is that summons are too strong against high HP bosses - rather, the issue with them doing HP% damage is that you can have access to them instantly, i.e. summon rushing. More specifically, the later parts of The Lost Age has mechanics that mitigate the balancing factors of summon rushing. Those are:
-Multi-element summons (feed a higher amount djinn into an attack of the desired element)
-Backup party (bypass the class penalty)
-Ability to carry up to 18 djinn of every element (summon costs become considerably less restricting)

This naturally means that you can defeat any enemy with little regard to character levels, equipment, classes, or anything really.

As I also mentioned in that thread, there's really no best way to balance them. Since summons do damage that scale with the target's max HP, they can be very useful in boss battles without overkilling randomly encountered enemies, through the entire game. Relative elemental power also contributes significantly to the final damage, since it's a multiplier stacked on top of another multiplier, so this also increases the value of elemental power. While it's possible to reduce or outright remove the HP% damage, this takes away from the main function of summons. So, I've tried to think of alternatives.

One kind of solution

What I've been thinking about is making it so only djinn that have been set to standby in battle (by unleashing them) can be used for summons. This would make summon rushing simply not work, but without affecting any other playstyle. You could still use summons normally, and you could still leave leftover djinn on standby to avoid messing up your class.

The idea is to add the cost of a character action for every elemental level you make available for summoning, instead of getting a potential 72 levels in 0 actions on the first turn.

The simplest way I can think of to do this (without causing unnecessary gameplay restrictions) is to keep track of how many standby djinn of each element each character entered the battle with, and prevent that amount from being used in summoning until they are set manually.

The drawback of this method? The game never stated that you shouldn't be able to use summons because you put the djinn at standby a specific way (manually from the menu). But then again, they probably didn't account for the high number of djinn you could potentially get, at the time the system was created. And there's also the fact that the code might be a bit complex... which is why I would like some opinions on how feasible this seems.


I'll just give the general concept for this, since I'm honestly pretty awkward at working with ASM (read: I have basically no idea what I'm doing), and just making sense of the summoning function alone would take me forever.
Note: "elemental levels" in this post exclusively refers to djinn costs for summoning, not elemental levels on the characters

First, we'll obviously need to keep track of how many standby djinn of each element every character enters battle with. This data can be stored in 16 bytes by using each byte for the djinn of two elements for a character (unless you wanted them to have more than 15 djinn each for some reason). I assume it would best be stored in RAM. So we need a function that writes to whatever location we assign for this, based on the character djinn data at 0x02000B48. This function should be run only at the start of battles.

Now, when the elemental levels available for summoning are determined (which I have no idea when or how it happens), subtract a number (will usually be 0 though) from each element according to the data we just created, from the currently active party members (not backup party). The result of this is what the summon should check for at the time of execution.

If the function for summoning works the way I hope it does, this would also set the "preview" of available standby djinn to their effective values, as well as prevent Valukar from summoning your djinn before you have unleashed them (or before he has set them to standby with Djinn Stun).

Also, whenever a character uses the "set" djinn command in battle, the "standby djinn counter" we created should be decremented by 1, assuming the value for that element on that character is greater than 0.

I think this should work, but of course it's possible I have overlooked something. Feel free to ask if I've been unclear about something, or neglected to mention something. Other questions, comments or suggestions are welcome as well.
3  Golden Sun Games / General Golden Sun / If you were making a sequel... on: July 19, 2013, 12:41:33 PM
For anyone new to Golden Sun, be aware that this thread will probably contain a lot of spoilers for all games in the series.

The ending of Golden Sun: The Lost Age, while concluding the main quest of the game, left players with more than a few loose threads and unanswered questions. For a time, a sequel showing the world of Weyard after the unsealing of alchemy was highly anticipated. However, when a sequel finally appeared, it was designed as a game independent of the previous two and mostly aimed at new players, and in many ways, wasn't quite what the majority of the old fanbase was hoping for.

So, if you were making a sequel to the second installment of the series while disregarding the events of the canonical sequel Dark Dawn, how would you design it? How would the story play out? This doesn't have to be ideas that could work in a hack, and it doesn't have to be related to the community project... this is essentially a brainstorming thread, and is relevant to Golden Sun in general.

I do have a few points and ideas to bring up that I have probably written down somewhere... I might post those later.

I created this topic mainly because the one in Dimensional Crisis subforum wasn't really meant for plot discussion and had an awkwardly long title. If you have an idea specifically for the community hack, it's better to present it in a new topic in Dimensional Crisis General or Storyline. But please, only do this if you have an idea you have faith in and that is developed enough to function as the basis for a game.
4  The Editor / Golden Sun Hacking / Random chance for status effects and debuffs? on: October 15, 2011, 09:01:54 AM
Looking at some discussion about debuffs and the likeliness of inflicting status effects in the class ideas topic, I was reminded I've been hoping for a long time that someone would shed light on the matter. We know that luck affects it, but what about the actual formula? This could be a suggestion for the editor as well, it's likely to be something one would want to change in the game, as status effects are prone to becoming either broken or useless unless you balance them perfectly. The current debuffs wear off quickly and aren't even guaranteed to work, making them little more than a waste of a turn.
5  The Editor / Golden Sun Hacking / Golden Sun: "Alternate Elements" game concepts on: August 15, 2011, 12:47:42 AM
Here are my ideas for a Golden Sun hack I started long ago. It's currently no more than a game balance adjustment with aesthetical changes, but if map editing through the editor becomes available it's likely I'll try to make something of it. If you're interested/patient enough to read through this, all criticism and opinions are greatly appreciated. Everything I plan to implement so far has been successfully tested, save for enemy resistances. Expect "new" skills, animations, equipment, classes, enemies... the works.

I've distributed stat bonuses to the classes, and I'm currently working on ability strength, distribution and PP cost, which I should be able to provide some good initial values for by using expected character stats for reference. Abilities, equipment and enemies will need a lot of testing of course, so nothing is really finalized, and this will mostly serve as an introduction (I doubt the class descriptions would fit anyway). If I haven't managed to scare you away by now, read on!

First of all, the four elements have new themes (except for earth) and slightly different properties, and are made to be more unique in terms of abilities. Note that I haven't changed any text or plot points to reflect this, though I suppose I could remove a lot of dialogue since it serves little purpose for this hack. This game normally has about two hours worth of unskippable cutscenes.

Spoiler for Hidden:
Makes the sturdiest fighters - attack, defense and HP are all high, and earth-based attacks are certain to hit those high HP monsters where it really hurts. However, PP gets a penalty, making them poor magic users, and they tend to be slow. They can raise defense and slow down enemies. They can give life (revive) or bring death. Lastly, they can break away the opponent's stat boosts.

Has the strongest healing abilities, high luck and PP, good hp and defense, so they're ideal for keeping the party alive. They can protect the party from magical damage with wards and lower the offensive power of enemies. Other abilities are sealing away an opponent's magical abilities, purging the body of status ailments and drive out evil spirits. They can also summon spirits to their own aid. Their magic is powerful against undead monsters, but is limited to that, and their overall offensive power is the worst out of the four elements.

The element of disorder, their high PP and agility coupled with good offensive power and wide range of spells means they excel at destroying their opponents. Their defense, HP and luck are all unimpressive though, making them prone to suffer damage themselves, and while they are the most powerful damage dealers, healing is nearly impossible for them.
They can increase the attack power of their allies and make enemies less resistant to elemental damage, and some of their attacks can cause paralysis.

Drawing their power from plants, animals and the moon, users of the nature element generally have a balanced set of stats (only agility and luck being above average), and a wide range of abilities. These abilities include healing, curing poison and status ailments, inflicting sleep, delusion and poison, HP and PP draining, regeneration, making allies faster, and reducing the defensive strength of enemies. They can also summon a variety of monsters. However, they aren't notably proficient in any field.

Note that when I say an element is effective against a type of enemy, that assumes I can edit resistances. I know enemies share sets of resistances, but I've also noticed in the editor that enemies have elemental levels, whatever purpose that might serve, so maybe it goes beyond that.

Anyway, what I have in mind for resistances is:
-High-defense monsters have proportionally high earth resistance.
-Chaos resistance is inversely proportional to defense - lower defense, higher resistance.
-Undead and "dark" type enemies have 0 Spirit resistance (if possible), others have 200.
-Nature is more or less neutral against most opponents.
With that said, what I have in mind for this hack is:
-Make battles against normal enemies (and thus grinding) more interesting (more challenge, greater variety, more rewarding)
-Make all classes useful for the full range of levels, and rebalance the difficulty without changing the game's core mechanics. Ultimately achieved through extensive playtesting.
-Climb through the full range of levels, making the average player about level 80 at endgame/postgame. Increase the significance of levels.

I don't intend to make a "hard mode" type of hack, but rather change how the game is played. But of course, these changes include stronger and more numerous enemies, reduced healing ability, and other things to magnify the consequenses of the player's actions, so I guess it's technically harder.

Some stuff regarding the classes/game balance:
Spoiler for Hidden:
-At some point I was going for a different organization in the class system, but unknown parameters kept screwing me over. ALL classes in this hack are currently edits of existing ones, the only change I've done to the class system is to remove a stage from the aligned element dual classes (Brute and Hermit lines in the original).

-Since there's no stat used exclusively for calculating magical damage, the effectivity of spellcasting-oriented classes is mainly decided by how frequently they can use their special skills. PP, in other words. There will be no PP restoring items. Expect more attack based spells even for mage-type characters, since the attack stat scales with level. This doesn't transfer well to wide area spells though, since the attack based add damage mod loses the diminishing damage effect for multiple targets, so they will still have to rely on base damage.

-Some higher classes have more powerful versions of their own psynergy series, based on the expected level the PCs will have upon reaching those classes.

-Bind uses the same effect as psynergy sealing djinn, giving it a perfect success rate.

-Pure stat down psynergies are not considered an asset to a class since they aren't even guaranteed to be successful, and even if they were, they would barely (if at all) contribute to a statistical advantage. As such, they are almost exclusively seen as secondary effects.

-No special djinni abilities. ALL djinn function as an EPA with 0.8x multiplier. That way you're still allowed to make djinn kills, but it's a bit harder than usual.

-No summons, there's simply no good way to make it balanced without completely changing the way they work, which I'm trying to avoid. Summon animations are used for fancy one-shot nuke style class exclusive killer moves instead.

-Unleashes are reduced to flashy critical hits with little impact on the game balance (much like in the first GS). They generally won't have a secondary effect, even most artifacts won't have them, and unless the weapon has an elemental affinity, the unleash will be elementless as well. After all, why use designated attack skills if you can get
them for free?

-The second party will not join you - you're stuck with four party members. On the flip side, there's no djinn blast/storm, since you can't switch characters out. 36 djinn will be obtainable. You will be playing as Felix, Jenna, Ivan and Mia (until I can make custom characters, if I haven't finalized the patch by then).

Some stuff on enemies and item drops:

-There will be many instances of enemies dropping non-artifact equipment, and other items that are mainly intended to be sold.

-Enemy experience/money rewards and item drops will be distributed depending on how close to a healing spot they appear. So enemies appearing on the overworld, for common instance, would be more work for less reward.

-No artifacts will appear *exclusively* as enemy drops (bosses are the exception).

-Enemy groups will generally be bigger. Also, several humanoids will be used as enemies.
Coming up next: class stats and abilities.
Thoughts so far? I think it would be kind of hard to get an impression before seeing the classes...
anyway, stay tuned!
6  The Community / Introductions / I suppose I should introduce myself... on: August 14, 2011, 01:40:12 PM
Hello everyone, nice to meet you. Even though I say that, I've been keeping an eye on this community since back when the editor was pretty new (How long has it been? 2 years?), checking it out from time to time. So, I'm feeling quite familiar with the forum regulars here, even if you have no idea who I am.

So who am I? An aspiring concept artist and game developer, spare time hacker/programmer and occasionally composer. Yeah, big claims that say absolutely nothing about my ability. Or my personality. See, at least I'm aware of it. I'm also a diehard Golden Sun fan. And Touhou fan. And various other kinds of fan as well. Anyway, I got started with ROM hacking a bit over 5 years ago with Super Metroid, and since then I've also been onto Pokémon Gold/Silver (if by any chance anyone has been to Metroid Construction, I made a brief appearance there almost a year ago).

As for Golden Sun hacking, back when it was new and hot I was working up ideas for a hack with a new story/setting, new characters, alternate elements, changed mechanics... then someday I read a post by Lishy presenting his ideas, and it dawned on me that my game had nothing to do with Golden Sun. So I started making plans for a completely new game instead (and I'm still at it). However, I just recently noticed that the GS editor now has fully functional text editing with automatic repointing, so what the heck, now I can at least implement some of my themes! I'll probably post some info about it later.

Now, this is getting a bit long for an introduction. So I'll just say, glad to be a part of this community, and it's good to see you all still going at it even after all this time. I don't know if I'm going to be very active, but I'm here to stay in any case.
Pages: [1]
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
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

Temple of Kraden Golden Sunrise
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