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 on: Today at 07:47:37 AM 
Started by Fox - Last post by dawnbomb
Can i get the latest version?

also, if even just a stat editor for dark dawn to edit enemies, characters, abilities, or items, would work, that would go a long way.

I'd be willing to throw down a cash bounty if someone can manage it.

 on: Today at 01:37:16 AM 
Started by Fox - Last post by Fox
There has been Map Editor progress, yes. (Fresh ROM recommended.)

No Dark Dawn progress. (Unless you count the stuff that was documented (from June and before) in the document as progress?)

 on: Today at 01:28:55 AM 
Started by Fox - Last post by Fox
Okay cool.

Layers? Eh? Is there a possibility it works very similar to Golden Sun? - /(like, not just 3 layers for graphics, but also for events, height, etc... and each npc picks which layer to use.)

@that ones: For which?
SF1 =
Would that be a good example? I haven't even looked at it, yet, though.. (So don't even know if it has a map editor. :P)

 on: Yesterday at 08:17:52 AM 
Started by Fox - Last post by dawnbomb
i found the shining force map editors easy to use. just gotta look for outside info about layers and some such, but yeah..

if possible that ones format i think is honestly the best

 on: Yesterday at 07:57:10 AM 
Started by Fox - Last post by dawnbomb
How goes progress now? i would also love a dawn dawn editor... i really want to make a very game changing hard mode hack.

 on: September 18, 2017, 09:37:44 PM 
Started by Plexa - Last post by Plexa
Oh my god that makes so much sense. The room where we're having trouble with it is the third floor in Gabomba where you need to use lash on the spinning gear. For some inexplicable reasons we didn't know why the rope changed length after the encounter, and this is why - the distance from the rope to the pole on the gear keeps changing.

 on: September 18, 2017, 03:06:06 PM 
Started by Plexa - Last post by Fox
Sounds interesting. Would it have to do with the distance between both posts? I guess I can take a closer look at exactly what's being checked.

There are two types of Ropes - One that requires Lash, the other that's already connected... So I'll post the sections of code for both... (To point out the general section is already known, but a lot of it might not be documented good enough.)

Lash Pegs Group 1 (0300009C)
080D897C = Lashy - Initialization (Called from Map Code.)
080D8A00 = Lashy - Called every ~frame?
080D8C10 = See Movement Type - This is based on Lash pegs. - Called every ~frame?

080D8FA8 = Lashy
080D8FF8 = Lashy

080D9104 = Lash/peg/rope related (If flag is off) (pegset,peg1,peg2)
080D9194 = Lashy
080D92A4 = Lashy
080D92D4 = Lashy
080D9498 = Lashy
080D9710 = Lashy
080D9790 = Lashy
080D9974 = Return
080D9978 = *Research needed: One place tries to write “1” to 080F3944.
080D99B8 = isPlayerNextToPeg(peg1,peg2) Returns 1 if the player is next to a peg, otherwise 0. ; The pegs that you use Lash on.
080D9A74 = Lash/peg/rope related(peg1,addr1,addr2) peg2 placed in addr1, pegset placed in addr2.  (When r0=peg1, returns -1 if no match.)
080D9AB0 = Lash/peg/rope related
080D9AD0 = addLashy(pegset,flagInd,peg1,peg2) (Called from Map Code.)

Lash Pegs Group 2 (030000A0) - May not contain flag indexes, so these probably don’t need the Lash psynergy.
080D9D40 = See Movement Type - This is based on Lash pegs.
080D9E74 = [030000A0]+EC, return an empty slot (return address)
080D9E98 = addLashy(pegset,peg1,peg2)
080D9F1C = Lashy
080DA060 = Lashy(,peg1?,peg2?,)
080DA0B0 = Lashy
080DA1B8 = Lashy
080DA22C = Lashy
080DA334 = Lashy
080DA3BC = Lashy
080DA660 = Lashy
080DA6E0 = Lashy
080DA908 = Lashy
080DA938 = Lashy
080DA968 = *Research needed: One place tries to write “1” to 080F3950.

@ room 23 (Shrine of the Sea God entrance room.)
02036CF8 = (value is 6) Seems to affect the sprite. But not length.
First rope entry:
02036D00 = Length of rope. (Probably for number of rope segments in a list.)
02036D18 = Pointer to what looks like a list of entries for each rope segment.

So I guess I kind-of see it?
Shrine of the sea god (Map 23) = Length 15
Kandorian temple lobby (Map 22) = Two ropes that are length 10
Madra catacombs (Map 47) = Length 17
Ahafran Cave (Map 101) = Length 8

But to figure out how the length is decided, I'll need to study one quick thing.

Looking at 080D9194 function for calculation:
Yep! Distance between both is checked - So that means Pythagorean Theorem is used.
(root(x^2 + y^2 + z^2) / 6) + 1
(Where x, y, and z are the difference between both objects, ofcourse.)

Was that what you were looking for, or did I miss something?

 on: September 18, 2017, 05:18:01 AM 
Started by Plexa - Last post by Plexa
Okay so these are driving me crazy. The length of the rope on a lash post is variable in length - either short, medium or long (as far as I know). But there doesn't seem to be a good reason why the length of the rope changes? It definitely isn't based on the GRN? Is it related to a global counter or something?

EDIT: Whoops wrong game :D

 on: September 17, 2017, 01:30:24 PM 
Started by Caledor - Last post by Caledor
Yeah, it has the instant death property but it shouldn't work on enemies with 40+ luck. i just checked the ailment table and it's correct, so i don't know what's the cause atm. i'll have to investigate.

 on: September 17, 2017, 01:11:35 PM 
Started by Caledor - Last post by MadJak91
What is the intended behavior of the Olympus Rage unleash?
Because it seems to be capable of instant death. That is alright but... the effect also just worked on Dullahan. Makes him really easy if it connects, haha.

Pages: [1] 2 3 ... 10
Today at 12:08:05 AM
Atrius: Thanks for letting me know, it should be fixed now.
Yesterday at 11:47:02 PM
Fox: Okay cool.  Speaking about broken things = There was some error I've known about for awhile now:  When you try to upload something to the Downloads section. The user may think the upload failed, but it actually succeeds. - I wonder if that was one of the few things? And whether that could be fixed if it hasn't yet.
Yesterday at 11:42:01 PM
Atrius: Oops, that wasn't even supposed to go up.  So, our hosting company moved the site over to a different server, and I was just updating some settings to fix things that broke in the move.
Yesterday at 11:39:18 PM
Fox: @Atrius: Probably going to need to update the Maintenance Description... I was confused at first, but it says 20 Mar 2017.
Yesterday at 07:29:35 AM
dawnbomb: can someone link me the discord
Yesterday at 04:52:32 AM
Majora: That's hilarious, lmao. I thought it read like something you might have written, Fox, was almost unsure if it was a bot at first
September 18, 2017, 03:01:57 PM
Fox: Yeah, he copied this post:
September 18, 2017, 02:57:48 PM
Fox: (Although, not sure about the last part, it just feels strangely familiar for some reason.)
September 18, 2017, 02:56:43 PM
Fox: BOT ALERT! Kill it, kill it! I think it copied one of my posts? :P
September 17, 2017, 12:58:02 AM
Fox: Not saing we actually need those ofcourse (we don't?), but more saying that minorities could get too attached to them.
September 17, 2017, 12:54:47 AM
Fox: I think it's interesting how Facebook likes to start things, and then retire them. For example, Advanced Search, and E-mail. - They seemed like pretty fine features in my opinion, but retiring them because most people aren't using them at that time? I'm not sure if they know what they're doing, but it sound like they don't. :P
September 14, 2017, 12:59:16 PM
Fox: (At leat when I think about establishments...)  ; Oops, pardon my rudeness... .I forgot to welcome you back.... Well... WElcome back! We are glad you've returned.
September 14, 2017, 12:52:57 PM
Fox: (Just want to clarify that "founded" may be an actual word, but sounds weird the way it was used.)
September 14, 2017, 12:47:42 PM
Fox: Cringy? Let me check... Hm... Low number of posts [check] (5 posts) ; misspellings/grammar [check] ("Toturial" (Torture-ial?) , ; founded, ehh.... double past-tense?) ; The best part is at least the posts have a positive attitude! (That may be the most important part?) :)
September 14, 2017, 05:59:01 AM
KeinoGSTLA: back then my posts were so cringy lmao
September 14, 2017, 05:58:39 AM
KeinoGSTLA: damn feels good to find this place again
September 10, 2017, 04:27:04 PM
Fox: I don't suppose there is anything else? ;; Hmmm... What if a Big Brother game was similar to ... er.... Exit/Corners .... which seems to have a Trust system. 
September 06, 2017, 11:02:17 AM
Plexa: Honestly we haven't looked into that ... I completely forgot about it until now!
September 06, 2017, 05:44:33 AM
Fox: (Referring to the box/crate that would allow you to get stuck.)
September 06, 2017, 05:43:42 AM
Fox: Is SW Atteka Islet the only one that forgets to update the heightmap when save/resetting? ... The Move pillar seems to update it fine... Hm.

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