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 on: Yesterday at 02:25:51 PM 
Started by Lord Wolfram - Last post by pablitox
Good news!

The person that made the script format (earthdarkness) is back, so I'll share this infor with him, he'll find it really useful:).

Btw, about the big text, which function is the one that draws it on the screen????  How does it work?

I'm asking because we wanted to change it from 2byte reading to 1byte per char reading as it had been done with the normal text.

 on: January 10, 2018, 07:21:45 PM 
Started by Caledor - Last post by Caledor
I completely forgot the promised changes to some pieces of midgame equipment in v1.63 plus, so i updated patches for both games to v1.65. TBS' is in the download section, TLA's in the same post where you found v1.63plus (scroll up from here) in the attachment, with an updated changelog.

EDIT: Updated again to v1.65b (both games) for minor equipment tweaks and a few class tweaks. Patches links/changelogs at same places as v1.65 described above.

 on: January 09, 2018, 06:03:41 PM 
Started by Caledor - Last post by Caledor
TLA patch updated to v1.63 plus. Changelog and download link are in the message above.

@varden. ATM my opinion, after reading other people reports and from my memories of when i fought it, is that Hydros statue is challenging but winnable. It just poses the right amount of challenge. So i'm afraid i need more than a written report about this one. Either a save, or a video.

 on: January 09, 2018, 02:08:22 PM 
Started by Caledor - Last post by Fox
You are welcome.

And yes, that's it!

Not to worry, there are some things I have yet to understand as well. (But it probably wouldn't be that difficult to figure out.)

In both cases (the dungeon and the world map), the same function gets called. (Interesting.)

The arguments are:
r0 = NPC id
r1 = Djinni id

The dungeon is:
r0 = 00000008
r1 = 0000000A

And what I saw that was interesting, was:

The world map had it as:
r0 = 0000080C
r1 = 0000001F

This suggests that the "8" may mean something. (Another thing I haven't learned about/documented! Exciting!) Probably the difference between whether the Djinni was already displayed on the map or not, but I'll need to investigate.

EDIT: The "8" flag means to skip the animation/go straight to battle!

EDIT: Okay. Figured one big thing out!
-The number you put in the event, when a map code function is called....  (BEFORE BATTLE) ... A function puts a number at like 02000494.
-Later, (AFTER BATTLE) This number is taken, and all the NPC init entries are scanned to find a matching flag.
--Value at 02000494 must be from 012C-017B (As an 11-bit... 0800 flag is okay.) Basically matching ability id.
--ONLY FLAGS OF 0x30-0x07F WILL WORK! :) As long as the flag is match with the number put in for the event.
So pretty much, this is how the right entry is found, so you could make it any entry you wanted, as long as the flag id is found, you're good to go.
From there, based on the entry used, it'll look up the respective data in the 02030014 NPC list....

 on: January 08, 2018, 06:54:13 PM 
Started by Caledor - Last post by Caledor
Many, many thanks, Fox!

Chill becomes Mud with those changes:
0200E398 = 0xF3
0200E39A = 0x3A
02008144 = 0x0A

There's still a few things I don't understand about those events but for now this will do. I'll come back here whenever i need to make similar tweaks in the future.

 on: January 08, 2018, 05:05:50 PM 
Started by Caledor - Last post by Fox
Kind of an FYI/trivial thing.... But...... Flag 0x1F and flag 0x17 = = Not really where the Djinn flags are. (Djinn flags start from 0x30+...) But I'm guessing it is a slight mis-understanding of what I meant. :P That's alright though. "Flags" refers to the 1-bit table at 02000040/Same flags seen in Flag Menu. ; When a flag is on, it means the Djinni was retrieved, so it disappears from the map. - If it doesn't reference the bit table, (Being, not in the (0x30+ Djinn flags), I'd just call it Djinni id or something similar.

Now that the trivial part is out of the way....

I expect it is done the same way.

02030004 = Pointer to NPC table. (0200E338)
02030010 = Pointer to Events table (0200E7C0)

I scroll through those tables to find what may match.

In the NPC table, we can identify them by their sprite number and flag number. Very easy.

0200E398 = Sprite number. (Set this to 0xF3.)
0200E39A = Flag number (Set this to 0x3A.)

The Events table isn't that difficult either, and it most certainly wasn't difficult in the dungeon.
In the dungeon, it was just two exit events and a Djinni event. (That's all.)
While the dungeon is based on an interaction with an NPC, the world map is not, and is based on tile events. So I guess we can take one extra step. (EDIT:  Although, you could skip this step and go by flag id. But for sake of most events that don't always use flags... this is the way.)
See  020101A4, for the address that points to where we are in the tilemap. (Go to it.) In my example, I have 02020D5C, there, I see 0x035E12E6... Now, what we're interested in is the event number there.... (I bolded it. It is 0x5E) So, we go back to the Event table, and we look for one that matches it.

Found it!
0200E808 = 00000002 004F005E 02008101

I have bolded the event number here, that I connected it to. Now, this is when we look at that last 32-bit. It is a pointer to code that gets executed. Go to it in a disassembler. (Thumb)

There is a bit of code here, I scan for 0x1F for some reason, and see one at 0x02008144, maybe it is the right one? (If not, I can look further.)

 on: January 08, 2018, 12:49:16 PM 
Started by Caledor - Last post by Caledor
Thanks a lot, it worked!

Apparently Chill is flag 0x1F. Strangely enough, setting 0x17 leads to the same enemy encounter but flag 0x17 doesn't make the djinn appear. Also, i didn't know i could edit the decompressed event from within the editor, sweet! I never noticed the code hex window cause this is the first time i need to do something map related.

Do you happen have any tips for the swapping chill with mud? I have no clue on where to start looking for flags on the world map.

EDIT: Obviously i wanted to say that i set the encounter to 0x1F and the flag to 0x4F. The strange point is that encounter 0x1F and 0x17 are the same djinn but flag 0x47 doesn't make the djinn appear. Sorry for the misunderstanding.

 on: January 08, 2018, 01:31:28 AM 
Started by raijinken - Last post by raijinken
Currently, the known workaround/fix is apparently to restart the computer until it works. Unknown how to permanently solve, but this works!

 on: January 08, 2018, 12:48:50 AM 
Started by Caledor - Last post by Fox
Hm... I got something similar with what I did. (No animation after battle.) I fixed it by correcting the flag in the npc entry.

So like...


0200803C:0A = If changed to a number like 0x14 (First mercury djinni), then you'd also need to change 020093AA. In this example, that'd be to 0x44. (0x30 + 0x14)
... Of course, the djinni you want to change it to isn't the same one as my example...

0200803C = Djinni to battle

020093A8 = Sprite id
020093AA = Flag id

(Quick testing.  Should I do more?)

@02xxxxxx = If you mean this map code file. If you edit with Atrius's editor, it'll compress back into the ROM. (Or you could manually do it, if you make an asm hack where some files can skip the compression.)

 on: January 07, 2018, 10:10:59 PM 
Started by Caledor - Last post by Caledor
Testing for the gabomba djinn (map 127)
I can swap models and encounter with the editor pretty easily. The animation before battle plays flawlessly but after the battle the djinn remains stuck in midair, no animation plays, it doesn't get added to my djinn poll, and i can keep battling it by pressing A when facing it as usual.

From the editor i noticed that there are "events" binded to the djinn model so i think one or more of those handle the post battle animation and set the correct flag for the obtained djinn. There are 2 issues with them: I have no clue about what they actually do and they are stored in the ewram (02xxxxxxh), so even if i undestand what to do i can't make it permanent on the rom.

Does anybody have any familiarity with those "events"?

Pages: [1] 2 3 ... 10
Yesterday at 08:44:56 PM
Fox: I must say... life can be complicated..... when you have question(s) (via email) ... and it seems like they sort of get ignored. :D ; Fun, (And sometimes, a person may respond, and completely not answer the question.... so like... 3-person conversation.) Hahahaha!!
January 15, 2018, 07:26:16 PM
Fox: (path) 1 text=(address) char=(address) free=(address) ; << Well, closer to this... but yeah... even if I do choose to have defaults in the code, I could still use this method for overrides.
January 15, 2018, 07:24:28 PM
Fox: So like (path) 0 text=(address) char=(address) len=(number) ; (path) 1 free=(address) ; Or something. But that's just a quick example.
January 15, 2018, 06:59:14 PM
Fox: Hopefully. I was wanting to make it so you could put in the addresses/etc. as one of the arguments in the path. Hm?
January 15, 2018, 03:37:07 PM
KyleRunner: Nice! I hope you'll add compatibility with others games (GS1, Mario Golf and Tennis) soon.
January 14, 2018, 11:40:09 PM
Fox: Okay. Posted (in Downloads section) an initial cutdown version for now, for my text compressor. Basically to separate the code from my Editor for anyone who wants to mess with it. It only supports GS2, because I still didn't add the addresses/etc. for the other games.
January 14, 2018, 05:01:00 PM
Fox: Okay! Going to need to think how I want it to work. Initial thoughts is maybe have a number of arguments in the filepath thing. And have a number of shortcuts (files) to be used as examples. Assuming there are no problems.
January 14, 2018, 10:38:24 AM
KyleRunner: Well... I'm used to editing text ina a text editor, so... yes! Thanks in advance!
January 13, 2018, 11:38:43 PM
Fox: (Text editor = Text Document like notepad.)
January 13, 2018, 11:38:21 PM
Fox: Would you prefer during the text editing in a text editor? (Like what gstoolkit lets you do?) I could probably make a separate tool or something to compress it.
January 13, 2018, 10:10:02 PM
KyleRunner: Ok. Once I finish my Lost Age translation, I'll try a Mario Golf one. Thanks. (But I'll need help).
January 13, 2018, 10:03:17 PM
Fox: If you want to make it "permanent" (part of a hack), then you'd edit code in the ROM that writes to this location of the IDs you'd want to change. (You can find these locations by using a breakpoint debugger like SDL-H or no$gba.)
January 13, 2018, 10:00:11 PM
Fox: Reload/switch = Recommended to be done through Debug mode/warp menu, ofcourse... since doors seem to appear as if they were disabled? ; 03001238:01 and B+Start to get to warp menu.
January 13, 2018, 09:55:39 PM
Fox: @Kyle Runner = It might be, but you'd have to use the correct addresses for Mario Golf, rather than for GS2 as I have it right now. ; @raijinken = Yes. 02000454 = ID of leader. (Change this and reload/switch room you are in, enjoy.)
January 13, 2018, 02:23:29 PM
raijinken: Hey guys, is it possible to somehow change the lead character on the map? Was wondering. I remember there was a cheat to use Jenna, but what if I wanted Isaac, or Piers?
January 13, 2018, 02:10:03 PM
KyleRunner: Hey, Fox *
January 13, 2018, 02:09:37 PM
KyleRunner: Hey, is your text editor compatible with Mario Golf (GBA)?
January 11, 2018, 08:33:13 PM
Fox: But if it isn't an oversight, I still can't imagine it being that useful.
January 11, 2018, 08:28:24 PM
Fox: part, ofcourse.
January 11, 2018, 08:28:15 PM
Fox: 0200274C = Hmm... Stuff happens here when you use Cyclone around bushes. (These cause tile replacements, and setting event 0 to those tiles.) - And I guess this kept here so it can be scanned after battle. (To re-update the map.) So here is my fun thought (assuming if it is even possible, or even convenient if so.) ... Are there any events from other maps that could be disabled do to using Cyclone on bushes + Retreat glitch? I'll need to do some testing to make sure this isn't an oversight on my

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