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 on: Yesterday at 09:45:04 PM 
Started by Caledor - Last post by Caledor
Patch for TLA is up!

 on: Yesterday at 08:50:47 PM 
Started by Caledor - Last post by Fox
Just looked again... Oh wait... mode 0x1F does the 03 section too... probably Interrupts (whatever that is?), but I will have to check to make sure.
(I think Mode 0x1B was in the BIOS section? - But then, that is just from quick testing, so....)

And awesome! Sounds like a plan.

 on: Yesterday at 08:38:50 PM 
Started by Caledor - Last post by Caledor
Okay. Cool. And yeah, I check what is in r14/lr.

Problem though.... Even when you do use that method.... you don't always see the results you want. (Sometimes you do, and then you don't..... it's like the register values can still change... )

Don't know much about modes but i know that when i break that way and go to the disassembler, sometimes the instructions are in the 03xxxxxx range and sometimes in the 00/08xxxxxx range (might actually be this lol) If by pressing next i see the 03 range i click the emulator and try again. if i'm in the 00/08 range i hit next till i return to the breakpoint: this way i'm positive that the registries contains the values i'm looking for.

BTW, everything's done for English TLA: Djinn menu, Item menu and selected item panels are larger; moreover, all selected command/item/psy/summon panels are now centered (as much as possible). I'll release a separate patch for this soon.

 on: Yesterday at 08:33:48 PM 
Started by Caledor - Last post by Fox
Okay. Cool. And yeah, I check what is in r14/lr.

Problem though.... Even when you do use that method.... you don't always see the results you want. (Sometimes you do, and then you don't..... it's like the register values can still change... )

It seems to be correct when on mode 0x1F, but I sometimes see mode 0x1B ... (I assume each of the major modes have their own pc/program counter address... (As well as other registers / kinda been knowing something like that-ish, but wasn't really sure how that all worked out.... outside of what I saw as the boot code stuff.)... and that's why.

 on: Yesterday at 07:32:24 PM 
Started by Caledor - Last post by Caledor
Trick? Let me guessing? Something with having an unconditional branch point to itself?

Yep lol. Write DEFE in the memory viewer and you have a breakpoint. The rest is probably the same as you did, one look at the link registry and i found the panel call.

I always used this trick when i needed to test the functions i changed.

 on: Yesterday at 06:38:17 PM 
Started by Caledor - Last post by Fox
If I recall, I think .sav files work fine.... but there can be incompatibilities with savestates....(If saving from normal VBA and loading through SDL-H.)

You could also try using no$gba debugger as another alternative. (Which is probably easier to use.) In scenarios where it doesn't work, it can be worth making sure you have the bios files. There's a wonderful paradise where those are at. *hint*hint* if you ever need them.

Trick? Let me guessing? Something with having an unconditional branch point to itself? I don't do that myself, but sounds like a neat idea!
Sometimes just looking in the stack for pointers is enough....

 on: Yesterday at 06:11:39 PM 
Started by Caledor - Last post by Caledor
Thanks again Fox!

PS. You know... I really don't like using SDL-H... I don't have the saves there and i always feel like it takes me forever to find something. Still, you gave me a very nice tip that i immediately used to find the psynergy menu version of the box i asked you.

I realized that i can do the same in standard VBA since i've been using a trick to replicate a breakpoint for as long as i can remember. Don't know why it didn't occur to me before :P

 on: Yesterday at 05:38:11 PM 
Started by Claros Flamestrike - Last post by Fox
@GBATEK/thumb guide = You are welcome.

@pixel analysis = Umm... yeah... Since we're talking about clicks, it would have been cool to have converted GS into a DS game, but that's probably more difficult than it sounds?
But yeah, I figure having it implemented int the game itself, it could reduce the need for unnecessary execution. (e.g. Instead of checking if a menu is open for the life of the game, you could simply embed the code in the menu itself.)

@menu addresses = Well, general locations of most things have likely been documented (With the exception of anything we forgot about? -- Map code, while some was documented, has mostly been left alone.) -- So I don't figure a whole lot of digging would be necessary. Especially with breakpoint debugging.

 on: Yesterday at 05:09:25 PM 
Started by Caledor - Last post by Fox
The panel call at 0804CA98?

(P.S. Found it quickly by using SDL-H, and setting a breakpoint on the 08039260 function...)

 on: Yesterday at 04:17:20 PM 
Started by Caledor - Last post by Caledor
I was thinking... since I'm already at it I might as well fix the item box as well.

The in battle box for the item menu is smaller than the one shown in the field menu and places a constraint on name length for items.

I've already found all the values i need but one: the coords, width and height for the box that contains the item you're trying to use. See image attached for reference.

Do you guys know where those values are?

Pages: [1] 2 3 ... 10
Today at 03:06:05 AM
Rolina: Once I'm done with data collection, I'll post a summary of my findings, and will begin by proposing a set of modification categories and their associated values.  Problem is, it'll use my system, so I'll need those more familiar with the two casting systems (MPP and INT) to translate the intent of the modifers properly.
Today at 03:03:18 AM
Rolina: ---extra turn, it's good now because of my proper hard mode" nonsense method of fixing the lower difficulty curve of the games.  I think the first thing to look at is the Size and Type of enemies.  A small plantoid should have substancially different than a medium goblinoid, imo.  Especially when you start factoring in other modifiers, such as body shape, the role in combat, monster tier level, and even manual tweaking.  Sometimes, a turtle just needs that extra 10% defense to really make sense.
Today at 02:59:39 AM
Rolina: Yeah.  I was getting data so I can use the trendlines as a basis for an enemy creator using my system.  As it turns out, it may turn into a tool for the GSHC before then just to get some consistant statistical variatino added in.  Between that and your AI project, we could probably do a lot to help with widening the scope of enemies in the game.  Could lead to a proper increase in difficulty that has nothing to do with something simple like "so guys I upped theier stats and gave them all an---
Today at 01:53:24 AM
Lord Squirtle: The "lack of enemy variation" part specifically.
Today at 01:49:27 AM
Lord Squirtle: Lol, that's starting to sound like one of the reasons why I'm planning an AI overhaul.
Today at 12:32:55 AM
Rolina: I thing it goes a long way to explaiing why battles are on the easier side - just a pure lack of enemy variation.  When the big bad dragon shares the same statistical layout as a freaking grub with a stick... well, I figure something should be done about that.  Luckily, we're here to correct such lazy design.
Today at 12:30:41 AM
Rolina: And PP is even worse.  It looks like it's completely divorced from level for most monsters, with them gaining PP based on what and how many spells they have on their movset, usually around 20 for most non-damaging spells.
Today at 12:29:30 AM
Rolina: Been doing some data collectino with enemy stats.  Less than a fifth of the way through so far, and.... well, from the trends I've been noticing, the results look kinda... depressing.  Most monsters seem to follow the same statistical trends, regardless of what type of creature it is.  Could be a bird, a beast, or a freaking turtle - the ratio of Health, Attack, Defense, and Agility appears to be following the same ratios.
Yesterday at 11:36:37 PM
Fox: Sounds like you got what I got way back?  Guess that means the error's still there.
Yesterday at 09:43:50 PM
Caledor: Menu Box patchs for TLA is up. sadly i got an error after uploading so i tried again without checking and now there are 2 patches. If someone could delete the second one i'd appreciate it.
Yesterday at 12:17:52 AM
Fox: (e.g. The process of reomving, replacing, adding, and/or moving around current ability effects to other index numbers.... ETC.)
Yesterday at 12:15:33 AM
Fox: Or an Ability Effect editor, even.... But I imagine most of those would involve have patches applied to help with compatibility, and what not.?
Yesterday at 12:10:36 AM
Fox: Hm. Oh! Did Atrius's Editor contain code from the April Fools version? Might be cool to have that, I'm guessing? - And yes, tools... even specific feature tools... Like an Intellect Editor, maybe.... If it was practical. (Not saying doable, but practical.)
April 26, 2017, 11:58:08 PM
Lord Squirtle: And yeah, "far less user-friendly" as an argument relies on the current lack of tools that could make using that easier.
April 26, 2017, 11:57:26 PM
Lord Squirtle: Since the GS editor is actually slower than using a hex editor is when it comes to classes, especially if you are mostly copying or tweaking existing classes to make full lines for them.
April 26, 2017, 11:56:18 PM
Lord Squirtle: Well I mean, it's the kind of effect that could easily be applied to a number of abilities if one wants. Having to open up a hex editor to use it for each of those abilities would take some time, and wouldn't really be as worthwhile as it can be for classes.
April 26, 2017, 11:50:27 PM
Fox: Far less user-friendly? Hm? I would say it depends on the tools/and such... For example, still haven't gotten my Exporter project done....
April 26, 2017, 10:07:39 PM
Lord Squirtle: But what I was thinking of doing with the unused effects was figuring out which ones are still available and combining them; averaging out the differences between each one so they make up for the ones that are missing.
April 26, 2017, 10:05:36 PM
Lord Squirtle: I may consider moving the effects to the end of the effect list, since I moved the pointer table and added some empty space on the end. My main concern with that is that it would be far less user friendly.
April 26, 2017, 08:06:20 PM
Fox: Heh... Starting to make me want to add the Ability Editor to my own Editor now... So I can do that, and have chance values listed for each and every one. (So it is more specific than Atrius's editor.)

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