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Dark Dawn Gameplay/plot discussion (SPOILERS!) « 1 2 ... 18 19 » Hoopa 275 56368 Last post June 30, 2011, 11:12:16 PM
by Rolina
The official Golden Sun Dark Dawn Review Thread Charon 12 4397 Last post January 03, 2011, 03:16:53 PM
by Drick
E3 2010 Press Kit Atrius 5 5927 Last post June 15, 2010, 11:44:49 PM
by Atrius
dark dawn emery Stat hack? « 1 2 » thaosnake 17 6534 Last post January 22, 2016, 03:11:38 AM
by Knight of Purgatory
Ripped Sprites and Icons Rolina 3 3290 Last post August 24, 2015, 10:24:44 PM
by Majora
sequel to dark dawn « 1 2 » Thunder-squall 16 7808 Last post August 15, 2015, 10:00:33 PM
by isaac3000
OoB Mechanics « 1 2 » Plexa 17 5973 Last post July 02, 2014, 02:23:54 PM
by Plexa
Monsters and Darkness « 1 2 » Thunder-squall 27 7626 Last post May 27, 2014, 10:59:16 PM
by Rolina
speculation on light-and-dark adepts. « 1 2 » Thunder-squall 23 6315 Last post May 25, 2014, 06:39:17 PM
by JamietheFlameUser
List of stuff I (or you) want to confirm / know Thunder-squall 0 692 Last post May 04, 2014, 09:55:02 AM
by Thunder-squall
Dark Dawn's the only Golden Sun game you've really played: what are you missing? « 1 2 » Thunder-squall 22 6135 Last post February 06, 2014, 10:34:35 AM
by Thunder-squall
When did you dirst know you wouldn't be a fan of Dark Dawn? Thunder-squall 5 1585 Last post February 06, 2014, 07:29:25 AM
by Misery
Camelot insulted us « 1 2 » Raetah 26 6142 Last post December 04, 2013, 07:12:36 PM
by Raetah
Dark Dawn Stat Targets... Rolina 0 1704 Last post January 09, 2013, 10:38:33 AM
by Rolina
Lessons we've learned from Dark Dawn « 1 2 3 4 5 » Rolina 71 16707 Last post November 06, 2012, 08:01:17 AM
by zman9000
Who's your favorite playable character? (Names in poll) « 1 2 3 4 5 » Fox 61 13104 Last post February 09, 2012, 02:04:03 AM
by Kide
Golden Sun DD……Beta? « 1 2 » Mars 18 5871 Last post December 02, 2011, 05:56:15 AM
by Rolina
Alex « 1 2 3 » Durza 35 7275 Last post November 23, 2011, 01:27:39 PM
by Durza
the useless things of dark dawn « 1 2 3 4 » ThanatosTheDark 53 9057 Last post November 08, 2011, 07:55:23 PM
by Rolina
Noms ChrisButton 8 2591 Last post October 20, 2011, 06:58:02 PM
by zman9000
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Today 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.)
Today 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.?
Today 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.)
Yesterday at 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.
Yesterday at 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.
Yesterday at 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.
Yesterday at 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....
Yesterday at 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.
Yesterday at 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.
Yesterday at 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.)
Yesterday at 08:03:06 PM
Fox: Well, 0-255.
Yesterday at 08:02:53 PM
Fox: The max probably being 255.
Yesterday at 08:00:09 PM
Fox: (@Editor modification: In which case, I would recommend adding support up to the maximum number for future purposes.... if at all reasonably possible.)
Yesterday at 07:53:50 PM
Fox: @Disabling them: It kinda would be a trade-off for those who want to use those effects that went unused.... ...  I have a suggestion, though... and it might be rather interesting. But have you thought about using one of the unused flags to like... switch out Effect lists? (So you can have your own if you don't want to modify the editor.) I imagine it is rather unnecessary, though. Since it is easy enough to extend the list with a quick editor modification.
Yesterday at 04:46:01 PM
Lord Squirtle: And elements too from the looks of things.
Yesterday at 04:44:05 PM
Lord Squirtle: Makes me wonder how much work it would take to add more djinn slots.
Yesterday at 04:30:45 PM
Lord Squirtle: Well, total - 1.
Yesterday at 04:30:13 PM
Lord Squirtle: Huh, neat. I think I found the part of the djinn battle menu code that decides how many djinn of each element exist.
Yesterday at 02:53:07 PM
Lord Squirtle: I should probably look into disabling the multiplier chance for those now that I think about it.
Yesterday at 02:52:17 PM
Lord Squirtle: I still am, but mainly because it doesn't look like there are any abilities that use those effects.

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