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Author Topic: Golden Sun: The Lost Age Editor V0.4 Released  (Read 18734 times)
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Atrius
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« on: July 01, 2011, 12:09:48 AM »


Version 0.4



[Download Link]
Version 0.4, June 30, 2011 (1.37 MB .zip)





Some of the changes from v0.3
- Artifact editor
- Shop editor
- Innate Ability editing added to party member editor (Only compatible with TLA)
- Ability animations now identified by names of abilities that use them
- Preview pane added to Ability Animation selector (Only compatible with TLA)
- Function call detector added to NPC editor (Allows easy editing of shop & dialogue data called in ASM scripts of NPCs, only compatible with English TLA)
- Improvements to Sprite viewer (You can now view all the sprites in a sprite set)
- Compression efficiency improved
- Improvements to data location detection methods (Slight speed up of loading ROMs)
- Some very basic compatibility with NitroROM filesystem (.NDS files)
- Bug Fixes
-- Error reading byte in map editor
-- Leak in data repointer fixed
-- String mismatches on foreign language versions (Most notably Japanese)
-- "*Crashes Game*" labels on ability animations offset by 1 slot
« Last Edit: July 01, 2011, 05:54:29 AM by Atrius » Logged

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« Reply #1 on: July 01, 2011, 12:22:28 AM »

Cool V0.4 is finally up =D nice done Atrius
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« Reply #2 on: July 01, 2011, 12:58:34 AM »

WOOOHOOOOO!!!! Thank you Atrius. just in time for me to get off work, relax, and hack away. yeah!
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« Reply #3 on: July 01, 2011, 02:15:31 AM »

And to think that I asked just an hour or two ago how close we were to a release.  Anywho, time to fiddle!

Edit:  BLARG!  Still can't run it straight from the start menu!

I get this error message:

Code:
___________________________________________
ERROR in
action number 1
of Create Event
for object obj_editor_sys:

Cannot locate string: title

Edit2:  Darn, still can't use the Marquis class.  Can't wait until the compression tables are fixed for that.
« Last Edit: July 01, 2011, 02:25:48 AM by Role » Logged

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« Reply #4 on: July 01, 2011, 05:51:56 AM »

The shortcut to the editor problem has been frustrating me for a long time...

[Version 0.4 Fix 1]  I've also replaced the regular v0.4 link with the fixed version, to verify if have the latest version check the  "Help" > "About" section of the editor, the version should read "Version 0.4 fix 1"

Contains bug fixes:
- Fails to open some ROM files with no error message displayed
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« Reply #5 on: July 01, 2011, 05:56:38 AM »

First of many bugfixes to come, I bet.  If the last one's any indication, as we find bugs, they'll get fixed.
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« Reply #6 on: July 01, 2011, 06:02:22 AM »

I only put high priority on program breaking bugs, like not being able to open files or see sprites at all.  For smaller bugs I'll wait to bundle a bunch together before I release a fix version.
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« Reply #7 on: July 01, 2011, 06:06:15 AM »

Well, that's why we're going to be testing it.  There's not as many things in this one, so I'll be able to test it a bit better.

I do want to check something, though - is there a way to determine which items go in which shop type, or is that hard coded?  It'd be nice if I could test a psynergy shop out, but if I can't fuse the two equipment shops I'm kinda screwed there...
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« Reply #8 on: July 01, 2011, 06:08:05 AM »

I haven't tested it, but I would think it's based on the item type setting for the item (Value in top-right corner of item editor)
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« Reply #9 on: July 01, 2011, 06:09:30 AM »

If it's just Weapons for weapons, and the seven or so armor types for armor, and we can't change that... that's gonna suck.  It'll really limit what we can do and test.
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« Reply #10 on: July 01, 2011, 07:33:20 AM »

Wah, v0.4 along with a fix .. Nice
Thanks Atrius.
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« Reply #11 on: July 01, 2011, 10:56:38 AM »

woop woop woop.. thank you Atrius :D <3
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« Reply #12 on: July 01, 2011, 02:45:58 PM »

Hooray, thanks for the new release Atrius! With the new fix, everything should work very well for us now.

Role: Ah, but the General Shop might work, I think. I will do a quick test with a Psynergy bestowing item later. If that works, then we can make some of the Item Shops into General Shops, being easier than doing it the other way around.
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« Reply #13 on: July 01, 2011, 04:13:38 PM »

General shops contain all shop types.  They don't specialize in any type, they generalize instead.  Basically, General means "All of the Above".  Item shops can work in a pinch, but ideally what we'd want to do, if limited to 3 types and the catch all, is to combine the weapon and armor shops.  As I said above, Armor shops very rarely ever contain new artifact armor, and the selection of common stuff is never really big, so it'd be easy to combine... as long as the editor/code lets us.  If it's hard coded and requires an ASM editor, we're SOL.
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« Reply #14 on: July 01, 2011, 06:57:19 PM »

i just don't understand this two things:
1.- It doesn't open the files when the extensions is in caps: .GBA
2.- when i go to patch it says that only in the english version but i have the english version :S
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Cbox
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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