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Author Topic: Golden Sun: The Lost Age Editor V0.4 Released  (Read 19329 times)
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« Reply #30 on: July 02, 2011, 02:05:41 AM »

Aye.  And if this is earlier than you expected... dang, y'all don't really have very high faith in Atrius at all, do ya?
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« Reply #31 on: July 02, 2011, 02:06:59 AM »

Haha, yeah... but I kinda got used to a long time with no updates  Sweat Drop
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« Reply #32 on: July 02, 2011, 07:36:40 AM »

Sooner than expected?  He said he'd do it by the end of June, after missing his previous two deadlines...

I'm pretty sure I never set deadlines.
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« Reply #33 on: July 02, 2011, 08:51:37 AM »

You did.  You don't remember?
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« Reply #34 on: July 02, 2011, 01:04:10 PM »

Sooner than expected?  He said he'd do it by the end of June, after missing his previous two deadlines...

I'm pretty sure I never set deadlines.
I'm pretty sure he is right, I'm sure these statements were only giving us an idea when we should expect them, not that they would necessarily have to be out...

0.2 to 0.3
Quote
Hrmm.... I'm not one to publicly announce deadlines I'm not absolutely sure I can meet yet, but at the moment the goal I'm shooting for is to have the next release out before the end of October.  If things keep going the way they have been for me though, that might not be possible.
This is NOT a deadline, this is a goal, as he clearly says.

0.3 to 0.4
Quote
The release will be before the end of June assuming no more program breaking bugs show up.
This one's kinda... harder to tell.. but it still is not really a deadline since if he had program breaking bugs he can still get the editor in later.


-And if there was one from 0.1 to 0.2, I do not believe I was here to read it.
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« Reply #35 on: July 02, 2011, 01:11:19 PM »

Wait, so this is just people bitching about terminology?  Really?

Also, this was planned to come out ~march/aprilish, iirc.  Mentioned somewhere in the Cbox back one time we were bugging him about it.  However, that one really bad bug prevented the release for quite some time, and as it was a legit reason, the targeted release date was missed.
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« Reply #36 on: July 02, 2011, 01:14:01 PM »

it comes when it comes....
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« Reply #37 on: July 02, 2011, 01:16:11 PM »

Mentioned somewhere in the Cbox back one time we were bugging him about it.

exactly. he was probably just givinf a very rough estimate to get you off his back. that is not really a definite deadline. I mean, saying that he planned a deadline bcz "he mentioned it in the cbox that one time when we bugged him." really? is there anywhere where he posted an actual date instead of an estimate of what month?
« Last Edit: July 02, 2011, 01:19:50 PM by dwkjohn » Logged

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« Reply #38 on: July 02, 2011, 01:20:32 PM »

its not a deadline because you cant make deadlines when it comes to coding, you either work out the code or you dont... What's not to understand about how this works...? All you are doing Role is sounding ungrateful...
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« Reply #39 on: July 02, 2011, 03:29:48 PM »

Woohoo! Shop editing!

Awesome!~
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« Reply #40 on: July 02, 2011, 03:52:32 PM »

Yeah, Shop Editing is cool...

I forgot to comment on some earlier comments...

Quote
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...

Quote
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)

Quote
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.

I did do some research on this yesterday. It is assembly coded. And yes, they are based on the item type values.


00 - Items           - Item Shop
01 - Weapons         - Weapon Shop
02 - Armor           - Armor Shop
03 - Chest Protector - Armor Shop
04 - Head Protector  - Armor Shop
05 - Leg Protector   - Armor Shop
06 - Fan             - Item Shop
07 - Lucky Charm     - GS1: Item Shop ; GS2: Weapon Shop
08 - Ring            - Item Shop
09 - Open            - Armor Shop
0A - Underwear       - Item Shop
0B - ?               - Item Shop

All item types that weren't assigned a shop type is shop type 0 (Item Shop)

Now, Shop Types affect two things that I know of, so far.

-All the dialogue the NPC says.
-What Kind of artifacts are stored in the Shop.

Locations in Assembly to note:
Golden Sun 1:
080B0070 - Function (List artifacts that pass requirements?)
-080B0092 - No comparison with 3 and 4, so there seems to be no General Shops.
08078480 - This function is the Item Type check. It assigns Shop Types to certain Item Types. (More research needed.)
Golden Sun 2:
081080A8 - Function (List artifacts that pass requirements?)
-081080D0 - This area compares the shop type with 3 and 4 and skips the Item Type check.
080AEC68 - This function is the Item Type check. It assigns Shop Types to certain Item Types.


r0 = shop
r1 = item type
r5 = current shop

I was also working on a piece of assembly code for fun that might work for a Shop Type Editor.

This one, much like the innate psynergy, will likely have a custom-made database as well.
I decided to make them flags. The custom database will contain a 16-bit list of shop type data.
The flags will say which item types belong in the shop.

(Untested Code)

mov r0, #0x0 //Item type
ldr r2, [08F00000] //Random address for the database
lsl r3, r5, #0x1
add r2, r3
ldrh r2, [r2, #0x0]
cmp r0, r1
bne (d)
a: lsr r3, r2, r0
and r3, #0x1
cmp r3, #0x1
beq (b)
d: add r0, #0x1
cmp r0, #0xB //Number of item types
ble (a)
b (c)
b: mov r0, r5
c: pop {pc}


That piece of assembly code was a bit more difficult then the innate psynergies, but it was fun. I will test it in the future to make sure all of it is correct.
The goal here was to have items fit in multiple shop types instead of one.


PS - Do not forget that if a Shop Type editor happened, you would need dialogue editing as well. Shop Types 01 and 04 use the same text. Later, I might see if I can change one to not match the other.

Oh yeah, and if my assembly code works, then we have made some progress on being able to have up to like 256 shop types? More then anyone would ever need. Also, You might be able to edit the assembly code I have made in such a way that it is item specific instead of item type specific.  r6 holds the current item being checked, I think.
« Last Edit: July 03, 2011, 04:07:47 PM by Teawater » Logged

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Atrius
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« Reply #41 on: July 02, 2011, 05:43:10 PM »

I could have sworn there was another way to change the shop dialogue.  As I recall there were some towns where the shop keepers kinda speak with a dialect, but use the same shop type values.
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« Reply #42 on: July 02, 2011, 09:15:53 PM »

You mean like Xian in Golden Sun 1? It seems all three shop keepers use a different set of dialogues... Interestingly.

Golden Sun 1:

-Password/etc. text
-Shop text (Like "Your coins:" etc.
Ln 3227 - Come in! Welcome! Take a look at our fine weapons.
Ln 3270 - Ask me anything about armor.
Ln 3313 - Welcome! we have just the gear you need.

Ln 3356 - (Inn Text) - Welcome to our inn. It's ## coin(s) for a room. Would you like to stay?
Ln 3361 - (Sanctum Text) - Welcome, weary wanderers. What aid do you seek?
Ln 3404 - You need weapons, warrior. Check our weapons.
Ln 3447 - Talk to me, warrior. I have good armor.
Ln 3490 - I have much travel gear. Look at it all.

Ln 3533 - (Inn Text) - Welcome to my inn! We charge ## coin(s). Will you stay?
-character names text

Hmm.. It doesn't look like Golden Sun 1 has General Shops text...


Golden Sun 2:

Ln 4684 - Come in! Welcome! Take a look at our fine weapons.
Ln 4727 - Ask me anything about armor.
Ln 4770 - Welcome! we have just the gear you need.
Ln 4813 - (Inn Text) Welcome to our inn. It's ## coin(s) for a room. Would you like to stay?
Ln 4818 - (Sanctum Text) Welcome, weary wanderers. What aid do you seek?
Ln 4861 - (Yallam Forge) Right when I saw those materials, I had to work!
Ln 4887 - (General Shop) Welcome, welcome! If you[3]need it, we've got it![3]See anything you need?[30]
Ln 4930 - Character names.

I find most places use the first set of dialogues.
« Last Edit: July 02, 2011, 10:52:50 PM by Teawater » Logged

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Rolina
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« Reply #43 on: July 03, 2011, 01:21:03 PM »

Blarg, so we're going to need an ASM editor to change them?  That really sucks.  It almost forces you to have an equip system in the same vein as golden sun itself...

I was talking to Charon earlier about a Suikoden hack, for instance.  It'd need a Item, Armor, and Rune shop - meaning we'd have to swap some lesser used types into Left hand, Right hand, and hopefully Weapon runes...  But without a way to do that, all we can do is just plan...
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« Reply #44 on: July 04, 2011, 01:10:06 AM »

Yeah, but with Atrius's awesome abilities, I'm sure he may be able to rewrite that area of assembly to fit our editing needs. (Like what I was trying to do, and like what happened with the Innate Psynergies.)

I have also edited that post (above) to contain the assembly locations in GS1 as well.

Most recently, I have been looking into how the conversations work for GS2.  Anyway, the way it is done explains why Shop Types 4+ use the first bank of Shop related text. (Weapons Shop Text)

Assembly to note:
0810851E - This area checks the shop type and adds to the line number to get the set of text related to the shop.

More comparing the shop type value with 2, 3, and 0. In which case, it would add to the Line number for the text bank. It adds nothing if it is 1 or any other number.

For those who will actually look at the assembly code, I will put the hexadecimals down to make it easier:

Ln 4684 (0x124C) - Come in! Welcome! Take a look at our fine weapons.
Ln 4727 (0x1277)- Ask me anything about armor.
Ln 4770 (0x12A2)- Welcome! we have just the gear you need.

Ln 4887 (0x1317) - (General Shop) Welcome, welcome! If you need it, we've got it! See anything you need?

And if you have to ask... Yes, it looks like this could be rewritten as well? Though, I am not sure if you have room for more shop type text banks in the text bank. (I kind of doubt it, though.)
« Last Edit: July 04, 2011, 01:20:47 AM by Teawater » Logged

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June 21, 2017, 08:35:54 AM
javi3: Atrius, por que no sigues con el editor de golden sun?
June 20, 2017, 10:52:48 AM
Fox: It feels like the safest bet is to do Atrius's repointering system, and have something that organizes the tables done a bit separate... er... Well, it's something to think about.
June 20, 2017, 08:53:41 AM
Fox: HOWEVER... I can see other problems that might cause..... (Even with just the pointer in the MFT)  Meh. It's like you actually need a program to apply patches to do it appropriately.
June 20, 2017, 08:46:38 AM
Fox: ... So... What am I thinking? You ask? That the patches the point data after MFT, should have had pointers in the MFT themselves.... In that case, I can see a possibility of everything working smoothly even if space is needed to the very end of the ROM.
June 20, 2017, 08:37:22 AM
Fox: It's basically that everthink from the point of  editing, to the closest free space to the last entry's address would get repointed forward/backwards depending on space needed... and if space is mapped after patches are added, then that could mean the patches are also repointed. (:o)
June 20, 2017, 08:29:03 AM
Fox: Well, I mean if I map the space out the same way Atrius did it.
June 20, 2017, 08:26:41 AM
Fox: I have a hunch... when I add Map Palette editing the way I'm thinking about... it will cause all patches that repoint to after the MFT to break.... Especially if Atrius's editor wasn't used beforehand. Etc.
June 20, 2017, 07:27:17 AM
Fox: Hmmm... Let's see... regardless of method, I think I still do want to take some of Atrius's Space Manager code... Hmm.....
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June 20, 2017, 07:07:19 AM
Fox: I'd go so far as to see.. even if you are trying to be accurate, there could still be inaccuracies... However, that one was just an example where it was clearly intentional.
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