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Author Topic: Golden Sun DD……Beta?  (Read 7076 times)
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« on: November 26, 2011, 02:20:14 PM »

I see this from a poster,I found it via Google.This is a poster of Europe's Golden Sun DD.



I have two questions here.


Do we have a Patcher's Place like that?


Um,my NDSi doesn't display like that……I had the djinns on my NDSi's top screen……not the bottom……
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« Reply #1 on: November 26, 2011, 05:03:16 PM »

Not sure if that's real, but if it is... Why did they change it?
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« Reply #2 on: November 26, 2011, 05:10:16 PM »

Not sure if that's real, but if it is... Why did they change it?
Because they wanted to. Duh.
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« Reply #3 on: November 26, 2011, 05:53:57 PM »

Player's screen on the bottom is clearly superior, so I'm glad they changed that.
As for Patcher's Place, there's probably some design related reason.
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« Reply #4 on: November 26, 2011, 05:56:02 PM »

Not sure if that's real, but if it is... Why did they change it?
The Patcher's part was probably due to the way it was designed in general. It looks off kilter due to the area on the overworld being larger than the platform the area's on.

As for the screens part, that was probably for touchscreen-related reasons.
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« Reply #5 on: November 26, 2011, 06:01:08 PM »

Player's screen on the bottom is clearly superior, so I'm glad they changed that.
As for Patcher's Place, there's probably some design related reason.
I don't know, I'd prefer to have it on top, and to have good looking, grid-style menus on the bottom.  That whole "all selections in one line" thing?  Uggh...

Plus, it'd have been nice to be able to draw on the map, like in the DS zelda games.
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« Reply #6 on: November 27, 2011, 05:36:10 AM »

I have upload the original poster to deviantART,but CAUTION:EXTRAORDINARY HUGE

10.48MB,the size is 4209×5960.

Spoiler for Hidden:

You can download it here:http://www.deviantart.com/download/271129136/golden_sun_dd_europe_poster_huge_by_mars1992-d4hf8kw.jpg
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« Reply #7 on: November 27, 2011, 03:54:27 PM »

Quote
I don't know, I'd prefer to have it on top, and to have good looking, grid-style menus on the bottom.  That whole "all selections in one line" thing?  Uggh...

Personally, I wouldn't have minded both. Have movement on the bottom screen, and then push the normal view onto the top screen and open up better menus when the button is pressed.

Actually though, would one consider demo video stuff to be beta, or is that something else? If anything, is there any beta or alpha stuff in there?
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« Reply #8 on: November 27, 2011, 03:56:01 PM »

>sees mention of Patcher's Place
>reminded of incident at Temple where someone got butthurt over the fact that existence of said Place was a spoiler

anyway yeah gotta say I like it better with the player's stuff on the bottom screen
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« Reply #9 on: November 29, 2011, 02:50:29 PM »

The European version has the player on the bottom screen unless I somehow got the American. It looks about right, but I don't have it in front of me, so I can't say for sure.
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« Reply #10 on: November 30, 2011, 03:39:52 AM »

The European version has the player on the bottom screen unless I somehow got the American. It looks about right, but I don't have it in front of me, so I can't say for sure.
I have the European version,it appears just like the American version on my NDSi,status on the top screen when the world and Matthew on the bottom screen.
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« Reply #11 on: December 01, 2011, 07:20:45 AM »

My problem with both on the bottom screen sala is that it defeats the whole point of having it on the DS.  You might as well use the GBA or PSP for that.  Right now, the top screen hardly does anything at all, in fact if it wasn't there the game wouldn't be any different than it is.  If you have two screens, you might as well use them properly, you know?

I guess a good mid-point would be to shift the bottom screen to the top screen when accessing the menu, then back down when you resume play or something, but even then, I feel like the top screen is being wasted.
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« Reply #12 on: December 01, 2011, 03:28:13 PM »

I guess a good mid-point would be to shift the bottom screen to the top screen when accessing the menu

This is what I said? Either way, something tells me that they did it this way simply because they felt obligated to make players use the touch screens more often.
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« Reply #13 on: December 01, 2011, 03:47:41 PM »

Or they could have used a button, like Start or Select, to switch the two screens at will, and put the menu on the top screen. Or allow control of the top screen with +pad and buttons while the bottom screen is controlled by touch.
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« Reply #14 on: December 01, 2011, 09:35:22 PM »

I still think that a touch screen menu would be better than touch screen controls... Am I the only one who prefers the old fashioned button commands?  I mean, I never used the stylus in Dark Dawn...
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Today at 03:35:58 PM
Fox: Referring to the Golf game.
Today at 03:35:07 PM
Fox: Interesting. So... Atrius's Editor = It seems there are fewer English lines in the (U) version? So the number of strings he coded in for is based on the (E) version.
January 17, 2018, 04:07:51 PM
KyleRunner: :D
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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
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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.)
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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)?

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