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Author Topic: Golden Sun The Lost Age Editor Open Sourced (Dev alpha v0.5 download inside)  (Read 34379 times)
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« Reply #60 on: April 25, 2015, 07:14:53 PM »

I'd pick C# myself. Could be nice picking up a widely used language like that, and I could even apply it to M&L hacking someday.

But of course, it would be also cool to at least add some basic things to the GM version sooner or later. At least until everything else is added to the other.
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« Reply #61 on: April 25, 2015, 07:39:40 PM »

Cool. I guess C# it is, then? (Over Java, Python, etc.)
@M&L hacking: If you remember, I actually already started that... (I called it Checkpoint #1, because it was my early attempts at moving the Yoshi Magic VB project to C#.) Now, I reckon if we get REAL lucky, we could have Golden Sun and M&L in the same project. (In the beginning, I might have them separate, but I guess it depends on how many shared resources there are? --  Things like OAM format, BG format, assembly, etc. )

@GM: I agree with that too, because the transition would take quite some time, but I believe it will be worth it.


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« Last Edit: April 25, 2015, 08:36:32 PM by Fox » Logged

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« Reply #62 on: April 25, 2015, 08:47:14 PM »

Okay then, I put it on 4shared for a little while.
http://www.4shared.com/rar/3SLG1rtkba/GM8.html
(beware that you need an account for 4shared!)
(also, there are decompilers in the GM folder and GM itself has some extensions)

It be nice to see a new version of the editor.
GM isn't necessarily slower, it just not made for editors and indeed, the DLL thing is not fast at all.
« Last Edit: April 25, 2015, 08:49:49 PM by Luna_blade, Reason: also » Logged

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« Reply #63 on: April 25, 2015, 09:02:45 PM »

Quote
It be nice to see a new version of the editor.

Quote
GM isn't necessarily slower, it just not made for editors and indeed, the DLL thing is not fast at all.
Um? I'd say stay away from both of them when possible.
I believe the reason to use the DLL was to get access to the fast I/O  data loading method, thingy...? (The editor uses it to decompress the map data to make the ~7 files in Temp, but when it goes to load & display the map with that data, it does not... unfortunately. But if it did, I predict you wouldn't need the box that pops up on loading a map. -- The slow byte by byte loading method would also be slow in .NET as well.)

But anyway, I think DLLs are best when you have more than one executable application needing to access the same library of functions.(?)
« Last Edit: April 25, 2015, 09:13:40 PM by Fox » Logged

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« Reply #64 on: April 25, 2015, 10:16:55 PM »

Haha, well, thanks for uploading that Luna! The major downside is it's telling me I have to use 8.1, and I think I may also have to grab the Pro version if I'm remembering the last time I tried Lite 8.1. Oh well, I'll just think of some other ideas for polishing the editor up in the meantime.
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« Reply #65 on: April 25, 2015, 10:20:47 PM »

Maybe you could get lucky and they might have 8.1 Pro on for a sale. It's still not super cheap, but I got it at somewhere around 50-60% of its normal price? Supposedly it includes the ability to publish to Mac, but it requires you to have a Mac on the same local network or something and I haven't been able to figure out how to make it work at all.
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« Reply #66 on: April 26, 2015, 07:09:00 AM »

Haha, well, thanks for uploading that Luna! The major downside is it's telling me I have to use 8.1, and I think I may also have to grab the Pro version if I'm remembering the last time I tried Lite 8.1. Oh well, I'll just think of some other ideas for polishing the editor up in the meantime.
Which version of GSE do you try to open? It works fine when I 0.5.
And which GameMaker.exe do you use?
IIRC, you need to execute GameMaker(2).exe which is bigger.

Quote
But anyway, I think DLLs are best when you have more than one executable application needing to access the same library of functions.(?)
Getting a bit off topic, but I also think it's for structure and saving memory space. However, most computer have plenty of memory space, on the other hand, new mobile phone and tablets don't.
But yeah, sometimes it is not quite as handy as they thought it would be.
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« Reply #67 on: April 26, 2015, 12:41:30 PM »

Quote
Which version of GSE do you try to open? It works fine when I 0.5.
And which GameMaker.exe do you use?
IIRC, you need to execute GameMaker(2).exe which is bigger.
I get the feeling he's trying to use my version, which likely requires a later version than Atrius's original source.

Quote
Getting a bit off topic, but I also think it's for structure and saving memory space. However, most computer have plenty of memory space, on the other hand, new mobile phone and tablets don't.
But yeah, sometimes it is not quite as handy as they thought it would be.
@Saving memory space: While that was sort of my point about having multiple EXEs access the DLL instead of duplicating code across them... Would it be possible to hook up some memory chips in that case? (Ex: Like a thumb drive for extra ROM memory, etc.) ; If you're a huge gamer and developer using lots of big apps and stuff, I'd reckon DLLs would not be enough to keep you from needing something like that? (I'd say graphics can easily take up more room than code, especially if they're HD/high quality.) -- One thing though, I wonder if accesses made to the thumb drive would be slower than the hard drive? (Most likely? But just how much slower? I might google some time?)

And yes, getting a bit off-topic... But I can say that I already started with the new C# GS editor... Or well, it's so early, it's better I not say anything in fear that it might get delayed for years without work... but the point is I'm at least thinking about it at the minimum. -- And that I'm still thinking about the main form being the Map Viewer/Editor, with sub-editors that pop up on separate forms for everything else.... (Think of it like Lunar Magic.)

--

I want to thank you for that download as well... The ol' Studio is too messed up for me to use. (The updater keeps resetting... aka:closing and opening. It's like it only works on the first use or something?)
Now I guess I can work on copying/pasting code... (As soon as I figure out which snippets I want.)
« Last Edit: April 26, 2015, 05:07:08 PM by Fox » Logged

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« Reply #68 on: April 27, 2015, 03:08:25 AM »

Jamie: Nuts to buying it, lol. I might as well learn a programming language and start from scratch at that point, especially since I can do a lot of it on my own already.

Luna & Fox (8/8.1): Interesting... Yeah, I think I ran the wrong .exe and I also tried opening the Teawater map version, which is based on 8.1.

And awesome stuff. It looks like you might be doing the bulk of it for a bit then; going to try to pick up a language between the busy periods of my schedule.
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« Reply #69 on: April 27, 2015, 04:54:24 AM »

I like that we are discussing this.

In a way, I'm somewhat convinced moving to another language like C# or Java is probably the way to go...?
As long as these are true:
-GML and C# have similarities in languages in that you use { }, etc.
-If you can port to Linux/Mac/etc.. using (http://www.mono-project.com/ ???) that's great. - Googling, I found this http://www.drdobbs.com/windows/c-and-nets-sudden-ubiquity/240169282 ... (Posted Nov. 2014) Maybe it is interesting?
-Game Maker seems to be CPU-intensive, I reckon we could solve that problem. Game Maker also has a poor user-interface in my opinion.
-I know how to do fast IO-data loading in C#/Java, where-as Game Maker may require the DLL.
-
We discussed changing languages before.  Two years ago.  Forgive me if I lack faith in swapping to another language.  Let's stick with this, and just switch to Open GS when it's done.
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Today 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.
Today 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.
Today 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.)
Today at 08:03:06 PM
Fox: Well, 0-255.
Today at 08:02:53 PM
Fox: The max probably being 255.
Today 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.)
Today 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.
Today at 04:46:01 PM
Lord Squirtle: And elements too from the looks of things.
Today at 04:44:05 PM
Lord Squirtle: Makes me wonder how much work it would take to add more djinn slots.
Today at 04:30:45 PM
Lord Squirtle: Well, total - 1.
Today 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.
Today at 02:53:07 PM
Lord Squirtle: I should probably look into disabling the multiplier chance for those now that I think about it.
Today 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.
Today at 12:48:53 PM
Fox: Given what they effects are, though... (When they are useful)... it might not hurt too much. but wondered if making a note of it would have been a good idea.
Today at 12:37:34 PM
Fox: Are you still using effects 39-41,43 ? Asking because http://forum.goldensunhacking.net/index.php?topic=2448.msg41739#msg41739 - Those effects are used for something else, and I wonder if you accommodated for that?
Today at 04:33:09 AM
Lord Squirtle: Will check this out tomorrow because I have no idea why it isn't being consistent with me.
Today at 04:26:16 AM
Lord Squirtle: AND IT TURNS OUT I MAY NOT HAVE FIXED ANYTHING. Huh.
Today at 03:00:14 AM
Lord Squirtle: Oh, um, apparently I have to double check one of the calculations I thought I fixed because it's giving me the correct value but negative.
Today at 02:45:58 AM
Lord Squirtle: Looks like I left in a bug with the debuffs wearing off early, so after I fix that I will upload a patch; I will likely not add AI checks until I make more progress on my AI reforms though.
Today at 02:41:37 AM
Lord Squirtle: Haha, wow I really botched one of the Intellect buff calculations! Nothing too major at least, it only resulted in a text bug. 

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