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Author Topic: GS: Dark Dawn (U) Data List (WIP)  (Read 3525 times)
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Fox
Fox McCloud, the Hacking Doctor
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« Reply #15 on: April 02, 2012, 10:32:21 PM »

Quote
Probably each unleash has the same chance of happening after all, given that their quantity are written in the data.
It is perfectly possible that it is with the unleashes themselves. I have not did any research into this, though. But I am assuming the Unleash offset/index just looks in another database for all the unleash-related data.
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« Reply #16 on: April 02, 2012, 10:56:34 PM »

With unleashes themselves? But what would have happened in the case one weapon has unleash 'x' and another one has unleashes 'x' and 'y'? The first one wouldn't add 100%, right? Or would it be ... er... normalized?

Although, I don't know how the mechanics work for this subject. I mean, if it's one check for any unleash then another check for the specified one, or a single check for everything. So this is all pure speculation.
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Fox
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« Reply #17 on: April 03, 2012, 12:09:59 AM »

When I was looking on the day I made this topic. I believe none of the offsets and # of unleashes overlapped...

So for example. In the unleashes database... you could have.

Item name (Number of unleashes ; Unleash offset)

Note: I messed up.. HOLD ON!

0001 - Long Sword (0002 ; 0000)    - Critical Strike
                                     Spin Strike
0002 - (0002 ; 0002)

0003 - (0002 ; 0004)

0004 - (0002 ; 0006)

0005 - Great Sword (0003 ; 0008)   - Critical Strike
                                     Spin Strike
                                     Fearless Attack
0006 - Shamshir    (0003 ; 000B)   - Power Charge
                                     Fearless Attack
                                     Acid Bath

I mean, this is practically the same as putting this data with the items themselves. Just think of this as a method of compression. So we don't have a lot of blank spots for unleashes in the Items database.  In other words, I'm saying that you may not have to change anything about how unleashes work in the current GS2 Items Editor.

Oh yeah, and it is probably recommended to keep the limit at 4 unleashes per item. (I think there are graphical issues if you have more?)

« Last Edit: April 03, 2012, 12:31:12 AM by questionableWater » Logged

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« Reply #18 on: April 03, 2012, 01:01:45 AM »

Wait, so theoretically, you could have more?  You'd just have to create a new gui/menu system to account for it?
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Fox
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« Reply #19 on: April 03, 2012, 03:05:54 AM »



I changed the number of unleashes to 6 in this image.  If this implies yes, then I guess so.  As you can see, 5+ go outside the box.

Edit: Oh yeah, ignore the fact that I'm using version 0.9.6, thank you.
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« Reply #20 on: April 03, 2012, 03:29:43 AM »

Oh, I've just done the same thing right now! With critical strike appearing thrice too!

However, wouldn't the weapon skill meter over there be messed up with that many unleashes?

Quote
I believe none of the offsets and # of unleashes overlapped...
Yeah, they didn't. The thing is, I don't know if I understood you correctly at first when you said that "with the unleashes themselves" thing. I thought you meant that each unleash had it's own rate, instead of the weapon having it. So, if this is true, that would make the Great Sword unleash rate automatically higher than the Long Sword's. Unless there's some sort of normalization.
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« Reply #21 on: April 03, 2012, 04:57:40 AM »

Interesting.  This intrigues me...  I wonder if we could tweak it somehow so that at a certain weapon skill level, certain unleashes override previous ones, kinda like EPA upgrades at class up?  If we could do that as well, imagine the possibilities we could do...

I think the easiest way to expand the gui is to have a multi-page list, kinda like psynergy.  Once it expands past four, press L or R to toggle pages.
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« Reply #22 on: April 04, 2012, 01:06:29 AM »

The last 4 bytes in the item data seem to be related to weapon skill level. Maybe it has something to do with a weapon's starting level?

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« Reply #23 on: May 15, 2017, 12:16:30 AM »

So, think we can have a general update on what we've found over the last half decade?  I know there's the link in your signature, but not all of us really understand how much of that is relevant info and how much of that isn't yet understood.
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Fox
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« Reply #24 on: May 18, 2017, 03:14:07 AM »

It would be pretty difficult to go over everything if I'm not keeping track of when I learned about each thing. But let's see here....

@Half decade = Before this year... not much.

However, this year does come with much more research:

I guess I can start with talking about overlay files first:
-Overlay files:
0x0 = General field stuff.
0x1-0x134 -ish... are map code files. (Not sure if that's true for all of those... but usually loaded to 0x021EE000 in (U) version.)- Learned that the ARM code portion seems to set up address locations for events (reminds me of the GBA games.) ... However, events in Dark Dawn are done differently then the GBA games... as they use a Command and Args system. (Well, the GBA games may have a command and args system to a small degree, but I think it was strictly limited to object script, such as movement and stuff. Where-as, for Dark Dawn, you have them to do warps, start battles, adding/removing PCs to your party, etc. - Both command/args systems tend to stick to using 32-bits, which does make it somewhat simple.)
0x14C = Shop code (Including tables for items sold in shops/etc.)
I'm assuming there are other Overlay files (e.g.  some before 0x14C, and up to 0x14F) that may have functionality similar to the Shop, but not Shop related. (A number of them are loaded at the same RAM address, anyway.) Maybe mini-games? I have not checked if this game has mini-games, but I shall...
0x151 = General battle stuff (Includes enemy table, enemy groups, damage formula stuff, etc.)
-The rest of them (Up to 0x16D) are currently unknown... but it wouldn't surprise me if one or more of them were for Ability Animations in battle. (Since those were hard-coded in the GBA games.... )

And ofcourse, the ARM9 boot file seems to have all the general stuff needed in both Field and Battle. It seems? (Party Data, Class Data, Items, Psynergy/Abilities,  Djinn, Summons, etc.) However, it also has the Room Table, and the table that assigns the room's music and the room's name....


---
Oh yes, while I may have spotted some debug and e3 related content... (Just from simply looking at rooms. And I did find the single/double/triple djinn battles as mentioned on the Discord....) ... I still have yet to access any debug menus like Warp or Flag.... No idea if this game has it, but I'm sure hoping so.
« Last Edit: May 18, 2017, 05:19:44 AM by Fox » Logged

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Today at 06:49:14 PM
Lord Squirtle: I guess I'll make a topic for the GBA concept room in Dark Dawn soon.
Today at 04:27:21 PM
Fox: Yep ... There are many libraries for many languages... Python, etc... And then there are things like  the Google apis - e.g. http://maps.googleapis.com/maps/api/geocode/json?address=(whatever you want to search for)
Today at 07:46:43 AM
Luna_blade: I can see how XML/JSON are a thing these days.
Yesterday at 04:52:18 PM
Fox: Easier in the idea that I can reduce required external stuff where the source code isn't available/modifyable (Well, there is overrides in some cases, but still.) ; So it's possible the only "Events" I would require are those of the Form.... (Mouse Events, Keyboard Events, Paint Events, Etc. when needed.)
Yesterday at 04:42:14 PM
Fox: Anyway... I know I am using built-in controls in my current editor, but it is not out-of-the-question that I might just go and make my own custom controls... so that it is actually easier for me (But that'd take a lot of work.)  I'm thinking about one large bitmap object, and just drawing them on it. Problem is, I'm afraid it might not be efficient enough.  So I haven't decided about doing it.)
Yesterday at 04:33:28 PM
Fox: @XML = If I recall, I believe Visual Studio uses it for Settings Variables that remain even after you close the program. (e.g. There's one variable I have in my program that I call "LastRom" to make it easier to get back into the program.)
Yesterday at 04:17:59 PM
Fox: XML/JSON are simple = They are just a way to store data outside the application... ... The complexity is comparable to learning about data trees, I'd say... XML = Looks like HTML  ; JSON = Think Lists and Dictionaries, and nested ones.
Yesterday at 03:51:19 PM
Luna_blade: @the whole static thing: I recently came across the problem that if you use design patterns, objects of the same class might get duplicate info. Sometimes this is very little information, so it seems better to use something class-wide than making a file
Yesterday at 03:47:41 PM
Luna_blade: another thought I had is that I already made some code better...
Yesterday at 03:45:59 PM
Luna_blade: Sure I will open-source it on github once I rewrite it to be more maintainainable. Now that I think about it, I should put some other stuff there as well
Yesterday at 03:44:54 PM
Luna_blade: Yeah I made some code and screens for it in Java. The last thing I was busy working on was the grid for the values and the selection shape.
Yesterday at 03:41:22 PM
Luna_blade: I will learn a bit of JSON and XML soon. I guess those are pretty good replacements for what I meant with static
Yesterday at 03:40:42 PM
Luna_blade: It's an okay article. I prefer reading the java implementations on tutorialpoint
Yesterday at 12:07:19 PM
Fox: article*
Yesterday at 12:07:06 PM
Fox: Oh yes, there's a whole artice on design patterns at wikipedia? https://en.wikipedia.org/wiki/Software_design_pattern
Yesterday at 07:20:37 AM
Fox: Oh yes.... Just checked.... Program.cs has "Application.Run(new Form1());" ... AND.... Program.cs is a STATIC class, so my hunch is confirmed. (In a way.)
Yesterday at 07:12:43 AM
Fox: So... I'm assuming that it is like a tree, and your top level file should be the static class, with all the other object classes linked from it? (Like a tree?) - Wonder how the Dessigner treats Forms. (How are Form objects linked to a static class, if at all?)
Yesterday at 07:00:51 AM
Fox: (Since I can have incredibly bad wording sometimes :P)
Yesterday at 06:59:50 AM
Fox: (Well, started "?" was more implying whether you made any public releases yet....
Yesterday at 06:59:02 AM
Fox: Wait? You started a Hed Editor? Curious if you were going to open-source it....

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