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Author Topic: Battle background editing!  (Read 10097 times)
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Fox
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« on: July 03, 2012, 09:28:14 AM »

Well, another one of my guides has just arrived. This is a simple one: Battle Background editing!

GS2:

080EF984 = This is the database that assign battle backgrounds to maps! Yes? Did you hear that right? Maps!

Please hit the 32-bit mode.

The "8" flag you see at the left most bit basically sets the background number to this 32-bit value (But without the bit intacted.), any 32-bit following this that does not have an 8 flag are map numbers, and they will get this battle background number. Otherwise, it selects another background to start assigning to rooms.

The background numbers here are actually just indexes to the pointers in the file table, So you'll need to start with x27.

0802F004 = World Map Battle Background Editing! (This one is very limited, though.)


Edit: Grammar fail. - Not song number, background number.

Any questions, comments, etc?
« Last Edit: July 03, 2012, 09:49:03 AM by Teawater » Logged

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« Reply #1 on: July 03, 2012, 10:59:02 AM »

The tricky part is changing them.  It has little to do with coding, though... have you seen how high quality those are?  Getting an artist to pull that off in the right style... sheesh.  I'm getting headaches just thinking about it.
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« Reply #2 on: July 03, 2012, 04:59:38 PM »

The easiest way that I can think of by pulling that off would be to take a real-life picture of something, reduce its palette to GBA colours, and then fix all of the errors and polish it off.

Anyway, nice guide Teawater! I think I'll take a look at a part of this in a minute.

Edit: There ARE GS1 backgrounds in GS2. One of the Crossbone Isle backgrounds is x2A, and I'm pretty sure that I found a GS1 beach and cave too. x27 seems to be a background with a giant moon in it though. I don't recognize it at all...

x27 - Moon in sky/space
x28 - Suhalla Range
x29 - Deadbeard's ship
x2A - Crossbone Isle (staircases)
x2B - Colosso
x2C - Venus Aerie (after beacon is lit)
x2D - Venus Aerie (unlit)
x2E - Venus Interior
x2F - Lamakan Desert
x30 - GS1 Cave
x31 - Venus Underground (I think)
x32 - Babi Lighthouse
x33 - Suhalla Desert
x34 - Mogall Forest
x35 - Mercury Aerie
x36 - Karagol Ship
x37 - GS1 Cave (with water)
x38 - Kolima Forest
x39 - Inside Tret
x3A - Inside House (like a Vault house)
x3B - Alpin Mine
x3C - Karagol Ship Deck
x3D - Mercury Interior
x3E - Past Vale
x3F - Tret's Branches
x40 - GS1 Beach
x41 - GS1 Arctic
x42 - GS1 Field
x43 - Sol Sanctum
x44 - GS1 Forest
x45 - Purple Summon Sky
x46 - GS2 Field
x47 - GS2 Beach
x48 - GS2 Forest
x49 - Suhalla Cave
x4A - Suhalla Range
x4B - Kandorean Caves
x4C - Dekhan Plateau
x4D - Air's Rock Outskirts
x4E - Air's Rock Exterior
x4F - Air's Rock Interior
x50 - Kibombo Mountains
x51 - Great Gabomba
x52 - Ship Interior
x53 - Ship Deck
x54 - Gaia Rock Exterior
x55 - Gaia Rock Interior
x56 - Ankhol Ruins
x57 - GS2 Desert
x58 - Taopo Swamp (lava)
x59 - Aqua Rock Exterior
x5A - GS2 Cave
x5B - Aqua Rock Interior
x5C - Madra Catacombs Interior
x5D - Magma Rock Exterior
x5E - Magma Rock Interior
x5F - Trial Road Arena
x60 - Sea of Time
x61 - Jupiter Interior
x62 - Jupiter Arms
x63 - Mars Arms
x64 - Mars Aerie 1
x65 - Tundaria Tower Basement
x66 - Jupiter Aerie (lit)
x67 - Jupiter Caves
x68 - Mars Interior 1 (frozen)
x69 - Mars Interior 2 (thawed)
x6A - Mars Interior 2 (frozen)
x6B - Shaman Village (pool area)
x6C - Anemos Inner Sanctum
x6D - GS2 Arctic
x6E - Northern Reaches
x6F - GS1 Arctic with Japanese Kanji
x70 - Mars Aerie 2
x71 - Cruel Ruin landscape
x72 - Dark Red Fog (Catastrophe)
x73 - Ramses Desert
x74 - Thor Sky
x75 - Top-Down Summon View
x76 - Sun Background
x77 - Iris Space
x78 - Atmosphere Background
...
x7F - GS2 Mt. Aleph Credits
...

Spoiler for Picture List:
x27:

x28:

x29:

x2A:

x2B:

x2C:

x2D:

x2E:

x2F:

x30:

x31:

x32:

x33:

x34:

x35:

x36:

x37:

x38:

x39:

x3A:

x3B:

x3C:

x3D:

x3E:

x3F:

x40:

x41:

x42:

x43:

x44:

x45:

x46:

x47:

x48:

x49:

x4A:

x4B:

x4C:

x4D:

x4E:

x4F:

x50:

x51:

x52:

x53:

x54:
 
x55:

x56:

x57:

x58:

x59:

x5A:

x5B:

x5C:

x5D:

x5E:

x5F:

x60:

x61:

x62:

x63:

x64:

x65:

x66:

x67:

x68:

x69:

x6A:

x6B:

x6C:

x6D:

x6E:

x6F:

x70:

x71:

x72:

x73:

x74:

x75:

x76:

x77:

x78:

x79:

x7A:

x7B:

x7C:

x7D:

x7E:

x7F:

x80:

As the list goes on, we get various cutscene and summon backgrounds (like for Judgment, Mt. Aleph, etc.). I'm not sure if there are very many other battle backgrounds if excluding the ones that remain unlisted on this list.
« Last Edit: December 17, 2015, 07:33:12 AM by Lord Squirtle » Logged

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« Reply #3 on: July 03, 2012, 05:30:17 PM »

I wouldn't exactly call it a guide, but still a nice find.
It would be nice if you could list which value corresponds to which map, but I guess it would be easy enough for anyone to find out by looking at existing maps and which value they use for their battle background. Just saying, it's not like I'm going to make use of this for a while.
I'm a little curious about how this works for the world map though, as the backgrounds there seems to depend on where on the map you are. I'm also wondering which compression format is used for the backgrounds.

Edit: nevermind about background values, looks like Sala is doing it for you...

The tricky part is changing them.  It has little to do with coding, though... have you seen how high quality those are?  Getting an artist to pull that off in the right style... sheesh.  I'm getting headaches just thinking about it.
And here I was thinking the game already has a good number of backgrounds with great variety... anyway, looking at walls and floors on most backgrounds suggests they're pre-rendered 3D environments, although certain backgrounds in TLA look like some details may have been pixeled in afterwards.
« Last Edit: July 03, 2012, 05:44:37 PM by Misery » Logged
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« Reply #4 on: July 03, 2012, 07:49:13 PM »

As far as the data viewer in the editor shows. The backgrounds should end at x80. So you're close to the end Salanewt.

You wouldn't call this a guide? The fact that it gave information on how to edit them should have been enough to call it a guide. Though, quite a short one, I must admit.


Edit: By the way, the file table is at x08680000.
« Last Edit: July 03, 2012, 08:03:07 PM by Teawater » Logged

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« Reply #5 on: July 05, 2012, 12:35:42 PM »

@Misery:  Which works only if you're making a game without any new areas.  But the second you introduce a new iconic area, welcome to artist searching hell.  There's plenty of generic ones that'll work well, but specifics, like the Rocks, Lighthouses, and places like the Gomboba Statue can't really be reused unless they're either revisited or an area is made that's annoyingly close.  Since most of the new places are gonna literally be designed to be new, they'll need new tilesets, new backgrounds, and some of them maybe even new enemies.
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« Reply #6 on: July 05, 2012, 06:06:01 PM »

I think making actual 3-D models using Blender or somesuch and basing the backgrounds off that would be the best solution, similar to making PC sprites.
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« Reply #7 on: August 09, 2012, 01:46:11 AM »

From the way things look, either model renders or painting would probably work out quite nicely. There also happens to be a noticeable difference between the two games sometimes... It is hard to explain, but it almost looks like the game's art style changed a bit when compared to the first.


Oh yeah, a question! Do you know if this section deals with the backgrounds used on the world map? I'm interested in playing around with this a bit, since I would like Disco Sun to have a bit more of a variety than GS2 does, and incorporating GS1 backgrounds with GS2 ones would be immensely useful to me.

Whoops, never mind, just re-read your post. My question has already been answered.
« Last Edit: August 09, 2012, 03:50:05 AM by Salanewt » Logged

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« Reply #8 on: August 09, 2012, 02:36:54 AM »

Actually, you know what would probably help us out a lot?  We need a reference post that has all the backgrounds in it.  I know you can probably just go to a sprite rip site to find them - sprites.inc has DD's done, for example.  To have the backgrounds from all three games on site would help tremendously when it comes to referencing and comparing them.
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« Reply #9 on: August 09, 2012, 03:05:56 AM »

Most likely. An easy way to do a comparison would be to just swap a value repeatedly in VBA's memory viewer, using the list that is in an earlier post. It should have about 99% of the backgrounds available in the first two games, if we exclude one or two unlisted cutscene backgrounds. But alas, I'm really not sure if I have the time to do that right now.
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« Reply #10 on: August 09, 2012, 03:13:37 AM »

An easier way would be to not even need to load it into the game, and just look at it compared to a list. :3
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« Reply #11 on: August 09, 2012, 03:40:43 AM »

True, although I'm more or less hinting that one could do this to rip all of the backgrounds using VBA and save them as .pngs or something, so that we can have the list that you are talking about. The obvious alternative would be to find a website that has already ripped them, but I don't know if there are many...

So I guess I can try ripping a few of them right now. I'm a bit bored as it stands, so it will give me something to do now that I have free time.

Edit: I have started adding them to the original list, should you want to see them. They are in the spoiler near the bottom... I think, pretty much every background from x27 to x45 are on that list right now, as well as a few other ones here and there. I don't know if I will be able to continue this list tomorrow, but I will if I have time.
« Last Edit: August 09, 2012, 04:59:22 AM by Salanewt » Logged

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« Reply #12 on: August 09, 2012, 05:49:09 AM »

I'm fairly certain sprites inc has, as I just mentioned...  The ones you've uploaded look pretty good so far, though.  I know for certain a full list of the DD ones are on sprites inc, though, so they should be rather easy to get a hold of.
« Last Edit: August 09, 2012, 05:54:10 AM by Rolina » Logged

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« Reply #13 on: August 09, 2012, 06:42:53 AM »

I need to crack the compression format on these...
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« Reply #14 on: August 09, 2012, 09:22:50 AM »

Hmm.. turns out the GS2 Battle BG's decompression routine is a simple one...

Given the formatting of the compressed data/decompression routine, it looks like these will only ever be used for Battle Backgrounds. It's designed specifically for 32 by 15 (in tiles) images. (x20 by xF)

 I also managed to find out how the compressed data itself is non-tiled, seeing as to how they are decompressed into their proper tiles.

All notes below that say how r5 is altered actually say how r5's 7 MSBs are affected. (the 7 bits furthest to the left.) This is the um, color index in the palette.

030014A4 = r5 does not change. (Command 00 and 04; Since these are the same, this is an exception where the command has been made 2-bit instead of 3-bit.) (2 bits)
030014C0 = Add 1 or 2 to r5 (Command 01) (3+1=4 bits)
030014E8 = Subtract 1 or 2 to r5 (Command 05) (3+1=4 bits)
03001510 = Add 3-10 to r5. (Command 03) (3+3=6 bits)
03001538 = Subtract  3-10 to r5. (Command 07) (3+3=6 bits)
03001590 = r5 = value (Command 06) (3+7=10 bits)
03001560 = Add/Subtract 11-26  (x1A in hex) (Command 02) (3+5=8 bits)

r10 is x60606060 because the x60th color is where the background's palette starts.


Background data:
+x0 = Palette (128 colors) (x80 in hex.)
+x100 = Compressed pixel data



Edit: Oh, I almost forgot, ... I have a folder with all the backgrounds in it from which I downloaded long ago. (2 and 1/2 years ago?)...
http://www.goldensun-syndicate.net/sprites/


* gsbgdecompformat.png (129.33 KB, 619x2500 - viewed 618 times.)
« Last Edit: August 09, 2012, 12:48:27 PM by Teawater » Logged

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« Reply #15 on: August 09, 2012, 02:40:54 PM »

Role: This is a good point, and thanks! While there are ripped backgrounds floating around though, I'm going to do what I can to continue with the numbered list, seeing as that also happens to be how the game orders them. That, and I've got some time to burn.

Teawater: Sweet! That doesn't seem so hard, and I look forward to the day when we can start seeing new backgrounds.

As for that download... It looks pretty nice, but the GS2 folder seems to be missing some backgrounds (frozen Mars Lighthouse ones, one or two Jupiter Lighthouse ones, etc.). Otherwise, it looks pretty useful.


Edit: I have added urls for every background up to x80 (which I think is the highest), but I haven't uploaded uploading all of the images yet. This is so I don't have to keep editing the post whenever I upload another background.
« Last Edit: August 09, 2012, 03:11:09 PM by Salanewt » Logged

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« Reply #16 on: August 09, 2012, 03:31:18 PM »

Aye, good idea.  I don't know how DD orders them, so you might as well wing it there - but it's probably a very good idea to keep them ordered based on how they are in the code when you can.  So, if we ever do crack DD to look in it, changing them to be in code order would probably be a good idea, if nothing else than for the sake of consistency.
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« Reply #17 on: August 09, 2012, 10:25:41 PM »

Unless I'm mistaken, The Spriters Resource seems to have all of Dark Dawn's backgrounds ripped, and it orders them by their file names (which is an accurate way to do it). In regards to how they are numbered when picking one for a battle, I don't think I can answer that right now.
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« Reply #18 on: August 09, 2012, 10:49:13 PM »

Hmm... Hehe.. So Dark Dawn has separate files for their backgrounds too?

I have a feeling that it works the same way.

Hmm.. They are suffixed with .cbin, so they are likely compressed binary files.

As for some of the numbering in the filenames... (A1 for the first background.) Do you think that is associated with the position in the filesystem? Or well, some custom method of linking. Well, it is only the first few that are like that, probably because they were never titled anything. Some of those may actually be duplicates of the world backgrounds. Though, I don't think they are identical, though.
« Last Edit: August 09, 2012, 11:04:06 PM by Teawater » Logged

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« Reply #19 on: August 10, 2012, 06:25:51 AM »

Great job Teawater, looks like it should be simple enough now that you've done the hard part.
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February 26, 2020, 05:17:44 AM
Salanewt: New patch up; waited until now to make it because it's such a basic change, but it's here now.
February 25, 2020, 03:20:41 AM
Salanewt: Hey! Yeah, we can now make recoil damage in GS. Would you mind if I ask for a link to this video? I'm really curious. :P
February 24, 2020, 09:38:49 PM
Foreclosure: Alas, I still gotta play BoF dragon quarters. I saw on a video you guys can now make recoil damage in golden sun. Is it too hard?
February 17, 2020, 04:54:34 AM
Fox: I guess one thing this game has going for it is the Day and Night cycle.
February 17, 2020, 04:51:46 AM
Fox: Also, I noticed since the very beginning of the game, that usually the dresser drawers (whatever you call them) have items in them.
February 17, 2020, 04:48:20 AM
Fox: (And I only recently got Karn, the fourth PC.)
February 17, 2020, 04:36:01 AM
Fox: Was playing Breath of Fire I.... and I must say.... that game's pretty bland.... listening to the same songs basically everywhere... and multiple NPCs saying the exact same thing.  Most of it plays about the same... a maze with common useless items in chests, maybe you'll get one or two fine equipment, but yeah.  ... I want to check #II again later, the game I remember playing like... over a decade ago.
February 04, 2020, 08:06:18 AM
Salanewt: We're more active on the Discord though.
February 04, 2020, 08:06:01 AM
Salanewt: Oh hey! It does, yeah.
February 02, 2020, 06:42:38 PM
Mastermind: holy crap this place still exists?
December 24, 2019, 09:33:09 PM
Fox: Even just plain Editor work can make some difference. = At least these forums are indexed on the Search engine. I was also curious about whether to um... go through all the topics on these forums and take all the important stuff out/placed into a folder for a bit of organization. Would be a bonus since if something ever happened to this forum, or if we ever wanted to start afresh again, it wouldn't be that difficult to do so.
December 24, 2019, 09:23:03 PM
Fox: One thing is for sure. This place has become completely dead. (Mostly because of Discord.)  = I don't think much will happen with this forum unless I, Salanewt, or someone else does a thing.
December 24, 2019, 09:18:05 PM
Fox: Probably not?
December 24, 2019, 06:51:08 PM
Luna_blade: I suppose this is the last Christmas of this forum? 
December 24, 2019, 06:50:51 PM
Luna_blade: Yay thanks for the coins
December 19, 2019, 04:39:45 AM
Fox: Okay, another thought... "gsmagic" could be the code name/project name... and "Golden Sun Magic" could be the more formal official name... (As in using both names.)  -  I still need to look into these other games as well... so who knows if it could be better to call it Camelot Magic if those should ever be supported to a decent standard.  Would probably be a long time from now, though. As I can be pretty lazy.
December 18, 2019, 10:01:39 PM
Foreclosure: gsmagic is fine
December 17, 2019, 05:44:32 PM
Fox: Also. I call my program "gsmagic" and not "GSMagic" =P (Not asking for correction/I being silly)... Had to call it something, so picked something short.  Maybe I should rename it to Golden Sun Magic later. *shrug*
December 17, 2019, 05:35:04 PM
Fox: (And "Golden Sun" instead of "GS" to reduce confusion that would likely not be there anyway... when "Golden Sun" doesn't take up much space to start with. (Imagine being new and thinking GS meant GameShark, or some other oddity. Ew.)) - All just thoughts...I'm still going with most of this not mattering that much, though.
December 17, 2019, 05:12:55 PM
Fox: "Misc. GS Hacking" = That name looks odd, so I'd probably just go with "Golden Sun Hacking"
December 17, 2019, 05:08:05 PM
Fox: I tempted to also suggest the Editors can go in the first category. Since the Editor is the reason this place exists in the first place. (I think.)
December 17, 2019, 04:53:19 PM
Fox: (combined = Not meant to be taken literally... but rather.... to generalize things more, since it apparently looks like we don't need the extra space no one is using.)
December 17, 2019, 04:48:49 PM
Fox: Worse still... we've only used those for Golden Sun content.... and there's not much there.
December 17, 2019, 04:45:53 PM
Fox: E.g. Maybe everything in "Assets & Discussion" could be combined with "Creative Works".... I don't feel like sound and art apply to general hacking anyway... that only comes into play when you have tools to insert them.
December 17, 2019, 04:40:26 PM
Fox: categories and/or forums
December 17, 2019, 04:36:48 PM
Fox: Everything else seems to be about right, though. Perhaps some categories could be combined(?), but doesn't really matter that much.
December 17, 2019, 04:33:03 PM
Fox: (I still think The Community section fits best at the bottom. =P)
December 15, 2019, 05:10:04 PM
Salanewt: Heya! I'm planning to get the demo up today, but if you can't wait then it's already available on the Discord.
December 15, 2019, 04:12:27 AM
Fox: (Then sell the badges on the Trade Center for a very high price... and give a lot of active people coins to buy them with, so they can basically transfer the coins to me if they want something... Gosh I could be a naughty hoarder. =P)
December 15, 2019, 04:06:19 AM
Fox: I'd buy up all the stock for each item too... but man... I think I'm too lazy for that. =P

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