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Author Topic: Zman's Remake Golden sun in minecraft project  (Read 17290 times)
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Majora
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« Reply #30 on: October 11, 2015, 08:56:02 PM »

I'm liking it.
Will you make the world files available for download? I can use WorldEdit and replace the Minecraft blocks with equivalent textures from Golden Sun. Maybe get a few Djinn walking around...

http://forum.goldensunhacking.net/index.php?topic=2645.0
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zman9000
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« Reply #31 on: October 11, 2015, 11:35:28 PM »

Hm... Since people keep asking I must have goofed when i tried to explain it before...
All information related to the project is in the first post, including a link to the world download, its even set up on this site so just clicking the link i have on that post will download it.
or you can go the downloads section of the site and in the page for it it has instructions on what to do with the file.

If there's anything else i should include in the first post let me know. I like to try and keep all related information in one place for easy viewing, since that's how i'd prefer to have it presented for me.

O and I'm not too worried about what you do with it... I'd rather see it built then have my name on the title of the completed thing... although it would be nice... lol

I'll be starting up working on it again tomorrow since i'm about over my cold, and i'll have a new update then or i'll hold off until i complete a new entire area like i have been doing.
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« Reply #32 on: October 13, 2015, 11:23:03 PM »

Ah, so it is 1.8+...

Why not use some of the ocean temple blocks in the mercury lighthouse?  I felt it kind of odd it was all diamonds.
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zman9000
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« Reply #33 on: October 14, 2015, 12:57:56 AM »

I'm not exactly sure how i want to go about adding detail. sure the diamond blocks are roughly the right color but i understand that having the entire thing one block type doesn't look the best.
Trust me it was something i had on my mind the entire time. in the end i just decided to get the layout down and add detail later.

I think i might at some point soon pick some small example rooms from a few different places and try building them out of a few combinations of blocks. see if i can find something descent for the few builds that are mainly built out of the same block.

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« Reply #34 on: October 15, 2015, 10:16:24 PM »

It's not just that - diamond is too... "clean".  Sure, it may be roughly the right color, but it's completely the wrong texture I think. 
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« Reply #35 on: December 08, 2015, 05:28:13 PM »

Little update here. This project isn't dead. Just taking a break.
I'm in the middle of making another desert and the lumpa fortress.

The reason i stopped was because i almost finished the fortress but realized i messed it up in a way that i have to delete it and remake the whole thing. in this project I've had to do something like this 4 times and i didn't feel like doing it again at that time, but i will end up doing it at some point.

The other reason is that the desert while almost finished is missing a small area because the map is corrupted in the editor, the picture in my guide is too small to make out accurately, and the location  is a bit more then half way into the game so to get the information i need to finish it i need to play through the game, but i haven't had time to sit down and play the game just to see a small map area.

Since i really need it to be as perfect as i can get in minecraft i ended frustrating my self.
But i should have these two maps done and the file updated some time this month, after which i "should" be back on regular updates for a good amount of time.

Thanks.
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« Reply #36 on: December 09, 2015, 05:34:13 PM »

Ah, that's fine.  I figured if nothing else, you're waiting for 1.9.  It'll sure as hell make building the Jupiter Lighthouse easier thanks to those lovely purple blocks~
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« Reply #37 on: December 09, 2015, 07:10:58 PM »

Ah that's right... I totally forgot that the next update has those blocks...
Well there isn't really a reason to wait since there are still a ton of places to build that don't need stuff from the next update.

But... I'll tell you what. Judging by how many times you have posted in this topic you are somewhat interested n this... So i suppose it wouldn't be too bad of an idea to make my first project after the next update comes out the Jupiter lighthouse.

For the Jupiter lighthouse, I've been both worried and excited to build it. The reason being that build will truly test my theory that all dungeons could be built in real life. this dungeon (aside from airs rock) might be the most complicated interweaving dungeon. not to mention there are also many things that need to align vertically.

I'll admit i had to fudge the construction ever so slightly in the mercury lighthouse to get that drop aligned up. but not by much, and it didn't change anything except the area between rooms, not rooms them self's. (basically it has a longer 'straight' hallway between the room you drop down, and the room before it)

I'm also excited to compare the Jupiter lighthouse to the mercury lighthouse. It might give me some insight on exactly how tall they should be and stuff with its other exact dimensions. I get the feeling i'll notice some interesting things.
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« Reply #38 on: December 11, 2015, 07:13:36 PM »

Well, between spiraling stair cases and more horizontal ones you see in modern places, I'm sure that that should be easy enough to do.  I mean, stairways give you a lot of room (pun entirely intended) to work with, so do what you need to do to get them to line up as they should.
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« Reply #39 on: December 16, 2015, 06:44:13 AM »

Quote
Well, between spiraling stair cases and more horizontal ones you see in modern places, I'm sure that that should be easy enough to do.  I mean, stairways give you a lot of room (pun entirely intended) to work with, so do what you need to do to get them to line up as they should.
I'll keep this in mind. for some of the more resent Buildings I've given up on using stars, even if i do have enough space, since in most cases there isn't, and a ladder can be used to the same effect.

But with that, its onto the update.

Day 11 Update.

Lunpa Fortress
Spoiler for Hidden:

Aside from having to rebuild it (resulting in me taking a long break), the construction went rather quickly...
I'll admit there may be a few issues, ones that if i hadn't just finished rebuilding it, i'd go back, destroy it and rebuild it AGAIN. Aside from one room on the second floor that doesn't perfectly align (by one block), though you wouldn't notice it easily, while typing this i realized that i may have off set the entire second floor (by one block) which, in this case may be the cause of the error. So hey... thats... um... a thing.

Aside from that nonsense, I noticed some interesting things while building the fortress, and while i won't get into them here, its construction and layout is oddly detailed. something I've noticed in other structures. something i need to look into

Day 11 bonus (Unfinished Lamakin Desert)

Spoiler for Hidden:

Before the break This was going to be the next update. the larger area was complicated to get right and had to rebuild it a few times. it was frustrating, but once i got to the unfinished third area, i realized I couldn't finish it yet. In the editor, which is mainly what i use as a building guide, since the map view is detailed and even has a grid for the tiles, however the map for the third area is corrupt in the editor. not only that but the guide I have for reference, so i can tell how more complicated dungeons fit together, has a very small map for that third area. Meaning if i want to finish this map I'll need to play through the game up to this point just to get the map. I have no issues playing through the game normally since I've done so like 40 times. however it won't be much fun since i'll be rushing to this point just for the map. either way, this map should be done by the end of the year.

I should have another update soon, With the next update i'll update the world file on the site, not doing it this time only because all it has is incomplete buildings and and complete ones i need to fix... constantly apparently. (also haven't noted their locations at the spawn area)

edit: updated front page of this topic, all information for this topic can be found there.
« Last Edit: December 16, 2015, 07:00:58 AM by zman9000 » Logged

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« Reply #40 on: December 16, 2015, 06:58:04 AM »

So... when you get all the dungeons done, are you gonna tackle the overworld?
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« Reply #41 on: December 16, 2015, 07:14:51 AM »

I'm not saying no to that... but if i can get like... 100 people to help me over the coarse of like 3 years, then maybe...

After dungeons I may do towns. I've thought it over and I've realized, this is a fan project. even if you can't go in the tiny buildings, it would still be cool to have the town.
besides, is there any building in any town that's more memorable then the town its self? there may be a few but they are generally at the and of a town, so those could be built, but smaller normal houses in the middle of town won't work.

Then after towns are done (assuming i still care as much as i do right now) I'll begin connecting dungeons and towns that can connect. example being lunpa fortress and the town.

After all of that, i have an idea of what i could do. I've thought of building the dungeons and towns into the world, not having them floating and above ground like they are now. while i wouldn't make the whole world, i would make the world, in the area around each location. like the main one i'v been thinking about would be "mt aleph" the town of vale, and the sol sanctum, all connected in a world. I think it would be cool to walk around that. and really once i build vale i could easily do it, but i think i'll wait until i have the locations finished.
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« Reply #42 on: December 21, 2015, 04:29:26 AM »

So... I went and did (the outside) of a dungeon I've been avoiding...
here you go...

Day 12 update
Air's Rock Exterior Complete.

Spoiler for Hidden:

So this was planned to be a 3 day project but it ended up being a 2 day project. its only the outside so its not the whole thing completed yet. The inside is so complicated (mainly because there's an area that won't match up perfectly right at the entrance which judging by how it looks was one of those last minute end of development changes) in short it will take a while for me to even get started on it due to experimenting so don't hold your breath, it might be a while before i finish this one.

Other then that the weird shape of it has got me thinking, though that's not important for this topic, yet.

Again I'm not updating the World download yet. My schedule looks like this...
21st: play through the first golden sun to be able to better view the maps so i can finish the desert i was having trouble with.
22nd: Finish the desert and plan next project.
23rd - 24th: small project i haven't picked yet. (edit: gonna most likely be kibombo mountains)
25th: experimentation with airs rock if i have time/feel like it
26th: update world file on site. and relax for the end of the year.
« Last Edit: December 21, 2015, 06:02:33 AM by zman9000 » Logged

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« Reply #43 on: December 21, 2015, 01:10:04 PM »

OH man... good luck getting the interior to match up.  I'm cheering for you!
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« Reply #44 on: December 22, 2015, 01:23:00 PM »

Day 13 Update.
Lamakin Desert Complete/fixed
Spoiler for Hidden:

Took an... ungodly amount of time to finish the last part of this map. between using the in game screen, the editor, and my game guide, all in combination to get a tile accurate version of the map...
Let me just say I've never been more thankful for the editors map viewer then now...
to put it in perspective. all i had left to do on this map was less then a third of it. the first part i had done a while ago took around 6 hours... for less then half of this last part, it took that same amount of time... total time for this map is around 15 hours of non stop building. the most time I've spent on any map so far by at least 5 hours. (Edit: should mention there is an area again in the desert that doesn't fit, its the area between the two halfs of the final area of the desert, i just have a make shift path there. Note that there's a chance that i may be able to fit it in and i'm just mistaken but it will take some experementing)

I stayed up all night finishing this... though to be fair my sleeping schedule was already messed up due to holiday stuffs. I suppose when you can't sleep, building something in minecraft is a great way to tire you out... especially this freaking map... lol.
« Last Edit: December 22, 2015, 01:29:48 PM by zman9000 » Logged

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Yesterday at 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.
Yesterday at 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.
Yesterday at 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?
Yesterday at 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
KyleRunner: Ok. Once I finish my Lost Age translation, I'll try a Mario Golf one. Thanks. (But I'll need help).
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.)
January 13, 2018, 10:00:11 PM
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)?
January 11, 2018, 08:33:13 PM
Fox: But if it isn't an oversight, I still can't imagine it being that useful.
January 11, 2018, 08:28:24 PM
Fox: part, ofcourse.
January 11, 2018, 08:28:15 PM
Fox: 0200274C = Hmm... Stuff happens here when you use Cyclone around bushes. (These cause tile replacements, and setting event 0 to those tiles.) - And I guess this kept here so it can be scanned after battle. (To re-update the map.) So here is my fun thought (assuming if it is even possible, or even convenient if so.) ... Are there any events from other maps that could be disabled do to using Cyclone on bushes + Retreat glitch? I'll need to do some testing to make sure this isn't an oversight on my
January 09, 2018, 08:09:26 PM
Fox: And the chance for a Djinni battle is 50%.

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