Golden Sun Hacking Community
July 22, 2017, 10:47:03 PM *
Welcome, Guest. Please login or register.
Did you miss your activation email?

Login with username, password and session length
News:
 
  Home   Forum   DC Wiki Help Search Calendar Downloads Login Register  
Pages: [1] 2 3 ... 26   Go Down
  Print  
Author Topic: New Feature Preview Topic  (Read 61110 times)
0 Members and 2 Guests are viewing this topic.
Atrius
Programmer Extraordinaire
Web Host

Fear my blades

Veteran Member
*

Coins: 1
Offline Offline

Gender: Male
Emblems: Website Founder
Clan Position: Creation God of Sol
Posts: 1754

« on: October 30, 2008, 06:50:00 PM »

Ability Editor


Class Editor


And in case anyone from www.forumdjinn.es happens to be looking.  (It's nice to see interest from non-English speaking Golden Sun communities)
« Last Edit: April 12, 2010, 02:34:51 PM by Atrius » Logged

I'm shaking my head in general disapproval of everything
View Profile WWW
Et3rnal
Guest
« Reply #1 on: October 30, 2008, 08:18:00 PM »

Cool, can't wait to download. ^^
Logged
weckar
Guest
« Reply #2 on: October 31, 2008, 11:25:00 AM »

Will it be possible to change the name of and the animation an ability uses?
Logged
Atrius
Programmer Extraordinaire
Web Host

Fear my blades

Veteran Member
*

Coins: 1
Offline Offline

Gender: Male
Emblems: Website Founder
Clan Position: Creation God of Sol
Posts: 1754

« Reply #3 on: October 31, 2008, 12:16:00 PM »

Not yet.  I haven't found the animation data for them yet, and I'm still working on the text compression, it's a real pain.

After I find the data for Djinni stat increases I'll probably start really pounding away at that text compression.
Logged

I'm shaking my head in general disapproval of everything
View Profile WWW
weckar
Guest
« Reply #4 on: October 31, 2008, 10:21:00 PM »

once we get text compression, we can edit text, rght?

EDIT: btw, do you like my sigpics?
Logged
Atrius
Programmer Extraordinaire
Web Host

Fear my blades

Veteran Member
*

Coins: 1
Offline Offline

Gender: Male
Emblems: Website Founder
Clan Position: Creation God of Sol
Posts: 1754

« Reply #5 on: November 01, 2008, 03:59:00 PM »

once we get text compression, we can edit text, rght?

EDIT: btw, do you like my sigpics?
I'll still have to find a way to make sure it doesn't create problems if the new text takes up more space than the old text, but yeah.


They're nice.  The area around the white streaks in the purple hair looks a little odd, but other than that, good job.  If you plan on sticking them into TLA it's worth mentioning Character Portraits are limited to a 15 color palette (Technically 16, but one color is always transparent)
Logged

I'm shaking my head in general disapproval of everything
View Profile WWW
MaxiPower
Feed Me Coins!!
Venus Clan

Great Member
*

Coins: 1
Offline Offline

Gender: Male
Posts: 683

« Reply #6 on: November 01, 2008, 06:42:00 PM »

once we get text compression, we can edit text, rght?

EDIT: btw, do you like my sigpics?
I'll still have to find a way to make sure it doesn't create problems if the new text takes up more space than the old text, but yeah.

out of interest, there are methods of expanding GBA roms without corrupting data isnt there?

out of interest, there are methods of expanding GBA roms without corrupting data isnt there?
Logged
View Profile
Atrius
Programmer Extraordinaire
Web Host

Fear my blades

Veteran Member
*

Coins: 1
Offline Offline

Gender: Male
Emblems: Website Founder
Clan Position: Creation God of Sol
Posts: 1754

« Reply #7 on: November 01, 2008, 07:12:00 PM »

Expanding GBA ROMs is extremely easy.
Logged

I'm shaking my head in general disapproval of everything
View Profile WWW
weckar
Guest
« Reply #8 on: November 02, 2008, 10:57:00 AM »

would that colour palette be predefined, or am I okay as long as I don't use more than 15 colours?
Logged
Atrius
Programmer Extraordinaire
Web Host

Fear my blades

Veteran Member
*

Coins: 1
Offline Offline

Gender: Male
Emblems: Website Founder
Clan Position: Creation God of Sol
Posts: 1754

« Reply #9 on: November 02, 2008, 01:09:00 PM »

I'm not sure yet, but I believe they each have their own palette.
Logged

I'm shaking my head in general disapproval of everything
View Profile WWW
Rolina
The Fulminous Witch
Jupiter Clan

Template maker turned lurker

Alchemist
*

Coins: 9
Offline Offline

Gender: Female
I am: wondering if we can get our clan position changed...
Clan Position: Grand Overlady of Jupiter
Posts: 6032

« Reply #10 on: November 04, 2008, 12:00:00 AM »

It's interesting to see that it's not the number of Djinn equipped that matters for classes, but rather element Level.  I look forward to the v0.2 release! ^-^
Logged

View Profile WWW
weckar
Guest
« Reply #11 on: November 04, 2008, 09:30:00 AM »

Hmm, very true Role. Do we have any data on the characters' 'natural' elemental Levels?
Logged
Atrius
Programmer Extraordinaire
Web Host

Fear my blades

Veteran Member
*

Coins: 1
Offline Offline

Gender: Male
Emblems: Website Founder
Clan Position: Creation God of Sol
Posts: 1754

« Reply #12 on: November 04, 2008, 02:50:00 PM »

They all start out with 5 in their base element, and zero in everything else.

I was able to make my hacked Kraden character's elemental levels all zero, and by assigning five of any element of Djinni to him, he was able become the base class of that element (Since he's edited from Piers his water class was Mariner though).  It's weird though... Even after removing the Djinn, and reverting his class to NPC (The default class with no requirements, no bonuses, and supposedly no abilities) he retains the Psynergy abilities of the last class he was.
Logged

I'm shaking my head in general disapproval of everything
View Profile WWW
weckar
Guest
« Reply #13 on: November 04, 2008, 06:12:00 PM »

That is odd. Maybe the NPC class acttually doesn't change a thing about that part of the data.

Does this mean btw that we can create a global character with 5 in every element level?
Logged
Atrius
Programmer Extraordinaire
Web Host

Fear my blades

Veteran Member
*

Coins: 1
Offline Offline

Gender: Male
Emblems: Website Founder
Clan Position: Creation God of Sol
Posts: 1754

« Reply #14 on: November 04, 2008, 06:48:00 PM »

You can't create new characters, you'd have to edit an existing one, but yes, you can make their base elemental levels anywhere from 0 to 25.
Logged

I'm shaking my head in general disapproval of everything
View Profile WWW
Pages: [1] 2 3 ... 26   Go Up
  Print  
 
Jump to:  

Cbox
Today at 07:18:23 PM
FoxI felt a sudden Piers reference. :P - @avatar:  And yeah, it's easy to forget about things like that.
Today at 07:15:48 PM
leaf: I didn't even realize my avy was still hosted on photobucket. fixed now.
Today at 07:15:20 PM
leaf: and... looks like photobucket is kill
July 18, 2017, 02:20:00 PM
Fox: @Gameradar = I like that approach.... 30 second video ad for one ad-free day... as an option.... Interesting? - Of course, keeping to using an adblocker is also an option... but the point is how they made it almost sound encouraging. :P
July 16, 2017, 12:06:02 AM
Fox: Recent research is making me worried that it might not be vulnerable enough to do anything with it. Not absolutely sure, though.
July 14, 2017, 06:12:12 AM
Fox: Well thanks. While it does appear to be a vulnerable glitch, we still need to find a way to succefully abuse it. It's a bit complex, so I'd be amazed if someone actually finds a good method! :)
July 14, 2017, 02:01:57 AM
Ark: Game crash: successful. Shoutouts to Fox for being amazing
July 14, 2017, 12:20:07 AM
Plexa: I'll play around with this stuff on stream in 20 mins or so. No idea if I'll find anything or if I even understand properly what you're doing - but we'll see!
July 11, 2017, 09:50:07 AM
Fox: Initial process of elimination. (When taking into consider if whether you can retreat in a map or not, and if the are contains at least two map code files....) ... I'm left with these to look at: Lemuria Ship, Gondowan Cliffs, Gabomba Statue, Jupiter Lighhouse, Mars Lighthouse, Anemos Inner Sanctum ; Not much room for luck if my hunch is even correct at all... 
July 11, 2017, 08:11:16 AM
Fox: Oh yes... Map code files can be shared across maps, but I don't think the same map code files is used for all maps of an area... So.... I will need to do so testing to verify my hunch about whether NPC Script glitching could even be a thing... or if it is just me imagining things....
July 11, 2017, 07:41:34 AM
Fox: of the commands*
July 11, 2017, 07:41:11 AM
Fox: That is to say... if I recall correctly... that NPC Scripting (idle scripts, I think.)  ... is basically custom code (aka: Not asm/arm/thumb)... and I do believe _at least_ one that commands.... might deal with flags (assuming if I remember)... I need to confirm my hunch, though... but finding tricks to even do script code properly will probably be next to impossible.
July 11, 2017, 07:16:12 AM
Fox: case*
July 11, 2017, 07:16:06 AM
Fox: Wait... If that's the cause... and if the NPC's script pointer ponits to map code data... then.... what could that mean... umm... *confused on whether I'm even onto anything or not. Maybe not.*
July 11, 2017, 07:08:02 AM
Fox: (I mean when loading the Retreat Map after glitching.)
July 11, 2017, 07:05:43 AM
Fox: I guess it is like this? = GS1 will load the objects from the Retreat Map / GS2 will load the objects from the map you were in ....?
July 11, 2017, 05:48:44 AM
Fox: Growth Vines and Frost Pillars, oh my! == Was just thinking of a scenario where you wouldn't have a water adept for Frost, but would need a Frost Pillar to get where you would want.... but eh... maybe I can't think....
July 11, 2017, 05:31:52 AM
Fox: I think Area-based flags are used more.... but Psynergy-related objects can often be in room-based flags.
July 11, 2017, 01:50:52 AM
Fox: A random thought is what if there were ever x/y position values for an object there, that when interacted with, sets a number based on its location... Eh... I have quite the imagination.
July 11, 2017, 01:38:10 AM
Fox: If there is anything, I don't expect much, unfortunately.

Affiliates
Temple of Kraden Golden Sunrise
Powered by MySQL Powered by PHP Powered by SMF 1.1.21 | SMF © 2006-2009, Simple Machines Valid XHTML 1.0! Valid CSS!
Page created in 0.091 seconds with 22 queries.