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Author Topic: Finding dummied out dialogue?  (Read 852 times)
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« on: October 31, 2015, 11:00:21 AM »

So, a while back, I was looking at the script in the TLA editor and discovered some dialogue in the prologue of Golden Sun that isn't used, as far as I can tell. I did a lot of testing, using walk through walls to skip cutscenes and such, to try and find these dialogues but they never did come up. Here are the dialogue lines:







I believe the first three are a yes/no question and responses depending on which one you pick.

I had this theory that the dialogue belonged to the old man and woman in the plaza. They both react as if you're asking them to help Felix normally and don't say those unused lines. Earlier on, when you see Felix in the river, Dora asks you if you'll help. I believe that this was meant to set a flag - 0 = not helping, 1 = helping. If 0, you get the above lines, if 1, you get the lines that are used. However, saying yes or no to Dora makes no difference, so they might have messed something up and thus the above lines go unused. But that's just a theory. Maybe they were meant to go to other NPCs who weren't there in the end.

I know you can use the map editor and see the lines assigned to the sprites. Though it's not perfect... when I load the correct event and NPC setting for the plaza, I get the woman's line about being unable to use Psynergy, but there doesn't seem to be any dialogue for the old man which is odd because he's definitely there in the prologue. It's the same with some of the other sprites there too.

I'd like to solve this mystery but the TLA editor is a puzzle in of itself. Anybody experienced with the map editor want to offer some tips or help shed some light on this puzzle?

« Last Edit: October 31, 2015, 02:16:54 PM by Kyarorain » Logged
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« Reply #1 on: October 31, 2015, 01:17:22 PM »

I think you messed up your post?

In the editor, these can be copied/pasted... so....
3762:  Do you know what became[3]of the boulder that fell[3]from Mt. Aleph?[30]
3763:  What?[5] It's falling toward[3]the village? The elders[3]are holding it back?!?[1]They are the most[3]powerful Psynergy Adepts[3]in Vale.[2]
3764:  They said the Boulder[3]would have to fall[3]sometime...[1]I just knew a storm like[3]this would knock it loose![2]


 
Quote
I know you can use the map editor and see the lines assigned to the sprites. Though it's not perfect... when I load the correct event and NPC setting for the plaza, I get the woman's line about being unable to use Psynergy, but there doesn't seem to be any dialogue for the old man which is odd because he's definitely there in the prologue. It's the same with some of the other sprites there too.

I'd like to solve this mystery but the TLA editor is a puzzle in of itself. Anybody experienced with the map editor want to offer some tips or help shed some light on this puzzle?
Maybe I'll take a closer look in a moment(?) But I know that there are several ways text lines can be indexed in an event.

-If it is a cutscene upon entering the room, you won't see those events on any of the NPCs you click. You will need to see the disassembler. (Basically the first public function at 02008000... should point to the intro cutscene function... )
-Any event on an NPC is based when you interact with it... Either via talking to it, using Mind Read, or anything of the like.
-I think Atrius's editor doesn't show the events that are based on tile collision. (So view the disassembler for this as well.)
-Events that only have a dialogue... link to them directly, so that is why you can see text instead of code... in other cases where more things happen, you will see code with text indexes inside... Sometimes multiple text lines can be retrieved by adding a number to the same text index....


--
The recommended approach I have on looking for the text indexes is by dumping 02008000-0200FFFF from VBA memory viewer (Note that it's possible residue from a previously accessed room's map code file could appear at the end if the current room you are in has a smaller map code file.), opening in hex editor, and searching for the first text index. possibly do this for each Vale map. (If there are multiple Map Code files... do note some can be shared across maps.- This is quite common...) (But that's just assuming that the first text index is the first in a set that would be referenced.)
« Last Edit: October 31, 2015, 01:37:25 PM by Fox » 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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