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Author Topic: Ummmm......I think I messed up Jenna somehow...  (Read 1731 times)
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« on: November 06, 2015, 03:55:07 AM »

 JennaAlright, what did you do this time?

I....Kinda made it so that the Trainer's Whip is in your inventory when the game starts, and suddenly, You're a lvl 99 glitchy monster with no Psynergy, No Djinn, and armed with only the Wooden Staff and the OP Weapon I made (Which some reason doesn't take a weapon slot.)

Also, it says "NPC" as your class.

 Jenna Um... Um... Um... Really?

Yes. In fact, I actually have proof.

 JennaHuh, so you're not kidding. I do think this should be fixed ASAP.

Opinion Seconded.


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« Reply #1 on: November 06, 2015, 04:10:48 AM »

Yeah, the NPC class/class type 12 (I think it is 12) is what turns your characters into enemies.

Does removing the whip it at the start of the game fix your ability to change between the two classes? If so, then it may have something to do with the game not fully recognizing that an item has been equipped to change your class while still recognizing that a standard class should not be used, and so you may have to keep it off of your characters' starting inventories.
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« Reply #2 on: November 07, 2015, 03:12:57 PM »

Yeah, the NPC class/class type 12 (I think it is 12) is what turns your characters into enemies.

Does removing the whip it at the start of the game fix your ability to change between the two classes? If so, then it may have something to do with the game not fully recognizing that an item has been equipped to change your class while still recognizing that a standard class should not be used, and so you may have to keep it off of your characters' starting inventories.

But here's the rub....
 Jenna Question
the whip doesn't show up in the Inventory, plus, the OP Weapon that doesn't take up the weapon slot? It's supposed to give me 3 turns, instead it just acts as if it's not working. (I actually had the idea of adding weapons that allow you to move 3 times, I figured that to balance it out, it'll have to be the Bonus Bosses that drop them, btw. Still gotta see if they work tho)

 Jenna This is odd....Maybe you should try removing the whip from me and see what happens?

I suppose....

<Checks Editor to do so>

What the...?

 Jenna Question
The whip ain't there....
 Jenna Um... Um... Um...

 Mia Um... Um... Um...

Yup, still register's Jenna's sprite as a monster Sprite...
And what's even more, is that I checked the editor, Jenna's sprite is that of a Vermin, which two sole skills are Attack and Defend. Might explain the sudden loss of skills, but why is the game using a monster instead of good ol' Jenna...?
  MiaHopefully, someone's able to explain.

EDIT: Just fought my way to the event where you fight 3 Ruffians. Ruffian3's sprite is missing entirely.


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« Last Edit: November 07, 2015, 03:17:04 PM by Johnstir, Reason: Found another issue » Logged
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« Reply #3 on: November 07, 2015, 03:52:26 PM »

Vermin: Well, actually, it doesn't turn you into that monster. In the code, the eight characters (Isaac-Piers) are all counted as the very first eight enemies, and the ones that come after are the first ones displayed in the editor. I think it would be kind of like how Sveta's werewolf thing in Dark Dawn works, only far less useful because of the limitations imposed on it by the code.

The downside to this is that it can make monsters in battle bug out for some reason, likely because the player characters are contributing to the overall monster count and messing up their ability to render properly.


As for you not having the whip, huh. Have you tweaked Jenna's base elements and/or class elemental requirements? Alternately, have you tried getting a djinni or class item, equipping that on her, and then removing it again?
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« Reply #4 on: November 10, 2015, 12:39:00 AM »

Vermin: Well, actually, it doesn't turn you into that monster. In the code, the eight characters (Isaac-Piers) are all counted as the very first eight enemies, and the ones that come after are the first ones displayed in the editor. I think it would be kind of like how Sveta's werewolf thing in Dark Dawn works, only far less useful because of the limitations imposed on it by the code.

The downside to this is that it can make monsters in battle bug out for some reason, likely because the player characters are contributing to the overall monster count and messing up their ability to render properly.


As for you not having the whip, huh. Have you tweaked Jenna's base elements and/or class elemental requirements? Alternately, have you tried getting a djinni or class item, equipping that on her, and then removing it again?
Haven't tried the djnn or class item thing, but then again, I haven't checked to see if any of the other characters are suffering from this strange lyntcaropy (Bet I butchered that poor word, but I bet people know what I'm getting at). But how am I gonna mod a Djnn to appear at Jenna's segment? I can't understand the how the event system works.

I just grabbed her elemental stats off of the editor, trying to see if changing Jenna's class will do anything.

IT WORKED!!!
 JennaYeah, but that means that I have to be either a Pierrot, a Tamer, or a Witch Doctor to get around you little glitch.
Hey, Pierrot's a good class for you, especially with Heat Juggle.
 Jenna Um...

Also, the glitch of Jenna becoming a Vermin glitching out the battle sprites sort of makes sense. Just wish the editor didn't have such a high chance of turning the game into something that can't function at all....


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« Last Edit: November 10, 2015, 12:50:34 AM by Johnstir » Logged
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« Reply #5 on: November 11, 2015, 12:51:06 PM »

Haha I like how you use Jenna!! She is sarcastic and I love this!!

I can't personally help you, I hope you get this done though!!
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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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