Golden Sun Hacking Community
January 16, 2018, 09:40:28 AM *
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   Go Down
  Print  
Author Topic: Is there anything you generally dislike about any GS game?  (Read 7721 times)
0 Members and 1 Guest are viewing this topic.
Rolina
The Fulminous Witch
Jupiter Clan

Template maker turned lurker

Alchemist
*

Coins: 10
Offline Offline

Gender: Female
I am: wondering if we can get our clan position changed...
Clan Position: Grand Overlady of Jupiter
Posts: 6051

« Reply #15 on: November 14, 2015, 01:07:01 AM »

Consider using the method Square enix uses - start to pause during the cutscene, then hit A to skip cutscene.  Have it bring up a dialogue to confirm the choice, and there you go.  That way it's there, but also can't be triggered accidently.
Logged

View Profile WWW
JamietheFlameUser
Diamond Pokémon
Mars Clan

Does this look like the face of mercy?

Prodigy
*

Coins: 0
Offline Offline

Gender: Male
I am: Poke poke poke poke... I can't stop it...
Posts: 2633

« Reply #16 on: November 17, 2015, 01:13:47 AM »

— Lack of any sort of magic damage stat is up there. In GS1 it's somewhat made up for by the existence of a physical defence stat, which can lead to Psynergy actually dealing more damage than physical attacks. In GS2 and Dark Dawn, defence stats are universally too low.

— Piers. Just Piers in general. He shows relatively little personality, levels up stupidly slowly, has terrible stats in his base class, has mediocre base stats, and has very limited access to physical alt classes.

— Ridiculously low base activation rate of many status effects. With Luck having as much of an influence as it does and normal enemies dying in 1 to 2 turns anyway while bosses have such high Luck, a higher base activation rate would do a lot to make status effects more useful overall.
Logged

:P

Lloyd: Easy as pie.
Genis: Sweet!
Presea: ...Sweetie pie...
Zelos: Let's not start on this again...

Spoiler for epic mindscrew:
View Profile
Salanewt
His Sexiness
Mercury Clan

Oh yeah, baby!

Prodigy
*

Coins: 32
Offline Offline

I am: A part of the organization of Cool Cats, but more of a dog person in reality.
Emblems: Have a nice day.
Posts: 4565

« Reply #17 on: November 17, 2015, 04:37:37 PM »

I 100% with for the second and third points, though I only half agree with the first. There are the ePower/eResistance stats, and the idea behind having them rather than overall magic stats is pretty neat; the better you are in an element, the more powerful abilities of that element should be while also being able to resist those same spells yourself. Likewise, you'll do poorly with/against an element unless you equip some djinn or gear (or summon something) to make yourself better. The downside is that battles in general seem pretty lopsided towards the huge Attack and Agility growths that PCs gain, while enemies never gaining any useful stats or counters against them as you progress.

Plus, using a tier-4+ summon can easily cap your ePower if it's your base element (+100 to whatever element uses 4+ djinn and I think it lasts the whole battle, making gear that boosts it somewhat less useful). The base ePow/eRes stats even start off being or almost being literally halfway to their max totals.

Having higher defence stats and/or even some enemies that only take scratch damage from physical attacks in general would be a relatively minor fix to help make psynergy more useful, but a broader redistribution of stat growths and buffs would probably be better in the long run. At the very least so universal magic stats aren't needed as a quick fix. May not be to consider a very minor enemy scaling mechanic either, but that would have to be handled pretty carefully I think.
Logged

Oh yeah baby, £ me harder.

Fusion is just a cheap tactic to make weak Adepts stronger.

Yoshi's Lighthouse is a hacking website in progress. Why not check it out if you like Yoshi or the Mario & Luigi games?
View Profile WWW
Rolina
The Fulminous Witch
Jupiter Clan

Template maker turned lurker

Alchemist
*

Coins: 10
Offline Offline

Gender: Female
I am: wondering if we can get our clan position changed...
Clan Position: Grand Overlady of Jupiter
Posts: 6051

« Reply #18 on: November 18, 2015, 01:26:43 PM »

Another thing I don't like is the static/dynamic dichotomy present with spells and attacks.  Spells never grow in power, while every time you level up, get a new weapon, or hell, even get new armor sometimes, your ability to hit hard with the attack command gets bigger.  Add on the fact that the source of damage increasing for spells also increases the power of physical attacks, and you get the endgames of TLA and DD.  That is to say buffs and heals are the only spells ever used.
@Squirtle:  Actually, epower is @#$% tier for empowering spells, and boosts freaking physical attacks too.  Without legit stat support for psynergy, it'll never be as strong as they claim it is in game.  When a freaking wooden stick can outdamage Grand freaking Gaia, I don't wanna hear the Epower claims, especially with that lower power cap.
Logged

View Profile WWW
Fox
Fox McCloud, the Hacking Doctor
Mercury Clan

Prodigy
*

Coins: 28
Offline Offline

I am: certainly not a Gallant!
Clan Position: Head Gallant
Posts: 2403

« Reply #19 on: November 18, 2015, 02:31:55 PM »

Correct!

ePower boosts physical attacks as well... But I think it is by half as much...if I remember correctly...(i.e. Added Damage/Multiplier types...etc.) If your Relative Attack is around 0, then ePow-only spells could maybe be around ~x2 stronger, in that case? (Would prefer actually laying out some stats for confirmation, but anyway....) Edit again: If the enemy's defense is higher than your own attack... then could be something to think about... (Which was probably the purpose of this? - Almost want to test having Relative Attack being negative 2 times whatever power you set for the spell/attack. :P )
Edit again: And if you even catch up to the enemy's defense? Well! Give the enemy a Def UP status method/ability. (I know it isn't that simple, but I'm just saying it can take a lot of thinking....) I think I prefer creativity when not lazy... and maybe have different calculation methods as well... (Say like, there was one boss in RuneScape that's damage was based on how many fires you had out... and you own stats had no effect on them.)


Kind of the way I think of it: "Base Damage" means spell, and "Added Damage" means physical attack, I think....
« Last Edit: November 18, 2015, 03:48:01 PM by Fox » Logged

Golden Sun Docs: Broken Seal - The Lost Age - Dark Dawn | Mario Sports Docs: Mario Golf & Mario Tennis | Misc. Docs
Refer to Yoshi's Lighthouse for any M&L hacking needs...

Remember kids! Before you go on that interview, remember to wash your hands in teawater! *Coughs on hand* (Excuse me, I just coughed up a little teawater, so they're still clean!) You wouldn't want that hiring manager to be unimpressed.

May the force be with you!
Shoo! Why does it smell in here?
Maybe that's the wrong kind of force. *smirk*
View Profile

I need saves to test encounters in GS Reloaded!

Great Member
***

Coins: 13
Offline Offline

Gender: Male
Posts: 722

« Reply #20 on: November 18, 2015, 02:46:32 PM »

Correct!

ePower boosts physical attacks as well... But I think it is by half as much...if I remember correctly...(i.e. Added Damage/Multiplier types...etc.) If your Relative Attack is around 0, then ePow-only spells could maybe be around ~x2 stronger, in that case?
Yes, epower affects physical blows half than it does to base damage/summons. But that's another story. The main complain to the epower system for spells is that, unlike for phys. attacks, it doesn't have the magic equivalent of attack and defense. A power/resist system for elemental proficiency is great, but it can't stand on its own. it desperately needs to act as a mere multiplier to more generic stats (that increase with level), or extremes like wooden stick stronger than grand gaia inevitably pop up.
Logged
View Profile
Salanewt
His Sexiness
Mercury Clan

Oh yeah, baby!

Prodigy
*

Coins: 32
Offline Offline

I am: A part of the organization of Cool Cats, but more of a dog person in reality.
Emblems: Have a nice day.
Posts: 4565

« Reply #21 on: November 18, 2015, 03:16:26 PM »

While they certainly aren't very good to start with, in theory they could be much better if every stat was actually balanced to avoid the huge attack/agility slant that encourages physical attacks. Mainly because the idea seems to be that while everyone can be a spellsword, characters will generally lean one way much more than the other in stats and equipment options; that's why even classes that are geared towards fighters can still have some good healing spells and ailments in them, for example. The way enemies are balanced doesn't help either.

Actually, now that I think about it, I had a relatively simple solution for this that works pretty well. I halved the starting ePow/eRes stats (so ePow in your base element starts at 50 rather than 100; others went to 25 from 75) and doubled the power of base power and other non-physical and non-healing psynergy (leaf's suggestion, but I like it for the most part). This essentially halves the effectiveness of ePower on other ability types while keeping those ones the same, but it also makes their maximum potential higher; even more so with caps raised from 200 to 250. I did this in Disco Sun, but I think I still have to balance enemies to fit these new changes... Oh well, maybe I can do that when the term ends.
Logged

Oh yeah baby, £ me harder.

Fusion is just a cheap tactic to make weak Adepts stronger.

Yoshi's Lighthouse is a hacking website in progress. Why not check it out if you like Yoshi or the Mario & Luigi games?
View Profile WWW

I need saves to test encounters in GS Reloaded!

Great Member
***

Coins: 13
Offline Offline

Gender: Male
Posts: 722

« Reply #22 on: November 18, 2015, 11:40:56 PM »

it's still nowhere near enough. i can tell because before the pp multiplier i tried a similar but opposite approach: raising base power spell by an amount dependant on base power itself. something like bp=bp*1+bp/1000. while your approach is obviously better than mine cause it has a lot more room for making adjustment, mages will still suffer from power spikes: strong as soon as they learned their latest spell, then weaker and weaker. this is even more noticeable with dual and 3 element classes, where the level gap between new spells widens.
The game really needs a magic stat that grows with level, there's no way around it.
« Last Edit: November 18, 2015, 11:46:31 PM by Caledor » Logged
View Profile
Fox
Fox McCloud, the Hacking Doctor
Mercury Clan

Prodigy
*

Coins: 28
Offline Offline

I am: certainly not a Gallant!
Clan Position: Head Gallant
Posts: 2403

« Reply #23 on: November 19, 2015, 02:08:02 AM »

Hmm... Thinking of a game where physical attacks should rarely be priority... (For Attack's weaker power, it could maybe have a fast animation compared to spells?)
-What if you gained a spell for every level, and your latest spell was at level 99? .... Both physical and magic stop growing at that point.
-How about better management of PP cost? (So that once you get a useful spell, the max amount of PP could maybe allow you to use it only once...(i.e. If you max PP is 100, you can make PP cost as low as 51... for this random theory.) By the time you get your next spell, maybe 2+ times... etc. When you first get the spell, it's obvious the lower spell would still be more useful if it already takes a couple turns to defeat the enemy. (Imagine one ability costing 10 PP that does 10 damage, and the next ability costing 20 PP and doing 15 damage... as a random example.)
-Not sure if including a formula to make your physical level have an affect on magic-only spells...  Or more generally, a way to artificially calculate magic stat without storing it in RAM. And if it is stored in RAM, where would it be/how would you do it? (I mean, sure there's enough space if you store it in certain locations, but anyway.)

The worst part is that when you start complicating things, you can get to a flawful/unbalanced game pretty easily... unfortunately.
« Last Edit: November 19, 2015, 03:10:21 AM by Fox » Logged

Golden Sun Docs: Broken Seal - The Lost Age - Dark Dawn | Mario Sports Docs: Mario Golf & Mario Tennis | Misc. Docs
Refer to Yoshi's Lighthouse for any M&L hacking needs...

Remember kids! Before you go on that interview, remember to wash your hands in teawater! *Coughs on hand* (Excuse me, I just coughed up a little teawater, so they're still clean!) You wouldn't want that hiring manager to be unimpressed.

May the force be with you!
Shoo! Why does it smell in here?
Maybe that's the wrong kind of force. *smirk*
View Profile
Salanewt
His Sexiness
Mercury Clan

Oh yeah, baby!

Prodigy
*

Coins: 32
Offline Offline

I am: A part of the organization of Cool Cats, but more of a dog person in reality.
Emblems: Have a nice day.
Posts: 4565

« Reply #24 on: November 20, 2015, 01:39:54 AM »

Caledor: Haha, well, maybe. I think we may be comparing apples and oranges though, since I'm also changing how most stats are balanced and/or distributed in order to make sure my method works out. Also items and djinn/summons (the former is WIP, the latter is most done already). Testing so far seems to have everything work out well enough, but I'll probably need to release a patch so you (and/or others) can see for yourself. May work on some of the finishing touches tonight actually...

You definitely raise a good point about dual and tri-elemental classes though. Especially because the maximum damage multiplier you can get in the highest tier of a dual class would be about half that of a mono class... which explains why you can pretty much beat the game without utilizing the class system at all. My plan is to have a lot of gear to get around that, but it'll need some work. Maybe a lower personal djinn cap as well, but I don't know. That does remind me of something though:


Something else I dislike: GS1 was really bad for this, but the djinni count/distribution in all three games is pretty bad. In GS1 for example, you can use every summon right after Lamakan Desert if you can find every djinni up until then. Lamakan as in shortly before the midpoint of the game. After which you can get all but three of the remaining ones between the ship and the end of the game (two micro dungeons and one optional). That means, if you cut out Colosso and the Karagol trip, the rest of the game can give you up to nine djinn with only five dungeons remaining (Suhalla Gate is more like a mini-dungeon for how short it is and Babi/Venus Lighthouses are joined together). Two of those dungeons are also entirely optional and only yield one djinni each, and on top of that at least a handful of the remaining djinn just hang out in towns. In broad daylight.

So... GS1, once you get Vine following Lamakan, gives you a whopping 12 djinn over three optional dungeons, three mandatory full dungeons, three mini/micro dungeons, and two battle gauntlets (Colosso and Karagol). And 4-5 towns. For reference, the remaining 16 came from about 9 towns and 9 full dungeons (discounting multiple dungeons within the same world map location). If you discount the gauntlets, then you would pretty much be able to speed through the rest of the game and almost double your djinn count in less time than it took you to get the first 16.

GS2 wasn't that great with it either, but at least it was better in that it maintained a relatively consistent supply of them until you hit Lemuria (about 6 of each upon entering for the first time). After which the game swamps you with opportunities to collect more again, but at least it can be somewhat harder to find a number of them if you don't explore and/or revisit old areas. It's worse in GS1 because that game is more linear, meaning that you are more likely to find almost all of them even if you don't revisit old areas. I think there are all of 2-3 djinn that require you to revisit towns with new psynergy, and 3 that are hidden on the world map. 

I hope that little "rant" made sense...


Fox: Um, like an entirely different game? I have to admit your post is confusing me a tiny bit! As for artificially calculating a general magic power stat, maybe something more like a magic proficiency value based on the sum of every ePow/eRes that acts as an additional multiplier of some sort?
Logged

Oh yeah baby, £ me harder.

Fusion is just a cheap tactic to make weak Adepts stronger.

Yoshi's Lighthouse is a hacking website in progress. Why not check it out if you like Yoshi or the Mario & Luigi games?
View Profile WWW

I need saves to test encounters in GS Reloaded!

Great Member
***

Coins: 13
Offline Offline

Gender: Male
Posts: 722

« Reply #25 on: November 20, 2015, 11:51:45 PM »

Quote
Caledor: Haha, well, maybe. I think we may be comparing apples and oranges though, since I'm also changing how most stats are balanced and/or distributed in order to make sure my method works out. Also items and djinn/summons (the former is WIP, the latter is most done already). Testing so far seems to have everything work out well enough, but I'll probably need to release a patch so you (and/or others) can see for yourself. May work on some of the finishing touches tonight actually...
Good to know then, and i'm really interested in how it will turn out.

Quote
Fox: Um, like an entirely different game? I have to admit your post is confusing me a tiny bit! As for artificially calculating a general magic power stat, maybe something more like a magic proficiency value based on the sum of every ePow/eRes that acts as an additional multiplier of some sort?
Remember that the main point of having  magic power/resist stats non related to power is for them to be changed by classes. Sure, it can be calculated artificially (after all... everything is "calculated artificially" if you think about it), but for the best result you'd need the 8 chars magic stat growth tables, and another table with 243 entries (one per class slot) that multiplies said stat depending on class. and you'd still not have a single piece of equipment that affects it.
Logged
View Profile
Fox
Fox McCloud, the Hacking Doctor
Mercury Clan

Prodigy
*

Coins: 28
Offline Offline

I am: certainly not a Gallant!
Clan Position: Head Gallant
Posts: 2403

« Reply #26 on: November 21, 2015, 04:30:05 AM »

@Entirely different game - Sort of, yeah... but still using GS's engine. (Which doesn't mean that it is necessarily a GS game... Of course, unique remakes count as well... I don't expect those to be limited by only GS-standards, depending on the type of remake it is. - i.e. turn Golden Sun into a Mario game with the same plot as Golden Sun... battles could still be different, etc. - Might be fun to think about? Jenna could be Peach because she's kidnapped in the beginning... and because of Isaac vs. Jenna marriage might fit with Mario vs. Peach? - And Sheba? Maybe Rosalina or something.... (Because I'm thinking of Anemos as a planet, and it references Super Mario Galaxy.) (Whether these people would be the same element, I haven't decided, but I'm sure their personalities would/should be different.).

"calculated artificially"... was bad wording...I think? (Implying to "fake" the magic stat by not having it as a RAM value, but with a similar effect.) Pretty much, I meant calculating it every time you need it rather than calculating it and storing in RAM for later use. - You could still do that with a level-up table.... and equipment checks... But if you have anything like Apples, Hard Nuts, etc... that you use.... then you'll probably want some RAM values... -- Although I know I wasn't direct, I believe that part of the post was more referring to helping with Caledor's hack... but I will have to check if Caledor wanted such a thing for whatever hack it was....
« Last Edit: November 21, 2015, 05:41:49 AM by Fox » Logged

Golden Sun Docs: Broken Seal - The Lost Age - Dark Dawn | Mario Sports Docs: Mario Golf & Mario Tennis | Misc. Docs
Refer to Yoshi's Lighthouse for any M&L hacking needs...

Remember kids! Before you go on that interview, remember to wash your hands in teawater! *Coughs on hand* (Excuse me, I just coughed up a little teawater, so they're still clean!) You wouldn't want that hiring manager to be unimpressed.

May the force be with you!
Shoo! Why does it smell in here?
Maybe that's the wrong kind of force. *smirk*
View Profile
Rolina
The Fulminous Witch
Jupiter Clan

Template maker turned lurker

Alchemist
*

Coins: 10
Offline Offline

Gender: Female
I am: wondering if we can get our clan position changed...
Clan Position: Grand Overlady of Jupiter
Posts: 6051

« Reply #27 on: November 21, 2015, 08:40:46 PM »

The thing is, if you have proper stats for psynergy, it opens up a hell of a lot of things.  Added Damage no longer applies only to physical attacks - you could have spell versions of those.  Imagine if the Fume series acted like a caster-version of Raganarok - growing powerful in level and tier as you get stronger yourself.  Now, don't get me wrong - there's definitely a point to base damage spells.  While I think there should be some influence from Casting and Warding, I don't think it should be too much.  Enough to make it so natural spellcasters will have an edge, but not so much that natural warriors shouldn't bother.  This would also help with the max cap problem - spells used to hit their cap super easy at 200, and there's no way to boost it further.  Physical attacks not only got some power from that, though - they had a cap of 999 in TBS/TLA, and 1999 in DD.  Parity here would help spells not only keep up, but give us tons of fun and interesting options as to what we can do with them.

And I'm not saying that spells should just be another attack command, either.  There should be pros and cons to both.  Physical attacks have a 0 cost alternative, and can not only crit, but have a chance of unleash as well.  The downside of physical blows is that they should be more focused - lower magnitudes and smaller areas.  Spells strike wider areas with greater magnitude.  The downsides for them is that there is no 0 cost spell, and they don't quite reach the point damage that an equivalent physical blow could reach.  So there's easily ways to balance this that would not only give spells a freaking use in battle, but that would also give you reason to use one over the other.
Logged

View Profile WWW

I need saves to test encounters in GS Reloaded!

Great Member
***

Coins: 13
Offline Offline

Gender: Male
Posts: 722

« Reply #28 on: November 23, 2015, 11:12:05 PM »

"calculated artificially"... was bad wording...I think? (Implying to "fake" the magic stat by not having it as a RAM value, but with a similar effect.) Pretty much, I meant calculating it every time you need it rather than calculating it and storing in RAM for later use. - You could still do that with a level-up table.... and equipment checks... But if you have anything like Apples, Hard Nuts, etc... that you use.... then you'll probably want some RAM values... -- Although I know I wasn't direct, I believe that part of the post was more referring to helping with Caledor's hack... but I will have to check if Caledor wanted such a thing for whatever hack it was....
for the most part, i'm VERY satisfied with the pp multiplier patch. despite being a mere workaround if compared to the more proper magic system we're discussing, it exceeded all my expectations due to being amazingly simple and for having some positive side effects i didn't take into account at first (making offensive caster favor pp increase and healers pp regen to name one). So i don't think i'd change it now, but it's definitively worth to keep discussing this matter further for something like open golden sun.

Quote
Now, don't get me wrong - there's definitely a point to base damage spells.
I don't even think this is even possible... base damage would be to spells (with proper stat support) like base attack is to weapons after all. :D

ps: we should think about a "healing" stat as well IMO
« Last Edit: November 23, 2015, 11:16:56 PM by Caledor » Logged
View Profile
Fox
Fox McCloud, the Hacking Doctor
Mercury Clan

Prodigy
*

Coins: 28
Offline Offline

I am: certainly not a Gallant!
Clan Position: Head Gallant
Posts: 2403

« Reply #29 on: November 24, 2015, 01:32:17 AM »

Okay, fair enough.

Quote
ps: we should think about a "healing" stat as well IMO
No idea? What if healing psynergy is removed in an effort to make healing items more useful? - Or maybe go even further... (If thinking about a difficulty hack).... basically no healing psynergy nor healing items... so that Inns can now be useful for the first time ever. (@first time ever:  Then again, with Salanewt's time hack, I think Inns would allow for bypassing time?)
Do that, and get rid of Cure Poison/Restore.... and Antidotes suddenly become valuable as well?... so raise their price! Heh. - That, and some other... heheh.... sneaky tidbits... like all items should be unstackable... and.... You know, that might actually be fun... hm...
Following that strategy, I could still see maybe being able to buy healing items like at the last town (as unstackable), maybe... depending on one's taste... (Might add some flavor to back-tracking... but I doubt it's necessary.... would be more useful for the final boss. Including training for it.)

base attack being  "Added Damage" I guess? - So yeah, if we had all three... then we'd need different naming conventions than Atrius's Editor. (I bet Camelot actually had other names for them in their source code, anyway.)
« Last Edit: November 24, 2015, 03:17:47 AM by Fox » Logged

Golden Sun Docs: Broken Seal - The Lost Age - Dark Dawn | Mario Sports Docs: Mario Golf & Mario Tennis | Misc. Docs
Refer to Yoshi's Lighthouse for any M&L hacking needs...

Remember kids! Before you go on that interview, remember to wash your hands in teawater! *Coughs on hand* (Excuse me, I just coughed up a little teawater, so they're still clean!) You wouldn't want that hiring manager to be unimpressed.

May the force be with you!
Shoo! Why does it smell in here?
Maybe that's the wrong kind of force. *smirk*
View Profile
Pages: 1 [2] 3   Go Up
  Print  
 
Jump to:  

Cbox
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%.

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 0.076 seconds with 22 queries.