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Author Topic: [SOLVED] Overworld enemy groups: Treasure Isle, Dekhan Plateu issues  (Read 4717 times)
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Fox
Fox McCloud, the Hacking Doctor
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« Reply #15 on: June 25, 2016, 02:32:59 PM »

Two god-blessed bytes... So that they go away in unity... Cursed bytes might come back and seek revenge for being cursed, right? :P

On a more serious note, what do you plan to do to remove the additional two bytes? Reshape Treasure Isle/Ocean slightly?
« Last Edit: June 25, 2016, 02:37:52 PM by Fox » Logged

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I need saves to test encounters in GS Reloaded!

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« Reply #16 on: June 25, 2016, 04:20:30 PM »

Reshape Treasure Isle/Ocean slightly?
Nice idea! I'll try making some random changes cause i have no idea how are the other bytes used (i'll learn while messing with it)
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Fox
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« Reply #17 on: June 25, 2016, 06:29:00 PM »

32-bit/tile... I may not know all the data... But I think the 2 bytes on the right are the graphic tile. (Index to the mini-tiles listed at 02010000.)  May or may not be exactly 16-bit.. (Forgot. Might be some bits in there for other things like priority.)... We mostly already know the byte on the left. (Pretty much Type/properties of the tile... The 6-bit should also affect the tileset loaded.... 0-19, 20-29, 30-39, 40-49 ... are the four tilesets, I think.)... I'm guessing the remaining byte (That is often 00 or FF) is probably collsion-based... But I didn't check to make sure.


@Type: 0x12 and 0x09 are specific for darkness/fog effect, I believe... 0802D0B0 (Fog), 0802D0CE (Darkness)... These values can be edited to make them darker/lighter. But I still need to look up the specifics on the snow effect near Prox.
« Last Edit: June 25, 2016, 07:15:16 PM by Fox » Logged

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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*
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« Reply #18 on: June 25, 2016, 09:03:33 PM »

Aaaand IT'S DONE!

Even better, I managed to make the whole thing 2 bytes shorter by FIXING a few beach/grass tiles: while i was tinkering with bytes here and there, i noticed that those Cs and 8s in the encounter byte (C5, 85...) affect random battles. The C disables encounters and 8 sets the terrain to beach. A few beach tiles had C instead of 8 and a grass tile had it's encounter byte set to 07 (sea) instead of 05/04, which disabled battles there (instead of showing sea monsters while walking).

Thanks a lot for your help and your efforts Fox, I really appreciated it.
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Fox
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« Reply #19 on: June 25, 2016, 09:21:01 PM »

I was thinking the 0x40 flag indicated places you could get on/off ship from... but wasn't sure. (Didn't verify.) (And then the 0x80 flag was for Beach.)

In any case, if an index is used that isn't listed in the table... that is what I think disables battles... 06 isn't listed in the table, but it is used in latter part of the GS1 map for GS2.

Edit: I mean that the PC and Ship use separate tables.


You are welcome!
« Last Edit: June 25, 2016, 09:32:57 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*
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I need saves to test encounters in GS Reloaded!

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« Reply #20 on: August 11, 2018, 01:17:29 AM »

Bringing this back to say that enemies in the area around Dekhan Plateau's entrance (Dalia) are taken from the groups assigned to the area after Dekhan Plateu (Madra). Using the same method i've changed the enemies in the Dalia side of Dekhan to the right ones (Wolf, punchy ant, etc)
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Cbox
Today at 08:05:17 AM
Fox: Such a patch would mean you need to be careful with item drops, coins, exp, etc. Because those things would then no longer be an infinite supply.  Whether or not one uses it depends on what they want to do with it.
Today at 07:55:01 AM
Fox: (High enough being based on the area you are in.)
Today at 07:54:02 AM
Fox: I had a thought today. What if I look into making a simple patch just for lulz.  One that works the same way as using Avoid, but it lasts from start to finish, and can't be disabled.  Avoid only works if your levels are high enough, though... so thought is to keep that as is.
Today at 01:55:17 AM
ryancaesar12345: hi guys i have new update in Golden Sun 2 Lost Age Revise Mod.ips try this. :)
Today at 01:54:16 AM
ryancaesar12345: where's that link?
Today at 01:53:56 AM
ryancaesar12345: i have no account in discord.*
Yesterday at 08:44:52 PM
Salanewt: Although in the case of Wish, you could probably just use Breeze instead.
Yesterday at 08:44:36 PM
Salanewt: Yeah, it's a messaging program sort of like Skype. I find that it's much easy to walk people through some of the basics of assembly, since that's what you'll need for most animation hacks.
Yesterday at 09:39:10 AM
ryancaesar12345: discord? im not good in asm or assembly.
June 22, 2019, 09:37:26 AM
MaxiPower: gpnna update my thread on progress of my character art if anyones interested. :P
June 21, 2019, 07:51:44 PM
Salanewt: Hey there! Animation editing can be tricky, but I can share some notes with you if you pop in on our Discord. Are you good with assembly?
June 21, 2019, 02:59:40 PM
ryancaesar12345: and how to change a death curse turn in hex editor?
June 21, 2019, 02:50:00 PM
ryancaesar12345: and how to make animation but changing palette only like wish blue i want to change violet. for AOE healing and earth element.
June 21, 2019, 02:47:44 PM
ryancaesar12345: im done already thanks man i change the icon in that tutorial and all i need is animation most of elemental like healing like wish but wind element. how to import animation in TLA editor in *game crashes* index
June 21, 2019, 12:01:35 PM
Fox: Oh that. You are talking about Caledor's tutorial?
June 21, 2019, 11:49:55 AM
Fox: So in little endian... 08FA0000 (32-bit) is the same as 00 00 FA 08 (8-bits) (Since GBA is little endian) ;;; but if this were big-endian, it would have been 08 FA 00 00 (8-bits)     
June 21, 2019, 11:42:17 AM
Fox: "in the ROM file" = I mean when using any other hex editor to look in the file... ROM section in VBA is 08000000-09FFFFFF, but ROM files are different sizes, so GS1 stops a quarter the way (08800000 / 8MB), and GS2 stops half way. (09000000 / 16MB)
June 21, 2019, 11:39:55 AM
Fox: I am not sure I understand what you are trying to do? ... But all little endian is is just reverse byte. (of the bytes in a data type).... So like... 8-bit is the same regardless of big or little endian. 16-bit is like 0102=big endian 0201=little endian .... 32-bit is like 01020304=big endian ; 04030201=little endian.  (I use 01-04 numbers to represent how the bytes are ordered by address.) ; 00FA0000 in the ROM file is 08FA0000 in VBA's memory viewer/and that's how it works when the game reads
June 21, 2019, 05:20:47 AM
ryancaesar12345: i sa that in icon compressor 00FA0000 -> in 00FA0008 hmm?
June 21, 2019, 05:14:41 AM
ryancaesar12345: how to convert in hex editor a address in little endian like this? 00FA0080?

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