[SOLVED] Overworld enemy groups: Treasure Isle, Dekhan Plateu issues
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Author Topic: [SOLVED] Overworld enemy groups: Treasure Isle, Dekhan Plateu issues  (Read 3188 times)
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Fox
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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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« 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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I need saves to test encounters in GS Reloaded!

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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
Fox McCloud, the Hacking Doctor
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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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August 02, 2018, 07:42:12 PM
Caledor: patch for TLA uploaded again cause i forgot to update descriptions for 3 shields
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Caledor: Don't want to triple post so I'll just announce here that v1.71 is out. I updated my last post.
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KyleRunner: Let me see...
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Fox: What value do you see at 08000468? (Or 00000468 in hex editor)  0801319D or 08F9EE50?
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KyleRunner: "there is an easy fix by changing a pointer back to what it was suppose to be"... Hmmm... How?
July 27, 2018, 10:11:06 AM
Fox: Bootleg*
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Fox: There are two ROMs that can be found on the internet, one may have the MEGAROMs boot load stuff. (So not truely clean.) ... If you get a screen while booting the game and holding L+R (I think it was?), then you know you have it, and your ROM is not truely "clean"... it is unfortunate, but there is an easy fix by changing a pointer back to what it was suppose to be..
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MaxiPower: Hello World
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