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Author Topic: Maps as They Appear in Memory  (Read 1125 times)
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« on: August 03, 2016, 07:10:27 PM »

Sup everyone (or whoever there is),

Not sure if this has been dumped in a convenient format before, but as part of my research into maps/exits and how they are stored in RAM I modified the editor to dump the maps to files so I could more easily look at/mark up any map I need to.  Not sure if anyone else could use them, but I'll upload them so anyone who might want them can get them.  The standard zip file has the different layers all combined into one pretty image, but I'll also upload the raw surfaces (3 per map) if anyone would have any need for those.

https://dl.dropboxusercontent.com/u/38053386/GSRips.zip
https://dl.dropboxusercontent.com/u/38053386/GSRips_raw.zip

EDIT: That feeling when I was working on this about a month ago, finally get all these prettied up and ready to post, post them, and THEN see this topic.  Hahahahahahaha.
« Last Edit: August 03, 2016, 07:27:39 PM by superjeenius » Logged
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« Reply #1 on: August 04, 2016, 01:48:53 AM »

Hello, and welcome to Golden Sun Hacking Community? I assume that this is your introduction topic, and we're partying in the Golden Sun section now? (I wish I could come up with a funny statement, but it's not working.)

Quote
EDIT: That feeling when I was working on this about a month ago, finally get all these prettied up and ready to post, post them, and THEN see this topic.  Hahahahahahaha.
Yeah, if there any questions on anything about the data, there is a pretty good chance that we (mainly me, and a possibility of Salanewt/Lord Squirtle, since Atrius seemed to have abandoned GS.) might know something. (And even if we don't, a pretty good chance that we can figure it out without too much difficulty... as far as research goes. ...and depending on procrastination levels.) - And of course... I do have the incomplete documentation in my signature. Anyone is free to add stuff to it if they want. (Editable by anyone with the link/so everyone.) Just be careful not to mess anything up. (In which case, it should be possible to undo.)
« Last Edit: August 04, 2016, 02:00:52 AM by Fox » Logged

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Today at 12:17:52 AM
Fox: (e.g. The process of reomving, replacing, adding, and/or moving around current ability effects to other index numbers.... ETC.)
Today at 12:15:33 AM
Fox: Or an Ability Effect editor, even.... But I imagine most of those would involve have patches applied to help with compatibility, and what not.?
Today at 12:10:36 AM
Fox: Hm. Oh! Did Atrius's Editor contain code from the April Fools version? Might be cool to have that, I'm guessing? - And yes, tools... even specific feature tools... Like an Intellect Editor, maybe.... If it was practical. (Not saying doable, but practical.)
Yesterday at 11:58:08 PM
Lord Squirtle: And yeah, "far less user-friendly" as an argument relies on the current lack of tools that could make using that easier.
Yesterday at 11:57:26 PM
Lord Squirtle: Since the GS editor is actually slower than using a hex editor is when it comes to classes, especially if you are mostly copying or tweaking existing classes to make full lines for them.
Yesterday at 11:56:18 PM
Lord Squirtle: Well I mean, it's the kind of effect that could easily be applied to a number of abilities if one wants. Having to open up a hex editor to use it for each of those abilities would take some time, and wouldn't really be as worthwhile as it can be for classes.
Yesterday at 11:50:27 PM
Fox: Far less user-friendly? Hm? I would say it depends on the tools/and such... For example, still haven't gotten my Exporter project done....
Yesterday at 10:07:39 PM
Lord Squirtle: But what I was thinking of doing with the unused effects was figuring out which ones are still available and combining them; averaging out the differences between each one so they make up for the ones that are missing.
Yesterday at 10:05:36 PM
Lord Squirtle: I may consider moving the effects to the end of the effect list, since I moved the pointer table and added some empty space on the end. My main concern with that is that it would be far less user friendly.
Yesterday at 08:06:20 PM
Fox: Heh... Starting to make me want to add the Ability Editor to my own Editor now... So I can do that, and have chance values listed for each and every one. (So it is more specific than Atrius's editor.)
Yesterday at 08:03:06 PM
Fox: Well, 0-255.
Yesterday at 08:02:53 PM
Fox: The max probably being 255.
Yesterday at 08:00:09 PM
Fox: (@Editor modification: In which case, I would recommend adding support up to the maximum number for future purposes.... if at all reasonably possible.)
Yesterday at 07:53:50 PM
Fox: @Disabling them: It kinda would be a trade-off for those who want to use those effects that went unused.... ...  I have a suggestion, though... and it might be rather interesting. But have you thought about using one of the unused flags to like... switch out Effect lists? (So you can have your own if you don't want to modify the editor.) I imagine it is rather unnecessary, though. Since it is easy enough to extend the list with a quick editor modification.
Yesterday at 04:46:01 PM
Lord Squirtle: And elements too from the looks of things.
Yesterday at 04:44:05 PM
Lord Squirtle: Makes me wonder how much work it would take to add more djinn slots.
Yesterday at 04:30:45 PM
Lord Squirtle: Well, total - 1.
Yesterday at 04:30:13 PM
Lord Squirtle: Huh, neat. I think I found the part of the djinn battle menu code that decides how many djinn of each element exist.
Yesterday at 02:53:07 PM
Lord Squirtle: I should probably look into disabling the multiplier chance for those now that I think about it.
Yesterday at 02:52:17 PM
Lord Squirtle: I still am, but mainly because it doesn't look like there are any abilities that use those effects.

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