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Author Topic: [RELEASE] Golden Sun Reloaded  (Read 135430 times)
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« Reply #375 on: September 15, 2018, 01:51:01 PM »

I think literally everyone here uses visual boy advance either the old one or the vba-m port, at least on windows
No, I use mGBA because of its quality.

https://mgba.io/

« Last Edit: September 15, 2018, 03:29:20 PM by Roykras » Logged
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« Reply #376 on: September 15, 2018, 04:08:29 PM »

well i've been playing GS on VBA for the past 15 years I think and never had issues with it, so i never bothered to look for something else. Anyway, i added a tips section to the opening post for future reports.
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« Reply #377 on: September 15, 2018, 05:07:47 PM »

mGBA is, currently, the most accurate GBA emulator, and it's ported to multiple platforms. It's probably the future of GBA emulation, so it's kind of important things run on it.

On top of that, emulator-specific hacks are a bit problematic. In the early days of SNES emulation there were SNES9x-specific hacks and zSNES-specific hacks, and most of these do not run on modern iterations of SNES9x or higan, the other top SNES emulator - because as accuracy increased, the emulator-specific behavior the hacks relied on was simply removed, making those hacks simply unplayable.

Could you please investigate and see how to make it work on mGBA? Or if anyone has a flashcart and a GBA, can confirm if this happens on real hardware?
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« Reply #378 on: September 16, 2018, 12:21:11 AM »

Could you please investigate and see how to make it work on mGBA?
The method is simple but extremely time consuming: I'd have to check the edited functions after you guys report a crash, since it's likely that the issues are in the jumps/branch-link i added, coupled with a sligthly different scheduling in mGBA.
It will probably take (several) months, so for the time being, switching to VBA-m is much more efficient.
Also, is very important that nothing is broken on VBA-m before i start making changes, or i might make things worse than they're now.
« Last Edit: September 16, 2018, 02:38:07 AM by Caledor » Logged
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« Reply #379 on: September 16, 2018, 03:56:06 AM »

Does mGBA even work properly on Windows Vista?

Happens when trying to load a ROM - causes app to close.

Then there's some notifications about Microsoft's Data Execution Prevention stopping it. Huh.

If mGBA does not work on outdated OS's (would prefer as far back as XP.), then how could it be the best emulator? Maybe some day it shall be.

I shall try on Windows 10 later.  From another computer.  Don't think I will have a problem with that. Edit: That worked.


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« Reply #380 on: September 21, 2018, 03:52:36 AM »

Still interested to see how this mod wraps up, emulator issues notwithstanding.

I use My Boy! for playing on my phone personally, but I haven't booted up one of these versions since about 1.6. I was sort of surprised that you haven't done a full playthrough of both games, Cal, but they are time-consuming.
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« Reply #381 on: September 21, 2018, 10:00:46 AM »

Still interested to see how this mod wraps up, emulator issues notwithstanding.

I use My Boy! for playing on my phone personally, but I haven't booted up one of these versions since about 1.6. I was sort of surprised that you haven't done a full playthrough of both games, Cal, but they are time-consuming.

The problem is not the time it takes for a single playthrough. It's the ideas that pop up in my head while i'm doing one, cause they force me to start again. Changing character growth forces a restart, so does swapping djinn, weapons, changing healing effectiveness... basically any change that isn't about endgame balance only. I think i've started a  TLA playthrough at least ten times in those 3 years, and each one of those could've been the last one. Yet sometimes i had to restart from TBS.
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« Reply #382 on: September 21, 2018, 11:37:06 AM »

On the other hand, I guess playthrough attempts lead to innovation. Not criticizing, more impressed that you went out of your way to fix issues you found so many times.
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« Reply #383 on: September 21, 2018, 11:49:46 AM »

Of course, that's what happened. Whenever i found something i didn't like i stopped playing in order to work on the next release.
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« Reply #384 on: September 24, 2018, 08:37:08 AM »

Hey Caledor, really loving the mod so far! I just wanted to mention a super, super minor issue I noticed with Isaac's attack growth when I was checking stuff out in the editor. At level 79 it's set to 289, but at level 99, it's set to 253. So according to level ups in battle, you actually 'gain' negative attack :p   I say it's minor though since I REALLY doubt anyone's gonna be insane enough to grind out that much in TBS lol. It looks like this is fine in TLA though, there it's set to 353 which seems a lot more normal, and it's actually possible to level him that high.

But as for the mod itself, the difficulty is pretty close to perfect imo. I first started playing the games when I was 5, 22 now and I've always done 1 or 2 playthroughs of both every year, so I mean they're not REMOTELY close to challenging at this point, but I'm SO happy I can say that's not the case anymore with your mod :)   Last year I did full playthroughs of both games with Reloaded (can't remember which version anymore, whoops :p), just finished up a second run of TBS with 1.71 this week, and about to start TLA on my next day off soon. I really love that it's still completely feasible to get through both games with zero grinding, but I genuinely have to strategize for every boss, to the point where much of the time I'm anticipating what I might get hit with NEXT turn and preemptively have to setup a turn in advance for it. I find a lot of the time I'm not so much reacting to what my party gets hit with, and picking the 'best' option afterwards, but trying to read what a boss might do then covering as many options as I can, if that's a good way to put it?

It felt basically impossible to just have one person cast Wish each turn and everyone else spam djinn/summons, which is a very, very positive thing for me. If I wanted to use a lot of djinn and summons, it was definitely doable, but it required a lot of actual thought about not only when I'm using them to drop stats or inflict statuses, but actually the order I had to use them, and how long I could go without summoning, otherwise they wouldn't be set again by the time I needed to reuse them. Deadbeard was a great example for this, since when I fought him (around mid-late twenties I think), he easily out-sped everyone in my party, but Vine/Zephyr made Mia (who was healing of course :p) just fast enough to act before him. So that meant I ALWAYS had to be focusing on when their effects were wearing off, and again, when I'd NEED to summon or set them to get them ready again to either drop his speed or raise mine. Otherwise he hits last on one round, speed returns to normal, and downs most of the party at the start of the next round before I can heal, which at those levels was incredibly difficult to recover from. Managing Mia's PP (nerfs to healing in general were honestly really well implemented btw) while having to stall for a couple turns with Granite/Flash/Ground to let her recover PP, while now having to focus on when THOSE three djinn would be usable again, on top of STILL focusing on when to set/summon to keep Vine/Zephyr ready to avoid getting rushed by Deadbeard's buffed psynergy (loved the new damage formula for this too!) turned this into an incredibly cerebral fight. Whereas on Vanilla, running the same strategy meant just alternating Granite and Flash, Wish every turn, and summon whenever. This was genuinely the most fun I've ever had with a boss in any playthrough of the series.

The only sort of 'complaint' I guess I might have right now is by the time you hit Tolbi and have access to the slots, the boots/shirts/rings from those provide a pretty substantial buff to everyone, which really lowered the difficulty of random enemy encounters. Not that they weren't still difficult, they were still MUCH tougher than vanilla, but I didn't really need to worry nearly a smuch about trying to balance PP between offense and healing to avoid running out partway through a dungeon, since I could tank hits much better, and kill enemies before they could do as much damage. Maybe either lowering the chance of getting a game ticket to get less equipment, nerfing the equipment, or slightly buffing the late game enemies more could help with this a bit, or some combination of these? Early dungeons though (going through Kolima Forest and Tret back to back come to mind actually) I'd often find my stats low enough that just standard attacks weren't really viable, so I'd be more inclined to use psynergy to end fights fast enough that I wouldn't risk downing anyone, with the trade off being it was much more difficult to manage keeping enough PP to heal between fights without running out entirely. I really liked this since it meant I'd always be aware of what I was making throughout an entiere dungeon, and what consequences might come from them. Again, later areas are still tough, just kind of inconsistent with difficulty in the early game, you know?

It seemed too that since by this point you'd have access to Scorch/Mist/Squall, smaller enemy groups in general became much easier. Even if on paper they should have the ability to be threatening, being able to basically remove one or two of them for virtually the whole battle with sleep/stun meant the party was taking very little damage, and I could almost always be back to max HP/PP by the next encounter. Single enemy groups, like Tornado Lizards, were basically impossible to lose to because of this, even though they had the stats and abilities to make for a challenging fight otherwise. But other than directly nerfing those djinn, or sleep/stun in general, I don't really see much way to avoid this. Neither this or the stuff with the slots equipment are THAT big a deal to be honest though, like I wouldn't be disappointed if these never changed, they're just spots that have a notably different feel to me in terms of challenge.

But yeah, overall I absolutely love what you've done so far, it's a HUGE improvement on the vanilla games! I'm really looking forward to how the mod progresses, I'm hoping you'll keep going with it  :)

(also I really didn't think my first post would be this long, my b :p)
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« Reply #385 on: September 26, 2018, 09:20:42 AM »

Hi ShiFT

Thank you very much for the kind words, i'm glad you're enjoying the mod.

Quote
super, super minor issue I noticed with Isaac's attack growth when I was checking stuff out in the editor. At level 79 it's set to 289, but at level 99, it's set to 253
Thanks for the report and for using the editor to check stuff lol. It's the classic typo that can go unnoticed for months. IIRC i have fixed a similar typo recently but i don't remember which one and if it's for the next version or if it's already released. I'm on a different OS atm so i can't check with the editor, but it's definitively something i'll check as soon as i can.

Quote
The only sort of 'complaint' I guess I might have right now is by the time you hit Tolbi and have access to the slots, the boots/shirts/rings from those provide a pretty substantial buff to everyone,
Noted, i'll check ;)
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« Reply #386 on: October 01, 2018, 11:09:11 PM »

Walkthrough progress report (and reminder for me): Just beaten Aqua Rock.

So far everything's good, made a few minor adjustments here and here.

Noted potential issues:

1. EXP might be a tad too much in the eastern sea, but i'll wait until after lemuria to decide if i should lower it or not
2. There is a huge coin shortage as soon as you enter the Eastern sea. Considered on having the Hydra boss give you something like 5k to 10k coins to compensate, but it might be a good thing to leave it like this: players will have to upgrade equipment and forge stuff as they go instead of being able to upgrade everything immediately.

Partial changelog:

Jenna's Inquisitor line loses Volcano, gains Raging Heat
Jenna's Guru line loses Beam, gains Juggle
Raging Heat line and Fiery Juggle are slightly stronger (BP 185 and 155)
Mud's base power down to 80 (from 100)
Fixed overworld enemies around Dekhan Plateau
Enemies in Dekhan Plateu, South Indra and Madra Catacombs give more Exp and Coins
Minor stat fixes to many early to mid game weapons
Jupiter Djinn in Yampi: -3 SPD (L10 Sheba outspeeds it now)
Briggs, Pirate +atk
Slightly tweaked a few learning levels (mostly MT healing and high-end spells)
Boss Hydra slighly weaker (less AoE, more venom)
Fixed Isaac's attack growth in TBS (typo reported b ShiFT)

Ps. curious stuff: whenever i checked the class doc in the past 2 months, there were 2-4 people online reading it with me. I don't think it ever happened in those 3 years and half, it makes me wonder if there's something going on that i'm unaware of, lol.
« Last Edit: October 01, 2018, 11:25:37 PM by Caledor » Logged
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« Reply #387 on: October 05, 2018, 01:46:28 AM »

I liked the eastern sea coin shortage since it made shopping choices more meaningful. It could be worth making rusty forging cheaper though since they have the downside of making you go all the way back to Yallam. You have essentially infinite money after Lemuria which is bad, so you may want to consider heavily reducing the cost (and sell value) of the fountain items.
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« Reply #388 on: October 05, 2018, 04:04:55 PM »

I think prices should still reflect the overall strength of an item so i don't think i'll make specific tweaks. What can i do is:

- Increase all the prices. The growth is quadratic so the early game (up to level 20-25) will be left mostly untouched, with much greater effects in the mid to late game. The effectiveness of this depends on how many items you have to buy/craft vs the ones you find (free).

- Reduce the amounts of Lucky Medals found before Lemuria.

Btw i just finished Lemuria and i stand at 130k coins (80k before lemuria) so what you said it's kinda true (i was already quite rich before lemuria though). Still, there's also the fact that after level 24-25 you don't have to shop anymore (it's literally find vs craft) so it's normal that the coins keep increasing.
« Last Edit: October 05, 2018, 05:47:51 PM by Caledor » Logged
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« Reply #389 on: October 06, 2018, 03:27:08 AM »

Reducing the number of lucky medals is just going to turn the fountain into a save-scumming fiesta. It's already difficult enough to try and bounce it off the turtles in just the right way to get what you want.

On forging, Sunshine charges a good amount for his pieces. It's not like you get them for free; any monetary changes are still going to affect your ability to buy whatever he makes.

You could look at potentially decreasing money drops from enemies across the entire region.
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August 15, 2019, 04:08:47 PM
Fox: Golden Sun Slacking Community = I like that, Misery! Perfect April Fools joke?
August 13, 2019, 02:37:11 AM
Salanewt: Oh hey Atrius, long time no see!
August 12, 2019, 11:37:45 PM
Fox: (Someone else discovered that, not me.)
August 12, 2019, 11:33:42 PM
Fox: So um. It looks like abilties in the class editor are being put back in as a byte for GS1?
August 12, 2019, 08:02:58 PM
Fox: Also, it seems most of us have moved to the Discord. In case if you were wondering where the forums activity went. Maybe come by and check it out. But it is just a suggestion, you don't have to.
August 12, 2019, 07:57:02 PM
Fox: I figured that was a possibility. If you are guesting, it is hard to know how frequently you check back. It's great to hear from you, though. :)   What have you been up to?  Is Forgotten Dreams still being worked on, or has that been cancelled? (I'd guess you don't have much time for it. It's been years since we've last heard about it.)
August 12, 2019, 12:48:12 AM
KingAmiti: Still great work Atrius :)
August 11, 2019, 06:45:03 PM
Atrius: This place was a HUGE part of my life, and even though I don't have the time that it really deserves to take care of it, I will love it forever, and never forget about it..
August 11, 2019, 05:16:34 PM
Atrius: If anyone wants to make a replacement site then go for it.  Although I plan to keep this place up for the foreseeable future, it isn't really maintained anymore.
August 11, 2019, 05:09:10 PM
Atrius: Sometimes he comes by and looks around without logging in.
August 08, 2019, 11:52:33 AM
Fox: Does Atrius still come here? He hasn't logged in since last year. Maybe it is time to create a replacement site so we can have our full encyclopedia... Then again, I'm too lazy. Especially to get all that done by myself. :/
July 06, 2019, 03:44:41 AM
Salanewt: Oh, yeah there isn't an animation overhaul for GS1 sadly.
July 03, 2019, 04:54:58 PM
ryancaesar12345: GS2 Animation Overhaul w/ Baseline  ips patch in golden sun 1?
July 03, 2019, 12:03:06 AM
Salanewt: There actually is a Jupiter revive... if you're using the Animation Overhaul patch. I think Caledor made a standalone patch for GS1 too, but you'd have to ask him.
July 02, 2019, 07:34:13 AM
Fox: So like... (just a thought)...  If we designed a script to compare times for speedrunning something... goalChance represents stability (I think?) ; If it is 100%, answer results in infinite, which means you can't have 100% stability. (Meaning you'd basically be skipping all item drops/etc.) 
July 02, 2019, 07:06:08 AM
Fox: (I still want to make sure the equation is correct, though... as it did include some guessing.)
July 02, 2019, 07:04:47 AM
Fox: Was thinking .... tosses = ln(1-goalChance) / ln(1-chance) = "chance" being a single-toss percentage probability (0.00 - 1.00) , goal chance being if you did more tosses...   So that's an interesting logarithm.  Just came up with it after some research/thinking... and could maybe be useful for general use.
June 25, 2019, 02:51:42 PM
ryancaesar12345: jupiter revive animation any?
June 24, 2019, 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.
June 24, 2019, 07:55:01 AM
Fox: (High enough being based on the area you are in.)

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