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Author Topic: Jupiter Lighthouse Stuff  (Read 667 times)
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« on: February 08, 2017, 12:11:32 PM »

Hey everyone. Jupiter lighthouse is known as the most unbroken dungeon in TLA. Everything we've thought of has failed. I took another run at the Lighthouse today and made a curious observation concerning the retreat glitch.

Normally the retreat glitch works like this. After retreat has failed the game thinks you are in the room that you would have been sent to if retreat was successful (the 'retreat room'). Example - entering Airs rock through the second entrance makes the retreat point Area 55 Door 10, if you enter another Area of the dungeon (say Area 58) and use the retreat glitch then the Area is reset to 55, while you're still physically in Area 58. In this glitched state walking through doors loads the corresponding door in the retreat room. So if you're in Area 58 and walk through Door 3, instead of being sent where this door sends you instead you will be sent to where Area 55 Door 3 will send you.

Hopefully that's not too confusing.

In Jupiter Lighthouse this doesn't appear to happen. Regardless of which door you access, you always get sent back to Area 251 Door 0. This is the same location you'd be if you'd entered the dungeon from the overworld. I'm not sure if it is Door 0, but it certainly seems like it is.

I'm just wondering if there's anything special code wise surrounding this lighthouse that might explain this. I know that encountering Alex resets the last visited Sanctum to Contigo, but beyond that I don't know of anything. 
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« Reply #1 on: February 08, 2017, 02:24:34 PM »

It is most likely because the Retreat room uses a different map code file than the rest of the Lighthouse, so the map number doesn't get found.... and if none are found, it doesn't know what to change the map/door number to, so it leaves it as is?

http://forum.goldensunhacking.net/index.php?topic=1014.0 = This topic describes how Exit data is formatted, to point out that a map number is looked up. (Compared with what is stored at the value that gets changed when Retreat fails.) .... However, when I say "different map code files" then that means this gets changed as well... (02008000-0200FFFF = Map code file section.) (When Retreat fails, it doesn't revert back to the Retreat Map's Map Code, which would have been cool, but oh well. And even if it did in this case, then there wouldn't be much abuse you could do, could you? With only two doors that's nearly 10 seconds apart....)
« Last Edit: February 08, 2017, 03:08:41 PM by Fox » Logged

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« Reply #2 on: February 09, 2017, 11:42:34 AM »

The retreat glitch still works, just the every door sends you to the entrance of the dungeon (where you would have been sent if retreat was successful).

If I'm reading the editor correctly, I see the following exits; door 1 -> world map, door 2-> door 2 of 0xFE, door 3->door 3 of 0xFE, door 4 -> door 4 of 0xFC

This doesn't indicate that there's anything funny going on. Although I'm comparing it to another room which has a "madra warp" (felix gets sent to a default position on the world map) to see what is different. Along these lines, it's probably worth clarify exactly what is going when these madra warps happen.

One example is the 0xB door in room 0xCF (Tundaria Tower Interior). Door 0xB in map 0xCF gets sent to door 2 room 0xCF. If you retreat warp through the door you get sent to madra. Looking up Room 0xB relative to map 0xCE (which is where retreat would send you) would make the game read the blank code 0xFFFFFFFF

http://imgur.com/YNQW8RG

Does this mean that the game trying to send you to door 0xFF in area 0xFFF and this sends Felix to the default position on the world map? Or does the game try to look up Door 0xB in Map 0xCE, find nothing, then default you to the default position?

I noticed that the Jupiter Lighthouse stuff is missing any of the 0xFFFFFFFF separators, hence these questions.

EDIT: the first room of Jupiter lighthouse for convenience https://gyazo.com/bc4cb999812c43654b92e1cd6273409f

« Last Edit: February 09, 2017, 12:32:02 PM by Plexa » Logged
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« Reply #3 on: February 09, 2017, 06:26:25 PM »

While I believe Jupiter is b/c of separate map code files... / Map's exit list not found ....
Tundaria is a different case... (It is the same file in both places)... In that case, map's exit list is found.... however, the exit is not (Exit 0xB is higher than how many the retreat room had...) So that one choose the map of the first entry. (Interesting/ assuming I read things right... was rather quick...) (Seems like the list detects entrance 0 as the end of a list of map exits.)

Exit data stops at 0x000001FF. (If you seen Atrius's topic, you'd know you can have multiple tables of these ending in that, but also multiple exit lists in one... erm... heheh.... )

080C9694 = Relevant function that scans the exit data... I probably should write up some psuedo-code, huh....?
« Last Edit: February 09, 2017, 06:52:53 PM by Fox » Logged

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« Reply #4 on: February 09, 2017, 06:51:53 PM »

Ah yup I get it now. Curious that some dungeons have map code files split and others not.
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« Reply #5 on: February 09, 2017, 07:20:29 PM »

My guess is that its probably for compression/spacing. Not 100% sure...

If you have all map's map code files separated.... it might be too bulky in the ROM.
If you hae all maps using the same map code file.. well, we're limited to only 0x8000 bytes in RAM for it, so then it wouldn't fit.
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Today at 08:38:45 AM
Fox: The other theory is it could be coming from Mt. Aleph somehow. Umm..?
Today at 08:36:28 AM
Fox: I not really sure... but if it is appearing right there like that... it almost seems like something targetted... but maybe it could be the presence of artifacts that are high in psynergy.... and maybe one of those was in Isaac's cabin.... (High concentrations of psynergy causes vortexes?)
Today at 08:28:53 AM
Fox: One of the vortexes in a town destroys the bridge... and it looks like the vortex at the end could have destroyed the house (OR maybe have some indirect connection/dunno.), and will probably destroy the bridge the PCs are on as well. :P Umm... 
Today at 08:24:53 AM
Fox: at least* Don't they* have*
Today at 08:24:03 AM
Fox: From what I read. (Or atl et least my interpretation/memory of what I read.) ... Don't think only really appear every 10 years...?  And hve some connection to the mourning moon (Probably what the vortex is at the end.)
Yesterday at 11:46:04 PM
Lord Squirtle: I'm not even sure how that could be advanced unless there is a good reason why they stop showing up.
Yesterday at 11:45:13 PM
Lord Squirtle: I think the vortex stuff basically ends maybe 1/4 into the game, at least until the post-credits scene.
Yesterday at 08:47:52 PM
Fox: (That's assuming we make a remake, and take out any contradictions or altar them a bit to fit in.) ... However, here's the thing... the Vortexes were corrupted, so the solution didn't quite work out. (And there might have been others trying to do the same thing.)
Yesterday at 08:43:49 PM
Fox: Anyway... I don't know much about Dark Dawn... but if I was to advanced the story on the Psynergy Vortexes, I would say that Felix was behind it. - It's like in GS1/GS2... How we were at first led to believe the lighting of lighthouses needed to be stopped... and that flips in GS2.... so I'm going to guess the vortexes is similar.
Yesterday at 08:36:22 PM
Fox: If you search "gstla" (even shorter) ... Rom sites are appearing on page 2. .... Hm...
Yesterday at 08:24:47 PM
Fox: And the main reason I thought that was semi-intersting... because it's basically advertising... "Hey you're looking up this game?" "Well, did you know you could emulate it?" ... to those very few (mostly children) who don't already know. 
Yesterday at 08:22:54 PM
Fox: @ratings spot = I mean of the same rom site.
Yesterday at 08:22:00 PM
Foxno ... I need advanced error checking on my English... it's not enough to have error checking in programming. :P
Yesterday at 08:19:35 PM
Fox: Who knew... that a simple search like "Golden Sun 2" (With [bno[/b] text for "rom" or "download"/etc.)  will have a link to a rom site on the first results page... not to mention having a ratings spot in the right side-bar.
May 24, 2017, 06:49:14 PM
Lord Squirtle: I guess I'll make a topic for the GBA concept room in Dark Dawn soon.
May 24, 2017, 04:27:21 PM
Fox: Yep ... There are many libraries for many languages... Python, etc... And then there are things like  the Google apis - e.g. http://maps.googleapis.com/maps/api/geocode/json?address=(whatever you want to search for)
May 24, 2017, 07:46:43 AM
Luna_blade: I can see how XML/JSON are a thing these days.
May 23, 2017, 04:52:18 PM
Fox: Easier in the idea that I can reduce required external stuff where the source code isn't available/modifyable (Well, there is overrides in some cases, but still.) ; So it's possible the only "Events" I would require are those of the Form.... (Mouse Events, Keyboard Events, Paint Events, Etc. when needed.)
May 23, 2017, 04:42:14 PM
Fox: Anyway... I know I am using built-in controls in my current editor, but it is not out-of-the-question that I might just go and make my own custom controls... so that it is actually easier for me (But that'd take a lot of work.)  I'm thinking about one large bitmap object, and just drawing them on it. Problem is, I'm afraid it might not be efficient enough.  So I haven't decided about doing it.)
May 23, 2017, 04:33:28 PM
Fox: @XML = If I recall, I believe Visual Studio uses it for Settings Variables that remain even after you close the program. (e.g. There's one variable I have in my program that I call "LastRom" to make it easier to get back into the program.)

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