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Author Topic: Change a djinn to fight it  (Read 140 times)
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Drake baku
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« on: April 20, 2017, 08:35:51 AM »

I have a question
Is there a way with the editor to change it so that i can make Bane (golden sun 1) into a djinn you have ti fight?
I want to make use of the unused venus djinn battle data

If not by editor, is there an other way? (if by hex, please give me a atep by step cause laat time i tried to hex rdit, i ended up not getting the game to play when i had to pick a name, and that was witj a graphic change that had nothing to do with that scene so....)
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Rolina
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« Reply #1 on: April 20, 2017, 10:23:10 AM »

Good question.  I've always liked the idea of having to fight the djinn that do damage, while the djinn that have support effects are the ones that join on their own.  Worth looking in to.
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Drake baku
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« Reply #2 on: April 20, 2017, 04:43:41 PM »

So nothibg is known yet XD

Oh well, until we know something ill just use a djinn sprite with altered pallet and play around with team builds in crossbone
Either overwrite it on the 8th floor toad guard, or add it to the cerberus 9th floor gate XD

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« Reply #3 on: April 21, 2017, 11:22:56 AM »

?  Nah, that just means I'm not the one to ask.  In fact, with the technical stuff I'm just as clueless as you.  Best to ask Squirtle or Fox on this, they seem to be the ones who understand these things the most.
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« Reply #4 on: April 21, 2017, 06:17:34 PM »

It's handled in room/map scripting, but I'm afraid I haven't looked that far into it yet:

- Djinn sprites are handled in the object scripting portion of the code (even on the overworld), which we know about.
- What we (I?) need to confirm is how certain djinn are chosen and exactly what code or functions are used to initiate battle.

In this instance it could either use universal code or be custom-made for the map it's in.


Looking at the documentation, we have this:

080CA1A4 = 080EEF54 is encounter+group list. ; For djinn

080EEF54 = Djinn battles?
 0001 = Battle Encounters Index
 0001 = Group (Which of the eight monster groups? (0-7))


And this:

080D2B4C = Djinni battle? ?(obj,djinni?)

And this?:

080D7788 = Djinni obtain related.
080D793C = Djinni obtain related. (Has call to 080D7788.)

It also looks like Fox started researching map/room scripting at some point because this is in the document for Suhalla Range (maps 6,7,8):

02008038 = Event (Map 7) Mercury Djinni Battle


Fox might know more about this than I do.
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« Reply #5 on: April 22, 2017, 12:53:58 AM »

Sala.... I think he's on Golden Sun 1, so those addresses don't exactly help. (Except for where GS1 and GS2 do things similarly.) ... :)


Bane is in Crossbone Isle = http://goldensun.wikia.com/wiki/Bane
I think he wants Bane to initiate a battle instead of just getting him right away... right? Soo... I'm thinking map code editing at the minimum....
...and maybe a slight edit to a battle encounters stuff/not sure until I look at the table(s), though. You never know if there's more unused stuff in there.



 Map 7 - Mecury Djinni Battle - Left-overs from GS1 that is in GS2, most likely.

Object 0xD , Djinni? 0x1A (Maybe 0x14+ is Mercury...? Erm.... 7th Mercury Djinni? - Probably Mercury Djinni Dew - Suhalla Gate would be the right place for that... :) )



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---
Looks like I documented this stuff for GS1:

0809C610 = Battle Encounters
 0000 = Encounter rate/frequency.
 0000 = Recommended level for average PC. (Higher than this (up to +5) may makes battles happen sooner.)
 0000 *8 = Monster Group indexes
 00 *8 = Which battles are more common than the others.

0809D170 = Assigns Battle Encounters to Maps
 000F = Room
 FFFF = Door
 8814 = Story flag Index
 0001 = Battle Encounters Index

0809D7A8 = Assigns World Map Battle Encounters
 0001 = Area Type
 0004 = Terrain type
 FFFF = Story flag Index
 0007 = Battle Encounters Index

0809D8B0 = Djinn battles?
 0064 = Battle Encounters Index
 0000 = Group (Which of the eight monster groups? (0-7))


--
I'm going to take a hunch that this section in GS1 will be pretty straight forward to document.
GS1: 0808A000 - 080A1000 (0x17000 bytes , includes free space.) - (Note:  Larger than GS1's Party Mechanics, but smaller than GS2's Party Mechanics , but most work is spent on studying code, so that should be compared instead....)
GS2: 080C8000 - 080F8000 (0x30000 bytes , includes free space.)
^ Probably a lot of copy/pasting from GS2 into the GS1 document. Best part is we'd know what is GS2-exclusive.
« Last Edit: April 22, 2017, 03:53:21 AM by Fox » Logged

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« Reply #6 on: April 22, 2017, 02:34:53 PM »

Oh, whoops!

Well, nice work with the research anyway and good luck to Drake.
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Drake baku
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« Reply #7 on: April 23, 2017, 12:13:50 PM »

O.o

I think I understand that you guys know how to do it, but that is pretty much all I can understand from this
Hex editing is really complicated
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Fox
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« Reply #8 on: April 23, 2017, 01:02:56 PM »

It sure is (when you first start.) But man, can it be addictive sometimes, right? - Positive reinforcement when you get something right. :)

---
So.... Instructions were not given because none were prepared... I suppose some can be prepared in do time... Especially after some testing.
(I was secretly hoping maybe Salanewt had something to add to save me some time, but that's okay.)


Currently, I'm thinking of: (Should be doable from Atrius's Editor.... Map Viewer>Hex editor part. -- That being map 120.)
020089E0:2106
020089E2 = This can be ignored or gotten rid of. But you can ignore this.
0200A5F4:0808A259

As a disclaimer, though, please note that this was not tested, and there may be a possibility of other things needing to be edited. (Edit: Getting the battle has been tested, but not of winning/obtaining it, but I don't see why not.)

-I still need to check if the function here is only used once. (Calls to 0200A5F0) - Since this might possibly break other djinn you receive that don't give you a battle. (Unlikely since map code is quite specific to a map or series of maps.)
-I need to check the djinni battle function just to make sure it works as expected for this.
Etc.....



0809D8B0 = Djinn battles table (Venus is Encounter #(dec) 100, ... and up to 103.... It is 20 entries for each element, but they go from 0-7 .... er...)
Well... Let's just look at the respective data in battle encounters....
0809C610 = Battle Encounters
>0809D100 = Venus Djinn battles
0168 0168 0168 0169 0169 0169 016A = Venus Djinn Battles
016D 016D 016D 016E 016F 016F 0170
0173 0173 0174 0174 0174 0175 0175
0178 0178 0179 0179 0179 017A 017B <<< Jupiter Djinn battles, but is also the LAST entry in Battle Encounters.

016A is 362, but may be 361 in Atrius's editor because he forgets the first "nothing" entry.....

^ So yes, the tables look fine... I thinking it is all up to the code... Whether it works or not depends on if anything needs messing with.
« Last Edit: April 23, 2017, 05:27:48 PM 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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