Golden Sun Hacking Community
May 28, 2017, 10:29:22 PM *
Welcome, Guest. Please login or register.
Did you miss your activation email?

Login with username, password and session length
News:
 
  Home   Forum   DC Wiki Help Search Calendar Downloads Login Register  
Pages: [1]   Go Down
  Print  
Author Topic: Change a djinn to fight it  (Read 338 times)
0 Members and 1 Guest are viewing this topic.
Drake baku
Aura Charge

Novice Member
*

Coins: 0
Offline Offline

Posts: 45

« 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....)
Logged
View Profile
Rolina
The Fulminous Witch
Jupiter Clan

Template maker turned lurker

Alchemist
*

Coins: 4
Offline Offline

Gender: Female
I am: wondering if we can get our clan position changed...
Clan Position: Grand Overlady of Jupiter
Posts: 5996

« 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.
Logged

View Profile WWW
Drake baku
Aura Charge

Novice Member
*

Coins: 0
Offline Offline

Posts: 45

« 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

Logged
View Profile
Rolina
The Fulminous Witch
Jupiter Clan

Template maker turned lurker

Alchemist
*

Coins: 4
Offline Offline

Gender: Female
I am: wondering if we can get our clan position changed...
Clan Position: Grand Overlady of Jupiter
Posts: 5996

« 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.
Logged

View Profile WWW
Lord Squirtle
His Sexiness
Mercury Clan

Oh yeah, baby!

Prodigy
*

Coins: 26
Offline Offline

I am: A part of the organization of Cool Cats, but more of a dog person in reality.
Emblems: Have a nice day.
Posts: 4521

« 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.
Logged

And the Wise One is a Mary Sue!

Hey there! I see you over there, looking at me... Wanna come over for a Milk Drink? ;)
Fusion is just a cheap tactic to make weak Adepts stronger.
Yoshi's Lighthouse is a hacking website in progress. Why not check it out if you like Yoshi or the Mario & Luigi games?
View Profile WWW
Fox
Fox McCloud, the Hacking Doctor
Mercury Clan

Prodigy
*

Coins: 17
Offline Offline

I am: certainly not a Gallant!
Clan Position: Head Gallant
Posts: 2266

« 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... :) )



*Tampers with my signature.*



---
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

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...
View Profile
Lord Squirtle
His Sexiness
Mercury Clan

Oh yeah, baby!

Prodigy
*

Coins: 26
Offline Offline

I am: A part of the organization of Cool Cats, but more of a dog person in reality.
Emblems: Have a nice day.
Posts: 4521

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

Oh, whoops!

Well, nice work with the research anyway and good luck to Drake.
Logged

And the Wise One is a Mary Sue!

Hey there! I see you over there, looking at me... Wanna come over for a Milk Drink? ;)
Fusion is just a cheap tactic to make weak Adepts stronger.
Yoshi's Lighthouse is a hacking website in progress. Why not check it out if you like Yoshi or the Mario & Luigi games?
View Profile WWW
Drake baku
Aura Charge

Novice Member
*

Coins: 0
Offline Offline

Posts: 45

« 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
Logged
View Profile
Fox
Fox McCloud, the Hacking Doctor
Mercury Clan

Prodigy
*

Coins: 17
Offline Offline

I am: certainly not a Gallant!
Clan Position: Head Gallant
Posts: 2266

« 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

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...
View Profile
Pages: [1]   Go Up
  Print  
 
Jump to:  

Cbox
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.)

Affiliates
Temple of Kraden Golden Sunrise
Powered by MySQL Powered by PHP Powered by SMF 1.1.21 | SMF © 2006-2009, Simple Machines Valid XHTML 1.0! Valid CSS!
Page created in 0.1 seconds with 23 queries.