Golden Sun Hacking Community
April 28, 2017, 12:05:58 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 160 times)
0 Members and 1 Guest are viewing this topic.
Drake baku
Aura Charge

Novice Member
*

Coins: 0
Offline Offline

Posts: 40

« 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: 5986

« 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: 40

« 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: 5986

« 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: 4500

« 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
(Your name), the Hacking Doctor
Mercury Clan

Prodigy
*

Coins: 17
Offline Offline

I am: You. (What's your name?)
Clan Position: Head Gallant
Posts: 2239

« 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...

Isaac Isaac Isaac Isaac Mwahahaha!!!
Garet Aah! Get away from me Issac!
Isaac Why do you spell my name wrong?
Garet They said to add 's' if it's plural.
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: 4500

« 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: 40

« 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
(Your name), the Hacking Doctor
Mercury Clan

Prodigy
*

Coins: 17
Offline Offline

I am: You. (What's your name?)
Clan Position: Head Gallant
Posts: 2239

« 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...

Isaac Isaac Isaac Isaac Mwahahaha!!!
Garet Aah! Get away from me Issac!
Isaac Why do you spell my name wrong?
Garet They said to add 's' if it's plural.
View Profile
Pages: [1]   Go Up
  Print  
 
Jump to:  

Cbox
Today at 03:06:05 AM
Rolina: Once I'm done with data collection, I'll post a summary of my findings, and will begin by proposing a set of modification categories and their associated values.  Problem is, it'll use my system, so I'll need those more familiar with the two casting systems (MPP and INT) to translate the intent of the modifers properly.
Today at 03:03:18 AM
Rolina: ---extra turn, it's good now because of my proper hard mode" nonsense method of fixing the lower difficulty curve of the games.  I think the first thing to look at is the Size and Type of enemies.  A small plantoid should have substancially different than a medium goblinoid, imo.  Especially when you start factoring in other modifiers, such as body shape, the role in combat, monster tier level, and even manual tweaking.  Sometimes, a turtle just needs that extra 10% defense to really make sense.
Today at 02:59:39 AM
Rolina: Yeah.  I was getting data so I can use the trendlines as a basis for an enemy creator using my system.  As it turns out, it may turn into a tool for the GSHC before then just to get some consistant statistical variatino added in.  Between that and your AI project, we could probably do a lot to help with widening the scope of enemies in the game.  Could lead to a proper increase in difficulty that has nothing to do with something simple like "so guys I upped theier stats and gave them all an---
Today at 01:53:24 AM
Lord Squirtle: The "lack of enemy variation" part specifically.
Today at 01:49:27 AM
Lord Squirtle: Lol, that's starting to sound like one of the reasons why I'm planning an AI overhaul.
Today at 12:32:55 AM
Rolina: I thing it goes a long way to explaiing why battles are on the easier side - just a pure lack of enemy variation.  When the big bad dragon shares the same statistical layout as a freaking grub with a stick... well, I figure something should be done about that.  Luckily, we're here to correct such lazy design.
Today at 12:30:41 AM
Rolina: And PP is even worse.  It looks like it's completely divorced from level for most monsters, with them gaining PP based on what and how many spells they have on their movset, usually around 20 for most non-damaging spells.
Today at 12:29:30 AM
Rolina: Been doing some data collectino with enemy stats.  Less than a fifth of the way through so far, and.... well, from the trends I've been noticing, the results look kinda... depressing.  Most monsters seem to follow the same statistical trends, regardless of what type of creature it is.  Could be a bird, a beast, or a freaking turtle - the ratio of Health, Attack, Defense, and Agility appears to be following the same ratios.
Yesterday at 11:36:37 PM
Fox: Sounds like you got what I got way back?  Guess that means the error's still there.
Yesterday at 09:43:50 PM
Caledor: Menu Box patchs for TLA is up. sadly i got an error after uploading so i tried again without checking and now there are 2 patches. If someone could delete the second one i'd appreciate it.
Yesterday 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.)
Yesterday 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.?
Yesterday 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.)
April 26, 2017, 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.
April 26, 2017, 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.
April 26, 2017, 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.
April 26, 2017, 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....
April 26, 2017, 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.
April 26, 2017, 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.
April 26, 2017, 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.)

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 0.086 seconds with 23 queries.