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Author Topic: Minor graphical issues and improvements  (Read 608 times)
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I need saves to test encounters in GS Reloaded!

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« on: April 25, 2017, 09:39:08 PM »

Hello guys

This is about the minor graphic issue i told earlier today in the chatbox.

As you can see in the first image there are text spillover issues in the character stat box (class line) cause the box isn't symmetrical around the arrow: the first class always fits but the arrow takes a character's space from the second one.

What i want to do: increase the width of the character's box by one character, and while i'm at it, reorganize the other box as well to make the whole thing look even better.

Also, by comparing the "1" and "3" pics you can notice that the djinn icon is not aligned to the box at its right like the psynergy menu one is (as well as the others from ALL other menus).

From a superficial first look I managed to tweak the djinn box (pic 2) but i couldn't find the values for the other box nor the ones for the djinn icon.

The function i studied starts at 0804868C (= Djinn menu), the values i edited to tweak the djinn box are at 080486F4, reduced the first 2 movs by 1 byte and increased the next 2 by one. The pics show my work on the italian version but the addresses here are about the ENG one.

So... does anybody want to investigate this thing with me? :P


* Cattura1.PNG (106.31 KB, 736x538 - viewed 37 times.)

* Cattura2.PNG (121.26 KB, 736x538 - viewed 28 times.)

* Cattura3.PNG (149.3 KB, 736x538 - viewed 30 times.)
« Last Edit: May 14, 2017, 08:16:38 PM by Caledor » Logged
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« Reply #1 on: April 25, 2017, 10:40:15 PM »

Well, for the djinn icon it looks like they moved it over a bit to fit the "[R]: Psynergy Gained" text line in the other window for the English translation, but with your planned changes it could probably be lined up with the other window and not be an issue now.

I can take a quick look soon, there's a pretty good chance that one or both of those things are handled in their own functions. 
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« Reply #2 on: April 26, 2017, 06:16:04 AM »

Quick update: I found the other box coords, width and height. They're at 08046518.

I also want to rearrange better the stats so i found the current stats (before the up or down arrow) x pos, starting at 08046654.

Now all that's left to find is the djinn menu icon position, the up down arrow x coord and the stat after the djinn change (after the arrow) x pos. Will look later today.

Edit: found the arrow coord and the new stat x pos too! All that's left is the djinn menu icon position!
Image attached. it's starting to look good!


* Cattura.PNG (82.53 KB, 496x378 - viewed 18 times.)
« Last Edit: April 26, 2017, 10:22:09 AM by Caledor » Logged
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« Reply #3 on: April 26, 2017, 10:17:41 AM »

@Djinn icon

02035E1C = Battle menu RAM
02035E20 = Should be where the icon's coords are... (etc.)

0804C19C = Y (8-bit)

0804C7BC = X (9-bit)

Well, the final values, anyway. (They are set to 0,0, and then x to 0x80(? Based on SDL-H) or 0x60 (Based on what I quickly looked at in Disassembler.)... or whatever (Only through brief viewing... so didn't figure out what was going on.) ... etc. before being assigned their final value, it seems....)
« Last Edit: April 26, 2017, 10:21:28 AM by Fox » Logged

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« Reply #4 on: April 26, 2017, 10:35:05 AM »

Thanks Fox!

I'll edit this post later to show the final result.

Edit: Pics attached! I can't quite decide between v1 and v2 so tell me which one you guys like more.


* old.PNG (71.64 KB, 496x378 - viewed 21 times.)

* v1.PNG (84.47 KB, 496x378 - viewed 23 times.)

* v2.PNG (71.63 KB, 496x378 - viewed 21 times.)
« Last Edit: April 26, 2017, 11:13:14 AM by Caledor » Logged
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« Reply #5 on: April 26, 2017, 11:22:55 AM »

Looking good! Good job...


@V1/V2: That may be a hard pick..... but I vote V2.


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« Reply #6 on: April 26, 2017, 02:51:27 PM »

I remember having a similar discussion with some of the others a few years ago about the character naming/pre-text crawl screens. I'm more inclined to vote for V1 but with the box height reduced so it's even with the stat window, because it looks weird having that tiny bit of open space being surrounded by boxes. The downside is the icon placement.

Now I'm wondering how it would look if you could fit six djinn entries per window instead of five.
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« Reply #7 on: April 26, 2017, 03:24:10 PM »

I'm more inclined to vote for V1 but with the box height reduced so it's even with the stat window

So basically v2's box moved up by one. I briefly considered that but then i thought it'd be the only menu that doesn't start at the bottom of the screen.

Quote
Now I'm wondering how it would look if you could fit six djinn entries per window instead of five.
We have to reduce the space between lines for that to happen, and i honestly have no clue. And I already think i kinda lucked out by finding almost everything so easily with this one lol :P
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« Reply #8 on: April 26, 2017, 04:23:40 PM »

Lol, makes sense. I'm actually really curious about the line spacing myself, so I'm taking a quick look right now because I'm stumped on the Intellect buff text bugs and want to take a break from that. Nothing yet but I somehow managed to let characters use djinn that they don't have!
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« Reply #9 on: April 26, 2017, 09:39:07 PM »

If you can make six spaces, I'd be interested in knowing if seven slots can be done simply because that's how many each PC has in GS1. So yes, if it is doable, I see a possible patch in your near future?
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« Reply #10 on: April 26, 2017, 09:44:27 PM »

Well, this is what I have so far:


Torch for reference.



I still need to figure out exactly where line spacing happens of course. Based on what I have done so far 7 should be doable at the very least, although I can't say for sure if it will look good or not.

Edit: Actually, I might even be able to fit 10 in here...
« Last Edit: April 26, 2017, 09:46:39 PM by Lord Squirtle » Logged

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I need saves to test encounters in GS Reloaded!

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« Reply #11 on: April 27, 2017, 04:17:20 PM »

I was thinking... since I'm already at it I might as well fix the item box as well.

The in battle box for the item menu is smaller than the one shown in the field menu and places a constraint on name length for items.

I've already found all the values i need but one: the coords, width and height for the box that contains the item you're trying to use. See image attached for reference.

Do you guys know where those values are?


* Golden Sun_01.png (17.65 KB, 240x160 - viewed 16 times.)
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« Reply #12 on: April 27, 2017, 05:09:25 PM »

The panel call at 0804CA98?
createPanel(x=9,y=17,width=16,height=3,flags=0x6)

(P.S. Found it quickly by using SDL-H, and setting a breakpoint on the 08039260 function...)
« Last Edit: April 27, 2017, 05:12:30 PM by Fox » Logged

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« Reply #13 on: April 27, 2017, 06:11:39 PM »

Thanks again Fox!

PS. You know... I really don't like using SDL-H... I don't have the saves there and i always feel like it takes me forever to find something. Still, you gave me a very nice tip that i immediately used to find the psynergy menu version of the box i asked you.

I realized that i can do the same in standard VBA since i've been using a trick to replicate a breakpoint for as long as i can remember. Don't know why it didn't occur to me before :P
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« Reply #14 on: April 27, 2017, 06:38:17 PM »

If I recall, I think .sav files work fine.... but there can be incompatibilities with savestates....(If saving from normal VBA and loading through SDL-H.)

You could also try using no$gba debugger as another alternative. (Which is probably easier to use.) In scenarios where it doesn't work, it can be worth making sure you have the bios files. There's a wonderful paradise where those are at. *hint*hint* if you ever need them.

Trick? Let me guessing? Something with having an unconditional branch point to itself? I don't do that myself, but sounds like a neat idea!
Sometimes just looking in the stack for pointers is enough....
« Last Edit: April 27, 2017, 06:49:31 PM by Fox » Logged

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Refer to Yoshi's Lighthouse for any M&L hacking needs...

Just because my name is tea doesn't mean I want to be teased.  ... If anyone does it - Consider it an open-invitation to be teased yourself? :P
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Today at 06:49:14 PM
Lord Squirtle: I guess I'll make a topic for the GBA concept room in Dark Dawn soon.
Today at 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)
Today at 07:46:43 AM
Luna_blade: I can see how XML/JSON are a thing these days.
Yesterday at 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.)
Yesterday at 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.)
Yesterday at 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.)
Yesterday at 04:17:59 PM
Fox: XML/JSON are simple = They are just a way to store data outside the application... ... The complexity is comparable to learning about data trees, I'd say... XML = Looks like HTML  ; JSON = Think Lists and Dictionaries, and nested ones.
Yesterday at 03:51:19 PM
Luna_blade: @the whole static thing: I recently came across the problem that if you use design patterns, objects of the same class might get duplicate info. Sometimes this is very little information, so it seems better to use something class-wide than making a file
Yesterday at 03:47:41 PM
Luna_blade: another thought I had is that I already made some code better...
Yesterday at 03:45:59 PM
Luna_blade: Sure I will open-source it on github once I rewrite it to be more maintainainable. Now that I think about it, I should put some other stuff there as well
Yesterday at 03:44:54 PM
Luna_blade: Yeah I made some code and screens for it in Java. The last thing I was busy working on was the grid for the values and the selection shape.
Yesterday at 03:41:22 PM
Luna_blade: I will learn a bit of JSON and XML soon. I guess those are pretty good replacements for what I meant with static
Yesterday at 03:40:42 PM
Luna_blade: It's an okay article. I prefer reading the java implementations on tutorialpoint
Yesterday at 12:07:19 PM
Fox: article*
Yesterday at 12:07:06 PM
Fox: Oh yes, there's a whole artice on design patterns at wikipedia? https://en.wikipedia.org/wiki/Software_design_pattern
Yesterday at 07:20:37 AM
Fox: Oh yes.... Just checked.... Program.cs has "Application.Run(new Form1());" ... AND.... Program.cs is a STATIC class, so my hunch is confirmed. (In a way.)
Yesterday at 07:12:43 AM
Fox: So... I'm assuming that it is like a tree, and your top level file should be the static class, with all the other object classes linked from it? (Like a tree?) - Wonder how the Dessigner treats Forms. (How are Form objects linked to a static class, if at all?)
Yesterday at 07:00:51 AM
Fox: (Since I can have incredibly bad wording sometimes :P)
Yesterday at 06:59:50 AM
Fox: (Well, started "?" was more implying whether you made any public releases yet....
Yesterday at 06:59:02 AM
Fox: Wait? You started a Hed Editor? Curious if you were going to open-source it....

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