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Author Topic: Minor graphical issues and improvements  (Read 1961 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 162 times.)

* Cattura2.PNG (121.26 KB, 736x538 - viewed 143 times.)

* Cattura3.PNG (149.3 KB, 736x538 - viewed 135 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 63 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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I need saves to test encounters in GS Reloaded!

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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 62 times.)

* v1.PNG (84.47 KB, 496x378 - viewed 69 times.)

* v2.PNG (71.63 KB, 496x378 - viewed 69 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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« 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 51 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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Remember kids! Before you go on that interview, remember to wash your hands in teawater! *Coughs on hand* (Excuse me, I just coughed up a little teawater, so they're still clean!) You wouldn't want that hiring manager to be unimpressed.

May the force be with you!
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I need saves to test encounters in GS Reloaded!

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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

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...

Remember kids! Before you go on that interview, remember to wash your hands in teawater! *Coughs on hand* (Excuse me, I just coughed up a little teawater, so they're still clean!) You wouldn't want that hiring manager to be unimpressed.

May the force be with you!
Shoo! Why does it smell in here?
Maybe that's the wrong kind of force. *smirk*
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Cbox
Yesterday at 07:26:16 PM
Fox: (path) 1 text=(address) char=(address) free=(address) ; << Well, closer to this... but yeah... even if I do choose to have defaults in the code, I could still use this method for overrides.
Yesterday at 07:24:28 PM
Fox: So like (path) 0 text=(address) char=(address) len=(number) ; (path) 1 free=(address) ; Or something. But that's just a quick example.
Yesterday at 06:59:14 PM
Fox: Hopefully. I was wanting to make it so you could put in the addresses/etc. as one of the arguments in the path. Hm?
Yesterday at 03:37:07 PM
KyleRunner: Nice! I hope you'll add compatibility with others games (GS1, Mario Golf and Tennis) soon.
January 14, 2018, 11:40:09 PM
Fox: Okay. Posted (in Downloads section) an initial cutdown version for now, for my text compressor. Basically to separate the code from my Editor for anyone who wants to mess with it. It only supports GS2, because I still didn't add the addresses/etc. for the other games.
January 14, 2018, 05:01:00 PM
Fox: Okay! Going to need to think how I want it to work. Initial thoughts is maybe have a number of arguments in the filepath thing. And have a number of shortcuts (files) to be used as examples. Assuming there are no problems.
January 14, 2018, 10:38:24 AM
KyleRunner: Well... I'm used to editing text ina a text editor, so... yes! Thanks in advance!
January 13, 2018, 11:38:43 PM
Fox: (Text editor = Text Document like notepad.)
January 13, 2018, 11:38:21 PM
Fox: Would you prefer during the text editing in a text editor? (Like what gstoolkit lets you do?) I could probably make a separate tool or something to compress it.
January 13, 2018, 10:10:02 PM
KyleRunner: Ok. Once I finish my Lost Age translation, I'll try a Mario Golf one. Thanks. (But I'll need help).
January 13, 2018, 10:03:17 PM
Fox: If you want to make it "permanent" (part of a hack), then you'd edit code in the ROM that writes to this location of the IDs you'd want to change. (You can find these locations by using a breakpoint debugger like SDL-H or no$gba.)
January 13, 2018, 10:00:11 PM
Fox: Reload/switch = Recommended to be done through Debug mode/warp menu, ofcourse... since doors seem to appear as if they were disabled? ; 03001238:01 and B+Start to get to warp menu.
January 13, 2018, 09:55:39 PM
Fox: @Kyle Runner = It might be, but you'd have to use the correct addresses for Mario Golf, rather than for GS2 as I have it right now. ; @raijinken = Yes. 02000454 = ID of leader. (Change this and reload/switch room you are in, enjoy.)
January 13, 2018, 02:23:29 PM
raijinken: Hey guys, is it possible to somehow change the lead character on the map? Was wondering. I remember there was a cheat to use Jenna, but what if I wanted Isaac, or Piers?
January 13, 2018, 02:10:03 PM
KyleRunner: Hey, Fox *
January 13, 2018, 02:09:37 PM
KyleRunner: Hey, is your text editor compatible with Mario Golf (GBA)?
January 11, 2018, 08:33:13 PM
Fox: But if it isn't an oversight, I still can't imagine it being that useful.
January 11, 2018, 08:28:24 PM
Fox: part, ofcourse.
January 11, 2018, 08:28:15 PM
Fox: 0200274C = Hmm... Stuff happens here when you use Cyclone around bushes. (These cause tile replacements, and setting event 0 to those tiles.) - And I guess this kept here so it can be scanned after battle. (To re-update the map.) So here is my fun thought (assuming if it is even possible, or even convenient if so.) ... Are there any events from other maps that could be disabled do to using Cyclone on bushes + Retreat glitch? I'll need to do some testing to make sure this isn't an oversight on my
January 09, 2018, 08:09:26 PM
Fox: And the chance for a Djinni battle is 50%.

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