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Author Topic: Minor graphical issues and improvements  (Read 908 times)
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I need saves to test encounters in GS Reloaded!

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« Reply #15 on: April 27, 2017, 07:32:24 PM »

Trick? Let me guessing? Something with having an unconditional branch point to itself?

Yep lol. Write DEFE in the memory viewer and you have a breakpoint. The rest is probably the same as you did, one look at the link registry and i found the panel call.

I always used this trick when i needed to test the functions i changed.
« Last Edit: April 27, 2017, 08:39:03 PM by Caledor » Logged
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« Reply #16 on: April 27, 2017, 08:33:48 PM »

Okay. Cool. And yeah, I check what is in r14/lr.

Problem though.... Even when you do use that method.... you don't always see the results you want. (Sometimes you do, and then you don't..... it's like the register values can still change... )

It seems to be correct when on mode 0x1F, but I sometimes see mode 0x1B ... (I assume each of the major modes have their own pc/program counter address... (As well as other registers / kinda been knowing something like that-ish, but wasn't really sure how that all worked out.... outside of what I saw as the boot code stuff.)... and that's why.
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« Reply #17 on: April 27, 2017, 08:38:50 PM »

Okay. Cool. And yeah, I check what is in r14/lr.

Problem though.... Even when you do use that method.... you don't always see the results you want. (Sometimes you do, and then you don't..... it's like the register values can still change... )

Don't know much about modes but i know that when i break that way and go to the disassembler, sometimes the instructions are in the 03xxxxxx range and sometimes in the 00/08xxxxxx range (might actually be this lol) If by pressing next i see the 03 range i click the emulator and try again. if i'm in the 00/08 range i hit next till i return to the breakpoint: this way i'm positive that the registries contains the values i'm looking for.

BTW, everything's done for English TLA: Djinn menu, Item menu and selected item panels are larger; moreover, all selected command/item/psy/summon panels are now centered (as much as possible). I'll release a separate patch for this soon.
« Last Edit: April 27, 2017, 08:46:36 PM by Caledor » Logged
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« Reply #18 on: April 27, 2017, 08:50:47 PM »

Just looked again... Oh wait... mode 0x1F does the 03 section too... probably Interrupts (whatever that is?), but I will have to check to make sure.
(I think Mode 0x1B was in the BIOS section? - But then, that is just from quick testing, so....)

And awesome! Sounds like a plan.
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« Reply #19 on: April 27, 2017, 09:45:04 PM »

Patch for TLA is up!
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« Reply #20 on: April 29, 2017, 10:00:13 AM »

Spotted another menu discrepancy between GS and TLA.

Does anybody know how the light blue effect behind the selected item's name is generated? Is there a function call for it?


* Golden Sun_03.png (6.39 KB, 240x160 - viewed 20 times.)

* Golden Sun - L'Era Perduta_04.png (7 KB, 240x160 - viewed 23 times.)
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« Reply #21 on: April 29, 2017, 12:03:43 PM »

081000A8 = Width of light blue effect

08100024 = Width of the darker blue effect (when clearing the light blue box.)
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« Reply #22 on: April 29, 2017, 02:03:20 PM »

Done!

It took me a few minutes to figure out that every line had its own parameters (+ the code used branches to avoid some redundancy) but I did it. Thanks again Fox!
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« Reply #23 on: May 14, 2017, 08:22:11 PM »

I changed the title to make this one a multi-purpose thread where one can report minor graphical issues and or suggest improvements (that maybe someone will fix/implement):

I'll start with a bug I spotted in the english version of TLA:

The text "(A) Item (L)(R) Switch character" in the status menu, psynergy section, appears briefly and vanishes as soon as the rest of the data appears.

And an improvement that i'm implementing right now in Reloaded:

Show how much criticals are increased in the item info panel (rather than the generic "increased criticals" line).

EDIT: The "show criticals bonus value" has been implemented in reloaded. Anyone can do the same by changing
in TBS: 080A4A80 to 4A94 (little endian)
in TLA: 080FBA18 to BA2C (little endian)


* GSTLA Reloaded_01.png (4.95 KB, 240x160 - viewed 18 times.)

* GSTLA Reloaded_02.png (5.25 KB, 240x160 - viewed 18 times.)
« Last Edit: May 14, 2017, 10:22:40 PM by Caledor » Logged
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« Reply #24 on: May 16, 2017, 08:59:50 PM »

Oh good, you figured out the critical/unleash increase stuff! I was going to tell you about the Intellect patch when I originally saw your post but I haven't been able to sign on lately (because I fixed it in there too but couldn't remember exactly how I did that); would you consider a change that adds the counterattack rate modifier a general aesthetic fix?


Right now, I can think of a few other oddities in GS2:
- Certain utility effects aren't aligned perfectly, so they will be off-centre (Magnet and Arrow for example, but also some others);
- Certain battle animations aren't positioned correctly, like Volcano;
- The battle menu (debug portion at least) has issues with displaying enemy or other sprites that are small or double width;
- Clipping issues with the player avatar on the world map (mainly involving trees, which has a simple explanation) and certain tiles in various maps;
- And a couple other things that aren't coming to mind right now.

This is also a personal opinion thing, but I feel like battle animation palettes lean towards red and purple more often than other colours. This is even represented in the large number of elemental palettes, and especially red and purple palettes compared to colours like green or pink. The animation overhaul allows people to customize several of the 101 animations with ease but aside from that current options are limited.
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« Reply #25 on: May 16, 2017, 11:56:38 PM »

The counterstrike rate bonus has amazing potential... i was thinking of making a bonus to ailment infliction rate out of it. Too bad the value of the bonus isn't stored anywhere in the PC data.

To answer your question about it... as things are now i wouldn't consider a fix. Actually i'd be against it, cause the counterstrike rate line in the info panel would be misleading info.
« Last Edit: May 17, 2017, 12:06:10 AM by Caledor » Logged
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« Reply #26 on: May 17, 2017, 12:32:10 AM »

Do y'all know of a way to boost critical rate separately from unleash rate?
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« Reply #27 on: May 17, 2017, 01:37:59 AM »

Counterstrike rate: That's true. I'm planning to turn it into an actual effect in the AI overhaul and the Intellect patch even adds it to the effect listing and makes it partially functional, but so far it isn't a finished one. All it does is write a bonus total to the same place that the Reflux buff is written, but I have plans!

Spoiler for Plans:
My plan for that is to change the Reflux/counterstrike buff RAM value and double it with an equipment bonus, with a related change to enemy data to add a counterattack rate that people can customize. The bonus will go up to 100 for player characters and 255 for enemies; 100 = 100% counterattack rate, but higher values will correspond to different buff values which can either be enabled through ability effects or on a case by case basis for specific enemies to differentiate between things like Reflux or other effects.

This will be available as a standalone patch as well as part of the AI overhaul, and with it a functional Reflect buff of some sort.

Ailment infliction rate bonus: Funny thing, but I made an ailment resistance bonus as part of the Intellect patch; the downside is that you can't use it through the editor but it's probably for the best given my plans. :p

It has been a while since I released that patch, so I can't really say much about the coding particulars but I would take a look at the bonus in the Intellect patch because it's very close to what you were thinking of doing for infliction rate stuff.


Critical rate: Wasn't it always an unleash rate bonus or am I just mistaken? I was under the assumption that the "critical" part was a bit of a misnomer for it and that a critical rate bonus doesn't actually exist. If that's the case then I'll likely include a critical rate bonus of some kind in the AI overhaul!
« Last Edit: May 17, 2017, 01:46:04 AM by Lord Squirtle » Logged

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« Reply #28 on: May 17, 2017, 01:52:03 AM »

Quote
Critical rate: Wasn't it always an unleash rate bonus or am I just mistaken? I was under the assumption that the "critical" part was a bit of a misnomer for it and that a critical rate bonus doesn't actually exist. If that's the case then I'll likely include a critical rate bonus of some kind in the AI overhaul!
If I recall... I'm pretty sure it exists... one is calculated with the unleash rate, and the other is not... but I may need to look this up again.

(I think it was at a different multiplier too... based on which. ... E.g. like either doubled or halved or something... but I can't remember at the moment.... so looking it up. http://forum.goldensunhacking.net/index.php?topic=2448.0)
I really need to get back to that, and document which of those were priority. (Unleash, Crit, Miss)
« Last Edit: May 17, 2017, 02:17:58 AM by Fox » Logged

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« Reply #29 on: May 17, 2017, 02:41:33 AM »

I recall unleashes having priority over everything else but I can't remember of criticals or misses came next, unless I'm mistaken.

Rate: Double or halved? I'm very interested in how that works!



Something else that has always bugged me are field object and character shadows, especially for inanimate objects. A distant goal of mine is to make them translucent and to remove inanimate object shadows, although I need to plan this one out more.

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June 20, 2017, 10:52:48 AM
Fox: It feels like the safest bet is to do Atrius's repointering system, and have something that organizes the tables done a bit separate... er... Well, it's something to think about.
June 20, 2017, 08:53:41 AM
Fox: HOWEVER... I can see other problems that might cause..... (Even with just the pointer in the MFT)  Meh. It's like you actually need a program to apply patches to do it appropriately.
June 20, 2017, 08:46:38 AM
Fox: ... So... What am I thinking? You ask? That the patches the point data after MFT, should have had pointers in the MFT themselves.... In that case, I can see a possibility of everything working smoothly even if space is needed to the very end of the ROM.
June 20, 2017, 08:37:22 AM
Fox: It's basically that everthink from the point of  editing, to the closest free space to the last entry's address would get repointed forward/backwards depending on space needed... and if space is mapped after patches are added, then that could mean the patches are also repointed. (:o)
June 20, 2017, 08:29:03 AM
Fox: Well, I mean if I map the space out the same way Atrius did it.
June 20, 2017, 08:26:41 AM
Fox: I have a hunch... when I add Map Palette editing the way I'm thinking about... it will cause all patches that repoint to after the MFT to break.... Especially if Atrius's editor wasn't used beforehand. Etc.
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