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Author Topic: GS: TLA Maheo's Path  (Read 545 times)
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« on: May 31, 2019, 05:35:19 PM »

Ok, guys, so I figured out how to finish my patch and I can finally present the official Beta Version!

Changelog:

Felix is now Maheo, a Mayan Indian with moapa's sprites. Revamped stats and classes.

-Isaac's party fully transformed into all proxian antagonists (Saturos = Isaac, Garet  Agatio, Ivan = Karst and Mia = Menardi)
I did a full revamp of the classes and stats. They are all Mars adepts all functional and stuff.

-Piers's sprites changed into Alex's sprites. He will still be Piers storywise, but he now looks like Alex, in battle and in overworld sprites, and I changed his classes and stats to match a mage like Alex.

-Changed Alex's sprites into another person, a woman. She will be still alex storywise though.


-Changed much of the text.



To do things:

-Change ending text.
-Draw some animation frames that are still missing for some characters.
-fix minor bugs.

It is playable however. Enjoy!

Special thanks to Caledor for I used his rom as base, and for everyone here who helped me finish my patch.

Edit: Fixed many bugs. Patch fully playable up to Mars Lighthouse last dialog. Many of Aaron's unleashes were glitched, and I fixed the class chart once again. Everyone should have normal classes with no NPC classes within any combination.  Also I can't seem to make Saturos use his proper mercury/jupiter classes and menardi same problem with her jupiter classes. Every other class should work fine, but you will get NPC if you try ot give Saturos mercury ir jupiter, or try to give jupiter to Menardi. Working on this but idk if I can figure it out for the life of me :/


* Golden Sun - The Lost Age Maheo's Path.ips (819.34 KB - downloaded 0 times.)
« Last Edit: Yesterday at 06:35:30 AM by Foreclosure » Logged
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« Reply #1 on: June 05, 2019, 01:18:03 AM »

Hey there, welcome!

Going to comment on the text editing thing first: It's very finicky, and it often glitches for basically no reason at all. Getting beyond that stage is often a matter of trial and error.

As for the stats thing, have you tried giving Isaac the same stats that Garet and Jenna have in vanilla? Venus 3 will probably cause issues because of the way these games do classes.

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« Reply #2 on: June 05, 2019, 03:00:02 AM »

Thanks for replying, Salanewt. I feel welcome indeed. :)

I have tried editing the stats like you said, but I still get the NPC glitch class, but maybe I wasn't clear enought about my doubts, so I'm going to explain again my issues:

What I want is to change Isaac into Saturos, and so change elemental level from Venus 5 to Mars 5. Then, I went to Squire class series and put the requirements for Mars instead of Venus (5 Mars for Squire, 7 for Knight, etc)

When I test, and put all Saturos djinn on standby, it switches back to NPC class instead of Squire class. Why is this happening?
I tried editing different stats (Mars 54, Venus 1 or Mars 51, Venus 3, etc) and all combinations get the same result.


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« Last Edit: June 05, 2019, 03:03:01 AM by Foreclosure » Logged
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« Reply #3 on: June 06, 2019, 04:20:07 PM »

Have you tried swapping the Mercury and Jupiter stats?

Without going into too much detail (because I'm not sure how to explain), the game uses these values to determine how characters get classes.


And it's great that you feel welcome! :)
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« Reply #4 on: June 08, 2019, 12:34:07 PM »

Quote
Then, I went to Squire class series and put the requirements for Mars instead of Venus (5 Mars for Squire, 7 for Knight, etc)
Did you also update the class type? (Mars isn't the same class type as Venus)

Class type is mostly just elemental priority... (Though, can include item classes that don't check for elemental priority.)
1=Venus
2=Mars
3-5=Venus&Mars but with secondary element
6-10 similar as above but with Jupiter/Mercury & secondary element.



Quote
Without going into too much detail (because I'm not sure how to explain), the game uses these values to determine how characters get classes.
When multiple elements have the same level, yes... but in this case, with three elements being a level 0, and one not... and we're only working with the base class-line (single element)... it's not really relevant right now. (To have a secondary element, its level must be above 0.  (If you have an element at "9" (0.9) (not "90"/(9.0)) in the party editor, but no Djinn of the same element, that is still level 0.)
He didn't say anything about class type, and to me, that makes the most sense right now for what the problem may be (If he deleted/changed the original Mars classline, which I suspect is the case?), but he'd need to show us what he has for it.


I may try this myself soon.   Not right now, though.  I'm feeling pretty confident, but I know it's always best to double check.   (I have studied the entire function for what assigns your class a long time ago... so I'm not expecting any problems.)
« Last Edit: June 08, 2019, 01:40:57 PM by Fox » Logged

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« Reply #5 on: June 08, 2019, 05:32:36 PM »

Edit: Thanks to the info Fox posted above plus some empyrical research, I could figure this out.
The first digit in class type corresponds to the adept in question, meaning 2 is Isaac, 3 is Garet and so on.

So the deal is this: Squire Class is type 20 because Isaac is adept 2 and 0 is pure venus class.
So, when I put type 22 to the classes, then it worked like a charm, because Isaac is 2 and Mars is 2.
If u want to put mia base class, say, to Mars, then change it to type 5 (digita correspondent to Mia) and 2 (Mars) and so on.

Idk if you guys could understand it. I will make a little more research and then maybe I will edit this. Thanks Fox!

Now I can finally finish my patch!
« Last Edit: June 09, 2019, 10:41:00 AM by Foreclosure » Logged
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« Reply #6 on: June 09, 2019, 10:38:34 AM »

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Yesterday at 01:49:41 PM
Salanewt: Two weird posts about hacking in a week.
Yesterday at 04:34:53 AM
Salanewt: Lol.
June 16, 2019, 06:54:57 AM
Fox: This place is depressingly too quiet.
June 03, 2019, 07:55:18 PM
Fox: I wonder if Atrius would be interested in how my map editor would be shaping up... even if it is a bit.... messy.  - As for Textcomp being compatible with more games.... maybe some day = I would like to do that...., but it isn't on my priority list right now, unfortunately. :(   
May 29, 2019, 10:55:32 PM
KyleRunner: Fox, could you, please, make your Textcomp compatible with more games (Mario Golf and Tennis)? 
May 27, 2019, 10:10:08 PM
Caledor: I released a patch that does just that. It's in the download section
May 26, 2019, 04:47:43 AM
ryancaesar12345: and how to change a elemtal color like steam normal violet change to blue?
May 25, 2019, 02:53:49 PM
ryancaesar12345: i saw in reloaded too many icon replace or changes and shade and flash decrease block damage 60 and 90 to 50 and 60 i think summon % hp damage decrease class separation change the treasure items the effects are change 
May 25, 2019, 02:22:15 PM
Fox: Another thing about the Separation Patch and why we need PC based class type charts = With Atrius's patch = If you set all eLevels to 0, ... then when you get djinn of just one type, and each PC becomes something... well... Jenna/Piers would have the same base classes as Felix/Sheba... ... but this is concept-wise to show that something may be given up.....
May 25, 2019, 02:12:36 PM
Fox: "overwritting it" I mean the data in the buffer... not the originally file you loaded. - That only ever gets overwriting via the Save/Save As buttons.)
May 25, 2019, 02:07:44 PM
Fox: That being said, any newer version made, won't necessarily be compatible to an older version of gsmagic. It all depends on what I do.
May 25, 2019, 02:04:52 PM
Fox: The way I have it now - there's a bit of a space limitation for world map editing... that if the data covers more than what it originally does, it will let you know... (Although, it may only tell you after already overwriting it.) - So I'll need to eventually do fixes for that. But as this is an experiment editor, I'm still willing to release partial completions at times... for sake of concept,
May 25, 2019, 01:59:36 PM
Fox: (The absolute latest version of my editor is WIP/has not been released.... and I was hoping to feature World Map tilemap editing.)
May 25, 2019, 01:55:00 PM
Fox: (Careful with some editors though.... as you'll need to understand GBA is little endian... so some hex editors might show the data as Big Endian.... basically little endian is reverse bytes. (so AA BB CC DD as 8-bit/bytes.... becomes DDCCBBAA as a 32-bit)
May 25, 2019, 01:51:30 PM
Fox: tla editor... bt rather... to google for a hex editor... such as HxD, Windhex, Hex Editor Neo, etc... and use that.... Or you could just do it in VBA's memory viewer for temporary edits. (You can still save the ROM section by saving a dump, and changing from .dmp to .gba, though... but that takes a bit to explain.)
May 25, 2019, 01:49:40 PM
Fox: I thought maybe I would need to clarify.  - gsmagic is my experiment editor.  It can be found on this forum. (e.g. http://forum.goldensunhacking.net/index.php?topic=2805.0 has it, but is not the latest version of my editor.) ; Those patches - applying them is for making them easier to edit via a hex editor.... Since originally it is done in assembly... a bit of a mess for editing.... , so those patches turn that data into table(s).... ; When I say "hex editor" = No, I don't mean to use the 
May 25, 2019, 01:27:51 PM
ryancaesar12345: i dont understand a thing simple success rate and simple summon  .ips files how to understand? by patch in original rom and view in gs tla editor?
May 25, 2019, 01:26:12 PM
ryancaesar12345: gsmagic? what is that and is that a editor where i can download that?
May 25, 2019, 01:03:43 PM
Fox: gsmagic only really supports GS2 (U) as well... While there is minor support for GS1 (Mainly to view maps), can't really say it counts yet.
May 25, 2019, 01:00:10 PM
Foxhttp://forum.goldensunhacking.net/index.php?action=downloads;sa=view;down=59 = And the Simple Summons thing... (Hex editor experience expected..) ... For all three of the hex editor experience stuff... I mean just basic knowledge should be enough to get by.

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