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Author Topic: Suggestion for the Editor  (Read 67399 times)
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Fox
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« Reply #210 on: April 13, 2015, 03:40:22 PM »

^Looking good.

Quote
Can anyone else thing of other minor suggestions that could improve the editor? Mostly in the same vein as these ones of course.
Code Patches change:
Although, I could argue that the Code Patches section should in fact have their features in the sub-editors that they belong... when possible. ? (That way, it is even more obvious to newbies that there is a toggle for something.)
Not sure, though...?

PC name limit = Party Editor
Class Separation patch = Class Editor
RNG fix = (Dunno?) (But maybe Code Patches could be renamed "Extras")

Forgery:
There's a table with the forge items and chance values... Could be added in the Items/Shops section.
« Last Edit: April 13, 2015, 03:43:24 PM by Fox » Logged

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« Reply #211 on: April 13, 2015, 03:52:57 PM »

Awesome, and a forge list would be a terrific addition. While we're on the subject of entirely new things...

PC Elemental Table, as a new tab in the party editor
Elemental Table, as a new tab in the enemy editor
Enemy IDs corrected to true values (base 8, since 0-7 are PC stuff)
Text boxes for enemy screams/sound effects, attack/jump heights, etc.
"NPC Class Specs" tab in enemy editor section, which is basically like a secondary enemy editor but for the first eight slots


Not sure how I feel about the code patches changes, but it could look nice if arranged well.


... Man, I wish the game maker stuff still worked on my laptop. Don't even know if I have it anymore.

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« Reply #212 on: April 13, 2015, 04:06:43 PM »

-Encounters/Battle Collections
-Price/formula editing for Sanctum/Inn stuff.
-

Quote
Not sure how I feel about the code patches changes, but it could look nice if arranged well.
Well, part of the suggestion was just in case it gets cluttered by all the "Expand list to this much" values, etc. - I feel like those should be mostly automated, though. Depending on if you click " - Add Item - " at the end of the list or not... Etc. (Or maybe right-clickable... in the case of a text box and the list size is greater than any index number you have used. Or something like that.. er.. Haven't thought about this much.)

Quote
... Man, I wish the game maker stuff still worked on my laptop. Don't even know if I have it anymore.
:( I wish I could suggest something... Makes me think we still need to recode the editor in another language. (I have not tried doing it verbatim yet...  but you are welcome to.)
« Last Edit: April 13, 2015, 04:13:25 PM by Fox » Logged

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« Reply #213 on: April 13, 2015, 05:59:53 PM »

Is there any point in the GBA editor now? OpenGoldenSun engine will render the editor obsolete as it will not be held down by the GBAs limitations providing he doesn't give up on it and doesn't release the code.
« Last Edit: April 13, 2015, 06:01:29 PM by MaxiPower » Logged
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« Reply #214 on: April 13, 2015, 06:48:16 PM »

Eh... I'm not really big on fan games so much as seeing what I can do by directly changing an existing game's code. This is pretty much why I would rather toy around with ROMs directly than use fan engines, as I would just make a game from scratch if I wanted to make a new one altogether; the editor is a great little tool for helping me do this, and is pretty much the only reason I even came back to this hacking forum. The OpenGS thing is definitely pretty cool though, just not into it myself beyond getting ideas for what I could add via assembly.

So for the most part, the editor is great for my little hobby. It'll also help with Disco Sun, which will more or less be a culmination of a lot of the things I want to play with or have played with before.
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« Reply #215 on: April 13, 2015, 07:54:52 PM »

Quote
Is there any point in the GBA editor now? OpenGoldenSun engine will render the editor obsolete as it will not be held down by the GBAs limitations providing he doesn't give up on it and doesn't release the code.
I umm... sort of disagree about the Obsolete part. Because the GBA editor can educate people about what's possible in the original games. / And can help people who are hard-core/pure to the original to hack those games.

Even when OpenGS is done, I will still be interested in documenting the rest of Golden Sun. - From there, can't say what editor work I'd have a chance in doing. Although it is an interesting project, I feel it's too time consuming/valueless for it to be worth-while outside of experimentation hacks, and some data viewing/dumping.

@Salanewt: If the makers of Golden Sun ever mysteriously released their source code, would you ever choose to do your editing in that, instead of through the compiled code? (Sure the compiled code is interesting to learn about at first, until you get bored, and then productivity decreases.) - I'm going to take a guess and say maybe not, but I just want to be sure.
« Last Edit: April 13, 2015, 08:13:20 PM by Fox » Logged

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« Reply #216 on: April 13, 2015, 09:13:03 PM »

Obsolete is kinda the wrong word, Its just that there has been so little progress in the editor and then OpenGS comes along from outa nowhere and continually posts updates that surpass what I ever expected possible from a "Fan Game" to the point were it seems indistinguishable from the real thing. I'm all for the official Editor but lets face it, as it stands now, it will never be completed.  Lord Squrtle is Sala? lol I hate when people change their names, I thought you left ages ago lol!
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« Reply #217 on: April 13, 2015, 09:33:02 PM »

Yeah, I definitely see what you mean there. The editor hasn't been updated much, though we have actually done a lot of research and documented huge portions of GS2. Probably enough to make a mostly full hack by hand/hex editor, give or take a few things largely related to certain compression formats.

Also, hi! I am indeed Salanewt, but I may change my name again at some point. Either that or I'll do some Sonic '06 joke for a bit and then go back.

Fox: Hm... I'd be open to looking at it for comparisons, but probably not editing it.


And. To keep this on topic. It may take too much work to be worthwhile, but I like the idea of being able to create a "change dump" that temporarily gets uploaded to a certain page for a few hours or so that other people can download. Kind of like automatic patch uploads. Haven't put much more thought into that idea though.
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« Reply #218 on: April 13, 2015, 09:47:02 PM »

Quote
Lord Squrtle is Sala? lol I hate when people change their names, I thought you left ages ago lol!
Oops! Looks like I spoiled it. :/ Heheh...

Quote
Also, hi! I am indeed Salanewt, but I may change my name again at some point. Either that or I'll do some Sonic '06 joke for a bit and then go back.
I might change my name again as well. When I decide to what, and when I want to do it.

Quote
Fox: Hm... I'd be open to looking at it for comparisons, but probably not editing it.
So it is as I thought. - If such source code was released in these days, and if it matched the compiled code quite neatly, chances are, that's when I'd stop documenting... Maybe, since like... all of it would be there, just without the address positions. - And if this had been released as open-source from the start andt had all the easy-editing capabilities, then I doubt an editor for GS by Atrius would have been made...?

"Change dump" = How exactly does that work? Do you mean just a temporary file for when you want to just hand the file to someone? (Kind of like what you would do when you have a bug in your ROM and need someone to look into it.)
« Last Edit: April 13, 2015, 09:52:07 PM by Fox » Logged

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« Reply #219 on: April 13, 2015, 10:47:24 PM »

I don't think it really matters if the compiled code is the same as long as the gameplay/feel of the end product is the same.  Though I do have a pretty strict definition for "feeling" the same, the vast majority of fan games will never get something as basic in the engine as the collisions while walking around right.

The Open Source Golden Sun project is closer to what the original plan for the editor was anyway, I'd be pretty happy to see it reach a point that makes the editor obsolete.
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« Reply #220 on: April 13, 2015, 11:06:24 PM »

I don't think it really matters if the compiled code is the same as long as the gameplay/feel of the end product is the same.  Though I do have a pretty strict definition for "feeling" the same, the vast majority of fan games will never get something as basic in the engine as the collisions while walking around right.

The Open Source Golden Sun project is closer to what the original plan for the editor was anyway, I'd be pretty happy to see it reach a point that makes the editor obsolete.

Agree with this 100%, From the first video of OpenGS, You could see he was trying to recreate it faithfully. I Got the same buzz of excitement as I did from when you first stepped onto the scene all those years ago. The movement looks spot on. that second delay just before Felix climbs the vine is true to the game, wee things like that he has captured perfectly. Its a pity you stopped your original idea but i'm thankful for the editor none the less. It was perfect in terms of presentation and ease of use, a blend of the two would be awesome.

https://www.youtube.com/watch?v=Y6gC4TfPou0 for the vine (5.23) :P

« Last Edit: April 13, 2015, 11:11:50 PM by MaxiPower » Logged
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« Reply #221 on: September 17, 2015, 11:00:07 PM »

how bout a maximized view of the editor?
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Fox
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« Reply #222 on: September 18, 2015, 12:46:30 AM »

Like the F4 key? (I believe it was...?) Or what I think you mean, which the C# editor would allow...
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« Reply #223 on: September 18, 2015, 05:34:14 PM »

No. As far as I'm concerned, F4 is just a zoomed view. What I'm referring to is something more on the lines of a way to remove the scroll bars so more can be seen at once. This most noticeable in map editing.
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Fox
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« Reply #224 on: September 18, 2015, 09:59:09 PM »

Quote
Or what I think you mean, which the C# editor would allow...
So I guess I was correct.

By the way, I think you could modify Atrius's source to make the "room" larger, and more stuff would be displayed, I think.... (But as far as changing the window size with-in the app itself, I dunno....)

http://i.imgur.com/EwJGFEL.png = This is what one map looks like in my C# editor when maximized... (Minus taskbar...) However, the scrollbar is still there.
« Last Edit: September 18, 2015, 10:00:58 PM by Fox » Logged

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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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