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 Golden Sun TLA: Editor
Atrius
Posted: Oct 17 2008, 08:49 PM


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This deserves it's own topic, right?

[Download & Guide Link]

The first version is only capable of editing items & enemies, but also features Sprite & Text viewers. It requires an English ROM of Golden Sun: The Lost Age. (Note: As of version 0.2 there is some support for all language versions of Golden Sun, and The Lost Age)

There are screen shots of the program at the link above.


Talk about the program, what you make with it, or random, previously undiscovered things found with it. For example, a look at my screen shots of the Sprite & Text viewers show some interesting things.

This post has been edited by Atrius on Oct 23 2009, 08:01 PM
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Erik the Appreciator
Posted: Oct 18 2008, 01:03 AM


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I must say, that looks really awesome and allows one to see for themselves exactly how each enemy is. You got a great thing going there. O_O;

For palette swaps that don't actually appear in the game like "Crazy Gorilla" and "Fell Raptor", I'm guessing these are "official" palette swap enemies that are in the actual Lost Age game cart/Rom but were not used in the actual game, and that almost all of the enemies from the first Golden Sun are present in the second game's code but a lot of them were not put anywhere...

What I'm most hoping for is a feature somewhere down the line that allows you to at least see the effects of each individual ability and effect in the game (so that you can see just how much power Cruel Ruin has, for example). =)
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Atrius
Posted: Oct 18 2008, 03:20 AM


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It's amazing how much of the original Golden Sun's data is in The Lost Age that doesn't need to be. Heck, I've even found Golden Sun sprites in Mario Golf: Advance Tour which, although you're probably already aware, was also made by Camelot.


Be careful about some of the values from the program. For example Dullahan's HP regen. It's stored as 20, which everyone knows is 1/10 of what it should be. I checked it to be sure, even once he's been read into memory it's 20. At some point before he actually regenerates his HP during battle it gets multiplied by 10, but I can't figure out why. What makes it seem all the more odd is that Sentinel's HP regen is correctly stored as 200.


Ability effects will come later, hopefully. I've been working on a few other things, so I haven't really had the opportunity to study them yet, but I do already have an address for where at least part of their data is stored.
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Erik the Appreciator
Posted: Oct 18 2008, 03:28 AM


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Are you going to be distributing animated gifs of the unused monster sprites for everyone to look at? Revealing that really surprising, freakish-looking red Chinese lion enemy and that cyclops crustacean everywhere in addition to all the new named palette swaps would definitely cause some ripples in the community. happy.gif

And what's this about GS sprites in Mario Golf!? O_O;
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Atrius
Posted: Oct 18 2008, 04:02 AM


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I thought they looked odd, but it hadn't occurred to me that they were actually unused. I spend so much time working on the tools that I don't bother checking sometimes. Oh well, it's good that other people have a chance to find things I missed, good catch.

user posted image user posted image



Yes, Mario Golf has some Golden Sun NPC sprites in it. A couple Vendors, The balding man that you can make row the ship to Tolbi, the Old Man & Lady, Dog, Young Boy & Girl, as well as a couple others including the Mimic Treasure Chest.

Mario Tennis doesn't have so many, though it does have a couple too. No NPC's except the Mimic, and maybe some animals from TLA though.
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Grim
Posted: Oct 18 2008, 04:05 AM


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sad.gif I feel sad, for I cannot use it on my mac.
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Atrius
Posted: Oct 18 2008, 04:29 AM


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>_< Sorry Grim, yeah you need Windows to run the program.

QUOTE (Star Magician - Golden Sun Universe)
Unusually, data exists in the game code for what was apparently planned to be two palette-swapped versions of Star Magician. Neither of them are actually any visually different from the Star Magician, and their statistics and abilities have not been completed at all, leaving them with weak placeholder stats and skills. This is actually the same story with other unique bosses like Dullahan and Valukar, but what makes Star Magician's case unique is that each of these copy enemies have their own names, registered as Dark Wizard and Evil Shaman.


If you look at some of them closely, Dullahan in particular, it becomes apparent that these extra copies of them are sometimes used to overcome the 8 ability limit that enemies have in the game. Some other bosses use the same trick as well.
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Grim
Posted: Oct 18 2008, 05:14 AM


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Would it be possible to add Mac support in a future update?
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Saturos
Posted: Oct 18 2008, 01:13 PM


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Haha, I think that chinese-looking thing is a prototype Manticore. Goat hind legs, lion front, serpent tail... lolz.
Nice finds. ^__^ And zomg post the palette-swapped bosses plz. =O
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Atrius
Posted: Oct 18 2008, 03:13 PM


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Mac support is highly unlikely, sorry.


I'll try to get images of all the unused palette swapped enemies later, there aren't any bosses though just regular random encounters.
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Chrono Ivan
Posted: Oct 20 2008, 01:25 PM


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Man, why hasn't IPO come in here and demanded your babies yet Atrius?
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Saturos
Posted: Oct 20 2008, 02:14 PM


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He has, actually. >.> He was Templesurfing and was gushing to me over msn how awesome this was. I think he wants to recruit you for Project Iris, if he hasn't already, so heads up. >_>
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Atrius
Posted: Oct 20 2008, 02:24 PM


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Yeah, he's already contacted me actually.
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Grim
Posted: Oct 21 2008, 12:39 AM


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Hmm... guess I'm just gonna have to find a free Windows emulator, then.
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Atrius
Posted: Oct 21 2008, 02:04 AM


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I don't know if it'll work or not, but you can try Wine.
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ReidAlvein
Posted: Oct 21 2008, 02:20 AM


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Oh my... two robots working together? this is going to get good.
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DaftMonk
Posted: Oct 23 2008, 06:46 PM


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QUOTE (Grim @ Oct 17 2008, 09:05 PM)
sad.gif I feel sad, for I cannot use it on my mac.

I'm in the same boat dude. sad.gif
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Erik the Appreciator
Posted: Oct 23 2008, 09:21 PM


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I'm guessing that when a monster has an attack list coded as

Attack | Attack
Flash Punch | Flash Punch
Attack | Attack
Attack | Attack

it means that two times out of eight it will use Flash Punch and the other six times it will attack...
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Atrius
Posted: Oct 23 2008, 10:25 PM


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I think it's more complicated than that, and involves the second unknown value in the enemy editor somehow. I just need to take the time to look through the code that uses that value... I'll work on it some time during the weekend, and tell you what I find out.
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Erik the Appreciator
Posted: Oct 23 2008, 10:29 PM


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Right, it did seem that the first few attacks at the top of each list are more "common" sometimes... Maybe it has to do with how the RNG goes down the list in a cycle each time, and that player's attacks tend to affect the RNG in just the right way that it's like the cycle always lands back on the special attacks while skipping the normal attacks. Enemy actions are affected by the RNG, after all...
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