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Messages - Lenophis

1
General Discussion / Re: RHDN Currently Down
« on: March 18, 2017, 08:28:02 PM »
Nightcrawler can't have cable internet where he lives, much in the same way I can't. Cable providers don't consider it a worthwhile investment, and the government isn't stepping in to say "yeah, you need to do that." There is nothing he can do about it.

2
General Discussion / Re: RHDN Currently Down
« on: March 17, 2017, 12:58:03 PM »
The shutting down part was not his decision. The whole thing crashed and needs to rebuilt from scratch. Patience is all we can have right now

3
General Discussion / Re: RHDN Currently Down
« on: March 16, 2017, 08:17:33 PM »
From the man himself.


4
General Discussion / Re: RHDN Currently Down
« on: March 16, 2017, 06:56:04 PM »
If the site was shut down, as is claimed, there would be some kind of info being displayed saying as such. It not loading just means the site is down. Human error? Technical error? At the moment, nobody is sure.

5
General Discussion / Re: RHDN Currently Down
« on: March 16, 2017, 05:15:36 PM »
At the moment, nobody is really sure. Much of the mid-east (in the states) had been without power for about a week, which could be a factor. I don't recall where RHDN host resides, but any kind of natural disaster is going to have an impact.

6
General Discussion / Re: RHDN Currently Down
« on: March 16, 2017, 05:10:13 PM »
Yeah, I know. This happened last year, too, though I forget why the downtime happened. A few of us suspect it has to do with the blizzard that recently hit the northeast, at least to a certain degree. Other sites have been affected.

On a side note, there is a rogue twitter account, which isn't affiliated with RHDN in the slightest, stating that Nightcrawler shut the site down. Do not believe this. RHDN does not have any twitter account, official or unofficial.

Hopefully the downtime is resolved shortly.

7
I don't think the problem is necessarily them picking up an invisible barrel, but that its ID is 0 (supposedly). It's referencing an item that technically no longer exists, which is why all kinds of broken stuff happens. Wrong warp, sprite corruption, game corruption in Castle Crush, early exit in Slime Climb, etc. The Slime Climb one references an invisible beetle, to boot.

I think whatever is supposed to clear an entity's destruction just isn't happening fast enough, or it should be happening before the code that runs that allows a player to pick something up.

8
Game Modification Station / Re: New patch: Lens Cap Glitch fix
« on: February 28, 2017, 02:22:24 PM »
Actually, I seem to recall a bug with the camera in the Snowfield siege battle. But I think it had to do with the initiation of the siege, rather than battles triggering it.

In any event, nice job on fixing a relatively minor error. :childish:

9
Game Modification Station / Re: Kefka kamikaze
« on: February 28, 2017, 02:19:27 PM »
Basically, the question is, if your party is wiped out by the same move that beats Kefka, should that count as beating the game or not?
I don't think it should, and I don't think it's even ambiguous. If you die, it's game over. What happens afterwards is irrelevant, even if it includes saving the world. The ending kinda confirms this, since everyone that you recruited escapes the tower safely, and alive.

10
Game Modification Station / Re: New patch: Lens Cap Glitch fix
« on: February 28, 2017, 01:59:15 PM »
Wouldn't any battle initiated by NPC contact be subject to this bug?

11
Game Modification Station / Re: Kefka kamikaze
« on: February 28, 2017, 01:41:55 PM »
The problem is the game checks for monster AI first, before checking to see if the party is wiped out.

One is to add a condition to the "Kefka death" animation of his script that someone has to be alive in the party
If not done properly, Kefka will just instantly die then (without his fancy fadeout).

Quote
and the other is to make the animation void party annihilation.
I have another idea. Upon death, set his HP to full, and then check to see if the party is alive. If so, fancy death. That way, he doesn't insta-die, but then he'll still go through the animation if you win. Like this:
Code: [Select]
FC 12 00 00    ; If following monster is/are dead:
F5 00 00 0F    ; Monsters #1, #2, #3, #4 , if hidden/dead, brought in with their HP restored, suddently
FC 13 00 01    ; If 1 ally(ies) or more remain
FA 0D 01 00    ; Background gets darker, sounds like boss dying
F5 11 01 FF    ; Monsters #1, #2, #3, #4, #5, #6 are killed, disintegrates, background may corrupt, screen goes black (final Kefka's death)
FE             ; End If and reset targeting

12
Game Modification Station / Re: Remaining bugs in FF3us
« on: February 12, 2017, 11:21:51 AM »
That is exactly what the game is doing, or at least, that is what Novalia and I suspect what is going on. We were talking about that bug some years ago, though a fix was never realized.

13
MathOnNapkins, who knows a great deal about the inner workings of Link to the Past, has said he will get to responding shortly. How long that is, we'll never know.

14
Game Modification Station / Re: New patch: Blitz Screen tweak
« on: February 07, 2017, 12:54:35 PM »
Lenophis: he includes source code with all his patches.
:isuck:

While looking over his code and mine, I may have found a bug with Pandora's Box Blitz decoding. But I'll have to check on that.

In any event, I can't say I can spot the bug with his code.

15
Game Modification Station / Re: New patch: Blitz Screen tweak
« on: February 07, 2017, 11:52:30 AM »
I'm kind of curious what your code looks like to do this. Would you be willing to share?