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Messages - Lenophis

Slick News / Re: We're back!
« on: March 03, 2010, 10:39:40 PM »
Not everything went smoothly.

Now things are smooth. :happy:

General Discussion / USA vs Canada
« on: March 01, 2010, 04:08:14 AM »
Damn that was a great game. I was fully expecting Canada to win, but not like this. This is the "it's a shame somebody had to lose" type of game. :happy:

Slick News / Re: Downtime tomorrow
« on: February 27, 2010, 12:20:41 AM »
Uh oh, Very Bad Things™ tend to happen when "upgrade" is mentioned. :tongue: All hands, brace for impact! :happy:

Game Modification Station / Re: Giving Someone Else Interceptor Status
« on: February 23, 2010, 03:22:50 AM »
You'll have to do what the rest of us did, look at the Event dump (found here) and search, search, search. :sleep: If you look for "Dog block" then you should find what you want fairly quickly.

Game Modification Station / Re: Gogo and Umaro
« on: February 23, 2010, 01:34:36 AM »
This requires assembly. Luckily, Master ZED did half the work for you already, cause he made a Controllable Umaro patch.

As for Gogo, check C3/2254 and C3/63A7. I don't know if more needs to be done (like in battle).

Game Modification Station / Re: Giving Someone Else Interceptor Status
« on: February 23, 2010, 01:16:30 AM »
Manipulate the use of Rippler?

For a real answer, I'd say go through the events, remove the 6 or so instances where Interceptor is added to Shadow, then make an event to give someone Interceptor status.

It is that easy, just tedious, cause you'd need to find every instance of adding Inteceptor.

Game Modification Station / Re: FF6 Improvement Project
« on: February 22, 2010, 09:08:17 PM »
If the pointers were wrongly calculated, a lot can happen, including crashes.

Game Modification Station / Re: FF6 Improvement Project
« on: February 22, 2010, 12:29:02 AM »
So I've gone back through the changes that I've made, and as far as I can tell my changes aren't causing any inconsistencies. They're all done using FF3usME except where I have to directly manipulate hex (attack names, rare items), and unless I counted wrong, all the fields that are being changed are within space requirements (enemies, item names and descriptions, spells, etc).
Anything that is fixed-width (monster names, spells, item names) won't break no matter what you do to them. Each item name could 56 letters in length and the game won't care. It'll just grab 10, 7, or 13 letters (respectively) based on the math the game does.

If you keep backups, it would be a good idea to check those to see when it started freezing up on you.

Gaming Discussion / Re: Gaming Progress Thread
« on: February 20, 2010, 09:54:11 PM »
What, really? I'm the only one playing a game in the last month? :tongue:

Metroid Prime 2: Echoes (GC)
Started a new game on Hard mode. What the hell was I thinking? Well, I have 3 energy tanks, 15 missiles, both beams, and one ammo expansion. Got the boots, and I'm saved right before Amorbis.

Game over count: at least 10.


Continuing on, I just got the Super Missile launcher, I have 5 energy tanks, 30 missiles, and 100 ammo. I attempted to skip to the Boost Guardian a few times, but I can't seem to line myself up properly to get the unmorph view I need. :isuck: If I can't pull that off, I'll continue into lower Torvus where I need to get the Gravity Boost. Ugh,  not looking forward to these fights.


37%, 70 missiles, 8 energy tanks, 150 ammo, dark visor, seeker launcher, boost ball, grapple  beam, and gravity boost collected. Chykka sucks. :tongue: I'm now supposed to enter Sanctuary, yay.


38%, only difference from above is one more energy tank. I'm attempting to get the Screw Attack, and so far I'm halfway there. However, the problem now is either getting to a bomb slot way way up there, or I have to get really good and jump on a robot. :isuck:


54%, Echo Visor, 200 ammo, 100 missiles, 11 energy tanks, 3 power bombs, and all of the accessories. I killed the power bomb guardian, but didn't collect that power bomb (I'm going to test something; if you know the game then you should have an idea of what I have planned). The only sequence break I successfully pulled off was the power bombs. I got 2 in Sanctuary, and 1 in Dark Torvus.

Now I'm back to this:

Metroid Prime 2: Echoes (GC)

I hate Quadraxis. Hate hate hate hate hate hate hate hate hate hate hate hate hate hate hate hate hate hate hate hate hate HATE YOU! GRR!

I've put together a blooper reel of Quadraxis fights, but they are rather large and I cannot upload them quite yet, if ever.


I forgot to mention that I managed to get the game to crash yesterday. I was struggling with attempting to get the Screw Attack, and I figured "I'll get some easy missiles in the meantime." Those missiles are in a large vertical room, with some orb cannons. Instead of going back up, I opened up the next door to "Main Research" where you need the Echo Visor to gain access to a dark portal. I went into it, but not far enough so the door closes, then double backed when I saw I had no way to get out of Main Research. All of a sudden, the orb cannon is blocked off (like it should be), so I started shooting randomly and the screen just went black, then to the health and safety warning.

Anyway, I finally beat the g'fooker Quadraxis, but now it seems it was all for naught. I wanted to test the infamous Ing Cache in Dark Agon, but it turns out Very Bad Things™ happen. The Ing Cache does not show up, as expected (was hoping, but oh well) but now the Power Bomb dropped by the PBG has also disappeared. :wtf:

Anticipating something may go wrong, I copied my save file before fighting the PBG, but now that means I need to fight the g'fooker again. :sad:

General Discussion / Weird dreams
« on: February 20, 2010, 12:22:47 AM »
I'm posting this here only because I can and I want to. This last week I've been having the weirdest dreams. I'll mention this one cause it's the only one that won't bring the FCC down on me. :tongue:

I'm at a football game, forgot who was playing, but the game itself was more of a fundraiser. See, my sister, NFL referee Jeff Triplet, and MLB pitcher John Smoltz all had some uber-deadly virus that was rapidly expanding by the hour, and has a lethality rate of like 6 hours or something like that.

What's also weird is that Triplet was the head ref of the fundraiser game, while slowing dying from this virus. As the game went on, I was getting morale support from Meatwad, of Aqua Teen Hunger Force. Shortly before all three of them died, I woke up, wondering what the hell had just gone on.

That's just the tip of the iceberg, in terms of strange. I usually get the weirder ones every 6 months or so. :tongue:

Pandora's Box / Re: Suggestions
« on: February 19, 2010, 03:10:20 PM »
why 6 and not 4?  did PB already increase the slots by 2?
Yes. That was done at the same time of giving the thieves the ability to keep stealing items. Plus it seemed like a good idea already. :happy:

nifty.  will a thief ever try to hit depleted slots as long as full ones remain, or will they "know" which ones are empty?
They'll keep trying to hit the depleted slots. I thought about implementing a memory system, but that would make stealing way, way too easy.

The stealing formula was also redone, and it should be much more balanced than it was, originally.

Swapping the morph list with the steal list would probably be a simple and probably more effective idea.
So now you want the morph list to be 2 items only? Or am I missing something?

Pandora's Box / Re: Suggestions
« on: February 18, 2010, 03:53:31 PM »
1) i like the Steal/Capture idea of having an enemy go into a frenzy if you steal their prized item.  it'd be nice to have enemies actually be aware of what they're carrying for a change.  as it is now, they don't seem to know they have the items, let alone care when you pilfer them. :)  and do monsters dedicate a limb to holding this equipment, or is it accidentally adhered to them by tar or brambles or something?
Twine and glue. That's why Locke has a hard time stealing, glue is hard to remove. :tongue:

the difficulty i see here is: does the conventional Steal/Capture counter trigger on any attempted steal, and not just successful ones?
I believe it's only on a successful steal attempt. The Merchant and Soldier in Locke's scenario should be proof enough for that. They don't change into the Birthday Suits unless you successfully steal an item from them.

if so, you'd have to supplement it with a custom FC command where the enemy calls new code that reads its Stealable item slots.
Ooohhh, new FC commands. :whoa: I worry about the order, though. Example:
Random monster has a potion, phoenix down, Blizzard, and iron helmet for winning and stealing. Assume there's an FC command to read steal slot 3 every round, and now assume Locke just stole that Blizzard. The AI will continuously trigger about the Blizzard missing, effectively putting the monster into a "stupid loop." How can this be counter-acted?

2) also in the Steal area, i never quite understood why a foe's Stealable items and Winnable items could have no intersection whatsoever.  Square means to tell us that if you fail to steal that Iron Helmet from an enemy during battle, you'll never have a chance of winning it, but can net a Blizzard instead?  does the first item get flung into a faraway land as you deal the last strike on the monster?  or does the enemy undergo a chemical change upon expiration that causes its possessions to change?  i'm interested in any rationale people can come up with, since it doesn't make much sense to me.
Ooh! Ooh! I know! They dematerialize instantly when the monster dies, as is the case with the clothes of the soldiers. That makes perfect sense! :tongue:

a simple way to address this could be to merge the Stealable and Winnable items into a common 4 slots, which could both be accessed in either circumstance.  and instead of 7/8 and 1/8 probabilities, maybe 4/8, 3/8, 2/8, and 1/8?  or since 50% is a bit much for one item, and a hack might want to give foes an elusive item, use the Dance probabilites of 7/16, 6/16, 2/16, and 1/16?  (maybe tweaking the middle two to 5/16 and 3/16, depending on your goals.)
If we did that, the steal slots would increase to 6 overall. :eek: Combine that with our new stealing engine that allows the thieves to keep stealing until all slots are depleted... :cookie:

now, merging these two categories could limit the uniqueness of Steal, and arguably reduce challenge, as you get two "cracks" at a desired item.  so maybe i should just suspend my disbelief and pretend a fallen enemy can somehow make one item disappear, and another take its place.. :/
There is merit to what you say.

You would certainly have to handle the case of a failed steal anyways... although I'm trying to recall how Capture is handled with respect to hitting the target (the attack portion of the stealing, not the steal portion).
Though I'm not certain, I think the standard FC 05 (counter if self was attacked) will trigger.

I'd rather have some semblance of variation in monsters (different starting HP/MP, monster AI scripts, etc.), but I'd say it's better than having predictable useless items steals in this game.
And you shall.

Or do I have to go through and read all 17 pages of this topic? :P
Hahahahahahahahaahahahahahhahaahhaah! :cookie:

General Discussion / Re: Gamefaqs + eternal stupidity
« on: February 18, 2010, 02:04:21 AM »
or of most of the bugs being benign?
This. I wanted to point out how harmless quite a few of the crash bugs were, but that would only serve to instigate an argument I don't want to get into. :isuck:

General Discussion / Re: Gamefaqs + eternal stupidity
« on: February 17, 2010, 09:41:16 PM »
:bah: @ Meeple's post. This guy is really clueless...

Game Modification Station / Re: Some ideas I'm working with for my hack
« on: February 14, 2010, 02:57:27 PM »
So FF or 00 wouldn't be the same thing then, would it?
No. FF is the instruction SBC, which generally might not cause massive errors, depends on the situation. 00 is BRK, which forces an interrupt of sorts. This can be noticed immediately, because often times the game will freeze or end up back at the title screen, etc.