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Messages - Deathlike2

1951
General Discussion & Support / Re: FF3USHT Bug Fixing?
« on: August 09, 2008, 01:48:25 AM »
Fortunately for you, I posted the pics up on a separate thread (not to clog this one up as much)... see if you've fixed the rest.

http://slickproductions.org/forum/index.php?topic=708.0

1952
General Discussion & Support / FF3USHT Photo Oops Thread Revival
« on: August 09, 2008, 01:30:26 AM »
I just want to catalogue the photos I remembered taking for FF3USHT and I wanted to sepearate that from the main threadfor various sanity reasons.

Here we go... (I'll post what's not been fixed AFAIK)

KDogg needs surgery or something:


Missin' a body:


Slot actually has a command.. I think it was Rage...


Testing:


1.. 2.. 3..:


I suck at spelling too!


 :edit:

Imp defense?:


Does it matter?


Probably not (the 1 defense):


Go figure:


Again:


These monsters don't seem to have "teh powah":


 :edit:

I like this:


But, this doesn't make sense:


I think this was the tool that shouldn't be (Air Anchor probably):


Lucky you can be drunk, yet not take a sobriety test on the Internets:


That should be it.

1953
General Discussion & Support / Re: FF3USHT Bug Fixing?
« on: August 09, 2008, 01:18:24 AM »
Damn that 8-legged nuisance!  :bah:

I found the pictures I took...  :omg:

It will take me time to upload them all... but feast on these pics for kicks..

It doesn't sounds quite right...


Stealing shit, aw'right!


I honestly wonder if the blocked out name weirdness is intentional:


I'm with ya on this:


That obviously needs fixin':


Me fail English? Unpossible!

1954
General Discussion & Support / Re: FF3USHT Bug Fixing?
« on: August 09, 2008, 12:40:04 AM »
Alrighty, the movies are back on!

You know.. I actually liked the Mimic command on the M-Tek armor... all there needs to be added is the mythical Summon command...  :wink:

 :edit: New quick movie - http://rapidshare.com/files/135974675/FF3Hack3.7z.html

1955
General Discussion & Support / Re: FF3USHT Bug Fixing?
« on: August 09, 2008, 12:27:12 AM »
I kinda liked it when Cid used "Shucks" in the airship chase...

Then there's Relm's Awwwwwww (I think she said that when Strago said No to going up the mountain... or whatever that scenario was).

1956
Never tried this before either. So when he stays out attacking, despite being visible, he's in hide status?

Yes. I get the feeling you can do it under the original game as well, but I have no way of exposing this.. someone should go try see what happens here, but I suspect the result could simply be the same.

1957
General Discussion & Support / Re: FF3USHT Bug Fixing?
« on: August 09, 2008, 12:21:07 AM »
Nuts!

The above needs a picture to go with that... (or try Rats!)  :wink:

1958
Gaming Discussion / Re: gfaqs is kinda useful sometimes...
« on: August 09, 2008, 12:04:52 AM »
Show me the movie/link or I don't give a damn.

1959
oddly enough, i just read this over at gfaqs, and said to myself, "you know, deathlike ought to post this over at slick."

I get no credit for finding it since that's not new AFAIK. I have a good idea of what is happening though...

Quote
i've never tried this glitch out before. (mainly bercause i barely use edward) in ff4a, when you trigger it, does the second alive character that you need to have ever get a turn, or does edward just attack/hide/attack/hide/attack over and over again with 0 break? or does he just go when his turn is up on the atb?

Whatever characters are alive have to still be standing... the thing with hide is that the targeting property of the any targeted attack or spell are modified (same effect as Jump when Kain's in the air).. so nothing can actually do a thing to Edward (friend nor foe). The order of Berserk and/or Tornado (well, this spell doesn't have to be used, but it's the best at ensuring Critical status) doesn't quite matter. If Berserk is done first, weakening Edward afterwards will cause him to execute a Hide command immediately on his next turn (I'm not too sure if that's always the case) and then his subsequent turns, he will attack. If the weakening is done first, you need to immediately Berserk Edward immediately afterwards or he will issue the Hide command on his next turn and then attack afterwards. The former option is preferable since you have some control over when you want to abuse the bug.

1960
General Discussion & Support / Re: FF3USHT Bug Fixing?
« on: August 08, 2008, 11:51:16 PM »
I already fixed that issue with the garbage text in battle, thanks to Leno having the offset handy. There's another small issue, you can steal Biggs, Wedge, and Leo's equipment in battle. I know old versions of FF3usME used to have problems with the bit that stops that from being possible but this almost seems intentional since the moogles and Banon are fine. What do you think should be done here, leave it as-is?

Argh.. now I'll have to do the game all over again to expose this...  :tongue: :wink:

Edit:

Do you remember if being able to take Biggs, Wedge, and Leo's equipment off in battle was intentional?

I forget what Leo holds for a shield, but the weapon is very uber at this point of the game.

1961
Well, I believe I have some idea on why that happens (not the romhacking reason, but more of a "understanding the battle engine" reason.

There's a major actual difference between how Hide operates in the SNES version than in the GBA version.

SNES:
This is what I wrote about this in a Gamefaqs post.. since analyzing and thinking about it:

http://www.gamefaqs.com/boards/genmessage.php?board=929937&topic=44525287&page=2


When Edward is critical (which is a hidden status), a Hide command is issued immedately after the status change (Hide is also another special hidden status). If you are fortunate, you can queue in something (particularly healing) before that "auto-Hide" command issue even occurs. Fortunately.. Edward's not on the team long enough to expose any real bugs (if any).

GBA:

When Edward is critical, a Hide command is issued WHEN his "logical" turn would have occured (in other words, instead of getting a menu to input the next command, he is auto-issued a Hide command). There's a conflict of status that is happening.. the Hide and Berserk status.. Berserk demands on each turn that the character attacks. Hide well, makes him "invisible" (like how Jump does) so spells and attacks can't occur.

Hide status seems to be removed somewhere along this process when everyone else is dead... it seems to be removed right after the first attack (after everyone has died)... although technically it is after the failed counter attack (if there is one by the enemy, I tested this against a Behemoth so my analysis could be off, but I feel I'm pretty sure of this, I should probably test against that boss monster to be sure).  Then Edward becomes vulnerable again...

Edit: There are edits since the Gamefaqs board has no edit button.  :lame:

1962
General Discussion & Support / Re: FF3USHT Bug Fixing?
« on: August 08, 2008, 10:43:31 PM »
I don't know really... hmm.

Don't we have some backup forum logs of what JCE has said? Not sure how far back the logs go though...

The thing is that the claws are at the latter end of the scale, and you pick up a new set anyways when the moogle joins you.

Where oh where is JCE?  :hmm:

I guess the best option is to make all claws Genji-Glove friendly.

This is tough to analyze properly.. since my preferred option is what I said above..

Remember that the weapons themselves are on the latter end of the claw list to begin with... and the only other character that can take advantage of this is Gau (and for some strange reason, Gogo can equip the Flame Claw to begin with)... the claws themselves don't have that great a lifetime when you think about it (other than with Gau) and even then your best weapon for him is the Flame Claw you start with. Then you'd pick up the next best claw(s) at Darryl's Tomb...

1963
General Discussion & Support / Re: FF3USHT Bug Fixing?
« on: August 08, 2008, 10:12:29 PM »
Oh right, now I remember the little bugs..

Some of Fluffy's Claws don't have the 2-weapon property (Genji Glove).. that's problematic with the starting equipment Fluffy comes with (until you get the later claws).

1964
General Discussion & Support / Re: FF3USHT Bug Fixing?
« on: August 08, 2008, 10:00:23 PM »
I'm not sure... doubtful. However, it could be used for the "No Entry" scenario... (or in Leo's case, no exit!)

1965
General Discussion & Support / Re: FF3USHT Bug Fixing?
« on: August 08, 2008, 09:50:19 PM »
I believe it wasn't an issue, but  I'll let you know when I get there.