Posts for Ferret_Warlord

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sameasusual wrote:
So you're saying you only want pirate hacks of Kirby games?
I dunno, but I do find this to be relevant. Last night, part of my dreams involved Kirby. Except he was made entirely of colored marshmallow and was swimming around in a pool of hot chocolate. That a bunch of other people were drinking out of. It was kind of grotesque, but he seemed to enjoy himself well enough. Certainly more fun than trying to play the arcade games that inhabit my dreams.
A hundred years from now, they will gaze upon my work and marvel at my skills but never know my name. And that will be good enough for me.
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pirohiko wrote:
I made a demonstration movie of gliched job #B7. http://dehacked.2y.net/microstorage.php/info/449786528/FinalFantasyIII(J)-0.fm2
That... That is *clever*! Oh man, is that so clever! I'm still having a hard time getting class #B4 to do anything, but wow!
A hundred years from now, they will gaze upon my work and marvel at my skills but never know my name. And that will be good enough for me.
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Sometimes, when I lay asleep, I will dream of an arcade filled with games. However, these games are of such make and quality as makes me feel kind of ill. They are a special kind of bad that I can feel it in my stomach. This game is like unto those games I play in Dreamland. Please, can you keep my nightmares contained in the Land of Dreams?
A hundred years from now, they will gaze upon my work and marvel at my skills but never know my name. And that will be good enough for me.
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Hey, if you have a route, sure! I wasn't going to be going through with this anytime soon. Besides, I can't get what you claim some of these effects are. Also, I just had a thought: Some of the glitched classes can forcibly exit combat. What happens when you do so during certain boss fights? I'm testing this now. Edit: Oh this is hilarious. You can practically walk straight through the game this way! Well, *most* of my research just proved pointless. Not all of it, though, as you can start glitching out of combat soon after you buy some mithril armor in Kazus and turn it into ice armor. Still, exciting!
A hundred years from now, they will gaze upon my work and marvel at my skills but never know my name. And that will be good enough for me.
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Yup, just as I thought. Alright, there's certainly potential here; however there's a few things. Firstly, using the values you've provided for getting the Invincible, I can only get an normal airship that looks like the invincible until you land it. What am I doing wrong? Second, even if you could get the Invincible, you'd still have to go through the Cave of Darkness to get the earth fang Third, there's the problem of class changing. You'd have to get into a ton of combat in order to get the needed capacity you need to switch out of glitch mode. Fourth, even if it does skip massive portions of the game, there's still the question of powerleveling to answer. You'd still have to bug up a bunch of equipment, but even then there's no way your character can resist Flare Wave until, I dunno, the 20's or something. At least getting onion swords would be a much simpler proposition with the swords available later in the game. I'm not saying this is useless, just saying that there's some concerns that need to be addressed. This is very interesting, and I look forward to exploring the potential here.
A hundred years from now, they will gaze upon my work and marvel at my skills but never know my name. And that will be good enough for me.
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This morning, when I was trying to wake up, I had an oddly creative dream. I'm not sure how my subconscious made this up, but I was thoroughly amused by it. So, I got my hands on a box of Girl Scout cookies. On the back of said box, though, was a "Fun Fact" that read like some kind of commentary news blog mixed with the typically trivia stuff you find in kids' periodicals. It concerned some famous statue of Buddha held in some sort of museum. Here's what it said, to the best of my memory: "No one knows for certain what this statue of Buddha is made of, whether it be of solid gold or simply wood covered in gold leaf. One thing is certain, though, and that is that eyewitness accounts of the statue miraculously crying have been dismissed when a leaky water sprinkler directly above it was fixed earlier this last week." And then it displayed a few photographs of a standing, laughing Buddha with his right hand stretched out palm up, some focusing on how there was a fire suppression sprinkler positioned in the ceiling immediately above him. In other words, my subconscious mind somehow came up with the idea of people thinking a statue of a holy figure was crying because a fire sprinkler had a leak. There's no way I'd have thought that up while wide awake.
A hundred years from now, they will gaze upon my work and marvel at my skills but never know my name. And that will be good enough for me.
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Okay, let me see if I get this straight. Lead character is dead. All inventory slots are occupied. Go into combat, use an item so its slot is free. Another character then unequips something to take its spot. Win before the used item gets used. ??? Profit! I'll check it out. Thanks! Edit: Taking a closer look at it, it seems to be a variant of the class upgrade bug. When combat is over, it tries to drop the not-used item back in inventory by dropping it in the first empty even byte it finds, starting at $60C0. If you're an onion kid, it'll get dropped on the lead's class byte (also, your lead's level will be bumped up by one). This leads me to ask: What was the bow that was used? If I had a movie file to work from, that'd be great. Thanks again.
A hundred years from now, they will gaze upon my work and marvel at my skills but never know my name. And that will be good enough for me.
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Yikes!
A hundred years from now, they will gaze upon my work and marvel at my skills but never know my name. And that will be good enough for me.
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Thanks for the interest and help, pirohiko! So I went and made a LUA script to help plan things out. It determines what you get as item drops for a given configuration of monsters.
saved = savestate.object()
itemaddress = 0x60C0
quantaddress = 0x60C1

for invhex = 0x60C0, 0X60FF do
	memory.writebyte(invhex, 0x0)
end;

savestate.save(saved)

for rnghex = 0,0xFF do
	savestate.load(saved)
	memory.writebyte(0x16, rnghex)
	emu.frameadvance()
	item = string.upper(string.format("%02x",memory.readbyte(itemaddress)))
	quant = string.upper(string.format("%02x",memory.readbyte(quantaddress)))
	rng = string.upper(string.format("%02x",rnghex))
	if memory.readbyte(quantaddress) ~= 0 then
		emu.print("RNG = ",rng,"	Item = ",item,"	Quantity = ",quant)
	end;
end;
emu.pause()
Output is follows: RNG: The value at $16. Item: The index of the item you get from the current enemy configuration for a given RNG. Quantity: How much of Item you get for a given RNG. If there are more than one type of item won, you can determine what else you get by editing itemaddress and quantaddress to point the needed inventory slots. Example of use You encounter three Shadows. After destroying them, you position the game to the frame right before $16 changes. Run the script. Now you know that you can get two eyedrops from a group of three shadows if $16 is #77, #FE, or #FF at the end of combat. In order to get the output you want, you need to position the game to one frame before $16 changes! [/s]Also be sure to leave the appropriate address empty, or else you might be reading an item that's already there![/s] Edit: Script updated so that the previous stricken notes are now no longer a concern.
A hundred years from now, they will gaze upon my work and marvel at my skills but never know my name. And that will be good enough for me.
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Well, I've unlocked the secret to getting drops in combat. It all has to do with $16. It checks for each enemy once, and if it equals a certain value, you get the drop. Some of these values are close enough together that you can get multiple drops in one combat, but you need at least three enemies to pull it off. And I don't think all values work for all monsters, in order to create different drop rates. Either way. If $16 = #77 when the last enemy dies, and you fought at least three enemies, you get two drops. Will continue looking into it.
A hundred years from now, they will gaze upon my work and marvel at my skills but never know my name. And that will be good enough for me.
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Shadow Byrn wrote:
Shame you can't get a dis-assembly and see what calls that memory spot.
Actually, FCEU does come with a disassembler/debugger. I've been poking around in it, learning a little bit about it here and there. Using it I've discovered that $15-$17 are set at the very beginning of battle by adding together all 16 values on the $F0 line all 256 values on the first memory page and taking the last two hex digits. $17 remains constant through battle, $15 receives a few increments at the beginning, and $16 increments by some random amount whenever an action is taken. Freezing $16 is causes damage and turn order to remain consistent throughout the fight, and will occasionally pause combat until it is unfrozen. I'm still unsure how to interpret the numbers, but at least I understand there's some control there.
A hundred years from now, they will gaze upon my work and marvel at my skills but never know my name. And that will be good enough for me.
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Oh look, a quad post! My most sincere apologies, good people. Address $16 (and possibly some surrounding values) appear to control random situations within battle. It is set at the beginning of combat by some timers; after that it is altered by whatever actions are carried out mid-turn; for instance, attacking may bring it up by 3. I have no idea how to interpret, though. What does it affect? How does it affect it? If I can more accurately predict where it will go, and what conditions must be met for items to drop, that would be extremely helpful, but I have no idea how to pick this one apart.
A hundred years from now, they will gaze upon my work and marvel at my skills but never know my name. And that will be good enough for me.
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Warp: I did not mean to imply that we should have another category or alternative. I was merely stating that this run is no longer for me anymore.
A hundred years from now, they will gaze upon my work and marvel at my skills but never know my name. And that will be good enough for me.
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I suppose I'm the only one who thinks this is no longer fun to watch?
A hundred years from now, they will gaze upon my work and marvel at my skills but never know my name. And that will be good enough for me.
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A hundred years from now, they will gaze upon my work and marvel at my skills but never know my name. And that will be good enough for me.
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Mister Epic wrote:
This video contains content from playcast, who has blocked it in your country on copyright grounds.
A hundred years from now, they will gaze upon my work and marvel at my skills but never know my name. And that will be good enough for me.
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Warp wrote:
Btw, as you might have guessed, arguing with nfq is a futile endeavour, so it's better to just let it be.
Agreed. You guys should ask him about his religious and philosophical views. In fact, I'd like to hear his political views at some time.
A hundred years from now, they will gaze upon my work and marvel at my skills but never know my name. And that will be good enough for me.
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Okay, triple posting again, but this time with more research concerning my previous post. Address $F5 is the step counter. Combat will occur when it equals the following hex values. F1 D9 B9 70 48 3D There may be more values for combat and will be added as I find them. Not all areas will recognize these values, thus adjusting the encounter rate in a given area. Not all areas change the counter, and some areas that do affect the counter do not have combat. Address $F6 is the step modifier. Its format in hex is xF. If x <8, then $F5 will go up by 1 with each step. Otherwise, it will go down. Once $F5 reaches 0, x will be reassigned a new value, according to the following pattern. F 9 3 D 7 1 B 5 Address $F7 is the battle counter. It determines what the next group of enemies will consist of (IE will you fight werewolves, or killer bees this next time?). Every time you enter combat, it increases by 1. These values are not kept in the battery save file. This means you can reset them at will if you are in the overworld by saving and then powercycling.
A hundred years from now, they will gaze upon my work and marvel at my skills but never know my name. And that will be good enough for me.
Post subject: Re: #2915: IsraeliRD's DOS Hocus Pocus "Episode 1" in 15:09.62
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TASVideoAgent wrote:
<h4>Random Bonus Glitch</h4><div class="deeper"> No idea how to call this glitch. Due to reasons unknown (and lack of memory watch does not help), the game randomly gives the player a random powerup. The player can receive any of the following: a silver or gold keys or both, the rapid fire powerup or the triple laser shots. I have a savestate (please request it from me through a personal message on either forums or IRC) where you need to shoot a few more times before the game randomly gives you both keys (or not at all if you do not shoot). If anyone can figure how to get those consistently, please let me know. The laser shots are the best, but anything works. Getting keys means less sidetracking and thus a faster time. At current state, it's too incosistent to be put to practical use. </div></div>
Well, I guess that explains how I managed to walk through a gold lock without grabbing anything on a previous playthrough. Can't help you there. This is all well and good, but it is sort of a shame we're not doing all episodes at once.
A hundred years from now, they will gaze upon my work and marvel at my skills but never know my name. And that will be good enough for me.
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Well, crud. The more I poke around this game, the more I realize it isn't manipulable at all. What determines when you fight? A step counter, which will throw you into combat whenever it reaches a set number. What determines what you fight? A counter, that goes up by one every time you get into combat. In other words when and what you fight is set according to a cycle. The only thing you *can* control is *how* you fight, and that's set at the beginning of combat by a few timers. Enlightenment isn't always pleasant.
A hundred years from now, they will gaze upon my work and marvel at my skills but never know my name. And that will be good enough for me.
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The trouble with the eyedrops is that they are dropped by shadows and laruwais; two Southwinds isn't going to cut it. Here's my thinking: 1. In the altar cave, drop one potion and pick up two more from chests (or drop two from combat and one from chest; whichever the RNG allows), and grab both Southwinds. Beat the land turtle by stabbing him to death; the Southwinds will be useful later. 2. Change to three black mages and one red mage. Talk to the crystal for a quick restore. 3. Grab 2000 gil from altar cave. 4. In Ur, sell one potion, one Southwind, and all equipment but helmets; buy 99 eyedrops. Pick two potions up in the well. 5. Grab airship and go to seal cave. 6. With potions, take out a group of four shadows and win two eyedrops, spawning kaiser claws and upgrading leather helemt to onion. 7. Back in Ur, sell claws and buy 99 potions, some antidotes, and leather robes and copper rings. 8. Back in seal cave, use potions to fight shadows; bug lead character, upgrade antidotes to otterheads, and get onion armor and gloves. Two combats should do the trick. (*maybe* start upgrading towards an eye and time gear; maybe) 9. Pick up another Southwind. Use both against Jinn. After that, continue bugging things on the road to the summit (Rukhs drop potions) and the hidden road (Leprechauns), and finish up in the Tower of Owen (puti mages and pygmen). I'm thinking black mages because we are going to need to fight against the leprechauns in the hidden road, and we really don't have the capacity to keep throwing job classes around. Red mage for required toading/midgeting, and backup in combat.
A hundred years from now, they will gaze upon my work and marvel at my skills but never know my name. And that will be good enough for me.
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Sorry for the triple post, but I was thinking about the money issue. Potions are kind of expensive at this point in the game, so it would take a while gathering the needed things to sell. However, eyedrops are about a quarter of that they cost, and there are monsters nearby that drop them. You can buy 99 almost as soon you leave the alter cave. I'm testing right now if you can't make two drop in one combat; if so, you get 99 kaiser claws which solves all monetary issues. Potions are still preferred, though, as there are more monsters along the way that drop them. Eyedrop monster are only right at the beginning. Edit: Yup, it most certainly is possible! Only thing left for the opening, really, is to figure out how to take down a group like that at, like, level two. Potions and the cure spell, maybe?
A hundred years from now, they will gaze upon my work and marvel at my skills but never know my name. And that will be good enough for me.
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Is it just me, or does this game sound like it was made on a Colecovision?
A hundred years from now, they will gaze upon my work and marvel at my skills but never know my name. And that will be good enough for me.
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New tricks page is up. It's probably a little more technical than it should be, detailing the exact underpinnings that result in the glitch, but it's a start. I'll be putting together a video for Youtube with a simpler explanation focusing on the actual execution sometime later.
A hundred years from now, they will gaze upon my work and marvel at my skills but never know my name. And that will be good enough for me.
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Warp wrote:
Ferret Warlord wrote:
Tangentially, this is from Japan. I find it extremely creepy because of that.
You mean that if this was from anywhere else, it would not be creepy, but because it's from Japan, it's creepy because of that? I don't quite get it.
I admit, I'm kind of racist that way. :P
A hundred years from now, they will gaze upon my work and marvel at my skills but never know my name. And that will be good enough for me.