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Actually, I suggested CC A+SA because I thought it was the most sensitive CC license towards authorship, because, despite the guideline not to make movies for personal gain, a lot of people still put a lot of stock in who made the movie. So I figured it would generate the least drama.
I, for one, would be as pleased as pie if movies released under GPL.
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Huh? Interesting. I wonder what you like about it, and whether or not dpkg and apt support it.
Yes, yes, yes, and yes.
yes, yes, yes (though it's a bad idea, and I cannot fathom why you would want to,) yes, yes, yes.
aptitude full-upgrade <- it's readable in english :O
zsh also supports very nice tabbed completion for dpkg/apt packaging.
So.... what exactly do you not like about apt?
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My 2 cents about XP vs Vista vs 7.
Vista got a bad rap, there are a lot of very good under the hood enhancements to the OS. But it was rushed and incomplete like... well... every other Microsoft OS since Windows 95.
People hated it because it wasn't like Windows XP, people hated it because third party stuff didn't always work. Mostly that's because of the closed source mentality of Windows, they made promises about software and they had to rely on other people to keep those promises for them quickly enough to keep from disappointing their customer base. Of course, Microsoft still hasn't learned their lesson about this, because people are still all too willing to keep their promises for them.
But stepping back and just talking about features and stability in the base operating system, Vista is better than XP. It is a bit of a hog. But whatever.
Windows 7 is yes, basically Vista SP3, with a new GUI and another gimmick (XP Mode, which is only available in Business and higher, and most consumer grade laptops won't even run it.)
People like Windows 7, paradoxically, because it's exactly like Windows Vista. It's the Windows Mojave experiment playing out in real life.
It's still a bit better than Vista. A bit. Not much.
Other choices,
Hackintosh, generally these are unstable and typically have very bad driver support.
Linux, any variety, not as polished in some places, but very functional. More functional than any version of Windows ever. Oh, and you actually get to decide what runs on your computer. Imagine that. (DRM = BLEH)
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I've located the hitboxes in the ROM but I haven't been able to find them in memory,
Moreover, I don't have a good way of pulling them directly from the ROM because I haven't found a way to programmatically determine which hitbox to use.
Grey Monster hit box origin X (implicit negative):
ROM $F8B1
Grey Monster hit box origin Y (implicit negative):
ROM $F8B3
Grey Monster hit box positive X (2-bit): ROM $F8B5
(value 34)
Grey Monster hit box positive y (2-bit): ROM $F8B7
(value 20)
The grey monster in the first dungeon seems to be the first monster, the next is the blue slime.
Any assistance would be appreciated. :X
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I've been experiencing this with 1.43, so I'm pretty sure it's a long standing issue. It gets pretty bad when dumping a long movie. For instance, the SMRPG movie wound up with the audio being over 6 seconds shorter than the video.
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Raiscan wrote:
True wrote:
Raiscan wrote:
The lack of the extra brass note also seems to effect the timing:
How so? Because the samples were cut from the original arbitrarily? Nobody said anything about there being frame boundaries on these samples.
Because the brass note is missing in 1.43, the whole sound gets played earlier and ends earlier. I'm assuming that the 143 and 151 are at an identical time index, meaning 143 starts slightly earlier and ends sooner, where 151 starts slightly later and ends a bit later. I'm not sure what OmnipotentEntity's wave difference shows, since it looks like in that picture the waveforms have been aligned (which is not the case in reality).
This would be a more accurate overlay:
I was assuming that they weren't, and I lined up the wave forms. The blue sound (1.43) still winds up being played faster though.
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I made a spreadsheet. :)
Also there seems to be a random element in the damage that doesn't show up until the damage done gets to a certain amount. It seems to be about Damage + rand(0,floor(log(Damage))
Where rand(a,b) generates a random integer number between a and b.
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Interesting Programming Oversight in the Damage Calculation formula that the game uses, If your Attack is 1 or 2 greater than half of the enemy's Defense you do no damage per attack, and if it's 3 or 4 greater you do only 1.
http://dehacked.2y.net/microstorage.php/info/75297050/LagoonDamageBug.smv
In this video you can see Zerah's HP in memory location 7E05A0 stay exactly the same. My Attack 194, his defense 384.
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So, my run is showing its age, and it wasn't all that amazing to begin with.
So I've begun doing some research on the internals of this game to figure out how much attack is needed for which bosses and how many swings are saved if X.
If Nasir Attack < floor(Enemy Def/2)
Damage = 2
Else
Damage = floor((Nasir Attack - floor(Enemy Def/2))/2.5)
There may be a few other factors, but that seems about right.
0490 - HP regen counter
Resets >8->0 while outdoors
Resets >1->0 while indoors
0491 - MP regen counter
Resets >17->0 while outdoors
Resets >3->0 while indoors
0540 - beginning of NPC Table. Nasir's starts at 500, uses mostly the same setup.
0540 - a bitfield of some sort.
0 = invisible (dead?)
1 = unknown
2 = unknown
4 = unknown
8 = Enabled (can hurt, can move around)
10 = unknown
20 = unknown
40 = Visible (cannot hurt or move if not visible) (is unset when monster dies.)
80 = Visible (cannot hurt or move if not visible)
Both 40 and 80 need to be enabled. Odd.
0541 - more bitfield
0542 - lower bit for X coordinate
0543 - upper bit for X coordinate
0544 - lower bit for Y coordinate
0545 - upper bit for Y coordinate
0546-054B - ??? seems to have something to do with the direction the enemy is facing.
054C-054F - enemy position relative to the camera, unless both 4D and 4F are 0 the baddie's center is off screen.
0550-0551 - animation loop.
0552 - push back counter/invincibility counter (counts up to 6)
0553 - when he hits you it's 1, when you push him it's 2,
0554-0557 - ????? (enemy specific actions Samson's jump sets this?)
0558 - Enemy type
0559 - direction enemy is facing. (pointer to monster table entry.)
0560 - enemy HP location
0562 - MP (Nasir only)
0564 - enemy attack
0566 - enemy defense
0568 - Gold bonus
056A - Exp bonus
056C - Enemy flag (turns to 1 when Samson's helmet comes off. etc. Nasir's current level)
0570-0573 - Enemy starting position
0580 - beginning of 2nd NPC entry.
0D04 - Following person's coordinates relative to the screen. (Works on Thor, and the Gimp Kid you have to rescue at the beginning of the Game.)
Bosses
Samson 96 HP, 65 Def
- Target Attack <32 or >37
- 96/2 = 48 swings = 576 frames
- 96/3 = 32 swings = 384 frames
(required level 6)
(required exp: 590)
Natela 100 HP, 98 def
Eardon 150 HP, 266 def
Doma 240 HP, 210 def
Thimale 256 HP, 226 def
Thimale Wards 40 HP, 226 def
Ella 256 HP, 482 def (?!)
Battler 256 HP, 558 def (?!!)
Boss rush
Evil Spirit (Shell) 1280 HP (?!!!), 270 Def
Evil Spirit (Green) 256 HP, 454 Def
Zerah 500 HP, 384 Def
Thor (1st form) 256 HP, 214 Def
Thor (2nd form) 256 HP, 550 Def
Evil Spirit (Red) 256 HP, 560 Def
Build a man a fire, warm him for a day,
Set a man on fire, warm him for the rest of his life.