Posts for Dromiceius


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Yeah, I failed at this when I was a kid, too. Beat it in ZSNES a couple years ago, with a lot of save-whoring. The ending is suck-tacular, needless to say.
Nitrodon wrote:
Critical hits are checked at C4/4F0E and are determined at the beginning of the round, before you get a chance to select an action. If my notes were better organized, I might even be able to tell you where that code is.
Yes... Unless I've misread something, the game checks the to see if the 7th bit of 7E:1DD1 is set, then multiplies damage by 2. In other words, when 7E:1DD1 equals 192 or 64 (rather than 0 or 128) then Lux will get a critical. I just need to set a breakpoint to find out how the game decides to mess with that bit, and I can perhaps get down to writing a little simulator program to predict this ahead of time...
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Utah wrote:
No one may walk down the street carrying a paper bag containing a violin.
Seriously, what do you think is the rationale behind this one? And why the hell do they need a prohibition against hunting whales in a state that is landlocked!? ...Oh, look at that.
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HotD wrote:
Has anyone else experienced this problem?
Yes. Yes I have, in the same way:
The states are perfectly valid and are from the movie in question, yet the message appears about 80% of the time.
As for solutions, I got it into my head that switching write modes at certain times may have been the problem/a solution, but I never tested thoroughly to prove or disprove that idea.
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It's a pretty solid 10 minutes. Kinda slow, but not too repetitive... I think it's actually all the weird crap toward the end that makes it worthwhile. The end boss, and such. I also like that the gun was left turned on when the movie ended. Yes vote.
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Yeah, looks like there's not much interest in it, either. Oh well.
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I like playing Zelda 2 in realtime with the L+R glitch. It ruins the game in the most unexpected ways... Can anyone kill horsehead? He's definitely in the area, although "the area" seems to be simply "somewhere where I don't know where I am."
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Oh, snap! There's another opal in the castle! Can't believe I didn't know that. You didn't grab the mirror in the right-hand bedroom, though- that's another extra 100g. I'm not sure what to spend it on. B Prtct should be unnecessary if Valsu is in the party. But then, if the Alien is in the party and two crits can be set up in the second round of battle, then it may be possible to kill bosses without boosting defense, in which case, it would be necessary to spend more on B Power instead of B Prtct. Buying a potion costs about 250 frames, which may or may not be more than luck manipulation costs... and judging from your video, I think manipulation will be the better choice. More testing needs to be done, in any case. I'm going to try to get back to figuring out the luck manipulation side of things tomorrow... hopefully before the weekend, at least. Stupid day job.
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I have come to stir up interest in this game. I wasn't going to post here unless I had something substantial to show... but I think this is interesting enough to qualify. Here's my half-completed and generally shabby 100% playthrough. It has only one interesting part about 45 minutes in, which you can skip to directly using this savestate. Note that my fuel tank is nearly empty. God, I love this game. So, how much interest is there in a 100% TAS? Or warpless?
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Excellent! It makes perfect sense now. Thanks again. :)
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Thanks, that's very helpful. I understand almost all of what you posted. There's just one thing that baffles me. I stepped through a test, starting from C2/79D3, and ending at C2/7AEF, so see exactly how it reaches the "adjusted damage" value. That would be simple enough, except for this:
$C2/95A7 A5 41       LDA $41    [$00:0041]   A:00E1 X:08C0 Y:0000 P:envmxdiZc
$C2/95A9 A8          TAY                     A:0003 X:08C0 Y:0000 P:envmxdizc
...Which doesn't make sense, because at that point in the execution, there should be a zero in $41:
$C2/9580 64 41       STZ $41    [$00:0041]   A:F0B4 X:08C0 Y:0005 P:envMxdizc
Instead, it ended up returning a 3. The only explanation I can think of is that it has something to do with the 17 RORs that were performed on $40 between C2/9580 and and C2/95A7. So my question is, if all it did is rotate a bunch of zeros, then how did it produce a 3?
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I actually did that, and I managed to observe that the RNG does work as you say, but when it came to actually predicting when to attack via the game's damage formula, I couldn't make any sense of it. So, with reference material in hand, I tried stepping through the code to see and understand for myself what the damage formula looks like in ASM... it looks like I was going to trace backward from C4/4EDA (where the game writes the enemy HP value, minus damage) until things made more sense, but got distracted. Care to spell it out for a noob, Nitrodon? :)
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Plot? ....Oh, right. That thing about the Crystals 'n whatnot. ;) I thought I'd take this opportunity to point out that I did make an attempt to improve the little test in my post above. Had a better strategy: I grab the mirror in one of the bedrooms in Lemele's castle, along with an opal (or something) hidden in the upper-right corner of the same town. Selling both of those items nets 200 g, which need to be spent on B-Power, because you can't get any more until after the second Pison, and I couldn't get any farther without. ...I think. I'm pretty sure that's how it went. Anyway, my attempt was stymied by luck manipulation. I never figured out exactly how the RNG works, and what numbers I should be looking for when attacking... though it's a huge problem in any case, as waiting a full second for the RNG to advance is really painful when you've gone to the trouble of being frame-perfect. It's not like it's that difficult to kill monsters, but killing them AND making them drop potions is a major pain in the ass when using trial-and-error. But it is doable.
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Why not? Why couldn't the emulator emulate the game *exactly* in the same way as with the original graphics, but simply replacing the game's graphics with enhanced ones. Everything else would be identical down to the smallest clock cycles.
If course it could be done; it's not that complicated, in theory. It's really just a question of how many things would become broken and how badly. I'd be surprised if debugging the rest of the program didn't take five times longer than making the change to the video code. Edit: I think I'm just repeating what I said last time. Let me put it this way: video.h is included in movie.c. I don't even know why, but there's probably a reason that neither of us actually understand.
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Warp wrote:
Anyone up to the challenge? It would be cool to see some existing TAS with high-quality graphics. :P
Hmm... so how much would really need to be changed in order to make the emulator's native resolution something like 640x480? ...Ahh, I think it's moot; you could never expect a TAS for an existing emulator to stay in sync in the "enhanced" version, could you?
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Sir VG wrote:
How about you do what the latest speedrun did and do a vs mode on very hard? See how fast you could beat all 12 CPU players? That I would like to see.
Ditto. The puzzle mode is great and all, but VS CPU has more potential.
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FODA wrote:
everybody needs to play chrono trigger.
Indeed. *imagines Magus using a shovel instead of a scythe* Hee hee hee.
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There was some context behind this picture; this is not my usual pose. (The shovel, though- I never leave home without it.) http://img.photobucket.com/albums/v645/Dromiceius/drom2.jpg
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Glad to see this one get improved. Would have voted 'YAY!' but 'yes' had to suffice.
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To change the topic, isn't there any way to change the text speed in CT ?
I tested just now; pressing buttons while text is being displayed doesn't seem to have any effect whatsoever... I was thinking that mashing the buttons would cause lag, maybe, but it looks like it displays one character per frame no matter what. I guess that means Hero can use JXQ's input editor with impunity? *shrug* Anyone have any better ideas?
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Stamina is HP, so I assume you mean willpower... I'll check that out. ...Here we are. 04BE Edit: Numbers for the second enemy. You'll need these for the Twins. Stamina: 04C1 Willpower: 04BD
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Some quick testing... One of the enemy hp values is at 04C2. *I don't know what Mojo's defense is, or what the game's damage formulae are. Any of these numbers may have been rounded down. *punches and kicks are equal, hence "hit". *Tires, boxes, and pipes and trashcans are equal, plus or minus 1, but the stick seems to be worth about 75%. The chain might be worth more than boxes/trashcans, but I didn't test the chain on Mojo, so I don't know. *There are a lot of variables, so these could be a bit off. Standing hit = 2 Jumping hit = 5 Dashing hit = 7 Dashing jump-hit = 10 Standing box = ? (forgot to test while I had a box.) Standing box-throw = ? Dashing box = 11 Dashing jump-box = 13 Dashing box-throw = 13 Dashing box-jump-throw = 16 Hitting the ground after being thrown = 7 Kicking a trashcan into a downed Mojo = 11 What is the "trash can trick"?
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Not bad. The biggest thing I would suggest is to keep both Alex and Ryan moving nearly all the time. You ping-pong a little bit between controlling one and then the other. (EG, Alex is bounce-kicking, but Ryan just stands there.) Fewer knockdowns tends to look better, and probably takes much less time. You hit Simon back and forth a few times, and eventually he falls down, but if you wait ~15 frames before throwing the next hit, he won't fall down, but won't have time to retaliate, either. It's an infinite combo, in other words. Also, I think Alex kicked the chain near the start. The enemy's invincibility takes a little while to wear off between hits. Hope that helps. :)
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Yeah, really, what's happened in the last 3-ish months?
The patience of the regulars tends to decrease sharply when there's an influx of new people who can't find the FAQ, search the forums, just google it, think clearly, etc. Edit:
moozooh wrote:
...and chatting in forum threads.
Speaking of thinking clearly, it occurs to me now that in writing this post, I have unwittingly made myself a hypocrite. I hate it when that happens. Peace, everybody.
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Final Fantasy 8 - The Salt Flats The FF6 ending suite. Y'know, dancing mad -> prelude. Bahamut Lagoon - Sub Battle Rudora no Hihou - Sword of the Valiant Brandish 2 - Laboratory Chrono Cross - Dragonrider In that order.
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I thought I came off pretty well. I don't wear glasses, but if I did, they'd be swirly.