Posts for HHS


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HHS
Experienced Forum User, Published Author, Active player (282)
Joined: 10/8/2006
Posts: 356
I got an answer of phi. My solution: Let t be the man's position along the east side of the paddock, with the length of the sides being 1. Let x be the ram's position along the same side, let v be the ratio of the ram's speed to the man's speed, and let s be the distance between the man and the ram. Then, dx/dt = v(t - x)/s, and ds/dt = (t - x)/s - v = (1/v)dx/dt - v. Since x = 0 and s = 1 at t = 0, we get s = 1 + x/v - vt. At t = 1, x = 1 and s = 0, which means that 1 + 1/v - v = 0. This has two solutions. One of them is negative and therefore unphysical, and the other one is v = phi.
HHS
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Joined: 10/8/2006
Posts: 356
Fun fact: Originally, the Mana Beast was supposed to cast Defense Up, Lunar Boost, Speed up or Lucid Barrier on itself after it casts Wall. But due to a programming error, this doesn't happen. Edit: And also, if you hit him with a spell as he is attacking you from the right, his X coordinate will wrap and you'll have to wait for more than two minutes for him to return.
HHS
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Joined: 10/8/2006
Posts: 356
Reseting the game during a save and then abusing an error in the save file loading routines is acceptable, but entering an invalid password and abusing an error in the password validation routines is not?
The problem is that a part of the game's progress is still initialized with the password's data. In fact, with the validation removed, this password encodes the very same gameplay state that this run begins from. In the X1 run, this is not the case - the variables remain unaltered from the demo mode.
HHS
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Joined: 10/8/2006
Posts: 356
I believe that the spiny-lock looks something like this:
OOOOOOOOOOOOOOOO
      OOO
OOOOO  O  OOOOOO
O   OO O OO   OO
  O    f    O  O
OOOOOObObOOOOO
       O       O
OOOOOOOOOOOOOOOO
O = solid block f = fire bar b = brick and fire bar When the spiny is to the left of the 'f', the lock is closed. When it is to the right of the 'f', the lock is open and the player can pass between the upper left and middle left paths. The lock is opened by hitting the left brick to throw the spiny to the right, and closed by hitting the right brick to throw the spiny to the left. Closing it allows the player to reach the upper right path.
HHS
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I don't really like the use of this password. It's basically the opposite of the situation with the Mega Man X password. In Mega Man X, the password is rejected due to a parity error but the game starts anyway without applying the password. Here we have a password that sets Bit, Byte and Vile as defeated, it is rejected because this requires the intro stage to be cleared, but they forgot to reset the state of Bit, Byte and Vile. Therefore I would regard this as using a password.
HHS
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Joined: 10/8/2006
Posts: 356
Well, it only checks for being hit during certain times, if that is what you mean. That is, when its head is popping out and when it is idle. So, if it is currently throwing a pumpkin, or in the case of Boreal Face, casting a spell, it will not go underground until it is done. It also has a state where it waits for a pumpkin to explode before going underground, but I don't think it can ever happen, as it is only entered when it shoots a pumpkin after it has already been hit, which is impossible. If this state were possible, it would also register hits in this state. Here is a rough description of what Tropicallo does: - Start off as buried - When buried, wait two seconds, then start to rise at one of 3 preset locations selected at random. Boreal Face has its own set of 4 locations to rise from. - When it has risen, wait one second, create the bramblers, then wait one more second, look at the nearest player and start to open. - Two bramblers are created at fixed locations. Tropicallo will only create two, while Boreal Face will continue to recreate dead bramblers. The second brambler is bugged, and its position will be set based on the currently depressed buttons on controllers 1 and 2, most likely far off screen. It is placed as intended for Tropicallo when no buttons are held. - After opening, have the head pop out - As the head is popping out, check for hits, and after half a second, start attacking - While getting ready to attack, check for hits. When at full stamina, target the nearest player. Tropicallo will always throw a pumpkin, while Boreal Face has a 1/3 chance of casting a spell if the player is more than 6 tiles away. - The fight ends when it tries to performs an attack after it is dead. - Throwing a pumpkin: The pumpkin appears after 1/4 of a second. When the animation finishes, it starts to get ready for the next attack. However, it is also seemingly supposed to close up if it has been hit (during Tropicallo's first cycle, and always for Boreal Face), after the pumpkin explodes, but I don't see how this can ever happen, since it would already have started to descend in that case. - It takes two seconds to cast a spell. If it has half or less HP remaining, it will cast cure on itself, burst on all players, or sleep flower on all players. Otherwise, if the targeted player has a status ailment, it will case cure or burst. Otherwise, it will cast burst or sleep flower. It then gets ready for the next attack. - When hit, the head will jump and it then starts to close up. If it was dead, the fight will end (although, I don't think it's possible to hit it while it is dead). - After it has closed, it starts to bury itself. - After this, the cycle starts again.
HHS
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Posts: 356
You can trigger this by exiting the ride armor while on the ground and reentering it, then starting to fall while taking damage. Unfortunately you can't jump while taking damage, so you are limited to a downward gliding movement. If you want to perform the trick while dashing you have to also be punching.
HHS
Experienced Forum User, Published Author, Active player (282)
Joined: 10/8/2006
Posts: 356
By the way, here is a list of the glitched spells you can access by messing with your spell list: Elemental EXCALIBUR Sprite's spells: Steel Cap (Damage spell) Target: Multiple, Chest, Enemy Strength: 99 Hit: 43 Element: Earth, Moon MP cost: 43 Elemental MASAMUNE Girl's spells: Golden Tiara (Damage spell) Target: Multiple, Chest, Mana sword, Enemy Strength: 99 Hit: 47 Element: Air, Water, Moon MP cost: 47 Raccoon Cap (Status spell) Target: Ally Strength: 0 Hit: 47 Element: None Inflict: Stop, Transform, Poison, Burning MP cost: 0 Quilted Hood (Stone saber) Target: Chest, Enemy Strength: 113 Hit: 192 Inflict: Slow, Freeze, Petrify, Confuse, Stop, Mini, Barrel, Transform, Moogle, Burning, Dead MP cost: 0 Sprite's spells: Tiger Cap (Raises hit and evade) Target: Multiple, Ally Strength: 216 Hit: 7 MP cost: 76 Circlet (Raises defense) Target: Multiple, Enemy Strength: 33 Hit: 244 MP cost: 6 Ruby Armet (Damage spell) Target: Multiple, Chest, Enemy Strength: 234 Hit: 213 Element: Earth, Light, Moon MP cost: 102 Elemental GIGAS SWORD Girl's spells: Unicorn Helm (Damage spell, also lowers defense) Target: Multiple, Enemy Strength: 225 Hit: 189 Element: Earth, Dark, Light, Mana MP cost: 64 Dragon Helm (Absorbs HP) Target: Chest, Enemy Strength: 58 Hit: 153 Element: Fire, Dark, Light, Mana MP cost: 8 Duck Helm (Ice saber) Target: Mana sword, Enemy Strength: 191 Hit: 126 Inflict: Sleep, Petrify, Confuse, Transform, Moogle MP cost: 101 Sprite's spells: Needle Helm (Status healing spell) Target: Multiple, Enemy Strength: 24 Hit: 101 MP cost: 0 Cockatrice Cap (Healing spell) Target: Ally Strength: 0 Hit: 0 MP cost: 139 Amulet Helm (Damage spell) Target: Multiple, Mana sword, Enemy Strength: 8 Hit: 208 Element: Earth MP cost: 166 Elemental DRAGON BUSTER Girl's spells: Griffin Helm (Damage spell) Target: Chest, Enemy Strength: 93 Hit: 78 Element: Water, Light, Moon MP cost: 157 Faerie Crown (Damage spell) Target: Mana sword, Enemy Strength: 104 Hit: 133 Element: Fire, Light, Mana MP cost: 185 No (Fire saber) Target: Chest, Ally Strength: 8 Hit: 70 Inflict: Hurt bad, Slow, Petrify, Moogle, Burning, Dead MP cost: 70 Sprite's spells: Overalls (Damage spell, also lowers attack) Target: Chest, Mana sword, Ally Strength: 255 Hit: 255 Element: Earth, Air, Water, Fire, Dark, Light, Moon, Mana MP cost: 255 Kung Fu Suit (Damage and status) Target: Multiple, Chest, Enemy Strength: 2 Hit: 9 Element: None Inflict: Hurt, Slow, Confuse, Stop, Mini, Barrel, Transform, Moogle, Poison, Burning, Dead MP cost: 0 Midge Robe (Damage spell) Target: Chest, Mana sword, Enemy Strength: 226 Hit: 0 Element: Air, Light, Moon, Mana MP cost: 48 Elemental MANA SWORD Girl's spells: Chain Vest (Damage spell) Target: Multiple, Chest, Mana sword, Enemy Strength: 134 Hit: 159 Element: Air, Water, Light, Moon, Mana MP cost: 1 Spiky Suit (Status spell) Target: Chest, Mana sword, Enemy Strength: 2 Hit: 0 Inflict: Hurt, Hurt bad, Tangled, Sleep, Confuse, Stop, Mini, Barrel, Transform, Moogle, Poison, Burning, Dead MP cost: 106 Kung Fu Dress (Thunder saber) Target: Ally Strength: 4 Hit: 0 Inflict: Hurt, Slow MP cost: 48 Sprite's spells: Fancy Overalls (Status spell) Target: Chest, Enemy Strength: 146 Hit: 224 Element: Water Inflict: Stop, Barrel MP cost: 252 Chest Guard (Analyze) Target: Chest, Enemy MP cost: 134 Golden Vest (Status spell) Target: Ally Strength: 1 Hit: 243 Inflict: Hurt, Hurt bad, Slow, Stop, Barrel MP cost: 133 Elemental WATT'S AXE Girl's spells: Ruby Vest (Absorbs MP) Target: Multiple, Enemy Strength: 228 Hit: 0 Element: None MP cost: 15 Tiger Suit (Lunar magic) Target: Ally Strength: 132 Hit: 159 Element: Earth, Water, Fire, Dark, Light, Moon, Mana MP cost: 76 Tiger Bikini (Moon saber) Target: Chest, Mana sword, Ally Strength: 220 Hit: 128 Inflict: Stop, Mini, Barrel, Transform, Moogle, Poison, Burning, Dead MP cost: 107 Sprite's spells: Magical Armor (Lowers evade, raises attack) Target: Chest, Enemy Strength: 5 Hit: 255 MP cost: 106 Tortoise Mail (Moon energy) Target: Chest, Mana sword, Ally MP cost: 128 Flower Suit (Status spell) Target: Multiple, Chest, Mana sword, Enemy Strength: 15 Hit: 255 Inflict: Hurt bad, Slow, Tangled, Sleep, Freeze, Petrify MP cost: 228 Elemental LODE AXE Girl's spells: Battle Suit (Damage spell) Target: Multiple, Enemy Strength: 159 Hit: 230 Element: Water MP cost: 132 Vestguard (Mana Magic 1) Target: Multiple, Chest, Ally Strength: 128 Hit: 44 MP cost: 202 Vampire Cape (Revive) Target: Ally Strength: 48 Hit: 128 MP cost: 102 Sprite's spells: Power Suit (Wall) Target: Chest, Mana sword, Enemy MP cost: 139 Faerie Cloak (Mana Magic 2) Target: Multiple, Chest, Mana sword, Enemy Strength: 225 Hit: 226 MP cost: 228 Nothing (Evil gate) Target: Multiple, Chest, Enemy MP cost: 133 Elemental STOUT AXE Girl's spells: Faerie's Ring (Damage spell) Target: Multiple, Ally Strength: 81 Hit: 133 Element: Earth, Air, Water, Fire, Dark, Light, Moon, Mana MP cost: 1 Elbow Pad (Dispel magic) Target: Chest, Ally Strength: 5 Hit: 141 Element: Water, Fire, Dark, Light, Moon, Mana MP cost: 0 Power Wrist (Light saber) Target: Multiple, Enemy Strength: 1 Hit: 5 Inflict: Slow, Mini, Transform, Dead MP cost: 44 Sprite's spells: Cobra Bracelet (Damage spell) Target: Ally Strength: 255 Hit: 6 Element: Air, Fire MP cost: 255 Wolf's Band (Barrier) Target: Ally Strength: 0 Hit: 228 MP cost: 95 All other spells will either crash the game or leave your character in his summoning stance until you leave the screen.
HHS
Experienced Forum User, Published Author, Active player (282)
Joined: 10/8/2006
Posts: 356
I can't remember where his hitboxes are, but it's the one that blocks your attack if your weapon touches it. The address that is manipulated is calculated by swapping the bytes of the Z difference, multiplying by 2 and adding $e000, then using this as a 16 bit index with $7e005a. So a value of $76 gives $7ecc5a. All other addresses are impossible to reach or do not control anything useful.
HHS
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Joined: 10/8/2006
Posts: 356
You'll need to have got the boomerang first, otherwise the value will be $ff and there's nothing you can do to it. Actually, I spoke too soon regarding those bits, so what I proposed won't work. The bit that is set corresponds to the enemy being attacked, not the character you attack with, so if you want to set higher bits you need to do it using a boss that has multiple parts to it. This glitch works whenever a boss blocks your attacks, making a "bonk" sound when you hit it. I don't remember how Spikey Tiger works, but if you get that sound from hitting him, then you can execute the glitch, assuming that you can get the correct altitude difference. The boss's Z position is at $7EE666 and so on (16 bit, in half pixels), and the player's Z position is at $7EE045 and so on (8 bit, in pixels). So the difference between the boss' Z value and twice the player's Z value must be 118. I don't know of any way to change your normal weapon levels apart from leveling them up, which is limited by the forge level. With glitched weapons, it is often possible to manipulate their level. The boomerang variable is probably the only useful thing that can be reasonably reached with this glitch.
HHS
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Joined: 10/8/2006
Posts: 356
Oh, I just suddenly realized exactly what happened. The crucial moment was when you took a swing at the Spring Beak and missed. At that time, the difference in your elevation was 59 pixels. Well, it just so happens that this had the effect of setting bit 0 of $7ECC5A, changing it from 0 to 1. What the game is really supposed to do is to try to remember if a character missed, so that the impact sound only plays once per attack. But instead of indexing the character table with the number of the attacking character, it mistakenly uses the difference between your and the boss' altitude in half-pixels. What can be done with this? Well, you could miss the boss with both the boy, the girl and the sprite, at that elevation difference, to get a Shuriken, then forge it and get a Ninja's trump. Now repeat the glitch with every character (assuming there's another suitable boss) to get the Elf Harpoon, and forge it for a Dragon Dart. This can then be changed into the weapon the Rabite has, which is called Bare Head in the menu, by executing the glitch with the girl, or by forging twice more, whichever you prefer. Edit: As for the question of how much it is possible to level up a weapon, this is read from $7ECFB0 + weapon type, and then one is added. But if you are already past that level, you can level it up as much as you want, up to 8:99, which is the maximum. Leveling up the girl's Quill Cap or the sprite's Steel Cap without knowing any of Luna's spells will give you an icon with Luna's graphic in the menu, but it will behave as the next nonempty slot. So if you haven't learned any of Shade's, Lumina's or Dryad's spells, it will start looking at your weapon experience, and show various strange spells with funny summoning animations that sometimes never end.
HHS
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Joined: 10/8/2006
Posts: 356
That's interesting. As far as I can tell there's nothing obvious happening that could explain why the boomerang changed into a chakram. The script displays a list of numbers near the top right of the screen. These indicate the positions of upcoming suitable random numbers for giving a critical hit, counting from now. Positions that will actually result in a critical hit will be marked with an "x" in one of 3 columns depending on which enemy will receive the hit. This can change as a result of your own or the enemies' actions. Currently there is no LSNES support.
HHS
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Joined: 10/8/2006
Posts: 356
Commands vary in length. Command 0 is used to display text, and takes 1 byte as a parameter. So in this case it displays message $55, and then it displays message number $ff.
HHS
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Yeah, sorry, I meant the screen number ($0501), not the room number. This can be found from the table at 6:$af95 which contains pointers to a list of screens for each room, one for each combination of opened doors, terminated with $ff.
HHS
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Joined: 10/8/2006
Posts: 356
Yes. It is not necessarily trivial to figure out whether a given script is going to result in the ending, though. If you're executing from RAM, some commands might result in a change to the very RAM addresses that you are executing from. One might also need to take jumps into account. The verb table entries are ordered according to the scheme given above. So, a trashcan would contain script pointers for LOOK, OPEN, USE, CLOSE, in that order. It looks up all this as soon as you have selected the object that you want to act on, and then it starts executing commands until it reaches $ff. However, it turns out that $0300-$037F holds the tile attribute table. So $0309-$30b holds attributes for the tiles at the top of the room. There are many rooms that have a $55 in one of these locations. For example, the room that is north of the rug room (7), with the ancient tome in it, has $45 $55, so it will show the riddle and then go to the ending. Here is the full list of such rooms: 6, 7, 8, 9, 21, 34, 35, 36, 37, 72, 73, 74, 75, 84, 85, 86, 87, 88, 89, 90, 91, 92, 105, 122, 123, 124, 125. Also, rooms with $55 in $0311-$0313 (second row): 2, 3, 4, 5, 19, 20, 21, 27, 32, 33, 35, 37, 46, 47, 48, 49, 50, 52, 53, 54, 67, 68, 76, 77, 82, 83, 84, 112, 126 Rooms with $55 in $0319-$031b (third row): 2, 3, 4, 5, 19, 20, 27, 38, 39, 40, 41, 63, 64, 69, 70, 71, 93, 94, 112, 113, 119 For the record, bank 0 has data for rooms 0-75 and bank 1 has data for rooms 76-131. They both have a pointer table at the beginning pointing to the rooms. At offset $c4 within each room is the tile attribute data (16 bytes).
HHS
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Posts: 356
Here are some details on how scripts work in this game: There is a main table at the beginning of bank 3, pointing to tables for all types of objects: Scenery, Fixed Containers, Trash, Items, Containers, Doors and Magic, respectively. These tables in turn contain pointers to verb tables for every object of that kind, which list the script address for every verb that the object supports. Usually, objects support the following verbs depending on their type: Scenery: LOOK, USE, HIT, SPEAK Fixed containres: LOOK, OPEN, USE, CLOSE Trash: LOOK, OPEN, USE, CLOSE Items: LOOK, USE, LEAVE, TAKE Containers: LOOK, OPEN, USE, LEAVE, TAKE, CLOSE Doors: LOOK, OPEN, CLOSE, MOVE Magic: LOOK, USE, SPEAK There are exceptions, listed in a table at 6:$ab36 (3 bytes per entry: type, id, command set, terminated by $ff). Command set 7 includes all verbs. Inventory entries are classified as follows: $00-$7f: Items $80-$9f: Containers $a0-$bf: Fixed containers $c0-$df: Trash $e0-$ff: Magic Thus, an inventory code of $d2, for example, corresponds to an invalid trashcan $12 which has its verb table at $dfc7 with entries LOOK=$3e00, OPEN=$8ff, USE=$309, CLOSE=$e003. So, you can easily run random junk from RAM by performing actions on invalid objects. Command $55 will invoke the ending.
HHS
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Joined: 10/8/2006
Posts: 356
LSNES is not supported, only Snes9x and Bizhawk. If you change the line that says dest=0xf2d4 to dest=rw(0xc907fe), it will probably work on both English and Japanese.
HHS
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Joined: 10/8/2006
Posts: 356
I managed to trigger it. If you use a medical herb while the damage digits are still being shown, there will be no healing animation, and the character regains control once the digits fade. The character can then move around for a second while still being a snowman, and it is possible to disappear by pushing downwards on an enemy, for example. This may provide a clue as to what is happening in the second video. But the video is missing some seconds right where it gets interesting, so it is not clear what exactly is going on there. I still have no idea of what happened in the japanese one.
HHS
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Ah, but it will advance the RNG once first. Every time it needs a random number, it advances the RNG, in addition to advancing it on every frame. So that needs to be taken into account. If you want to look at the code, it is as 0x2032728 (thumb mode). As for how I figured it out, I have an emulator with data breakpoints, but it hasn't been released to the public yet...
HHS
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Joined: 10/8/2006
Posts: 356
Bits 16 to 30 would be 15 bits, not 5, according to established mathematics. So it takes the lower 8 of those bits to decide a drop, in other words it takes bits 16 to 23, and uses this to determine which item to drop, by using the rates listed in one of the 8 tables. Which distribution to use depends on the type of enemy that was killed. So, we have the following mappings between the random value and the dropped item: Distribution #0: never drop anything Distribution #1: 0x00-0x3f small health 0x40-0x5f large health 0x60-0x7f small ammo 0x80-0x8f large ammo 0x90-0xff nothing Distribution #2: 0x00-0x3f small crystal 0x40-0x5f large crystal 0x60-0x7f small ammo 0x80-0x8f large ammo 0x90-0xff nothing Distribution #3: 0x00-0x3f small health 0x40-0x5f large health 0x60-0x9f small crystal 0xa0-0xbf large crystal 0xc0-0xff nothing Distribution #4: 0x00-0x37 small health 0x38-0x6f small crystal 0x70-0xa7 small ammo 0xa8-0xff nothing Distribution #5: 0x00-0x1f small health 0x20-0x2b large health 0x2c-0x4b small crystal 0x4c-0x57 large crystal 0x58-0x77 small ammo 0x78-0x83 large ammo 0x84 extra life 0x85-0xff nothing Distribution #6: 0x00-0x3f small health 0x40-0x54 large health 0x55-0x94 small crystal 0x95-0xa9 large crystal 0xaa-0xe9 small ammo 0xea-0xfe large ammo 0xff extra life Distribution #7: always drop extra life
HHS
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Joined: 10/8/2006
Posts: 356
Sorry, didn't notice this thread until now. The RNG formula, as you probably already know, is a(n) = (a(n-1) * 0x343fd + 0x269ec3) & 0x7fffffff. When a value is needed, bits 16-30 are used. For item drops, it works very much like in Mega Man X. It takes the 8 lower bits of a value from the RNG, and there are 8 different drop distributions, which are listed at 0x20ddcfc as a list of tables of 8 halfwords each, giving the rate for each type of item (the range of values that cause this item to be dropped). So, for example, for distribution 5, the first value is 32, thus covering values 0-31, the second value is 12, covering values 32-43 and so on. The 8 entries in each distribution correspond to, in this order: small health, large health, small crystal, large crystal, small ammo, large ammo, extra life, nothing.
HHS
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Joined: 10/8/2006
Posts: 356
To the person who was wondering about positions and speeds: I just found my old disassembly which I thought I had lost. Here are some sprite variables (the player is at $7E1000, others are in a table at $7E1080 of $50 bytes each of 17 entries): 00 - Flags (01 = New, 02 = Active, 04 = Initialized, 08 = Done, 20 = Frozen, 40 = Can't hit) 01 - ID 02 - Type 03 - Parameter 07 - Strength 09 - Direction flags (01 = right, 02 = left, 04 = down, 08 = up) 0A - Display flags 0B - Plane 10 - Display X 12 - Display Y 16 - Pointer to frame data 1B - Flag set if fired by player 1C - Previous X pos (2 bytes) 1E - Previous Y pos (2 bytes) 20 - X speed (2 bytes) 22 - Y speed (2 bytes) 28 - Pointer to sprite collision size 2A - Pointer to BG collision size 2C - Freeze timer 2E - Pointer to damage table 30 - X subpixel 31 - X pos (2 bytes) 33 - Y subpixel 34 - Y pos (2 bytes)
HHS
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Something suspicious is going on in this movie. It should be impossibly to charge your weapon while being frozen. Therefore, we must conclude that the status somehow got reset with the character still remaining a snowman. Attacking with the snowman would likely cause an invalid animation to be executed. How this came to happen is another conundrum.
HHS
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Joined: 10/8/2006
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I've read that it's sometimes possible to lose a character permanently, presumably in connection with being turned into a snowman by an enemy. Any thoughts on how to reproduce this?
HHS
Experienced Forum User, Published Author, Active player (282)
Joined: 10/8/2006
Posts: 356
Actually, the camera Y position can change by as much as 24 pixels, as long as the player's speed is at least 8 pixels/frame. This is why you can go to the "Special Stage Done" screen or crash the game at that spot in Marble Garden 2.
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