Posts for Kuwaga


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nfq wrote:
Bisqwit wrote:
I just can't make out all the words; too high percentage of the frequency spectrum of the speech is masked by the car's noises.
Sounds like you're thinking too much. Being too conscious, logical and analyzing.
I have that problem too, especially in clubs, where I often can't make out what people are saying no matter how hard I try and how often I ask them to repeat. I'm good at following melodies masked by noise though. ^^ So, I guess it all comes from a lack of training rather than from thinking too much.
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I know it was a joke. But it coul make people think that changing the spelling of words in ways like that would inevitably lead to huge problems when reading, which totally isn't the case. Sure, you would have to get used to it, but it's more difficult as it is.
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The silent e can't be dropped because it shows that a word is pronounced differently. Actually we simulate a vowel shift to arrive at the correct pronunciation while reading new words with a silent e at the end. <at> - f.e. [æt] <ate> - f.e. [æit] So if you dropped the e you'd need to add something like an i in front. (in this case) English spelling will have to change somewhen. Spoken language will continue to develop further and if spelling stays the same we'd maybe arrive at a point where you really have to learn the spelling and pronunciation of each word by heart. There'd be no point to using letters then.
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lol, virgin man
Post subject: Re: A small lecture on English grammar
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Warp wrote:
Seeing the wrong form bothers me. It's ugly. It looks like "dieieieieieing".
Warp wrote:
"Sounds best" is not always equivalent to "correct". :P
Perceiving a word form to be ugly also doesn't. However, in this case you have a point because 'iei' is an unusual combination.
Warp wrote:
How do you even pronounce "dieing"? My impression is that you would pronounce it something like [daiain']. From a logical point of view "dying" actually makes more sense when you think about how it would be pronounced. Assuming "dy" is pronounced like [dai], then "dying" would be something like [dai'in], which is close to correct.
And assuming "die" is proncounced like [dai], then dieing would be something like [dai'in] too. Though the ' would indicate that the second syllable is stressed which it isn't. In fact it's usually pronounced one-syllabic as [daiŋ] or even [dain]. [URL=http://en.wikipedia.org/wiki/Ghoti]English spelling doesn't make much sense anyway. [/URL]
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Well, when starting the game it already loads all 4 save files. This is how their respective star counts get displayed. When you pick one save file, the game sets a 'pointer' to one of those 4 blocks of data that are your saved files. If we could set that pointer to what would be the 5th block of data (save file 5) the game would think that random data is your selected save file. And on a clear rom that already gets you the key to the basement. I have no idea yet if or how we could do that though. Edit: What z0MG says.
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If we could somehow load save file 5, we would start the game with the first key, so we wouldn't have to fight bowser one. The downside would be that you start without a cap.
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It would work, but unfortunately it's very unlikely to happen. The moat bit is stored in a byte where only set operations are executed and where there's no add, there's no overflow. The byte before and the byte afterwards are also unlikely to produce an overflow. Here's the byte. It consists of 8 flags: 1 Diredire docks entrance moved 2 Moat dry 4 Door to the Princess' Slide already opened 8 Door to Whomp's Fortress already opened 16 Door to Cool, Cool Mountain already opened 32 Door to Jolly Roger Bay already opened 64 Door to Bowser in the Dark World already opened 128 Door to Bowser in the Fire Sea already opened Even if there was a way to open the door to Princess' Slide twice or to move the entrance twice, it wouldn't produce an overflow. I tested it with the door, and like I said there are only set-operations executed. Our best chance would be to find a manipulable pointer variable, but this game doesn't seem to be particularly rich of pointers in the first place. I don't have much hope left to find something.
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Yea, exactly like the other door, so it wouldn't open if you don't have the key..
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English spelling doesn't make much sense because it's a historical spelling and as a result isn't up to date with the way words are pronounced anymore. Forms like 'sitted' and spellings like 'dieing' are disallowed to keep well educated people in power. Short forms like 'sat' in spoken language are used to reduce slips of the ear and to convey meaning faster and with lesser effort for the speaker.
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@XiF I tried to locate a byte that would indicate to the game which one of the key doors I'll be touching while still standing in front of them - without success. So it seems the instant the game decides which of the key doors you are touching, it also starts the door opening sequence. So my guess is tricking the doors using BLJs won't happen. Edit: Does the game save anything else besides stars, coins, opened canons, keys, opened doors, activated switches (for caps), if Mario has his cap and if the moat is dry? I tried to severely glitch up the game by playing around with the multiple caps glitch, but nothing worked.. :/ Collecting a star with more than 255 coins also doesn't produce an overflow even though there's only 1 byte reserved to store the high score.
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erokky wrote:
Ooohh yes. 'Could care less' is one of my most hated common errors. How can you get that wrong? Do people even think before they say it? "Could care less...oh I COULD care less!". I mean what the heck?
I couldn't care less. -> I care so little, it's not even possible to care less. I could care less. -> I care too much, this topic isn't really that important. So, I could care less without having to endour any negative consequences. Doesn't it work somewhat like this? I don't see why the second one should be regarded as a mistake in every situation. Also, I don't understand people who get upset about mistakes. As for mistakes like their/there/they're.. I guess they just happen because you kind of imagine yourself talking and then convert word by word into letters and some words just sound the same. In contexts where mistakes are allowed, I always catch myself mixing up "dass" and "das" in German which is my first language. While chatting I don't even bother to correct myself if I spot myself misusing them, as it would just unnecessarily distract from the topic. (Is it correct to use 'spot' in this context btw? My English teacher said it wasn't) So making those mistakes doesn't necessarily mean the author doesn't know the difference. Edit: I just realized that last sentence of my post could be logically incorrect. Is it? I'm not sure because I seem to be referring to people in general in the first part of the sentence and to the author in the second one.. Trying not to make mistakes is really troublesome..
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Would it theoretically be possible to go out of bounds in one stage and then moving into another stage in Super Mario 64? (guess not)
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From my experience none of these tricks worked. Using Super Balls instead of Hyper Balls on strong Pokémon helped sometimes though. xD
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That has to be some kind of magic! o_O Does Merlin convert the videos?
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I'm glad to know I won't play it. :D
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Sorry, but lol. :X Edit: It could be that you're taking things to seriously..
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For some reason the canons aren't stored in the byte that corresponds with the stage, but one stage after that. So canon for stage Bobomb gets saved in the Whomp's Fortress byte and the Wing thingy canon gets saved in the Aquarium byte. I think that should be the result of a slight programming inefficiency.. No, the outside canon doesn't set a bit. And like I said, if we can enter stages without the 'current stage value' changing we could glitch stars in fast ways. I've tested it you don't have to take guesses anymore about if it would do anything. It just seems a bit hopeless to find a glitch which would do something like that. :/ Loading the game with it set to sth other than 0 would f.e. enable us to collect stars of a specific stage by talking to Toad or catching Mips instead. Would that even save time? lol
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[URL=http://www.abload.de/img/182stars17d.png]182 stars[/URL] Every star has a number. Collecting a star with the number 7 while the current stage value is set to 17 (Bowser in the Fire Sea) gets you a normally unobtainable star. There are still mistakes in this chart, as not every stage has a canon, but I'm too lazy to look it up and correct it. ;) Keys are stored before stars in memory, so there's no way we could glitch keys by changing the stage value and then collecting a star. The key byte looks like this: Bit 1 - ? Used Bit 2 - ? Bit 3 - ? Bit 4 - ? Bit 5 - Has Key 1 Bit 6 - Has Key 2 Bit 7 - Key 1 Used Bit 8 - Key 2 Used Using a key unsets bits 5 or 6, like previously mentioned by CBright. @z0MG - That means I was editing the post, sorry for being unclear.
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Ok, like I suspected there exists a value which let's the game know what the current stage is. If you enter Whomps Fortress f.e. and then change that value to Bobomb's Battlefield and collect a star it will count as a star in Bobomb's Battlefield instead. This would theoretically allow us to collect stars in different stages - that means faster - and maybe to collect more than 120 stars. Unfortunately I don't see much hope to change this value just by using glitches though. Defined values for the stage value and their meanings: 0 - lobby, outside, ... 1 - 15 courses 1-15 16 - 18 pre-bowser levels and fights 19 - princess secret slide 20 - green switch palace 21 - red switch palace 22 - blue switch palace 23 - rainbow cruise like secret room 24 - secret aquarium Dying sets it back to 0, as well as collecting a star, leaving a stage by pressing start and exiting the green switch palace by using the waterfall. A way to leave/enter stages without that value being set would be nice. Exiting a course by Game Over leaves the value unchanged, only loading a save file then sets it back to 0. So a way to load a file without that value being set would also be nice. ^^
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No it's definitely at least 182 stars, there's space for 77 secret stars, I tested it. The structure is like Stage 1 - Bob-omb 7 bits equal 7 stars, 8th bit seems unused. Stage 2 - 8 bit, 7 stars ... Stage 15 - 8 bit, 7 stars Then follow 11x7 castle secret stars. Immidiately afterwards - coin counts / stage Before all of that - flags for what doors have already been opened
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Actually the star count gets newly calculated every time you collect a star. That means having 120 (counter) and collecting the first one will set the star count to 1. Doors still won't open (except for 1 star doors) ;) So the star count itself is actually pretty meaningless. The star collected flags count. Door checks aren't calculated every time you collect a star, they are calculated every time you touch a door. It seems like the maximum star count is 182 (counting the flags). I'm sure this information is old though.
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So considering the fact that there are 120 stars, which would require exactly 15 byte to store, it is likely that the 16th byte is used for <=8 binary informations too. (Oops, I used a non-existing plural) :( Likely candidates would be: - first bowser defeated - second bowser defeated - unused (third bowser defeated) - wing cap - blue cap - green cap You used star modifier codes, so you should know how exactly those stars are stored in memory. I suspect a structure like this: Stage 1: Stars 1-7, a castle's secret star Stage 2: Stars 1-7, secret star How does it really look like? I'll probably spend some time playing around with the game and a memory watcher tomorrow..
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I have an idea, if there was a glitch to make the game think the star you've collected is the 121st one you could instantly beat the game!!
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Hats can be eaten in German-speaking countries too. ;) These also exist in German as well: Sweep under the carpet Let the cat out of the bag Have two left feet It's also possible to have two left hands here.