Posts for SprintGod


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OmnipotentEntity wrote:
the time to learn Dusk Requiem/Love Sonata
...is nonexistent. He already learned Dusk Reqiuem by defeating Marshal with Mog's party. Cactrot's attack script: 'Bundling up something'; Blow Fish; 'Bundling up something'; Blow Fish; 'Bundling up something'; Blow Fish; 'Work load up 10 times!'; Blow Fish, Blow Fish, Blow Fish, Blow Fish, Blow Fish, Blow Fish, Blow Fish, Blow Fish, Blow Fish, Blow Fish; Very painful unless you kill it quickly. Any unblockable defence ignoring attack will work.
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How about using Vanish/Dance instead? Dusk Requiem and Love Sonata randomly cast Snare, which is an instant death attack.
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I won't be doing any more Megadrive runs until a decent Pause / Advance Frame key is implemented. That one feature would cut the time taken to make runs in half.
xebra wrote:
There are flaws.
List them.
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http://www.imdb.com/title/tt0382315/ John Woo ... o_O The Rock ... O_o
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/*- wrote:
but would someone mind sighting ONE inaccuracy specifically. you've all gone on and on about these. just sight specifically where it is and what the problem was with it.
How about 7 minutes worth?
Tarzan wrote:
They call them time attacks (And wasn't that word invented by Morimoto?)
'Time Attack' has been the name for time trial mode in Sonic games since Sonic CD (1993). I'm not aware of any earlier uses.
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Assassin wrote:
As explained in that link I gave, there are just TWO categories: - overworld (the terrain type -- grass, dry land, desert, forest -- does not matter) - dungeons (that includes caves, towns, etc)
There is one place where terrain type does matter, and that's around Narshe in the WoB. The forest uses the first overworld value (192), everything else uses the second one (96). Technically, terrain type matters everywhere else as well. But this is made irrelevant because the terrain types within each section of the overworld have been given the same encounter rates.
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Ah, I see how it works. Now if only that section of the Algorithms FAQ wasn't even more screwed up than it used to be:
Assassin wrote:
i had a role in their disappearance, and i'll gladly defend the new ones. :P
Algorithms FAQ wrote:
The game keeps a counter that increases each time you take a step. Walking on the overworld map adds 192 to the counter for each step taken; walking in caves, towns, etc. where monsters can be encountered adds 112 to the counter for each step.
What new ones? :)
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JoyToKey (This is not Joy2Key) Homepage: http://hp.vector.co.jp/authors/VA016823/ Download: http://hp.vector.co.jp/authors/VA016823/joytokey/jtk374en.zip Works just as well as RB-Joy, but in this case the GUI wasn't designed by Stevie Wonder.
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He forgot to mention that Deep Blue cheats at chess. I suppose Kasparov is going to be pretty annoyed when he finds out.
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The source is me. I'm good at digging around in games' memory :) Preemptive attacks shouldn't be blocked by the formation you tested on, but since there were only 15 ways for the battle to start out, it's possible that none of them would give pre-emptive attacks. The timer pauses for a moment whenever the screen fades out (entering a battle, new area, menu, etc.). This is the only way I currently know of that allows you to manipulate the possibilities of the next battle. The 'unknown factors' mentioned in my last post seem to have something to do with the number of characters/enemies in the battle. For example, when the timer is 16 (PAR code: 7E021E10), you will get Preemptive attacks against Guard/Guard, Lobo/Lobo and Were-Rat/Repo Man, but not against Guard/Guard/Vomammoth/Vomammoth or Were-Rat/Were-Rat/Were-Rat.
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Look at the graph again, this time with your eyes open. The periodicity is 15, not 16. There were no Side / Back attacks is because the group of enemies used for testing disables them. The first groups that allow all types of attack are inside the mine. Now I've got that out of the way, onwards to the technical crap! There is a frame counter at 0x7E021E that cycles from 1 to 60 (60 / 4 = 15, hurrah!). The battle timing is generated from the value of this counter when the screen has completely faded to black. The blurring effect that precedes every battle can only occur every 4 frames. This causes the 4 frame delay between changes in the battle timing. (Big Edit: Removed value/attack list and an entire paragraph because there are unknown factors that affect it)
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Well apparently I'm not a humourless twit, and it must be true because it's an Internet test (gasp). Fear me! By the way... pointing out sarcasm to an Englishman is like teaching a dog how to bark :)
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Why guess? I'm sure there's a "Humourless Twit Test" somewhere on the Internet... :P
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No, nowadays you can't make humourless jokes without being a complete twit. It's nothing to do with the subject, it's just not funny.
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*UNTESTED* It should work, unless Retort is cancelled by a weapon change. In no particular order, after using Retort: # On Cyan's next turn, Equip Imp Halberd via the Item menu. Skip his turn with X / Y. # Imp Cyan. # Kill and Revive Cyan. As long all the above is done before Cyan counters something, the glitch should be in effect with the Imp Halberd equipped.
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When Setzer is available, everyone else is virtually useless (unless you don't want to be ridiculously cheap, of course...). 1) At the very start of the battle, have someone use an Echo Screen. Wait for the animation. 2) Slot / 7-7-7 / Instant Win. There are a few exceptions where Joker Doom will not work at all. Read this for all the necessary info. http://masterzed.cavesofnarshe.com/GameDocs/slotfaq.html
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The list I linked is the one that PeerGuardian uses :) http://www.bluetack.co.uk/ Lots of info here, and it's the source of the aforementioned IP list. http://www.methlabs.org/ PeerGuardian. Nuff said.
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Post subject: Block 'em.
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Suggestion: If possible, block the MPAA from accessing this site and it's contents. That should stop them from bothering anyone else. MPAA IP Ranges: 63.199.57.96 - 63.199.57.111 63.199.57.120 - 63.199.57.127 64.60.194.0 - 64.60.194.7 64.166.187.128 - 64.166.187.158 67.125.49.192 - 67.125.49.199 81.4.78.0 - 81.4.78.255 194.183.226.144 - 194.183.226.151 194.183.226.192 - 194.183.226.223 198.70.114.0 - 198.70.114.255 208.49.164.0 - 208.49.164.255 208.50.66.224 - 208.50.66.255 Taken from this list: http://dialspace.dial.pipex.com/town/pipexdsl/o/aoxw32/BlueTack/antip2p.txt
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MPAA = retarded. They think you downloaded the film 'Speed', but it is obvious that this isn't the case simply from looking at the filename. Tell this to your ISP, and then sue the MPAA for harassment. Edit: Hell... let's throw in 'Causing undue stress' as well. I'm sure being falsely accused of breaking the law is having a very severe emotional impact on you and your family... *cough* :P
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My chart shows the chance of making it a given distance without entering a random battle, and therefore doesn't include the step that triggers a battle. I just forgot to add 1 when looking up the numbers. As for bosses, I'm unsure. Give me a few minutes and I'll find out... --- Edit: whoops, got distracted, anyways... Whelk doesn't reset the counter, so I assume that all other non-random battles don't either. Also, I just remembered that the Algorithms FAQ used to give different increment values for each terrain, but these have inexplicably disappeared (despite being apparently correct...). Anyways... here they are:
Grass           96
Desert/Forest  192
Elsewhere      112
The first screen of the first cave seems to be an exception. It adds 64 instead of 112.
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No it's not :) Read my last post Edit in response to Bob's edit: A winner is me!!
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It's not way off, your maths are, give me a moment to do a few calculations... --- Edit: Calculations complete
STEPS  C     C/256  %NB      %CUMULATIVE
 1      192      0  100.00%  100.00%
 2      384      1   99.61%   99.61%
 3      576      2   99.22%   98.83%
 4      768      3   98.83%   97.67%
 5      960      3   98.83%   96.53%
 6     1152      4   98.44%   95.02%
 7     1344      5   98.05%   93.16%
 8     1536      6   97.66%   90.98%
 9     1728      6   97.66%   88.85%
10     1920      7   97.27%   86.42%
11     2112      8   96.88%   83.72%
12     2304      9   96.48%   80.78%
13     2496      9   96.48%   77.94%
14     2688     10   96.09%   74.89%
15     2880     11   95.70%   71.67%
16     3072     12   95.31%   68.31%
17     3264     12   95.31%   65.11%
18     3456     13   94.92%   61.80%
19     3648     14   94.53%   58.42%
20     3840     15   94.14%   55.00%
21     4032     15   94.14%   51.78%
22     4224     16   93.75%   48.54%
23     4416     17   93.36%   45.32%
24     4608     18   92.97%   42.13%
25     4800     18   92.97%   39.17%
26     4992     19   92.58%   36.26%
27     5184     20   92.19%   33.43%
28     5376     21   91.80%   30.69%
29     5568     21   91.80%   28.17%
30     5760     22   91.41%   25.75%

STEPS:       number of steps since the last battle
C:           The counter
C/256:       The counter integer divided by 256
%NB:         The chance of not getting a battle for an individual step
%CUMULATIVE: The chance of not getting a battle for that step, and all previous steps as well
So when on the World Map, you'll usually have around 21-22 steps between battles.
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From the Algorithms FAQ at GameFAQs:
The game keeps a counter that increases each time you take a step. Walking on the overworld map adds 192 to the counter for each step taken; walking in caves, towns, etc. where monsters can be encountered adds 112 to the counter for each step. Each step, a random number is picked from 0 to 255; if this number is less than (counter / 256 ) then a fight occurs. When a random encounter occurs, the counter is reset to 0. If the lead party member has a Charm Bangle equipped, then the number added is cut in half. If Mog has the Moogle Charm equipped, then the counter is not increased, and there is no chance of random encounters.
It seems that the 'random' number is a function of Steps, though. This would explain why you can't manipulate encounters.
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Viewer: Brachosaurs cast Ultima. Defeating KatanaSoul for dummies - shortest book ever Cast Muddle. Instant Offering. Surviving Magimaster's Ultima 1) Equip someone with DragoonBoots and have them Jump shortly before he dies. 2) Finish him with a Palidor summon (Everyone Jumps). Palidor is found on the beach where you previously caught fish for Cid. 3) Cast Life 3 on someone. Requires Phoenix or Gau's Rhinox rage. 4) Cast Rasp and Osmose until he runs out of MP. Takes bleeding forever. ---- Jyzero: Atom Edge's walkthrough (it's at GameFAQs) marks all items that are different in the WoR with an asterisk. It doesn't matter if you get Mog or not in the WoB. Note that the sketch glitch is fixed in v1.1 of the game, and doesn't exist at all in the Japanese version. If you're planning on using it make sure you're using US v1.0. ---- I'm thinking of having a go at this game myself, but it'll have to wait until I've finished with Sonic 3 & Knuckles (Which has hit an unexpected delay... I found a shortcut, but it's either barely impossible or barely possible, and I can't figure out which. GAH!).
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