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05-04-22 07:59:25 PM
Jul - Gaming - How would this even happen? New poll - New thread - New reply
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Craig341
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Posted on 04-08-08 12:56:26 AM Link | Quote
Without help from Mr. Gameshark, of course.



Why would you bother programming in a "too many stars" line? How the hell do you even get 99 stars in a 50-turn match? I think my all-time record was 32, and that was by setting up 4 controllers to help me cheat with that!
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Posted on 04-08-08 01:37:46 AM Link | Quote
The question remains, just how did you do that then?

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Posted on 04-08-08 01:40:16 AM Link | Quote
If I had to guess? Help from Mr. Gameshark.

You never know what can happen. And it's always better to handle unexpected situations gracefully than to make you have A0 stars or something.
Craig341
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Posted on 04-08-08 01:56:13 AM Link | Quote
Originally posted by Skreeny
If I had to guess? Help from Mr. Gameshark.

You never know what can happen. And it's always better to handle unexpected situations gracefully than to make you have A0 stars or something.



Yeah.

I don't feel like playing for a month to get everything for real; I've beaten the game enough times to earn the right.

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Posted on 04-08-08 02:09:10 AM Link | Quote
I assume it would, theoretically, be possible on Wario's Battle Canyon, a course that can be manuevered around very quickly, if the stars constantly ended up right in front of people's faces, people constantly got high numbers on the die, and minigames with high money prizes were constantly played (plus a hefty amount of plus blocks appearances and the like, coupled with a ton of visits to Boo to steal other peoples' stars. I don't think Toad moves in a set pattern, so it should be possible for one player to meet him at least twice a round.
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Posted on 04-08-08 03:06:11 AM Link | Quote
Jul - Post #2562 - 04-07-08 10:06:11pm
Better safe than sorry?

Don't those games let you start with any number of stars in multiplayer mode?

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Posted on 04-08-08 06:24:26 AM Link | Quote
Originally posted by HyperHacker
Don't those games let you start with any number of stars in multiplayer mode?

I believe it was capped at 10.

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Posted on 04-08-08 08:49:09 AM Link | Quote
Isn't it some older Sonic games that don't cap rings or lives to a reasonable amount?

I've also heard the arcade Pac-Man and Donkey Kong act weird after too many levels...

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Posted on 04-08-08 03:23:42 PM Link | Quote
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Posted on 04-08-08 05:31:11 PM Link | Quote
I guess they would use this for testing purposes, and test courses, etc.
They probably just put it in so the game wouldn't break it someone actually made it without cheats

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Posted on 04-09-08 03:35:35 AM Link | Quote
Originally posted by Eon
Isn't it some older Sonic games that don't cap rings or lives to a reasonable amount?

I've also heard the arcade Pac-Man and Donkey Kong act weird after too many levels...

Sonic games (at least S3&K) limit you to 999 rings, but no cap on lives.

I can't speak for the others.

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Posted on 04-09-08 06:12:08 AM Link | Quote
I've gotten 927 coins in Mario Party once, with 50 turns and controlling all 4 players ... surely it's possible to hit 999 (and easier than 99 stars), I wonder if anything happens after that

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Posted on 04-10-08 05:05:02 AM Link | Quote

Originally posted by Xkeeper
Originally posted by Eon
Isn't it some older Sonic games that don't cap rings or lives to a reasonable amount?

I've also heard the arcade Pac-Man and Donkey Kong act weird after too many levels...

Sonic games (at least S3&K) limit you to 999 rings, but no cap on lives.

I can't speak for the others.
Sonic 2 rev. 00 didn't have a cap on rings, so I'm guessing Sonic 1 didn't, either (same code base and whatnot).

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Posted on 04-10-08 05:26:10 AM Link | Quote
Yeah, but at the same time it seems (almost) impossible to get that many rings in any of the S2 levels, because bonus stages reset them to 0 and there just aren't that many per stage.

S3 had a lot of bonus stages with a lot of oppertunities for rings, so it wasn't impossible...

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Posted on 04-10-08 08:41:25 AM Link | Quote
In some RPGs it only seems how certain stats are capped at maximum values like 99 (for some two-digit displays for example), but in reality the screen only shows 99, but technically they can go higher. Actually it seems weird how the developers include conditions like "If Agi_shown_on_screen > 99 then set agi_shown_on_screen=99" and seem to forget to include the same for the technical variable, but only for the number which is meant to be shown on-screen.

An example are Final Fantasy Legend I and II for GB (dunno about FFL III), where certain stats can go up to 255, but only show 99 in the menu screen. Going even higher causes the values to reset. Same with Lufia II. The Egg Ring increases all values except Guts BY 999 and not TO 999, because the status screen only shows 999 then.

Weird ist also the display of more-digit values for items you can only use a very limited number of time. See the Mike ability in Kirby's Adventure, it shows "x 03" - but actually you will never have more than those three uses, although there are two digits - except if you use that known glitch to give it a lot of uses (only works when fighting the second boss and is gone once the game is shut off or reset, though)
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Posted on 04-10-08 08:35:17 PM (last edited by Reimu Hakurei at 04-10-08 05:35 PM) Link | Quote
Wafflcakes go here.
----------------------------
Originally posted by Surlent
Weird ist also the display of more-digit values for items you can only use a very limited number of time. See the Mike ability in Kirby's Adventure, it shows "x 03" - but actually you will never have more than those three uses, although there are two digits
I think that's more becouse of a game engine thing, as it uses the same counter it's used on lives or whatever which uses both digits. Why code a different counter when you can just use the one you made for something else?


I don't remember if in pokemon Red/Blue you could get over 99 of an item (withouth the missingno. glitch)... I remember buying over 70 of something (lemonade? I think. It's reasonable becouse it's better than a super potion and costs as a normal potion)

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Posted on 04-10-08 09:01:31 PM Link | Quote
Pokemon Red/Blue... Although the game doesn't display a counter for it, you can have more than one of a key item by things like the missingno. glitch. Really annoying because they can't be thrown away using normal means.

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Posted on 04-10-08 11:25:04 PM (last edited by pieguy1372 at 04-10-08 08:28 PM) Link | Quote
@the image: It's probably a cheat code aside from a Gameshark.

Originally posted by Shadic
And Pac-Man glitches at the 256th level.

Ms. Pac-Man also glitches, but I got too lazy to count the levels...

It goes to a blank level, and if you get past it it freezes. :o

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Posted on 04-11-08 08:39:25 AM Link | Quote
Not sure if Red/Blue did it (Gold and Silver may have because they fixed a lot of programming...) but in the newer games if you have more than 99x an item the next slot becomes the item xNumber. So if you have 99 potion and buy 6 more, the next slot in your items becomes Potion x6. So you will have one slot of Potion x99 and one slot of Potion x6. And I do not know if you can do that forever.
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Posted on 04-11-08 06:25:35 PM Link | Quote
Jul - Post #2573 - 04-11-08 01:25:35pm
G/S did, I'm not sure about R/B. Of course you can't do it forever though, your inventory will fill up.

The ability to have more than one of a key item isn't really a glitch, it's just because every item slot has a quantity. Key items hide it and force it to always act like you have one, which is really annoying when you (for reasons I can't remember) duplicate the bicycle and have to put ~130 of them in the PC, one at a time...

Related though, R/B stored Pokémon stats in RAM and save files by simply copying the entire data block from ROM, so things that should never change such as type were in it too. You could use codes to change their types, as well as change some second ID byte that would cause strange effects. Unfortunately with G/S they smartened up and only stored the stats that could legitimately be changed; things like type were always read from ROM, so you couldn't change it with a Gameshark.

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Jul - Gaming - How would this even happen? New poll - New thread - New reply


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