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05-03-22 05:01:17 PM
Jul - Posts by MaxKnight
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MaxKnight
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From: Columbus, Ohio

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Posted on 06-14-09 08:46:07 PM, in Good lord. We're Skyping Link
maxknight1010101. Er... did we exchange contacts?

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MaxKnight
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Posted on 06-15-09 01:41:47 AM, in Good lord. We're Skyping Link
I could probably do it, I just seem to have not much to say about what gets talked about...

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MaxKnight
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Posted on 06-16-09 07:19:39 AM, in Good lord. We're Skyping Link
So I guess I missed all the fun due to work, huh?

Oh well.

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MaxKnight
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Posted on 06-16-09 07:57:35 AM, in What're you playing right now? Link
When not sleeping, working, or LPing Shining Force II, I've been moonlighting with Final Fantasy Tactics: War of the Lions. I got inspiration to do a custom Archer SCC, the custom part allowing me to learn non-Archer abilities in random battles and use them on my all-generic Archer team. It's especially necessary in case I accidentally run into someone using Archer's Bane, since that would be the end of me. Otherwise, it's fun to plink things from afar with Archers, and I find they have no real problems stayin' alive. I'm highly enjoying myself with this variation.

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MaxKnight
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Posted on 06-16-09 09:27:13 PM, in Good lord. We're Skyping Link
Well, I'm on now, in case anything is going on.

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MaxKnight
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Posted on 06-17-09 07:24:02 AM, in Good lord. We're Skyping Link
Anything happening now? Or did I miss it all?

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MaxKnight
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Posted on 06-22-09 12:57:38 AM, in Good lord. We're Skyping Link
Well, I'm back after the long weekend. Is there any convos going on right now? I'm on if one starts.

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MaxKnight
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Posted on 03-10-10 11:54:20 PM, in Yay, Ohio! Link
There was an entire thread about Ohio, and I missed it?

Aww man.

Columbus is an okay place. I live in Hilliard and drive onto campus for work every day. Heck, Traffic isn't really that bad outside of the corner of Hilliard-Rome and Roberts.

I like it here, even if we have an abnormally large number of astronauts.

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MaxKnight
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Posted on 03-29-10 11:36:07 PM, in Mafia - Rules and Signups Link
I LIVE.

Hi. Joining. Been awhile, eh?

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MaxKnight
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Posted on 03-30-10 03:21:10 AM, in Mafia - Rules and Signups Link
Hi.

Snifit said this was on again. I'm game. I'm sure I can spare enough time to actually keep up with this.

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MaxKnight
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Posted on 03-31-10 03:52:22 AM, in What do you sound like? Link
An example, courtesy of YouTube.

I chose those over the multitude of other LP videos as I think I speak with a wider variety of emotions compared to many of my others. You can get a pretty good idea for how I typically sound just from this one.

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MaxKnight
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Posted on 03-31-10 04:01:31 AM, in What brought YOU to Jul? Link
I joined I3 basically one week before it fell. I remember it pretty well, actually, as I wanted to see if I could get some small amount of help in making a program in VB. I think it was Sukasa that helped me, too.

I migrated to Board2, since it seemed to be a sensible thing at the time. It was great for awhile, there, but stuff started happening again. A short time later, I wound up here.

I've been here quite awhile, but I got myself to a point of quietly lurking and checking the board each day to see if anything awesome was happening. As for why I'm back to posting? I blame darthbobby. He got me into a conversation with Bitmap and RedSnifit the other night and Snifit informed me that a new Mafia game was in the works. A 5-hour call later, and I'm feeling like getting back into a groove, here.

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MaxKnight
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Posted on 03-31-10 04:10:03 AM, in What do you do at school/work Link
Closest thing you can say I am is a Junior Systems Admin, part of a small team of 2.5 people who watch 30+ servers. I do all of my regular, everyday tasks in the first half hour I'm at work, and then I have 7.5 hours to work on other, current issues (if applicable), respond to urgent, production interfering issues (if applicable), or if none of the above are met, surf the internet and play sudoku all day.

This is all possible because were are a remote team, who work on-site rather than administrating from a separate office building. Fortunate, as we can physically interact with most of the servers, should the need arise.

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MaxKnight
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Posted on 03-31-10 04:37:07 AM, in ROM revisions and bugs Link
Well hey, something I can contribute.

Around three years ago, I got into it on the Dragon Warrior board at GameFAQs with a certain individual that went by the name MeteorStrike. This caused him to not only go through the game and find all kinds of interesting things about its internals, but also to discover why a video made using PRG1 would break when played back in PRG0. Here is an excerpt from the guide he wrote and posted on IGN:


----------------------------------------

X - PRG 0 VS PRG 1
----------------------------------------

Now we have resolved the mystery about the Fighter's Ring, and that the
Death Necklace can only be acquired once per game. But we have done these
examinations with one version of the ROM. Couldn't it be possible that there
is some other version out there that is different with these regards?

Surely, if we remember getting more than one Death Necklace per game, and we
proved that this is not possible, there must be some other version out there
with this difference, right? If so, maybe this other version has the
Fighter's Ring's issue fixed as well? Pretty please? With an opcode on top?

Throughout this FAQ, I have looked at the PRG 0 version of the game. The
issue with the Death Necklace got me thinking about this. If we do a diff of
the PRG 0 and PRG 1 versions of the game using some utility out there that
does this, we see that the PRG 0 and PRG 1 versions are different by exactly
3 bytes:

Address PRG 0 PRG 1
3FAE 37 32
3FAF 32 29
AF7C EF F0

The first 2 addresses have to do with the title screen.

In PRG 0, the title screen says at the bottom:

LICENSED TO NINTENDO
TM TRADEMARK TO NINTENDO

In PRG 1, the title screen says at the bottom:

LICENSED TO NINTENDO
TM TRADEMARK OF NINTENDO

So basically, 66 % of the differences between PRG 0 and PRG 1 was to correct
the grammar... at the title screen where everyone can see it openly and poke
fun of it...

This is one easy way to tell which version of the game you have on the cart,
assuming there are only 2 versions, which, according to our research on the
Death Necklace, does not seem to be the case at all...

The last address seems like it can be code. If we do a seek to the relevant
address on the game, taking into account the NES header, we see the
following:

PRG 0:

$AF6B:1D EF 5F ORA $5FEF,X
$AF6E:0D 0E 0C ORA $0C0E
$AF71:1B UNDEFINED

PRG 1:

$AF6B:1D F0 5F ORA $5FF0,X
$AF6E:0D 0E 0C ORA $0C0E
$AF71:1B UNDEFINED

Before we even waste our time analyzing these opcodes, note that after we do
our OR operations, we eventually get to an undefined opcode. If these were
truly supposed to be opcodes, we can see that clearly, their execution would
lead to an undefined opcode before any branching could occur, which would
crash our game. Therefore, these bytes couldn't logically be opcodes. They
are probably something else. Even if these were valid opcodes, this single
difference here does not address any of the relevant details we have
researched. We can conclude that, for purposes of this FAQ, these two
versions are identical.


UPDATE 1.1:


Going back to this matter, one way we can determine what this last byte is
used for is via ROM corruption. Doing so and playing the game for a while to
verify the effect, we find out that the last byte actually has to do with
text as well.

If we look at a chunk of data through a hex editor that has dictionary
capabilities, and we use the game's text as the dictionary, we see the
following:

PRG 0:

AF60 0E 19 47 FC 60 FD 37 11 ep.. .Th
AF68 0E 5F F4 5F 0A 1D 1D 0A e . atta
AF70 0C 14 1C 4C FC 37 11 22 cks!.Thy
AF78 5F 2B 12 1D EF 5F 0D 0E Hit. de
AF80 0C 1B 0E 0A 1C 0E 0D 5F creased
AF88 0B 22 5F F5 47 FC 24 5F by ...A

PRG 1:

AF60 0E 19 47 FC 60 FD 37 11 ep.. .Th
AF68 0E 5F F4 5F 0A 1D 1D 0A e . atta
AF70 0C 14 1C 4C FC 37 11 22 cks!.Thy
AF78 5F 2B 12 1D F0 5F 0D 0E Hit. de
AF80 0C 1B 0E 0A 1C 0E 0D 5F creased
AF88 0B 22 5F F5 47 FC 24 5F by ...A

This clearly corresponds to the text we see when we get attacked by an enemy
in battle. Getting into a battle, we see the following:

PRG 0, HP Damage = 1:

The Slime attacks!
Thy Hit decreased by 1.

PRG 1, HP Damage = 1:

The Slime attacks!
Thy Hit Point decreased by 1.

PRG 0, HP Damage > 1:

The Slime attacks!
Thy Hits decreased by 2.

PRG 1, HP Damage > 1:

The Slime attacks!
Thy Hit Points decreased by 2.

So we see that the value of F0 corresponds to a single byte representation
of the string " Point", and the value of EF, when interpreted as such,
simply prints out null, or nothing at all. This kind of text "compression"
is actually quite common among video games.

From this, we can see that all 3 bytes that are different between PRG 0 and
PRG 1 correspond to text differences in the game. This means that PRG 0 and
PRG 1 SRAM data, save states, movie files, Game Genie codes, and others are
perfectly backwards-compatible with each other.

Also, it seems that I need to correct myself: 100 % of the differences
between PRG 0 and PRG 1 was to correct the grammar... It's nice to finally
know what the real differences are between the two versions! :)


/UPDATE



A link to this guide can be found here. Note that while I may be largely responsible for the creation of this document (he went so far as to dedicate the thing to me), I did not write this. This is entirely MeteorStrike's work, I just goaded him into producing it.

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MaxKnight
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From: Columbus, Ohio

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Posted on 03-31-10 10:36:04 PM, in ROM revisions and bugs Link
He said that before I brought up the movie file problem. He assumed that since the SRAM is transferable, that movie playback would not be affected. Then I brought up the fact that the TAS recorded in PRG1 would break on PRG0, and he did further investigation. It was quite a long addition to this section of his guide, so I decided not to include it in that giant codeblock. He learned that indeed, the lack of the extra word caused the RNG to be called further while it was waiting for input in PRG0, so button presses were timed to when it would have finished printing in PRG1. This didn't break that movie file until about a third of the way through. That was for the record back in 2007, though. I hear Acmlm went and broke that by using PRG0, among other optimizations.

You can ignore that false statement, then.

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MaxKnight
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Posted on 04-01-10 03:57:39 AM, in April Fools? Post yours here Link
Originally posted by OoBurns
Unless that, too, is a prank!

Oh look, a link, I'll click on---


This. this was my first reaction as well.

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MaxKnight
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Posted on 04-01-10 10:38:11 PM, in April Fools? Post yours here Link
Originally posted by Sanky
I like what Dinosaur Comics did!
Really, they redrew each single comic! Awesome!


I KNEW I recognized that style of art! I know Nedroid! He used to post at a really old forum that I still go to. He's really talented, and just a little screwed up in the head.

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MaxKnight
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Posted on 04-04-10 02:20:37 PM, in Let's complain about the new youtube layout. Link
I don't know if any of you guys found this, but here's a place you can tell them how you feel about the new layout. I've already spoken my mind, I suggest everyone here who hasn't do the same.

No idea if Google will listen to us, but it doesn't hurt to try.

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MaxKnight
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Posted on 04-04-10 02:28:40 PM, in Let's complain about the new youtube layout. Link
Click on your username, and in the drop down click on "My Videos." In the bar to the left there should be an option for your History.

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MaxKnight
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Posted on 04-26-10 02:31:50 AM, in Certificates Link
MCTS in Windows Vista
MCP in Windows Server 2003

I'm one test away from MCSA status, but I didn't manage to pass it at the time. I got these enrolling in Computertraining.com. Probably wouldn't have ever thought about getting these unless I had taken the program. Someday I'll retake the ISA2004 test and pass it to get MCSA, though.

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Jul - Posts by MaxKnight


Rusted Logic

Acmlmboard - commit 47be4dc [2021-08-23]
©2000-2022 Acmlm, Xkeeper, Kaito Sinclaire, et al.

32 database queries, 24 query cache hits.
Query execution time: 0.084812 seconds
Script execution time: 0.035898 seconds
Total render time: 0.120710 seconds