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05-03-22 08:55:17 PM
Jul - Posts by Afti
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Afti
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Posted on 03-17-12 07:47:30 AM, in Let's watch ALL THE MECHA (Formerly the Gundam Thread) Link
∀ is theoretically independent of every other series, but in practice is best watched as late as possible. The more series you see first, the more you'll appreciate it.

I can't recommend it highly enough, though- it falls outside of the UC "canon", but it's one of Tomino's best works.

Also has a Gundam designed by Syd Motherfucking Mead.



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Afti
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Posted on 03-27-12 02:39:50 PM, in "Mario" Prototype "found" on NES Player! Link
Pretty sure this is a fake; all the evidence points to it.

Even if it was legit, this guy to my knowledge doesn't release anything, so it'd hardly be worth getting excited about.

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Afti
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Posted on 05-31-12 04:45:53 PM, in I AM. Link
but I forgot what I am

help

how do I existed

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Afti
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Posted on 07-31-12 08:26:34 AM, in Any Japanese text need translating? (last edited by Afti at 07-31-12 09:25:22 AM) Link




There are 12 storyboard frames on the Xenoblade disc. These three have text which I can't do anything with. Could someone kindly translate them?

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Afti
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Posted on 08-09-12 02:33:43 AM, in The Cutting Room Wiki Link
We have a NSFW template for just such pages. If the content is valid, add it and stick the warning template atop the page.

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Afti
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Posted on 09-27-12 09:52:43 PM, in XENOBLADE - trying to figure out aggro Link
Haven't looked into that much, I'm afraid. I don't even know where the arts data is stored. I need to find that; with any luck, I'll be able to figure the DB out. ...Assuming it is a DB and not a mess of hardcoding in main.dol.

If you're trying to find Mad Taunt algebraically - with Gecko OS and Ocarina codes, you could control Reyn's level manually; figure the aggro he draws for each level and use that to find the multiplier.

As for healing - you'd probably be best off using Riki's healing art to test that; low enough output if you don't have any debuffs that it won't overheal. Get the data from that art, then start checking overheals.

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Afti
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Posted on 09-30-12 08:49:37 AM, in XENOBLADE - trying to figure out aggro (last edited by BMF54123 at 10-01-12 04:53:41 AM) Link
Yeah, that's my doing. Still very much unfinished, mind you. And I'll remove the Selua - didn't recognize them without their effects! Thanks.

Apparently there's a level modifier code in the wild, but it's not in WiiRD's database, so who knows. Regardless, if you can find it - you can just set up Gecko OS on your Wii, and load the game with codes turned on. Just like using an AR. Find the aggro gained for each level in a sequence and use that data to get a formula.

Reyn really is an awful tank; I'm not surprised that the mechanics work the way they do, considering just how bad he is at keeping aggro. Hell, 7th makes a better tank and she doesn't even have any way of taking other characters' aggro.

This is probably the only remotely complete game Takahashi have actually managed to get out, but even so there's a ton of cut content; the distinction seems to be that they had enough extras to lose some without worry, as opposed to pulling a Xenogears and turning the latter half of the game into a chain of cutscenes.

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Afti
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Posted on 11-01-12 04:22:56 AM, in Pokémon Colosseum bullshit Link
I'm at a loss for dealing with the LZSS implementation used in this game, so I just started pulling text out of RAM.

Turns out this game loads a ton of strings it doesn't actually need. Weird, but useful to me!

First up:


Please insert the POKéMON COLOSSEUM EXPANSION DISC in the Nintendo GameCube.



Please insert the POKéMON COLOSSEUM NINTENDO SPECIAL DISC in the Nintendo GameCube.


yep. Located with file save text. I'd guess that the Nintendo Special Disc is the Colosseum bonus disc we never got, the Japan-only one; unlike the Jirachi disc, this one used the Colosseum save data. So, that's one down. I'm not sure why it's telling you to insert that disc at the save game screen, though. Anyone familiar with it?

The Expansion Disc, on the other hand. That's a bit of a mystery. Considering how unfinished this game is (answer: really unfinished) I'm not surprised that an expansion pack was on the table. (As a bit of what is purely speculation - could this have morphed into XD?)

Also worthy of note: there's text for a debug menu on the disc. Map loader calls Mt. Battle "CANYON." I guess the theme of that area was different at one point?

Orre Colosseum was called Lost Colosseum, and apparently you were supposed to visit it at some point outside of Battle Mode. Raise your hand if you're surprised.


Would you like to format the SD Card in Slot 1?



Their is insufficient free space on the SD Card in Slot1 to save debug information.
There is no debug SD Card inserted in Slot1.
The SD Card in Slot 1 failed to be formatted.


More debug leftovers. This thing probably works if you can figure out how to turn it on...

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Posted on 11-06-12 11:38:33 PM, in Pokémon Colosseum bullshit Link
You sure? All right; a handful of things I yanked out of common.fsys. I can supply more as needed.

https://www.dropbox.com/s/rwa2n649o7wotpd/sample1.zip

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Afti
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Posted on 11-20-12 09:02:39 PM, in Amazon Associates Account for TCRF? Link
I'd be fine with it. Xkeeper has probably earned a bit for the hookers and blow fund.

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Afti
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Posted on 12-21-12 09:56:00 PM, in 3DS games Link
"not widely shared and / or popular yet"

...

Try "known hoaxes." Nintendo probably has an emulator as part of the SDK, if you want to go all Bond for it. Beyond that, you're going to wait for us to have a better understanding of the hardware.

So, yeah, unless you are Secret Agent Extraordinaire, there aren't any 3DS emulators available to you.

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Afti
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Posted on 07-02-13 02:58:56 AM, in Anyone have the Metroid Prime 2 bonus disc? (last edited by Afti at 07-02-13 05:39:23 AM) Link
Whoa; this was unexpected.

So, apparently Chykka, Dark Samus II, and Emperor Ing at the very least got their fights simplified some time before release?

Couple that with a ton of cut enemies and combat mechanics.

I'm really wondering how rushed this game was.

edit: oh shit, I didn't realize how old that post was; I kinda vanished for a while, sorry. Uh, lemme try to dig something up so that I can justify this post?

well, if nothing else, here's the old Spider Guardian scan date, revealing its (stupid) original name



Morphology: Spiderling
Spider Ball Powered Darkling.
Creature uses Spider Ball to cling tightly to walls. Disruption of local magnetic field can dislodge it, exposing it to attack.
This darkling Pillbug has absorbed the power of the Spider Ball. It can travel over magnetically-charged surfaces at will; removing the charge will cause it to fall, exposing its vulnerable belly. Before that, its exoskeleton will be impervious to any attack.


More interesting: sounds kinda like a Quad? Describes a fight that's not like anything in the final game, though. I'm pretty sure that the enemy described here is what turned into the Quad, but it's certainly shifted more than a bit from the original plans.

Except, uh, the Quad scans are present as Splitters? I don't know; I'm confused.


Mechanism: Ingkiller
Rogue Termination drone.
Powerful security unit armed with beam weapons. Target limbs to disable them and damage the unit.
The Ingkiller was designed to protect points of entry within the Luminoth Fortress from the Ing; it now seeks to eliminate all living things. Its four attack limbs can be disabled, forcing it to use a secondary beam attack to defend itself. The beam system requires sensor updates to function; a vulnerable detection unit will extend periodically to search for targets. Destroy it to take the beam offline.


Oh, and another old guardian entry - Jump Guardian. Which, apparently, came after you got the Light Beam.


Morphology: Jump Warrior Ing
Space Jump Powered Ing.
Powerful metamorph with enhanced jump abilities. Vulnerable to Light Beam attacks.
This Warrior Ing has absorbed the power of the Space Jump Boots. It can leap incredible distances and heights, and uses this ability to great effect in battle. As with all Ing, they are fearful of pure light energy. Use this to your advantage.


Speaking of things with funky names, the logbook entry for Metroid calls them Alpha Metroids. No, it doesn't describe actual Alphas.

edit:

...0_98a748c4.STRG in NoARAM.pak is, uh, interesting. As in "holy shit, how many versions of the Emperor Ing fight did they go through" interesting.


Morphology: Emperor Ing
Ruler of the Ing Horde.
Target has absorbed large amounts of Phazon. Unstable biostructures detected; target crystalling masses to damage enemy.
Bioscans indicate that this is the eldest, strongest Ing in the Horde, the alpha and the omega. It has absorbed enormous amounts of Phazon into its body, energizing and mutating it in the process. Strangely, some of the Phazon has become unstable as a result; target clusters of crystallized Phazon to damage the enemy with feedback from their destruction.


So, not only is there a version that got pared back from its original (very long, presumably, given how long the fight already runs) form to produce the present version - and that late enough that the initial US release has the wrong scan data! - but there's apparently this one as well.

I wonder if there's anything left of this version of the fight?

Oh, no, wait. Look what I found at 0_80a9b07d.STRG. It's not a different Mutated Emperor Ing, it's just a completely cut phase of the fight. The current version (or at least what they cut to produce the current version) was still there at the time.


Morphology: Emperor Ing
Mutated Ruler of the Ing Horde.
Further phazon mutation has occurred. Ability to form protective energy barriers in place. Opposite-polarity beam attacks will breach them. Once the barriers are down, target exposed weak areas to inflict damage.
Further exposure to Phazon has mutated the Emperor Ing. It is now capable of shielding its vulnerable areas with energy barriers. Beams of opposite polarity can damage these barriers, however. Heavy damage to the barriers will cause them to drop, exposing the creature's weak spots. Target the weak spots to immobilize and damage the enemy.


Early Emperor Ing! A boss's boss! A boss's boss's boss! A boss that apparently had like thirty different phases! Gee, I wonder why they changed that?

Also, the chrysalis only had 8 weak points.

Also, you know why the Boost Guardian is such an asshole? Because, apparently, it wasn't what they were originally planning for that fight. 0_29f9d821.STRG:


Morphology: Boostlet
Boost Powered Inglet.
Boost Ball ability grants great speed to enemy. Lure it into destroying crystals in area; the energy within will damage the creature.
This Inglet has absorbed the power of the Boost Ball. It is capable of energizing its body and boost-blasting it toward its enemies as a weapon. The presence of the Boost Ball has made the Inglet nigh-invulnerable; only pure light energy can damage it now. Expose the creature to pure light to destroy it.


In general, Metroid Prime 2 really should've gotten a traditional Nintendo Delay.

Hey, guess what?


Morphology: Emperor Ing
Unstable Ing Biomass."Central "heart" mass is vulnerable to attack. A sonic disruption field is fouling your lockon sensors. Recommend Echo Visor for targeting."
Phazon disruption has left the Emperor Ing an unstable mass of biomatter. Its "heart" is vulnerable to attack, though it scrambles most lock-on systems. It emits a high-frequency signal, however - the Echo Visor can detect this. Engage the "heart" to damage the enemy while evading attack from its minions.


0_18c767d3.STRG has a scan for yet another cut Emperor Ing phase! Haha, what the fuck. I seriously think they left more of this fight on the cutting room floor than they included in the final game.
Afti
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Posted on 08-16-13 07:32:51 PM, in Weird Discoveries (last edited by Afti at 08-16-13 07:34:58 PM) Link
Fun fact: load up a SMTIV save that's gotten the DLC unlocks without an SD card, and you get to see some interesting things.

All the DLC skills are fully functional; their names are the only thing that wind up missing, replaced with ???.

None of the DLC demons but the Archangels - and Aeshma; more on this later, this is interesting - have sprites. Archangels and Aeshma have both sprites and menu art.

All the DLC demons exist in a placeholder form, including descriptions, fusion, skillsets, etc. HP and MP are set; resistances/weaknesses/immunities are null. Levels are set, all stats are at 7. Race is ??? in all cases.

DLC armor is all present in the form of ??? armor. Stats are intact, but not the elemental affinities; no resistances or immunities, and it gives you a Light weakness. Shares Samurai uniform models.

Now, here's the weird thing:

Aeshma is all there ingame. Its art is there, its stats are there, its skills are there, its race is there - everything is in place, even where - say - Oread (also just a recolor) clearly wasn't quite complete at the time the game went gold.

Which suggests to me that this might actually have started life as a normal ingame demon? I don't know; it's interesting. Although I'm not sure why they'd have even considered a shitty Asmodeus recolor with a bunch of unique skills to fuse onto other, better demons as something higher-priority for inclusion in the base game than, say, Ancient of Days/Sanato. Or, apparently, the archangels. (speaking of which, yes, you still need what's-his-face to fuse Aeshma, so they didn't literally just stick an unused ingame special fusion in Clipped Wings 2; they had to set up the new fusion recipe first)

I think this also rules out the possibility of a second wave of DLC for the game, given that it seems to be very reliant on the existing hooks. Though I guess they could patch it.

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Posted on 02-02-15 01:22:52 AM, in Weird Discoveries (last edited by Afti at 02-02-15 04:03:12 PM) Link
Yo, turns out Dark Souls actually has "equipment" descriptions for the parasite egg and dragon body parts despite them not actually appearing in the equipment slots? Guess it was supposed to work like DkS II at one point?

Yes, the dragon parts' description is supposed to cut off like that. Or, well, it's probably not supposed to, but it does.

Egg

An egg implanted on the head by a type of
parasite bearing eggs on its back.

The nightmare begins with a slight itch on
the head, and soon the parasite will be
siphoning the souls of slain enemies.
Unless you find this amusing, quickly
use Egg Vermifuge to purge it.


Dragon Head

Transform the head into that of a dragon with
a secret rite of the transcendent apostles.
Use Dragon Head Stone in this state to spew
dragon breath.

The dragon apostles seek transcendence of
life itself, attainable by transformation
into an ancient drag


Dragon Body

Transform the body into that of a dragon with
a secret rite of the transcendent apostles.
Use Dragon Torso Stone in this state to let
out a great dragon roar.

The dragon apostles seek transcendence of
life itself, attainable by transformation
into an an


Dragon Arms

Transform arms into those of a dragon with
a secret rite of the transcendent apostles.
Use Dragon Torso Stone in this state to create
dragon roar and wield talons from the hands.

The dragon apostles seek transcendence of
life itself, attainable by trans


Dragon Legs

Transform legs into those of a dragon with
a secret rite of the transcendent apostles.
Use Dragon Torso Stone in this state to let
out a great dragon roar.

The dragon apostles seek transcendence of
life itself, attainable by transformation
into an ancie


If there's some way to display these and it's just non-obvious, sorry!

more misc. shit:

アイテムうんちく.fmg entry 2504: Demon Flame 5

There's no item with this index number referred to in most of the other files, but 2500-2503 are the Lord Souls. The way the index numbers are organized, it's almost certain that this is in fact the "description" of a fifth Lord Soul! Obviously just a placeholder, but the fact that it even exists is curious.

Also present in EquipParamGoods.param. With the Japanese name. デーモンの火5 translates to - unsurprisingly - "Demon Flame 5."

Also, Luck is a thing, like in Demon's Souls. There's a string () that gets the character's Luck stat for texts and everything. All characters actually do have a Luck stat defined - for all the PC starting classes, it's 10; for most of the NPCs, it's 1. This is not visible in my game, can't be leveled up, and (to my knowledge) does absolutely nothing. It's worth noting, though, that all the demo character builds up to April 2011 actually have different Luck stats that look to be balanced with the rest of the character's stats - this was evidently killed as a mechanic relatively late. All characters also have MP values, but this doesn't appear to have anything left in terms of the menus, so it's apparently something that was cut earlier.

Also also: the "we didn't plan to do Artorias of the Abyss as DLC" thing is a load of shit. Maybe it was intended for maingame and cut for time at some point - the massive piles of old models in the game would speak to that - but there are places in the magic parameters for the DLC spells. Which are specifically labeled [DLC] Whatever. (also, all the spells actually have an MP count defined. It's 0, but it's there. The more interesting thing is that they also have a Humanity value; the notion of magic that drains Humanity is weird, but kinda interesting. In terms of yet more systems inherited from Demon's Souls and then unused, it's possible for a spell to be multiplayer-only like Ressurection. Oh, and goods have defined weight.)

All talismans actually have something called EnableVowMagic set to true. This is a separate value from enabling miracles, so, uh. "Vow" refers to covenants, so I have exactly no idea how "vow magic" would work - unless the handful of covenant-tied miracles are a distinct school internally, which would be weird as hell. (Although I guess it wouldn't be that surprising for the Gravelord

Baseless conjecture: Manus is the Furtive Pygmy, that's pretty much canon at this point, right? There's also a placeholder description that speaks to a fifth Lord Soul? I'm guessing Manus was a Lord Soul boss before he got shunted off to future DLC.

If I can ever manage to pack a .bdt file I'd be curious as to whether spells can actually pull from the MP pool or not.

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Jul - Posts by Afti


Rusted Logic

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

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