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04-24-22 03:50:45 PM
Jul - Posts by Someguy
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Someguy

Shyguy
Level: 23


Posts: 62/92
EXP: 64759
For next: 2964

Since: 07-26-07

Pronouns: he/him
From: California now!

Since last post: 4.4 years
Last activity: 45 days

Posted on 09-19-10 08:39:31 AM, in Minecraft: _ is the new 1039129042779591728 Link
I tried that online demo thing before and didn't really get it, but now that this is free for a short time, I decided to give the real version a shot.

Why the hell did I think giving someone with no sense of direction a goal-less game with randomly generated caverns was a good idea? I think I was stuck in one cave for like an hour, I had to dig myself out using 40 or so rock blocks. Sad thing is, after all that, I'll probably never find the original entrance to the cave again.

At least I got a bunch of diamonds and a crapload of red... things.
Someguy

Shyguy
Level: 23


Posts: 63/92
EXP: 64759
For next: 2964

Since: 07-26-07

Pronouns: he/him
From: California now!

Since last post: 4.4 years
Last activity: 45 days

Posted on 11-10-10 04:57:38 AM, in Have you ever done dumpster diving? Link
Closest I've done was grab some Coke Rewards Points bottle caps off of some old Coke/Sprite bottles in an outside trashcan of ours and a pile of garbage we later sent to the dump.
Someguy

Shyguy
Level: 23


Posts: 64/92
EXP: 64759
For next: 2964

Since: 07-26-07

Pronouns: he/him
From: California now!

Since last post: 4.4 years
Last activity: 45 days

Posted on 01-28-11 09:37:46 AM, in Signature Dish. Link
Originally posted by Imajin
A signature dish might say a lot about someone, but in my case it would probably just say "this person has never cooked, like, ever".

Pretty much this, I can't really remember anything notable that I've ever actually cooked. Closest thing I can think of to fit the topic would be shredded cheese(any type I can get a hand on) in canned Tomato Soup, which is still not really anything like cooking.
Someguy

Shyguy
Level: 23


Posts: 65/92
EXP: 64759
For next: 2964

Since: 07-26-07

Pronouns: he/him
From: California now!

Since last post: 4.4 years
Last activity: 45 days

Posted on 03-29-11 02:10:52 PM, in 3DS General Link
Originally posted by paulguy
Originally posted by Nintendo 3DS Manual
The Nintendo 3DS system may go into Sleep Mode if it is stacked up with other systems in the Nintendo DS product line.

I wonder what the explanation behind this is.

I hear sleep mode is activated via magnets. Stick one type of DS on top of another and you might be getting one of those magnets next to the... whatever senses the magnet.

Also, for the ones wondering about the spinning when in a car or with a stylus or such, I don't own a 3DS but I've repeatedly heard that's a little easter egg that happens when you blow into the microphone. I assume the car thing and stylus pushing make enough noise internally to cause it.
Someguy

Shyguy
Level: 23


Posts: 66/92
EXP: 64759
For next: 2964

Since: 07-26-07

Pronouns: he/him
From: California now!

Since last post: 4.4 years
Last activity: 45 days

Posted on 03-31-11 07:33:16 PM, in Happy birthday, Someguy! Link
I was afraid someone would do this... the last time someone made one of these I was all "Okay, this time I'll be sure to post enough to make a thread worth it"... and then the year before that I said the same thing.

Thanks for the wishes, though! Though outside of a possible icecream cake I'm not getting much, my main gift was this computer, which I got way early, and my other gift was Pokémon Black... which is apparently lagging behind in the mail. Ah well.

Maybe this time I'll manage to get back in the posting groove.

Someguy

Shyguy
Level: 23


Posts: 67/92
EXP: 64759
For next: 2964

Since: 07-26-07

Pronouns: he/him
From: California now!

Since last post: 4.4 years
Last activity: 45 days

Posted on 07-11-11 09:00:12 AM, in Any of you live near a 7-Eleven? Link
There's a 7-Eleven quite close to here, one my dad almost always passes by when he has to go out somewhere... but there's definitely no room or motivation to get essentially two families worth of people into a two-person truck to get what I believe is one free small Slurpee, and I'm sure you can't just go "I want seven free Slurpees, please... uh, no, it's for the family, well, more like two right next to each other, really, I promise!" and get away with it.

Then again, I'm not a big fan of Slurpees anyhow...
Someguy

Shyguy
Level: 23


Posts: 68/92
EXP: 64759
For next: 2964

Since: 07-26-07

Pronouns: he/him
From: California now!

Since last post: 4.4 years
Last activity: 45 days

Posted on 09-08-11 01:48:43 AM, in You have a 50/50 chance Link

I flipped a virtual coin and got a roman head, and you know what that means.

You are now Confused.
Someguy

Shyguy
Level: 23


Posts: 69/92
EXP: 64759
For next: 2964

Since: 07-26-07

Pronouns: he/him
From: California now!

Since last post: 4.4 years
Last activity: 45 days

Posted on 05-15-12 11:06:34 PM, in Suggestions for light OSes to put on a Google CR-48 Chromebook? Link
I've been using my Google CR-48 pilot Chromebook netbook thing more often lately, as I've been having to be away from my normal beefy PC for periods of time... even if it's just next door. It's a nice netbook, starts up really quick making it useful when I'm in bed and need to make a quick check on something or general casual browsing, but the internet-only focus lets me down in a few aspects when I have to stay for longer periods of time. Videos act funky at times, there's no real window function and I can't find a decent online chat client that both uses tabs and doesn't act up when line breaks are used.

So, put simply, I want to do what all the cool kids do and dual boot! Only thing is, I've rarely used Linux or variations of such, I'd probably prefer to have a copy of Windows on here... to do that do I really need to buy a full copy of Windows 7/XP/etc? I know there's ones out there built to be lightweight and perhaps questionably free.

Alternatively, do you think it'd be hard for someone like me to move to, say, Ubuntu? There's a custom one built for these I hear, but I wonder what I'd miss out on, I doubt I can be running WINE on this, but at the same time, I mainly want to be able to decently run AIM and YouTube at the same time or hop on Skype, so if I'm not stranded in a command line with no instruction book, I might manage.

As far as specs go, which probably decides if I'd be running a browser and AIM in a 45KB Linux or trying to shove Sonic Generations on there in 1080p... no, I don't actually expect to do that, but it'd be nice to know if I could get an emulator running perhaps.

Processor: Intel Atom Processor N455 1.66GHz 512K Cache
Chipset: Intel CG82NM10 PCH
Motherboard: Tripod Motherboard MARIO – 6050A240910 – MB – A03
Ram: Hynix 2GB DDR3 1Rx8 PC3 – 10600S Ram
Read Only Memory: ITE IT8500E Flash ROM
SSD Drive: SanDisk sdsa4dh-016G 16GB SATA SSD
Wireless Wan: Qualcomm Gobi2000 PCI Express Mini Card
3g Adapter: AzureWave 802.11 a/b/g/n PCI-E Half MiniCard
Bluetooth: Atheros AR5BBU12 Bluetooth V2.1 EDR

I believe I can manage the installation process of things if I can find something that'd work for me and fit with these.
Someguy

Shyguy
Level: 23


Posts: 70/92
EXP: 64759
For next: 2964

Since: 07-26-07

Pronouns: he/him
From: California now!

Since last post: 4.4 years
Last activity: 45 days

Posted on 05-23-12 09:30:00 PM, in Food For Thought... (NES Emulation) Black and Red 3DChat Link
I have yet to get a pair of 3D Glasses that worked exactly how I hoped. I wonder if a Virtual Boy emulator could adjust the exact colors of left/right eyes to work on such glasses, rather than only using black and white/red/red&blue?

Sorry if I don't have much feedback beyond that, I'm not too good at these kind of things since a lot of this is just going over my head. I'll just be cheering you on from the sidelines, perhaps.

I do wonder if the reason parts of the Virtual Boy are apparently more powerful than the GBA due to things such as screen size. I assume it has to render the full screen twice, one for each eye Nintendo 3DS style, possibly store a decent amount of alternate copies of tiles for left and right eyes, while keeping up the ability to pull of things like sprite resizing for things going into the distance and mode 7 style effects on both eye screens at a reasonable speed, as well as multiple layers.
Someguy

Shyguy
Level: 23


Posts: 71/92
EXP: 64759
For next: 2964

Since: 07-26-07

Pronouns: he/him
From: California now!

Since last post: 4.4 years
Last activity: 45 days

Posted on 06-05-12 08:00:06 PM, in E3 THREAD Link
Originally posted by Zero One
of course, I can't comment on the two before any actual differences are revealed, other than one being all about the gold.

NSMBU looks to be a direct sequel to NSMBWii in the way it was to NSMB. New suits, new "theme" with apparently somewhat more fresh areas or style(see the Van Gogh level and apparent attempt to move away from the 1-1 lol hills thing) and Miis in multiplayer. It also fills in the hole of "launch Mario title" to bide time until the next 3D title happens.

NSMB2 is... new NSMB/NSMBWii levels portable with a neat gold gimmick and some SMB3 nostalgia. No idea if the teams from both are the same but it feels to be the simpler title, 1-1 is "lol hills" with SMB3 blocks. It looks fun but less inspired to me, and less reason to exist without the whole launch title thing.

Though NSMB2 does have Reznor from SMW. Neat.
Someguy

Shyguy
Level: 23


Posts: 72/92
EXP: 64759
For next: 2964

Since: 07-26-07

Pronouns: he/him
From: California now!

Since last post: 4.4 years
Last activity: 45 days

Posted on 06-21-12 09:50:57 PM, in E3 THREAD (last edited by Someguy at 06-21-12 09:53:41 PM) Link
Originally posted by Reimu
Also I'm guessing there won't be much of extra things either... Perhaps a soundtrack or small promotional papers, but that's it.

It's already been confirmed that in the least it'll contain a new set of challenge stages based off the mode from Kirby's Return to Dreamland, as well as the usual CD/booklet things and a mode showing every Kirby boxart or such. That said, it still is a bunch of emulators, just ones with a much nicer container... I kinda miss the pre-emu days when such collections ported from the source code instead, providing slight tweaks and differences.

Still, since there was no existing collection title unlike Mario, who's SNES title would devour the NES game VC sales if released at a price similar to other SNES games, they've got to put work into it. Also helps make up for them finishing all their latest Kirby games right BEFORE the anniversary.

Also, we were never getting Air Ride here, that'd be too good a deal when they can release it on some WiiU Virtual Console for 30 dollars in a year or so. That and it'd break the "controls fine with just a Wii Remote" thing they have going.
Someguy

Shyguy
Level: 23


Posts: 73/92
EXP: 64759
For next: 2964

Since: 07-26-07

Pronouns: he/him
From: California now!

Since last post: 4.4 years
Last activity: 45 days

Posted on 09-18-12 05:59:26 AM, in Microsoft Announces Renewal of Killer Instinct Trademark Link
I'm expecting them to outsource the company who did the Banjo ports to port the arcade games, "HD" but with the original graphics in filters.

Ideally they would instead take the original materials for the characters and re-render them in HD like I believe they did for the talking heads in the Banjo ports... but I think they ONLY did the talking heads/other HUD elements in HD there.

Then after beating both games they'd show a tease for Killer Instinct 3 only to never get around to it.
Someguy

Shyguy
Level: 23


Posts: 74/92
EXP: 64759
For next: 2964

Since: 07-26-07

Pronouns: he/him
From: California now!

Since last post: 4.4 years
Last activity: 45 days

Posted on 09-26-12 08:45:16 AM, in Kirby's Epic Yarn (Fluff's Epic Param.txt) (which does almost nothing epic) (epic wall of text/code) Link
Toying around a bit with Kirby's Epic Yarn, specifically the "fluff_param.txt" file. So far I've found little in there unused I can actually manage to get to work, nothing weird enough for the weird discoveries thread and yet way too much rambling for other topics, I thought I'd mention it here until I get some rest/a screenshot and can stick it on the Wiki perhaps. Each option has a brief Japanese comment on what it does, which helps!

There's quite a few neat debug/test options in the file... nearly none of them work for me, perhaps they require an external device/PC connection, as they like to reference a console/terminal output and so far I've yet to make it appear in-game with any key mashing with debug flags on, even trying with a nunchuk and Classic Controller. However, there is a debugfont.brfna file, so perhaps still it appears/ed in-game SOMEHOW.

There IS at least one setting that works(beyond ones that are used normally, speed, scale etc) however!

bool CONFIG_TEST__C_DASH  = false                 #ダッシュの入力を1ボタン押しっぱなしにする(テスト用)


Turning this on changes the way dashing(which makes you a car, hence C(ar)_DASH?) works, it normally happens when you double tap, Kirby style. With this set to "true" it works Mario style, holding the 1 button!

Another interesting note relates to the game's "Fluff's Epic Yarn" origins. Dolphin by default lists the game name as "fluff", and as mentioned, this file's called fluff_param.txt, and goes along with a fluff_en_maki_param.txt(what the heck is a maki? Google translations of the file indicate it relates to enemy grabbing), the title of the param itself which Google says it mentions "fluff" in Japanese and probably other internal files too... but there's another interesting thing.

One section is for a few character parameters, Google says "Parameter file for character" when I translate. It lists six misc settings for what I assume are player 1 and player 2... but... while the second setting is called "PRINCE00" which fits with Prince Fluff, the first is not KIRBY but... "PRINCESS00"? Perhaps the game always was planned to be 2-player and Kirby took over the role of a Princess Fluff?

If it helps ring any bells, I've gathered what debug/test entries I could find, and what I get from Google's translations with tweaks for some. First comes things that say "debug" and then "test" which has some neat things too.
Oh, reminder: Demo refers to cutscenes here, to avoid any confusion.

debug # デバッグフラグ [TRANSLATION: "Debug flag"]

{
bool NO_SAVE = false # セーブしない [TRANSLATION: "Do not save"]
bool PLAYER_UNDEAD = true #アンデッドフラグ [TRANSLATION: "Undead flag"]
bool PAD_CHECK = true #パッドの切断チェック [TRANSLATION: "Check cutting pad"]
bool SAFE_AREA_DISP = false #安全領域の表示 [TRANSLATION: "Display of safety area"]
bool PLAYER_CAM_RECT = false #ゲームカメラのプレイヤー用マージン表示 [TRANSLATION: "Margin for the players in the game view camera"]
bool BG_DISP = true #背景画像の表示 [TRANSLATION: "Display of the background image"] [NOTE: Doesn't seem to do anything?]
bool KD_TREE_DISP = false #kd-treeのデバッグ表示 [TRANSLATION: ""] [NOTE: Doesn't seem to do anything?]
bool DOF_ENABLE = true #DOFの切り替え [TRANSLATION: ""] [NOTE: Doesn't seem to do anything?]
bool HUD_DISP = true #HUDの切り替え [TRANSLATION: ""] [NOTE: Doesn't seem to do anything?]
s32 GAMMA_PARAM_DMY = 10 [1,30]#ガンマ値の設定(_DMYをとると有効) [TRANSLATION: "(Valid Taking _DMY) setting the gamma value"]
f32 SCISSOR_BG_SPEED = 0.01f [0.01] #4v3用シザーアニメのスピード [TRANSLATION: "Scissor animation speed for 4v3"]
}

env_debug # 開始時設定用環境デバッグフラグ(x付きのものはワークを直に書き換えません) [TRANSLATION: "At the start of the debug flag for setting environment(Those with x is not directly rewrite the work)"]
{
bool FLUSH_BEAD = false # ビーズをいっぱい持っている [TRANSLATION: "Have lots of beads"]

bool xKEY_ITEM_UNLIMITED = false # ワッペンをはり放題 [TRANSLATION: "Beam whatever the patch"] [NOTE: I haven't gotten this to do anything... but Patches are used to open new levels, thus keys?]
s32 KEY_ITEM_SETTING = -1 [-1,2] # ワッペンの設定(-1=設定無し[No setting], 0=Close, 1=AllOpen, 2=AllUsed) [TRANSLATION: "Setting Patch(-1=No setting,0=Close" etc]
s32 AREA_SETTING = -1 [-1,7] # エリアの設定(-1=設定無し[No setting], 0以降=エリア番号までオープン) [TRANSLATION: "Area setting(-1=No setting, 0 or later=Open to area number"]
bool STAGE_ALL_OPEN = false # ステージがすべてオープンする [TRANSLATION: "Stage is open all"] [NOTE: Didn't seem to grand all stages open on a new file... but it was File 2 too.]

s32 PATTERN_SETTING = -1 [-1,3] # 布の設定(-1=設定無し[No setting], 0=Close, 1=AllOpenNew, 2=AllOpen, 3=Random) [TRANSLATION: Same as the English, except "-1=No setting"] [NOTE: All these are for the unlockables. Why a random setting though?]
s32 INTERIOR_SETTING = -1 [-1,3] # インテリアの設定(-1=設定無し[No setting], 0=Close, 1=AllOpenNew, 2=AllOpen, 3=Random) [TRANSLATION: Same as the English, except "-1=No setting"]
s32 CHARACTER_SETTING = -1 [-1,3] # キャラクターの設定(-1=設定無し[No setting], 0=Close, 1=AllOpenNew, 2=AllOpen, 3=Random) [TRANSLATION: Same as the English, except "-1=No setting"]
s32 SOUND_SETTING = -1 [-1,3] # サウンドの設定(-1=設定無し[No setting], 0=Close, 1=AllOpenNew, 2=AllOpen, 3=Random) [TRANSLATION: Same as the English, except "-1=No setting"]
s32 DEMO_SETTING = -1 [-1,3] # デモの設定(-1=設定無し[No setting], 0=Close, 1=AllOpenNew, 2=AllOpen, 3=Random) [TRANSLATION: Same as the English, except "-1=No setting"]
s32 MEDAL_SETTING = -1 [-1,5] # メダルの設定(-1=設定無し[No setting], 0=Close, 1=AllD, 2=AllC, 3=AllB, 4=AllA, 5=Random) [TRANSLATION: Same as the English, except "-1=No setting"]

s32 EVENT_PROGRESS_LEVEL = -1 [-1,7] # イベント進行度の設定(-1=設定しない) [TRANSLATION: "Setting the degree of progression events(-1=Not set)"]
bool GAME_PROGRESS_ALL_OPEN = false # ゲーム進行フラグがすべてオープンになる [TRANSLATION: "Flag game progress will be open all"]
bool MISSION_ALL_OPEN = false # ミッションがすべてクリア状態になる [TRANSLATION: "Mission is to clear all state"]
}

//-----------------------------------------------------------------------------
// エフェクト [TRANSLATION: "Effect"]
//-----------------------------------------------------------------------------
EFFECT
{
bool DISP_DEBUG = false #画面に状態を表示する [TRANSLATION: "Displays the status of the screen"] [NOTE: Found within the beginnings of an enemy settings section, before the actual enemies I believe.]
}

s32 DEBUG_EN_NO = 0 # デバッグ表示する敵の番号。 [TRANSLATION: "To display the number of the enemy debug."]

bool FRAME_DISP = false #デモ中にフレーム数を表示する [TRANSLATION: "Displays the number of frames in the demo"]
VoiceDebug [NOTE: After this is a list of Start/End number things for each demo/cutscene.]

DesignDebug [NOTE: This is right after the VoiceDebug contents, in the same "area"... there's All and then Test01/02/03/04 with the same contents.]
{
All
{
bool DEBUG_ON = false #デバッグ有効フラグ [TRANSLATION: "Enable debug flag"] [NOTE: If only it were that easy... I've enabled this among other debug flags, nothing special happened]
f32 RANGE = 2.0 [0.1f,0.0f,10.0f] #揺れ幅 [TRANSLATION: "Shaking width"]
s32 FRAME = 6 [0,60] #揺れるフレーム間隔 [TRANSLATION: "Sway frame interval"]

BG_ASYNC #背景の非同期読み込みの設定 [TRANSLATION: "Setting the background asynchronous read"]
{
bool DISP_DEBUG = false #画面に状態を表示する [TRANSLATION: "Displays the status of the screen"]
bool RANGE_DISP = false #画面に読み込み範囲を表示する [TRANSLATION: "Read on the screen to display the range"]
bool DUMP_TERMINAL = false #ターミナルに読み込み状況を出力する SYSTEM側が優先 [TRANSLATION: "Read status output to the terminal SYSTEM is the priority" or perhaps "SYSTEM side to output terminal status read-priority"]
}

bool CAM_DEBUG_ZOOM_OUT = false #カメラをデバッグ用に引く [TRANSLATION: "Pull for debugging the camera"]
f32 CAM_DEBUG_ZOOM_RATIO = 1.5 #デバッグ時のカメラのズーム値 [TRANSLATION: "Zoom value of the camera when debugging"]

bool CAM_DEBUG_CHK_DRAW_CULL = false #描画カリングの確認 [TRANSLATION: "Confirmation of culling drawing"]
bool CAM_DEBUG_BG_ASYNC_LOAD = false #背景の非同期読み込みの確認 [TRANSLATION: "Background check of asynchronous read"]

bool CAM_DEBUG_PLAYER_CENTER = false #常にプレイヤーを画面中心に据えるか(カメラリミットも無視) [TRANSLATION: "Always centered on the screen or player(Ignore the camera limit)"]

system #システム設定 [TRANSLATION: "System setting"]
{
bool PERF_BAR_ENABLE = true #パフォーマンスバーの有効無効 [TRANSLATION: "The validity of the performance bar"]
s32 PERF_BAR_MODE = 0 [0,2] #パフォーマンスバーのモード(0:バーのみ 1:カウンタのみ 2:両方) [TRANSLATION: "Performance Mode Bar(0:Bar only 1:Only counter 2:Both"]
bool DEBUG_BACK_BLACK = true #デバッグ画面の背景を黒にするか [TRANSLATION: "Do you want to black screen background debug"]
bool DEBUG_PAD_ENABLE = false #デバッグ時にパッド入力を有効にするか [TRANSLATION: "Do you want to enable the input pad when debugging"]
bool ASSERT_ENABLE = true #アサートの有効無効 [TRANSLATION: "Assert the validity of"]
bool TERMINAL_OUTPUT = true #ターミナル出力 [TRANSLATION: "Output Terminal"]
bool FILE_LOAD_DUMP = true #ファイルロードの出力 [TRANSLATION: "File output load"]
bool SOUND_DUMP = false #サウンド再生の出力 [TRANSLATION: "Output of sound reproduction"]
s32 FORCE_WIDE_MODE = 0 [0,2] #強制ワイド表示(0:本体設定 1:WIDE 2:NORMAL) [TRANSLATION: "Force wide display(0: System Settings"]

}

test #テスト [TRANSLATION: "Test"]
{
s32 TEST_PULL_CHANGE_BALL = 0 [0,2] #引き抜きと同時にキャプチャーテスト( 0=引き抜き、1=引き抜キャプチャー、2=クイック引き抜き )) [TRANSLATION: "Captured at the same time as pulling test(0=Pulling, 1=Pull capture, 2=Quick pulling"]
s32 TEST_ATK_EFFECT = 0 [0,1] #攻撃時のエフェクトテスト( 0=OFF、1=ON )) [TRANSLATION: "Effect at the time of attack test"]
s32 Z_ATK_TEST = 1 [0,1] #Z叩きつけテスト( 0=OFF、1=ON ))<< 現在、無効 >> [TRANSLATION: "Slammed Z test <<Currently disabled>>"]
s32 FRIEND_TEST = 0 [0,6] #お友達テスト( 0=OFF,1=ビーズ,2=タイムアタック,3=かくれんぼ,4=うんぱん,5=ノーダメージ )) [TRANSLATION: "Test your friends(0=OFF, 1=Beads, 2=Time Attack, 3=Hide and Seek, 4=Transportation, 5=No Damage"] [NOTE: These missions are done via friend characters in-game, so this doesn't refer to real friends]
s32 FRIEND_GATHER_TYPE = 1 [0,1] #ビーズ回収お友達挙動タイプ [TRANSLATION: "Behavior type beads recovered friends"]
bool AUTO_JUMP_CLIFF = false #崖でジャンプするか [TRANSLATION: "Do you want to jump on the cliff"]
bool PL_AUTO_ATTACK_TEST = false #自動引っかけするか [TRANSLATION: "Do you want to auto-hook"]
bool PL_HEAVY_PULL_TEST = false #すべての引き抜きを強引き抜きにする(テスト用) [TRANSLATION: "Strength to pull out all the drawing (for testing)"]
bool CONFIG_TEST__C_DASH = false #ダッシュの入力を1ボタン押しっぱなしにする(テスト用) [TRANSLATION: "Hold down the 1 button to enter a dash (for testing)"] [NOTE: This makes running work Mario style if set to true!]
bool PARACHUTE_MODE_TRIGGER = false #パラシュートをトリガー入力で切り替えるテスト [TRANSLATION: "Test switch at the input triggers a parachute"]
bool CAPTURE_BLOCK = true #ブロックをキャプチャー出来るようにする [TRANSLATION: "To be able to capture the block"] [NOTE: Is this talking about grabbing empty blocks, or getting them with the UFO maybe? It's set to true by default!]
bool BEAD_GATHER = false #放出ビーズ回収機能 [TRANSLATION: "Recovery feature release beads"]
bool ROCKET_SHOOT_TWO_BUTTON = false #ロケット/弾 1ボタン= 前集中、2ボタン = 3WAY [TRANSLATION: "Before concentrating one button = rocket / 2 button = 3WAY"]
bool FALL_ATK_TEST_VER = false #ヒッププッシュテスト [TRANSLATION: "Hip push test"]
bool LAST_DEMO_FRAME_DISP = false #最終デモのフレーム経過表示 [TRANSLATION: "Progress frame of the final demonstration"]
}

s32 TYPE_TEST = 1 [0, 3] #回転タイプ(0=傾き3段階、1=傾き同期、2=十字キー、3=キー&傾き) [TRANSLATION: "Rotation type(0=Three slope, 1=Synchronous tilt, 2=Arrow key, 3=Tilt & key"] [NOTE: Probably talking of the Tank rotation, which is done via tilting the Wii remote in the final]

test #テスト項目 [TRANSLATION: "Test item"]
{
bool GAME_POINTER_MODE = false #ゲーム中のポインタモード [TRANSLATION: "Pointer in the game mode"] [NOTE: The game makes very rare use of the Wii pointer features, only in the room decoration.
bool CREATE_FLUTTER = false #Z攻撃エフェクトを生成するか [TRANSLATION: "Do you want to generate the attack effect Z"]

f32 GROUND_MOD_RATE = 1.5 [0.01] #地形変形の度合い [TRANSLATION: "The degree of deformation terrain"]

bool KEITO_CAP = true #毛糸にキャップをするか [TRANSLATION: "Or a wool cap"] [NOTE: Wool refers to the yarn]

bool CAM_CTRL = true #カメラ制御ギミックのオンオフ [TRANSLATION: "On-off gimmick camera control"]

bool GOAL_PIZZA_FORCE = false #強制的にピザを取得済みにする [TRANSLATION: "To get the pizza already forcibly"] [NOTE: ... Goal pizza?! This is the only time pizza comes up, does it mean the actual goal?]


s32 CHK_KIRBY_DANCE = 0 #カービィダンスのテスト 0:DEF 1-6:L 7-9:S 10:W [TRANSLATION: "Test of Kirby Dance"]
}


[b]BONUS: Sample code! Just in case, you know, you wanted to hack it yourself?[/b]
//-----------------------------------------------------------------------------
//パラメータ編集のサンプル [TRANSLATION: "Sample of parameter editing"]
//-----------------------------------------------------------------------------
//
//ラベル名の後ろの「#」は詳細説明 [TRANSLATION: ""#" After the label name is a detailed description"]
//sample #サンプルのグループ [TRANSLATION: "Groups of samples"]
//{
// //「[]」の中は デバッグメニューの変動量, min, maxの順 [TRANSLATION: "Amount of variation in the Debug menu, in the "[]" is order min, max of"]
// f32 F32_SAMPLE_VALUE = 0.10f [0.001, 0.0f, 1000.0f] #f32のサンプル [TRANSLATION: "Sample of f32"]
//
// //「[]」の中は min, maxの順 [TRANSLATION: "Inside "[]" is order min, max of"]
// s32 S32_SAMPLE_VALUE = 88 [-100, 100] #s32のサンプル [TRANSLATION: "Sample of f32"]
// s32 S32_SAMPLE_VALUE2 = -0 [-100, 100] #s32のサンプル [TRANSLATION: "Sample of f32"]
//
// //bool値はtrueかfalse [TRANSLATION: "bool value is true or false"]
// bool BOOL_SAMPLE_VALUE = true #boolのサンプル [TRANSLATION: "sample of bool"]
//
// //文字列パラメータ [TRANSLATION: "String parameter"]
// str STR_SAMPLE_VALUE = "SAMPLE STRING" #strのサンプル [TRANSLATION: "sample of str"]
//
// //グループ化して階層構造を作成できる [TRANSLATION: "You can create a hierarchical structure by grouping"]
// sub_group #サブグループのサンプル [TRANSLATION: "Example of Sub-Group"]
// {
// s32 SUB_GROUP_VALUE = 10
// }
//}
//


Oh, and can anyone tell me if デバッグ時にパッド入力を有効にするか would mean to turn on debug keys or simply enable you to use the controller during some other debug function?
Someguy

Shyguy
Level: 23


Posts: 75/92
EXP: 64759
For next: 2964

Since: 07-26-07

Pronouns: he/him
From: California now!

Since last post: 4.4 years
Last activity: 45 days

Posted on 11-01-12 02:28:19 AM, in Flush Link
Someguy

Shyguy
Level: 23


Posts: 76/92
EXP: 64759
For next: 2964

Since: 07-26-07

Pronouns: he/him
From: California now!

Since last post: 4.4 years
Last activity: 45 days

Posted on 11-06-12 06:25:10 PM, in Does anyone here use sites like Points2Shop? Link
For a year or so I've been a mild to moderate user of various "get paid to" type sites and similar, I admit it. I've gone from keeping private to giving out my address to any company that pays(key word there is pays) figuring we can just shred junk mail.

I pretty much funded getting my Nintendo 3DS on months of work on Amazon Mechanical Turk, mostly doing surveys or studies that are posted up on there, as well as SwagBucks which I have a love hate relationship with. I've kinda gotten out of MTurk lately but it's done me good in the past.

However, I've probably got enough of these sites as it is, so I'm sorry to say I won't be signing on to Points2Shop, especially given the review implying it's filled with lots of surveys... Outside of Amazon Mechanical Turk(which may have changed) most sites love rejecting me on surveys, to the point I rarely attempt them. Plus I might ditch most of them by next year if I can grab a job. Maybe.

I could probably go on for several paragraphs about the sites I use, stuffing them with referral links and advice, but I'm betting that'd come off kinda rude or pushy. Still, SamuelEarl666 or anyone else, if you'd like me to try and get you on a few of the sites I do, along with some tips and cheap tricks. Feel free to PM me, unless the admins would find it appropriate for me to whore out my referral links and advice here.

... oh, and I'll do you one more tiny favor to make up for not signing up to that site. I've stuck your referral ID into a site called datsoup.com, so there's a small chance you might snag a referral from there. I know how it is trying to save up on these kinda sites with no referral.
Someguy

Shyguy
Level: 23


Posts: 77/92
EXP: 64759
For next: 2964

Since: 07-26-07

Pronouns: he/him
From: California now!

Since last post: 4.4 years
Last activity: 45 days

Posted on 12-08-12 07:48:11 PM, in Street Fighter X Mega Man: A free officially funded 8-bit anniversary platformer on the 17th! (last edited by Someguy at 12-08-12 08:06:49 PM) Link
EDIT: Pretend this is an embed till I can fix it.

"This 8-bit-style crossover title stars the Blue Bomber and a slew of retro-ized SF mainstays acting as stand-in Robot Masters; beat them, acquire their powers and tackle the next amazingly re-imagined boss."

Originating as a pet project by Singapore fan Seow Zong Hui, he approached Capcom's Christian Svensson with the idea and this is the result.

Street Fighter X Mega Man is a free title to start off Mega Man's 25th anniversary, officially funded, tested, legally cleared and as you can see marketed by Capcom, with hints that there might actually be something more than just... Xover... during the anniversary year! It'll be playable on Capcom Unity's site on the 17th.

If anything else decent(and hopefully not 8-bit for once) actually is announced on or after the 17th maybe this thread could be for talking about that too.

Someguy

Shyguy
Level: 23


Posts: 78/92
EXP: 64759
For next: 2964

Since: 07-26-07

Pronouns: he/him
From: California now!

Since last post: 4.4 years
Last activity: 45 days

Posted on 12-16-12 10:25:19 PM, in Weird Discoveries Link
I can't confirm if the game originated as an iPhone game before going all consoles(There are Casino billboard textures with the name "SONIC THE PORTABLE" at least on the Wii) but the minecart level and a "beat this score in a pinball table" level were originally planned for all versions. Can't say how well or not they work on the iPhone with the intended tilting screen effect or if they simply wanted to make "TWO EXCLUSIVE ACTS" a reason to buy it multiple times.

People didn't really react well to the minecart especially as well as the pinball level, which didn't work well with Sonic 4's odd physics, so they delayed the game a bit, fixed up a few things like how the menus worked and replaced both levels with different ones. Casino Street got a standard level with a card gimmick and Lost Labyrinth got a level with torch puzzles and more traditional DKC style minecarts, while the portables essentially got the original version of Sonic 4 which was pretty much done, not updated to match the delayed console versions.

Then that version got released in Japan on the Wii instead of the newer one for a short time, because Sega didn't leak the game enough already.
Someguy

Shyguy
Level: 23


Posts: 79/92
EXP: 64759
For next: 2964

Since: 07-26-07

Pronouns: he/him
From: California now!

Since last post: 4.4 years
Last activity: 45 days

Posted on 12-17-12 06:29:21 AM, in Street Fighter X Mega Man: A free officially funded 8-bit anniversary platformer on the 17th! Link
The game is out now!

Though good luck getting it if you try and get it soon after this post. 33.8 MB file, 3 hours left... it's not gonna download for me right now.

If they're tracking the downloads to see the popularity, will they count the 50 times each person tries to download it and fails due to the other people trying to download it 50 times?
Someguy

Shyguy
Level: 23


Posts: 80/92
EXP: 64759
For next: 2964

Since: 07-26-07

Pronouns: he/him
From: California now!

Since last post: 4.4 years
Last activity: 45 days

Posted on 03-21-13 08:04:56 PM, in Diaries Link
I've tried a public web diary a few times, to tell people what's up late in my life or to keep a log of evidence for police if I snapped, but every time I do I look back, get embarrassed at how I was and try to forget about it. I've debated doing so yet again, but it would probably just be more embarrassing in a recent context, with even fewer people to read it, meaning instead of "this is what I was up to today/why I feel happy/why I feel bad today, guys!" it'd be a log of whining about dumb things to be embarrassed about.

So I'll probably just stick with embarrassing myself with overusing that word here.
Someguy

Shyguy
Level: 23


Posts: 81/92
EXP: 64759
For next: 2964

Since: 07-26-07

Pronouns: he/him
From: California now!

Since last post: 4.4 years
Last activity: 45 days

Posted on 07-03-13 10:26:09 PM, in What's the right way to quick-convert from MKV to MP4? Link
My mom's been asking me to find this out for some time and I've not had much luck on my own so I thought I'd ask here, there's some pretty technical folks here I figure right?

She likes to watch movies on her Roku thing, it supports most MP4s and... hardly any MKVs at all. Guess what is the most common HD video format I've found things she wants in? MKVs that refuse to work right on it. Supposedly you're able to just toss them into a workable MP4 shell for Roku, but I can't manage to get it to work, closest I got had perfect video but no sound.

I think she managed to find a decent/good converter that worked similarly fast, but stuck a watermark on it and stopped working, I'd rather we not pay a lot of money for something that could be done by hand in an open source AVI program. What's the "right" way to pull this kind of thing off, or at least alternatively the fastest way to convert without losing video quality due to recompressing a compressed video?
Pages: 1 2 3 4 5
Jul - Posts by Someguy


Rusted Logic

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

42 database queries, 35 query cache hits.
Query execution time:  0.106403 seconds
Script execution time:  0.034661 seconds
Total render time:  0.141064 seconds


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line 350 column 27 - Warning: <nobr> is not approved by W3C
line 379 column 27 - Warning: <nobr> is not approved by W3C
line 423 column 27 - Warning: <nobr> is not approved by W3C
line 453 column 27 - Warning: <nobr> is not approved by W3C
line 484 column 27 - Warning: <nobr> is not approved by W3C
line 515 column 27 - Warning: <nobr> is not approved by W3C
line 545 column 27 - Warning: <nobr> is not approved by W3C
line 739 column 27 - Warning: <nobr> is not approved by W3C
line 765 column 27 - Warning: <nobr> is not approved by W3C
line 799 column 27 - Warning: <nobr> is not approved by W3C
line 835 column 27 - Warning: <nobr> is not approved by W3C
line 865 column 27 - Warning: <nobr> is not approved by W3C
line 895 column 27 - Warning: <nobr> is not approved by W3C
line 923 column 27 - Warning: <nobr> is not approved by W3C
Info: Document content looks like HTML5
Info: No system identifier in emitted doctype
Tidy found 287 warnings and 0 errors!


The alt attribute should be used to give a short description
of an image; longer descriptions should be given with the
longdesc attribute which takes a URL linked to the description.
These measures are needed for people using non-graphical browsers.

For further advice on how to make your pages accessible
see http://www.w3.org/WAI/GL.
You are recommended to use CSS to specify the font and
properties such as its size and color. This will reduce
the size of HTML files and make them easier to maintain
compared with using <FONT> elements.

You are recommended to use CSS to control line wrapping.
Use "white-space: nowrap" to inhibit wrapping in place
of inserting <NOBR>...</NOBR> into the markup.

About HTML Tidy: https://github.com/htacg/tidy-html5
Bug reports and comments: https://github.com/htacg/tidy-html5/issues
Official mailing list: https://lists.w3.org/Archives/Public/public-htacg/
Latest HTML specification: http://dev.w3.org/html5/spec-author-view/
Validate your HTML documents: http://validator.w3.org/nu/
Lobby your company to join the W3C: http://www.w3.org/Consortium

Do you speak a language other than English, or a different variant of
English? Consider helping us to localize HTML Tidy. For details please see
https://github.com/htacg/tidy-html5/blob/master/README/LOCALIZE.md