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Messages - Glisp

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1
I dunno about that papa doc.Game Freak did do some pretty distasteful things in the past. (well Jynx was unintentional, but it still wasn't tasteful to westerners) Supposedly also, the desert in Unova seems very loosely based on Ground Zero in New York. (well technically it's not ground zero anymore, but still) Probably not true but it's still rather messed up that anyone would think that.
2
Hey everyone, long time no see. I've been checking out the prototypes myself. Being a regular contributor to TCRF (well semi-regular as I go through spells where I don't wanna make edits.) I spend a lot of time talking about it  on their discord server which has a channel dedicated to it. TCRF staffers are currently working on researching the ROMs. The leaker of the ROM on 4Chan is just that, a leaker and not the original source. They were forced to come out early because as usual, 4chan has to ruin surprises. (one of the reasons I hate 4chan so much.)

The original plan was to release the ROM after the translation and documentation were complete but since someone on 4chan decided that this was taking too long, they got impatient and leaked it.  As for the translation, it's about a month away or so from being completed from what I understand.

You can check the TCRF page here for information regarding the stuff found so far: https://tcrf.net/Proto:Pok%C3%A9mon_Gold_and_Silver
Also has a list of all the pokemon in the ROM.

btw, Skateboarding can be accessed via debug mode. It's buggy as hell though and doesn't work quite right unless you hold down the no clip button.

You'll also notice the map is based on Japan. Well it turns out there's more to this as the town with the Ruins of Alph is where Hiroshima should be, which when you think about this and the fact that Unown are in said ruins, it starts feeling a little more disturbing. The desert town seems to be based off of Japan's desert area as well. Also of note, Kanto has been downsized to a single large town. Probably because of the compression issues early on.

Rather than this being a full on prototype of the final product, it seems this version was dropped and they started over. No doubt the release of the anime in 98 had some influence on their decision.

3
If I may say something, would it be possible map data is strung about like the game Earthbound? In Earthbound each location is part of one big map.
Eg: http://starmen.net/mother2/maps/fullmap.png

every interior and every exterior is located on a mishmash of data. What I'm wondering is if the void is like this. If it is, it may be possible to map locations
4
Yeah, this glitch isn't actually anything new (I've done it myself for lulz) and it probably doesn't have any benefits. It's just fun to do.  Not sure what the letter A's significance is though.
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Pokémon Discussion / Re: Pokémon Yellow: SGB/GBC differences
« on: March 17, 2016, 08:26:41 pm »
iirc, on SGB also I think the HP meter changes color after it stops rather than during while it's moving. so if a pokemon is OHKO'd the HP bar on SGB mode will remain green as it empties.

Not really noteworthy, but it's a difference nonetheless.
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Pokémon Discussion / Re: Pokemon XD references the truck
« on: March 15, 2016, 05:39:16 pm »
You have to go to Vs. Mode and use quick battle then select battle with the CPU. She's one of the random trainers you can face. Can't remember what her roster is, but I think she's one of the ones in normal difficulty iirc.
7
Thank you so much
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Pokémon Discussion / Pokemon XD references the truck
« on: March 12, 2016, 11:48:19 am »
Pokemon XD: Gale of Darkness Actually makes a reference to the truck from the Generation I games and their remakes. In Verse mode, if you fight a certain CPU trainer in Quick battle's Normal mode, (I think it's normal mode anyway) at the start of the battle she'll say "There's no pokemon under the truck. You might find a Muk. That's a little poem I wrote, do you like it?" or something like that. I can't remember her Roster right off though but I know she's a Beauty.
9
by 255 of one item, what do you mean? The Limit is 99 so do I just make multiple stacks, use the Missingno 128 item glitch or what?
10
Sorry for the Necro but I have information regarding DQM2 for you Torchickens:

Yeah, I've obtained the Dragon quest monsters 2 monsters so I can tell you their localized names: Dimensaur, Lamia, and Kagebou. All three are in the boss Family but don't have Library entries.  Of an interesting note, all three of these event monsters have their levels capped at 9 and cannot breed when legit. This is because of how powerful they are. However, using a code that lets you obtain them in the wild will let you bypass both of these limits.

On an unrelated note, there is also a placeholder monster in DQM2. Its name is blank and it uses a Drak slime sprite. its data is located between each family.  I haven't actually attempted to obtain one before so that's all I know. Not sure if they have different properties or not.   

11
Video Game Glitches Discussion / Bayonetta Leg gun glitch/exploit
« on: February 06, 2015, 02:09:37 pm »
This is a rather famous bug involving the Rocket Launcher weapon in the first Bayonetta, known as the Lt. Col. Kilgore.  It's deemed a glitch because the animations it does are weird and the damage output, speed, and combo points are unusually high for the Lt. Col. Kilgore.

To do this glitch in loadout A, equip Durga to your feet (works with either but the faster attack speed of lighting durga is ideal.) and any fast weapon to your hands (the best I've founds is shuraba, but it works with the Onyx Roses, Scarborough Fair, Bazillions and Durga (either version). In loadout B equip any weapon to your hands (I've noticed the results are slightly better with Shuraba but any weapon works with this)  and Lt. Col. Kilgore to your feet. In a fight, execute the following combination PPPPK while in load out A (the one with Durga equipped to your feet).

When you press the kick button at the end of this combo, Bayonetta (or Jeanne or Zero if you're playing as them) will do a flurry of kicks with the Durga. During this animation, quickly switch to loadout B. The kick animation will carry over to Loadout B and Bayonetta will fire 12 Kilgore Rockets in several directions at a speed faster than the Kilgore are normally capable of. In addition, the rockets are  presumably worth the same amount of combo points as the Lighting Durga, but do the amount of damage Kilgore rockets are supposed to do. With Durga equipped to your hands in loadout B, Bayonetta will unleash a flurry of slashes while doing a front flip forward while launching a wicked weave. This combo isn't as damaging as others with the Kilgore glitch however but it looks cool at least. Having Shuraba equipped to your hands in loadout B seems to deliver the most damage.

A variation of this glitch can be done with the Onyx Roses by having them on your feet in loadout B instead of the Kilgore. A pretty good alternative for early game actually. (since you don't get the Lt. Col. Kilgore until much later). It's not as damaging from a distance, but point blank shots do significant damage (since they are shotguns afterall.) Even so, the overall damage pales in comparison to using the Lt. Col. Kilgore for this bug/exploit.

A lot of players consider this cheating because you're using an unintended glitch to score high combo points and do tons of damage.

This bug works on every version of Bayonetta, even the recently released Wii U port.     
12
Pokémon Discussion / Re: Leftover Mimic behaviour (Generation II)
« on: December 16, 2014, 07:28:55 pm »
Interesting stuff guys. keep up the good work. Though, I thought Mimic in generation 1 just copied a random move rather than letting you choose it. (sort of like how disable disables a random move in generation 1)
13
General Discussion / Re: Hey guys it's been a while
« on: December 15, 2014, 02:57:49 pm »
Not much really. Just stuff.
14
General Discussion / Re: Hey guys it's been a while
« on: December 15, 2014, 02:34:02 pm »
thanks for the suggestions Torchickens. I actually have one game in mind for now:
http://forums.glitchcity.info/index.php/topic,7144.0.html

Don't know when I'll start a wiki article as there's a lot of glitches and just copying and pasting from their wiki wouldn't be very ethical. 
15
Video Game Glitches Discussion / Elder Scrolls III: Morrowind
« on: December 15, 2014, 02:30:23 pm »
The Elder Scrolls III: Morrowind is full of bugs and other issues as well as unused content. I've looked into some of them. A few bugs were patched by Bethesda as things progressed, others were patched by Morrowind Custom Patch (MCP) or Morrowind Patch Project (MPP).  Others however cannot be fixed. In addition to Bethesda simply stopping making patches, some bugs are also within the game engine itself and cannot be fixed.

I'm only going to go over more notable bugs in the game. For a full list of bugs see these links:
http://uesp.net/wiki/Morrowind:Glitches
http://uesp.net/wiki/Tes3Mod:Engine_Bugs
"Not Saving Enough Crash"
If it's been a while since you've saved, sometimes the game will randomly crash. According to the wiki, it's caused by a bug in the data sorting algorithms of the game engine. The game's buffers overflow and empty and when the game tries to access that data it's gone, promoting a crash.

Seeing Red

If you manage to take damage with the red hit fader (a red ring that shows you've taken damage on the screen) on screen and change cells, it will stay on the screen until you take damage again or save and reload. This issue can usually be seen if the player is a vampire and taking sun damage. When the player enters a new cell, the red hit fader will remain. MCP fixes this issue thankfully and alternatively it can be fixed by simply disabling the hitfader via Morrowind.ini.

Item Ownership Contamination
Sometimes when arrested, guards will confiscate items you haven't actually stole. This happens because if you've stole a copy of an item, the ownership ends up being transferred to all versions of said item in the gaming world on that save. This is because all items of that type share the same ID internally. There is no known fix for this bug as it's related to the engine itself. Future Elder Scrolls games would solve this problem by making each item placed in the gaming world have its own unique ingame ID (usually assigned by a random group of hexidecimal values.) different from the internal ID used by the game's construction set.

In Morrowind however, because of ownership contamination, it's possible for items to have multiple owners if more than one copy of said item was stolen from different people. It also happens when you go to retrieve stolen items for the evidence chests at imperial forts. in this case, the owner of the evidence chest (usually a random Imperial guard NPC is the owner) is added in addition to the original owner(s). in the PC version, this contamination can be seen and monitored by typing "tfh" or "toggle full help" in the game's console (accessed by pressing the ~ key) 

Catch Corprus Outside of the Main Quest
The NPC Tanusea Veloth at Vivec Arena's Arena pit (See:http://uesp.net/wiki/Morrowind:Tanusea_Veloth) has Corprus disease. If you kill her and try to loot her body, it's possible to catch it. Corpus disease has no cure and Divayth Fyr cannot cure it as it has to be given to you from Dagoth Gares in the main quest in order for the quest script to work properly. Thus, the game's main quest is ruined. Tanusea Veloth infecting the player with Corprus is related to how diseases work in Morrowind. Attempting to loot the corpse of or fight hand-to-hand with a human NPC or a creature that's diseased can cause you to contract the disease they're carrying. Since Tenusea Veloth has Corprus, it's possible for them to catch it. Fortunately, the only time you have to interact with Tanusea directly is for a Tribunal Temple quest called "Disease Carrier" where you have to either kill her or convince her leave for Tel Fyr for treatment. 

Tenusea Veloth Disappeared
On a slightly unrelated note, Tenusea Veloth may not appear in vivec's arena pit. (certain other NPC's in the game will refuse to appear as well sometimes) if she doesn't appear, in the PC version's console type PlaceAtPC "Tanusea Veloth",1,20,1. If this doesn't work and you need her for the "Disease Carrier" quest, advancing the Journal to the next stage with Journal "TT_DiseaseCarrier" 40 or Journal "TT_DiseaseCarrier" 50. setting the stage to 40 will make the game think she's dead. Setting the stage to 50 will make the game send her to Tel Fyr. I haven't tested this myself so I don't know if she'll appear in Tel Fyr or not if you set the quest stage to 50. Either way, just return to the quest giver to recieve your reward(s). 

There's a ton of other glitches which you can see on the pages I listed at the top. However, these are the more well known glitches/oversights in the game. There's other popular ones like the "Soul trap glitch" which lets you make any spell effect last permanently, and the "Looting summons" glitch that lets you farm summoned creatures for items. Both of which are on the glitches page at the top.
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