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Messages - ISSOtm

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1
Emulation & ROM Hacking / Re: Nintendo WFC spoof/replacement servers
« on: November 08, 2018, 12:32:00 am »
Maybe they were referring to the recent breackthrough of nds-constraint?
2
Multimedia Discussion / Re: QUARITY MUSIC
« on: November 05, 2018, 03:54:46 pm »
Despaci*rimshot*
3
I do not know what are the conditions for the invalid instruction to do something special.
I mean the touch-screen menu, which obviously cannot be done by the game itself.
ACE is limited to the upper screen itself, unless an emulator escape exploit is found - Wack0 found one, but it might be too limited to do anything with it; and if it's at all possible, it's gonna be tedious.
4
General Discussion / Re: The Glitchy Thread of Topiclessness (#3)
« on: November 05, 2018, 08:31:54 am »
In retrospect, I think Gen 4's OST is really good, at least for trying something different from the previous games. I haven't listened to the whole OST yet, but already I can tell that dang, Route 216 is blessed ^^
6
VC doesn't read all of those as NOPs; it internally hooks some of them for internal purposes (for example, triggering the trade screen in Pokémon games). Although Wack0 suggested that this only occurred for certain games and/or PC values.
7
It usually varies based on the situation. I don't know much about the different situations though, but a common freeze in Pokémon Red/Blue/Yellow are the 'rst 38' freezes, in which the game tries to run an FF opcode. As the FF opcode is rst 38 (reset vector 38, which is like 'jp 0038'), and at 0038 there is another rst 38, it confuses the game and the memory is overwritten with a 00 39 pattern. This can affect the VRAM, and can cause bar freeze patterns like https://glitchcity.info/wiki/File:Bar_freeze.png

TheZZAZZGlitch discussed this somewhere else too.
`rst 38h` is `call $0038`, not `jp $0038`. Huge difference there, because this is what causes the memory corruption, since the returns address ($0039) keeps being pushed onto the stack.
Additionally, any interrupt handlers can trigger during the freeze, at least until their control registers get overwritten (and by coincidence, all of them will be disabled, except maybe the joypad, but I think this one ALSO causes a rst $38, so no good since it'd globally disable interrupts. kek) Therefore, the behavior of that crash is somewhat timing-dependent.
8
Video Games Discussion / Re: Super Smash Bros. Ultimate
« on: November 05, 2018, 02:31:07 am »
I'm quite sad, because we have Shulk (Xenoblade Chronicles 1) and Rex somewhat (Xenoblade Chronicles 2), but nothing will be said of Xenoblade Chronicles X, which is something... it almost feels like a retcon at times.

Overall, I'm a bit sad that some of my personal favorites didn't get in, but that's just minor nitpicks; I sure hope the game will be as amazing to play as it's promising to be!!
9
Video Games Discussion / Re: Minecraft. IDEAS NEEDED
« on: November 05, 2018, 02:28:20 am »
For traps, there's the classical "put redstone ore under a carpet and some observers and let nature do the rest"
10
Testing can also be done on the emulator itself with Action Replay codes using this tool I just made.
Also, if the cursor position is not an index but rather a pointer, then the method you described won't work; you should instead search for "Identical" and "Different" while moving and not moving the cursor.
If the cursor appears to be a pointer, then it would be possible to directly modify the ribbons themselves.

Alternately, the ribbons must be stored somewhere in the Pokémon's struct, so if a code exists to modify a Pokémon's something (HP, level...) then a small(?) modification would allow modifying its Ribbons as well.

Lately, I know for a fact that Gen IV has a bunch more error handling than previous gens, so this is fairly likely to yield nothing. Example: invalid maps are explicitly handled in the code as Jubilife City.
11
Generation I Glitch Discussion / Re: Do items have priority in Gen I?
« on: October 28, 2018, 04:45:48 am »
Whether an AI will use Super Potions is determined by the function TrainerAI. This function is called in the normal flow of battle, and may override the selected attack; but since the decision occurs right before the move is executed instead of before the turn priority being determined, items don't have a special priority.
This also means that special move priorities (such as Quick Attack) will have the opponent use their item second (unless the opponent also picked Quick Attack).

Calls to TrainerAI are here and here.

Somewhat what Sherkel just said.
12
Pokémon Discussion / Re: New Pokemon Revealed
« on: October 25, 2018, 02:16:15 am »
Its model is pretty lazily made tho. I've also heard that its design is very half-assed.
13
General Discussion / Re: The Glitchy Thread of Topiclessness (#3)
« on: October 21, 2018, 04:49:33 pm »
Twenty-two hours, me as the programmer, some buddy as the graphist.
14
General Discussion / Re: The Glitchy Thread of Topiclessness (#3)
« on: October 21, 2018, 06:53:22 am »
So I just finished a game jam, where I made a Game Boy game.
If you want to try it out, here is Down Syndrome!
15
General Discussion / Re: Finnegans Wake: Super Glitch, The Book
« on: October 15, 2018, 01:29:24 am »
On one hand, I'm not convinced at all by all of this, and I was even gonna write a large post explaining why; but it doesn't matter in the end, because it's up to each. Ff you like digging into that particular book, well, whatever floats your boat!
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