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Messages - Parzival

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1
General Discussion / Re: The Member's Guide to Topiclessness
« on: Yesterday at 09:36:54 am »
aight hold up

i've seen this issue somewhere before



(also my PS2 racing wheel only works with my PC adapter, on an actual PS2 it only holds the D-Pad down and does nothing else...)
2
Pokémon Glitch Discussion / Re: /r/PokemonGlitches
« on: Yesterday at 08:27:17 am »
we DID take over /r/glitchcity and then post literally 3 times...
3
Pokémon Discussion / Re: Pokémon Sword and Shield Discussion
« on: October 17, 2019, 01:47:34 am »
making Eevee another non-evolver
"What pokemon should refuse evolution in this game?"
"How about THE FUCKING EVOLUTION POKEMON??????????"
4
Pokémon Discussion / Re: Pokémon Sword and Shield Discussion
« on: October 16, 2019, 01:06:33 pm »
Did they really make a Gigantamax Meowth that's literally just Longcat? Never thought I'd be using a Longcat reference in 2019...
businesses are usually 10 years behind on memes, if not longer, because they have to get board and government approval in most cases or they could get in trouble...
(Expect E memes in 2039)
5
Video Games Discussion / Re: What games have you been playing recently?
« on: October 11, 2019, 10:32:59 pm »
JSRF is a game I never could beat at the age of like 7.

JSRF is a game I have to coax into working properly in Cxbx (yeah yeah "piracy reeeeee" i own the same disc i'm using digitally, i just can't dump it myself... yet.)


JSRF is a game I'm now at Chapter 4 in.


also Sega GT 2002 is amazing too but I can't get it running in Cxbx (get to title after 3 hours of work, virtual x86 triple-faults because the game's sound engine goes fucking ballistic, trashes all of RAM, then jumps to RAM.)

oh and Initial D Special Stage on the PS2 (although PCSX2 sucks and i can't figure out the game's physics engine yet)
6
Generation I Glitch Discussion / Re: Game Crash Averted?
« on: October 11, 2019, 10:26:42 pm »
normally wild invalid glitch trainers crash the game.
Not purely by virtue of being glitch trainers, though. Consider the ZZAZZ glitch (and Jacred inventory corruption); the effects can be game-breaking if you don't add a terminator to your name before saving, but like any other effect, they're traceable.

It's also possible your emulator doesn't handle all the possible details of invalid game states properly if it's a phone one.
"Possible details of invalid game states", does that mean game crashes?
Handling of invalid opcodes is the first thing that comes to mind. ZZAZZ (I mean the person this time) made a follow-up video to the famous "4 4 Hy's true cry" that explained why it was possible on the ever-maligned VBA that might have more to add, though, if you're interested.
I may be interested in the future, occasionally (very rarely though) I use VBA on my laptop. As for my main emulator, it can run into invalid (or unknown is the term?) opcodes, it's happened with 0xDC's Pokédex entries a few times and once with 0xF1's backsprite caused the game to halt.
Just noticed you're using VBA.

No.

http://bgb.bircd.org/
7
make sure you check the mon so it doesn't decompress and steamroll HoF data underne-
Notes - Corrupts HoF again
yeah

also hey i haven't seen you since...

...

a while.
8
Pokémon Discussion / Re: Pokémon Sword and Shield Discussion
« on: October 11, 2019, 12:40:24 am »
Mega Sirfetch'd

Yes!

Also: How adorable! I want one of these too. ~ ✨ But I preordered Sword :(

Maybe will breed Sirfetch'd and trade them for Galarian Ponyta. ^^



or just... wait for the obligatory save editor?
9
General Discussion / Re: The Member's Guide to Topiclessness
« on: October 11, 2019, 12:39:44 am »
Chikorita is a cute butternut squash celery. Probably tastes like soil though. But don't eat her!!
this is such an interesting thing you've said
but like
<rips what you've said to shreds in 200 words>


that's right i can joke about myself
what of it
10
Wiki Discussion / Re: Slot machine behaviors
« on: October 10, 2019, 01:41:10 am »
The behaviors of slot machines in the Game corners are so much more complicated than meets the eye (Gen I, Gen II), and with many oddities that may be considered as glitches. However, our wiki's documentation of them is woefully incomplete. Presumably this is because: (1) It is difficult to argue whether any specific oddity should be a glitch, given that those behaviors are intended to be obscure, and (2) it is difficult to even describe any particular glitch about the slot machines without first explaining their behaviors in normal cases.

Given this, should we just have pages titled "Slot machine behaviors (Generation N)", with a section named "Oddities" or "Potential glitches", and let the readers decide for themselves whether they should count?
ooh, hold up, relevant media incoming:
Gen 1: https://youtu.be/u4fjbJnz7O4
Gen 2: https://youtu.be/ojq3xqfRF6I

(for context for new readers seeing this thread)
11
I can't find any information on this, but figured I'd ask- Did anybody ever figure out why you can catch a Ditto after catching an 'M? Like what causes that to happen?
One of the prolific videomakers here made a video about it but i cannot for the life of me find it. Did you check the Wiki?

EDIT: https://youtu.be/Z_z4FOz0Yzo
12
General Discussion / Re: The dream thread
« on: October 07, 2019, 02:15:56 am »
woke up in a cold sweat and can only remember one phrase

"there's a party in ring -2 and no one's invited"

literally 2 people here will understand this and i know exactly which two
14
Video Games Discussion / Re: What games have you been playing recently?
« on: October 06, 2019, 06:23:50 pm »
Starting P:SMD. Explorers of * was good so this should be too, right?

...right?

EDIT: goddammit it's not

it could've been so good but no

I'm willing to overlook the graphics style change from sprites to 3D models, as that's something most seemed to want, plus with the more powerful hardware...

HOWEVER.

I cannot forgive the weird mechanics half-heartedly dropped in and the changes that just did not need to be made. We'll get to those, though.

First, gameplay:

Who the f**k thought it a good idea to be able to shove Pokemon by walking into them? This does nothing but eat away at your hunger and burn a turn in a fight, and if you're not holding B, you BY DEFAULT shove partners too, still burning a turn and draining your Belly.

Some of the moves feel... incorrect. These were mostly to balance things, so I get why, but it's a minor thing.

The default A button generic attack has been nerfed HARD.
Explorers of *:
Actual moves: 30-50
Generic attack: 20-40
SMD:
Actual moves: 30-50
Generic attack: MOTHERFUCKING 5
WHY
THIS DOES NOTHING BUT MAKE YOU ENTIRELY HELPLESS IF YOU RUN OUT OF PP
like, okay, they wanted to force you to use moves more often but for fucks sake this was too harsh a nerf it is now useless and you will die before killing one normal enemy even when you're overleveling the dungeon boss.

Items are also more heavily favored when determining what drops to spawn and how many, leading to less cash and more items. A full Bag is not worth it anymore. The wands are kinda neat, I guess, but gdi there's so many of them now. This also makes Belly less of a threat, which is impressive as in Eo* I ran out maybe once per like 6 dungeons. Even more impressive when you realize your Belly drops like a meteor dropping to Earth to compensate for the fuckton of Apples you find.

The story:

I'm gonna do the spoiler+size combo thing again for this. I'm literally 2.5 hours in and the story is already bad. I'm not even done with all the tutorials yet for fucks sake and I have been tearing through them!

[spoiler]aight so making your character remember he's human from the word Go breaks some immersion. In Eo* you find that s**t out late-game, making the rest of the trek about finding out what the f**k happened to you. This was brilliant, it make sense with the memory loss arc and it added an extra "push" to the end of the game when players would lose interest. Here, it's like "hey i'm a pokemon now, cool, whatever" and what little immersion the beginning built up is gone. It's not even played up, your character literally says "Could it be... Well, whatever" like b***h WHAT YOU ARE NOW A POKEMON, EMOTE A LITTLE. The "you get rescued from being washed up on the fucking shoreline passed out, and your new partner manages to wake you and help you out some" was changed to "you wake up in a forest and are immediately chased into a dungeon, followed by a tutorial that covers basic mechanics. Here's your partner, he's an over-the-top annoying shithead and not even his father likes him." Eo* made an emotional connection almost immediately by having your partner basically save your fucking life as you're washed up on the shoreline fading in and out of consciousness for DAYS. Then you gotta go deal with some shitheads who stole your partner's thing and fucked off into a dungeon. This creates emotional linkage as you see this kid wake you up, then some assholes steal his crap. You wanna catch the assholes and f**k 'em up to repay the dude. SMD just goes "lol why, when your character can be chased by things into a dungeon and get a tutorial from some fucking rando who you end up staying with?" Also the fucking tutorial it gives you is superceded by a multi-"chapter" (screens should read "Day" instead of "Chapter" as several are just "go to school, exposition, in-depth explanation of mechanic, moment of "haha your partner's a shithead", dungeon themed around day's mechanic, go home, fade into next chapter" back to fucking back) while you literally go to school IN A FUCKING POKEMON GAME. Eo* taught through "here's generally how s**t works, we've given you enough to figure it out on your own" and sends you into an unrelated dungeon. The items and s**t you were taught about may not even be in said dungeon! That's the kinda s**t you had back when games actually wordlessly taught people, or taught how to equip an item and that's it, and respected your fucking intelligence. There was some hand-holding, yeah, it's a kids' game, but it wasn't so much so that it seems to be meant for teaching some 3-month-old to play the fucking game. Then we get to move onto the fact that the first 2 initial-tutorial dungeons were exactly the fucking same, then the super-tutorial has several dungeons that reuse THE SAME FUCKING TILESET. Eo* had this, but it was a technical limit and it was handled REALLY WELL as often times there were similar-but-not-quite tilesets for different dungeons, or even for later in the same dungeon! Plus you wouldn't get 4 fucking dungeons that used 1:1 the same set back-to-back, none of which are even the same damn dungeon. God this is a fucking mess and i'm literally 2.5 hours in.[/spoiler]

Now that that's out of the way, the mechanics I mentioned earlier:

SO FAR, 2.5 hours in, there's been all of like 2 new mechanics: the pushing I mentioned earlier and the crystals thing. You get these circlets ("looplets" THEY'RE CIRCLETS MOTHERFUCKER) that each member holds (they take up Bag slots AND your only Held Item slot) and crystals spawn in the dungeons when at least 1 member is holding them. When first seen by the player in a room the crystals count from (random number, 1 to 9) to 0 and when they hit 0 they explode into dust, meaning you have to prioritize them over battles. When picked up in time, you can either Use them, granting some minor buff till the end of the dungeon, or Set them into an empty slot in the circlet. When Set, they provide some minor buff to stats, some status to an enemy you attack rarely (misses still roll same chance as far as I can tell) or do s**t like "when you would be KO'd, survive with 1 HP and this breaks." These stack up to the number inserted, so I guess if you could find 4 of them they'd be handy? (Provided Circlets during tut hold 4 crystals but some orbs can etch a new slot into them until end of dungeon) If the crystal explodes before you get to it it'll do nithing but make powder appear on the floor, which when walked over increments an invisible counter and eventually with enough of them another one will suddenly appear in the Bag.

if i have any more gripes later i'll put them here so watch this space
15
Wiki Discussion / Re: On the definition of "glitch"
« on: October 05, 2019, 08:23:17 am »
Considering the user is not intended to have direct hardware access, this earlier bug would have to be triggered by user input, wouldn't it?
Of course, but the problem is that whether the consequential glitch should be considered another bug. Like you've said, we need to box things into individual items.
I feel unqualified to define these and i'm surprised I made it this far, but anyways, this is true and is in itself hard to classify. How would one classify issues resulting from other issues? Different trigger methods for the same issue may even technically change the classification in rare cases.
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