Doc Lithius
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- Interests:
- Eating delicious food. And also, video games.
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In Topic: Mark All as Read Button?
10 November 2016 - 07:48 AM
Ain't that always the way, though?
"Well, the solution can't possibly be that!"
And then it is. Heh heh.
Thank you for pointing that out, Emmy. I appreciate it! -
In Topic: Falcon Hit Math?
05 November 2016 - 06:25 AM
zombero, on 14 July 2016 - 06:22 AM, said:
I tried to reproduce the issue and wasn't able to do so. I then looked at the data for Falcon Hit and compared it to the original game and this is actually one of the very few dual techs that wasn't changed at all from the original game... Best I could say is try re-downloading the ROM? Is anyone else experiencing this issue?
Stupid question: Are you using the exact same modification as the one you're providing both here and on Romhacking.net? I ask because sometimes, the simplest solutions are sometimes the answer.
That aside, I actually came here to report another glitch with Falcon Hit that was reported to me, but I figured I should make note of this first reported bug, as well:
Looking at Falcon Hit in Temporal Flux (using the Hi-Tech plugin) reveals the following changes have happened, whether intentional or not:
Quote
Control Header
Headers
Use Effect Header 1: False -> True
Hit Effect 1: Nothing -> Random damage
Hit Effect 2: 200% damage -> Random damage
Effect Headers, Performance Group, Requirements
Effect Header 1 (Unused in base game; used in Lavos' Awakening)
Attack Power: $1E (23) -> $0D (14)
Effect Header 2
Attack Power: $10 (16) -> $08 (08)
For a tech that "wasn't changed at all from the original game", that's quite a few changes -- the biggest of which being the addition of Ayla's stats to the damage calculation (Effect Header 1).
Now, I think it's pretty self-evident as to what's causing Falcon Hit to do random damage... but the other thing I noticed here is something that has to do with the other glitch I wanted to report, which was reported to me by someone who wishes to remain anonymous:
"An anonymous CT fan" said:
Falcon Hit no longer works on enemies that are immune to Rock Throw. I'm about 99% certain this is not the case in base game, and I can see absolutely no justification for the hack enforcing such a thing. Especially because it causes strange things to happen - like monsters taking damage from an attack that's completely cancelled.
This, too, is easy enough to fix (in-theory):
In Effect Header 1 for Falcon Hit, just set the "Enemy is airborne (?) and "Enemy is support (?)" bits to False. This should fix that problem. Should. I haven't tested it myself because I haven't gotten Cat Attack for Ayla yet in my game and I don't want to load up a base game save just in case stat distribution is different between the hacks.
Edit:
I did a little more research into the matter. Apparently, the ROM zombero is distributing from here is different from the patch he put up on Romhacking.net.
After making a patch with Lunar IPS using the game released here, I ran the two patches through LSA's Patch Checker. There's a whopping 194 differences between the two patches -- at least one of which looks fairly substantial. But to get to the point, Falcon Hit has been mostly unchanged in the version from Romhacking.net. It only uses Effect Header 2 (Attack Power $08 (down from $10 (16), use Crono's attack power) instead of both Effect Headers 1 (Attack Power $0D (14) (down from $1E (23), use Alya's attack power) and 2. It also uses "200% damage" for its one and only Attack Effect 2, just like base game.
So. Hm. That might explain that.
Edit 2:
Okay... so the file from the main thread is v1.1... and there are a couple more versions available there (such as v1.2). The version in the on-site file repository also calls itself "v1.1", but was last updated in November of 2015 -- two months after the last "update post" -- but the file is dated 2013. However, the version at Romhacking.net, which has no version number, was last updated in 2014.
Which... version... is the actual "last" version? Because I'm under the impression most people (like myself) are playing v1.1 -- the version linked in the main thread. -
In Topic: User Pic/Forum Avatar Requirements?
18 September 2016 - 09:37 AM
... ... ...
You can... click on that, huh? Wow. Uh... Wow.
Thank you very much. I'm just gonna scoot out the back now, ha hah... -
In Topic: Bug Reports: Megaman X - Hard Type v.2.2.2
16 September 2016 - 04:51 PM
Beep-boop, I broke Vile again. Seems like only yesterday I was throwing him into the ravine in v1.3.0... Ah, nostalgia.
Details
Spoiler
Edit: Also. The ending still (in reference to v1.3.0) looks weird. The road itself is fine, but somehow the background tiles are misaligned, making it look like the road in the lower city just turns to one side over-and-over. Also, there's this:
Spoiler
Edit II (09/30/2016):
Just got done playing through it start-to-finish. My head hurts... That aside, are you sure you fixed the dropped inputs? There were several times in Spark Mandrill's boss room, as well as Sigma Fortress 1's platforms... or really, anywhere there were "object platforms", I seemed to have a really tough time using the dash button. I even checked my emulator's input indicators. I was pressing the button, but nothing was happening unless I held it.
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