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Everything posted by Doomsday31415

  1. You can legally make a personal copy of a SNES cartridge. Technically, this is what it's referring to. Of course, we have no way of knowing (nor do we care) how you actually obtain the ROM...
  2. Basically everything. Make no mistake, making something that was 8-bit suddenly be treated as 16-bit is no simple task, even for the most basic of values. For something as complex as the number of enemies, there's likely dozens of locations in the assembly that would have to be found and updated. Each one is a massive pain to find. This isn't even going into the additional memory usage caused by this.
  3. I agree, in more ways than even you might have intended. There's basically 3~5 "status effects" in v9: Poison/burn: Constant damage over time Sleep/disable: Can't do anything useful Full break: Lowers damage dealt and increases damage taken Attack down: Lowers damage dealt Fear: Increases damage taken There's no status effects that lock just items, or just spells, or just attack. Ironically, vanilla possessed these. More to what you're referring to, however, towards the end you simply get status protection for everything that can be protected, resistance to all elements, and of course mortality protection. It happens slower than it did in v8, but it's still an issue. As far as your idea for reducing the duration, however, that is not really an option without major assembly changes. There's a number of things I'd like to see different with poison, such as it affecting normal enemies more than bosses, but we'll see what happens in doom edition. As far as fear is concerned, it's likely not going to be usable on enemies in hard mode/doom edition for the reasons you stated. It was an experiment in adding more uses to certain moves, but it didn't work out too well. I think there's much to improve, although what gets done in hard mode/doom edition is yet to be seen. Thanks for the feedback!
  4. Goes to track down and read this featured article.
  5. It all depends on what you're looking for.
  6. The lack of Galaxy Blast counter is the only reason the superbuffed Rosalina was even doable. The constant stream of Galaxy Beams removing everything (and sometimes just outright killing you) cannot be understated. But making Galaxy Blast the most effective strategy for the Lumas defeats the entire purpose of making each one a different element and adding absorption, so it had to be nerfed. Even in the final release, you can still use it, but you have to be prepared to tank one in return... it's still an effective way to wipe the Lumas out at once. By the way, you can really take advantage of Found Illusion in that fight in Normal mode, but that won't be the case in Hard. Better start learning those timings!
  7. Paladin is nothing compared to Oathkeeper.
  8. Because otherwise it would trivialize trial mode and/or the FF boss rush.
  9. FYI, this strategy cannot work. Every time Galaxy Storm is used, it restores one of her lives. Conversely, she won't use it until she's lost at least one life, but that's not the main mechanism for her using it.
  10. By the way, have you beaten her yet?
  11. He can, but...
  12. So, let me tell you a little story... There once was a boy and a girl who played games together. The boy typically won, but both had a good time and everyone was happy. Sure, the girl wasn't trying very hard, but the boy didn't know this. One day, the boy decided to make fun of the girl, calling her "too easy" and questioning whether she was even fun to play with. This angered the girl, and she went in a frenzy, unleashing her wrath upon the unsuspecting boy. The boy then ran crying to his mother, who scolded the boy by making him farm 1000 traps and then giving him a spanking that made the boy wish he had never said anything. The End. So with story time out of the way, the final boss was actually nerfed after the buff. She's definitely much more difficult than anything else in Normal mode, but you don't even have to be able to block most of her attacks to win. If I were to compare, I'd say she's slightly easier than v8 hard's version, but not by much. You need to really deal damage when she's vulnerable and survive when she's not. Item management is critical. Good luck!
  13. Your save was unfortunately already lost from the beginning.
  14. Did you give the patched rom a new name? It sounds like you mixed and matched save files between versions.
  15. This is a bit misleading... let me explain. It's technically possible to add dozens of party members, if you can shuffle around all the memory and update all the locations in the assembly. This is a very difficult and time consuming task. Even for a 6th party member, so many changes would have to be made to make it work. Keep in mind everything in the game assumes there are up to 5 party members. So yeah, with that in mind, there are no plans to add a 6th party member to Armageddon any time soon.
  16. Actually, she means "She came all the way to the Mushroom Kingdom". This has been corrected in Normal mode, by the way.
  17. After a month of testing, bugfixing, and feedback, we've decided to split version 9 into three difficulties: content, normal, and hard. Normal should also be available soon, and hard will come later. For now, however, you can download Content Mode in here: Enjoy!
  18. With even more fixes than Content Mode, we're now proud to release the "default" difficulty of v9: Normal Mode! Stay tuned for hard mode in the future... You can find Normal Mode in the Downloads section: Enjoy!
  19. Just keep getting experience and you'll reach level 31. Due to the fact vanilla was capped at 30, the game gets confused and doesn't report the exp needed to reach the next level properly when you're exactly level 30.
  20. If I got my multipliers right, 30 magic attack is a difference of around 750 damage on Fire Orb against Bowyer.
  21. The Thunder Punch does more than just give you an electrified attack.
  22. FYI, you can respec your level up bonuses from Star Hill.
  23. Version v9.0


    Super Mario RPG: Armegeddon is a difficulty and content mod for Super Mario RPG. It rebalances the entire game and adds a lot more post-game content, such as more FF bosses, two boss rushes, and even some special guests! This hack assumes you're VERY familiar with the original game. The game starts off relatively simple, but after Moleville the difficulty picks up. Looking for a difficult Mario RPG hack? This is it! Patches should only be applied to the legally obtained 1999 US version of the ROM. Compatible with SNES9x 1.53+.
  24. There is no glitch here, nor anything in need of patching. I'd like to point out that the attack deals twice as much damage in Normal. You should reconsider your options.