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Posts posted by Doomsday31415

  1. 13 hours ago, Lheticus said:

    As far as I'm aware, "legally obtained ROM" is an oxymoron. Is this just going to be flat out impossible for me? :(

    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. 3 minutes ago, NoIdeas4Names said:

    Late reply, and only putting this here cause i don't think it's big enough to warrant another post but, i just had an idea, the biggest issue you've ran into in development is the fact that the number of enemies is limited to 255, so DK can't add everything he wants, right? However, you've already altered certain number limits to be higher bit variable types, so could you possibly remove this boundary by tinkering with the idea of making that a 16-bit variable? Other than Lazy Shell editor probably running into a few problems with this, what prevents this from happening?

    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. 1 hour ago, NoIdeas4Names said:

    The pinned post by BTB nails this, by removing status effects from an RPG like this one you take away alot of the spice that keeps it from being just healing and attacking until you either win or die, while most of the hack is very fun and satisfying due to the fair but challenging bosses that take strategy and good timing to beat, i couldn't help but notice that practically every single postgame armor shares these same effects: Making you immune to all debuffs and one hit kills, and resistant to all elements, you can still be inflicted with stat reduction; But that is much more simple and straightforward, once again, just numbers. 

    Think about it, there would be much more potential for challenge, strategy and diverse equipment in more than just stats if effects weren't such a nonfactor in endgame fights, and resistance to everything wasn't so commonplace, maybe you could keep immunity to all debuffs to easy mode, while in higher difficulties, some equipment could just reduce the duration of most if not all the debuffs while some makes you immune to just one or two effects? I don't know if DK changes the source code or something else to alter the mechanics but depending on what it is, it would be relatively easy, just make it so the counter to when your debuff will end starts out at the combined number your gear detracts from durations.

    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.

    1 hour ago, NoIdeas4Names said:

    Speaking of status effects, the ones you inflict on enemies are quite unbalanced now tbh: On one hand you have burn and poison which only do like 1000 set damage per turn each, amazing early game; Progressively more useless as you get stronger, meanwhile defense down is practically a requirement to succeed on high difficulties since it makes bosses take double damage for multiple turns at a very low cost of either FP or frog coins, you might argue they're balanced around it but the fact that it's such a no-brainer to use in every fight that their whole defensive stats are balanced around this one debuff is the definition of OP, it's not the higher damage taken itself that's too strong, it's the fact that in a typical fight you'll always keep the bosses taking double damage because of long duration and spammability.

    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.

    2 hours ago, NoIdeas4Names said:

    So, anyways, what do you think?

    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! :coolguy:

    • Upvote 1

  4. 3 hours ago, MuteCitizenMaster said:

    Also, I've seen that from the video you linked (super buffed rosalina after the beta test), she seems easier there. She doesn't counter Galaxy Blast which already makes this fight 50% easier and do-able.

    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!

  5. 7 hours ago, MuteCitizenMaster said:

    With this strategy, I'm only able to take one life of her at a time before the Lumas come back. I could take 2 of them at once, but the only think keeping me from doing so is Black Hole->Galaxy Storm. It KO's 2 party members all the time. I thought about defending, but it seems that she does that attack when taking one life from her.

    I could keep up with this strategy, but it seems that I would run out of items to restore my MP and Auto-Life before being able to reach her 11th life.

    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.

  6. 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!

  7. 44 minutes ago, Nitro said:

    Yes, adding a character is possible, someone is working on adding Daisy as a 6th character. That's not for Armageddon though, and it hasn't gotten any attention for over a year.

    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.

  8. 6 minutes ago, shadowstaryoshi said:

    hi i have a question im playing super mario rpg armageddon v9 content mode but my chacters wont level up past level 30 did i do something wrong please help

    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.

    • Upvote 1

  9. 8 minutes ago, GamingFiend said:

    In that case, there really is no way to get past this besides overleveling to break the HP cap you need ( Or boosting magic defense up enough?). If that's the case this should be addressed in the next patch. I may need to use a cheat code to get past this

    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.

  10. 11 minutes ago, Darkkefka said:

    it was a simple mistake on my part. It was caused by battling May before doing the boss rush. To fix this, you need to lose that fight with the cactuars and select not to continue. Enter it again and it should be fine. This will be fixed in the official upload.

    Correction: This has been fixed in the official final upload.  Unfortunately, it's not compatible with the preliminary release.