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So it looks like the plot of this game is actually kinda depressing? Like, it doesn't even take place in the main canon part of Lodoss War. Instead it's some kind of epilogue where the entire party is a bunch of ghosts/flashbacks/something and Deedlit is the only one still alive? That seems kinda dark, yo.
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Off Topic / Re: Music you've been digging lately
« Last post by Holy Diver on July 05, 2021, 01:58:22 PM »
The new Fear Factory's sounding delicious (haven't heard anything of theirs since Obsolete), ordered a CD copy on the strength of the first two tracks. Hope the rest doesn't disappoint. Sucks I couldn't just walk into a Target or Best Buy to buy it.



Apparently this is the last album to have Burton C. Bell. Le suq.
Could give it a spin. Last time I gave them a shot was when I still couldn't apreciate more extreme forms of metal. To be fair I still can't get into more brutal forms of death metal and grind but I can say with certainty that I won't pussy out from just hearing the vocals this time around.
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2 more days to vote vote vote!
we need more voters. hehehe
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Off Topic / Re: Music you've been digging lately
« Last post by X on July 04, 2021, 10:47:36 AM »
Been enjoying this song from the Breakfast Club.

https://www.youtube.com/watch?v=GeMHC7Ih8wg
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Off Topic / Re: Music you've been digging lately
« Last post by Abnormal Freak on July 04, 2021, 07:35:52 AM »
The new Fear Factory's sounding delicious (haven't heard anything of theirs since Obsolete), ordered a CD copy on the strength of the first two tracks. Hope the rest doesn't disappoint. Sucks I couldn't just walk into a Target or Best Buy to buy it.



Apparently this is the last album to have Burton C. Bell. Le suq.
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Yeah, yeah; I'm still studying CV3 after all these years. I've already found a few typos and bugs which add to the fun. Anyway, I looked into how the enemy state machines were actually set up in CV3.

Some states were inexplicably different between versions. Changes due to how graphics and audio were stored in CV3u were logical enough, but sometimes they added a state that could never run. For example, that spark that appears when you kill an enemy destroys itself in state 4, but CV3u added a fifth state which sets the state back to 0, even though there was never any code to allow it to even run the fifth state. It's an odd junk state, but whatever.

Anyway, Konami's code felt a bit convoluted to me, since you not only had an enemy's "object", but each object also had a "class" set in the 0x05EF-0x0605 range. Except for a few exceptions, pretty much each enemy object had its own corresponding class, although the values weren't one-to-one, since bosses weren't assigned classes. So this class variable was what determined which state machine dictated the enemy's behavior. Aside from the minor discrepancies noted above, both CV3j and CV3u had the same first 106 classes, then CV3u added 8 more. Of those 8, one appears to be junk code (it just points back to the aforementioned enemy death spark and I haven't seen it set anywhere), two are for enemies included in hard mode, and three are the new enemies added to CV3u (skulls, ghouls, and spear knight). Which leaves me with the two I am bringing up here.

Class 0x6B itself is an oddball. State 0 is a timer countdown state, which is odd because it's the first state -- there's no state setting the timer like there is in most other classes. I can't remember, but I think the ghosts are like this (I could be wrong), so I wrote it off as a possible ghost class. Then I looked at the rest of the states and noticed it has a ground collision state -- that is, a state which detects a collision with ground before moving to another state. Ghosts don't have that. That next state appeared to create a splash effect, complete with the *splash* audio, except it appears it's using the rock shard sprite, ruling out mermen, frogs, and spores. The splash effect used the wrong palette even. On top of it all, it occurred to me that the "enemy" in question couldn't even move despite having its VSPD altered in one of the states, because the attribute flag that allows it to move never gets set within the state machine. Furthermore, the collision check for the ground is a single-point collision at relative coordinates (0,-8); typically only small enemies and projectiles have checks at y-8 due to how Konami set their sprite origins. That led me to believe class 0x6B belongs to a projectile, which could have its timer and attribute flags set by the enemy creating it. Hooray for deductive reasoning!

But what non-boss enemy would be throwing "rocks" that *splash* when they hit solid ground? The only enemy I know of that would be throwing anything that splashes or shatters is The Creature, but that's a boss, which means none of its attacks follow the standard class system -- they follow the boss class system.

If anyone wants to play the game through on hard mode over and over, playing through each and every stage, check if addresses 0x5EF through 0x605 ever get set to 0x6B (the projectile) or 0x6C (the shard), excluding moving platforms which utilize that variable range for movement (beats me why they would do that), then let me know where it happened. Because I've been playing the game for at least an hour and I haven't come across any enemies or projectiles with class 0x6B or 0x6C yet. The states are customized, too, so at some point in the development of CV3u they were intended to get used.

EDIT: I forgot to mention, it uses the player's sprite and palette in state 1. So if you change characters, the sprite will also change. The glitched palette is also present with the falling blocks in the mountain stage, which further leads me to believe this class was attributed to a brick. The timer countdown in state 0 would thus be set when the spawner has picked a random location to create the block at. It's obviously not those blocks, though, because: this code only appears in CV3u (as far as I am aware); terrain, like bosses, do not operate on the same system as normal enemies; and the "block" shatters upon hitting the ground instead of stacking up.
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Hardcore Gaming 101 / Re: Rusty translation hack
« Last post by JR on July 03, 2021, 09:27:21 PM »
Nice! I've been meaning to check this game out one of these days.
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General Castlevania Discussion / Re: Castlevania Advance Collection
« Last post by JR on July 03, 2021, 09:22:50 PM »
I don't mean to complain about these reissues  because I know some people don't have these games but personally I already own all of these games and some I've bought 2 to 3 times already.

What has it been now 8 years? And instead of giving us a new game they want us to just keep buying the old ones we already have? Nope.

One thing is for sure it's a hell of a lot easier for them to just keep milking the old stuff than it is to stick their necks out and give the fans what they deserve. A proper console release.

I guess I'm just annoyed at how long it's been more than the reissues. But man... I'll give Konami my money again when it's a new game.

I'm glad to see that they're giving the series some kind of recognition other than the show, but I agree. I won't have a use for this collection, unless they put some bonus material in there like they did with the anniversary collection. I was pleasantly surprised with that release.

Even if they did a new game via Steam Early Access, like they're doing with Getsu Fuma Den, I'd be happy to support that. Haven't played the new Getsu yet, but I intend to. I was a bit surprised to see that Konami was working on that.
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Hardcore Gaming 101 / Re: Steam summer sale 2021
« Last post by Aceearly1993 on July 03, 2021, 05:52:24 PM »
Bought a copy of Touhou Luna Nights, Rosenkreuzstilette and Rosenkreuzstilette Freudenstachel as gift and sent to a friend.
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Hardcore Gaming 101 / Re: Steam summer sale 2021
« Last post by Highwind Dragoon on July 03, 2021, 12:53:19 PM »
Just bought:

Gleamlight - $9.99
Regions Of Ruin - $2.39

Decided against buying AoE 3: Definitive edition, A hat in time and Tangledeep, for now.
I might get them during the Steam Winter Sale or the Chinese New Year Sale.
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