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| Acmlm's Board - I3 Archive - - Posts by Kejardon |
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Kejardon Shyguy Since: 05-21-06 Last post: 5909 days Last view: 5908 days |
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Kejardon Shyguy Since: 05-21-06 Last post: 5909 days Last view: 5908 days |
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Why does everyone go for grey at the start of the game? At least the doctor didn't die too.
So... um... I'm going to act on the assumption that no sensible mafia would bother randomly accusing someone and thus instantly being targeted, so I'm going with... Sukasa. I'll trust Tatrion for now. |
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Kejardon Shyguy Since: 05-21-06 Last post: 5909 days Last view: 5908 days |
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| "That and I find the odds of someone geting the same job in two games small."
Assuming we're working with an RNG (or at least a psuedo RNG), the fact that Sukasa was Mafia last game has no bearing on whether or not Sukasa is Mafia this game. And I'm accusing Sukasa mostly for the sake of accusing someone to get conversation going. Without conversation there's hardly any chance of figuring out who's who. Seems to be working a bit so far, though it looks like it's probably going to end up costing me my life.
::edit:: The logic is perfectly fine, there're no self-contradictions, though I admit my assumption may be off. ::/edit:: (edited by Kejardon on 07-25-06 04:48 PM) |
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Kejardon Shyguy Since: 05-21-06 Last post: 5909 days Last view: 5908 days |
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double-guessing myself? What's that mean?
I'd try jumping on the bandwagon, but I don't think that'd help me stay alive |
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Kejardon Shyguy Since: 05-21-06 Last post: 5909 days Last view: 5908 days |
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| I was trying to figure that out myself, Kamek.
No, really, I was. |
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Kejardon Shyguy Since: 05-21-06 Last post: 5909 days Last view: 5908 days |
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| Ooooh.
Do that swap. Move right one space and swap. Move back left one space and swap again. Effectively, swap the red and green on row fi- er... six? The row your hint is on.
Then swap the bottom right red and green. Then go back up and swap the red heart with a light blue triangle to its left. Sadly, I have no skill chain alternative for this round.
I was almost sure that it had something with swap the top light blue right twice, then swap the light blue and red below it. |
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Kejardon Shyguy Since: 05-21-06 Last post: 5909 days Last view: 5908 days |
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Solve-ed. Right after I remembered the topic.
Swap light blue and red on top Pull out top purple to the right Swap top dark blue and red Pull out middle left green to the left (it's in the row of 2 greens, row 5 going either up or down) Swap the blue and the purple to the left of the blue. And here's a pic of it for when the fireworks start.
![]() (edited by Kejardon on 08-07-06 11:15 PM) |
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Kejardon Shyguy Since: 05-21-06 Last post: 5909 days Last view: 5908 days |
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| Trying to invent a perpetual motion machine is like trying to cover a 100 square foot hole with 10 square feet of tarp.
If you look at a few small details you might think you can make it work, but if you take a few steps back and look at the overall problem you realize it's just not going to happen unless you manage to make 10 > 100. Which means throwing out virtually all known physics and making your own. Not to say it *isn't* possible... but if it is, it requires entirely new laws of physics. No amount of fancy organization and manipulation of current physical laws is going to get you a perpetual motion machine. |
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Kejardon Shyguy Since: 05-21-06 Last post: 5909 days Last view: 5908 days |
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| There's nothing stopping common people from finding and writing new laws. The problem is, what you wrote isn't a law, it's a definition. It's also slightly different from the normal definition of a perpetual motion machine. But that's aside the point.
A scientific law is basically an observation of reality. If you want to make a new scientific law, you have to find a phenomenon ALREADY IN EXISTENCE that is not explained by current scientific laws, and then explain that phenomenon with new laws. Note that it makes no sense to arbitrarily make new laws with no evidence to back them. You CAN make hypotheses with no evidence to back them, but they're only hypotheses until you get evidence. In your case of trying to create a perpetual motion machine, you'd want to find or cause a new phenomenon, and model its workings with new scientific laws. Otherwise all you're doing is about the same as randomly flailing your limbs in an attempt to fly. A magnet powered perpetual motion machine simply CANNOT exist. All you need is the first law of thermodynamics and the concept of voltage to see that. The amount of potential energy in a magnetic system can be calculated as a finite number (Voltage). If the kinetic energy of a magnetic system increases, that must come with a decrease of potential energy from somewhere, gravitic or magnetic or something (First law of thermo). Feel free to dream, but if you decide to share absurd and baseless dreams with people, be ready to be laughed at mercilessly. ![]() |
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Kejardon Shyguy Since: 05-21-06 Last post: 5909 days Last view: 5908 days |
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| Certain bits in certain locations do in fact have special meaning to them. For example, you can always look up what buttons Player 1 is pressing in $004218 / $004219, and writing to $002104 is used to tell the SNES what sprite tiles go where.
Anyways, if you want to do that, you're really going to need to know a good bit of assembly. Especially since Super Metroid's room transitions don't work in a way that's useful for this - you'd need to code a workaround the engine, or change your idea to work with the engine. Making one-way gates or something similar would be far easier. ::edit:: The save platform edit Gideon Zhi would probably be pretty feasible, knowing how save stations work. You could get away with simple door data for each room, some PLM instructions (a very common 'programming' format in Super Metroid, sort of like macros), and a small bit of assembly. ::edit again:: Then again, instead of using the normal door blocks, you could probably use edited scroll PLMs (trigger on touch) to make the hole work like you suggested. It would probably be a bit simpler than the save platform, too. I'll gladly explain the Super Metroid specific parts of it, but you'll have to learn assembly and actually code most of it. I have too much on my plate to do things other people can do without my help. (edited by Kejardon on 10-02-06 08:34 PM) (edited by Kejardon on 10-02-06 08:39 PM) |
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Kejardon Shyguy Since: 05-21-06 Last post: 5909 days Last view: 5908 days |
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| I can start working on this in a few hours, there's some related things I needed to find anyways.
College is *almost* done for the week. Finally. |
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Kejardon Shyguy Since: 05-21-06 Last post: 5909 days Last view: 5908 days |
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| Kraid is at BCDFF0 (1E5FF0 in an unheadered rom), and Draygon is at BF9DEA (1F9DEA in unheadered). Kraid also has all the room tiles with him, and Draygon has a few room tiles as well. No color palettes with them, though.
Sorry it took so long for me to get to that. ![]() |
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Kejardon Shyguy Since: 05-21-06 Last post: 5909 days Last view: 5908 days |
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| Right now, the best, most up-to-date guide for using SMILE is online and available... in Japanese.
http://sukamax.hp.infoseek.co.jp/SMILE.html You can always try going to Jathys' channel and asking questions there, though. Or if you're comfortable working with hex and maybe some assembly, try to read the documents I have up at http://drewseph.zophar.net/Kejardon/ and infer what SMILE does based on that... most of the information relevant for SMILE is in sm_misc.txt. I have no idea how understandable anything there is to anyone else, though. |
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Kejardon Shyguy Since: 05-21-06 Last post: 5909 days Last view: 5908 days |
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wow, I'm getting tired of seeing approval threads and I don't even have to read them all.
I've been learning and using assembly for 2 1/2 years, and have extensive knowledge about working with the SNES (from the programming side, not the physical hardware) and Super Metroid (I am probably the single most knowledgable person for the game). I'm working on the hack Super Metroid: Insanity, though the only info I'm going to release about it is that which is on my 'site': http://drewseph.zophar.net/Kejardon/ When I have free time, I tend to help others with assembly (mostly SNES asm) or Super Metroid details. Otherwise, though, I'm usualy just a lurker. Oh, and I occassionaly come up with funny Super Metroid pics for avatars. XD |
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Kejardon Shyguy Since: 05-21-06 Last post: 5909 days Last view: 5908 days |
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| Many emulators have their own cheat engines. Those are much more useful if you intend to actually hack the game, because you can find those addresses in the actual rom. You won't be able to use the addresses 'Cheat Engine' gives you.
On the other hand, an external program is sometimes the only way to get to sram. ![]() |
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Kejardon Shyguy Since: 05-21-06 Last post: 5909 days Last view: 5908 days |
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::cough::
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Kejardon Shyguy Since: 05-21-06 Last post: 5909 days Last view: 5908 days |
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| Am I allowed to give a good move if I see one to either side? | |||
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Kejardon Shyguy Since: 05-21-06 Last post: 5909 days Last view: 5908 days |
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| The rook was lost as of Qh5+.
However, since the rook is already doomed, there's no point in not taking the knight now. |
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Kejardon Shyguy Since: 05-21-06 Last post: 5909 days Last view: 5908 days |
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I'm on.
I'll try to refrain from excessive thinking this time. ![]() |
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Kejardon Shyguy Since: 05-21-06 Last post: 5909 days Last view: 5908 days |
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| I'd think B would be more common regardless:
Calculate the would-be new position to see if it collides with any solid objects, if so, align the character with the border instead of inside the solid object (and idealy repeat the check for the new position) Of course, it can vary drastically depending on the game, I guess. But B makes more sense to me, personally. But the best way to find collision detection would first be to find the current position (and speed if it's an action game) in ram, then trace the game when you collide with something and use the ram offsets to look for the relevant code. In my opinion. |
| Pages: 1 2 3 4 5 |
| Acmlm's Board - I3 Archive - - Posts by Kejardon |