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Messages - Deathlike2

1111
General Discussion / Re: Boot issues - any ideas?
« on: August 22, 2009, 02:54:46 PM »
Well, if your cable modem is old, it's not a bad time to get a new one anyways.. to use the new protocols... and maybe go faster.

1112
General Discussion / Re: Boot issues - any ideas?
« on: August 22, 2009, 12:57:12 PM »
T-storms have the chance for frying something... so  :sad:

1113
General Discussion / Re: NFL season (2009-2010)
« on: August 22, 2009, 02:02:08 AM »
As I said in IRC.. 8-8 and no playoffs for the Vikings. So there!

1114
Gaming Discussion / Re: Final Fantasy III: Eternal Crystals Bugthread
« on: August 21, 2009, 04:07:14 PM »
One of the few things I'd hope most hack-makers do is test their own stuff... at least one full playthrough. That way, you can fix/tweak whatever is wrong.

The problem though is that it extends to those doing translations... especially if beta testers miss them. It bothers me that noone pays attention to detail these days. They are all caught up in the story, but not with the gameplay... it then becomes a pain in the ass IMO.

1115
General Discussion / Re: Boot issues - any ideas?
« on: August 21, 2009, 01:28:04 PM »
What hardware are you running?

If you're using an Intel board, you might have issues with their boot disk drivers....

1116
Final Fantasy IV Research & Development / Re: Random Lesser Known Facts
« on: August 20, 2009, 05:13:51 PM »
The game remembers which slots you placed removed equipment in. Take off all of a character's gear, putting it into empty slots. Now go back over each slot and select them - the cursor will default to the correct piece of equipment for that slot. I've never noticed this before.

It's a very underrated feature. It made life easier.

1117
Gaming Discussion / Re: super mario universe 2 help?
« on: August 18, 2009, 10:35:48 PM »
For a thought... did you save after completing the level?

The thing is, sometimes the emu will not properly let you continue on your way.... it happens rarely (but randomly) and sometimes you want to revert to a previous state (before even completing the level) and see you need to start the level clean to complete it.

It's happened to me once with an SMW hack, so, I dunno what else to tell you.

Edit:

The secondary exit actually is simply a #, but warps to a different location on the same map... so if you scroll past the pipes in 12A and 14A, you'll see where you end up.

1118
Gaming Discussion / Re: super mario universe 2 help?
« on: August 18, 2009, 10:20:26 PM »
The only thing that seems out of place is the stuff on top in 14B.

1119
Gaming Discussion / Re: super mario universe 2 help?
« on: August 18, 2009, 10:01:36 PM »
Ok, I'm looking into the level...

On the initial level load (12A), there are two exits... one goes to FF, the other goes to 14A. The pipe at the end is one of the warps.

FF leads to an exit.

14A branches to two exists... a pipe leading to 14B, the other is a secret door that requires a POW switch... that leads to 192.

192 leads to some classic mario coin area with the exit looping back to 14A

14B leads to 14D...

14D leads to an exit.

That's about it.

The only thing I can think of is that you may have that Super Demo World issue...where completing a level prevents you from completing the same level again (via a different exit).

1120
General Discussion / Re: NFL season (2009-2010)
« on: August 18, 2009, 06:42:42 PM »
Be prepared to have another lost season Leno. See the J E T S.
The season was lost yesterday, because they had no QB to keep them afloat. At least with the gunslinger, there's a chance.

Brett Favrerere is going to disappoint. I'm not kidding. This is not "afloat", it's a sinking ship.

Quote
:cycle:
:laugh:

We need moonwalking!

1121
General Discussion / Re: NFL season (2009-2010)
« on: August 18, 2009, 05:35:33 PM »
Change the direction!

And...

FUCK YOU BRETT FAVREREREREREREREREREREREEREREEREREERE!!11111111111!!!!!!!!

1122
Gaming Discussion / Re: super mario universe 2 help?
« on: August 18, 2009, 05:32:49 PM »
As far as I can tell from the overworld map overlays (you need Layer 1 Mario Paths and Make All Mario Paths translucent), there is no secret level as far as I can tell.

You need to open the Overworld Editor Window to see all the secret paths.

The only secret area seems to be the cloud on the same map... it is two spots ahead of your current video's location (it has two paths).

1123
General Discussion / Re: NFL season (2009-2010)
« on: August 18, 2009, 05:24:23 PM »
Be prepared to have another lost season Leno. See the J E T S.

1124
Gaming Discussion / Re: Final Fantasy III: Eternal Crystals Bugthread
« on: August 18, 2009, 05:23:25 PM »
I'd say someone goofed.

1125
Gaming Discussion / Re: super mario universe 2 help?
« on: August 18, 2009, 05:16:46 PM »
Deathlike, do you know if ZSNES 2.0 will be accurate enough to break these hacks? If so, I'm wondering if that will be enough to finally motivate someone in the SMW hacking scene to make them hardware compatible. (I shouldn't say that, I don't follow the scene, maybe that already is a priority there).

I couldn't tell you as I haven't been in the loop as of late. I doubt many/most hacks are tested on a console. I would personally think this stuff is most certainly done for translations (at least the later ones anyhow).


Quote
I wouldn't doubt it if Lunar Magic itself is the problem; none of FuSoYa's hacks I've tried worked on my copier, although other people have reported getting the SoM VWF hack working (I've never tried that one in bsnes, so I don't know how it fairs there).

It could be the copier, since compatibility is never perfect across the board in the first place. Lunar Magic at this point in time probably is not good enough for real major hacks IMO (those with lots of custom ASM).

i follow it somewhat, and i've never, ever seen anyone say anything about accuracy/compatibility.  it's not mentioned anywhere on smwcentral as far as i know.  i think they assume things will be played on emulators.

you may very well be correct about lunar magic.  super demo world works quite nicely in bsnes, though(e: .048).  i thought it was expected not to work on real hardware? i thought i read a post from fusoya at some point about him knowing it/his stuff doesn't work.

Lots of the hack incompatibilties had something to do with vblanking when it shouldn't have been allowed (I think) in the emu. J2e's FF4 translation is at the top of the example list (in my head) that would not render correctly with a copier (specifically the ending text scrolling).

Anyways, I suggest you taking a pic of what you see in Lunar Magic... you should take pics referencing the entire level (entrances and exits) and perhaps we may be able to figure what you're missing.... actually.. lemme dl the hack and patch it up and run it through Lunar Magic...