Archive for May, 2007

Imperial 10 & 11 (39 & 40)

Thursday, May 24th, 2007

Whoo! Two standard scenarios in a single day! … Moving on.

First, Imperial 10. This scenario is kind of fucked up, actually. Any other Imperial testers, please keep an eye on this scenario. If I have any time I’ll go through it again.

On secret tiles: could only check S10’s (15, 29), and it was good.

1. Intro: “Thanks to Laird’s diligent / scouting, the location of the / Baldean ruins were uncovered.” Strike that “were,” and replace with “was.” The location was uncovered.

2. Erwin tries not to fight Aaron, and has this to say about his army: “They might be preparing a welcome.” I realise “welcome” is indeed a noun, but the sentence seems so odd; and I have no suggestions :( . Feel free to leave it as is.

3. Aaron gives some orders. One of his commanders replies: “Aah!” A simple “Sir!” or “Yes, sir!” would be better.

4. One of Aaron’s commanders prepares to attack me saying the following words: “Defeat is unbefitting for our Empire … But it will complement you quite nicely!” I’m not feeling very creative this evening, so my suggestion is to simply swap “our Empire” with “our Company.” >shrug<

5. Close to the end of the scenario, once I reach the other side of the bridge, the following exchange takes place:

Aaron: “We have come so far / without help … / This win will be the Empire’s.”

Aaron: “The real enemy / is your own selfishness.”

Leon: “It’s only natural!”

WTF?

6. Once the scenario is clear:

Rohga: “The disturbance to Baldea is over … for now.”

Erwin: “Now, on to Baldea! / It’s just a few steps away!”

Call me crazy, but I believe the disturbance to Baldea hasn’t even begun! Another lovely WTF Moment(TM) where I am at a loss for suitable corrections.

Scenario 11 fares better. The Holy Blade’s Mystery.

7. Intro: “Once again, the volatile continent, / El Sallia, gives rise to a / struggle for the holy sword.” I don’t think it’s the continent that gives rise to the struggle. It could bare witness, maybe.

8. After I get Langrisser, Erwin goes on and on about how powerful the sword is and whatnot. And then Erwin himself asks:

“Are you sure you want to give up such a thing?”

And after you choose “Yes:”

Erwin: “Good point.”

Erwin: “I will take Langrisser for the Kaiser, and together we bring peace and order!”

Consider:

“Should I really give up such a thing?”

[Yes.] “All right.”

“I will take Langrisser for the Kaiser, and together we will bring peace and order!” Note the added “will.”

chaos 21

Thursday, May 24th, 2007

starting of scenario, sonya “thats right …. right now, she is nought but boser’s puppet. she’ll dispose of his enemies…. us.”

should be ‘you’?

erwin “do your worst! we are through holding back on people like you!”

sounds weird. “prepare to die!” maybe?

when cherie dies, “she dies having no regrets, and she fought for peace to the most bitter end…”

should be “i die”?

Jessica “I guess the empire makes a poor sparring partner……..”

im playing the chaos path =D

Typo on Scenario 4

Thursday, May 24th, 2007

In Scenario 4, Vargas says:

“If we succeeds here, it will only be a matter of time before all of El Sallia is united under imperial control.”

Typo on succeeds, should be succeed, etc. Also, is anyone else having the game freeze on them occasionally when using ZSNES’s speed button?

Scenario ?2

Wednesday, May 23rd, 2007

When you attack Kanio’s troops prematurely, he says:

Kanio: It seems you won’t get the prise this time, kids!

-> typo: prize

Also, I think it is a Japanese bug thing as well, but although Rouga has left my party, he magically appears in this scenario! And he even has some lines to say lol…… Another thing is that although I won the banana and supposedly got AT+1, apparently Uki’s attack goes up instead of mine.. that’s really weird. Or is it supposed to be that way?

chaos 19

Wednesday, May 23rd, 2007

when the last commander is defeated, she says “i have to defeat…”

it should be something like “i am defeated”

btw, is there any way to extract images from the game other than taking screenshots?

Imperial 9 (38)

Wednesday, May 23rd, 2007

1. The very beginning, “Scenario 9″ in the gorgeous German font, then “WANTED” in the normal (gorgeous) font. Usually, the words in the scenario names all start with a German-font letter. This scenario name is all caps, so I can see an all German font “WANTED” being very heavy, but potentially very cool. :) Or consider at least the W.

2. Sonya’s like, “let’s kill sum civili4nz!!1,” and Leon’s response is: “Enough of that talk,” which sounds as if the whole entourage has been considering it for a few hours. Suggestion: “I will have none of that talk.” And Erwin agrees a few lines later.

3. Hein assaults one of the flying commanders, and the commander’s response is: “You mock me! However, don’t think that alone shall get you past!” The “however” is unnecessary. Consider: “You mock me! It will (shall) take more than that to get past!”

4. I checked the tile. A-OK.

5. Vargas arrives. Leon tells him he should get back to his lady and baby. To which Vargas replies:

Hmph, I guess I'll
just have to rescue you, then!

If I left my fellow
officers in this mess, I
wouldn't be fit to look
my newborn in the eye!

I think it makes more sense to have those two blocks switched around. Like:

Hmph, if I left my fellow
officers in this mess,
I wouldn't be fit to
look my newborn in the eye!

I guess I'll just have
to rescue you, then!

End of Scenario 8

Wednesday, May 23rd, 2007

Hein: They may have already lain siege to the stronghold…

-> laid siege?

Beta 2.2 is released

Wednesday, May 23rd, 2007

Hi.

All testers should have Beta 2.2 in their mail boxes now. Please confirm you have received the patch. If you have not, write in to tell us.

Beta 2.2 was released at May 23 00:33 Eastern Standard Time. It includes critical code updates over the Beta 2.1 released two days ago.

Independent 18

Wednesday, May 23rd, 2007

At this scenario, when you kill the right zauberer (whatever that means), he says:
“I … I’m finished …”

Suddenly, out of nowhere, Laird appears and says:
“Relieve me from duty …”
“I can … no longer fight …”

And the zauberer finishes:
“I beg your pardon ,,, uugghh …”

Did one zauberer’s death take so much of Laird’s loyalty and bravery? :P

Update on programming

Wednesday, May 23rd, 2007

So, EricKei pointed out that when you equip the Masayan Sword with really low stats, they can go negative. But some screens show up as +55 (which is really +255, which in 8-bit math will have the same effect as -1).

Well, it took me nearly ten hours to reprogram the commander summary window to display the negative number, because the game was absolutely 100% hardcoded. It was fetching the ‘+’ symbol directly from ROM, and copying that around to three different places at different times. The number was loaded at a completely different time and inserted in the middle somewhere. The entire routine spanned over 800,000 opcodes (including loops), which is a ridiculous amount of pages to track through. I’m 98% confident in this modification, but heavy testing would be appreciated. Just in case, I added a lot of sanity checks to make sure nothing gets messed up by this change.

The next screen, the battle window, was significantly easier. It shared the same routine as the status bar on the bottom of the screen that already displayed negative numbers. It was just ignoring the negative flag test, so I forced it to test for negative values. I’m 100% sure this one is fine.

The bottom status panel on the map is now the only window that displays ‘NN+0N’, rather than ‘NN+ N’. I tried disabling it, and it looked terrible with the spacing there. But the extra numbers looked terrible everywhere else. So, I think it looks best as it is now, but we can toggle ‘0N’ and ‘ N’ everywhere now.

I’ve tested both systems with negative D bonus values as well, and those work fine too, even though that is not shown in the screenshots above.

Now, it’s absolutely impossible, short of save state hacking, to gain A+bonus > 99 or A+bonus < -99. But if you choose to hack the save state, don’t expect things to work well. The numbers cannot display more than two digits, and the game’s internal processing for battle damage goes haywire when out of this range. Not much I can do about that, and I don’t see a reason to, anyway.

Next, I don’t have any nice screenshots to share, but I added significant stability enhancements to the 8×8 vwf code. I now disable NMIs and IRQs when using CPU mul/div/dma registers, which should effectively eliminate even the most infinitesimal chance that an IRQ will corrupt these registers, or eat up all vblank time, thus preventing all of the vwf tiledata from transferring. Not that we ever saw that happening during beta testing, but I improved things anyway.

Unfortunately, these are all major changes I wasn’t expecting to make, so we may need to send out one more round of patches. I’m very sorry about this.


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