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ROM Hacks + General Discussion / Re: Shiny Puppet Gallery
« on: June 18, 2014, 09:36:26 AM »
Damn it, I really want pink Nitori. In fact, I can barely suppress sexual urges when looking at her sprite.

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Fan-made hacks / Re: Unnamed 1.8 Hack
« on: March 07, 2014, 08:09:20 PM »
I'm expectantly awaiting the full version.

The only thing that ever so slightly disappointed me is that the Touhou availability from early to mid-game was pretty close to Emerald. I accidentally ended up with my "standard" team that just stuck with me. Damn you, Mystia/Nazrin/fairy combo.

I also run into the Bubblebeam/Bubble confusion mentioned above, except that I actually replaced Bubblebeam, and only realized later that I downgraded my power.

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Fan-made hacks / Re: Unnamed 1.8 Hack
« on: February 02, 2014, 07:32:04 AM »
Cool. I've been itching to try my hands at FR again, since replaying Emerald again and again isn't exactly the most entertaining thing after ten or so complete runs.

Are there things to steal from wild Touhou?

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ROM Hacks + General Discussion / Re: RNG abuse thread
« on: September 20, 2013, 08:26:15 AM »
-To figure out your initial seed, hit CTRL+P to pause THPP Emerald, hit CTRL+R to reset it, and then use CTRL+N to advance the frame to exactly Frame 13. The 4 digit hexadecimal number shown on Frame 13 is your seed that you must enter into the RNG Reporter.

Ah, I see. This makes things much clearer - the seed is supposed to be four digits long. I have been confused for a while because whenever I forwarded to frame 13, the seed displayed was eight digits long. Now, after a bit of pondering, I found that this was because I was using the latest available VBA-rr relase - v24r440, while you're using v22. Here, the seed comes around at frame 6, for whatever reason.

I also found that using the Lua script posted on page two of the aforementioned thread (post 16) uses a different approach to counting frames (the poster is talking about "RNG frames" instead of video frames) that seems to be much more reliable. Instead of using the frame numbers that VBA-rr shows in its head-up display, you simply rely on the frame that is printed by the Lua script. So, following this approach, the seed appears at RNG frame 5 in my version. If you run the emulator for a bit, the actual video frame and the RNG frame deviate after a short while. For example, at video frame 8865, the RNG frame is already at 9497. This RNG frame, however, seems to correspond exactly with the frame number that is listed by RNGReporter.

Using CMinoriko and Nature Power, the duration of the animation seems to be exactly 257 frames for me (outside, if that matters). So, it might be reasonable to suggest that everyone else does some counting for himself instead of relying on numbers others found.

Getting something decent is still hard (well, if restarting the emulator and waiting counts as hard), unless you limit your IVs to two or three.

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ROM Hacks + General Discussion / Re: RNG abuse thread
« on: September 19, 2013, 08:35:36 PM »
Well, guess I'm not cut out for this after all. I'm supposed to enter some starting frame and some seed the LUA script spit out for this frame into RNGReporter and click on Generate after I filled out the trainer ID and SID and selected the method, right? Afterwards, if I encounter some Touhou and copy its IV values into the filter, I should find the frame where this particular Touhou is supposed to appear, right? For some reason, no frame ever turns up, no matter which method is selected.

This isn't to say that simply seeing a wild Touhou's IVs via LUA isn't extremely handy when trying to catch some good base materials.

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ROM Hacks + General Discussion / Re: RNG abuse thread
« on: September 19, 2013, 07:08:16 PM »
Well, the Youtube guy you talked about earlier says in one of his videos that he succeeds most of the time with method H-4, but occasionally has to switch to H-3 (or maybe it was H-2 as you said, I can't remember right now). So, fixing the RNG LUA script for Emerald is just a matter of changing the memory address where the seed is read from?

P.S.: Please don't use the blue Cat of Ill Omen as sample next time...

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General Metagame / Re: Touhoumon Team Analyzer (useful for beginners).
« on: September 09, 2013, 02:46:50 PM »
Dunno if the same'd hold true for the application that judges your whole team, but it probably is, considering the way it works.
It does indeed work exactly as you described. The reason being, primarily, that 99% of the information processed comes from data I've stolen from the Shoddy Touhoumon client (species.xml and moves.xml). No complex ability modeling is performed (in fact, all abilities are ignored). I originally wrote this as a CLI application to help me along with my Emerald runs, so a small error margin usually didn't matter.

I want to hunt down this anon and ask for source code
Feel free to take everything you need from this URL. These files are a bit out of context because they are part of a larger web deployment, but you might be able to make do with just this part (if you actually want to run it at all, that is) Github.

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If you cannot start the jar file even after rebinding .jar files to java.exe, you might be missing the '-jar' parameter. When manually binding an extension to a new file, Windows doesn't pass any parameters other than the filename afterwards. Not sure how this can be fixed. Maybe regedit.

As a workaround, you might want to try this:
  • Open console (Start->Run "cmd")
  • Type this: "C:\Program Files (x86)\Java\jre7\bin\java.exe" -jar ShoddyBattleClient.jar
In this command, you might have to change a) "Program Files (x86)" to "Program Files" if you installed a 64bit JRE, b) "jre7" to "jre6" if you're still running Java 6, and "ShoddyBattleClient.jar" to point to where you unpacked the actual JAR file.

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