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Messages - Silenthal

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1
Personal Projects / Re: Gameboy Assembler Plus
« on: June 21, 2012, 03:08:59 pm »
Actually, on an unrelated note, I'm thinking of improving the assembling stuff I tacked onto my own disassembler. Haven't had much time to work on it, though I ended up learning a lot from the process. Good luck with making your program the best :)

2
Gaming Discussion / Re: What does it take for you to buy a game these days?
« on: February 18, 2012, 12:01:41 am »
Either I hear a lot of good things about a game, so much that I can't resist buying it (especially if it get a Steam sale, but I've held off on Steam since I end up buying tons more games than I actually play), or it's a sequel in a franchise I like, which in that case I'll be saving for months beforehand.

3
General Discussion / Re: Logic puzzle
« on: January 21, 2012, 04:48:40 am »

Ah, fun puzzle:
Spoiler:
1st, 3 other equations to remember, from the division:
Code: [Select]
NOEL
*  N
OAOM


 NOEL
*   O
ANLYH


NOEL
*  D
EEDS
The very first thing to note is the next to last column, where (A - H = A). H has to be 0 here, because there is nothing carrying from that A (in that case, H could have been 9).


Next, outside of this, there were two relationships to note:
D is one greater than N, because in the line (ADMEA - ANLYH), D - N = 0, which is only possible if both are the same (impossible), or one is greater than the other and the extra one is carried out.
Same applies to L and E, so we have this so far


__ND__
__EL__


On the last row, we have ELAY - EEDS, and within this, A - D. Since one is being carried into this column, A has to be less than D, since A can't be the same (and having the possibility of one being carried out from it).


___A___ND


H is less than all of these:


H___A___ND


From the first equation set aside (NOEL * N), N * N = O. Since there was no carry, N has to be 1, 2, or 3. It's greater than at least two others (H and A), so it must be either 2 or 3, making D either 3 or 4, and A either 1 or 2.


Going back to ELAY - EEDS again, we have A - D = L. From the above, L is gonna be either 7, 8, or 9. From the (NOEL * O) equation, L * O = some number ending in 0. Only 8 is possible (for 7 and 9, O = 0 or 10, both are impossible), making O = 5. Since L is 8, E is 7.


H....O.EL.


Since O is 5, N has to be 2 (2 * 2 + carry = 5). With N being 2, A = 1, and D = 3.


HAND.O.EL.


From (NOEL * O), replacing the numbers, Y = 9.


HAND.O.ELY


From the last line(9 - S = 5), S = 4


HANDSO.ELY


leaving M = 6.


HANDSOMELY
These will always remind me of Sideways Arithmetic from Wayside School, since I liked that series as a kid.
Oh, that was one of my favorites when I was younger. Used to do tons of logic puzzles from various books, and Wayside was one of 'em.

4
Gaming Discussion / Re: Thoughts on Monster Hunter.
« on: January 12, 2012, 12:25:01 pm »
Well actually, 3G does have an option to change the camera behavior so that it turns to each (big) enemy instead of right in front of you (almost like lock-on if you can hold down the button, I guess), so if it ever comes out in your area (who knows with Capcom), you could try that.


Also, don't really worry about YKK, he acts like the wall for every player. I know I spent hours trying to get over him :P But once you do, you'll realize that he wasn't so bad in the first place.
http://www.youtube.com/watch?v=ybu8gIcI728#t=9s
He's not so bad, even in a thick environment. Something like Plesioth though...[shudder]

Actually, I never got to the PS2 versions (didn't have one), I got into the series with the PSP ones. There are low visibility stages in Unite as well (as you can see by above), but there are lots of wide stages to play around in otherwise.

5
Gaming Discussion / Re: Thoughts on Monster Hunter.
« on: January 11, 2012, 11:01:08 pm »
Show me a video where someone beats the final monster of any Monster Hunter game, using no armor and the weakest weapon in the game.  You provide that, I'll believe you.  Otherwise, I'm holding to my argument.  Farming for powerful gear is what wins the day, more so than rolling around side swiping monsters in their tail or whatever.
Well, I should have clarified.


Due to the time limits on each quest (varying from 25 minutes to as much as 50 minutes spread across multiple quests), there is a certain forcing of your hand to use weapons appropriate to your level, weapons which are easily buyable and easily upgradeable with farm resources. Every weapon deals some damage, even while completely blunt, and if the game gave enough time, you could indeed use a basic sword to take down every boss, but it's just easier to buy a Blacksmith (a very strong Hammer), get some Flash Bombs and a Potion or two, and go to town if you didn't feel like killing some monsters or mining some ore to get the materials yourself. But it still stands that more powerful weapons simply reduce your killing time. It comes down to whether you want to buy standard weapons, and use one way of defeating someone, or using your skill to kill dozens of Hypnocatrice so you can make one that puts monsters to sleep, and use a different way involving traps and other deceptive methods. But in any case, yeah, you'll need to be at some base level of weapon strength if you want to complete quests on time (and you get a lot of time usually).


Next, most end game bosses are slow, and are just pretty much glaciers that you whack on for (insert length of time here) until they run away (some high level missions don't require you to kill, just drive off), or get killed. It doesn't really mean anything to show a random video of someone taking down Lao Shan Lung, Akantor or even Fatalis, because those guys are hard hitters, and you have to learn not to get hit anyway, because no matter how strong your armor, you can be taken out in less than 6 hits, sometimes as little as 1.


There are actually plenty of videos which show people taking down tough monsters with no armor (sorry about the music, please ignore), like these:
http://www.youtube.com/watch?v=Bvg41AOJ0t0 (Nargacuga)
http://www.youtube.com/watch?v=oXUyL6PZMto (Nargacuga)
http://www.youtube.com/watch?v=p1lADUi50HE (Tigrex)
http://www.youtube.com/watch?v=4xVCg4KyhGI (White Fata)
http://www.youtube.com/watch?v=QhVgAwE8Q8I#t=45 (White Fatalis)
http://www.youtube.com/watch?v=k-qsf2cROuI (Gold Rathian)
http://www.youtube.com/watch?v=CBtUJXPhae0 (multiple)
http://www.youtube.com/watch?v=5EqYlt1hV8E (Tigrex)
http://www.youtube.com/watch?v=0QSH6amVnaE (Terra Shogun Ceanataur)
All of them necessitate 'rolling around side swiping monsters in their tail'.

Just try a search sometime... "no armor mhfu". In any case, the 'no concentration on stats' thing was more directed at there being more ways to take down monsters than whack at their feet with some 1300 power beast and hope for the best.

The original PS2 Monster Hunter was designed to be played on a controller with two analog sticks.  Did Capcom allow you to control the camera with the second stick?  No.  They made your attacks controlled by that analog stick instead, and the d-pad controlled the camera just like the PSP sequels.  So that tells me that the gimping of the camera was an inherent contrivance from the very beginning of Monster Hunter design.  Just for the sake of artificial difficulty.
I know this wasn't at me, but just to note, Tri on Wii does have the option of using the right analog stick for weapons or armor, as does the updated version of MHG (the first one) on the same console. Also, playing Portable 3rd on Vita will allow you to map the camera to that stick, and 3G with the slide pad attachment. I imagine that the reason for originally doing that scheme was so that the actions of the player were mapped to the stick, where you go through the motions of the hunter (do overhead swing with up, horiz. swing with side movement, etc.). Hardly just to make the player's life difficult, but it wasn't until the PSP games that the series really leaped forward in popularity, so I guess they realized people don't necessarily like using the right stick that way.

I would simply pan the camera around while my character performed their uninterruptable slow attack/recovery animations.  I really don't think anyone needs to do the "claw".  It seems kind of elitist and unnecessary to me.
Not elitist, handy. You don't see the usefulness of being able to manipulate the camera around you in realtime while fighting one or more monsters? That's the entire reason that people wanted a right stick for PSP, and that's what the claw lets you do, as uncomfortable as it is. It's only recommended to people playing the game because of the lack of a right stick for camera control.

6
Gaming Discussion / Re: Thoughts on Monster Hunter.
« on: January 11, 2012, 08:08:06 pm »
Here ya go:

http://images.wikia.com/monsterhunter/images/b/b9/PSP_Claw.jpg

Imagine your hand like that. Allows for simultaneous camera control and movement, but can be difficult to get used to. It's unknown whether a similar method is being thought of for 3G though, or if it's even necessary (using the slide pad addon, or the Touch Screen panels instead).

7
Gaming Discussion / Re: Thoughts on Monster Hunter.
« on: January 11, 2012, 07:23:16 pm »
I don't mind hard games, I even relish them when true skill and strategy is what wins the day.  Now I am going to reiterate that Monster Hunter's challenge comes not from hard fighting, but rather, hard farming.  You build a strong enough weapon and you can kill whatever comes your way.  That's not combat skill folks, that's an arms race.
Just a short comment on this.


As you play the game more, there is actually less of a need to get the best weapon and armor, because one of the things you learn is the general patterns of monsters - what attacks they choose at different times, the timings of those attacks, spaces to stand where you can avoid damage entirely, what they are able to do after cutting or breaking a body part, where they flee to at different HP levels. With this knowledge, one can beat even the toughest ones using nothing more than whatever weapon you're most used to, and some optional supplies. Really, everything having to do with defense, skills, and whatnot are completely optional because every single encounter can be handled with little to no damage taken. This is hard to learn solo (but not impossible), which is why having people playing with you, who know the game better, makes it easier to handle challenges at a good pace and get you up to speed.


Buuuuut if you don't want to play because you don't like the grinding, the looting, or the 'claw', that's fine. It's a pretty niche game as it stands. But its challenge is definitely not grounded in weapon stats.

8
Script Help and Language Discussion / Re: Angel Marlowe - Script Review
« on: February 09, 2011, 01:12:25 am »
Thanks for the suggestions! Updated link to reflect.
 
Although I'll still have to think over a few other lines, since I'll have to split them up into 18-letter chunks later.

9
Script Help and Language Discussion / Angel Marlowe - Script Review
« on: February 07, 2011, 04:56:29 am »
Currently, I need help with reviewing this short translated script, before I shorten it for placement into the file:
 
http://trans.pastebin.com/Xud0y1zA
 
Example look (using the font in the incomplete version):

 
Since the translation included with the new font was incomplete in some places, I decided to redo it completely.
This is actually the first time I'm translating something like this, so please excuse any egregious errors you may spot  :-\
 
Edit: For now, I've finished editing for length, and inserted it. You can find it over here:
http://www.romhacking.net/trans/1588/

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