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
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NOELThe 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).
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.
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.
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.
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.