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Mr. Mister

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Posts posted by Mr. Mister

  1. On 12/15/2018 at 7:48 PM, Mr.Mostache said:

    I'm trying to play this patch on Dolphin, but the game always ends up with a black screen and error. I looked all over this thread but apparently the solutions are given in PMS. Can someone provide me with the solution? and also the solution to the 1-2 I keep hearing about?

    Right click your game on dolphin, properties/options, and disable NMM emulation or something like that - search in this thread for "Dolphin" until you find a post of mine explaining this.

  2. Well, I do like having two or three (temporarily) SPD-blessed units per playthrough, considering there's bound to be the same amount of SPD-screwed units per playthrough. It keeps thigns exciting. Also keep in mind that mages are very dependant on STR procs for leveling up their AS on mid-rank tomes and above, so that they are only trly AS-screwed if they are both Str-screwed and non-SPD-blessed, so the chances of them being SPD-blessed mitigates it, while still not elevating them into the next SPD-tier.

  3. 19 minutes ago, Dunal said:

    Yes, I plan to release it early this following week. Just trying to playtest it as much as I can before then. (Up until now, I've been occupied with 'converting' an LPer's save to a clear file... harder than it sounds).

    Hah, I told him he didn’t do it right back when he released the first video. Hoping you can get a bit of promotion for your minimalist patch in return. Shame that Mekka seems to have been exposed to that ReDux+ stream and based his opinion of ReDux on it.o

     

    Did you offer to make Florete loght-based too? And when altering the character bases to simulate transfer bonuses, did you also add the extra bonds from transferred A supports?

  4. >I almost never give discipline to someone who has only 1 weapon type

    You can't really have all three of Illy, Leo and Nolan reach A rank before 1-E to use Arcthunder, Heavy Longbow and Silver Axe having only a single Discipline to share between the whole brigade, it's a choice, but hey, Fire Emblem sometimes is. There's also Micky if she wants to wield that Fenrir without using the skill, but you're gonna need to not be so conservative with Ruin to reach it.

     

    So will Meg still have access to all three melee weapon types? And what will her tier 3 class name be? Battle Maiden? Lady War? Walk-yre?

  5. Results from my Dolphin testing:

    In order to find which Dolphin version introduced the real-Wii crash, I the typical range-halving method, and found that the first version to do so was 6568, whose changelog was simply "Set bMMU to true by default on x64". I then manually disabled MMU in that same version (right click the ReDux file and select Properties; I haven't found this setting on the global options menues), and sure enough, it didn't crash. Then I tried it with the latest release, 8783, and the same happened: the crash occurs if and only if MMU is enabled, which since 6568 is done by default (Dolphin's per-game settings have three values: checked/enabled, empty/disabled, square/default. The value of default for MMU is enabled, so emptying the square solves it and remembers it even after updating the game).

    Not sure if this setting can be changed through backup loaders in a real Wii.

  6. (Double-posting because it's not letting me edit either)

    Also, that happened while I was recording. I'm not one for streaming nor video processing, so I just used Dolphin's Frame Dump. Here's my typical run of 1-P and 1-1 (moreorless; there's a general outlined strategy but it always deviates based on crits and misses). No real feedback here (it's audioless after all), just wondering if you've seen these approaches.

  7. I just stumbled upon something interesting: Remember how when trying to play ReDux on a real Wii it would always crash when trying to load the 1-2 map, but not on Dolphin? Well, today I updated Dolphin to the latest developement version (5.0-8845), and what do you know, it crashes there too consistently. After a few tries to make sure it happens 100% of the time, I reverted to the previous version I had installed, (5.0-3147), and it loaded it fine without crashing.

     

    I might go ahead and try to pinpoint exactly which build of Dolphin got close enough to emulating a real Wii as to reproduce this crash. Mind you I'm still using the quite old 0.8.7.2 ReDux patch; I dunno if you've solved that crash on your end yet.

  8. If by tweaking EXP stuff and figuring out how hard’s hidden levels work you can produce a version of normal mode that is exactly like vanilla hard but with WTA and enemy range indicator (plus text corrections, but still with physical florete), then I’m sure the purists would be interested in it.

     

    In fact that was kinda what I hoped Mangs had asked you to do for him, as otherwise and besides transfers he seems to be going to play exactly the same hardmode he already had (still without having ever played the game with WTA), specially as I think he didn’t start on Second Playthrough mode this time either, despite him claiming he did.

  9. Honestly, I feel that no matter how lite you want that patch to be, you should still swap Leo's cancel with Disarm (do the reverse with Brom too if you want to conserve the total skill amounts; to him it's usually the same wether he procs one or the other in part 2).

    No magic-based Florete? That seems like an honest oversight in vanilla.

     

    Also, you should include other miscellanious corrections/fixes, like Wildheart's description.

  10. 54 minutes ago, grinus said:

    What tools did you use to make alterations to the iso?

    There's an old thread (just google Radiant dawn hacking notes) where the preparation steps (file extraction/decompression) are explained, and which covers the basic stuff (and includes a couple of nighmare modules). However I'm pretty sure Dunal is the current RD hacking eminence (not that you couldn't count the candidates with one hand), and thre's more that he has uncovered that I'm sure he'll release once ReDux sees 1.0.

    The biggest hurdle to hacking (besides trying to figure out how stuff not documented yet works) is map data expansion. The way RD's map files work is that they are hex files where at some point the stuff included in the map (enemy types, items, new characters; it'd be more precise to say what is to be loaded rather than included, besides what you bring from convoy) is first listed by name IDs, and then through the part of the file where the map contents are listed, such stuff is indicated by the pointer of its name ID in the file (for instance, where you list the inventory of an enemy, if you want him to have a ilver lance you write the pointer (with offset) of where in the file it said "silverlance_id" or something.

    The problem comes when you want to add stuff to the cahpter that in vanilla isn't in the "stuff to load" list, as adding it displaces the rest of the file, and so pointers to the displaced stuff have to be changed to their new values. In particular, I think adding new army data (like Elites; note that they're counted separately from other enemies in the Status screen) displaces more stuff than just adding new items or enemies/classes.

    What I don't know at all is how to edit placement of map tiles/terrain (besides positioning/deployment; Dunal has that figured out), like where the bushes at.

    54 minutes ago, grinus said:

    I do think that longbows need to have their range cut down to 2-4 as that leaves enemy archers extremely susceptible to everyone.

    An argument can be made there, though keep in mind their Hit is balanced around the -30hit penalty they already take at their mon range of 3.

    54 minutes ago, grinus said:

    When do you think you'll be getting to finishing the novice mode and redux +.

    Reread the OP; there are now four planned difficulties, and each will be a separate patch to be played on Normal Mode as to keep the WTA (and without it dark magic's Aura doesn't work either). Also IIRC many map data is shared (file-wose) between Normal and Hard modes, so you can't really balance both at once very well if you already make NM a good challange.

  11. Wildheart only halves tranformation gains when you use the half-shift command. You can have the skill equipped and still transform completely if your gauge is full, so the skill itself doesn’t do anything detrimental by just having it equipped - it might save you in a pinch whne you really need a non-ready laguz to transform and attack in the same turn.

  12. Is it really just siege tomes (and cards too I guess) that ignore ledge advantage? I could’ve sworn I saw a streamer test something else negative. Resire maybe? I know it doesn’t suffer the lonbow-esque penalty at range 3.

     

    So you have a version where the tigers and the kitties swap recruitment places? I assume it’s from different patches, and not based on in-game triggers, like Micaiha’s SS rank?

    Please tell me in that version youd’ll swap lethe/lyre/mist’s “disguise” portraits with mordecai/kayza/boyd’s, as I guess they will be the ones seducing the guards into getting drugged.

  13. Oh, then if the difficulties are completely swappable inbetween chapters, do definitely do mention that in the OP - something like "Finding a particular chapter too tough? Found a map particularly interesting and want to play a more challenging version right now? You can swap without breaking your save in any way and swap them back later, or never!"

  14. Come to think of it, most of the difficulty differences allow for swapping between difficulties at beggining-of-chapter saves by just swapping the iso, right? Except maybe the extra player authority stars and BK's stats, if those are set at the moment of recruitment/first map appearance.

     

    EDIT: Another prettier table.

    rZKQKPh.png

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