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Robert Stewart

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Everything posted by Robert Stewart

  1. Another one, in which we finish the lats Gym and acquire our last party member for the main game.
  2. Ordered Pokemon Legends Arceus this week, because I play games in an incredibly timely manner. but it seems I confused Amazon somehow. See if you can spot the problem.
  3. Turns out I forgot to save after the Winona fight and had to re-fight her. Oops.
  4. All the way to Winona with this one. And some pretty major team changes.
  5. Another fairly big update, or at least it feels like it should be.
  6. Swampert is required in Emerald because of needing Surf. It's actually not in R/S - the first IGT there is a Makuhita, and Hariyama can learn Surf. I would evolve it unless people think I should stick rigidly to the no-trading rule. I forget what's exactly in Emerald's postgame. :v I'll probably try the Steven fight at least. But I'm definitely not attempting the battle frontier. I don't even usually do those in "normal" runs, and in this run my team composition would be too much of a mess to consider it.
  7. What the title says. i will be playing Pokemon Emerald, using only Pokemon available as gifts or in-game trades. I did this recently for FireRed and found it to be an interesting twist there. I wanted to try Emerald next because it looks like it's the most restrictive game in the series in this regard. The asterisk in the title is because I will allow Pokemon that are required to perform a trade to be used up until that trade is available. This is mainly just to prevent the early parts of the game from being a pure starter solo, which are boring. I'll refer to these mons as "substitutes" since they're "subbing in" for a future trade. I will use subs under the following restrictions: Only one of each may be caught. They must be left in a state/evolution stage where they can be traded. They must be traded as soon as their corresponding trade is available. Here is a list of the allowed Pokemon: Other restrictions/notes: No breeding will be done. This will not be a nuzlocke, because I'm not that much of a masochist. I will try to avoid grinding as much as possible. Not sure about specific limit, but I'll probably try to stay in the range of +/- 5 levels of the next gym leader/whatever other major story event? Outside trading will generally not be allowed. There may or may not be one exception, but we'll get to that when it comes up. So, yeah, Hopefully the restrictions are clear and this sounds interesting enough. Not sure if it will be challenging, but it will be at least a little tedious, so wish me luck. The first update will come later. I wanted to draft the first post to get all the rules/etc out of the way ahead of time.
  8. Real disables the battle narration. I.e. the text that says X attacked, X dodged, etc.
  9. Because Jealousy works based on join time, I find it's not actually that useful for getting harder pairings. One potential suggestion: if you want to prevent two characters from gaining points so that you can pair one of them with someone else (or get subs, maybe), you can kill one of them and then revive them with the Valkyrie staff later.
  10. I don't have much to add to the forum topic, but I wanted to thank you for this post. Without reading it, I wouldn't have realized achievements gave bond fragments at all. I'm on chapter 15 and just got a dump of 10k bond fragments thanks to finally noticing this. I guess this would reinforce what an improvement this would be.
  11. Since there's some interest in news about it here, I want to post some information about the Ohio derailment. tl;dr: It's bad, and was entirely preventable, but it's not apocalyptic like some people are claiming. There's a lot of hyperbole and misinformation being spread about its impacts. Clarification about the "ECP Brakes Rule" you may have seen some mention of: Clarifications about the chemical release/EPA response: Clarification about the derailment in Houston: Of course both of these incidents are bad, and both could/should have been prevented. But the prevention would have been in the form of more rigorous inspections and better arrangement of the cars in the consist. I suggest reading RWU's statement on the subject.
  12. Does anyone know what the mechanics of TRS's staff crits are? I.e. what the activation rate is, and what the bonus healing is. I've been in various Discords where the topic of odd healing mechanics came up, including this one. There was some disagreement on whether these even exist, and what the mechanics are. Hopefully I can get some clarification here.
  13. It's pretty clear to me that not being able to reposition units was intentional. The argument that it was due to technical limitations doesn't really make sense when FE2 and 3 both allowed unit repositioning. (FE4 technically doesn't, but every unit has effectively the same starting position there). FE3 is the most relevant comparison. It uses basically the same system for unit selection as FE5, but allowed units to be repositioned by selecting them in a certain order and exiting the selection screen. They could have easily replicated the same system in FE5.
  14. Here is the ASM in question. addAdjacentBonus: phx phy stx $00 ldx #$008E -: lda $7E438B,X bit #$0080 beq .continue lda $7E477B,X bne .continue stx $02 ; subtracts ($7e441B + the current index) from ($7e441B + ($00)) ; and subtracts ($7e444B + the current index) from ($7e444B + ($00)) ; adds the absolute value of the two results together jsl calcDistance cmp #$0002 ; distance check bcs .continue ; "BCS" is equivalent to "branch if greater or equal" sta.w PointIncrease lda #$0006 sec sbc.w PointIncrease sta.w PointIncrease ldy.w UnitPointer lda $7E46EB,X sta.w UnitPointer jsl getUnitSupportID bcs .continue cmp #$0010 ; prevents two female units from getting points ; also causes jealousy because UnitPointer isn't reset bcs .continue sty.w UnitPointer jsl increasePoints .continue: dex dex bpl - ply plx rts It's pretty apparent to me that not resetting the UnitPointer address was an oversight and not intentional. Edit: I guess in the end it comes down to individual interpretation. But to me, given how important gameplay/story integration was in FE4, jealousy's odd and inconsistent priority makes it hard to believe it was intentional.
  15. Glad the themes could be re-added. Great work!
  16. Finished the "main" story of the Toouhou Puppet Dance Extended mod. They, uh, really upped the difficulty of the fights in this game. I recorded the "final boss," if anyone is interested.
  17. Everyone here getting ready for Engage. Meanwhile I'm over here playing touhoumon like it's 2016 or something.
  18. Somehow I still had my FE Heroes ID in my profile despite not having played it in years. RIP. Also I deleted the 3x3 favorite characters thing I made years ago on Imgur without noticing. Oops. Lotta cleanup to do, it seems.
  19. One area where Tear of Vermillion's remake really improves over Prophecy of the moonlight Witch's is the music remixes. Prophecy's battle music was really unfitting, and wasn't even a remake of the original, but Vermillion's been doing at least a passable job for all of them. The initial themes: The boss themes: And the "part 2" battle theme:
  20. Oh, also, I've been playing Tear of Vermillion. The PSP remake, specifically. The translation is...well, I've heard it's par for the course for Bandai. But I've been really enjoying the story. I'm enjoying spotting the things that influenced Trails, but the story is really resonating with me in a way that Prophecy didn't. Not that I didn't like Prophecy, mind you. The less said about the gameplay, the better, though.
  21. I've played it a few times already. ...somehow still haven't managed to get the last bonus level, because on my last playthrough I forgot getting all the masteries was a requirement for that until i was to far into it. And for some reason I still decided to get the True Assassin mastery.
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