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May. 15th, 2012

persona

Updates

This is just a quick note to say that updates here and on YouTube have been and will continue to be erratic at best because I'm not home for sometimes days at a time due to family needs. I don't get much time to play anything let alone post it and I cannot respond to private messages or comments in any sort of timely manner.


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Mar. 13th, 2012

persona

SF2 Terrain Type Editor

On occasion I have to adjust the table for a battle's terrain type map. This is what tells the game whether tiles in that battle are passable and if they are what type of terrain that tile is, who can pass through it, what movement penalty they incur doing so, and finally what the tile's land effect is. The table's boundaries are set by the map's camera boundary coordinates so any time those are changed the table gets automatically shifted around.

Anyway I was resetting the base X & Y coordinates in the fight with Geshp (because I don't feel like act script hacking when I get there) and I took this screenshot of the Caravan since it was a good opportunity to show off how this works.

desktop screenshot of the Caravan's terrain table editor

The top window open in the Caravan is the battle editor. Terrain editing is a sub-tab. The bottom window is the map definitions file this battle takes place on. Its number is visible in the column on the left (66, Overworld - Grans). I have this open because the Caravan doesn't display battle maps on Grans post-earthquake with the updated tileset. I have to manually compare the two layouts to figure out which tiles need the High Sky setting.

The 8 terrain types are, in order as they appear in the editor: low sky, grass, road, bush (terrain between grass and forest in terms of foliage cover), forest, hills, desert, high sky, and water. The table lists all the different movetypes. The numbers are the land effect per terrain and the movement penalty per terrain is color-coded. These values cannot be edited in the Caravan.

Editing the table is simple. Click the icon above the table you want to change tiles to then click on the map next to it.

Feb. 29th, 2012

velonese

Dark Wizard Odds and Ends

screenshot from Dark Wizard with an equip window open highlighting a dummy filler item and the run-on description box

Wally traded his usual armor for an item entry that's a spacefiller in the item table. I was just goofing off late one night awhile ago and decided to try force-equipping some of the filler stuff. It really does seem to be filler - just a bunch of zeros in a table somewhere. Strange thing, though, the game either references a separate table to determine what items are what when in town or has an extra instruction telling it to skip ahead to the next valid item. While horsing around I found out the game thinks these filler items are Herbs when in town. This is mildly beneficial because then they can be sold. The only other way to get them out of inventory is to hack them out.

I also checked out something else. It has long been known to veteran players that the smith in Willis who can transform Rusty Weapons and Ghost Scythes by tempering them can also temper the Seal of Demons and make it impossible to trade the Seal for the Fog Chime needed to open the way to Viosdia. This is a classic Unwinnable situation.

However, if you have a Fog Chime the game's programmers apparently didn't think any checks were needed to see if you ever had the Seal of Demons. Yup, you can skip the cutscene in the shrine where Velonese laughs at you if you magick up a Fog Chime. In fact you can watch the scene at the cape multiple times if you have more then one Fog Chime and the game carries on its merry little way like nothing's amiss. Now I'm curious to know if I can open the path to Viosdia before defeating all 4 demons. If so the route to Viosida could be opened after as few as 5 battles.

map of Cheshire, its roads and castles from the game Dark Wizard

This is a pixel accurate patching together of the in-game map using GSavestate's memory viewer. Gold: player holdings, Brown: Aracna, Green: Aqua, Blue: Sheena, Red: Karmak, and Purple: Velonese. Looking at this map I wonder if the possible emulator game crashing finishing the first stage is because the castle is flagged as Aracna's but is actually defended by a Warlord. For those unfamiliar, Perfect Synchro must on ON when you complete the first stage before the game goes to black to switch to post-battle dialogue. Otherwise the game will hang when trying to load the dialogue.

Oh well, one last screenshot.

screenshot of Dark Wizard put into an unwinnable situation

Spurred by a post on GameFaqs I loaded up a savestate only a couple of stages into the game and let the Demon Army retake the castles adjacent to Quentin. This, unfortunately, sets up another Unwinnable situation. The player is currently stuck in the castle to the south east. The Demon Army controls all roads connecting it and Quentin so not only can guards not be posted but that map can't be selected in Advance (which is what that screenshot comes from and why the selector is in the 'not a valid option' palette). Without guards Quentin is guaranteed to be taken by the Demon Army even if the player captures one of the adjacent castles threatening it.

Although I haven't tried this with a save after re-taking Cheshire I'm pretty sure losing Chesire castle is another instant Game Over condition. Thus it should be possible to set up another Unwinnable situation there.

EDIT: Losing Cheshire doesn't cause a Game Over. It does put it back under a Warlord's command, though.

Feb. 27th, 2012

persona

SF2 Harpy Pool and Chess Test Videos

Two new test videos are up on Viddler.

Harpy Pool (a.k.a. where you save Elric)

The game is running right up against the VRAM sprite limit so there are a few instances of funky sprite substitution in this one. Also, the entire force was just promoted. I added a Pegasus Wing enemy drop to the battle right after this (swapping out a Medical Herb that drops there in vanilla) so I just magicked up a Pegasus Wing for Rick using a savestate editor.

Chess Battle

The battlefield background was cleaned up - shadows removed from books. The chess army was broken up into 3 distinct groups: a main attack force, a small supplemental attack force set to arrive 1-2 turns after the main force if the player is careful, and a command group that hangs back with the king. The max XP cap of 32 is in effect (and has been for awhile but I forgot to mention it) & everyone gets XP from healing but after this test I still switched on 1/2 XP for every enemy here because the newly-promoted force still felt like they were leveling too fast.

King Ponpei has an edited, unique sprite. The game always had a sprite assigned just to him (sprite #188 for the curious) but the devs just copied & pasted the one used for King Granseal. Lastly, Bishops have had their sprites edited to animate them turning around as they move.

Feb. 18th, 2012

velonese

SF2 Kraken and Taros Test Fights, Graphical Quirks

I uploaded the final test fights I recorded for the Shining Force 2 work-in-progress mod to Viddler. Taros's shrine needs some tile work but I'm not going to bother with that until I have the time and energy to correct the pointers that would be screwed up by the Caravan in the process. (Not being able to enter Hassan would be slightly bad for progression.)

Kraken

Taros

In other interesting SF2 news (if you're interested in the game's guts like I am) here's a quirk of the way the game mirrors sprite positions. First up, Slade gets attacked by a muddled ally forcing his dodge reaction to take place on the left side of the screen.

Slade quickly dodging an attack with his dagger thrown out to the middle of the screen

What's happening here is that the developers apparently didn't finish plugging in coordinates for weapon sprites when the characters are dodging on the left side of the screen. All of the default poses are fine and some dodging sprites are set up correctly but most are not. Since this only happens when attacked by a confused ally it was probably low priority to begin with and dropped entirely once the release crunch set in.

Next is something even rarer.

Sarah casting Blast on herself, her staff misplaced after she has taken damage

What's happening here is Sarah has been hit by Muddle level 2, is confused, and has cast Blast level 2 on an adjacent ally. Because she was caught in the blast radius AND is the first unit damage is resolved for a bug in resetting her position after the 'take damage screen shake' has moved her weapon to where it is very obviously not supposed to be. This is something most players might never see. Enemies with Muddle 2 are rare and they need one specific AI switch to cast the spell. The spell then has to take hold on a Force member with offensive magic the AI can cast, the Force member targets someone with that magic that puts them in the effect radius instead of attacking (they can't target themselves directly to begin with) and they have to be first in damage resolution. Talk about a perfect set of circumstances.

Lastly, something that's not a bug but an example of how I can be nitpicky with the graphics. See if you can spot the difference.

side-by-side comparison shots of the same area with minor tileset differences

Jan. 28th, 2012

little cazic thule

Battle Realms 2 vs. 6 - Lotus

I like to challenge myself at times when playing Battle Realms. Usually I play 3 vs. 5 team skirmishes where the challenge becomes managing our team's limited troop supply for the first half of the game and preventing either of my AI allies from getting overrun. I had it in mind one day to try a 2 vs. 6 game but knew I'd need a specially-designed map to make sure my base camp could only be attacked from one point.

Anyway I built such a map a little over a year ago and used it off and on for less frustrating skirmishes. Then about a week ago I decided to go ahead and try a 2 vs. 6 game. I figured since the Lotus tend to be best at large self-sustaining assault squads once they're built up I'd use them. The game would be played on Hard which is what I have Battle Realms set to most of the time.

Well when the game started I knew instantly my team was in trouble. My camp was up on the protected hill where it was supposed to be but the computer put my ally not at the hill's base where I expected but the next start point out. This meant I couldn't reinforce them when they'd inevitably come under fire and I also had an enemy right at my doorstep. Things looked pretty grim but I decided to play anyway on the gamble that the AI would concentrate on me for the early part and leave my ally mostly alone. The Lotus aren't that great at early camp rushes (no fire units) so I couldn't afford to waste any of the initial troops trained trying to harry my immediate neighbors.

Yeah, no. I had a few troops, most of my early build order complete and was putting up the first watchtower when the first assault wave hit my ally. Clicking on them in the minimap it was quickly clear they were doomed. All I could do was shore up my defenses and wait for the inevitable swarm. Well the swarm hit and hit hard but I think I had three towers up by that point and every Lotus of fighting capacity standing their ground with a Crypt of the Brothers and an Aviary built. Good thing I know to fast track the Foul Nest upgrade because the Aviary's channelers would desperately need that to have any hope of keeping up. They were the real MVPs of my defense.

Anyway I wish now I had taken a screenshot of the huge assault wave that showed up on my doorstep. I was a little panicked and trying to activate clickables as needed so I didn't think of it at the time. Long story short, we held and the slow process of winnowing my defense squad to the necessary minimum began. I had to demolish and adjust three of my towers - on at a time - to optimize their lightning blast coverage. The lightning would protect the tower bases and was used often to kill melee rushers. Two unclean and two warlocks sat in the towers with a mixture of units on the ground. Soon, though, I had to add Yvaine to this group because she's the only one with enough range to hit units like ballista without sending melee down the hill.

This is a screenshot from the end of the game but this is how the gatekeeper squad and towers ended up.

a screenshot from Battle Realms showing a hillside in snowfall with several Lotus watchtowers and units on screen

Click to go to the view page on Photobucket which has a few more details. Soban was added to defense detail just because I had nothing better to do with him once he freed up three peasants by creating golems. The golems weren't threatened so I figured he could soak up some enemy melee attention at the gate.

My first priority was to max out my population. Once a team was away reinforcements would not be able to reach them. My second priority on offense was to get my attack squad also on stand ground. Some would pick up assist aggro and head down the hill to attack. Once they got moving it was hard to get them back under control. This kept delaying any counteroffensive. So I had to make sure all new troops were grouped and were always holding their position - even on the stand ground setting units tend to drift around if they're involved in fighting. Defense squad units would be repositioned over and over again to counteract this effect.

An assault squad did make it out the door. Their first test would be the worst. They had to destroy the Dragon camp right below me - the camp some AI's were using as a rally point for their own purposes. Several reloads and attempts later they did succeed.  A brief lull in assault waves brought victory with the few losses easily patched up. I had no access to horses (and Yvaine was protecting basecamp so no Prison of Ice either) so keeping my channelers alive was... interesting.

Now the assault team had to survive completely on their own. Referring to the minimap in the screenshot above the team headed southeast, crossed the river, then headed east then south. A Serpent camp was next. Once that was destroyed they turned southwest, crossed the bay while weathering constant sneak attacks and attempts to pull them to ambush squads and headed for what I was a Wolf camp. Sometime in all this a couple units, including one channeler, died and I expected the assault team to wipe at any moment if the AI's managed to sandwich it between big groups. Thankfully the AIs divided their attention and troops between chasing my team and attacking my base.

The wolf were destroyed and the team headed west along the southern river to the rice patties where there was a crossing. Just north of that was a well-defended Lotus camp. The AI the Lotus had drawn was a less aggressive one and there were more losses but the team won. By that point their numbers were getting dangerously low. Zymeth, Koril, and Issyl were still alive but Brother Tausil had perished along with some of the unclean, blade acolytes, and leaf disciples who initially set out. I still had a Dragon and a Serpent camp to destroy. Tackling a Serpent base with low numbers and no brother for re-blessings for the inevitable swordmen muggings seemed foolish. Meanwhile all Dragon AI's build hordes of spears and guardians and they would overwhelm my squad without more melee and crowd control. The only choice was to send them back to base. Standing on the pond shores the Serpent camp was directly to their east. The Dragon to their northwest. The team would have to thread between them as they headed north to the river then followed that east to the first crossing.

Making it back safely the team picked up reinforcements ending with the squad in the screenshot below. This is after the destroyed the remaining Serpent encampment but none of my units died in that battle. Also, I got a few horses from a herd that was too far from any AI to plunder.

a screenshot from Battle Realms showing a multitude of Lotus units grouped together and awaiting orders

The player list is open to show the team assignments and who is left. Soban doesn't have much hope of fighting off a force like this but you never know. Sometimes the AI manages to surprise me. The game was soon wrapped up and I got my final results as shown below.

screenshot from Battle Realms showing final results of skirmish in stastics

1626 kills over about four hours? That's a lot of killing! The average game goes to maybe 300 - 500ish depending on length. I also lost only 28 units which accounts for why I collected half the rice and water my major opponents did. All in all it was a challenging game but not a challenge I'm eager to repeat.

Dec. 31st, 2011

persona

Closed Captions for Space Griffon part 31



Source Video: http://www.youtube.com/watch?v=3uiqTuaL6Ek
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persona

Closed Captions for Space Griffon part 30



Source Video: http://youtu.be/azvO6ZVfECc
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Dec. 29th, 2011

persona

Closed Captions for Space Griffon part 29



Source Video: http://www.youtube.com/watch?v=KZeLgZyu5A4
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persona

Closed Captions for Space Griffon part 28



Source Video: http://www.youtube.com/watch?v=shEt9CH3gOU
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