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User:Mantidactyle: Difference between revisions

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(→‎To Do List: nvm, this is used by multi-hit damage such as Pin Missile, and after each hit the game checks if the damage is inferior to the enemy HP before proceeding to a new hit)
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==To Do List==
==To Do List==
* [[Pokémon Stadium]] : The damage calculation has an additional variable added just before the "+ 2" at the end. It's next to the Move Power in the RAM so it may be related to STAB. Seems to be 0 or 1 though, it doesn't change a lot of things in the Damage Calculation when compared to RBY. It stores the current Damage afterwards.
* [[Pokémon Stadium]] : Document the [https://www.youtube.com/watch?v=GFzXpyWeTM4 Hyper Beam + Sleep glitch]


* [[Pokémon TCG]] : Currently fixing the [https://www.youtube.com/watch?v=6inglFTyuSE Lv. 68 Zapdos glitch]. The problem is that the game tries to reload the field before checking if a winning condition is fulfilled.
* [[Pokémon TCG]] : Currently fixing the [https://www.youtube.com/watch?v=6inglFTyuSE Lv. 68 Zapdos glitch]. The problem is that the game tries to reload the field before checking if a winning condition is fulfilled.

Revision as of 01:11, 2 January 2015

To Do List

  • Pokémon TCG : Currently fixing the Lv. 68 Zapdos glitch. The problem is that the game tries to reload the field before checking if a winning condition is fulfilled.
  • Skies of Arcadia : Currently working on an editor for enemies, spells and special attacks.
  • Yu-Gi-Oh! Dark Duel Stories : Currently working on the stupid AI discarding Tremendous Fire instead of activating it. What could possibly go wrong ? Someone obviously didn't debug there. The subroutine used to discard a Tribute monster while the hand is full is being called with a hand consisting of one spell card because the conditional statement is utterly fucked up. Update 2 : Guess what ? The AI choose to discard Swords of Revealing Light instead of activating it if there's no monsters on board ! Update 3 : *sigh* This game will drive me nuts : let's say the CPU has a Harpie's Feather Duster in hand, and you have a trap in play. You play a monster. The CPU activates Harpie's Feather Duster on his turn. Everything is all right, right ? NO ! If you don't play a monster and leave your field empty, the CPU will attack without activating Harpie's Feather Duster because the check for an opponent trap card is made AFTER the check for "does my opponent have a monster ?" when deciding whether or not to attack ! Update 4 : Found the remnants of a debug mode. There is more than the sound test and chara viewer which were found earlier. Update 5 : I found a major glitch, filling the player's deck with some data. Might be useable in a TAS. aaaaaaaaRRRRRRRR aaaaaaaaRRRRRRRR aaaaaaaaRRRRRRRR (Attacking directly with this monster causes the game to crash, as it doesn't have a proper illustration). Even the main characters find this pathetic. Update 6: Working on the AI so it can use Pot of Greed. Pointers nightmare. Update 7: Working on the AI so it doesn't discard Swords of Revealing Light anymore. Tracing Swords of Revealing Light script atm.