FS_SF [Version 0.2A]

Apr 25, 2016 at 7:38 AM
Bonds that separate us
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"Life begins and ends with Nu."
Join Date: Aug 20, 2006
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Time 2 play dis

-I like the star block puzzle in the first area but getting stuck in it really sucks. Maybe put in a reset near the chest that also removed the capsule piece?
-The event on the bed in the house of the guy you tell that you're the protagonist isn't properly truncated.
-None of the teleporters have flashing lights, even when they're active (the lights are their own entity).
-I really like the windy ravine area, it's got a neat trick that hasn't really been used before. A couple of things though: It's entirely possible to get stuck at the save in the middle if you run out of ammo then save, and if you keep running before the Counter Bomb appears then you move out of range and it never starts counting.
I like the general design of the areas so far. It's not the fanciest mod ever, but it's fun :D Keep at it!
 
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Apr 25, 2016 at 8:49 AM
Moo~
"Life begins and ends with Nu."
Join Date: Jun 27, 2013
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So I decided to play the newest version and I really love how some of the puzzles are done, especially the Yoku Block puzzle!

Bugs found:
The only bug I could find is at the Colons' House, after doing the first quiz. The screen still acts like it's focusing on one of the invisible NPCs used in the Mini-game Area, while I'm not there. I suggest adding in an <FOM when going back to the main room of the Colons' House.
 
Apr 26, 2016 at 12:47 PM
Senior Member
"Huzzah!"
Join Date: Dec 2, 2015
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So I decided to play the newest version and I really love how some of the puzzles are done, especially the Yoku Block puzzle!

Bugs found:
The only bug I could find is at the Colons' House, after doing the first quiz. The screen still acts like it's focusing on one of the invisible NPCs used in the Mini-game Area, while I'm not there. I suggest adding in an <FOM when going back to the main room of the Colons' House.

Yoku block puzzle...? You mean the one in Windy ravine? Also I fixed that issue in the Colons' house.

Time 2 play dis

-I like the star block puzzle in the first area but getting stuck in it really sucks. Maybe put in a reset near the chest that also removed the capsule piece?
-The event on the bed in the house of the guy you tell that you're the protagonist isn't properly truncated.
-None of the teleporters have flashing lights, even when they're active (the lights are their own entity).
-I really like the windy ravine area, it's got a neat trick that hasn't really been used before. A couple of things though: It's entirely possible to get stuck at the save in the middle if you run out of ammo then save, and if you keep running before the Counter Bomb appears then you move out of range and it never starts counting.
I like the general design of the areas so far. It's not the fanciest mod ever, but it's fun :D Keep at it!

I fixed everything you said, you really couldn't just say "the bed event in Kassandra's house is wonky"?

Anyways, it makes me feel so happy that people actually think it's good. Thank you so much.
 
May 13, 2016 at 11:49 PM
Senior Member
"Huzzah!"
Join Date: Dec 2, 2015
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Posts: 211
Age: 25
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Hey, so new version's out... I don't really know what to say about it, but that I've been having a lot of assembly problems... FACE pictures are missing the top 3 rows of pixels for some reason...

Download

This time you should be able to use your save data from previous versions.
 
Jun 18, 2016 at 11:57 AM
Catz R cool
Modding Community Discord Moderator
"..."
Join Date: Nov 23, 2015
Location: Somewhere within a world far away from reality...
Posts: 381
Age: 24
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This is a great start to a mod! It’s got pretty good ideas. But I’ll give you a recommendation; consolidate all the people’s houses into one map, with a <MSG<TUR [Map name] instead of a <MNA. This saves maps, and there is only 128 maps in total that can be accessed in the memory. Using more than 128… Well, you’ll be writing into memory used by another game function. I’m not sure what that function is, and I cbbs finding it, but just so you know, beyond map 127, you’re bumping into the game engine’s other memory data.
EDIT: it appears that more than 0x80 maps will write into the player's flags! Probably not the best idea.
EDIT #2: I've created a working (hopefully) hack that allows you to have up to 256 maps in total:
0x0414B00
55 8B EC A1 F0 57 4A 00 0F BE 88 00 49 49 00 85
C9 75 04 33 C0 EB 05 B8 01 00 00 00 5D C3 CC CC
55 8B EC 68 00 01 00 00 6A 00 68 00 49 49 00 E8
FC C1 06 00 83 C4 0C 5D C3 CC CC CC CC CC CC CC
55 8B EC 8B 45 08 C6 80 00 49 49 00 01 5D C3
0x041D1EE
68 00 49 49 00
0x041D3D2
68 00 49 49 00
0x0494900
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
If there's anything wrong with this, tell me immediately.
 
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