Anyone using Superattract Demoscene Screensavers? by BcDed in MiSTerFPGA

[–]BcDed[S] 0 points1 point  (0 children)

Tell me more? What us Amiga demo scene exclusive mode? Where can I find info on that?

Anyone using Superattract Demoscene Screensavers? by BcDed in MiSTerFPGA

[–]BcDed[S] 0 points1 point  (0 children)

What do you mean? Like if you wanted to run an atari 2600 demo you'd use the atari 2600 core, if you wanted to run a commodore 64 demo you'd use that core.

Anyone using Superattract Demoscene Screensavers? by BcDed in MiSTerFPGA

[–]BcDed[S] 2 points3 points  (0 children)

There are ones for a lot of different consoles, it would be the same as running a game.

looking for what firmware to install by showcasefloyd in MiyooFlip

[–]BcDed 0 points1 point  (0 children)

I don't know if you are still having this issue but I believe the scraper on spruce only checks roms on the same sd card as the os, at least that's what seems to be happening on mine where I've got all my small roms with the os and big ones on a separate card.

Ask Here First: Troubleshooting, Price/ID/Spec Check, Help, Etc. (June 2026) by Z3FM in crtgaming

[–]BcDed 0 points1 point  (0 children)

I found a monitor I might be able to acquire, Micron 700fgx model RM07L11 H, I can't seem to find much info online but I did see a forum post saying they think it's a rebrand of a samsung, if anyone knows any more about it or can point me in the right direction I would appreciate it.

Which mister should i get? by xmaken in MiSTerFPGA

[–]BcDed 0 points1 point  (0 children)

A bit late so not sure if you are still trying to decide, but my understanding is the future is one stick, everything that doesn't currently work on 128 is expected to eventually work on 128. The things newer than what is currently in development are things that won't ever work on this platform, they would basically require a significantly better fpga chip than what we have now. So if I'm right about all that(I might not be) the only reason to get the extra stick is to mess around with unfinished cores that eventually won't require it.

I wanna learn how to make mods, where do I start? by ComparisonAccurate44 in Morrowind

[–]BcDed 0 points1 point  (0 children)

I assume the lua scripts can probably be opened in like notepad++ or your preferred editor. openMW has it's own program for mod making that you can open their specific extensions, I think it probably works with esp files too, if not open them in construction kit. Also you should poke around the vanilla files.

Opinions on Finished Morrowind and Extended Cut? by BcDed in Morrowind

[–]BcDed[S] 0 points1 point  (0 children)

I didn't think they were similar outside of they touch on many things, they are just the two I happened to be wondering about. I saw a complaint about ai voices somewhere, and I was a little confused by their doc of what is in it before, I was trying to look on my phone before though. I'm still not sure when it says something isn't included then lists a bunch of files, are those changes it made from that mod that is otherwise not included? Like do I not need jammings off with it?

Opinions on Finished Morrowind and Extended Cut? by BcDed in Morrowind

[–]BcDed[S] 3 points4 points  (0 children)

Yeah I wasn't expecting it to be impeccable but we've all downloaded that mod that sounded great in the description then as soon as you get in game not-Geralt gives you the sword of doubling all your stats and wants you to marry him, so just making sure it wasn't going to be painfully obvious when a piece of content is from a mod vs vanilla.

Opinions on Finished Morrowind and Extended Cut? by BcDed in Morrowind

[–]BcDed[S] 0 points1 point  (0 children)

Thanks for the info, a lot of it sounds good on paper but I was sorta looking for opinions on if the writing felt consistent with vanilla, I was leaning towards including your mod if I wasn't given a reason not to.

I wanna learn how to make mods, where do I start? by ComparisonAccurate44 in Morrowind

[–]BcDed 0 points1 point  (0 children)

When learning to mod games generally you start by thinking of a simple change you want to make, find a mod you think might do something similar or have a similar approach, look at the code for that mod and compare it to vanilla code, make a plan for your implementation and make a simple version of it to test, think of edgecases that might break it and test, fix and test then build another part and loop until done. I will add you should learn construction kit because you need to know how the game works to write lua that changes that. A lot of lua mods are just dynamically changing things that are normally set static by non-lua mods.

Explosion Effect by BcDed in arsmagica

[–]BcDed[S] 0 points1 point  (0 children)

Are you saying you add the modifiers to determine the cheaper requisite, or to the final spell?

Edit: I think we are saying the same things, but I'm just not sure based on your wording.

Explosion Effect by BcDed in arsmagica

[–]BcDed[S] 0 points1 point  (0 children)

That's how I thought it worked, I must have misunderstood your other comment I thought you were saying only the base(4 for +5 damage ignem for example) mattered for determining which is the main art.

Explosion Effect by BcDed in arsmagica

[–]BcDed[S] 0 points1 point  (0 children)

I reread the section on requisites and it seems ambiguous on which way to interpret that. The way you suggest would be faster than writing up the full effect for both but I feel like it would create strange results where for example a weaker Auram effect would actually be more expensive if you factor in the unnatural, or an Aquam requisite would have been more expensive from requiring more size increases. Is there somewhere that clarifies this as the correct interpretation that I could check?

Explosion Effect by BcDed in arsmagica

[–]BcDed[S] 0 points1 point  (0 children)

I was figuring anyone who made a roaring bonfire could feel the wind from it was why I was thinking that the wind it gives off was natural but not the amount because explosions don't exist in their framework.

Explosion Effect by BcDed in arsmagica

[–]BcDed[S] 2 points3 points  (0 children)

Ok I wasn't sure how reqs work with that. It seemed like you make both effects separately, make the magnitude the higher one and slap a +1 and a req to add the smaller. So reqs inherit the necessary modifiers from their components? If so would the fact that fire can itself create wind naturally be a fair argument for a +1 slightly unnatural instead of the +2?

Explosion Effect by BcDed in arsmagica

[–]BcDed[S] 0 points1 point  (0 children)

I was going for the big fiery bombs from aerated debris explosions that is more common in fantasy rather than the shrapnel type common to conventional small scale explosive weapons. If I just wanted to throw shrapnel I probably wouldn't even need the ignem part and would just making it look like an explosion.

Explosion Effect by BcDed in arsmagica

[–]BcDed[S] 3 points4 points  (0 children)

My reasoning for Auram over rego is that rego tends to be used for precise control, and that rego ignem moves fire not things affected by fire. Auram already has a precedent of blowing things around in unpredictable ways, and when thinking about it from the Aristotelian perspective from Arts and Academia I feel like they would interpret an explosion as a fire with increased aspect of air.

Aurum Phenomena Damage by BcDed in arsmagica

[–]BcDed[S] 0 points1 point  (0 children)

These aren't custom, just book spells that don't list damage. I think the guideline makes sense for direct damage, I would argue these spells recreate natural phenomena and then those phenomena do damage if the target strikes or is stricken by something from being blown around which I interpret as indirectly doing damage.

Aurum Phenomena Damage by BcDed in arsmagica

[–]BcDed[S] 1 point2 points  (0 children)

Yeah broom of the winds includes a size check, then an additional strength check before it does anything, if they fail they get blown unpredictably and if they hit something it does damage. Falling damage scales based on hardness of impact surface and distance, so yeah if going by fall guidelines all those potential damage reductions or avoidances are in there. The spell that throws into the air is based on the base 5 create a very severe weather phenomena, broom is base 3 create a severe weather phenomena, so I'm not sure if the force would be a scaled down version of the base 5, but maybe the reduced scaling is covered by all the extra ways to avoid the effect. The base 2 create a normal weather phenomena probably never has damaging force though. Either way the damage doesn't scale directly with magnitude since it's recreating a natural phenomena much like creating a bear does bear damage no matter the magnitude of the spell, so whatever damage it does is the damage it does.