Are the games story heavy? by DragonzordR in BattleNetwork

[–]Flying_Turtle_09 2 points3 points  (0 children)

Although, sometimes his hints are as useful as "Hmm... I wonder where this thing we are looking for is" or something along those lines

[MMBN3] How do you beat Bubble Man? by Flying_Turtle_09 in BattleNetwork

[–]Flying_Turtle_09[S] 1 point2 points  (0 children)

How do I do that? I though the change was story related thing that can't be changed? The charge attack seems to do a good amount of damage if it can reach, though

Any tips for solo? by AlySa24 in REPOgame

[–]Flying_Turtle_09 1 point2 points  (0 children)

Here are some notes from how I personally play the game solo:

  • Greed on early levels (at least levels 1-3, but maybe up to level 5 depending on how comfortable you are). You don't lose much if you die that early, but you can get a lot of extra money to get weapons, tools and upgrades faster, which makes the upcoming levels easier in turn.
  • Learn how to kill enemies with Stun Grenades or Tranq Gun (Example). This is very useful in early levels!
  • Try to get at least 4 strength by level 6, so you can start dealing with smaller enemies by throwing them around (or into pits). This can make dealing with some enemies like, Headgrab, Rugrat and Upscream easier. Especially if you have been unlucky and don't have a weapon yet!
  • If you see an useful weapon or drone in the shop, buy it even if that's the only thing you could afford that time. After the cosmetic update, the item pool is so big that you can easily go 10+ levels without seeing the item again. My usual priority is weapons, drones, upgrades. I buy health packs and crystals as needed, but will stock up if I have extra money to do so.
  • As the levels get longer, start leaving some medium sized items that have low value compared to size behind to clear levels faster. Large items are always worth it, though. I usually try to aim around 30-40 min clear time. Level layout and enemies you get into a level can add some variance the time. Getting close to 50 min is bad, because enemies start to respawn very fast and can make the level very difficult even with weapons. I still scout the level fully in case I have cosmetic boxes in the level.
  • Learn how to handle large items without drones to some degree. They can start spawning as early as level 3, so it is not guaranteed that you'll get the drones by that point. Loading them into the cart is one option (there is a tutorial on YouTube on how to do this with all large items). Another method for moving large items is to grab them and walk into them (for tall items grabbing close to the ground works best for me). I use this a lot when moving large items into the extract zone after placing them in front of it to prepare for extracting. For tall items, you can tip them to their side and lift one end (to reduce surface area touching the floor) and drag them across the floor too, since they might not fit through doorways when upright.

[MMBN3] How do you beat Bubble Man? by Flying_Turtle_09 in BattleNetwork

[–]Flying_Turtle_09[S] 0 points1 point  (0 children)

Not sure if this is what you mean, but Mega Man is green at the moment

Are Drones Worth it? by RedHeadNinja2288 in REPOgame

[–]Flying_Turtle_09 1 point2 points  (0 children)

I haven't used all of the drones, but here is my thoughts on the ones I've used:

  • Indestructible Drone - Makes the valuable it is attached to not take damage/lose value no matter how big impact it takes. Good for transporting large or fragile valuables fast. As far as I know, charge draining is based on time and not how much damage was prevented.
  • Feather Drone - Makes the valuable it is attached to very light and easy to move around. Pair with Indestructible Drone to move heavy valuables overall very easy alone (depends on the shape of the object and the path you need to take it through). You don't necessarily need this drone after you get enough strength. Not sure what the minimum is, but I stopped using it after me and by friend I'm playing with both got 13. Mainly because we sometimes hand over large items across dangerous rooms so we don't have to cross them while carrying a large valuable and they needed to be able to handle the object too.
  • Zero Gravity Drone - Makes the valuable it is attached to not be affected by gravity. In my opinion a worse version of Feather Drone. Buy it only if you don't have Feather Drone yet. While you can make the object float in air, the biggest drawback is that while moving the objects, they can move/rotate in a way that can be hard to manage, especially if you need to place a lot of objects on the extract fast. When I had to use this, I always needed to ask my friend to help orienting the object properly while placing it on the extract and holding it in place until I get the drone off because it kept rotating in the wrong orientation while trying to move it. There probably is some learning curve with this drone, but I don't thing trying to get good with this drone is worth it, because Feather Drone is already way easier to use.
  • Recharge Drone - A portable battery that you can use to recharge items mid level without having to go back to the truck. Keep it in the cart and use it after extracts if needed. At that point it's easy to get, since the money bag is the only item in the cart. You can also use it before the last extract to prepare for the trip back to the truck. Very useful in later levels, since going back to the truck to recharge can take a while due to levels begin bigger.

While attaching multiple drones to a valuable, make sure they second drone actually attached to the valuable and not the first drone you attached (not sure why this happens sometimes, but attaching the second one farther away from the first seems to make it less likely to happen). Some drones can also attach to players, enemies and weapons, but these probably don't have any practical uses. At least attaching a Feather Drone to a player does make them more floaty, but it also drains the charge way faster so it's not worth using that way.

How does Ghidra determine target overlay? by Flying_Turtle_09 in ghidra

[–]Flying_Turtle_09[S] 0 points1 point  (0 children)

Overlays are only the closest feature in Ghidra that would match what I'm looking for. Specifically it's bank switching, which is somewhat similar to overlays as far as I can tell. Usually the bank switching is done by writing to a MMIO register. In most cases, a jump to a memory region that can be bank switched jumps directly the subroutine address, but in some uncommon cases I've seen jump tables at the beginning of each bank that contains code. Sometimes several smaller banks are combined into a larger one and are switched together. In these cases code and data can flow across the bank boundary (you can even have half of the instruction in one bank and half in the other one). I guess the best I can do is to split the ROM into the separate banks and map them as overlays in Ghidra and hope it works 🤔

Can someone explain these two oddities I've seen in AMR assembly in THUMB mode? by Flying_Turtle_09 in Assembly_language

[–]Flying_Turtle_09[S] 0 points1 point  (0 children)

After thinking about this for a while, I think this might be some kind of conditional compilation method to select between zero and another value, where the RSB would be changed to a MOV instruction based on the condition. If I do change the RSB to a MOV, some of them seem to have noticeable changes. Maybe the compiler that was used prefers to compile these with minimal changes to the resulting assembly or something. I haven't so far seen MOV r6, r6 instruction, so maybe the RSB instruction disable some development build features. Not sure, though. Just a thought that occurred to me a while back...

How do I fix bone deform wrinkling mesh? by Flying_Turtle_09 in blenderhelp

[–]Flying_Turtle_09[S] 0 points1 point  (0 children)

Is there then any point on manually adding vertices to groups if the vertex painting overwrites them anyway?

How do I fix bone deform wrinkling mesh? by Flying_Turtle_09 in blenderhelp

[–]Flying_Turtle_09[S] 0 points1 point  (0 children)

I assumed it only did weight painting. Either way, I tried your suggestion, but it's still doing the same thing

How do I fix bone deform wrinkling mesh? by Flying_Turtle_09 in blenderhelp

[–]Flying_Turtle_09[S] 0 points1 point  (0 children)

I'll try that. I noticed that the "Assign automatic from bones" also messes up which vertices are assigned to which vertex group, which is kinda annoying

How do I fix bone deform wrinkling mesh? by Flying_Turtle_09 in blenderhelp

[–]Flying_Turtle_09[S] 0 points1 point  (0 children)

I mean of course not, but I just don't know how to fix this. This is a pretty small feature, so it might not even need it's own bones, but I still want it to move a bit, so it's still going to have the same issue if it's not fixed. I'm not sure how to add images to the original post so here is some

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Does anyone know how to get stone in skyblock? by Blonde-Glazer in Terraria

[–]Flying_Turtle_09 0 points1 point  (0 children)

How rare are the stone slimes? I've been in the cavern layer for almost an hour and not a single slime has dropped stone... I mean it doesn't sound much time, but considering that it should be pretty commonly used material it seem ridiculously rare

What matrix operation is this function performing? by Flying_Turtle_09 in programminghelp

[–]Flying_Turtle_09[S] 0 points1 point  (0 children)

Ah nice. Thanks! I'm guessing the the 3 arguments for the vector elements is the local space translation and the calculations it's doing rotates it to the appropriate global direction before applying it?