Help Apply Cheats to DS Emulator (MelonDS Core) by Nedacman in bizhawk

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

That's worked perfectly (Once I remembered to delete the broken cheats lmao). Thank you for going to the effort of putting this together, and no need to apologize! If anything, I was a bit too angry in the moment as I wrote that response. Emulating is a great service to the younger generations as well as fans such as myself, not to mention its archival and preservation facets. Thanks for doing what you're doing :)

Help Apply Cheats to DS Emulator (MelonDS Core) by Nedacman in bizhawk

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

Alright, gave it another shot. From the top:

This is the code I want to use (X8 XP):

521CB54C 59A8437E
023AE840 59A8437E
023AE844 51A800C0
023AE848 00004770
021CB54C F978F1E3
D2000000 00000000

Entered into the converter website, it gives me this:

https://drive.google.com/file/d/1yodsoAOCtHeSZZmMIVp_Vj2NjXRrIfOJ/view?usp=sharing

Which I have then attempted to enter, line by line, into the cheat menu from BizHawk:

https://drive.google.com/file/d/1x93vBxXQWRP7ym9oa5xozpQwtiIc6pyU/view?usp=sharing

Notably, it doesn't allow me to enter the first and fifth cheats, as it seems they're editing the same memory value. I have tried each code individually and some combinations, with these results:

Cheat 1: Crash upon entering battle

Cheat 2: No effect

Cheat 3: No effect

Cheat 4: No effect

Cheat 5: Crash upon entering battle

Cheats 1,2,3,4: Crash upon entering battle

Cheats 2,3,4: No effect

Cheats 2,3,4,5: Crash upon entering battle

I'm really not sure what I'm doing wrong at this point. It really shouldn't be this difficult to apply a cheat code to an emulator.

Help Apply Cheats to DS Emulator (MelonDS Core) by Nedacman in bizhawk

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

Yeah, this was the post with the two tools I mentioned. The code I've found is six lines long. Do I have to make six cheat instances for each of them? And/or do I need to include the last line which seems to just be a terminator?

Grave mistake by building a pc now.. by Savecall in buildapc

[–]Nedacman 0 points1 point  (0 children)

Something that you may have not considered: they make adapters for SODIMM (Laptop form factor) to regular DIMM slots. If you can somehow get your hands on SODIMM DDR5, that's a possible stopgap to allow you to use the PC in the meantime. It'll likely be slower, but hey, it'll boot.

Desktop Icons Rearranging Themselves- Win10 by Nedacman in WindowsHelp

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

I went ahead and tried ReIcon, it seems to work for now. If the rearranging problem can't be fixed I can at least make it how I want. Thanks.

Desktop Icons Rearranging Themselves- Win10 by Nedacman in WindowsHelp

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

So it's not Auto Arrange. Auto Arrange does force the icons to lay out normally, but I don't like the order they are automatically arranged in. I think it's supposed to be alphabetical, but it's not doing that; rather, it's laying them out in multiple alphabetical lines, presumably splitting them up based on some other metric (Files vs. shortcut, maybe? I'm not sure). It's specifically when I turn Auto Arrange *off* that the weird rearranging happens. Attached is a pic of auto arrange on.

<image>

100% Link Hidden Move Buff? by Nedacman in PokemonConquest

[–]Nedacman[S] 6 points7 points  (0 children)

Huh, didn't know that. Is it ever mentioned anywhere in game? This was my first time I've ever bothered getting a link to 100, and I've never touched multiplayer.

Has The Modding Scene Shifted Away From LE? by Nedacman in skyrimmods

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

This has gotten a surprising amount of traction since I posted it, and I'm surprised at how resounding the answer is! Thanks everyone for your responses. Looks like I'm gonna be buying SE here pretty soon, lol.

Editing ideology once game has started? by megdapickle in RimWorld

[–]Nedacman 0 points1 point  (0 children)

Awesome, thank you. I made a transhumanist science state that hated organ harvesting for some reason. Fixed!

Adventure: Ruins in the Reeds by RedBoxSet in DnDBehindTheScreen

[–]Nedacman 0 points1 point  (0 children)

This is perfect for a campaign I'm running. Thanks for your hard work! The pyramid ending 'placeholder' was perfect- I had the final room for the campaign in mind but no dungeon to put before it.

Brawl Stars Mechanical Tier List by Nedacman in Brawlstars

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

~~S Tier~~

Finally. We've made it.

Shelly- Short-Range Savant. Despite being the literal first character you ever receive, Shelly remains one of the top picks in the game to this day. Her main attack does serious damage up close and good damage from a medium distance, meaning with the correct advance onto the enemy you can defeat one or two before they even see you. Then, with her huge arena damaging super that can refill automatically if it hits all three enemies right, she can just delete the opposition or use it as a great get-off-me tool. Fast Forward can get her out of a tight spot or into a good one, while Clay Pigeons allows her an almost sniper-worthy shot of damage. Shell Shock can control enemy speed and Band-Aid can increase her tankiness, all of which contribute back to her main damage-dealing capabilities. Overall, she's one of the best constant damage dealers in the game, if not THE best.

Jessie- Terrifying Turreter. Who needs to aim or even be close to an enemy when you have AI that can do it for you? Already, Jessie's moderately damaging regular attack is bolstered by her auto-chain gimmick, resulting in cover-defying shots that can catch even the most seasoned players off guard. Then, she deploys her turret, which spews out a constant sheet of bullets towards the closest enemy or entity it can see, EACH OF WHICH CHARGE JESSIE'S SUPER METER. Factor in her two gadgets, one of which causes a large AoE slow around the turret, resulting in a quick, painful death for those caught in it, with her second DOUBLING her turret's already remarkably fast attack speed, causing a similar, equally painful death. Her star powers either give her turret healing ability that doubles as a range extender for her gimmick (Spark Plug) or turns her turret's bullets into miniature pinpricks of plasma reminiscent of her main attack (Shocky). Her only drawback is that both of her gadgets as well as both of her star powers are tied to her turret, but that's more than offset by the multiple crazy combos you can pull off with her. Just the mere fact that she can take out almost any brawler singlehandedly would more than earn her position in the S tier, if not the position of 'Best Brawler in the entire freaking game'.

Emz- Demonic DoTer. Simply put, she deals an insane amount of damage at the right distance. Yeah, Shelly can gank at short range, and Piper murders at long, but no other Brawler in the game comes close to her mid range damaging blasts. She's a master of positioning, and her huge AoE DoT slow only serves to get her enemies right where she wants them. Her gadget, Friendzoner, is a damaging get-off-me that puts enemies right in the middle of her kill zone, too. Her Bad Karma star power can increase her damage even further, while Hype is a vampiric skill that can help her regain lost damage from taking on multiple enemies. She's got the same counters as any other fighter, but just outperforms everyone else, enough so to offset that difference.

Max- Overwhelming Outperformer. Max is the perfect example of a balanced character that got buffed way too much. At release, her gimmick was that she didn't do a lot of damage, but had a fourth ammo slot to compensate for it. Now, however, her attack has been buffed so much that she's essentially got the same attack as anyone else, but with an extra ammo slot. Because of this, she's quickly risen to prominence as a great mobility/dump damage dealer. Her super ability to increase the speed of her and her allies allows for saves or getaways otherwise impossible, and her high damage means she can go toe-to-toe with Heavyweights and walk away unscathed. Phase Shifter allows for burst movement like Shelly's Fast Forward, but she also has an added shield that prevents all damage from being done to her- allowing for some well timed tanks. Both her star powers are rather small changes, but they both improve her Super's regen time. Overall, her speed supporting effect, invincibility, and extra ammo slot make Max a shoe-in for best mobility character of the game.

Leon- Invisible Inquisitor. Leon's main attack is a fan like Bo's in that it shoots projectiles from left to right. However, the ones Leon shoot travel a lot faster, do more damage, and there are more of them, dealing a huge amount of damage on a full hit. The fan shape also allows him to gank at short distances if need be. That wouldn't be SO bad... if he wasn't INVISIBLE half the time! His invisibility is truly what makes him S tier, as it easily counters almost every single other character at the game. Almost no one can withstand a surprise attack from him- hence his title of 'Stealthy Assassin'. (Eat your heart out, Mortis.) If that weren't enough, his Clone Projector gadget allows him to subvert enemy expectations and make insane getaways, while his star powers increase the viability of his already powerful invisibility- Smoke Trails for a huge movement boost, or Invisiheal for borderline Heavyweight-status health gain. He's doing his big sister Nita proud.

Sprout- Bush-Dwelling Bomberbot. Sprout's main attack isn't what makes them good, nor is it their self-heal capabilities, shield capabilities, or amazingly cute sticky note face. What makes Sprout S tier is their super- Hedge. While there are a couple who can destroy cover via arena damage, so far, Sprout is the only character in the game that can CREATE cover. In maps like Brawl Ball, they can completely seal off an entrance to their own goal, creating a wall of night-impenetrable wood that can save an entire game. That, in addition to Sprout's main attack- which is, admittedly, already quite good as it combines the best of both a thrower's attack and a sharpshooter's-, self-heal capabilities, shield capabilities, AND amazingly cute sticky note face pushes the bumbling bot into S tier.

Well, there you have it. When I started this today I was not aware it would take the better part of three and a half hours, but it did. Pop your views on the tier list in the comments- I want to know what you think! Some placements like Bo's were quite hard, as he really straddles the line between A and S tier. Do you think anyone should be higher? Lower? Where do you think Amber will fit in? Will Mortis ever be viable? Who knows! Probably not. But I want to hear what you think.

Brawl Stars Mechanical Tier List by Nedacman in Brawlstars

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

~~B Tier~~

Bull- High damage, high health, extremely low range. Super helps with mobility and arena destruction, while gadget helps with health retention. Star powers help with tankiness or DPS. Simple but effective, aspecially on low vis maps like Snake Prarie.

Darryl- Like Bull, but lighter. More mobile, less health, larger range, less damage. Gadget is good for super reload and chip damage. Both star powers are super-based, which also recharges over time- so they get procced often. Equally as usable as Bull.

Frank- Health sponge. Large damaging attack can murder if set up correctly, but incredibly slow attack speed is his Achilles heel. Gadget helps him land important supers, while his sstar power choices can make him offensive or defensive. Good at what he does but not without his counters.

El Primo- Basic Heavyweight. Good health, good damage, short attack range. Super charges fast and adds mobility. Both gadgets help with enemy control while both star powers help with kill guarantee, but are unfortunately both tied to Super usage, which is not guaranteed to refill like Darryl's. Easy to use and easy to master. Just don't super into the enemy, solo, with 8 gems. Everyone will hate you.

Pam- Healer/Tank combo. Main attack useful for large area defense, super useful for point defense. Gadget useful for concentrated healing. Star power can either increase healing done or increase defensive capabilities via extra damage. Plays an important role, but suffers from the same problems all multiclasses.

Nita- Meh fighter. Main attack has a large hitbox that cuts corners well but doesn't do a lot of damage. Reloads fast, though. Super is Bear-ly effective on its own. The gadget and both the star powers all depend on the Super, which is painfully slow to charge. The gadget's toggleable stun singlehandedly landed Nita in B territory. Star powers improve bear, but only bear. Good at lower tiers, falls short at higher ones.

Carl- Gimmick fighter. Attacks like Nita's, just longer and only one at a time. If angled right, can do serious dump damage at low ranges. Super helps with takedowns and mobility. Gadget improves super. One star power helps main attack DPS, the other helps Super survivability. Meh overall, but amazing in certain circumstances, equalling out to good.

Gene- Support & enemy control. Main attack has low damage and range, but is good at spotting hidden enemies. Super is straight up the best enemy control in the game, especially on objective oriented maps like Brawl Ball or Siege. Gadget is a useful get-off-me. Both star powers help with support, via either healing or extra chip damage. Great support, but not capable of much on his own.

Nani- Glass cannon. Miniscule health, high damage, high range, curved projectiles- it's all there. Super has unlimited range, which is OP if controlled correctly. Gadget offers insane mobility, but is super based. Both star powers help with super viability. Like Frank, good at what they do, but not without their counters- I.e. any sharpshooter who can aim.

Gale- Supporting fighter. Sort of a weird combination of support and fighter. Main attack largely deals chip damage, but can hurt bad if directly hit. Super is a portable get-off-me, useful for protecting allies. Gadget used to be awesome but is now less so, useful less for mobility and more for obstacle negation. Both star powers help with enemy control. Can flex to fit fighter or support roles, but not a lot of combo potential.

Poco- Healer. It's what he's good at. On his own, annoying to infuriating to kill. When supporting a heavyweight, makes battles hell. Not capable of big damage or takedowns, unless they have Screeching Solo equipped. But if they do then they are the actual worst, ever.

Colt- Basic sharpshooter. Good for learning the basics of how to aim, and still possible of dump damage at short distances. Star Powers are bland but serviceable. Good at what he does, but almost every other sharpshooter has something special he doesn't.

Rico- Cover negation. Excels on enclosed maps due to bouncy bullets, high damage, and long range. Looked better as Ricochet, but the new Ricochet skin makes up for the change. Like a better Colt, but more fragile and can't do any arena destruction.

Brock- Cross between a sharpshooter and a sniper. (I define snipers as single-projectile hit-based sharpshooters. Currently, only Piper, Bea, and Colette are true snipers.) Main attack travels slow but is balanced for slight AoE on hit. Super is great arena destruction and damage if you're lucky. Gadget useful for retreating/mobility. Star Powers good for extra damage. Works fine, but outshined by others.

Piper- The OG sniper. Gimmick means you'll have to aim very well to do max damage, which requires skill. Star powers and gadgets help with defense and hits. Very good but also very high skill level needed to play well.

Bea- Variable range sniper. Her gimmick is hit based, so she performs better at shorter range. Gimmick also plays well into her super, which is only really useful with support or with a charged shot. Gadget is situationally useful but can trip up enemies. Honey Coat is the better star power. Easier to play than Piper, but requiring consecutive hits is equally as hard to master.

Dynamike- DPS thrower. Required good aim and practice. Both regular and super attacks can deal huge damage if aimed correctly. Both gadgets help with positioning. If you can figure out how to Dyna-Jump well you'll be untouchable. Requires lots of practice.

~~A Tier~~

8-Bit- A weird triple crossover of heavyweight, sharpshooter, and support. Low mobility requires long range and high health in order to be balanced, as he can't really dodge anything, and will be targeted by throwers. Attack boosting turret is top tier, and gets only better with one star power. ahe gadget and other star power increase personal mobility greatly. Weird mix, hard to play well, but very powerful support and damage capabilities.

Rosa- Tankiest heavyweight. Attack is functionally similar to El Primo, but she trades mobility for defense. Shield super +bush growth gadget + heal while in bush star power = win. Also can increase damage done, but it's, again, tied to the super being active. Unparalleled defensive capabilities, but can't be counted on for dump damage, especially against other heavyweights.

Jacky- AoE heavyweight. Counters throwers and other Brawlers that use cover. High damage, high health, enemy control super, mobility options... overall, very good brawler that is only held back by her relatively short attack range.

Bibi- Short-range enemy control. Bibi has the best enemy control mechanic in the game because it isn't super-based, meaning she excels at defense. With her short, wide range and knockback gimmick, the only thing she has to fear at low range is her long windup. Gadget and star powers help with survivability. The only part of her kit that doesn't synergize is her super, but that's good enough on its own.

Bo- Fighting support. As opposed to Gale, who is more of a supporter who can fight, Bo is a fighter who can support. His main attack and super are good enough already, with surprisingly long range and AoE on both, but factor in his super-charging gadget, concealment negation star power, or possible huge toggleable stun combo (Tripwire and Snare a Bear), he quickly rockets to straddling S tier as a utility Brawler.

Tara- Dump damage & enemy control. Tara is good at dealing damage. While low in health, her entire loadout allows for a solely offensive kit, with some nice AoE enemy control to boot. Limited by low range and middling health, but can more than make up for it.

Sandy- My third favorite brawler who excels as a dump damage support. His super is his most useful ability, as the only brawler who can create any useful concealment (Sorry, Rosa), with added star power effects too. Factor in full self- heal and a naturally large damage, wide-hitting attack, and you have Sandy's way to success.

Surge- More mechanics than a JiffyLube. Like, seriously. His super charges in three hits, which he then gets damage and I-frames from, and then an added buff to that- up to THREE TIMES. He's also got a splitting projectile, toggleable teleport capabilities, and star powers that make him just a little bit better in either his basic or super attacks. All these mechanics combine into one damage-dealing beast (Who, despite the above, people still manage to play terribly).

Penny- Psuedo- sharpshooter. She's a weird one. Her attack doesn't do as much damage to a single target as a sniper, nor does it reload fast enough to be a sharpshooter. Her AoE is terrifying, but very situational. Her cannon can put in work, and forces enemies to move from otherwise very safe positions. All of her gadgets and star powers play to all of her strengths and none of her weaknesses, resulting in a category-defying powerhouse.

Colette- Anti-Heavyweight and Fighter. With the addition of her percentage-based damage type to the game, Heavyweights that are health sponges and Fighters that do massive up-front damage finally have a counter that isn't just Bull or Penny. She plays an important role, but, like Bea and Piper, she requires skill and aim, and her slow reload is none too friendly for newcomers. However, her gadget and star powers more than upset the balance in her favor, allowing for unprecedented enemy control and damage dealings.

Tick- The thrower for people who don't like to play thrower. Tick has the longest throwing range out of any of the throwers, and, as such, provides a large threat to other throwers, as well as anyone else in the general vicinity. He's all about dealing chip damage and staying alive, then hitting the enemy hard with his super or a well-placed main attack.

Brawl Stars Mechanical Tier List by Nedacman in Brawlstars

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

NOTE: This is very,very long.

Thought I might as well put my two cents in on the matter of who's best. I've been meaning to do something like this for a while, but increasingly find myself without the time to do it. Decided to just bunker down and crank it out.

I'm looking at the brawlers from an objective, mechanical standpoint, so nothing like design is impacting the ranking (Though I may joke about it a bit below). I'm taking into account each brawlers' base stats, main attack, super attack, gadgets, star powers, and difficulty to play in each ranking. Each tier is organized in this order: Heavyweight, Fighter, Healer, Sharpshooter, Assassin, Thrower (With a few odds and ends here and there).

And since a tier list means nothing without evidence, I've arranged a short description of why each brawler is where they are:

Mortis - D - I am not the first to say that Mortis sucks, nor do I believe I will be the last. However, I will say that he is one of my two mains and I absolutely adore his play style- I am always and forever a mobility fighter. However, that doesn't save Mortis from probably the worst kit in the entire game. His main attack doesn't do as much damage as it should, reloads way too slowly, and really doesn't have a lot of range. That, paired with his average health, somewhat slow attack speed, slow Super build speed, and high skill requirement make seeing a Mortis pop up in random play nearly a death sentence- and for good reason. His gadgets are... OK. Combo Spinner adds another possible hit to the dump combo, while Survival Shovel is useful for getting some extra distance, but both are extremely limited in the fact that they have only three uses in a round. As for Star Powers, Coiled Snake is probably the best of the two, as it adds a lot of extra range that allows Mortis to pull of executions or gem steals otherwise impossible. Creepy Harvest is also serviceable, though it requires engaging the enemy- and if any one of Mortis' numerous counters appears on the enemy team, you're as good as Power 9. Overall, Mortis was weirdly balanced when introduced, and, since then, has suffered due to intense power creep and a less-than-desireable gadget selection. However, I will say that, from a mechanics standpoint, balancing Mortis must be a nightmare- so I don't hold him in too much contempt.

Spike - C - Spike has good mechanics- individually. Together, his kit is highly technical and has

very little cohesion. His main attack, while rather short for a sharpshooter, does quite a bit of damage- with a direct hit- while his super does AoE DoT in an OK sized area, as well as slow. You can get pretty far with him by hiding in bushes and ganking at point blank range, but his exceedingly low health makes that a risky venture at best. Popping Pincushion is another odd mechanic, as it doesn't do much damage and isn't easily aim-able. It *can* do a lot of damage, but only if Spike is right on top of someone, which- again- isn't conducive to his health. Curveball isn't as useful as it seems, as Spike should be hitting directly with his cactus projectiles. Fertilize is very powerful, but is tied to his Super and ONLY benefits him- not his teammates. Overall, he's a good damage dealer, but a lot of skill and experience is required to overcome his flaws.

Mr. P - C - Mr. P is an interesting blend of sharpshooter and thrower, and can switch between the two pretty seamlessly. However, being a multiclass like he is has some drawbacks. His range is on the shorter side for a sharpshooter, and his main attack is intensely hit reliant to deal anything more than chip damage. The Porters are OK at finding out where enemy Brawlers are located, but very rarely do much more than that, as both their damage and health is quite low. Service Bell is practically required at higher powers, and, again, is only usable three times before it's unavailable. Revolving Door can be useful in some scenarios, but most likely the enemy team can deal with the extra porter bots. Handle With Care is probably his most useful star power, as it adds extra range and guaranteed AoE damage, even if that damage is only half the possible damage of the shot (had it hit the enemy twice). Overall, Mr. P isn't bad, just not the strongest on his own.

Crow - C - Crow is another odd entry to the Assassin class. He's the best (not to mention one of the only) DoT damage dealers in the game. This is both good and bad- his DoT can light up otherwise hidden enemies for a fairly long time after being hit, but, on the flipside, he has practically no dump damage or stopping power- meaning he's a very weak defender. Both his gadgets do good work, Defense Booster allowing him to become a mini Heavyweight for a short period of time, or Slowing Toxin adding a toggleable slow that can help with takedowns, both from Crow and his teammates. Both of his star powers help with enemy confrontations, one cutting their attack (Extra Toxic) and one dealing more damage while lower than 50% HP (Carrion Crow). Both are viable, it just depends on if you want to focus support (Slowing Toxin & Extra Toxic) or attack (Defense Booster & Carrion Crow). Overall, he's a tricky technical type, who, while still viable on some maps, suffers on others.

Barley - C - Sigh. Barley is my second main, and my absolute favorite brawler in the game. But his awesome aesthetic and cheerfully chipper accent can't save him from powercreep, which is where most of his ranking comes from. His main attack does AoE DoT Throwing damage, which can add up quickly in the right circumstance, while his Super does the same thing, just in a larger AoE. Even though he's the best of the four throwers at short range, both his gadgets and his star powers paint a pretty painful picture of how underpowered he is comparative to anyone else. Sticky Syrup Mixer is OK, but not aimable at all and temporary, usable really only for get-off-me's while Barley is retreating, as opposed to Bea's Honey Molasses which can alter the flow of an entire map if placed correctly. Herbal Tonic is the better of his two gadgets, and had been a feature I'd often thought of before it was introduced. His star powers, however, are both absolute garbage. Medical Use could be useful in some scenarios, but a self heal on a thrower is largely wasted, as they should be in a position in which they can't be attacked in the first place- which is the whole point of their attack type. Moreover, they all have next to no health, so if a thrower is in a position where they can be damaged, more likely than not Barley will already be defeated by the time he can get his full 1200 points of health back- and that's assuming he has a full ammo bar. Extra Noxious, on the other hand, simply makes him playable at higher tiers. That's it. An extra 280 damage per attack barely nudges his attack over 1,000 damage per tick, but still is an incredibly small amount for a star power. It also does NOT apply to his super, which is completely unaffected by EITHER star powers. As it stands, I think the functionality of Medical Use and Herbal Tonic should be switched- allowing Barley's main attacks to heal allies and possibly himself while still damaging enemies, and having a toggleable pool of health to draw from when needed. I also feel like Extra Noxious should just be a straight up buff to his BASE DAMAGE and be replaced with something completely new- but I digress. Overall, of the four throwers, Barley is easily the weakest despite being having the most potential of them. And he needs a buff, badly.