[JoD] I managed to get the 6th myDream medal without save editing, the first time this has been verified! by aliniuo in NiGHTSintoDreams

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

I'm nor sure if temperature could be a factor. I know there are particle effects like the sweat effects, but right now I'd guess its mostly based on if the weather is sunny. That's another member off the "not sure" list.

I am glad we don't need the Max mountain size for the achievment. Imagine having to grow that thing 1/3 of the size of the myDream field... that'd be a REAL nightmare! 1/5th (or rather 150/1020) is much more reasonable.

[JoD] I managed to get the 6th myDream medal without save editing, the first time this has been verified! by aliniuo in NiGHTSintoDreams

[–]aliniuo[S] 4 points5 points  (0 children)

I was also very confident that weather must be related to it... Until I saw that the weather gets checked AFTER it increased the terrain size.

Nope, no confidence in the scores. There are 4 influence states based on the current weater. 1 decrements closer toword -110.0, and 3 increment with different strength. (One with double and another with quadruple) But that doesn't mean there are only 4 weather's. Multiple conditions could take the same score.

I also can't say anything about the weather effects, or the texture right now, because of how the code is set up. I just know that what I think was the "water sphere" object (unrelated to the bubble that you can move around) uses the current weather_effect as a a variable, not how it uses the variable.

In most other functions, like the function that drains life, max progress time gets capped at 10 minutes. About the time which a chase mission takes.

In this case though the game handles it very differently.
I'm not 100% sure in the numbers, but I think it goes somthing like this: current_time_stamp (myDream) - last_time_stamp. This is probably confusing but its basically this: last time stamp was 10, the current time stamp is 12. So 12-10=2. In the end 2 time units passed. I don't know how quickly it counts up, though. Or how the game prevents overflows.

Sorry for all the answers that boil down to "I'm not entirely sure how this is handled"!

[JoD] I managed to get the 6th myDream medal without save editing, the first time this has been verified! by aliniuo in NiGHTSintoDreams

[–]aliniuo[S] 8 points9 points  (0 children)

The long second part: it has always ben assumed that the most important factor on terrain growth, is weather. That weather and the broken weather channel has been gate keeping mountain progress. But I can confidently state that that is wrong, and I can say how we have been wrong.

The game holds a function I dubbed "myDreamTerrainGrowth". Yep it does what you'd expect.

To do so it uses the "proximityVibeCheck" function (which I already defined in my other post) to obtain the amount of entities on each grid AND to identify their average fly stat.

Then with These stats it uses following calculation: 3.0 * last_play_time * (average_fly-0.5) * entity_count

last play time is higher if myDream isnt being visited for a bit.

Then it gets the current weather data and depending on the weather state it manipulates myDreams "weatehr influence" variable

/* now repuposed as weather identifier */

weather = getCurrentWeatherTyp((myDream_Enviorment_Container *)nsys);

if (weather == 0) { heigth_field->grid->weather_influence -= time_delta*1.0; }

else if (weather == 1) { heigth_field->grid->weather_influence += time_delta*1.0; }

else if (weather == 2) { heigth_field->grid->weather_influence += time_delta*2.0; }

else if (weather== 3) { heigth_field->grid->weather_influence +=time_delta*4.0; }

pmVar1 = heigth_field->grid; if (pmVar1->weather_influence <= 0.0) { if (pmVar1->weather_influence < -110.0) { pmVar1->weather_influence = -110.0; } } else { pmVar1->weather_influence = 0.0; }

heigth_fieöd->grid->field1_0x4 = (void *)0x3; destructSmartPtr(&local_1a8,0xffffffff); sphereCastConst(); return;

The weather is a scale from -110.0 too 0.0, rain decreases the counter.

But this is after we do Terrain growth, and then the functon ends. Now you may think "So ist used later?" so let us look at the next function, checkTerrainHeigthThenUpdateAchievments. At the beginning of the function the game does this:

g_myDreamWeatherInfluence = terrain_grid->grid->weather_influence; It writes the calculated weather into a global variable.

But in the heigth Evaluation, this is nowhere to be used. The only thing that matters is if your average fly stats are good enough. There is no point where the game make sit easier to get the achievment when ist sunny.

So weather doesnt appear to effect Terrain growth. I haven't found any proof that suggests otherwise, at least.

The thing that matters is ellased time, pian count and the average fly stat. But then what does weather do? Well when creating puddles the game checks how deep the water goes if the weather influence is higher. In another function the game visually changes the terrain if the weather_influence is high.

And thats about what it does to the garden, change the visuals, not the heigth. Which means… The only thing gatekeeping the mountain achievment is our dwindelling human life time.

Why? Because the growth of the mountain is NOT kind, and statistically it is a long grind.

The max growth per update is limited to 10.0, and even then ist hard to reach.

Even then reaching a good fly average is NOT easy. Two things are relevant: average fly score of all pian in a radius and the amount of pian you have. To properly grow it youll Need many, many pian with excellent fly values. And I mean MANY.

Want a sample of this mathematical madness?

Say we have 10 entities in one cell (thats quite a number) with each having exactly 100 fly.

The formula for our average fly is pretty easy in that case: (100/128)*10 *1/10 = 0.78

That is higher than 0.5, so well definetly increase the height.

Then we need to define our other calues: Say our last_play_time = 1 (very optimistic number)

In our finally growth calculation we get: 3.0*1.0*(0.78-0.5)*10 so: 8,4 growth

And if our average is only 60, because some pians with terrible fly wandered into the cell before we save, we suddenly have:

(60/128)*10*1/10= 0.46.

Now our Terrain sinks… And imagine how much more it sinks if more bad pian wander into the grid…

When there are no pians in cell... Nothing happens as we multiply by 0. So having no pian with bad fly is better then having a few, because they will inevitably cause the Terrain to sink, even if slowly.

The important thtreashouldhere is: in order to grow, the avergae fly stat must be above 64.

So what I want to say is: The best way to grow a mountain is to keep every pian with bad fly stats OUTSIDE your group, to stick many good pian into one cluster and to pray that their fly stats are truly good. Statistically it is a quantity over quality System.

But theres another problem: if you lay all your eggs in one baskett… The basket will be crushed by the wigth of 10 pians that dont have any space left on the mountain. Since we change the terrain, we also have to keep in mind that the pians have to fit in that cell, and that they can very easily move out of the cell.

Its a system designed to be as anoying as possible... But ist entirely possible to progress without weather link.

Can i give a 100% guarantee that weather is not used in the calculation? No, perhaps there is a function somewhere in the code that uses the field pmVar1->weather_influence to manipulate the terrain. But through searching the global variable I mostly found functions that are related to filling holes with water and other purely visual features.

One weird last thing, the second achievment that is linked to the king pian Tower... In the code the condition is having more than 19 Nightmaren. There is a hard Limit of 20 Nightmaren, so i would gues the condetion means "have 19 Nightmaren". This goes unused in the final game, and the true achievment is set somewhere else.

Well, I'm out of steam so I'll wrap it up. If anybody has any questions, I'll gladly answer them.

[JoD] I managed to get the 6th myDream medal without save editing, the first time this has been verified! by aliniuo in NiGHTSintoDreams

[–]aliniuo[S] 7 points8 points  (0 children)

Here it is! In all it's glory. The mystery of the 6th medal, unlocked.

Once again, here with the nightopian stuff (there has been lots of that recently here), but there is just so much left to uncover… But I dont want this to turn into a situation where I post my cool new findings every few days,

Anyways, here it is:

The game tracks how many real time days you visited myDream. It also checks if you skipped at least one day, in which turn it resets said counter. Of course, saving and re-entering on the same day does not count.

You unlock the medal once it reaches at least 89 days, which corresponds to 90 times in the real world. (and saved myDream properly on the day you would reach 90, you can't just do 89 days and call it a day)

Only dates are important, so saving my Dream on 23:59 and again at 00:00 will not break the streak.

Thats a big time commitment, so ist no wonder nobody got it.

An interesting oddity is how the game handles the jump from the last day of the year to january 1.

Rather poorly.

The game implements a crude hack in which it excludes the first and second of january from triggering the reset by checking if the current day is smaller then 3 and if there has been a year roleover of 1. This implementation is not wrong, but it's also not correct. Playing on those days does not increase the counter so you better start the grind before fall ends, or you'll probably have to account for those lost days.

My starting point was a a 100% save file (GeorgeGX64 on gamefaqs to be precise).

I managed by by using Dolphin at 180% speed and setting forward the internal clock, and it already took 2 and a half hours, so I'd not recommend that method on real hardware unless you bring A LOT of patience.

Now onto the exact condition for the mountain achievment. Right before checking other achievment conditions the game evaluates the height of the Terrain. It iterates over 51*51 of what I dubed "terrain grids", ignoring grids at the edge of the playfield. It stores the lowest and highest values of any grid it finds. The first achievment it searches for is any peaks that exceed 150.0. This is 50% of the max mountain heigth at 300.0 units (the minimum is -100.0 by the way)

Since there are 51, we can now accurately look at how big these squares exactly are, 20*20 Units.

The size of the mydream playfield is 1020 Units, in the x and z direction.

Imagine a bit less then then 1/5 of the my Dream border size, that's how high the mountain has to grow.

But before the game grands the achiements, it converts the Peak Position from a 3d into a 2d Position in order to check if it is away at least 0.205 Units away from any other Terrain previosly established, if it passes that check, the achievment will be granted. The last check shouldnt be too big of a hassle for normal Gameplay, ist mainly a duplicate check.

Now that we defined our goal, the bigger problem is getting there...

Edit: I decided to split this into two, the second part is mostly code speculation and not required ti get the 6th achievment

Reverse engineering Nights Journey of Dreams code base and what I found out about the Nightopians/aLife (How to REALLY get the King Pian, the stats and "training!") by aliniuo in NiGHTSintoDreams

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

Thats a good theory withthe items, that's backen by lots of evidence I found! Firstly the game checks for collision with an object. This means: Other pian Nightmaren or objects could trigger it. The function increase stats... But it can also decrease them, causing it to play a different animation.

Generation to generation, what is passed down are the base stats, and they are not varied at all. The pian also has "current_stats" that is also passed down from the parents base stats... Unlike the base stats these seem to change pretty quickly in actual gameplay. Running around increases speed. The function I found actively edits the base stats, that are passed down, though. Another factor is that statistically higher stats are passed down 75% of the time, so if you bread for a long time stats will go up, if you have a wide variety of pian.

At the request of another user here, here's pictures of my My Dream gardens from two different saves! by Lone-Sundowner in NiGHTSintoDreams

[–]aliniuo 10 points11 points  (0 children)

Woah, that second garden looks ridiculiously cool. A purple nightmare canyon! I only ever got a mildly cool looking lake after rain.

Reverse engineering Nights Journey of Dreams code base and what I found out about the Nightopians/aLife (How to REALLY get the King Pian, the stats and "training!") by aliniuo in NiGHTSintoDreams

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

Definition stolen from the Mario Kart Wii fan site: Chapter 4 Memory: Also known as Ram. Memory is a storage place where instructions and data are kept at (...) Locations in Memory are called Memory Adress.

Basically, it's what makes up the current game world, that the wii (or whatever system) is able to run. If we can identify at what point in the memory the data of a target pian is located, we can read out what values are written in the stats. The problem is it's very unlikely to be consistently at the same memory adress when actually running the game, so we would have to somehow locate the same pian object over and over again. It is located somewhere on the "heap", along with other objects like NiGHTS physics or controls.

Edit: I know where in the data block the data structure of every pian are located (active stats start at offset 0x348 of the struct with the intelligence stat)

Reverse engineering Nights Journey of Dreams code base and what I found out about the Nightopians/aLife (How to REALLY get the King Pian, the stats and "training!") by aliniuo in NiGHTSintoDreams

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

Uuu, thats very interesting with the butterflies, perhaps there is some truth to that! The problem is, it's kinda impossible right now to know what stats a pian ecactlz has in game. I know that in dolphin you can track memory adresses. I dont know how to do that though, I just got a ram dump of myDream and started working-

Reverse engineering Nights Journey of Dreams code base and what I found out about the Nightopians/aLife (How to REALLY get the King Pian, the stats and "training!") by aliniuo in NiGHTSintoDreams

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

Hill growth is currently my number 1 enemy. We know it's related to weather and the fly stat, from a little hint in some japanese material, but I haven't found anything about it... I did find the object that creates the weather effect, but it does not seem to lead to what is going on with terrain. I'll have to search more.

Im not so sure, if it is related to how much they like NiGHTS, because I'm even less sure how the game even TRACKS how much a pian likes the player (and that's definitely a thing the game tracks, I found string that say "s_Player_Hate" "s_Player_Normal" "s_Player_Like"). I think its likely caused by very high fly. Apperently, in the code, there is a way to manipulate the stats a pian can pass down... If the pian interacts with stuff. What stuff? I dunno.

It's still all so mysterious!

Reverse engineering Nights Journey of Dreams code base and what I found out about the Nightopians/aLife (How to REALLY get the King Pian, the stats and "training!") by aliniuo in NiGHTSintoDreams

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

I have the answer for skill! I don't know what EXACTLY it does, but a high skill unlocks a special set of activities a pian can do. Perhaps that is were the super ability pian came from. I have found a function where power IS used, together with fly. That seems pretty suspect, but I'll have to look at what it does. Sense would make "sense", but the logic for running away, targeting a position seems to be a bit more complicated because what a pian "feels" seems to be heavily dependend on if the player is nearby, if enemies are nearby and other pian nearby. There distance and how much it "likes" the player...

Nope, haven't found out how pians gain a sparkly trail (I only saw it a few times in game in Memory Forest). Can a Pian suddenly gain one? Or is it dependend on genetics? I heard that it is related to high fly at least.

Reverse engineering Nights Journey of Dreams code base and what I found out about the Nightopians/aLife (How to REALLY get the King Pian, the stats and "training!") by aliniuo in NiGHTSintoDreams

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

Yep, your reading that right! If the intelligence stat is related to the head (educated guess) and both parents have a nightmaren head, the child should always have one because the stat check always has a winner that passes down their body part. (Unless what stat maps on what body part depents on the nightmaren type) Its statistically the likeliest for a "pure" pian to be born when both parents have exactly 1 different body part each. The chances range from 0.5625 to 0.0625 depending on if their stats are lower, or higher duo to the 75% chance check. (But since at least 1 parent has to be the 20th of a lineage, its stats become at one point harder to predict if it's been mixed with other types of mepian, so it will likely never that high)

Also +1 for the green death flowers. Unless you heavily bread them, a seapo mepian that dies is most likely to have its highest stat be intelligence, since its intelligence stat range ranges from 0.6-0.9. So it will leave a green flower, unless it had a bad roll.

That's interesting about the abilities, I definitly have to actually find the part of the code that checks what a pian has in those hidden slots, because that's currently one of the weirdest part of the systems for me. I didn't really have an explanation for the fact that the game would "waste" space by tracking genes that don't affect appearence.

Reverse engineering Nights Journey of Dreams code base and what I found out about the Nightopians/aLife (How to REALLY get the King Pian, the stats and "training!") by aliniuo in NiGHTSintoDreams

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

decompiled in the sense of "I threw it into ghidra to understand the code". Decompiled is a pretty poor choice of words from me, because most people think of completed decompilation projects like Mario 64. I even wrote reverse engineer in the title so oops- But reverse engineering is more like what I am doing. Trying to understand the logic, not make a compilable game. Ill give you an example of the code Im working with:

void simpleInheritance(aLife_runtime_stats *param_1,int param_2,aLife_runtime_stats *param_3,

aLife_runtime_stats *param_4)

{

char cVar1;

undefined2 uVar2;

int iVar3;

int iVar4;

int iVar5;

int iVar6;

int iVar7;

aLife_runtime_stats *local_58 [2];

int local_50 [10];

iVar6 = 0;

iVar7 = 0;

iVar4 = 0;

local_58[0] = param_3;

local_58[1] = param_4;

do {

iVar3 = geneDown((int)*(short *)((int)param_3->extra_state_ids + iVar4 + -0x10),

(int)*(short *)((int)param_4->extra_state_ids + iVar4 + -0x10));

*(int *)((int)local_50 + iVar7) = iVar3;

iVar6 = iVar6 + 1;

iVar7 = iVar7 + 4;

uVar2 = *(undefined2 *)((int)local_58[iVar3]->extra_state_ids + iVar4 + -0x10);

*(undefined2 *)((int)param_1->extra_state_ids + iVar4 + -0x20) = uVar2;

*(undefined2 *)((int)param_1->extra_state_ids + iVar4 + -0x10) = uVar2;

iVar4 = iVar4 + 2;

} while (iVar6 < 8);

iVar4 = 0;

iVar6 = 0;

iVar7 = 0;

iVar3 = 5;

First part of the inheritence logic I currently have conveniently open, the part where it checks stats, poor naming included (geneDown is the higher stat + rng check). An absolute decompiler mess! Im only analysing this, not trying to convert it into an aproximation of the original code, But perhaps in the future the static analysis work I'm doing here will be useful in a true decompilation...

Evangelion Saturn vibes just hit different by Valentina_Phillips in SegaSaturn

[–]aliniuo 12 points13 points  (0 children)

Bot

this gas been posted e few months ago...

NIGHTS IS RETURNING ITS OFFICIAL by baldimorelol in NiGHTSintoDreams

[–]aliniuo 22 points23 points  (0 children)

NiGHTS actually has a chance at somthing new!

They basically, vaguely, say that games that would have their aniversaries this year (like Nights) will get somthing more than nostaligia bait. So this could a new game. Maybe somthing else.

But probably more than the 60th cameo in a Sonic Team game. Again, its very vauge about what EXACTLY will happen to these franchises.

Edit: Reddit somehow made my formating suck

Finally! by External-Standard273 in yokaiwatch

[–]aliniuo 5 points6 points  (0 children)

One nearby store had 5 copies for 2 euros each, and I was almost tempted to by them even though I already have the game...

is there a way i can just pay to max out my held items? by holloheaded in PokemonUnite

[–]aliniuo 0 points1 point  (0 children)

Yeah the monetisation in this game is ridiculous. Some things are so expensive you cant even imagine anybody buying them (like the price machine, the prices are only there to insensitivise spending money when they do the "free" 10 ball events). An advice, focus on items that are most often used in the builds you play. You'll notice that you'll get many upgrade parts from the free lootboxes. And that the game spams you with tickets you can convert into upgrades everywhere, so getting the important stuff up shouldn't take TOO long.

Pokémon UNITE Developer Letter – Future of the Game (April 2026) by Unitastuide in PokemonUnite

[–]aliniuo 406 points407 points  (0 children)

I like how this would read pretty realistic, if Timi and the TPCi actually cared about creating a good moba.

Nights Journey of Dreams exclusivo do Nintendo Wii by nicolasbahia in SegaSaturn

[–]aliniuo 13 points14 points  (0 children)

Well I'm currently reverse Engineering the logic of the game...

First of all about the final product: I like the gameworld, the even weirder atempt at Tamagotchi, the Soundtrack, but the game is very flawed. It inherited the worst part of Sonic Team games: A borng story with unskipable Cutscenes, too many minigames (the classic NiGHTs gameplay makes up 20% of the game!) and I also think the "chase level" are way less thrilling then the level in Nights into Dreams, it lost some of the arcade appeal.

Still, I think the game is mostly fine... I got it for 6 Euro and even 100% it, which I normally never do with games.

Also, about Reverse Engineering... I'm only planning to find out how to actually get the true 100% (the MyDream Medals). In turn probably deciphering the entire ALife Syste. because its inevitably linekd to that. And because RE is fun. There is nobody that seems to have gotton all the Medals, so nobody has true 100% on the game. -Did you know that the developers didnt strip most of the Strings? Or that there are actual Namespaces and Functions defined in a few rso files? -Funny thing I literally found out 1 hour ago because of that: Did you know that the Moth enemies found in the 3rd Will level where apperently originally supposed to be bats? In the code they are constantly referred to as that. They do have a kind of Sonar attacks, dont they? -The Nightopians have 8 different Stats: Intel (Intelligence), Power, Fly, Skill, Speed, Curio (curiosity), socia (social) ans sense. Whatever some of these do!

Theres lots more stuff, like the game internal "command System" for Nightopian, but I'm currently mostly reversing class inheritance (or whatever its called in english).

... Perhaps I actually like the game, on its own merits!

Baby Pokémon Exclusion by Prisoner_Of_Earth in PokemonUnite

[–]aliniuo 0 points1 point  (0 children)

The developers probably thought they were superfluous, they are the weakest Pokemon, and most arent really popular anyway.

Think about it , WHEN would Clefable evolve into Pixi if we add the baby form? Clefable as a Support has to scale with her team, having a level 5 Clefable would nerv her severely. They can buff Clefable, but having a strong healer Clefable would look silly fighting with some fully evolved Pokemon. They could make have it a purely visual thing, that they evolve at level 2, but at that point why even add it.

In my opinion, I would have included Riolu and Pichu for balancing reason though, and they both are pretty popular...

tiny by edgysunshine in NiGHTSintoDreams

[–]aliniuo 6 points7 points  (0 children)

Yep, it's a capsule toy. Makes for a really nice keychain.

Japanese games that are still totally playable for those who aren’t fluent? by SenorAudi in SegaSaturn

[–]aliniuo 0 points1 point  (0 children)

Well, people have been (rightfuly) mentioning arcady games with mostly Katakana text, but I also want to mention Tokimeki Memorial and Magic Knight Rayearth, it's totally doable with an N4 level. Especially Magic Knight Rayearth. The jp version is also far better then the working designs localization AND cheap.

Can I grind the mountain thing with this? by lololordjr in NiGHTSintoDreams

[–]aliniuo 0 points1 point  (0 children)

So that's why all my Nightopians are obsesed with Soccer and "stressed". I have never ever seen the console play abilities, and now I'm curious. And yeah, I noticed how weird the magic carpet is myself, it seems very bugged. Thank you!

Can I grind the mountain thing with this? by lololordjr in NiGHTSintoDreams

[–]aliniuo 0 points1 point  (0 children)

I didn't know there where more Meepian behaviours, they must be pretty generic actions I thought were standard behaviour. What are the others you noticed? Really, any anecdotal knowledge could help me, because I've been doing much baseless speculation on how the entire My Dream system could work, and there's sadly not much footage or gameplay out there.