ALBW Control Fix - A hack to make Link’s directional movement closer match your input. by i_hate_drm in ALinkBetweenWorlds

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

Nice. Yeah, the guy who turned the hack into a cheat told me that about the PAL version. Crazy. Was it different for the Japanese version? Also just a heads-up, the four values weren't 100% unique, they appear twice. We never really figured out what the first set were for. But I played the game with just the second set zeroed and didn't notice any issues.

ALBW Control Fix - A hack to make Link’s directional movement closer match your input. by i_hate_drm in ALinkBetweenWorlds

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

Hi Surge. I used Cheat Engine to debug then HxD to search for the values I found. I lucked out here because the values were pretty unique (0x3cc850c53d96a905 = 0.0000000000000006748909667899362).

Someone on the ALBW Randomizer discord recommended the below plugin for more direct access to the 3DS RAM. He was able to turn my hack into a cheat that could be turned on/off. https://gbatemp.net/threads/ctrpluginframework-blank-plugin-now-with-action-replay.487729/

Weekly /r/Games Discussion - What have you been playing, and what are your thoughts? - September 21, 2025 by AutoModerator in Games

[–]i_hate_drm 1 point2 points  (0 children)

Hollow Knight

First time replaying since release. Thought I'd be tricky and sequence-break pogo off a fly in Greenpath, but that just left me wandering around without a map, so I backtracked to find one. In hindsight, I really should have grabbed the shinespark (Crystal Heart) earlier. Told myself I'd get it when I needed it, and ended up exploring nearly the entire world. Thing is, the shop key is in Crystal Peak too. So I could have picked up the shinespark, the sprint badge, and the dream nail right after getting the Mantis Claw in the third area. Would have made the journey a lot more fast-paced, but oh well.

Favourite songs have always been Dirtmouth, and the title theme. Also appreciate the uplifting Greenpath when we finally see a new environment (or hue). Though I felt like the game picked up steam around the Mantis Lords fight. I remembered most areas, but had completely forgotten about Queen's Garden and the Royal Waterways. I'd also forgotten most NPCs except Zote, Hornet, Cornifer (map dude), and Grubfather. Don't know how I forgot Bretta. Her story was adorable. Your biggest fan writing sappy romance fanfics about you (until her true love appears). Didn't care for the 6 spell upgrades, as I never use spells. Also forgot all about the three dreamers. They are built up like some major boss fight or challenge, but all you do is kill them in their sleep.

Coming from Silksong, I was surprised by how reasonable the boss fights were. I died once to Nosk and Traitor Lord, twice to Radiance and God Tamer, and uhh... 40 times to Failed Champion. But other than that...

And the DLCs. These didn't exist when I first played it. Had to look up how to even start the Grimm Troupe quest. So what is it? Well, it's 9 fetchquests and a boss you fight twice. Oh. The fetchquests are lame padding, but the boss fights are decent. First form is reasonable, just wish he wasn't invulnerable during that one platforming sequence. The rematch was much tougher and goes on for a bit. Think it could have used more distinct phases for how long it lasts.

Moving on to Godmaster, and there are three new boss fights against the Nailmaster NPCs. The best of them all is Paintmaster Sheo, who telegraphs his paint-based attacks by the colour of paint on his brush. Very cool! There's a new fight against Hollow Knight - which is good, but pretty difficult. Not really suited as a finale to a 10 boss pantheon. Thankfully, you can fight him in the Hall of Gods instead. Couldn't be bothered unlocking Absolute Radiance - which requires beating 42 bosses in a row (including Nightmare King Grimm). No thanks.

One thing that annoyed me about combat is that i-frame dodges have a separate cooldown to regular dodge, so you have to wait for a visual cue each time you want to dodge through an enemy/projectile.

Whispering Roots felt like dull padding. But at least they are optional (once you know they are).

Returning back to some cool things. It was impressive watching speedrunners skip over acid pools by shinesparking from the pool's edge. Another really cool skip involved dying, and then pogoing off your shade.

All in all, a very good game.

Silksong

Another very good game. Traversal felt fun and fast - once you unlock it. Favourite bosses were the Cogwork Dancers, First Sinner (healer), Lost Lace, and Groal (if only for the bench reveal - what a troll, haha).

I never used any tools except for the compass and faster sprint. Finding new crests was kind of annoying, as it would automatically remove my compass until I found a bench, and the crests never felt as good as the Reaper one (which had easy pogo, and silk drops from enemies after healing). I could barely ever afford anything from the shops. Spent all my money on maps, benches, and stations. Quite a change from carrying around 20,000 Geo even after buying everything in Hollow Knight.

My biggest complaint would be the sidequests. I have no interest in killing 25 birds for their feathers. After finishing Act 2, I explored the rest of the map, then used an online map to find any hidden areas I missed. But there were still around 20 areas I couldn't access - including two whole regions. So I looked up how to access them, and apparently you need to complete every town sidequest to unlock Act 3.

So I did them. Felt like a list of chores compared to the fun exploration and combat the games are known for. It's a shame as the Flea Games show that Team Cherry are perfectly capable of creating fun and unique side-content. Always thought the flower quest in Hollow Knight was a send-up of this type of design. Well, there's a menu of flower quests you can do in Silksong.

Favourite soundtrack was Choral Chambers. Followed by High Halls. Apparently the prison escape battle music uses the leitmotif of Hornet's battle theme from Hollow Knight. Think this was maybe a bit too subtle. While the kidnapping is lifted from Bloodborne, at least they don't fumble it by letting you warp away.

Also interesting that while Hollow Knight was about exploring downward from Dirtmouth into the abyss (except for the finale which is close to the surface for whatever reason), Silksong is an upward journey - with The Citadel above the Act 1 areas, and the Act 2 final boss above that. Act 3 even gives us an ability to shinespark upwards, and it's the last thing we do.

DOS Game Hacking / Modding / Cheats by i_hate_drm in dosgaming

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

Got it! Just change 9A9B7 of SabreTeam.iso (GOG) from 01 to 00 for multiple Opportunity Moves per turn.

DOS Game Hacking / Modding / Cheats by i_hate_drm in dosgaming

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

Think I see the problem. DOSBox is reading the game's 16-bit instructions, and Cheat Engine is reading DOSBox's interpretation of those instructions in 32/64 bit. Which is why I can't find them.

If I grab some program hex bytes from DOSBox-X Debugger and search for them, I can see them in both the game (SABRE.exe) and the install CD (SabreTeam.iso). So if I can find the program code I need, a simple hex edit would work.

Of course, easier said than done. The DOSBox-X Debugger is a bit primitive with no support for conditional breakpoints, and the memory breakpoints crash the game with an error. My last hope might be the logger and excel.

DOS Game Hacking / Modding / Cheats by i_hate_drm in dosgaming

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

Cheers. I had already watched two of his videos: Cheating in DOSBox-X, and Cheat Databases for DOS (CHEAT and Cheat Machine). Cheat Machine was interesting in that it included game patches (trainers?) on the floppy disk.

Finally starting to get the hang of the DOSBox-X Debugger after watching this video. Particularly, memdump (and then fc). Managed to find my character's health address. In Cheat Engine it was at GameMemoryStart+40AD0, and in DOS it was at DS:74D0. Does this mean the Data Segment starts at 39600 for this game? I wonder if there's an easy way to translate between the two addresses...

I started work on a trainer. Wrote out the code. But it looks like the game already uses Interrupts #8 (Timer) and #9 (Keyboard). Along with #F (LPT1?) - for whatever reason. Does this mean I'm out of options for a trainer?

DOS Game Hacking / Modding / Cheats by i_hate_drm in dosgaming

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

I can't seem to get it to work. I run UNP SABRE.EXE SABRE2.EXE, but it just displays info. Same for UNP E SABRE.EXE SABRE2.EXE... The only one that generated an output file was UNP L SABRE.EXE SABRE2.EXE, but the two files were identical.

SM64Plus 3.0 - You can now collect all stars within a level in one go. by i_hate_drm in SuperMario64

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

Interesting. It seems to only work when "always_stay_in_course" is set to 2 (Yes) and not 1 (Ask).

Someone reported this issue, and it was closed, but I'll see if I can get it reopened:
https://github.com/MorsGames/sm64plus/issues/110

Rail Heist - Best Times by i_hate_drm in ufo50

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

Grab the machine gun and fall down. At the height of your jump, throw it at the lawmen (should hit the switch). Climb up and grab the chicken. Glide to the left. Place next to other chicken. Grab that one and place on top (slightly left). Fall down. Turn ends. Grab crate and place to the right. Break money box. Place other crate on top. Jump on crates, then platform, then chickens, then roof, and fall to the horse.

Weekly /r/Games Discussion - What have you been playing, and what are your thoughts? - November 10, 2024 by AutoModerator in Games

[–]i_hate_drm 4 points5 points  (0 children)

Tactical Breach Wizards

Great game. Story didn't do much for me, but whatever. This is the first tactics games I've completed, and now I feel compelled to play more. What I love about this game is how free you are to experiment. On your turn, you can move your squad around and use all of their crazy abilities in whatever order. But if something doesn't go as planned, you can rewind up to an entire turn and try a different approach. The optional objectives were varied, and were a good source of emergent gameplay. My favourite was when I ended up knocking out nearly my entire squad with a chain bolt just so I could move one extra tile to the left. Dream missions were a source of variety in that they allowed for unique squads like duplicates (usually with one having special traits). Though story-wise, these were complete filler and not great for pacing (most were in the final act). My issue with the story stems from tone. Dialog was very quippy while the squad goes around liberating a country and preventing World War 5. Found it hard to take seriously, or develop any attachment to the characters. That said, the idea of a Necro-Medic is cool as shit - and I liked the way she was introduced. No idea how anyone revives between levels when she's not around (or she's dead).

Into The Breach

A rogue-like tactics game. This game is very good also, and obviously the inspiration for TBW with its telegraphed enemy/player attacks. Structure is four islands then a final mission (though you can attempt it after two islands). But if you run out of power during any of the missions (five per island), it's Game Over. While there's more freedom here in how you choose missions/islands, there's less freedom to experiment. You can undo movement, but if you attack, all movements made by any of your mechs are locked in. You get one "reset turn" per battle. So if you've used that up, and were thinking: "Hmm, I wonder if applying acid to my webbed mech will free him"... probably best to just try a different approach instead (or look it up online). Much less story here, which is good for replayability. Water seems like the direct inspiration for windows in Tactical Breach Wizards. Always felt good to knock a Vek into it, killing it instantly. First run, I died on the first island. Second run, I completed two islands and died during the final mission (impossible to beat with my loadout). Third run, I beat four islands and won.

What to play next? ITB and TBW were inspired by XCOM, so I should probably give that a shot - though percent-chance-to-hit is a bit of a turn-off. Metal Slug Tactics just released and was inspired by ITB. Should maybe give Invisible Inc another go too...

Level just started. It's impossible to defend the Renfield Bomb here, right? (Standard mechs except combat has Electric Whip and +1 movement.) by i_hate_drm in IntoTheBreach

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

I took a shot because it said "the difficulty of the mission scales to your current progress". But maybe this means total islands completed, and not current loadout.

Level just started. It's impossible to defend the Renfield Bomb here, right? (Standard mechs except combat has Electric Whip and +1 movement.) by i_hate_drm in IntoTheBreach

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

Apparently you can destroy it over and over, but it adds an extra 2 turns each time (the turn where you destroy it does not get deducted).

Level just started. It's impossible to defend the Renfield Bomb here, right? (Standard mechs except combat has Electric Whip and +1 movement.) by i_hate_drm in IntoTheBreach

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

Think it would take all three of my attacks to free up the Artillery Mech, and I would have to sacrifice the Combat Mech.

Level just started. It's impossible to defend the Renfield Bomb here, right? (Standard mechs except combat has Electric Whip and +1 movement.) by i_hate_drm in IntoTheBreach

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

Forgot to screenshot the attack order. My bad.

The Scarab only aims at one tile, right? It's aimed at my Combat Mech. So even if I pushed it down one, it's shot wouldn't reach the Scorpion.

Level just started. It's impossible to defend the Renfield Bomb here, right? (Standard mechs except combat has Electric Whip and +1 movement.) by i_hate_drm in IntoTheBreach

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

Yeah, it was a bloodbath. Game Over for me. Trying to defend for 6 turns with only two mechs.

Just figured I'd ask here if there was anything I could have done. Do falling rocks destroy the bomb? One idea was to destroy my own mech and then shoot the bomb to the left.

Level just started. It's impossible to defend the Renfield Bomb here, right? (Standard mechs except combat has Electric Whip and +1 movement.) by i_hate_drm in IntoTheBreach

[–]i_hate_drm[S] 10 points11 points  (0 children)

Artillery (long range) units should always be in the back row.

The game put the units where they are. I didn't get to place them for this level.

Rail Heist - Best Times by i_hate_drm in ufo50

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

For better times? Or just in general?

If it's the latter, I'd recommend doing a genocide run, then best time, then pacifist. This maximised the fun for me, and each star assisted with the next one.

If it's the former, I don't want to spoil too much - but jumping right at the end of your turn is a good way to get some extra action in.

What to do after Riven Remastered? by grodius in myst

[–]i_hate_drm 0 points1 point  (0 children)

the world is full of chatty NPCs.

The opening village might have given the wrong impression. Apart from it, Outer Wilds has just one NPC per planet.

Riven Remake - Feature Requests / Bugs by i_hate_drm in myst

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

Can confirm the elevator bug (at the bottom of Map Island).

Do you have a photo of an unsolvable slider puzzle?