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Troubleshooting / Re: YARRR! Error.
« on: 2020-04-17 21:19:32 »Quote
06:30:04|ERROR|SeventhHeaven.Classes.GameLauncher|Error code: YARR! Unable to continue. Please report this error on the Qhimm forums.
Very trolly.
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06:30:04|ERROR|SeventhHeaven.Classes.GameLauncher|Error code: YARR! Unable to continue. Please report this error on the Qhimm forums.
It doesn't matter if god played it - the story is what the original writers intended - not what a localizer on a tight deadline accidentally made happen.
if ( CurrentActor.X - Destination.X <= 0 )
v5 = -(CurrentActor.X - Destination.X);
else
v5 = CurrentActor.X - Destination.X;
deltaX = v5;
if ( v5 >= 24000 )
deltaX = 48000 - v5;
if ( CurrentActor.Y - Destination.Y <= 0 )
deltaY = -(CurrentActor.Y - Destination.Y);
else
deltaY = CurrentActor.Y - Destination.Y;
if ( CurrentActor.Z - Destination.Z <= 0 )
v3 = -(CurrentActor.Z - Destination.Z);
else
v3 = CurrentActor.Z - Destination.Z;
deltaZ = v3;
if ( v3 >= 1C000 )
deltaZ = 38000 - v3;
return deltaZ + deltaY + deltaX;
That's my best guess, but I'm not sure what that output would tell you. In the context of Emerald Weapon they seem to be some form of circular path and direction finding.
My god, you two are like an old married couple who refuse to get a divorce because you're afraid of what the neighbors will say. Give it a rest already.Can't upvote enough. Take this argument and all it's toxicity to Facebook. This community can be great if people stop inciting/feeding/acting like trolls.
If I remember correctly, the opening cinematic has to be 15fps or the bombing run music will be out of sync but its possible I may be mistaken about this and its simply something that can be changed if you know howThe field that runs the cinematic assumes 15fps. It can be changed easily enough to wait for twice as many frames before bring the music and characters up.
There is a Final Fantasy 3 PSP, but it's 3D, not sprite based, same as the DS version.
tbh... it's a joke that the inner bar isn't been calculated on the fly... that it has a separate var is ridiculous.Kind of yes and kind of no. I can easily imagine that it takes a toll on processing power on the PSX's part to calculate a percentage of needed EXP each time the menu is loaded for each character. It might have created a delay that the development team wasn't willing to accept and just made it calculate it at the end of every battle when a lot of background calculations were happening anyway. It might have been overcome at some point and adjusting it to calculate on the fly never got reexamined.