You can read and reply to posts and download all mods without registering.
We're an independent and non-profit fan-site. Find out more about us here.
I asked the above questions to not only save time but also generate conversation. For example, is the offense/defense system preferable to just a flat critical chance? With a flat critical chance it can be easily displayed in an item tooltip. With the critical varying per enemy it will always be a bit too complicated for UI display.
Well I first learned about it when I shot something and it said "Critical Hit". I thought that was pretty cool.
Not all palette loops cycle at the same rate. Some run much slower/faster than others.
0x03 - 0x07: Changed every ~1200 msec -- starting with the odd-job, 33 * 36 = 11880x0B - 0x0F: Changed every ~700 msec -- 20 * 36 = 7200x10 - 0x14: Changed every ~360 msec -- 10 * 36 = 3600x15 - 0x17: Changed every ~1800 msec -- 50 * 36 = 18000x18 - 0x1A: Changed every ~1430 msec -- 40 * 36 = 14400x1B - 0x1F: Changed every ~1080 msec -- 30 * 36 = 1080
The target identifier hardware has the added bones of telling you if you did damage and if so how severe: Ineffective, Minor Damage, Normal Damage, Severe Damage, Critical Hit.
That is right.Still, JosiahJack is on a good hunch there. Because the times of these cycles, which I figured out by counting frames of a video, are multiples of 36 with nice round numbers (or close to them).Here's the list of timings I wrote down, together with the factors:Code: [Select]0x03 - 0x07: Changed every ~1200 msec -- starting with the odd-job, 33 * 36 = 11880x0B - 0x0F: Changed every ~700 msec -- 20 * 36 = 7200x10 - 0x14: Changed every ~360 msec -- 10 * 36 = 3600x15 - 0x17: Changed every ~1800 msec -- 50 * 36 = 18000x18 - 0x1A: Changed every ~1430 msec -- 40 * 36 = 14400x1B - 0x1F: Changed every ~1080 msec -- 30 * 36 = 1080So, this could be a very lucky coincidence then.And, to make things more spooky: About that division by 1.5 that Matty noted: The 08h timer interrupt I mentioned, which was typically used to generate a uniform measurement of timing in DOS games, has a default rate of 55msec. I wrote that you could change that timing, though I believe to remember the default handler would also increase the system clock, expecting to be called every 55 milliseconds. So, you wouldn't want to change its timing or your system clock would be wrong after a while. Now, assuming it's used in SS at 55msec, how many of these 36msec game ticks are in there? Just about 1.5 .Some very funny coincidences here. (A few more of these theories and I have Half-Life 3 confirmed )Matty, does this fit together at any rate?
IE 'things Doom can do.'