Re: Beatstar 7.5.0 released, with a bunch of new stuff.

2019-11-23 Thread AudioGames . net ForumNew releases room : Dekyo-NEC2608 via Audiogames-reflector


  


Re: Beatstar 7.5.0 released, with a bunch of new stuff.

For those people who wants Beatstar version 7.6.1, I have a Google Drive link.

URL: https://forum.audiogames.net/post/479416/#p479416




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Re: Beatstar 7.5.0 released, with a bunch of new stuff.

2019-11-30 Thread AudioGames . net ForumNew releases room : Dekyo-NEC2608 via Audiogames-reflector


  


Re: Beatstar 7.5.0 released, with a bunch of new stuff.

Saves from older versions will not work at all.

URL: https://forum.audiogames.net/post/481425/#p481425




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Re: Beatstar 7.5.0 released, with a bunch of new stuff.

2019-11-30 Thread AudioGames . net ForumNew releases room : Dekyo-NEC2608 via Audiogames-reflector


  


Re: Beatstar 7.5.0 released, with a bunch of new stuff.

Saves from older versions will not work at all, the old save format is not compatible with the actual one.

URL: https://forum.audiogames.net/post/481425/#p481425




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Re: shadow rine full voice version released

2019-12-04 Thread AudioGames . net ForumNew releases room : Dekyo-NEC2608 via Audiogames-reflector


  


Re: shadow rine full voice version released

star fire wrote:hello all. can anyone tell me where do we find ring of warding?You can find the Warp Ring in Felmare City's hotel. You'll get it eventually, if you explore all the city and talking with all people.star fire wrote:and ya. I saw that it is gonna be translated. anyone have an idea when the english version is going to be released?I doubt it.star fire wrote:and, am unable to understand that when are we allowed to go in the south dungeon?any answer will be appreciated.Same as above, you will find an NPC in Felmare City to do a sidequest. You must to be in (at least) level 5 or higher to do the sidequest and unlock the entrance to that dungeon.

URL: https://forum.audiogames.net/post/482667/#p482667




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Re: shadow rine full voice version released

2019-12-04 Thread AudioGames . net ForumNew releases room : Dekyo-NEC2608 via Audiogames-reflector


  


Re: shadow rine full voice version released

star fire wrote:hello all. can anyone tell me where do we find ring of warding?You can find the Warp Ring in Felmare City's hotel. You'll get it eventually, if you explore all the city and talking with all people.star fire wrote:and ya. I saw that it is gonna be translated. anyone have an idea when the english version is going to be released?I doubt it.star fire wrote:and, am unable to understand that when are we allowed to go in the south dungeon?any answer will be appreciated.Same as above, you will find an NPC in Felmare City to do a sidequest. You must to be in (at least) level 5 or higher to do the sidequest and unlock the entrance to that dungeon. In general, I recommend you to explore the entire city, and all places in the game.

URL: https://forum.audiogames.net/post/482667/#p482667




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Re: shadow rine full voice version released

2019-12-04 Thread AudioGames . net ForumNew releases room : Dekyo-NEC2608 via Audiogames-reflector


  


Re: shadow rine full voice version released

@1.685 That's right, I forgot that one.

URL: https://forum.audiogames.net/post/482733/#p482733




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Re: Beatstar 7.5.0 released, with a bunch of new stuff.

2019-12-06 Thread AudioGames . net ForumNew releases room : Dekyo-NEC2608 via Audiogames-reflector


  


Re: Beatstar 7.5.0 released, with a bunch of new stuff.

I wonder if I upload a pack in RAR format to Oriol's site, it will be rejected? I didn't know that you must upload them in ZIP format.

URL: https://forum.audiogames.net/post/483283/#p483283




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Re: Beatstar 7.5.0 released, with a bunch of new stuff.

2019-12-07 Thread AudioGames . net ForumNew releases room : Dekyo-NEC2608 via Audiogames-reflector


  


Re: Beatstar 7.5.0 released, with a bunch of new stuff.

With the new version, that happens in minigames that uses the sounds from the pack loaded. The minigame "memory" has this problem. If you play it and view the console after the game over, the console will give you messages saying that it cannot load some sounds, when they actually are in the correct location. BTW, why the file path have two bars after the file name of the action? For example.file:///C:/Users/username/beatpacks/default//o1.ogg  (two bars after "o1.ogg")It shouldn't it be file:///C:/Users/username/beatpacks/default/o1.ogg?Also, in the minigame of guessing the music or everything from your packs, has a problem. For example if I deleted a pack, rebuilt the packs folder to reflect this change, it still tries to load the directory that contained the pack I deleted. I don't know if it's my save file or what.I haven't been having any problems in playing the normal rhythm game in the new version.

URL: https://forum.audiogames.net/post/483607/#p483607




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Re: Beatstar 7.5.0 released, with a bunch of new stuff.

2019-12-07 Thread AudioGames . net ForumNew releases room : Dekyo-NEC2608 via Audiogames-reflector


  


Re: Beatstar 7.5.0 released, with a bunch of new stuff.

With the new version, that happens in minigames that uses the sounds from the pack loaded. The minigame "memory" has this problem. If you play it and view the console after the game over, the console will give you messages saying that it cannot load some sounds, when they actually are in the correct location. BTW, why the file path have two bars before the file name of the action? For example.file:///C:/Users/username/beatpacks/default//o1.ogg  (two bars after "o1.ogg")It shouldn't it be file:///C:/Users/username/beatpacks/default/o1.ogg?Also, in the minigame of guessing the music or everything from your packs, has a problem. For example if I deleted a pack, rebuilt the packs folder to reflect this change, it still tries to load the directory that contained the pack I deleted. I don't know if it's my save file or what.I haven't been having any problems in playing the normal rhythm game in the new version.

URL: https://forum.audiogames.net/post/483607/#p483607




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Re: Beatstar 7.5.0 released, with a bunch of new stuff.

2019-12-07 Thread AudioGames . net ForumNew releases room : Dekyo-NEC2608 via Audiogames-reflector


  


Re: Beatstar 7.5.0 released, with a bunch of new stuff.

With the new version, that happens in minigames that uses the sounds from the pack loaded. The minigame "memory" has this problem. If you play it and view the console after the game over, the console will give you messages saying that it cannot load some sounds, when they actually are in the correct location. BTW, why the file path have two bars before the file name of the action? For example.file:///C:/Users/username/beatpacks/default//o1.ogg  (two bars before "o1.ogg")It shouldn't it be file:///C:/Users/username/beatpacks/default/o1.ogg?Also, in the minigame of guessing the music or everything from your packs, has a problem. For example if I deleted a pack, rebuilt the packs folder to reflect this change, it still tries to load the directory that contained the pack I deleted. I don't know if it's my save file or what.I haven't been having any problems in playing the normal rhythm game in the new version.

URL: https://forum.audiogames.net/post/483607/#p483607




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Re: Beatstar 7.5.0 released, with a bunch of new stuff.

2019-12-07 Thread AudioGames . net ForumNew releases room : Dekyo-NEC2608 via Audiogames-reflector


  


Re: Beatstar 7.5.0 released, with a bunch of new stuff.

With the new version, that happens in minigames that uses the sounds from the pack loaded. The minigame "memory" has this problem. If you play it and view the console after the game over, the console will give you messages saying that it cannot load some sounds, when they actually are in the correct location. BTW, why the file path have two bars before the file name of the action? For example.file:///C:/Users/username/beatpacks/default//o1.ogg  (two bars before "o1.ogg")It shouldn't it be file:///C:/Users/username/beatpacks/default/o1.ogg?Also, in the minigame of guessing the music or everything from your packs, has a problem. I deleted a pack, rebuilt the packs folder to reflect this change, it still tries to load the directory that contained the pack I deleted. I don't know if it's my save data or what.I haven't been having any problems in playing the normal rhythm game in the new version.

URL: https://forum.audiogames.net/post/483607/#p483607




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Re: Beatstar 7.5.0 released, with a bunch of new stuff.

2019-12-07 Thread AudioGames . net ForumNew releases room : Dekyo-NEC2608 via Audiogames-reflector


  


Re: Beatstar 7.5.0 released, with a bunch of new stuff.

With the new version, that happens in minigames that uses the sounds from the pack loaded. The minigame "memory" has this problem. If you play it and view the console after the game over, the console will give you messages saying that it cannot load some sounds, when they actually are in the correct location. BTW, why the file path have two bars before the file name of the action? For example.file:///C:/Users/username/beatpacks/default//o1.ogg  (two bars before "o1.ogg")It shouldn't it be file:///C:/Users/username/beatpacks/default/o1.ogg? At least that's the console output I get after play the memory minigame.Also, in the minigame of guessing the music or everything from your packs, has a problem. I deleted a pack, rebuilt the packs folder to reflect this change, it still tries to load the directory that contained the pack I deleted. I don't know if it's my save data or what.I haven't been having any problems in playing the normal rhythm game in the new version.

URL: https://forum.audiogames.net/post/483607/#p483607




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Re: Beatstar 7.5.0 released, with a bunch of new stuff.

2019-12-07 Thread AudioGames . net ForumNew releases room : Dekyo-NEC2608 via Audiogames-reflector


  


Re: Beatstar 7.5.0 released, with a bunch of new stuff.

Yeah, that sometime happens. I got used to it.

URL: https://forum.audiogames.net/post/483719/#p483719




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Re: Beatstar 9.1.0 released, with a bunch of new stuff.

2019-12-08 Thread AudioGames . net ForumNew releases room : Dekyo-NEC2608 via Audiogames-reflector


  


Re: Beatstar 9.1.0 released, with a bunch of new stuff.

Yeah, my two packs got added. They're "eschatos" and "sonic_advance_2001". I have not much experience in creating packs (as well as audio editing) so these packs were my first attempts.I'd like to point a little fix. If you download "sonic_advance_2001" pack, please edit the last bpm.txt entry, which is 870. Change it to 862, or 861.The Sonic Advance series do not have the music 100% quantized, so I tried to sync them as much as I could.

URL: https://forum.audiogames.net/post/484007/#p484007




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Re: Beatstar 9.1.0 released, with a bunch of new stuff.

2019-12-08 Thread AudioGames . net ForumNew releases room : Dekyo-NEC2608 via Audiogames-reflector


  


Re: Beatstar 9.1.0 released, with a bunch of new stuff.

Yeah, my two packs got added. They're "eschatos" and "sonic_advance_2001". I have not much experience in creating packs (as well as audio editing) so these packs were my first attempts.I'd like to point a little fix. If you download "sonic_advance_2001" pack, please edit the last bpm.txt MS entry, which is 870. Change it to 862, or 861.The Sonic Advance series do not have the music 100% quantized, so I tried to sync them as much as I could.

URL: https://forum.audiogames.net/post/484007/#p484007




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Re: Beatstar 9.1.0 released, with a bunch of new stuff.

2019-12-08 Thread AudioGames . net ForumNew releases room : Dekyo-NEC2608 via Audiogames-reflector


  


Re: Beatstar 9.1.0 released, with a bunch of new stuff.

Yeah, my two packs got added. They're "eschatos" and "sonic_advance_2001". I have not much experience in creating packs (as well as audio editing) so these packs were my first attempts.I'd like to point a little fix. If you download "sonic_advance_2001" pack, please edit the last bpm.txt MS entry, which is 870. Change it to 862, or 861.The Sonic Advance series do not have the music 100% quantized, so I tried to sync them as much as I could.

URL: https://forum.audiogames.net/post/484007/#p484007




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Re: Beatstar 9.1.0 released, with a bunch of new stuff.

2019-12-08 Thread AudioGames . net ForumNew releases room : Dekyo-NEC2608 via Audiogames-reflector


  


Re: Beatstar 9.1.0 released, with a bunch of new stuff.

Yay, my two packs got added. They're "eschatos" and "sonic_advance_2001". I have not much experience in creating packs (as well as audio editing) so these packs were my first attempts.I'd like to point a little fix. If you download "sonic_advance_2001" pack, please edit the last bpm.txt MS entry, which is 870. Change it to 862, or 861.The Sonic Advance series do not have the music 100% quantized, so I tried to sync them as much as I could.

URL: https://forum.audiogames.net/post/484007/#p484007




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Re: Beatstar 9.1.0 released, with a bunch of new stuff.

2019-12-08 Thread AudioGames . net ForumNew releases room : Dekyo-NEC2608 via Audiogames-reflector


  


Re: Beatstar 9.1.0 released, with a bunch of new stuff.

Yay, my two packs got added. They're "eschatos" and "sonic_advance_2001". I have not much experience in creating packs (as well as audio editing) so these packs were my first attempts.I'd like to point a little fix. If you download "sonic_advance_2001" pack, please edit the last bpm.txt MS entry, which is 870. Change it to 862, or 861. The Sonic Advance series do not have the music 100% quantized, so I tried to sync them as much as I could.The eschatos pack also has some sync problems, but tthey were my fault. I can provide a well-synced bpm.txt for eschatos if someone is having problems with that pack. Until someone points that, I'll not upload the bpm.txt file.

URL: https://forum.audiogames.net/post/484007/#p484007




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Re: Beatstar 9.1.0 released, with a bunch of new stuff.

2019-12-08 Thread AudioGames . net ForumNew releases room : Dekyo-NEC2608 via Audiogames-reflector


  


Re: Beatstar 9.1.0 released, with a bunch of new stuff.

Yay, my two packs got added. They're "eschatos" and "sonic_advance_2001". I have not much experience in creating packs (as well as audio editing) so these packs were my first attempts.I'd like to point a little fix. If you download "sonic_advance_2001" pack, please edit the last bpm.txt MS entry, which is 870. Change it to 862, or 861. The Sonic Advance series do not have the music 100% quantized, so I tried to sync them as much as I could.The eschatos pack also has some sync problems, but tthey were my fault. I can provide a well-synced bpm.txt for eschatos if someone is having problems with that pack. Until someone points that, I'm not going to upload the bpm.txt file.

URL: https://forum.audiogames.net/post/484007/#p484007




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Re: Beatstar 9.1.0 released, with a bunch of new stuff.

2019-12-08 Thread AudioGames . net ForumNew releases room : Dekyo-NEC2608 via Audiogames-reflector


  


Re: Beatstar 9.1.0 released, with a bunch of new stuff.

Yay, my two packs got added. They're "eschatos" and "sonic_advance_2001". I have not much experience in creating packs (as well as audio editing) so these packs were my first attempts.I'd like to point a little fix. If you download "sonic_advance_2001" pack, please edit the last bpm.txt MS entry, which is 870. Change it to 862, or 861. The Sonic Advance series do not have the music 100% quantized, so I tried to sync them as much as I could.The eschatos pack also has some sync problems, but tthey were my fault. I can provide a well-synced bpm.txt for eschatos if someone is having problems with that pack. Until someone points that, I'm going to upload the bpm.txt file.

URL: https://forum.audiogames.net/post/484007/#p484007




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Re: Beatstar 9.1.0 released, with a bunch of new stuff.

2019-12-09 Thread AudioGames . net ForumNew releases room : Dekyo-NEC2608 via Audiogames-reflector


  


Re: Beatstar 9.1.0 released, with a bunch of new stuff.

Loops are not a problem for me, I can find loop points that matches the original music (at least in videogames). But things goes tricky when you put a song (i.e. a popular song) in the pack, that has no loop, just ends. But all the musics loops correctly in my two packs. Heck, that's the first thing I do before anything, find proper loop points.

URL: https://forum.audiogames.net/post/484106/#p484106




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Re: Beatstar 9.1.0 released, with a bunch of new stuff.

2019-12-09 Thread AudioGames . net ForumNew releases room : Dekyo-NEC2608 via Audiogames-reflector


  


Re: Beatstar 9.1.0 released, with a bunch of new stuff.

Loops are not a problem for me, I can find loop points that matches the original music (at least in videogame music). But things goes tricky when you put a song (i.e. a popular song) in the pack, that has no loop, just ends. But all the musics loops correctly in my two packs. Heck, that's the first thing I do before anything, find proper loop points.

URL: https://forum.audiogames.net/post/484106/#p484106




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Re: Beatstar 9.1.0 released, with a bunch of new stuff.

2019-12-09 Thread AudioGames . net ForumNew releases room : Dekyo-NEC2608 via Audiogames-reflector


  


Re: Beatstar 9.1.0 released, with a bunch of new stuff.

Loops are not a problem for me, I can find loop points that matches the original music (at least in videogame music). But things goes tricky when you put a song (i.e. a popular song) in the pack, that has no loop, just ends; you must decide what section will be looped to sound corectly. All the musics loops fine in my two packs. Heck, that's the first thing I do before anything, find proper loop points.

URL: https://forum.audiogames.net/post/484106/#p484106




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Re: Beatstar 9.1.0 released, with a bunch of new stuff.

2019-12-09 Thread AudioGames . net ForumNew releases room : Dekyo-NEC2608 via Audiogames-reflector


  


Re: Beatstar 9.1.0 released, with a bunch of new stuff.

Loops are not a problem for me, I can find loop points that matches the original music (at least in videogame music). But things goes tricky when you put a song (i.e. a popular song) in the pack, that has no loop, just ends; you must decide what section will be looped to sound correctly. All the musics loops fine in my two packs. Heck, that's the first thing I do before anything, find proper loop points.

URL: https://forum.audiogames.net/post/484106/#p484106




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Re: Beatstar 9.1.0 released, with a bunch of new stuff.

2019-12-09 Thread AudioGames . net ForumNew releases room : Dekyo-NEC2608 via Audiogames-reflector


  


Re: Beatstar 9.1.0 released, with a bunch of new stuff.

Loops are not a problem for me, I can find loop points that matches the original music (at least in videogame music). But things goes tricky when you put a song (i.e. a popular song, for example) in the pack, that has no loop, just ends; you must decide what section will be looped to sound correctly. All the musics loops fine in my two packs. Heck, that's the first thing I do before anything, find proper loop points.

URL: https://forum.audiogames.net/post/484106/#p484106




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Re: Beatstar 9.1.0 released, with a bunch of new stuff.

2019-12-09 Thread AudioGames . net ForumNew releases room : Dekyo-NEC2608 via Audiogames-reflector


  


Re: Beatstar 9.1.0 released, with a bunch of new stuff.

How would be that system? Sounds interesting.

URL: https://forum.audiogames.net/post/484118/#p484118




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Re: Beatstar 9.1.0 released, with a bunch of new stuff.

2019-12-09 Thread AudioGames . net ForumNew releases room : Dekyo-NEC2608 via Audiogames-reflector


  


Re: Beatstar 9.1.0 released, with a bunch of new stuff.

I changed my mind about the fixed bpm.txt for eschatos. Download right here. If the link has stopped working, let me know.

URL: https://forum.audiogames.net/post/484365/#p484365




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Re: Beatstar 9.1.0 released, with a bunch of new stuff.

2019-12-09 Thread AudioGames . net ForumNew releases room : Dekyo-NEC2608 via Audiogames-reflector


  


Re: Beatstar 9.1.0 released, with a bunch of new stuff.

I changed my mind about the fixed bpm.txt for eschatos. Download right here. Press the application key (or shift+10) over the link and click in save link as...Rename the file as bpm.txt and put it into the eschatos folder.

URL: https://forum.audiogames.net/post/484365/#p484365




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Re: Beatstar 9.1.0 released, with a bunch of new stuff.

2019-12-09 Thread AudioGames . net ForumNew releases room : Dekyo-NEC2608 via Audiogames-reflector


  


Re: Beatstar 9.1.0 released, with a bunch of new stuff.

I changed my mind about the fixed bpm.txt for eschatos. Download right here. Press the application key (or shift+10) over the link and click in save link as...Rename the file to bpm.txt and put it into the eschatos folder. If the link has stopped working, let me know.

URL: https://forum.audiogames.net/post/484365/#p484365




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Re: Beatstar 9.1.0 released, with a bunch of new stuff.

2019-12-09 Thread AudioGames . net ForumNew releases room : Dekyo-NEC2608 via Audiogames-reflector


  


Re: Beatstar 9.1.0 released, with a bunch of new stuff.

I changed my mind about the fixed bpm.txt for eschatos. Download right here. Press the application key (or shift+f10) over the link and click in save link as...Rename the file to bpm.txt and put it into the eschatos folder. If the link has stopped working, let me know.

URL: https://forum.audiogames.net/post/484365/#p484365




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Re: Beatstar 9.1.0 released, with a bunch of new stuff.

2019-12-11 Thread AudioGames . net ForumNew releases room : Dekyo-NEC2608 via Audiogames-reflector


  


Re: Beatstar 9.1.0 released, with a bunch of new stuff.

 I completed a pack but... when I completed it, the game didn't give me beatcoins. I completed it once again just to make sure, it gave me the beatcoins, but... after that, my 3 million and something of beatcoins magically disappeared! And now, I only have the beatcoins I got from the pack I won.  Unfortunately I even don't know if the console output gave me anything.The weirdest bug ever. Before this happen, I remember downloading the default pack because I removed it by accident, and completed it. After of that, I downloaded the smackme_spanish pack to have some fun, and that's all I did IIRC.

URL: https://forum.audiogames.net/post/484607/#p484607




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Re: Beatstar 9.1.0 released, with a bunch of new stuff.

2019-12-11 Thread AudioGames . net ForumNew releases room : Dekyo-NEC2608 via Audiogames-reflector


  


Re: Beatstar 9.1.0 released, with a bunch of new stuff.

 I completed a pack but... when I completed it, the game didn't give me beatcoins. I completed it once again just to make sure, it gave me the beatcoins, but... after that, my 3 million and something of beatcoins magically disappeared! And now, I only have the beatcoins I got from the pack I won. Unfortunately I even don't know if the console output gave me anything.The weirdest bug ever. Before this happen, I remember downloading the default pack because I removed it by accident, and completed it. After of that, I downloaded the smackme_spanish pack to have some fun, and that's all I did IIRC. Well at least no other thing was lost. What could have happened...

URL: https://forum.audiogames.net/post/484607/#p484607




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Re: Beatstar 9.1.0 released, with a bunch of new stuff.

2019-12-11 Thread AudioGames . net ForumNew releases room : Dekyo-NEC2608 via Audiogames-reflector


  


Re: Beatstar 9.1.0 released, with a bunch of new stuff.

 I completed a pack but... when I completed it, the game didn't give me beatcoins. I completed it once again just to make sure, it gave me the beatcoins, but... after that, my 3 million and something of beatcoins magically disappeared! And now, I only have the beatcoins I got from the pack I won. Unfortunately I even don't know if the console output gave me anything.The weirdest bug ever. Before this happen, I remember downloading the default pack because I removed it by accident, and completed it. After of that, I downloaded the smackme_spanish pack to have some fun, and that's all I did IIRC. Well at least no other thing was lost. What could have happened...?

URL: https://forum.audiogames.net/post/484607/#p484607




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Re: Beatstar 9.1.0 released, with a bunch of new stuff.

2019-12-11 Thread AudioGames . net ForumNew releases room : Dekyo-NEC2608 via Audiogames-reflector


  


Re: Beatstar 9.1.0 released, with a bunch of new stuff.

 I completed a pack but... when I completed it, the game didn't give me beatcoins. I completed it once again just to make sure, it gave me the beatcoins, but... after that, my 3 million and something of beatcoins magically disappeared! And now, I only have the beatcoins I got from the pack I won. Unfortunately I even don't know if the console output gave me anything.The weirdest bug ever. Before this happen, I remember downloading the default pack because I removed it by accident, and completed it. After of that, I downloaded the smackme_spanish pack to have some fun, and that's all I did IIRC. Well at least no other thing was lost. What could have happened...? Looks like the amount of beatcoints was restarted for x reason.

URL: https://forum.audiogames.net/post/484607/#p484607




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Re: Beatstar 9.1.0 released, with a bunch of new stuff.

2019-12-11 Thread AudioGames . net ForumNew releases room : Dekyo-NEC2608 via Audiogames-reflector


  


Re: Beatstar 9.1.0 released, with a bunch of new stuff.

Hi, I'm here again! I've been having errors when playing a pack. It's called "Melty Blood Act Cadenza". After completing at least one level, the audio file "nlevel.ogg" plays, and the console (even NVDA itself) begins to speak the errors, here are them.Error: Failed to execute 'createMediaElementSource' on 'AudioContext': HTMLMediaElement already connected previously to a different MediaElementSourceNode.at createSourceNode (C:\Users\user\Desktop\games\beat_windows9.1.1\resources\app.asar\node_modules\sono\core\source\media-source.js:20:34)at Object.get (C:\Users\user\Desktop\games\beat_windows9.1.1\resources\app.asar\node_modules\sono\core\source\media-source.js:229:24)at Object.play (C:\Users\user\Desktop\games\beat_windows9.1.1\resources\app.asar\node_modules\sono\core\source\audio-source.js:57:17)at Sound.play (C:\Users\user\Desktop\games\beat_windows9.1.1\resources\app.asar\node_modules\sono\core\sound.js:180:22)at l.play (file:///C:/Users/user/Desktop/games/beat_windows9.1.1/resources/app.asar/client/main.js:18:1636)at m.setupLevel (file:///C:/Users/user/Desktop/games/beat_windows9.1.1/resources/app.asar/client/main.js:30:9974)at m.update (file:///C:/Users/user/Desktop/games/beat_windows9.1.1/resources/app.asar/client/main.js:30:3938)at file:///C:/Users/user/Desktop/games/beat_windows9.1.1/resources/app.asar/client/main.js:30:11285  Error! Cannot read property 'deferLoad' of null: TypeError: Cannot read property 'deferLoad' of nullat Sound.play (C:\Users\user\Desktop\games\beat_windows9.1.1\resources\app.asar\node_modules\sono\core\sound.js:164:32)at l.play (file:///C:/Users/user/Desktop/games/beat_windows9.1.1/resources/app.asar/client/main.js:18:1636)at file:///C:/Users/user/Desktop/games/beat_windows9.1.1/resources/app.asar/client/main.js:30:11145  I wonder if the problem is due to something in the audio file? I doubt it. Because the encoder that was used in the pack is the standard Xiph.Org libVorbis.

URL: https://forum.audiogames.net/post/484855/#p484855




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Re: Beatstar 9.1.0 released, with a bunch of new stuff.

2019-12-11 Thread AudioGames . net ForumNew releases room : Dekyo-NEC2608 via Audiogames-reflector


  


Re: Beatstar 9.1.0 released, with a bunch of new stuff.

Hi, I'm here again! I've been having errors when playing a pack. It's called "Melty Blood Act Cadenza". After completing at least one level, the audio file "nlevel.ogg" plays, and the console (even NVDA itself) begins to speak the errors, here are them.Error: Failed to execute 'createMediaElementSource' on 'AudioContext': HTMLMediaElement already connected previously to a different MediaElementSourceNode.at createSourceNode (C:\Users\user\Desktop\games\beat_windows9.1.1\resources\app.asar\node_modules\sono\core\source\media-source.js:20:34)at Object.get (C:\Users\user\Desktop\games\beat_windows9.1.1\resources\app.asar\node_modules\sono\core\source\media-source.js:229:24)at Object.play (C:\Users\user\Desktop\games\beat_windows9.1.1\resources\app.asar\node_modules\sono\core\source\audio-source.js:57:17)at Sound.play (C:\Users\user\Desktop\games\beat_windows9.1.1\resources\app.asar\node_modules\sono\core\sound.js:180:22)at l.play (file:///C:/Users/user/Desktop/games/beat_windows9.1.1/resources/app.asar/client/main.js:18:1636)at m.setupLevel (file:///C:/Users/user/Desktop/games/beat_windows9.1.1/resources/app.asar/client/main.js:30:9974)at m.update (file:///C:/Users/user/Desktop/games/beat_windows9.1.1/resources/app.asar/client/main.js:30:3938)at file:///C:/Users/user/Desktop/games/beat_windows9.1.1/resources/app.asar/client/main.js:30:11285  Error! Cannot read property 'deferLoad' of null: TypeError: Cannot read property 'deferLoad' of nullat Sound.play (C:\Users\user\Desktop\games\beat_windows9.1.1\resources\app.asar\node_modules\sono\core\sound.js:164:32)at l.play (file:///C:/Users/user/Desktop/games/beat_windows9.1.1/resources/app.asar/client/main.js:18:1636)at file:///C:/Users/user/Desktop/games/beat_windows9.1.1/resources/app.asar/client/main.js:30:11145  I wonder if the problem is due to something in the audio file? I doubt it. Because the encoder that was used in the pack is the standard Xiph.Org libVorbis. The errors didn't affected the gameplay of the pack.

URL: https://forum.audiogames.net/post/484855/#p484855




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Re: Beatstar 9.1.0 released, with a bunch of new stuff.

2019-12-11 Thread AudioGames . net ForumNew releases room : Dekyo-NEC2608 via Audiogames-reflector


  


Re: Beatstar 9.1.0 released, with a bunch of new stuff.

Hi, I'm here again! I've been having errors when playing a pack. It's called "Melty Blood Act Cadenza". After completing at least one level, the audio file "nlevel.ogg" plays, and the console (even NVDA itself) begins to speak the errors, here are them.Error: Failed to execute 'createMediaElementSource' on 'AudioContext': HTMLMediaElement already connected previously to a different MediaElementSourceNode.at createSourceNode (C:\Users\user\Desktop\games\beat_windows9.1.1\resources\app.asar\node_modules\sono\core\source\media-source.js:20:34)at Object.get (C:\Users\user\Desktop\games\beat_windows9.1.1\resources\app.asar\node_modules\sono\core\source\media-source.js:229:24)at Object.play (C:\Users\user\Desktop\games\beat_windows9.1.1\resources\app.asar\node_modules\sono\core\source\audio-source.js:57:17)at Sound.play (C:\Users\user\Desktop\games\beat_windows9.1.1\resources\app.asar\node_modules\sono\core\sound.js:180:22)at l.play (file:///C:/Users/user/Desktop/games/beat_windows9.1.1/resources/app.asar/client/main.js:18:1636)at m.setupLevel (file:///C:/Users/user/Desktop/games/beat_windows9.1.1/resources/app.asar/client/main.js:30:9974)at m.update (file:///C:/Users/user/Desktop/games/beat_windows9.1.1/resources/app.asar/client/main.js:30:3938)at file:///C:/Users/user/Desktop/games/beat_windows9.1.1/resources/app.asar/client/main.js:30:11285  Error! Cannot read property 'deferLoad' of null: TypeError: Cannot read property 'deferLoad' of nullat Sound.play (C:\Users\user\Desktop\games\beat_windows9.1.1\resources\app.asar\node_modules\sono\core\sound.js:164:32)at l.play (file:///C:/Users/user/Desktop/games/beat_windows9.1.1/resources/app.asar/client/main.js:18:1636)at file:///C:/Users/user/Desktop/games/beat_windows9.1.1/resources/app.asar/client/main.js:30:11145  I wonder if the problem is due to something in the audio file? I doubt it. Because the encoder that was used in the pack is the standard Xiph.Org libVorbis. The errors didn't affected the gameplay of the pack.Anyway, sorry for annoy you with the bugs reported .

URL: https://forum.audiogames.net/post/484855/#p484855




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Re: Beatstar 9.1.0 released, with a bunch of new stuff.

2019-12-11 Thread AudioGames . net ForumNew releases room : Dekyo-NEC2608 via Audiogames-reflector


  


Re: Beatstar 9.1.0 released, with a bunch of new stuff.

Hi, I'm here again! I've been having errors when playing a pack. It's called "Melty Blood Act Cadenza". After completing at least one level, the audio file "nlevel.ogg" plays, and the console (even NVDA itself) begins to speak the errors, here are them.Error: Failed to execute 'createMediaElementSource' on 'AudioContext': HTMLMediaElement already connected previously to a different MediaElementSourceNode.at createSourceNode (C:\Users\user\Desktop\games\beat_windows9.1.1\resources\app.asar\node_modules\sono\core\source\media-source.js:20:34)at Object.get (C:\Users\user\Desktop\games\beat_windows9.1.1\resources\app.asar\node_modules\sono\core\source\media-source.js:229:24)at Object.play (C:\Users\user\Desktop\games\beat_windows9.1.1\resources\app.asar\node_modules\sono\core\source\audio-source.js:57:17)at Sound.play (C:\Users\user\Desktop\games\beat_windows9.1.1\resources\app.asar\node_modules\sono\core\sound.js:180:22)at l.play (file:///C:/Users/user/Desktop/games/beat_windows9.1.1/resources/app.asar/client/main.js:18:1636)at m.setupLevel (file:///C:/Users/user/Desktop/games/beat_windows9.1.1/resources/app.asar/client/main.js:30:9974)at m.update (file:///C:/Users/user/Desktop/games/beat_windows9.1.1/resources/app.asar/client/main.js:30:3938)at file:///C:/Users/user/Desktop/games/beat_windows9.1.1/resources/app.asar/client/main.js:30:11285  Error! Cannot read property 'deferLoad' of null: TypeError: Cannot read property 'deferLoad' of nullat Sound.play (C:\Users\user\Desktop\games\beat_windows9.1.1\resources\app.asar\node_modules\sono\core\sound.js:164:32)at l.play (file:///C:/Users/user/Desktop/games/beat_windows9.1.1/resources/app.asar/client/main.js:18:1636)at file:///C:/Users/user/Desktop/games/beat_windows9.1.1/resources/app.asar/client/main.js:30:11145  I wonder if the problem is due to something in the audio file? I doubt it. Because the encoder that was used in the pack is the standard Xiph.Org libVorbis. The errors didn't affected the gameplay of the pack.Anyway, sorry for annoy you with these reported bugs .

URL: https://forum.audiogames.net/post/484855/#p484855




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Re: Beatstar 9.1.0 released, with a bunch of new stuff.

2019-12-11 Thread AudioGames . net ForumNew releases room : Dekyo-NEC2608 via Audiogames-reflector


  


Re: Beatstar 9.1.0 released, with a bunch of new stuff.

Hi, I'm here again! I've been having errors when playing a pack. It's called "Melty Blood Act Cadenza". After completing at least one level, the audio file "nlevel.ogg" plays, and the console (even NVDA itself) begins to speak the errors, here are them.Error: Failed to execute 'createMediaElementSource' on 'AudioContext': HTMLMediaElement already connected previously to a different MediaElementSourceNode.at createSourceNode (C:\Users\user\Desktop\games\beat_windows9.1.1\resources\app.asar\node_modules\sono\core\source\media-source.js:20:34)at Object.get (C:\Users\user\Desktop\games\beat_windows9.1.1\resources\app.asar\node_modules\sono\core\source\media-source.js:229:24)at Object.play (C:\Users\user\Desktop\games\beat_windows9.1.1\resources\app.asar\node_modules\sono\core\source\audio-source.js:57:17)at Sound.play (C:\Users\user\Desktop\games\beat_windows9.1.1\resources\app.asar\node_modules\sono\core\sound.js:180:22)at l.play (file:///C:/Users/user/Desktop/games/beat_windows9.1.1/resources/app.asar/client/main.js:18:1636)at m.setupLevel (file:///C:/Users/user/Desktop/games/beat_windows9.1.1/resources/app.asar/client/main.js:30:9974)at m.update (file:///C:/Users/user/Desktop/games/beat_windows9.1.1/resources/app.asar/client/main.js:30:3938)at file:///C:/Users/user/Desktop/games/beat_windows9.1.1/resources/app.asar/client/main.js:30:11285  Error! Cannot read property 'deferLoad' of null: TypeError: Cannot read property 'deferLoad' of nullat Sound.play (C:\Users\user\Desktop\games\beat_windows9.1.1\resources\app.asar\node_modules\sono\core\sound.js:164:32)at l.play (file:///C:/Users/user/Desktop/games/beat_windows9.1.1/resources/app.asar/client/main.js:18:1636)at file:///C:/Users/user/Desktop/games/beat_windows9.1.1/resources/app.asar/client/main.js:30:11145  I wonder if the problem is due to something in the audio file? I doubt it. Because the encoder that was used in the pack is the standard Xiph.Org libVorbis. The errors didn't affected the gameplay of the pack.Anyway, sorry for annoy you with these reported bugs .Edit: It's Happening with all packs when nlevel.ogg plays for a second time. I fear I've to start over, if the game isn't the problem.

URL: https://forum.audiogames.net/post/484855/#p484855




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Re: Beatstar 9.1.0 released, with a bunch of new stuff.

2019-12-11 Thread AudioGames . net ForumNew releases room : Dekyo-NEC2608 via Audiogames-reflector


  


Re: Beatstar 9.1.0 released, with a bunch of new stuff.

Hi, I'm here again! I've been having errors when playing a pack. It's called "Melty Blood Act Cadenza". After completing at least one level, the audio file "nlevel.ogg" plays, and the console (even NVDA itself) begins to speak the errors, here are them.Error: Failed to execute 'createMediaElementSource' on 'AudioContext': HTMLMediaElement already connected previously to a different MediaElementSourceNode.at createSourceNode (C:\Users\user\Desktop\games\beat_windows9.1.1\resources\app.asar\node_modules\sono\core\source\media-source.js:20:34)at Object.get (C:\Users\user\Desktop\games\beat_windows9.1.1\resources\app.asar\node_modules\sono\core\source\media-source.js:229:24)at Object.play (C:\Users\user\Desktop\games\beat_windows9.1.1\resources\app.asar\node_modules\sono\core\source\audio-source.js:57:17)at Sound.play (C:\Users\user\Desktop\games\beat_windows9.1.1\resources\app.asar\node_modules\sono\core\sound.js:180:22)at l.play (file:///C:/Users/user/Desktop/games/beat_windows9.1.1/resources/app.asar/client/main.js:18:1636)at m.setupLevel (file:///C:/Users/user/Desktop/games/beat_windows9.1.1/resources/app.asar/client/main.js:30:9974)at m.update (file:///C:/Users/user/Desktop/games/beat_windows9.1.1/resources/app.asar/client/main.js:30:3938)at file:///C:/Users/user/Desktop/games/beat_windows9.1.1/resources/app.asar/client/main.js:30:11285  Error! Cannot read property 'deferLoad' of null: TypeError: Cannot read property 'deferLoad' of nullat Sound.play (C:\Users\user\Desktop\games\beat_windows9.1.1\resources\app.asar\node_modules\sono\core\sound.js:164:32)at l.play (file:///C:/Users/user/Desktop/games/beat_windows9.1.1/resources/app.asar/client/main.js:18:1636)at file:///C:/Users/user/Desktop/games/beat_windows9.1.1/resources/app.asar/client/main.js:30:11145  I wonder if the problem is due to something in the audio file? I doubt it. Because the encoder that was used in the pack is the standard Xiph.Org libVorbis. The errors didn't affected the gameplay of the pack.Anyway, sorry for annoy you with these reported bugs .Edit: It's Happening with all packs when nlevel.ogg plays for a second time. I fear I'll have to start over, if the game isn't the problem.

URL: https://forum.audiogames.net/post/484855/#p484855




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Re: Beatstar 9.1.0 released, with a bunch of new stuff.

2019-12-11 Thread AudioGames . net ForumNew releases room : Dekyo-NEC2608 via Audiogames-reflector


  


Re: Beatstar 9.1.0 released, with a bunch of new stuff.

Hi, I'm here again! I've been having errors when playing a pack. It's called "Melty Blood Act Cadenza". After completing at least one level, the audio file "nlevel.ogg" plays, and the console (even NVDA itself) begins to speak the errors, here are them.Error: Failed to execute 'createMediaElementSource' on 'AudioContext': HTMLMediaElement already connected previously to a different MediaElementSourceNode.at createSourceNode (C:\Users\user\Desktop\games\beat_windows9.1.1\resources\app.asar\node_modules\sono\core\source\media-source.js:20:34)at Object.get (C:\Users\user\Desktop\games\beat_windows9.1.1\resources\app.asar\node_modules\sono\core\source\media-source.js:229:24)at Object.play (C:\Users\user\Desktop\games\beat_windows9.1.1\resources\app.asar\node_modules\sono\core\source\audio-source.js:57:17)at Sound.play (C:\Users\user\Desktop\games\beat_windows9.1.1\resources\app.asar\node_modules\sono\core\sound.js:180:22)at l.play (file:///C:/Users/user/Desktop/games/beat_windows9.1.1/resources/app.asar/client/main.js:18:1636)at m.setupLevel (file:///C:/Users/user/Desktop/games/beat_windows9.1.1/resources/app.asar/client/main.js:30:9974)at m.update (file:///C:/Users/user/Desktop/games/beat_windows9.1.1/resources/app.asar/client/main.js:30:3938)at file:///C:/Users/user/Desktop/games/beat_windows9.1.1/resources/app.asar/client/main.js:30:11285  Wheter you quit or win the pack, the following happens:Error! Cannot read property 'deferLoad' of null: TypeError: Cannot read property 'deferLoad' of nullat Sound.play (C:\Users\user\Desktop\games\beat_windows9.1.1\resources\app.asar\node_modules\sono\core\sound.js:164:32)at l.play (file:///C:/Users/user/Desktop/games/beat_windows9.1.1/resources/app.asar/client/main.js:18:1636)at file:///C:/Users/user/Desktop/games/beat_windows9.1.1/resources/app.asar/client/main.js:30:11145  I wonder if the problem is due to something in the audio file? I doubt it. Because the encoder that was used in the pack is the standard Xiph.Org libVorbis. The errors didn't affected the gameplay of the pack.Anyway, sorry for annoy you with these reported bugs .Edit: It's Happening with all packs when nlevel.ogg plays for a second time. I fear I'll have to start over, if the game isn't the problem.Edit(2): It's not the save data, I tested with an old backup I did some days ago.

URL: https://forum.audiogames.net/post/484855/#p484855




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Re: Beatstar 9.1.0 released, with a bunch of new stuff.

2019-12-11 Thread AudioGames . net ForumNew releases room : Dekyo-NEC2608 via Audiogames-reflector


  


Re: Beatstar 9.1.0 released, with a bunch of new stuff.

Hi, I'm here again! I've been having errors when playing a pack. It's called "Melty Blood Act Cadenza". After completing at least one level, the audio file "nlevel.ogg" plays, and the console (even NVDA itself) begins to speak the errors, here are them.Error: Failed to execute 'createMediaElementSource' on 'AudioContext': HTMLMediaElement already connected previously to a different MediaElementSourceNode.at createSourceNode (C:\Users\user\Desktop\games\beat_windows\resources\app.asar\node_modules\sono\core\source\media-source.js:20:34)at Object.get (C:\Users\user\Desktop\games\beat_windows\resources\app.asar\node_modules\sono\core\source\media-source.js:229:24)at Object.play (C:\Users\user\Desktop\games\beat_windows\resources\app.asar\node_modules\sono\core\source\audio-source.js:57:17)at Sound.play (C:\Users\user\Desktop\games\beat_windows\resources\app.asar\node_modules\sono\core\sound.js:180:22)at l.play (file:///C:/Users/user/Desktop/games/beat_windows/resources/app.asar/client/main.js:18:1636)at m.setupLevel (file:///C:/Users/user/Desktop/games/beat_windows/resources/app.asar/client/main.js:30:9974)at m.update (file:///C:/Users/user/Desktop/games/beat_windows/resources/app.asar/client/main.js:30:3938)at file:///C:/Users/user/Desktop/games/beat_windows/resources/app.asar/client/main.js:30:11285Wheter you quit or win the pack, the following happens:Error! Cannot read property 'deferLoad' of null: TypeError: Cannot read property 'deferLoad' of nullat Sound.play (C:\Users\user\Desktop\games\beat_windows\resources\app.asar\node_modules\sono\core\sound.js:164:32)at l.play (file:///C:/Users/user/Desktop/games/beat_windows/resources/app.asar/client/main.js:18:1636)at file:///C:/Users/user/Desktop/games/beat_windows/resources/app.asar/client/main.js:30:11145I wonder if the problem is due to something in the audio file? I doubt it. Because the encoder that was used in the pack is the standard Xiph.Org libVorbis. The errors didn't affected the gameplay of the pack.Anyway, sorry for annoy you with these reported bugs .Edit: Nope, it's not the pack. It's Happening with all packs when nlevel.ogg plays for a second time. I fear I'll have to start over, if the game isn't the problem.Edit(2): It's not the save data, I tested with an old backup I did some days ago.

URL: https://forum.audiogames.net/post/484855/#p484855




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Re: Beatstar 9.1.0 released, with a bunch of new stuff.

2019-12-11 Thread AudioGames . net ForumNew releases room : Dekyo-NEC2608 via Audiogames-reflector


  


Re: Beatstar 9.1.0 released, with a bunch of new stuff.

Hi, I'm here again! I've been having errors when playing a pack. It's called "Melty Blood Act Cadenza". After completing at least one level, the audio file "nlevel.ogg" plays, and the console (even NVDA itself) begins to speak the errors, here are them.Error: Failed to execute 'createMediaElementSource' on 'AudioContext': HTMLMediaElement already connected previously to a different MediaElementSourceNode.at createSourceNode (C:\Users\user\Desktop\games\beat_windows\resources\app.asar\node_modules\sono\core\source\media-source.js:20:34)at Object.get (C:\Users\user\Desktop\games\beat_windows\resources\app.asar\node_modules\sono\core\source\media-source.js:229:24)at Object.play (C:\Users\user\Desktop\games\beat_windows\resources\app.asar\node_modules\sono\core\source\audio-source.js:57:17)at Sound.play (C:\Users\user\Desktop\games\beat_windows\resources\app.asar\node_modules\sono\core\sound.js:180:22)at l.play (file:///C:/Users/user/Desktop/games/beat_windows/resources/app.asar/client/main.js:18:1636)at m.setupLevel (file:///C:/Users/user/Desktop/games/beat_windows/resources/app.asar/client/main.js:30:9974)at m.update (file:///C:/Users/user/Desktop/games/beat_windows/resources/app.asar/client/main.js:30:3938)at file:///C:/Users/user/Desktop/games/beat_windows/resources/app.asar/client/main.js:30:11285Wheter you quit or win the pack, the following happens:Error! Cannot read property 'deferLoad' of null: TypeError: Cannot read property 'deferLoad' of nullat Sound.play (C:\Users\user\Desktop\games\beat_windows\resources\app.asar\node_modules\sono\core\sound.js:164:32)at l.play (file:///C:/Users/user/Desktop/games/beat_windows/resources/app.asar/client/main.js:18:1636)at file:///C:/Users/user/Desktop/games/beat_windows/resources/app.asar/client/main.js:30:11145I wonder if the problem is due to something in the audio file? I doubt it. Because the encoder that was used in the pack is the standard Xiph.Org libVorbis. The errors didn't affected the gameplay of the pack.Anyway, sorry for annoy you with these reported bugs .Edit: Nope, it's not the pack. It's Happening with all packs when nlevel.ogg plays for a second time. I fear I'll have to start over, if the game isn't the problem.Edit(2): It's not the save data, I tested with an old backup I did some days ago.

URL: https://forum.audiogames.net/post/484855/#p484855




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Re: Beatstar 9.1.0 released, with a bunch of new stuff.

2019-12-11 Thread AudioGames . net ForumNew releases room : Dekyo-NEC2608 via Audiogames-reflector


  


Re: Beatstar 9.1.0 released, with a bunch of new stuff.

Hi, I'm here again! I've been having errors when playing a pack. It's called "Melty Blood Act Cadenza". After completing at least one level, the audio file "nlevel.ogg" plays, and the console (even NVDA itself) begins to speak the errors, here are them.Error: Failed to execute 'createMediaElementSource' on 'AudioContext': HTMLMediaElement already connected previously to a different MediaElementSourceNode.at createSourceNode (C:\Users\user\Desktop\games\beat_windows\resources\app.asar\node_modules\sono\core\source\media-source.js:20:34)at Object.get (C:\Users\user\Desktop\games\beat_windows\resources\app.asar\node_modules\sono\core\source\media-source.js:229:24)at Object.play (C:\Users\user\Desktop\games\beat_windows\resources\app.asar\node_modules\sono\core\source\audio-source.js:57:17)at Sound.play (C:\Users\user\Desktop\games\beat_windows\resources\app.asar\node_modules\sono\core\sound.js:180:22)at l.play (file:///C:/Users/user/Desktop/games/beat_windows/resources/app.asar/client/main.js:18:1636)at m.setupLevel (file:///C:/Users/user/Desktop/games/beat_windows/resources/app.asar/client/main.js:30:9974)at m.update (file:///C:/Users/user/Desktop/games/beat_windows/resources/app.asar/client/main.js:30:3938)at file:///C:/Users/user/Desktop/games/beat_windows/resources/app.asar/client/main.js:30:11285Whether you quit or win the pack, the following happens:Error! Cannot read property 'deferLoad' of null: TypeError: Cannot read property 'deferLoad' of nullat Sound.play (C:\Users\user\Desktop\games\beat_windows\resources\app.asar\node_modules\sono\core\sound.js:164:32)at l.play (file:///C:/Users/user/Desktop/games/beat_windows/resources/app.asar/client/main.js:18:1636)at file:///C:/Users/user/Desktop/games/beat_windows/resources/app.asar/client/main.js:30:11145I wonder if the problem is due to something in the audio file? I doubt it. Because the encoder that was used in the pack is the standard Xiph.Org libVorbis. The errors didn't affected the gameplay of the pack.Anyway, sorry for annoy you with these reported bugs .Edit: Nope, it's not the pack. It's Happening with all packs when nlevel.ogg plays for a second time. I fear I'll have to start over, if the game isn't the problem.Edit(2): It's not the save data, I tested with an old backup I did some days ago.

URL: https://forum.audiogames.net/post/484855/#p484855




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Re: Beatstar 9.1.0 released, with a bunch of new stuff.

2019-12-12 Thread AudioGames . net ForumNew releases room : Dekyo-NEC2608 via Audiogames-reflector


  


Re: Beatstar 9.1.0 released, with a bunch of new stuff.

There are a few SNES packs in there AFAIK.

URL: https://forum.audiogames.net/post/485040/#p485040




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Re: Beatstar 9.1.0 released, with a bunch of new stuff.

2019-12-12 Thread AudioGames . net ForumNew releases room : Dekyo-NEC2608 via Audiogames-reflector


  


Re: Beatstar 9.1.0 released, with a bunch of new stuff.

There are a few SNES packs in there AFAIK. But some of them are not well-synced.

URL: https://forum.audiogames.net/post/485040/#p485040




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Re: Beatstar 9.1.0 released, with a bunch of new stuff.

2019-12-12 Thread AudioGames . net ForumNew releases room : Dekyo-NEC2608 via Audiogames-reflector


  


Re: Beatstar 9.1.0 released, with a bunch of new stuff.

There are a few SNES packs in there AFAIK. But IIRC some of them are not well-synced.

URL: https://forum.audiogames.net/post/485040/#p485040




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Re: Beatstar 9.1.0 released, with a bunch of new stuff.

2019-12-12 Thread AudioGames . net ForumNew releases room : Dekyo-NEC2608 via Audiogames-reflector


  


Re: Beatstar 9.1.0 released, with a bunch of new stuff.

Maybe they are the same bugs I and others reported. All users who updated should be having this problem.As to how many levels have the default pack, you can press V to get two bnumbers spoken by your screen reader. The first one is the level that you are in, and the second number is the total of levels that have the pack.

URL: https://forum.audiogames.net/post/485049/#p485049




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Re: Beatstar 9.1.0 released, with a bunch of new stuff.

2019-12-12 Thread AudioGames . net ForumNew releases room : Dekyo-NEC2608 via Audiogames-reflector


  


Re: Beatstar 9.1.0 released, with a bunch of new stuff.

Maybe they are the same bugs I and others reported. All users who updated should be having this problem.As to how many levels has the default pack, you can press V to get two bnumbers spoken by your screen reader. The first one is the level that you are in, and the second number is the total of levels that the pack has.

URL: https://forum.audiogames.net/post/485049/#p485049




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Re: Pokémon Crystal Access

2019-08-05 Thread AudioGames . net ForumNew releases room : Dekyo-NEC2608 via Audiogames-reflector


  


Re: Pokémon Crystal Access

This post is for Twitch Plays Pokémon anniversary Crystal players that at least have 16 gym badges.Hey everyone! To Twitch Plays Pokémon: Anniversary Crystal players around here... This is Phancero's distribution code and how to get it, step-by-step!Requirements:16 gym badgesAt least one free slot in your partyFirst of all, go to Goldenrod City and enter the Pokémon Communication Center (Pokécom Center).Talk to the link receptionist (follow the path to her).After the question "Would you like to enter a code?" choose yes. And choose yes to the dialog to save the game."Please enter the code". Press A, and we will be in a screen to enter the code, which is inaccessible when you navigate with the arrow keys. Now, if you haven't moved anything (arrows included) these are the steps to enter the code on that screen.One up and press z to enter the lower case keyboardOne up and 3 right, press zOne down and one left, press z to enter the upper case keyboardOne up and one left, press ZOne right and one down, press z to enter the lower case keyboardTwo up and four right, press zTwo down and one left, press z to enter the upper case keyboardOne up and three left, press zOne left and press zThree right and one up, press zOne down and four left, press zOne down and one left, press z to enter the lower case keyboardTwo up and one right, press zFinally press z to validate the code and get the PokémonThat's it! Enjoy destroying the world...

URL: https://forum.audiogames.net/post/453514/#p453514




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Re: Pokémon Crystal Access

2019-08-05 Thread AudioGames . net ForumNew releases room : Dekyo-NEC2608 via Audiogames-reflector


  


Re: Pokémon Crystal Access

This post is for Twitch Plays Pokémon anniversary Crystal players that at least have 16 gym badges.Hey everyone! To Twitch Plays Pokémon: Anniversary Crystal players around here... This is Phancero's distribution code and how to get it, step-by-step!Requirements:16 gym badgesAt least one free slot in your partyFirst of all, go to Goldenrod City and enter the Pokémon Communication Center (Pokécom Center).Talk to the link receptionist (follow the path to her).After the question "Would you like to enter a code?" choose yes. And choose yes to the dialog to save the game."Please enter the code". Press z, and we will be in a screen to enter the code, which is inaccessible when you navigate with the arrow keys. Now, if you haven't moved anything (arrows included) these are the steps to enter the code on that screen.One up and press z to enter the lower case keyboardOne up and 3 right, press zOne down and one left, press z to enter the upper case keyboardOne up and one left, press ZOne right and one down, press z to enter the lower case keyboardTwo up and four right, press zTwo down and one left, press z to enter the upper case keyboardOne up and three left, press zOne left and press zThree right and one up, press zOne down and four left, press zOne down and one left, press z to enter the lower case keyboardTwo up and one right, press zFinally press z to validate the code and get the PokémonThat's it! Enjoy destroying the world...

URL: https://forum.audiogames.net/post/453514/#p453514




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Re: Pokémon Crystal Access

2019-08-06 Thread AudioGames . net ForumNew releases room : Dekyo-NEC2608 via Audiogames-reflector


  


Re: Pokémon Crystal Access

Hey TPP Anniversary Crystal players... do you remember the Poké Seer house in Cianwood City? Well, the granny there is no longer a Poké Seer but now she's a stats judge. For those that are IV training maybe she can be useful.

URL: https://forum.audiogames.net/post/453642/#p453642




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Re: Pokémon Crystal Access

2019-08-06 Thread AudioGames . net ForumNew releases room : Dekyo-NEC2608 via Audiogames-reflector


  


Re: Pokémon Crystal Access

Hey TPP Anniversary Crystal players... do you remember the Poké Seer house in Cianwood City? Well, the granny from that house there is no longer a Poké Seer but now she's a stats judge. For those that are IV training maybe she can be useful.

URL: https://forum.audiogames.net/post/453642/#p453642




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Re: Pokémon Crystal Access

2019-08-06 Thread AudioGames . net ForumNew releases room : Dekyo-NEC2608 via Audiogames-reflector


  


Re: Pokémon Crystal Access

Hey TPP Anniversary Crystal players... do you remember the Poké Seer house in Cianwood City? Well, the granny from that house is no longer a Poké Seer but now she's a stats judge. For those that are IV training maybe she can be useful.

URL: https://forum.audiogames.net/post/453642/#p453642




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Re: Pokémon Crystal Access

2019-08-06 Thread AudioGames . net ForumNew releases room : Dekyo-NEC2608 via Audiogames-reflector


  


Re: Pokémon Crystal Access

@anthony002 In Mew's Cabe, you must throw the boulder to the warp 33. After of that, there will be a message saying "Maybe that broke the water?". Just fall in that hole and voila, you've access to other warp that was blocked or hidden in the water.And fossils are revived in the Ruins of Alph's research center.

URL: https://forum.audiogames.net/post/453701/#p453701




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Re: Pokémon Crystal Access

2019-08-06 Thread AudioGames . net ForumNew releases room : Dekyo-NEC2608 via Audiogames-reflector


  


Re: Pokémon Crystal Access

@anthony002 In Mew's Cabe, you must throw the boulder to the warp 33. After of that, there will be a message saying "Maybe that broke the water?". Just fall in that hole and voila, you've access to other warp that was blocked or hidden in the water. I highly recommend you to use the camera before follow the path to a warp, because a warp can be a door or a hole.And fossils are revived in the Ruins of Alph's research center.

URL: https://forum.audiogames.net/post/453701/#p453701




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Re: Pokémon Crystal Access

2019-08-06 Thread AudioGames . net ForumNew releases room : Dekyo-NEC2608 via Audiogames-reflector


  


Re: Pokémon Crystal Access

@anthony002 In Mew's Cabe, you must throw the boulder to the warp 33. After of that, there will be a message saying "Maybe that broke the water?". Just fall in that hole and voila, you've access to other warp that was blocked or hidden in the water. I highly recommend you to use the camera before follow the path to a warp, because a warp can be a door or a hole.And fossils are revived in the Ruins of Alph's research center.Well I also have a question regarding IV breeding. I've heard that if you catch various Ditto with 31 in a certain IV, and mate with a Pokémon the child can inherit the IV value, and the chances of that happening may increase if Ditto has an Everstone equipped. But I'm talking about TPP Anniversary Crystal, which it have several things from later generations.

URL: https://forum.audiogames.net/post/453701/#p453701




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Re: Pokémon Crystal Access

2019-08-06 Thread AudioGames . net ForumNew releases room : Dekyo-NEC2608 via Audiogames-reflector


  


Re: Pokémon Crystal Access

@anthony002 In Mew's Cabe, you must throw the boulder to the warp 33. After of that, there will be a message saying "Maybe that broke the water?". Just fall in that hole and voila, you've access to other warp that was blocked or hidden in the water. I highly recommend you to use the camera before follow the path to a warp, because a warp can be a door or a hole.And fossils are revived in the Ruins of Alph's research center.Well I also have a question regarding IV breeding. I've heard that if you catch various Ditto with 31 in a certain IV, and mate with a Pokémon the child can inherit the IV value, and the chances of that happening may increase if Ditto is holding an Everstone. But I'm talking about TPP Anniversary Crystal, which it have several things from later generations.

URL: https://forum.audiogames.net/post/453701/#p453701




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Re: Pokémon Crystal Access

2019-08-06 Thread AudioGames . net ForumNew releases room : Dekyo-NEC2608 via Audiogames-reflector


  


Re: Pokémon Crystal Access

@anthony002 In Mew's Cabe, you must throw the boulder to the warp 33. After of that, there will be a message saying "Maybe that broke the water?". Just fall in that hole and voila, you've access to other warp that was blocked or hidden in the water. I highly recommend you to use the camera before follow the path to a warp, because a warp can be a door or a hole.And fossils are revived in the Ruins of Alph's research center.Well I also have a question regarding IV breeding. I've heard that if you catch various Ditto with 31 in a certain IV, and mate with a Pokémon the child can inherit the IV value, is that true? But I'm talking about TPP Anniversary Crystal, which it have several things from later generations.

URL: https://forum.audiogames.net/post/453701/#p453701




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Re: Pokémon Crystal Access

2019-08-07 Thread AudioGames . net ForumNew releases room : Dekyo-NEC2608 via Audiogames-reflector


  


Re: Pokémon Crystal Access

@anthony002 In Mew's Cabe, you must throw the boulder to the warp 33. After of that, there will be a message saying "Maybe that broke the water?". Just fall in that hole and voila, you've access to other warp that was blocked or hidden in the water. I highly recommend you to use the camera before follow the path to a warp, because a warp can be a door or a hole.And fossils are revived in the Ruins of Alph's research center.Well I also have a question regarding DV breeding. I've heard that if you catch various Ditto with  its maximum in a certain DV, and mate with a Pokémon the child can inherit a DV value, is that true? But I'm talking about TPP Anniversary Crystal, which it have several things from later generations.

URL: https://forum.audiogames.net/post/453701/#p453701




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Re: Pokémon Crystal Access

2019-08-07 Thread AudioGames . net ForumNew releases room : Dekyo-NEC2608 via Audiogames-reflector


  


Re: Pokémon Crystal Access

@anthony002 In Mew's Cabe, you must throw the boulder to the warp 33. After of that, there will be a message saying "Maybe that broke the water?". Just fall in that hole and voila, you've access to other warp that was blocked or hidden in the water. I highly recommend you to use the camera before follow the path to a warp, because a warp can be a door or a hole.And fossils are revived in the Ruins of Alph's research center.Well I also have a question regarding DV breeding. I've heard that if you catch various Ditto with  its maximum in a certain DV, and mate with a Pokémon the child can inherit a DV value, is that true? Or am I mixing DV and the modern IV system? But I'm talking about TPP Anniversary Crystal, which it have several things from later generations.

URL: https://forum.audiogames.net/post/453701/#p453701




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Re: Pokémon Crystal Access

2019-08-07 Thread AudioGames . net ForumNew releases room : Dekyo-NEC2608 via Audiogames-reflector


  


Re: Pokémon Crystal Access

@anthony002 In Mew's Cabe, you must throw the boulder to the warp 33. After of that, there will be a message saying "Maybe that broke the water?". Just fall in that hole and voila, you've access to other warp that was blocked or hidden in the water. I highly recommend you to use the camera before follow the path to a warp, because a warp can be a door or a hole.And fossils are revived in the Ruins of Alph's research center.Well I also have a question regarding DV breeding. I've heard that if you catch various Ditto with  a maximum value in a certain DV, and mate with a Pokémon the child can inherit a DV value, is that true? Or am I mixing DV and the modern IV system? But I'm talking about TPP Anniversary Crystal, which it have several things from later generations.

URL: https://forum.audiogames.net/post/453701/#p453701




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Re: Pokémon Crystal Access

2019-08-07 Thread AudioGames . net ForumNew releases room : Dekyo-NEC2608 via Audiogames-reflector


  


Re: Pokémon Crystal Access

@anthony002 In Mew's Cabe, you must throw the boulder to the warp 33. After of that, there will be a message saying "Maybe that broke the water?". Just fall in that hole and voila, you've access to other warp that was blocked or hidden in the water. I highly recommend you to use the camera before follow the path to a warp, because a warp can be a door or a hole.And fossils are revived in the Ruins of Alph's research center.Well I also have a question regarding DV breeding. I've heard that if you catch various Ditto with  a maximum value in a certain DV, and mate with a Pokémon the child can inherit a DV value, is that true? Or am I mixing DV and the modern IV system? But I'm talking about TPP Anniversary Crystal, which it have several things from later generations. It have Pokémon characteristics, but not natures, take that into account.

URL: https://forum.audiogames.net/post/453701/#p453701




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Re: Pokémon Crystal Access

2019-08-07 Thread AudioGames . net ForumNew releases room : Dekyo-NEC2608 via Audiogames-reflector


  


Re: Pokémon Crystal Access

Twitch Plays Pokémon: Anniversary Crystal distribution code nº 7POKÉMON NICKNAME: AAAS  RJ-IHOLDING ITEM: RAWST BERRYORIGIN: TWITCH PLAYS POKEMON CRYSTALCODE: dedinskyTalk to the receptionist located in Goldenrod Pokécom Center after you aquired 16 gym badges to enter the code.

URL: https://forum.audiogames.net/post/453878/#p453878




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Re: Pokémon Crystal Access

2019-08-07 Thread AudioGames . net ForumNew releases room : Dekyo-NEC2608 via Audiogames-reflector


  


Re: Pokémon Crystal Access

Twitch Plays Pokémon: Anniversary Crystal distribution code nº 7POKÉMON NICKNAME: AAAS  RJ-IHOLDING ITEM: RAWST BERRYORIGIN: TWITCH PLAYS POKEMON CRYSTALCODE: dedinskyTalk to the receptionist located in Goldenrod Pokécom Center after you aquired 16 gym badges to enter the code.

URL: https://forum.audiogames.net/post/453878/#p453878




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Re: Pokémon Crystal Access

2019-08-07 Thread AudioGames . net ForumNew releases room : Dekyo-NEC2608 via Audiogames-reflector


  


Re: Pokémon Crystal Access

TWITCH PLAYS POKÉMON: ANNIVERSARY CRYSTAL DISTRIBUTION CODE Nº 7POKÉMON NICKNAME: AAAS  RJ-IHOLDING ITEM: RAWST BERRYORIGIN: TWITCH PLAYS POKEMON CRYSTALCODE: dedinskyTalk to the receptionist located in Goldenrod Pokécom Center after you aquired 16 gym badges to enter the code. Read the code carefully.

URL: https://forum.audiogames.net/post/453878/#p453878




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Re: Pokémon Crystal Access

2019-08-07 Thread AudioGames . net ForumNew releases room : Dekyo-NEC2608 via Audiogames-reflector


  


Re: Pokémon Crystal Access

TWITCH PLAYS POKÉMON: ANNIVERSARY CRYSTAL DISTRIBUTION CODE Nº 15POKÉMON NICKNAME:    ul:::ut×ITEM:    LEFTOVERSORIGIN:    TWITCH PLAYS POKÉMON ANNIVERSARY CRYSTALCODE:    ululutx!Talk to the receptionist located in Goldenrod Pokécom Center after you aquired 16 gym badges to enter the code. Read the code carefully.

URL: https://forum.audiogames.net/post/453880/#p453880




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Re: Pokémon Crystal Access

2019-08-07 Thread AudioGames . net ForumNew releases room : Dekyo-NEC2608 via Audiogames-reflector


  


Re: Pokémon Crystal Access

TWITCH PLAYS POKÉMON: ANNIVERSARY CRYSTAL DISTRIBUTION CODE Nº 7POKÉMON NICKNAME:    AAAS  RJ-IITEM:    RAWST BERRYORIGIN:    TWITCH PLAYS POKEMON CRYSTALCODE:    dedinskyTalk to the receptionist located in Goldenrod Pokécom Center after you aquired 16 gym badges to enter the code. Read the code carefully.

URL: https://forum.audiogames.net/post/453878/#p453878




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Re: Pokémon Crystal Access

2019-08-20 Thread AudioGames . net ForumNew releases room : Dekyo-NEC2608 via Audiogames-reflector


  


Re: Pokémon Crystal Access

Hey guys, have you ever heard of a bootleg Pokémon Crystal version, often refered to it as "Pokémon Vietnamese Crystal"? Just curious, if you want to laugh a little bit... haha.

URL: https://forum.audiogames.net/post/456815/#p456815




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Re: Pokémon Crystal Access

2019-08-20 Thread AudioGames . net ForumNew releases room : Dekyo-NEC2608 via Audiogames-reflector


  


Re: Pokémon Crystal Access

Well, do not try to play it because the script doesn't work in that bootleg.

URL: https://forum.audiogames.net/post/456835/#p456835




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Re: Pokémon Crystal Access

2020-08-04 Thread AudioGames . net ForumNew releases room : Dekyo-NEC2608 via Audiogames-reflector


  


Re: Pokémon Crystal Access

Well well, here's my personal note to pass the "boulder-to-hole" part (beware, this is translated from another language and converted into a mini walkthrough guide  -- which I posted in another site). Let's start.Personal notes[/quote wrote:Ice Path Basement floor 1(Ice Path B1F)On this floor there are 4 boulders and 4 holes. The 4 boulders must be moved in a somewhat complex way until they fall into the correct holes.I recommend to use the script with the keys to locate objects (J, K and L) and the camera.First boulderThe first boulder (second boulder in the case of the script by pressing the L key) is the only one that has a path to follow with P to reach it, and it must be moved as follows:After you have reached and/or collided with it, press Z to activate the strength move. (The boulder that you will move is to the right, not the one above) (check with the camera)Note: After having heard the sound when the boulder moves you must release the directional arrow that you're pressing, otherwise you will inadvertently take another step.Move the boulder 1 time to the rightMove the character 1 step up and 1 to the rightMove the boulder 3 times downAfter you have moved the boulder for the third time, you must move the character one step down, 1 to the right, 2 down, and one to the left, to get down the boulder and move it up once.Now you advance one step up and one to the right, to be on the right side of the boulder.Move the boulder 5 times to the leftMove the character 1 right, 2 down, 3 left, 2 up, 1 right, and push the boulder down onceMove the character 1 down, 1 left, 1 down and push the boulder to the right until it fallsSecond boulderNow, with the help of the script, pressing the keys to locate items, there are 3 boulders, you will take the route to the second one listed there.The boulder is on the top, and can no longer move, so the path for it to fall is as follows:Move the character 1 to the right, 1 upMove the boulder 2 times to the leftMove the character one step down and one to the leftMove the boulder 3 times upMove the character up one step, 1 to the right, 2 up and 1 to the leftMove the rock down onceMove character 1 down, 1 right, and 1 downMove the rock to the left onceMove the character 1 to the left, 1 up, 1 to the left and finally one down to throw the boulder into the holeThird boulderThe third boulder is the last on the boulder list by pressing the L key. Follow the path until you reach it.As you may notice, the boulder is down, and can only be moved in 2 directions. These are the steps to follow:Move the character 1 left and 1 downMove the boulder to the right onceMove character 1 to the right (if you didn't take a step after moving the boulder, of course) then one step up and 1 to the rightMove the boulder 5 times downMove the character 1 down, 2 to the left, 3 down, 2 to the right, 1 to the top, 1 to the right and 1 up to be to the right of the boulder (check with the camera to verify it)Move the boulder to the left until it is no longer possible (until you hear the typical sound when you're hitting the wall)Move the character 1 up and 1 leftMove the boulder down onceMove the character 1 down, 1 right, and 1 downMove the boulder to the left until it fallsFourth and last boulder (FINALLY!)Follow the path until you reach the boulder, be careful not to move it because it is above with nothing blocking. These are the steps for it to fall.Move the boulder up twiceMove the character 1 up, 1 left, 3 up, 2 right, and 2 downMove the boulder to the left onceMove the character 1 left, 1 down and 1 leftMove the boulder up twiceMove the character 1 left and 1 upMove the boulder 2 times to the rightMove the character 2 down, 2 right, and 1 upMove the boulder up onceMove the character 1 up, 2 left, 2 up, 3 right, and 1 downMove the boulder to the left until it fallsAll the boulders fell! But this is not over yet.To go to the second floor of the basement you have to use the keys to locate items. On the first floor of the basement (Ice Path B1F) there is a pokeball, we select it with the object locator as if it were a reference point. Now press L 2 times and follow the path to the second floor of the basement.Ice Path Basement second floor (Ice Path B2F)There is a lot of ice on this floor, but it is very simple now that the 4 boulders are here. (There was a reason why all this boulder movement had to be done!)After entering, take 2 steps down, 2 steps to the left until ice skating and hit a boulder, then down until hit, left until hit, up until hit and right to get out of the ice.

URL: https://forum.audiogames.net/post/558230/#p558230




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Re: Pokémon Crystal Access

2020-08-04 Thread AudioGames . net ForumNew releases room : Dekyo-NEC2608 via Audiogames-reflector


  


Re: Pokémon Crystal Access

Well well, here's my personal note to pass the "boulder-to-hole" part (beware, this is translated from another language and converted into a mini walkthrough guide  -- which I posted in another site). Let's start.Personal notes wrote:Ice Path Basement floor 1(Ice Path B1F)On this floor there are 4 boulders and 4 holes. The 4 boulders must be moved in a somewhat complex way until they fall into the correct holes.I recommend to use the script with the keys to locate objects (J, K and L) and the camera.First boulderThe first boulder (second boulder in the case of the script by pressing the L key) is the only one that has a path to follow with P to reach it, and it must be moved as follows:After you have reached and/or collided with it, press Z to activate the strength move. (The boulder that you will move is to the right, not the one above) (check with the camera)Note: After having heard the sound when the boulder moves you must release the directional arrow that you're pressing, otherwise you will inadvertently take another step.Move the boulder 1 time to the rightMove the character 1 step up and 1 to the rightMove the boulder 3 times downAfter you have moved the boulder for the third time, you must move the character one step down, 1 to the right, 2 down, and one to the left, to get down the boulder and move it up once.Now you advance one step up and one to the right, to be on the right side of the boulder.Move the boulder 5 times to the leftMove the character 1 right, 2 down, 3 left, 2 up, 1 right, and push the boulder down onceMove the character 1 down, 1 left, 1 down and push the boulder to the right until it fallsSecond boulderNow, with the help of the script, pressing the keys to locate items, there are 3 boulders, you will take the route to the second one listed there.The boulder is on the top, and can no longer move, so the path for it to fall is as follows:Move the character 1 to the right, 1 upMove the boulder 2 times to the leftMove the character one step down and one to the leftMove the boulder 3 times upMove the character up one step, 1 to the right, 2 up and 1 to the leftMove the rock down onceMove character 1 down, 1 right, and 1 downMove the rock to the left onceMove the character 1 to the left, 1 up, 1 to the left and finally one down to throw the boulder into the holeThird boulderThe third boulder is the last on the boulder list by pressing the L key. Follow the path until you reach it.As you may notice, the boulder is down, and can only be moved in 2 directions. These are the steps to follow:Move the character 1 left and 1 downMove the boulder to the right onceMove character 1 to the right (if you didn't take a step after moving the boulder, of course) then one step up and 1 to the rightMove the boulder 5 times downMove the character 1 down, 2 to the left, 3 down, 2 to the right, 1 to the top, 1 to the right and 1 up to be to the right of the boulder (check with the camera to verify it)Move the boulder to the left until it is no longer possible (until you hear the typical sound when you're hitting the wall)Move the character 1 up and 1 leftMove the boulder down onceMove the character 1 down, 1 right, and 1 downMove the boulder to the left until it fallsFourth and last boulder (FINALLY!)Follow the path until you reach the boulder, be careful not to move it because it is above with nothing blocking. These are the steps for it to fall.Move the boulder up twiceMove the character 1 up, 1 left, 3 up, 2 right, and 2 downMove the boulder to the left onceMove the character 1 left, 1 down and 1 leftMove the boulder up twiceMove the character 1 left and 1 upMove the boulder 2 times to the rightMove the character 2 down, 2 right, and 1 upMove the boulder up onceMove the character 1 up, 2 left, 2 up, 3 right, and 1 downMove the boulder to the left until it fallsAll the boulders fell! But this is not over yet.To go to the second floor of the basement you have to use the keys to locate items. On the first floor of the basement (Ice Path B1F) there is a pokeball, we select it with the object locator as if it were a reference point. Now press L 2 times and follow the path to the second floor of the basement.Ice Path Basement second floor (Ice Path B2F)There is a lot of ice on this floor, but it is very simple now that the 4 boulders are here. (There was a reason why all this boulder movement had to be done!)After entering, take 2 steps down, 2 steps to the left until ice skating and hit a boulder, then down until hit, left until hit, up until hit and right to get out of the ice.

URL: https://forum.audiogames.net/post/558230/#p558230




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Re: Pokémon Crystal Access

2020-08-04 Thread AudioGames . net ForumNew releases room : Dekyo-NEC2608 via Audiogames-reflector


  


Re: Pokémon Crystal Access

Well well, here's my personal note to pass the "boulder-to-hole" part (beware, this is translated from another language and converted into a mini walkthrough guide  -- which I posted in another site). Let's start.Personal notes wrote:Ice Path Basement floor 1(Ice Path B1F)On this floor there are 4 boulders and 4 holes. The 4 boulders must be moved in a somewhat complex way until they fall into the correct holes.I recommend to use the script with the keys to locate objects (J, K and L) and the camera.First boulderThe first boulder (second boulder in the case of the script by pressing the L key) is the only one that has a path to follow with P to reach it, and it must be moved as follows:After you have reached and/or collided with it, press Z to activate the strength move. (The boulder that you will move is to the right, not the one above) (check with the camera)Note: After having heard the sound when the boulder moves you must release the directional arrow that you're pressing, otherwise you will inadvertently take another step.Move the boulder 1 time to the rightMove the character 1 step up and 1 to the rightMove the boulder 3 times downAfter you have moved the boulder for the third time, you must move the character one step down, 1 to the right, 2 down, and one to the left, to get down the boulder and move it up once.Now you advance one step up and one to the right, to be on the right side of the boulder.Move the boulder 5 times to the leftMove the character 1 right, 2 down, 3 left, 2 up, 1 right, and push the boulder down onceMove the character 1 down, 1 left, 1 down and push the boulder to the right until it fallsSecond boulderNow, with the help of the script, pressing the keys to locate items, there are 3 boulders, you will take the route to the second one listed there.The boulder is on the top, and can no longer move, so the path for it to fall is as follows:Move the character 1 to the right, 1 upMove the boulder 2 times to the leftMove the character one step down and one to the leftMove the boulder 3 times upMove the character up one step, 1 to the right, 2 up and 1 to the leftMove the boulder down onceMove the character 1 down, 1 right, and 1 downMove the boulder to the left onceMove the character 1 to the left, 1 up, 1 to the left and finally one down to throw the boulder into the holeThird boulderThe third boulder is the last on the boulder list by pressing the L key. Follow the path until you reach it.As you may notice, the boulder is down, and can only be moved in 2 directions. These are the steps to follow:Move the character 1 left and 1 downMove the boulder to the right onceMove character 1 to the right (if you didn't take a step after moving the boulder, of course) then one step up and 1 to the rightMove the boulder 5 times downMove the character 1 down, 2 to the left, 3 down, 2 to the right, 1 to the top, 1 to the right and 1 up to be to the right of the boulder (check with the camera to verify it)Move the boulder to the left until it is no longer possible (until you hear the typical sound when you're hitting the wall)Move the character 1 up and 1 leftMove the boulder down onceMove the character 1 down, 1 right, and 1 downMove the boulder to the left until it fallsFourth and last boulder (FINALLY!)Follow the path until you reach the boulder, be careful not to move it because it is above with nothing blocking. These are the steps for it to fall.Move the boulder up twiceMove the character 1 up, 1 left, 3 up, 2 right, and 2 downMove the boulder to the left onceMove the character 1 left, 1 down and 1 leftMove the boulder up twiceMove the character 1 left and 1 upMove the boulder 2 times to the rightMove the character 2 down, 2 right, and 1 upMove the boulder up onceMove the character 1 up, 2 left, 2 up, 3 right, and 1 downMove the boulder to the left until it fallsAll the boulders fell! But this is not over yet.To go to the second floor of the basement you have to use the keys to locate items. On the first floor of the basement (Ice Path B1F) there is a pokeball, we select it with the object locator as if it were a reference point. Now press L 2 times and follow the path to the second floor of the basement.Ice Path Basement second floor (Ice Path B2F)There is a lot of ice on this floor, but it is very simple now that the 4 boulders are here. (There was a reason why all this boulder movement had to be done!)After entering, take 2 steps down, 2 steps to the left until ice skating and hit a boulder, then down until hit, left until hit, up until hit and right to get out of the ice.

URL: https://forum.audiogames.net/post/558230/#p558230




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Re: Pokémon Crystal Access

2020-08-04 Thread AudioGames . net ForumNew releases room : Dekyo-NEC2608 via Audiogames-reflector


  


Re: Pokémon Crystal Access

Well well, here's my personal note to pass the "boulder-to-hole" part (beware, this is translated from another language and converted into a mini walkthrough guide  -- which I posted in another site). Let's start.Personal notes wrote:Ice Path Basement floor 1(Ice Path B1F)On this floor there are 4 boulders and 4 holes. The 4 boulders must be moved in a somewhat complex way until they fall into the correct holes.I recommend to use the script with the keys to locate objects (J, K and L) and the camera.First boulderThe first boulder (second boulder in the case of the script by pressing the L key) is the only one that has a path to follow with P to reach it, and it must be moved as follows:After you have reached and/or collided with it, press Z to activate the strength move. (The boulder that you will move is to the right, not the one above) (check with the camera)Note: After having heard the sound when the boulder moves you must release the directional arrow that you're pressing, otherwise you will inadvertently take another step.Move the boulder 1 time to the rightMove the character 1 step up and 1 to the rightMove the boulder 3 times downAfter you have moved the boulder for the third time, you must move the character one step down, 1 to the right, 2 down, and one to the left, to get down the boulder and move it up once.Now you advance one step up and one to the right, to be on the right side of the boulder.Move the boulder 5 times to the leftMove the character 1 right, 2 down, 3 left, 2 up, 1 right, and push the boulder down onceMove the character 1 down, 1 left, 1 down and push the boulder to the right until it fallsSecond boulderNow, with the help of the script, pressing the keys to locate items, there are 3 boulders, you will take the route to the second one listed there.The boulder is on the top, and can no longer move, so the path for it to fall is as follows:Move the character 1 to the right, 1 upMove the boulder 2 times to the leftMove the character one step down and one to the leftMove the boulder 3 times upMove the character up one step, 1 to the right, 2 up and 1 to the leftMove the boulder down onceMove the character 1 down, 1 right, and 1 downMove the boulder to the left onceMove the character 1 to the left, 1 up, 1 to the left and finally one down to throw the boulder into the holeThird boulderThe third boulder is the last on the boulder list by pressing the L key. Follow the path until you reach it.As you may notice, the boulder is down, and can only be moved in 2 directions. These are the steps to follow:Move the character 1 left and 1 downMove the boulder to the right onceMove character 1 to the right (if you didn't take a step after moving the boulder, of course) then one step up and 1 to the rightMove the boulder 5 times downMove the character 1 down, 2 to the left, 3 down, 2 to the right, 1 to the top, 1 to the right and 1 up to be to the right of the boulder (check with the camera to verify it)Move the boulder to the left until it is no longer possible (until you hear the typical sound when you're hitting the wall)Move the character 1 up and 1 leftMove the boulder down onceMove the character 1 down, 1 right, and 1 downMove the boulder to the left until it fallsFourth and last boulder (FINALLY!)Follow the path until you reach the boulder, be careful not to move it because it is above with nothing blocking. These are the steps for it to fall.Move the boulder up twiceMove the character 1 up, 1 left, 3 up, 2 right, and 2 downMove the boulder to the left onceMove the character 1 left, 1 down and 1 leftMove the boulder up twiceMove the character 1 left and 1 upMove the boulder 2 times to the rightMove the character 2 down, 2 right, and 1 upMove the boulder up onceMove the character 1 up, 2 left, 2 up, 3 right, and 1 downMove the boulder to the left until it fallsAll the boulders fell! But this is not over yet.To go to the second floor of the basement you have to use the keys to locate items. On the first floor of the basement (Ice Path B1F) there is a pokeball, we select it with the object locator as if it were a reference point. Now press L 2 times and follow the path to the second floor of the basement.Ice Path Basement second floor (Ice Path B2F)There is a lot of ice on this floor, but it is very simple now that the 4 boulders are here. (There was a reason why all this boulder movement had to be done!)After entering, take 2 steps down, 2 steps to the left until ice skating and hit a boulder, then down until hit, left until hit, up until hit and right to get out of the ice. If the sound is heard when we take a step on a normal floor, it means that everything went well. It only remains to take a step to the right and 3 down to go up to the third floor of the basement.

URL: https://forum.audiogames.net/post/558230/#p558230




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Re: Pokémon Crystal Access

2020-08-04 Thread AudioGames . net ForumNew releases room : Dekyo-NEC2608 via Audiogames-reflector


  


Re: Pokémon Crystal Access

Well well, here's my personal note to pass the "boulder-to-hole" part (beware, this is translated from another language and converted into a mini walkthrough guide  -- which I posted in another site). Let's start.Personal notes wrote:Ice Path Basement floor 1(Ice Path B1F)On this floor there are 4 boulders and 4 holes. The 4 boulders must be moved in a somewhat complex way until they fall into the correct holes.I recommend to use the script with the keys to locate objects (J, K and L) and the camera.First boulderThe first boulder (second boulder in the case of the script by pressing the L key) is the only one that has a path to follow with P to reach it, and it must be moved as follows:After you have reached and/or collided with it, press Z to activate the strength move. (The boulder that you will move is to the right, not the one above) (check with the camera)Note: After having heard the sound when the boulder moves you must release the directional arrow that you're pressing, otherwise you will inadvertently take another step.Move the boulder 1 time to the rightMove the character 1 step up and 1 to the rightMove the boulder 3 times downAfter you have moved the boulder for the third time, you must move the character one step down, 1 to the right, 2 down, and one to the left, to get down the boulder and move it up once.Now you advance one step up and one to the right, to be on the right side of the boulder.Move the boulder 5 times to the leftMove the character 1 right, 2 down, 3 left, 2 up, 1 right, and push the boulder down onceMove the character 1 down, 1 left, 1 down and push the boulder to the right until it fallsSecond boulderNow, with the help of the script, pressing the keys to locate items, there are 3 boulders, you will take the route to the second one listed there.The boulder is on the top, and can no longer move, so the path for it to fall is as follows:Move the character 1 to the right, 1 upMove the boulder 2 times to the leftMove the character one step down and one to the leftMove the boulder 3 times upMove the character up one step, 1 to the right, 2 up and 1 to the leftMove the boulder down onceMove the character 1 down, 1 right, and 1 downMove the boulder to the left onceMove the character 1 to the left, 1 up, 1 to the left and finally one down to throw the boulder into the holeThird boulderThe third boulder is the last on the boulder list by pressing the L key. Follow the path until you reach it.As you may notice, the boulder is down, and can only be moved in 2 directions. These are the steps to follow:Move the character 1 left and 1 downMove the boulder to the right onceMove character 1 to the right (if you didn't take a step after moving the boulder, of course) then one step up and 1 to the rightMove the boulder 5 times downMove the character 1 down, 2 to the left, 3 down, 2 to the right, 1 to the top, 1 to the right and 1 up to be to the right of the boulder (check with the camera to verify it)Move the boulder to the left until it is no longer possible (until you hear the typical sound when you're hitting the wall)Move the character 1 up and 1 leftMove the boulder down onceMove the character 1 down, 1 right, and 1 downMove the boulder to the left until it fallsFourth and last boulder (FINALLY!)Follow the path until you reach the boulder, be careful not to move it because it is above with nothing blocking. These are the steps for it to fall.Move the boulder up twiceMove the character 1 up, 1 left, 3 up, 2 right, and 2 downMove the boulder to the left onceMove the character 1 left, 1 down and 1 leftMove the boulder up twiceMove the character 1 left and 1 upMove the boulder 2 times to the rightMove the character 2 down, 2 right, and 1 upMove the boulder up onceMove the character 1 up, 2 left, 2 up, 3 right, and 1 downMove the boulder to the left until it fallsAll the boulders fell! But this is not over yet.To go to the second floor of the basement you have to use the keys to locate items. On the first floor of the basement (Ice Path B1F) there is a pokeball, we select it with the object locator as if it were a reference point. Now press L 2 times and follow the path to the second floor of the basement.Ice Path Basement second floor (Ice Path B2F)There is a lot of ice on this floor, but it is very simple now that the 4 boulders are here. (There was a reason why all this boulder movement had to be done!)After entering, take 2 steps down, 2 steps to the left until ice skating and hit a boulder, then down until hit, left until hit, up until hit and right to get out of the ice. If the sound is heard when you take a step on a normal floor, it means that everything went well. It only remains to take a step to the right and 3 down to go up to the third floor of the basement.

URL: https://forum.audiogames.net/post/558230/#p558230




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Re: Pokémon Crystal Access

2020-08-06 Thread AudioGames . net ForumNew releases room : Dekyo-NEC2608 via Audiogames-reflector


  


Re: Pokémon Crystal Access

A search engine is your friend and that's all you need. A simple Google search (nah, on all search engines) and you'll get it.

URL: https://forum.audiogames.net/post/558844/#p558844




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Re: Pokémon Crystal Access

2020-08-06 Thread AudioGames . net ForumNew releases room : Dekyo-NEC2608 via Audiogames-reflector


  


Re: Pokémon Crystal Access

A search engine is your friend and that's all you need. With a simple search on Google (nah, on all search engines) you'll get it.

URL: https://forum.audiogames.net/post/558844/#p558844




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Re: Pokémon Crystal Access

2020-08-06 Thread AudioGames . net ForumNew releases room : Dekyo-NEC2608 via Audiogames-reflector


  


Re: Pokémon Crystal Access

A search engine is your friend and that's all you need. With a simple search on Google (nah, on all search engines) you'll get it. My God.

URL: https://forum.audiogames.net/post/558844/#p558844




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Re: Pokémon Crystal Access

2019-03-03 Thread AudioGames . net ForumNew releases room : Dekyo-NEC2608 via Audiogames-reflector


  


Re: Pokémon Crystal Access

@pulseman45 That would be awesome, also I totally agree with Kenshira to adapt the script for Prism as well! Hopefully...

URL: https://forum.audiogames.net/post/416095/#p416095




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Re: shadow rine full voice version released

2020-05-10 Thread AudioGames . net ForumNew releases room : Dekyo-NEC2608 via Audiogames-reflector


  


Re: shadow rine full voice version released

I guess that just means training (leveling) using the normal method by killing monsters.

URL: https://forum.audiogames.net/post/527884/#p527884




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Re: shadow rine full voice version released

2020-05-10 Thread AudioGames . net ForumNew releases room : Dekyo-NEC2608 via Audiogames-reflector


  


Re: shadow rine full voice version released

Hmm, I don't remember any thing like that, but I usually use treasures for enhancing my stats (BTW, I don't buy gems, I just find them).

URL: https://forum.audiogames.net/post/527884/#p527884




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Re: shadow rine full voice version released

2020-05-10 Thread AudioGames . net ForumNew releases room : Dekyo-NEC2608 via Audiogames-reflector


  


Re: shadow rine full voice version released

Hmm, I don't remember any thing like that, but I usually use treasures to enhance my stats overall (BTW, I don't buy gems, I just find them).

URL: https://forum.audiogames.net/post/527884/#p527884




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Re: Beatstar 7.5.0 released, with a bunch of new stuff.

2019-11-18 Thread AudioGames . net ForumNew releases room : Dekyo-NEC2608 via Audiogames-reflector


  


Re: Beatstar 7.5.0 released, with a bunch of new stuff.

Hi,I can't edit my pack with the built-in editor. Playing Beatstar 7.6.1 and when I browse to the folder where my pack is, and I choose start level, the game just freezes with a bunch of errors in the console output. Here are them:Error C:\Users\(UserName)\Deskt…o\core\sound.js:346 Sound load error ./sounds/ui/menuChoose.oggError C:\Users\(UserName)\Deskt…no\core\sono.js:154 Error: Load Error: 0 ./sounds/ui/menuChoose.oggat XMLHttpRequest.errorHandler (C:\Users\(UserName)\Deskt…\utils\loader.js:68)Error C:\Users\(UserName)\Deskt…utils\loader.js:138 GET file:///C:/Users/(UserName)/Desktop/games/beat_windows/resources/app.asar/client/sounds/ui/menuChoose.ogg net::ERR_FILE_NOT_FOUNDError C:\Users\(UserName)\Deskt…o\core\sound.js:346 Sound load error ./sounds/ui/menuMove.oggError C:\Users\(UserName)\Deskt…no\core\sono.js:154 Error: Load Error: 0 ./sounds/ui/menuMove.oggat XMLHttpRequest.errorHandler (C:\Users\(UserName)\Deskt…\utils\loader.js:68)Error C:\Users\(UserName)\Deskt…utils\loader.js:138 GET file:///C:/Users/(UserName)/Desktop/games/beat_windows/resources/app.asar/client/sounds/ui/menuMove.ogg net::ERR_FILE_NOT_FOUNDError C:\Users\(UserName)\Deskt…o\core\sound.js:346 Sound load error ./sounds/ui/keyChar.oggError C:\Users\(UserName)\Deskt…no\core\sono.js:154 Error: Load Error: 0 ./sounds/ui/keyChar.oggat XMLHttpRequest.errorHandler (C:\Users\(UserName)\Deskt…\utils\loader.js:68)Error C:\Users\(UserName)\Deskt…utils\loader.js:138 GET file:///C:/Users/(UserName)/Desktop/games/beat_windows/resources/app.asar/client/sounds/ui/keyChar.ogg net::ERR_FILE_NOT_FOUNDError C:\Users\(UserName)\Deskt…o\core\sound.js:346 Sound load error ./sounds/ui/keyDelete.oggError C:\Users\(UserName)\Deskt…no\core\sono.js:154 Error: Load Error: 0 ./sounds/ui/keyDelete.oggat XMLHttpRequest.errorHandler (C:\Users\(UserName)\Deskt…\utils\loader.js:68)Error C:\Users\(UserName)\Deskt…utils\loader.js:138 GET file:///C:/Users/(UserName)/Desktop/games/beat_windows/resources/app.asar/client/sounds/ui/keyDelete.ogg net::ERR_FILE_NOT_FOUNDError C:\Users\(UserName)\Deskt…o\core\sound.js:346 Sound load error ./sounds/ui/menuSliderLeft.oggError C:\Users\(UserName)\Deskt…no\core\sono.js:154 Error: Load Error: 0 ./sounds/ui/menuSliderLeft.oggat XMLHttpRequest.errorHandler (C:\Users\(UserName)\Deskt…\utils\loader.js:68)Error C:\Users\(UserName)\Deskt…utils\loader.js:138 GET file:///C:/Users/(UserName)/Desktop/games/beat_windows/resources/app.asar/client/sounds/ui/menuSliderLeft.ogg net::ERR_FILE_NOT_FOUNDError C:\Users\(UserName)\Deskt…o\core\sound.js:346 Sound load error ./sounds/ui/menuSliderRight.oggError C:\Users\(UserName)\Deskt…no\core\sono.js:154 Error: Load Error: 0 ./sounds/ui/menuSliderRight.oggat XMLHttpRequest.errorHandler (C:\Users\(UserName)\Deskt…\utils\loader.js:68)Error C:\Users\(UserName)\Deskt…utils\loader.js:138GET file:///C:/Users/(UserName)/Desktop/games/beat_windows/resources/app.asar/client/sounds/ui/menuSliderRight.ogg net::ERR_FILE_NOT_FOUNDError C:\Users\(UserName)\Deskt…o\core\sound.js:346 Sound load error ./sounds/ui/menuBoundary.oggError C:\Users\(UserName)\Deskt…no\core\sono.js:154 Error: Load Error: 0 ./sounds/ui/menuBoundary.oggat XMLHttpRequest.errorHandler (C:\Users\(UserName)\Deskt…\utils\loader.js:68)Error C:\Users\(UserName)\Deskt…utils\loader.js:138GET file:///C:/Users/(UserName)/Desktop/games/beat_windows/resources/app.asar/client/sounds/ui/menuBoundary.ogg net::ERR_FILE_NOT_FOUNDError C:\Users\(UserName)\Deskt…o\core\sound.js:346 Sound load error ./sounds/ui/menuChoose.oggError C:\Users\(UserName)\Deskt…no\core\sono.js:154 Error: Load Error: 0 ./sounds/ui/menuChoose.oggat XMLHttpRequest.errorHandler (C:\Users\(UserName)\Deskt…\utils\loader.js:68)Error C:\Users\(UserName)\Deskt…utils\loader.js:138GET file:///C:/Users/(UserName)/Desktop/games/beat_windows/resources/app.asar/client/sounds/ui/menuChoose.ogg net::ERR_FILE_NOT_FOUNDError C:\Users\(UserName)\Deskt…o\core\sound.js:346 Sound load error ./sounds/ui/menuMove.oggError C:\Users\(UserName)\Deskt…no\core\sono.js:154 Error: Load Error: 0 ./sounds/ui/menuMove.oggat XMLHttpRequest.errorHandler (C:\Users\(UserName)\Deskt…\utils\loader.js:68)Error C:\Users\(UserName)\Deskt…utils\loader.js:138 GET file:///C:/Users/(UserName)/Desktop/games/beat_windows/resources/app.asar/client/sounds/ui/menuMove.ogg net::ERR_FILE_NOT_FOUNDError C:\Users\(UserName)\Deskt…o\core\sound.js:346 Sound load error ./sounds/ui/menuOpen.oggError C:\Users\(UserName)\Deskt…no\core\sono.js:154 Error: Load Error: 0 ./sounds/ui/menuOpen.oggat XMLHttpRequest.errorHandler (C:\Users\(UserName)\Deskt…\utils\loader.js:68) Error C:\Users\(UserName)\Deskt…utils\loader.js:138 GET file:///C:/Users/(UserName)/Desktop/games/beat_windows/resources/app.asar/client/sounds/ui/menuOpen.ogg net::ERR_FILE_NOT_FOUND Error C:\Users\(UserName)\Deskt…o\core\sound.js:346 Sound load error ./sounds/ui/menuSelector.ogg Error C:\Users\(UserName)\Deskt…no

Re: Beatstar 7.5.0 released, with a bunch of new stuff.

2019-11-18 Thread AudioGames . net ForumNew releases room : Dekyo-NEC2608 via Audiogames-reflector


  


Re: Beatstar 7.5.0 released, with a bunch of new stuff.

It's working for me. Also it is .com, not .net.

URL: https://forum.audiogames.net/post/477942/#p477942




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Re: Beatstar 7.5.0 released, with a bunch of new stuff.

2019-11-19 Thread AudioGames . net ForumNew releases room : Dekyo-NEC2608 via Audiogames-reflector


  


Re: Beatstar 7.5.0 released, with a bunch of new stuff.

Yeah I noticed that too, as you go playing it, the game gets slow and you needs to restart it with ctrl+r.

URL: https://forum.audiogames.net/post/478250/#p478250




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Re: Beatstar 7.5.0 released, with a bunch of new stuff.

2019-11-20 Thread AudioGames . net ForumNew releases room : Dekyo-NEC2608 via Audiogames-reflector


  


Re: Beatstar 7.5.0 released, with a bunch of new stuff.

Maybe it's memory usage. I even tested enabling and disabling the option to read music from disk and I get the same result. Also, the game is trying, trying and trying to load objects (sounds) that can't be found.

URL: https://forum.audiogames.net/post/478357/#p478357




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Re: Beatstar 7.5.0 released, with a bunch of new stuff.

2019-11-20 Thread AudioGames . net ForumNew releases room : Dekyo-NEC2608 via Audiogames-reflector


  


Re: Beatstar 7.5.0 released, with a bunch of new stuff.

Maybe it's memory usage. I even tested enabling and disabling the option to read music from disk and I get the same result. Also, the game is trying, trying and trying to load objects (sounds) that can't be found, according to the console's output.

URL: https://forum.audiogames.net/post/478357/#p478357




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Re: Beatstar 7.5.0 released, with a bunch of new stuff.

2019-11-20 Thread AudioGames . net ForumNew releases room : Dekyo-NEC2608 via Audiogames-reflector


  


Re: Beatstar 7.5.0 released, with a bunch of new stuff.

Maybe it's CPU usage. I even tested enabling and disabling the option to read music from disk and I get the same result. Also, the game is trying, trying and trying to load objects (sounds) that can't be found, according to the console's output.

URL: https://forum.audiogames.net/post/478357/#p478357




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Re: Beatstar 7.5.0 released, with a bunch of new stuff.

2019-11-20 Thread AudioGames . net ForumNew releases room : Dekyo-NEC2608 via Audiogames-reflector


  


Re: Beatstar 7.5.0 released, with a bunch of new stuff.

It's CPU usage, I checked it in the task manager. As I play it, the CPU usage increases. I even tested enabling and disabling the option to read music from disk and I get the same result. Also, the game is trying, trying and trying to load objects (sounds) that can't be found, according to the console's output. But my CPU isn't very powerful anyway.

URL: https://forum.audiogames.net/post/478357/#p478357




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Re: Beatstar 7.5.0 released, with a bunch of new stuff.

2019-11-20 Thread AudioGames . net ForumNew releases room : Dekyo-NEC2608 via Audiogames-reflector


  


Re: Beatstar 7.5.0 released, with a bunch of new stuff.

He removed the game from his website until he fix some issues.

URL: https://forum.audiogames.net/post/478654/#p478654




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Re: Beatstar 7.5.0 released, with a bunch of new stuff.

2019-11-20 Thread AudioGames . net ForumNew releases room : Dekyo-NEC2608 via Audiogames-reflector


  


Re: Beatstar 7.5.0 released, with a bunch of new stuff.

The game will not be available until he fix some issues, so he temporarily removed it from his website.

URL: https://forum.audiogames.net/post/478654/#p478654




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Re: Pokémon Crystal Access

2019-09-07 Thread AudioGames . net ForumNew releases room : Dekyo-NEC2608 via Audiogames-reflector


  


Re: Pokémon Crystal Access

I already knew it. Also US/UM games are part of gen 7º, not 6º.

URL: https://forum.audiogames.net/post/460300/#p460300




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Re: Pokémon Crystal Access

2019-09-07 Thread AudioGames . net ForumNew releases room : Dekyo-NEC2608 via Audiogames-reflector


  


Re: Pokémon Crystal Access

I already knew it. BTW US/UM games are part of gen 7º, not 6º.

URL: https://forum.audiogames.net/post/460300/#p460300




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Re: Pokémon Crystal Access

2019-09-07 Thread AudioGames . net ForumNew releases room : Dekyo-NEC2608 via Audiogames-reflector


  


Re: Pokémon Crystal Access

So, I downloaded the latest version of Crystal Clear (2.0 Baby) and seems that the footsteps doesn't work anymore, so I changed from 0x2984 to 0x2986 and it worked. A few questions... because I'm new to the CC stuff. Does anyone figured out the character customization screen? Also, does anyone use the function to make a Pokémon follow you?

URL: https://forum.audiogames.net/post/460342/#p460342




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Re: Pokémon Crystal Access

2019-09-09 Thread AudioGames . net ForumNew releases room : Dekyo-NEC2608 via Audiogames-reflector


  


Re: Pokémon Crystal Access

This is the changelog.

URL: https://forum.audiogames.net/post/460743/#p460743




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Re: Pokémon Crystal Access

2019-09-09 Thread AudioGames . net ForumNew releases room : Dekyo-NEC2608 via Audiogames-reflector


  


Re: Pokémon Crystal Access

This is the changelog.I've another question related to CC. When you get a shiny Pokémon, does that particular sound plays before the Pokémon's cry, when it is out of its Pokéball?

URL: https://forum.audiogames.net/post/460743/#p460743




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Re: Pokémon Crystal Access

2019-09-12 Thread AudioGames . net ForumNew releases room : Dekyo-NEC2608 via Audiogames-reflector


  


Re: Pokémon Crystal Access

Hi everyone. I began to play CC, and to my surprise, I got a shiny Unown in 23 soft resets. Its hidden power is dragon and the power base is 69, of 70 which is the maximum. Hard starters, but at least I have a shiny Unown (my first shiny Unown in my life). You can choose a Unown letter with up/down arrows when you're in the Unown option. Only I and V letters can be shiny.BTW, soft reset aren't the same thing as reseting with ctrl+r.

URL: https://forum.audiogames.net/post/461366/#p461366




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Re: Pokémon Crystal Access

2019-09-12 Thread AudioGames . net ForumNew releases room : Dekyo-NEC2608 via Audiogames-reflector


  


Re: Pokémon Crystal Access

Nope, ShockSlayer says that he will not add things that break compatibility with the original GSC and Stadium 2 games. This includes new moves, and the physical/special split (PSS). That's the reason why various people don't play it. Some people simply can't play a Pokémon game without PSS.

URL: https://forum.audiogames.net/post/461555/#p461555




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Re: Pokémon Crystal Access

2019-09-13 Thread AudioGames . net ForumNew releases room : Dekyo-NEC2608 via Audiogames-reflector


  


Re: Pokémon Crystal Access

Nope, ShockSlayer says that he will not add features that break compatibility with the original RBY, GSC and Stadium 2 games. This includes new moves, and the physical/special split (PSS). That's the reason why various people don't play it. Some people simply can't play a Pokémon game without PSS.

URL: https://forum.audiogames.net/post/461555/#p461555




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Re: Pokémon Crystal Access

2019-09-13 Thread AudioGames . net ForumNew releases room : Dekyo-NEC2608 via Audiogames-reflector


  


Re: Pokémon Crystal Access

Nope, ShockSlayer said that he will not add features that break compatibility with the original RBY, GSC and Stadium 2 games. This includes new moves, and the physical/special split (PSS). That's the reason why various people don't play it. Some people simply can't play a Pokémon game without PSS.

URL: https://forum.audiogames.net/post/461555/#p461555




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