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Topics - Gold

Pages: [1] 2
1
General Rotors / Idea for a video game.
« on: October 20, 2009, 08:30:25 AM »
You're in World War II and you fight the Nazis.

2
General Rotors / Signal-to-noise ratio
« on: September 05, 2009, 09:22:53 PM »
butts

3
General Rotors / Topic #5401
« on: September 04, 2009, 12:02:31 AM »
NULL

4
General Rotors / Favorite letter
« on: September 03, 2009, 11:48:00 PM »
W.

5
General Rotors / Abortion topic
« on: August 01, 2009, 10:52:45 AM »
Abortion in progress

6
General Rotors / Scribblenauts Motherfucker?
« on: June 26, 2009, 09:44:30 PM »
http://scribblenauts.com/
http://www.gametrailers.com/video/debut-trailer-scribblenauts/45889
http://www.gametrailers.com/video/trailer-2-scribblenauts/48876
http://www.gametrailers.com/video/e3-09-scribblenauts/50735
http://www.youtube.com/watch?v=RTEUbtgpIgo



Scribblenauts is a game of scribbling proportions. You write (or type) what you want to make and the game puts it on screen. You use these spawned objects to solve levels, of which there are a lot (220 I think). What score you get seems to depend on how creatively you solve the level, and you get special rewards for doing levels in a certain way.

Some of you may be thinking "It won't recognize the word I put in" well FUCK YOU. Scribblenauts recognizes tens of thousands of nouns. Shit is crazy. The only limits are copyrighted characters and vulgar material. So unfortunately, you won't be able to get that star off the tree by having Mega Man shoot at it with his penis buster. The game is set to come out in Fall 2009.

So what do you think? Interesting and innovative game that challenges and rewards the user's imaginative skills and has tons of replay value, or stupid piece of shit overhyped casual game for little baby Nintendo faggots?

Note: Your opinion can also come between these two choices.

7
General Rotors / I'm out of here.
« on: April 19, 2009, 03:23:42 PM »
Board's too stupid for me to keep visiting.

And a bonus, by actually leaving I've proven myself more intelligent than the people who endlessly bitch about the quality of the forums while never actually leaving.

You know who you are.

Idiots.

8
General Discussion / Legend of Zelda: Spirit Tracks.
« on: March 27, 2009, 05:17:25 AM »
Oh a topic not related to Sonic.

So yeah. I know how you all like speculation topics with 50 pages worth of bullshit so here you go.

It'll probably follow the exact same formula as every other Zelda game, but uh...TRAINS!!!!

Here's a trailer.

9
General Rotors / Wait just a darn minute here.
« on: March 17, 2009, 04:10:31 AM »
How do bottomless pits work in an underwater swimming stage?

10
General Rotors / We're going to the Playboy Mansion!
« on: March 13, 2009, 04:11:55 AM »
SHUT THE FUCK UP

11
General Rotors / Trains.
« on: December 08, 2008, 10:25:29 PM »
Heeeeeeeere they come!

train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train train
Clickety-clack down the track, it's Lots & Lots of Trains!

Two of the greatest train videos we've ever offered!

And now through this special TV offer, you'll get 2 videos for the price of one!!!

You'll get BIG TRAINS

little trains

Steam trains

Diesel freight and passenger trains!

Even trains that blow through snow!

Old trains! New trains!

FASTTRAINS

slooooooooooooooooooow traaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaains

SMOKIN' TRAINS!

Code: [Select]
    even
  he    tr
dt        ai
n  world!  n
u          s
 or      rf
    a mo

Plus toy trains, trolley trains, and mushmushmo!

When you order Lots & Lots of Trains!

HEAR the whistle blow!
FEEL the heat!
SMELL the smoke!

As these titans of the tracks thunder on by!
Kids Love 'em too!
You'll love Lots & Lots of Boats Trains!

And remember, this spectacular two-tape set is NOT available in stores!

So hop on board and get 2 great tapes for 1 great price!

Get Lots & Lots of Trains!

ordernowandgetafreebonusCDofsingalongtrainsongscallblahblahblah
offernotavailableinstoressatisfactionguaranteedtogetthe2tapesplusthefreecdcallblahblahblah

12
General Rotors / You can make any MMX Maverick's name into an innuendo.
« on: December 05, 2008, 08:38:32 PM »
It really stings my chameleon.

(Don't use the Japanese names though or things get weird)

13
General Discussion / Untitled Mega Man X boss rush hack.
« on: September 22, 2008, 03:45:34 AM »
I'm not sure how interested anyone here is about a hack but well.



Remember that topic from about a couple of months ago with Mega Man X technical information? Probably not. Anyway, the hack changes the starting points of each stage so you start right at the boss. While this skips most of the level, it also makes collecting heart tanks, sub tanks, and parts impossible. Still rudimentary at this point, but as I learn more about the Mega Man X engine I hope to add a score system that will give you points depending on how fast you defeat the boss, whether or not you use the buster, and whether or not you get hit. Also added will be a timer.

I don't really have any place to upload the ROM of what I have so far but there you go.

14
General Rotors / Blood brothers fancomic #1
« on: September 01, 2008, 12:02:03 AM »
in this issue mario and korblatz fart on bowser, killing him


15
General Rotors / Elise's train is...
« on: August 16, 2008, 10:29:35 AM »
UH OH

GOTTA SPEED UP

16
Addresses & Values

7E0300-7E03FF: Background pallete.
  This pallete is used for the foreground and
  background layers of the game. It is a shared
  256 color pallete. 1 color is used for
  transparency.

7E0400-7E041F: Hit pallete / Sprite pallete #1.
  This pallete is used intermitently with
  the normal pallete of every enemy and boss
  in the game to indicate that something has been hit.
  It is only used as a main pallete by the particles
  that go into X when he begins to charge his
  buster.
7E0420-7E043F: X's main pallete / Sprite pallete #2. 2 bytes.
  Pallete information for the main pallete in the game.
  There are 16 colors in all. Each color is represented as
  a 2 byte value. See sheet for color list. The first color
  is used for transparency purposes. This pallete is used
  exclusively for the X sprite and the 1-up item.
7E0440-7E045F: X's secondary pallete  / Sprite pallete #3. 2 bytes.
  This pallete is used by X's health bar, the glowing particles
  from his charged effect, buster shots, and energy and weapon
  capsules.
7E0460-7E047F: X's weapon pallete / Sprite pallete #4. 2 bytes.
  This pallete is used by X's weapons bar, the particles
  generated to indicate the buster has been supercharged,
  and all of X's weapons, discluding the uncharged
  buster shots.
7E0480-7E049F: Sprite pallete #5. 2 bytes.
  Changes on the objects loaded in a stage.
7E04A0-7E04BF: Sprite pallete #6. 2 bytes.
7E04C0-7E04DF: Sprite pallete #7. 2 bytes.
7E04E0-7E04FF: Sprite pallete #8. 2 bytes.

7E0BAD: Current X position of Megaman X. 2 bytes.
7E0BAF: Current Y position of Megaman X. 2 bytes.

7E0BBD: Number of own shots on screen. 1 byte.
  Default is 0. L/R weapon changing is disabled at
  any number higher than 0. Going to the start menu
  and choosing a weapon sets the value to zero and
  clears all own projectiles before switching to weapon.
  Max number of shots per weapon:
  Buster: 3
  H.Torpedo: 2
  C.Sting: 4 (1 for initial burst, 3 for sting)
  R.Shield: 1
  F.Wave: 5
  Storm T.: 1
  E.Spark: 6 (3 for initial shot, 3 for wall shot)
  B.Cutter: 3

7E0BCF: Current health. 1 byte.
  The cap on health is determined by the maximum
  health value. Once health reaches 0, X will die. Control
  is taken away from the player when health reaches 0. Upon
  spawning, this value is set to the current max health value,
  unless it is greater than 32, in which case it is set to 32.

7E0BD8: Just Hit counter. 1 byte.
  Default value is 0. After being hit by an enemy,
  the value is set to 8 and Megaman can't be hit again.

7E0BDB: Current weapon. 1 byte.
  00: X.Buster (default)
  02: Homing.T
  04: C.Sting
  06: R.Shield
  08: Fire.W
  0A: Storm.T
  0C: E.Spark
  0E: B.Cutter
  10: S.Ice
  12: Storm.T (duplicate? Charged shot does nothing)
  14: Charged Homing.T
  16: Charged C.Sting
  18: Charged R.Shield
  1A: Charged Fire.W
  1C: Charged Storm.T
  1E: Charged E.Spark
  20: Charged B.Cutter
  22: Charged S.Ice
  24: Storm.T (duplicate? Charged shot does nothing)

7E0BDF: Button lock. 1 byte.
  Uses a bitcheck to determine what button has been
  pressed. When the value is set, the button can't
  be pressed again. Value is set to 0 after action is
  performed.

  01: Right button.
  02: Left button.
  04: Down button.
  08: Up button.
  10: Start button.
  20: ???
  40: Shoot button.
  80: Jump button.

7E0BF8: Buster pointing modifier. 1 byte.
  Default value is 255. When the shoot button is
  pushed, X's buster pointing animations are used
  and the value is set to 15. After counting down
  to 0, X is set back to his animations that don't
  show the X buster.

7E0BFA: Dash modifier?

7E0C03: Current charge level. 1 byte.
  00: Uncharged shot.
  01: Supercharged shot. This is the only value a boss
     weapon can be charged to, it is otherwise 0.
  02: Charged.
  03: Midcharged.

7E0C11: Current direction. 1 byte.
  If Megaman X is facing right, then the 64 bit
  is toggled. Otherwise the value is 0.
  00: Left
  40: Right

7E0C13: Flash counter. 1 byte.
  Counter is set to 60 after X complete his being hit
  animation. The value is subtracted steadily until
  it reaches 0. When the value is greater than 1, X
  will flash on the screen and not take damage. When
  the counter reaches 1, the Just Hit counter is set to 0.

7E0E7B: Stage select cursor frame number. 1 byte.

7E122C: X variable of first shot from player. 1 byte.
 
7E1242: Horizontal acceleration of shot #1. 1 byte.
  The push
7E1243: Horizontal speed of shot #1. 1 byte.
  The speed of the first shot from the player, measured
  in pixels. If the 128 bit is toggled the shot moves to the
  left at a speed of (256 - VAR). Otherwise the shot moves at
  VAR speed to the right.
7E1244: Vertical acceleration of shot #1. 1 byte.
7E1245: Vertical speed of shot #1. 1 byte.
  Vertical speed, measured in pixels. If the 128 bit is toggled
  the shot moves up at a speed of (256 - VAR). Otherwise the
  shot moves at VAR speed downwards. Note that only shots that
  can move up and down use this bit.
7E1282: Horizontal acceleration of shot #2. 1 byte.
7E1283: Horizontal speed of shot #2. 1 byte.
7E1284: Vertical acceleration of shot #2. 1 byte.
7E1285: Vertical speed of shot #2. 1 byte.


7E143B: Stage select map locator frame number. 1 byte.

7E193C: Sting Chameleon water pallete cycling handler. 1 byte.
  Values range from 220 to 226. Used to animate the top
  of the water in the Sting Chameleon stage.

7E1E4B: Stage select information mode. 1 byte.
 00: Area image (default)
 02: Map screen.
 04: Boss information.

7E1E5E: Stage select boss spec toggle. 1 byte.
  Determines whether to display text when the cursor is
  over an icon in the stage select with Spec mode on.
  When switching over to the next icon, the 1 bit is set
  briefly before determining if text should be displayed,
  and the text on screen is paused. If it should display
  text, the 128 bit is set and any text remaining on screen
  is cleared. Otherwise the 1 bit is unset and no text is
  displayed.
  00: False
  01: Switching
  81: True

7E1E5F: Stage select boss spec number. 1 byte.
  This value is used to lookup and display the boss
  specifications in the main screen of the stage select.
  It is only used when Spec mode has been selected. Text
  will not be displayed if the boss spec value's 128 bit
  has not been set.
  00: Launch Octopus
  01: Sting Chameleon
  02: Armored Armadillo
  03: Flame Mammoth
  04: Storm Eagle
  05: Spark Mandrill
  06: Boomer Kuwanger
  07: Chill Penguin

7E1CED: X position of READY text. 2 bytes.

7E1E70: Upward scrolling modifier. 1 byte.
  Specifies the number of pixels needed between the
  player and the top side of the screen to scroll
  up. Default is 96.
7E1E72: Downward scrolling modifier. 1 byte.
  Specifies the number of pixels needed between the
  player and the top side of the screen to scroll
  down. Default is 128.
7E1E74: Left scrolling modifier. 1 byte.
  Specifies the number of pixels needed between the
  player and the left side of the screen to scroll to
  the left. Default is 128.
7E1E76: Right scrolling modifier. 1 byte.
  Specifies the number of pixels needed between the
  player and the left side of the screen to scroll to
  the left. Default is 128.

7E1F80: Current number of lives. 1 byte.
  Game gives you three lives at the start. The number
  of lives is capped at value 09.

7E1F83: First subtank check + energy level. 1 byte.
  Game checks 128 bit to determine whether or not
  the subtank has been collected. The energy level
  of the subtank is added to that. Maximum energy
  level is 14.
7E1F84: Second subtank check + energy level. 1 byte.
7E1F85: Third subtank check + energy level. 1 byte.
7E1F86: Fourth subtank check + energy level. 1 byte.

7E1F88: Homing.T Weapon level. 1 byte.
  Default is 92. Decreases by 1 every 2 times the shot
  button is pressed. When the counter reaches 64, the
  weapon cannot be fired.
7E1F8A: C.Sting Weapon level. 1 byte.
  Default is 92. Decreases by 1 every 2 times the shot
  button is pressed. When the counter reaches 64, the
  weapon cannot be fired.
7E1F8C: R.Shield Weapon level. 1 byte.
  Default is 92. Decreases by 1 every time the shot
  button is pressed. When the counter reaches 64, the
  weapon cannot be fired.
7E1F8E: F.Wave Weapon level. 1 byte.
  Default is 92. Decreases by 1 every 0.5 seconds
  the shot button is held. When the counter reaches
  64, the weapon cannot be fired.
7E1F90: Storm.T Weapon level. 1 byte.
  Default is 92. Decreases by 1 every time the shot
  button is pressed. When the counter reaches 64, the
  weapon cannot be fired.
7E1F92: E.Spark Weapon level. 1 byte.
  Default is 92. Decreases by 1 every time the shot
  button is pressed. When the counter reaches 64, the
  weapon cannot be fired.
7E1F94: B.Cutter Weapon level. 1 byte.
  Default is 92. Decreases by 1 every time the shot
  button is pressed. When the counter reaches 64, the
  weapon cannot be fired.
7E1F96: S.Ice Weapon level. 1 byte.
  Default is 92. Decreases by 1 every time the shot
  button is pressed. When the counter reaches 64, the
  weapon cannot be fired.

7E1F98: Exit "Weapon" level. 1 byte.
  Default is 220. This is the energy level displayed
  on the menu screen. Any value below 192 will cause
  the exit "weapon" to disappear.

7E1F99: X upgrades. 1 byte.
  Default is 0. Game checks bits to determine what
  upgrades X has. That bit is added to the address
  after X enters the appropriate Light capusle.
  00: No upgrades.
  01: Head upgrade.
  02: Buster upgrade.
  03: Head + Buster upgrades.
  04: Armor upgrade.
  05: Head + Armor upgrades.
  06: Buster + Armor upgrades.
  07: Head + Buster + Armor upgrades.
  08: Leg upgrade.
  09: Head + Leg upgrades.
  0A: Buster + Leg upgrades.
  0B: Head + Buster + Leg upgrades.
  0C: Armor + Leg upgrades.
  0D: Head + Armor + Leg upgrades.
  0E: Buster + Armor + Leg upgrades.
  0F: Head + Buster + Armor + Leg upgrades.

7E1F9A: Max health. 1 byte.
  Value is set at 16 at the beginning of the game, and
  is increased by 2 with every heart tank. There is a
  soft cap at 32.

7E1F9B: Intro variable. 1 byte.
  Value is default at 0. At the end of the intro stage
  this value is set to 4.


Megaman X Coloring Information
----
Colors are interpreted by using bitchecks.
Each color gets 5 bits. 32768 different
combinations are possible, including the
situation where no bits are checked.
       
R   G     B
 
1   32    1024
2   64    2048
4   128   4096
8   256   8192
16  512   16384

17
General Rotors / Fairsley Foods.
« on: July 14, 2008, 06:39:33 AM »
You'll never find a rat.

18
General Rotors / Hi Hidden user!
« on: April 23, 2008, 09:00:51 PM »
How the fuck are ya?

19
General Rotors / Memo Re: Injokes and Memes
« on: April 20, 2008, 10:33:55 PM »
Any injoke or meme over one month old that is currently cataloged in the SER Museum should never be used again, ever. Possible exceptions may occur if an injoke or meme is used in an ironic manner.

-Signed, The Cool Guy

20
General Rotors / Meat.
« on: April 19, 2008, 09:22:16 PM »
Yoooou American.

You think if you tell me the meat is bad then I will think you are telling me the meat is bad because it is really good. But I know you are telling me the meat is bad because you know I will think you are telling me the meat is bad because you think I will think you are telling me the meat is bad because it is really good.

You think the meat is bad because you know the meat is bad but I know the meat is bad, I will think it is really good if you tell me I will think you are telling me it is really good. And I will think the meat is bad because you think I will think you are telling me the meat is bad. You are telling me the meat is bad because it is really good. You think the meat is bad because you are telling me the meat is bad, but I know it is really good, because the meat is bad because you think I will think the meat is bad I will think you are telling me it is really good. If you tell me, I will think the meat is bad because you think it is really good, but I know you are telling me the meat is bad because you think you know the meat is bad, I will think you think the meat is bad because if you tell me I will think the meat is bad.

Isn't that right, American?

21
Little Johnny Foofaraw stamped his way down Jumbo Street, looking for any spare Mysticons that might come his way. "Golly whiz, I hope we don't get ambushed again like what happened yesterday!" His faithful friend, Andrew the robotic unicorn, screamed in agreement. The fields of Jumbo Street weren't as lush and green and grass-filled as they once were before Wizardman took over, knocking all of the clouds out of orbit. Now, the fields were brown, the grass wasn't really there, and wheat, the most hated and useless of all crops, had begun to sprout out of the fields. Now Johnny loved wheat, unlike everyone else in Cranbland, but he couldn't tell anyone. They might beat him with a teachmace thricefold! He still had the scars from last time. He looked at the fields in quiet awe. Andrew got bored and went off to his own dimension.

Unfortunately, at that very own precise exactly at that time moment, Wizardman's apprentice, Wizardboy, suddenly appeared from Johnny's leg. "I was hiding there the whole time!", he said. Johnny gasped in horror. He knew that he shouldn't have sat down at that lake that one time! He drew his +3 Sword of Chopping Things and advanced toward his opponent, but Wizardboy was all "Oh no you don't" and he totally bent his sword backwards, breaking it in half. Luckily it was a laser sword and it grew back. "Curses!", Wizardboy said. "I completely forgot that could do that." Wizardboy, enraged for the third and last time, exploded. Now was Johnny's chance! He gathered up the sprinkly remains of his foe and spread them on his sword. Now he could break through Wizardman's newly formed galactic shield! Andrew returned from his dimension and gave Johnny a thumbs-up. All was right in the world.

Or was it?

to be continued...

22
Ringo Starr Wavedashes Board / Fun with Movesets.
« on: March 05, 2008, 08:08:53 PM »
[youtube]http://www.youtube.com/watch?v=8ZDgjjDnWLM[/youtube]
[youtube]http://www.youtube.com/watch?v=zmoY1RmoZFA[/youtube]
[youtube]http://www.youtube.com/watch?v=iuLHui7omLQ[/youtube]

23
Mirai Zikasu, Keith Hemari, Josh and 1 Guest are viewing this board.

24
General Rotors / Crossfire.
« on: February 13, 2008, 02:47:11 PM »
You'll get caught up in it. (huh)

25
General Rotors / If a real life character could be your bf/gf
« on: February 10, 2008, 07:15:08 PM »
Who would it be??????

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