12/30/2023 0 Comments Aladin game gear broken level 4![]() * fixed access to "write-only" communication flags (verified on real hardware by Notaz) * fixed H-INT vector handling when using Mode 1 * fixed incorrect masking of Level 3 (GFX) interrupts (spurious freeze during Japanese BIOS intro) * fixed state loading bug when SUB-CPU interrupt is pending * fixed PRG-RAM access from MAIN-CPU side on system reset * fixed WAV file detection to support files generated by Audacity/FFmpeg/libavformat with RIFF header metadata chunks ![]() * fixed OGG file seeking when using with CUE file * fixed AUDIO tracks length calculation when using separated files (WAV/OGG/BIN) with INDEX pause defined in CUE file * fixed CDD "no disc" status code (fixes boot sequence loading time when no disc is loaded) * fixed DATA track minimal length (fixes BIOS refusing to boot small homebrew demos) * fixed potential load issues with non-zero backup RAM cart * disabled CD hardware reset on Soft-Reset (verified on real hardware) * disabled 68k and Z80 access to PRG-RAM when SUB-CPU is running (fixes "Dungeon Explorer") * improved Word-RAM byte access accuracy (verified on schematics) * improved CDD status report accuracy (fixes track looping with Mode 1 patched games using MSU-MD driver) * improved CDD "play" command accuracy (fixes "Snatcher" Act 2 starting cutscene) * improved PAL Mega CD timing accuracy (fixes PAL "Snatcher" intro synchronization) * improved Main-CPU & Sub-CPU idle loop detection (fixes "Super League CD") * improved Sub-CPU synchronization with Main-CPU (fixes "Soul Star") * improved emulation of mirrored memory areas * improved CDC emulation (fixes random freezes during Jeopardy & ESPN Sunday Night NFL intro) * improved Timer interrupt timings and CDD interrupt accuracy (fixes audio stutters during Popful Mail FMV) * added CDC & GFX register polling detection / synchronization * added optional support for external VORBIS library * added CD-ROM Mode 2 (Form 1 & 2) support (Wonder Library) (!!!warning: this breaks compatibility with previous savestates!!!) * improved frame emulation timing, now starts with vertical blanking to reduce input lag by one more frame * added optional dynamic allocation of cartridge/CD hardware buffer (for platforms with BSS size limitation) Note that both of these chances are already included in the 13.56*763/5625 (13.56%) stated at the top.Genesis Plus GX 1.7.5 (xx/xx/xxxx) (Eke-Eke) In Expert Mode, a Paladin has a chance of 0.44*49/11250 (0.44%) to drop two Paladin's Shields at a time, and a chance of 0.62*7/1125 (0.62%) to drop both a Paladin's Shield and a Paladin's Hammer.Normal mode: Expert mode: See this plot for normal mode and this plot for Expert mode. The chance of obtaining a Paladin's Shield after killing n Paladins can be calculated with the following formula:.This results in a blank death message and a blank tombstone. A large enough amount of fall damage dealt to a teammate will kill the wearer even at full health. Some ways to accomplish this are to receive the split damage from an explosive or, more effectively, a Dungeon Guardian. Despite the fact that the Paladin's Shield only absorbs damage when the wearer is above 25% health, any split damage exceeding 25% of the wearer's health will kill them if the wearer is at 27% health, for example.Despite not activating the Turtle armor's set bonus, shared damage will use Hallowed armor's Holy Protection buff / Titanium armor's Shadow Dodge buff, and will affect the damage reduction of the Beetle Shell's Beetle Endurance buff.The Black Belt's/ Master Ninja Gear's dodging chance is also put into effect. Accessories that trigger when damaged, such as the Star Cloak and Honey Comb, will activate.This frame is also lengthened by the Cross Necklace. The wearer's invulnerability frame will trigger.Receiving shared damage will cause the wearer to react as if they had been hit.The wearer will always take at least 1 damage from a teammate being hit.Damage received by the wearer of the Shield will undergo yet another reduction, based on the wearer's defense.Damage is split by the Paladin's Shield after the damaged player's defense and any other damage reduction effect are factored in, and will split the newly reduced damage instead of the attacker's full damage.Furthermore, the players equipped with the Shield will not have their own damage shared with others also using the Paladin's Shield – only those party members without the Shield will have their damage mitigated. If two or more players on the same party equip the Paladin's Shield, only the one closest to the damaged party member will take the split damage.Players that are more than 50 tiles away, even if they are on the same team, are not affected. The range of the Paladin's Shield is 50 tiles.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |