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Discuss anything ZDoom-related that doesn't fall into one of the other categories.
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Cutmanmike
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Post by Cutmanmike »

Same idea with LWM's cherub. Except cherub is more evil
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Ultraviolet
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Post by Ultraviolet »

So I was talking to Quasar in #zdoom...

<Quasar`> it's actually Just In Bailey :P
<Quasar`> Bailey being an old slang term for swim suit

That explains Samus' choice of clothing when you use that password.
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Lexus Alyus
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Post by Lexus Alyus »

Okay... I just killed the king bouncy and... is that it?

Also, that music isn't bouncies... it's from this RM2K (RPG Maker 2000... not bad, but very limited... has cool MIDI music though :-D).

I also wasn't taking this joke wad serousely... so I cheated... HA! Oh, and I don't like it... maybe it's because it's by some person who's maps I'm not supposed to like :-D.

:twisted:
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Killo Zapit
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Post by Killo Zapit »

HotWax wrote:Heh, Justin Bailey isn't a person, it's a code that just happens to work on the NES version of the original Metroid. It's famous because it's easy to think it was intentional. The password screen is made up of 4 blocks of 6 characters each. Characters can be letters, numbers, or one of a few symbols. If you enter this at the password screen:

Code: Select all

JUSTIN BAILEY
------ ------
You will find yourself with most items, full missles, the upgraded power suits, with both minibosses destroyed and ready to go fight Mother Brain. Quite convenient. The answer to the inevitable question "Who is Justin Bailey?" is simple: He's no one. Because of the way the code system is integrated into the game, entering that sequence of characters just happens to have that result.
Just so you know: JUSTIN = just in, BAILEY = slang for swimsuit
code meaning = Just In Swimsuit.
(http://www.metroidgalaxy.com/Metroidone.php)

The thing is, I think it IS intentional, in a way. I think it is the base code that the password system is based on. AKA, all other codes are ALTERATIONS on this one. The JUSTIN BAILEY password was set as having so and so flags set, and based on how the password differs form the JUSTIN BAILEY code, other flags are set or unset.

Edit: Actually, if that were true, it should have just started you a new game suitless...
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HotWax
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Post by HotWax »

Heh, and the rumors continue.

No, even though it is a startling coincidence, Justin Bailey (or Just in bailey) was NOT intentional. First off, there's a problem with your swimsuit theory. From the page Killo linked to:
In England, bathing suits are referred to as bailey's...
In England?? The Japanese release of the game didn't have a code system -- the game was only available on a 2-sided floppy disk for use with the Famicom Disk System. Rather than using a code system, the game saved to disk and had 3 save slots similar to Zelda. The code system was added for the NES cartridge version, and was designed to be able to hold all the data the save system could, with the exception of the number of times the player has died. Either the code was designed by Japanese programmers before it ported over to the US, or it was designed by US programmers. The Japanese and US releases of the game were less than a month apart (which is unusual even by today's standards), while the European release came several months later. I find it very hard to believe either the Japanese or US programmers would intentionally code in a password that only european players would understand.

Furthermore, AFAIK it has been proven by various people who have looked at the ROM itself. I can't make heads or tails of those, but I'll take their word for it.

UV, you make the point that it's just too much of a coincidence for that code to work. Sorry to burst your bubble, but you could start randomly picking any 24 characters and odds are your password will be accepted within a few guesses. The password system includes this data in those 24 characters:

Possession of:
morph ball
long shot
high jump boots
bombs
varia suit
ice beam
wave beam (mutually exclusive with ice beam)
screw attack
0 - 255 missiles
1 - 51 missile packs (does NOT have to be enough to hold the # of missiles)
1 - 8 (i think?) energy packs

Presense of (on the map):
morph ball
long shot
high jump boots
bombs
varia suit
ice beam
wave beam
screw attack
the various missile packs
the various energy tanks
locked doors

As above, the presense of items is NOT related to you having them. You could very easily find yourself with a morph ball and able to get another one anyway, or without any ability to get a long shot because it's not on the map and you don't have it. Each door that starts out locked saves its locked/unlocked state into the password as well.

Misc:
Status of boss statues (independant of the following)
Status of bosses

In other words, the two boss statues may be lowered (defeated) and allow you to cross to the end zone even though if you go to their respective boss-rooms, the bosses are still alive.

Given the amount of data stored within 24 measly characters, it's no wonder that random codes work alot, and it's only natural that there are bound to be coincidences. Here's another code that works as well, although its result is much less useful than the Bailey code's:

BOMBS_ MISSLE
SCREW_ ATACK_

Gives you 111 missiles, Ice Beam, Bombs, 4 energy tanks, morph ball (even though there's one still on the map); the long jump boots are missing from the game entirely; various locked doors are open, including the one outside the Long Beam (which you haven't collected); the statues are defeated, but not the bosses themselves. What's more, the Mother Brain even glitches with this password, sometimes failing to appear at all. When she is there, you can scroll the screen back and forth to clear her off the screen and replace her with the (inactive) self-destruct sequence words. The self-destruct will NOT start and you can make your way to the top with no countdown sequence, taking as much time as you wish.

That's all from a password that, even though spelled horribly, is just too much of a coincidence to be one. Right?

Killo: The code wasn't designed around JUSTIN BAILEY ------ ------, it was designed around ------ ------ ------ ------. Otherwise, that code (no code at all) would probably do something. Unless you're suggesting they coded a special case just for a bunch of dashes. Also, IMO the fact that this code does very little (but does work), proves it's based on an empty password block:

M51O-- ------ ------ ------: Gives you 2 energy tanks.
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Kate
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Post by Kate »

Here's another interesting Code:

Code: Select all

[Samus• Beats•]
[Mother •Brain]  • represents a space
Here's what it does:

• You start in Norfair
• Ridley and Kraid are dead and their statues hit
• You have 255 missiles
• You have High Jump, Long Beam, Wave and Ice beams
• The 3rd door(to Mother Brain) in Tourian is shot open
• Maru Mari and Bombs are missing from the game
• You have 4 Energy Tanks and 16 Missile Containers
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HotWax
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Post by HotWax »

Another hardcoded exception no doubt. :)
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BouncyTEM
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Post by BouncyTEM »

okay, i'm having a problem with my Dark bouncy, soon to update the normal bouncy king wad, which i'll reupload.

Code: Select all

ACTOR DarkBouncy 92
{ 

    Health 9000
    Radius 20
    Height 56
    Mass 1000
    Speed 9
    Scale 1.5
    PainChance 100
    MONSTER 
    +FLOORCLIP
    +CANBOUNCEWATER
    +BOSS
    +NOTELEOTHER
    Obituary "%o Was Thrashed by Dark Bouncy!!!EXPLANATIONPOINTONEONE"
    Missiletype BouncyAttack
    States
    {
    Spawn:
        DKNG ABGH 10 A_Look
        Loop
    See:
        DKNG AABBCCDDEEFFGGHH 2 A_Chase
        Loop
    Missile:
        DKNG I 0 A_jump(128,8)
        DKNG I 0 A_jump(128,14)
        DKNG I 0 A_jump(128,32)
        DKNG I 0 A_jump(128,53)
        DKNG I 0 A_jump(128,59)
        DKNG I 0 A_jump(128,74)
        DKNG I 5 A_FaceTarget
        DKNG J 5 A_MissileAttack
        Goto See
        DKNG I 5 A_FaceTarget
        DKNG J 1 A_TroopAttack
        DKNG J 1 A_TroopAttack
        DKNG J 1 A_TroopAttack
        DKNG J 1 A_TroopAttack
        DKNG J 1 A_TroopAttack
        DKNG J 2
        Goto See
        DKNG I 2 A_FaceTarget
        DKNG J 1 A_BruisAttack
        DKNG J 1 A_FatAttack1
        DKNG J 1 A_HeadAttack
        DKNG J 1 A_TroopAttack
        DKNG J 1 A_BruisAttack
        DKNG J 1 A_FatAttack1
        DKNG J 1 A_HeadAttack
        DKNG J 1 A_TroopAttack
        DKNG J 1 A_BruisAttack
        DKNG J 1 A_FatAttack1
        DKNG J 1 A_HeadAttack
        DKNG J 1 A_TroopAttack
        DKNG J 1 A_BruisAttack
        DKNG J 1 A_FatAttack1
        DKNG J 1 A_HeadAttack
        DKNG J 1 A_TroopAttack
        DKNG J 1 A_BruisAttack
        DKNG J 1 A_FatAttack1
        DKNG J 1 A_HeadAttack
        DKNG J 1 A_TroopAttack
        Goto See
        DKNG I 5 A_FaceTarget
        DKNG J 0 A_Custommissile("BouncyPlasma",28,0,0)
        DKNG J 0 A_Custommissile("BouncyPlasma",28,0,2)
        DKNG J 0 A_Custommissile("BouncyPlasma",28,0,4)
        DKNG J 0 A_Custommissile("BouncyPlasma",28,0,6)
        DKNG J 0 A_Custommissile("BouncyPlasma",28,0,8)
        DKNG J 0 A_Custommissile("BouncyPlasma",28,0,10)
        DKNG J 0 A_Custommissile("BouncyPlasma",28,0,12)
        DKNG J 0 A_Custommissile("BouncyPlasma",28,0,14)
        DKNG J 0 A_Custommissile("BouncyPlasma",28,0,16)
        DKNG J 0 A_Custommissile("BouncyPlasma",28,0,18)
        DKNG J 0 A_Custommissile("BouncyPlasma",28,0,20)
        DKNG J 0 A_Custommissile("BouncyPlasma",28,0,-2)
        DKNG J 0 A_Custommissile("BouncyPlasma",28,0,-4)
        DKNG J 0 A_Custommissile("BouncyPlasma",28,0,-6)
        DKNG J 0 A_Custommissile("BouncyPlasma",28,0,-8)
        DKNG J 0 A_Custommissile("BouncyPlasma",28,0,-10)
        DKNG J 0 A_Custommissile("BouncyPlasma",28,0,-12)
        DKNG J 0 A_Custommissile("BouncyPlasma",28,0,-14)
        DKNG J 0 A_Custommissile("BouncyPlasma",28,0,-16)
        DKNG J 0 A_Custommissile("BouncyPlasma",28,0,-18)
        DKNG J 0 A_Custommissile("BouncyPlasma",28,0,-20)
        Goto See
        DKNG I 4 A_FaceTarget
        DKNG J 4 A_CyberAttack
        DKNG I 4 A_FaceTarget
        DKNG J 4 A_CyberAttack
        DKNG I 4 A_FaceTarget
        DKNG J 4 A_CyberAttack
        DKNG I 4 A_FaceTarget
        DKNG J 4 A_CyberAttack
        Goto See
        DKSD A 4 A_FaceTarget
        DKSD B 2 A_FaceTarget
        DKSD C 2 A_FaceTarget
        DKSD D 2 A_FaceTarget
        DKSD E 0 A_SetInvulnerable
        DKSD E 0 A_SetReflective
        DKSD E 1 A_A_TroopAttack
        DKSD E 1 A_A_TroopAttack
        DKSD E 1 A_A_TroopAttack
        DKSD E 1 A_A_TroopAttack
        DKSD E 75 A_FaceTarget
        DKSD E 75 A_FaceTarget
        DKSD D 2 A_FaceTarget
        DKSD C 2 A_FaceTarget
        DKSD B 2 A_FaceTarget
        DKSD A 0 A_UnSetReflectiveInvulnerable
        Goto See
        DKNG I 5 A_FaceTarget
        DKNG J 1 A_BruisAttack
        DKNG J 1 A_BruisAttack
        DKNG J 1 A_BruisAttack
        DKNG J 1 A_BruisAttack
        DKNG J 1 A_BruisAttack
        DKNG J 2
        Goto See
    Pain:
        DKSD A 4 A_FaceTarget
        DKSD B 2 A_FaceTarget
        DKSD C 2 A_FaceTarget
        DKSD D 2 A_FaceTarget
        DKSD E 0 A_SetInvulnerable
        DKSD E 0 A_SetReflective
        DKSD E 90 A_FaceTarget
        DKSD E 90 A_FaceTarget
        DKSD D 2 A_FaceTarget
        DKSD C 2 A_FaceTarget
        DKSD B 2 A_FaceTarget
        DKSD A 0 A_UnSetReflectiveInvulnerable
        Goto See
    Death:
        DKNG L 5
        DKNG M 5 A_XScream
        DKNG N 5 A_Fall
        DKNG OPQRSTUVWXY 5
        DKNG Z -1
        Stop
    }
} 
HELP! :!: :!: :!: :!: :!: :!:
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Kate
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Post by Kate »

HotWax wrote:Another hardcoded exception no doubt. :)
Nope, just pure luck that the code system is built how it is.
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BouncyTEM
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Post by BouncyTEM »

Also, this is what i get when i load it.

Code: Select all

Script error, "DECORATE" line 104: Invalid state perameter
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HotWax
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Post by HotWax »

Bouncy: Your jumps seem to go to the wrong place. The first jump leaps to the first frame after the first "Goto See", which I assume is intentional. However the SECOND jump leaps to the SECOND frame after the second "Goto See", skipping the first which is never used. The third jump goes to the frame JUST before the third "Goto See", etc. Check how far you're jumping and remember that Goto's aren't counted when using A_Jump.
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Chilvence
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Post by Chilvence »

Its quite clear to me that these metroid programmers were obviously devious pranksters who sought to cause disorder and division in their fanbase for years to come.
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Kate
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Post by Kate »

Found your problem:

Code: Select all

        DKSD A 4 A_FaceTarget
        DKSD B 2 A_FaceTarget
        DKSD C 2 A_FaceTarget
        DKSD D 2 A_FaceTarget
        DKSD E 0 A_SetInvulnerable
        DKSD E 0 A_SetReflective
        DKSD E 1 A_A_TroopAttack              <-- Remove the second A_
        DKSD E 1 A_A_TroopAttack              <-- Remove the second A_
        DKSD E 1 A_A_TroopAttack              <-- Remove the second A_
        DKSD E 1 A_A_TroopAttack              <-- Remove the second A_
        DKSD E 75 A_FaceTarget
        DKSD E 75 A_FaceTarget
        DKSD D 2 A_FaceTarget
        DKSD C 2 A_FaceTarget
        DKSD B 2 A_FaceTarget
        DKSD A 0 A_UnSetReflectiveInvulnerable
        Goto See
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BouncyTEM
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Post by BouncyTEM »

HotWax wrote:Bouncy: Your jumps seem to go to the wrong place. The first jump leaps to the first frame after the first "Goto See", which I assume is intentional. However the SECOND jump leaps to the SECOND frame after the second "Goto See", skipping the first which is never used. The third jump goes to the frame JUST before the third "Goto See", etc. Check how far you're jumping and remember that Goto's aren't counted when using A_Jump.
yeah, i know that, but there's so many attack frames that i miscount. I got him to actually work in the game, but his attacked are messed up so badly i stare in horror.
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Lexus Alyus
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Post by Lexus Alyus »

Man, who cares about this shitty code?... Hotwax, your like a compulsive obsessionist or something...

Okay... I'll shut up and leave you to your pointless debate about a game that is old... although I've never heard of it before... and a baily is a drink... a nice drink too :-).

Note: I'll have a double Bailys! (Bad grammer I know, but I'm lazy! :-D)

:twisted:
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