- Видео 149
- Просмотров 108 102
Matt Swift
Великобритания
Добавлен 14 июл 2012
I play video games.
OSRS Leagues V - Colosseum (Ranged, No Last Stand)
This is obviously mega easy mode but I enjoyed this a lot, I deliberately didn't take Last Stand this Leagues as I didn't want to use it to brute force things (plus Guardian is better overall anyway, Last Stand just lets you do memey strats every so often).
Просмотров: 130
Видео
OSRS - Guardians of the Rift (Solo)
Просмотров 2192 месяца назад
Post 13/11/2024 changes. This is just an unfiltered gameplay video and not a guide. Not much to say here, with the changes you make a guardian and northern barrier before the start of the game, then you make the eastern barrier just before the first altars (this eastern barrier, if left at 20 HP, always makes the middle barrier take 19 damage on the 60% explosion, NEVER recharge or upgrade this...
PSO Episode 3 - Tournament Final: Lupus Silva 1 1v1 (Kayatsuhime vs Matt) - 26th October 2024
Просмотров 553 месяца назад
Played at ragol.org 1P: Kayatsuhime - Relmitos 2P: Matt - Relmitos Map: Lupus Silva 1 1v1 Dice: 1-6
PSO Ep3 - Tournament Final: Dioscuri C1 2v2 (Matt/SmogChamp vs BlueWorld93/iTz Tian) - 5th May 2024
Просмотров 1198 месяцев назад
Played at the Ragol server at ragol.org using Gigobooma's Episode 3 Plus mod. This might could have gone either way, it took a while to complete but it was a very fun match! There was a lucky kill towards the end that normally would get defended (but didn't), so it was a pretty easy walk to the finish from there for the winners! M4TT (Matt/SmogChamp) vs Velkhana (BlueWorld93/iTz Tian) Tournamen...
PSO Ver. 2 - How to create your own autoconnect self-booting .cdi file
Просмотров 2558 месяцев назад
Toolkit: ragol.org/files/dc/PSOv2CDI_Toolkit.zip Python: www.python.org/downloads/release/python-2712/ HxD Hex Editor: mh-nexus.de/en/downloads.php?product=HxD20 Credits: - fuzziqersoftware: For newserv and its V2 executable encryption/decryption. - BlueCrab: For discovering how to patch out the HL check - The creators of gditools, dahack, binhack32, dummy, mkisofs, DC_IP_Insert, and cdi4dc. No...
PSO DC - Extracting a quest file from a Download Quest
Просмотров 388 месяцев назад
I was asked how to do this. 1. Download quest from server onto your VMU. In this video, I download the English translated version of "Sunset at the Secret Base". 2. Open VMU in a program such as VMU explorer and extract the .VMI/.VMS pair. First file is the binary script, second file is the object file. 3. Decode both .VMS with ./newserv decode-vms $filename seed=$serial My serial is 77777777 f...
PSO PC - Evil Curst
Просмотров 2849 месяцев назад
A quick showcase of what Evil Curst does on PSO PC, since some people were asking. This bug is not present on PSO DC or any other version.
PSO Ep3 - Tournament Final: Molae Venti A 1v1 (CTB vs Au'Rai) - 8th Apr 2024
Просмотров 599 месяцев назад
Played at the Ragol server at ragol.org using Gigobooma's Episode 3 Plus mod. CTB (Kylria) vs Au'Rai (Sil'fer) feat. 5 spectators Tournament Rules: Team size: 1v1 Character HP: 15 HP Type: Defeat Player Dice: 2-6 (ATK) / 1-6 (DEF) Molae Venti A
Tomb Raider II Remastered - Wreck of the Maria Doria - No Damage Drop
Просмотров 83110 месяцев назад
This is done with modern controls, I am not sure if it's possible with tank controls. Lara does not do a hard drop if holding left or right with modern controls, allowing you to start moving a lot quicker and execute the procedure in the video. Instructions: (this will assume we're dropping on the right tile and moving to the left) 1. Hang onto the ledge above the crumbling tiles and place your...
PSO Ep3 - Tournament Final: Simulator C1 2v2 HA (Tira3rd/BlueWorld93 vs Matt/CTB) - 3rd Mar 2024
Просмотров 7411 месяцев назад
PSO Ep3 - Tournament Final: Simulator C1 2v2 HA (Tira3rd/BlueWorld93 vs Matt/CTB) - 3rd Mar 2024
PSO Ep3 - Tournament Final: Ravum 1v1 (CTB vs Au'rai) - 31st Jan 2024 (with Commentary)
Просмотров 51Год назад
PSO Ep3 - Tournament Final: Ravum 1v1 (CTB vs Au'rai) - 31st Jan 2024 (with Commentary)
PSO Episode 3 - Tournament Final: Caelum Arkz 1v1 (Matt vs Raft) - 2nd Jan 2024
Просмотров 162Год назад
PSO Episode 3 - Tournament Final: Caelum Arkz 1v1 (Matt vs Raft) - 2nd Jan 2024
PSO DC Nov 1 Prototype - Full Forest to Falz Playthrough Online 4-player
Просмотров 1,2 тыс.Год назад
PSO DC Nov 1 Prototype - Full Forest to Falz Playthrough Online 4-player
PSO BB - Solo Challenge - Episode 2, Stage 4
Просмотров 193Год назад
PSO BB - Solo Challenge - Episode 2, Stage 4
PSO DC Network Trial Edition - Full Forest to Falz Playthrough 2-player
Просмотров 532Год назад
PSO DC Network Trial Edition - Full Forest to Falz Playthrough 2-player
PSO Episode 3 - Tournament Final: Terminus C2 1v1 (Lemoneal vs XII) - 2nd Nov 2023
Просмотров 24Год назад
PSO Episode 3 - Tournament Final: Terminus C2 1v1 (Lemoneal vs XII) - 2nd Nov 2023
PSO Episode 3 - Tournament Final: Simulator G 1v1 (Lemoneal vs Exodia) - 15th Nov 2023
Просмотров 29Год назад
PSO Episode 3 - Tournament Final: Simulator G 1v1 (Lemoneal vs Exodia) - 15th Nov 2023
PSO Episode 3 - Tournament Final: Morgue 1v1 (Exodia vs Chrome Raven) - 26th Oct 2023
Просмотров 36Год назад
PSO Episode 3 - Tournament Final: Morgue 1v1 (Exodia vs Chrome Raven) - 26th Oct 2023
PSO Episode 3 - Tournament Final: Mortis Fons 2 1v1 (Matt vs XII) - 16th Oct 2023
Просмотров 43Год назад
PSO Episode 3 - Tournament Final: Mortis Fons 2 1v1 (Matt vs XII) - 16th Oct 2023
How to: Play PSO Episode III online on Dolphin at ragol.org
Просмотров 333Год назад
How to: Play PSO Episode III online on Dolphin at ragol.org
PSO2 - Final Battle: Space Time Interstice Depth 100 - Ph (11:57)
Просмотров 3413 года назад
PSO2 - Final Battle: Space Time Interstice Depth 100 - Ph (11:57)
Do yiu mine testing this with bloodvelds in the catacombs?
You can use goading potion on them to AFK them, but you wouldn't be able to burst them alone - you'd need dancers as usual, in which case it'd work the same.
This is awesome! Love to see it pso episode 3 is so underrated
Explique como conectar usando o dolphin libreto do retroarch
n use o libretro do dolphin em nenhuma ocasião cara, esse core é péssimo de mal otimizado.
interesting match and deck comps! gg!
It's interesting to me that the dragon boss was apparently the first enemy created for the game. One of the guys who was working on the game. I don't remember who exactly, but they drew a dragon, and that was the first thing ever made for Pso. I guess that's why there's a dragon in the game, even though I don't know why there would be a random dragon on the planet. Although there are a lot of dragons in the phantasy Star Games, and I really don't know why because I thought that the phantasy Star Games were supposed to be science fiction and not fantasy. OK, dragons are cool, so I guess fair enough.
Phantasy Star has been what is known as "science fantasy" from the start - it's basically a fantasy game with sci-fi elements rather than medieval-like. Every PS game is like this.
@MattSwift So it seems that your force never got the tech to make teleports because It's the only way that you can escape the final boss room. Telepipe doesn't work. Not that you would want to escape with how bugy this beta is. In the final build, if you get disconnected online, you lose anything that isn't equipped, but I have to wonder if that is just the remains of the same bug in this beta build that they never fully fixed. It seems like it was a problem bug for a lot of the games development.
@@Yubl10 We did have Ryuker, just never bothered using it since it was the "end of the prototype" Anyway, losing items online is not a bug, it is an anti-dupe measure that SEGA implemented in USv1 (interestingly, not JPv1!). The way it works is that when the game saves, it saves the current character state but does not include all non-equipped items (but they are retained in memory), so if you quit the game without exiting properly, you will permanently lose all non-equipped items. These items are saved to the character again during the save after exiting game. This is present on the Prototype but it's somewhat more harsh, what the game does is save character state with no items at all (including bank), so not quitting properly will make you lose all items in inventory, all items in bank, and also all meseta.
@MattSwift I have to wonder if sega was actually planning to make the anti dup punishment this harsh at this point in development but decided against it and made it the way it is in the final build sometime before release. Because deleting everything a player has seems like a pretty harsh punishment. Did players back in the early 2000s even know about the item duplication method that is used by speed runners now, or did they have a different method back then? I don't know because I wasn't playing pso back then.
Hi, have seen your post in thread 229032 in Tomb Raider Forums. Looks like it's not possible to hang midair without an intact tile. Lara just falls down as soon the tile drops. At least I found an easy setup for tank controls to hang from a tile and not trigger the crumble animation. Doing a drop from there ends on one of the higher tiles below Lara and can at least minimize the fall damage. (EDIT: just found out, that tombraidergirl already had that idea too, just performing a mirrored version v=KWruvgxk4Tc) - Slide backwards on the far left of the slope and grab at the end - Drop and keep pressing Roll, Lara has to turn around immediately after landing (she will roll into the wall and Lara looks into the room afterwards, her back against the wall) - Do a sideflip to Lara's left side along the wall behind your back (it's a bit weird because the camera shows her front and it's right from the player xD) - Wait a short time after landing until the tile under Lara starts to crumble ... - ... then run forward and hold Grab, Lara should hang at the side of an intact tile, it won't fall until you stand on it From here you can release the Grab button to keep the damage as minimal as possible or you can climb onto it, hop backwards and grab it's edge again. And here is the difference, she grabs the tile similar to the video at 00:03, but instead of hanging midair she will fall as soon the tile drops. Maybe someone can find a trick around it from here. I play with modern controls most of the time (thanks for the video), but out of curiosity I wanted to find one for classic controls too. 😄
you played in 60 FPS?
No, this is in 30 FPS, PSO has most of its engine tied to frame logic so increasing the frame rate wouldn't work easily.
I've added text write-ups for all 3 versions at the bottom of the description, so people can make their own autoconnect discs of whatever version they wish (instead of the old situation where the only working disc was NTSC-U, which is awkward for those with old PAL or NTSC-J SNAKs saved to their characters/flash). JPv2: ragol.org/files/dc/JPv2_Instructions.txt USv2: ragol.org/files/dc/USv2_Instructions.txt EUv2: ragol.org/files/dc/EUv2_Instructions.txt I suspect this isn't going to be *that* useful to people, as 99% of people probably don't care about making their own disc and will just get any that works to get online, but I wanted this knowledge to be public so people are free to do whatever they would like.
cool tutorial and all but i don't get a free red ring from this?? what's the point???
If you make it autoconnect to your own server where Red Ring drops at 7/8, you could get a free Red Ring from this!
@@MattSwift bad odds, im deleting pso now
Can't deny its a funny visual bug
i think i remember this happening??
💕💕💕💕💕💕💕💕💕💕
🙏🙏🙏 GG pro run
Man PSO is such a cool game. It's impressive how they were able to make such a groundbreaking game in such little time.
When Challenge Mode just isn't challenging enough.
I am sure my voice lowers the quality of the video by about 50% (I can upload one without commentary if people prefer)
Wow, I am actually incomprehensible during some of this, I'm trying to put closed captions in but even I have no clue what I'm saying.
Does it work for pso episodes 1 and 2 on gamecube?
Do you mean the ragol.org server? Yes.
Time to break out my SRank Spread Needle with my HUmar on the DC and spam TTF.
This is what happens when you play TTF instead of playing the game.
Promo sm
New server?!?
I guess so! It has full Episode 3 support with various custom content/rebalances, feel free to check it out!
How did you get this DLC as english ?
Does online or the plus mod allow you to change the skin of the story characters? I'm a bit confused as to why 'Matt'/Rufina looks like a red HUcast here.
This is actually an AR Code, which can be found on this page: ragol.org/ep3-arcodes Specifically, it is the "Use own character in battle (online only)" code.
I imagine this is client-side only, then right? The other player wouldn't see this. Also thanks!@@MattSwift
@@ProtonetMan That's right unfortunately, but it still improves the game a lot I think!
Watching this and I was like wow no way they found a Hildeblue first thing and then when the next two were also Hildeblues I realized that in this early version the regular Hidebears were using the Hildeblue model.
I got to Falz!! Funny after steps was a black void long time and again when up in sky, camera took a long half minute to catch up to me
What are the main differences?
Please see the pinned comment.
Sorry but when I try going online I get a error message and I lose all my stuff on my character... No idea why since I turned off BBA as you said.
How are you trying to connect? Can you give a bit more information about your settings? Most importantly, what serial number and access key are you using? Due to server limitations, you need to make your SNAK the same format as a retail SNAK (1-0, A-F uppercase only, 8 characters exactly)
@@MattSwift That's the thing, I'm using uppercase letters randomly. I've also changed the IP to connect in the settings as said by the tutorial in the ragol website. Maybe I have accidentally put the same serial code as somebody else.
I doubt it - chances are you are putting something in wrong. If you try to connect now, I can look at the logs to see what the issue is. @@ikagura Note that it's A-F, not A-Z.
@@MattSwift Now I feel stupid: It's a hexadecimal number, I should've known that. Is using a number only code for both could be good or it must be using all of the allowed character range?
You can do number only if you like yes, just as long as it doesn't break any of the rules. The server may support the "proper" SNAK for NTE and Proto eventually, but this isn't the case right now and it needs to be like retail (which is indeed a hex number for the serial) @@ikagura
3:24:50 This arrangement of You Have Nowhere To Go is really similar to the one used in Phantasy Star Portable 2 Infinity!
Ah damn you're right, I'm not sure how I never noticed this, I guess they never remixed it for PSP2i, they just took a REALLY old version! Or an unmixed one, who knows.
@@MattSwift PS Portable is weird with soundtracks, they can fit some good mp3s in the UMD yet they also used midified PSU and PSO songs... Maybe for space saving.
I've decided to stop being lazy, and the download for this Prototype will now automatically connect to the server at Ragol.org, so there's no extra set up required beyond making sure you have a modem connection (generally done with a DreamPi for a Dreamcast, or by turning off the BBA on Flycast). Note that the SNAK is required to be 1-0, A-F uppercase only, 8 characters exactly.
Nice
Amazin! I've been playing with Ives' red portals from the start for Mine+Ruin and supposedly Sylverant now works DCNTE no more solo
I knew there was a mod out there but didn't know who made it and couldn't find it anywhere, so I just made my own and posted it publicly here and on my website so people can find it!
@@MattSwift wow youse Ragol cheers man! I got the Ragol launcher and November 1 proto to check these days, I assuming the 10 block NTE data won't carry-over between?
This is amazing to see. Lost PSO content being restored and viewable in high definition in December 2023. This game is timeless
This looks alot nicer than my gamecube version
Personally, I think that the Dreamcast version is the best looking version of the game - the only fault is has is the inferior shadowing. The lighting is so much better - GameCube actually looks very strange since everything is extremely bright and you can barely see shadows in many maps!
@MattSwift You mean the extremely pixilated shadows? In both the gamecube and Xbox versions, the shadows under the characters and enemies are really pixilated. In this build, the shadows are just circles under the characters and enemies. I don't know if that's the same in the final build. In the gamecube and Xbox, the shadows try to resemble the thing that they are under somewhat successfully, either character or enemy. It actually might have been better in the end for sega to just leave the shadows as Circles under the models. My point is that the shadows in the versions of the game after the Dreamcast the shadows look kind of crappie because the hardware really couldn't do shadows on the ground without them being a pixilated mess. So the black Circles as shadows in the Dreamcast version actually look better, in my opinion.
If only the monsters had health bars so we could watch them spaz out
this has became my background noise for the day. thanks for uploading!
Interesting finds from playing this Prototype (this is not an exhaustive list, nor is it organised, and some may also apply to the NTE): - The online game counter offers two options: Battle, and Difficulty. However, the game creation packet does not send any information when changing these fields, meaning they have no effect on the game. This means online, only Normal difficulty is available (Hard and Very Hard are available offline, however), and the "Battle" mode cannot be activated, which did not make it into the retail version of the game at all until the sequel. - This Prototype was the first version of PSO to introduce losing items if quitting online without saving. However, this version is harsh, and will delete your entire inventory (including equipped items), all of your meseta, and all of your items in your bank. This happens a few times in the video. - When an enemy is attacked by one player with other players on the same floor, *all* clients (who roll the attack separately to each other) will send the 6x0A packet to the server, instead of only the attacker. This causes an extreme version of the so-called "damage cancel bug" that plagues all PSO versions - this is visible early in the video as enemies take a VERY long time to die, and also continuously flinch despite no damage being made (this is the 6x0A packet from other clients being broadcast to the host, and the enemy status updating from it). In the retail version, each client rolls damage separately, but they do not send the 6x0A packet. While not too relevant to this version, it means the damage you see people doing in the retail versions of the game is fake. - Ranged weapons are not calculated on other clients, meaning that other players will see people doing no damage (not even 0 or miss) when using guns. This avoids the above problem with the 6x0A packet, and makes all ranged weapons the strongest options online. - Unlike the Network Trial Edition, quests work in this version and can be played, albeit with a limited quest script opcode compare to even the original PSO release. There are no quests currently served by ragol.org however for the Prototype version, so none were played in this video. - The BattleParam file is messed up due to the addition of Hildebear in the Prototype after the NTE without new stat entries, and causes many enemies to be stronger or weaker than they should be. The enemies affected by this are (Left inherits right's parameters, so for example Gigobooma has Grass Assassin stats): Hildeblue → Booma Booma → Gobooma Gobooma → Gigobooma Gigobooma → Grass Assassin Grass Assassin → Evil Shark Evil Shark → Pal Shark Pal Shark → Guil Shark Guil Shark → Delsaber Delsaber → Dimenian Dimenian → La Dimenian La Dimenian → So Dimenian So Dimenian → New Entry (which is all 0, which is why So Dimenian dies in 1 hit and gives 0 EXP) - Techniques can be cast from the main menu while in the middle of another technique. Rather than queueing the technique up like the final version, it appears to just fire the technique immediately again without the casting animation, allowing technique users to do A LOT of damage if used correctly. This is most effective with the Gifoie technique. (This is also part of the Network Trial Edition) - Mechguns fire 4 bullets per step of the attack combo instead of 3, and there is almost no "lag" at the end of the combo. All bullets also collide with the enemy immediately, rather than with the projectile graphics. - Slicers have a somewhat strange projectile that doesn't track enemies as well as retail, but it can attack enemies in the air. Furthermore, there is no travel time for the projectile, so it's like having a very big sword with very strange ranges. This is the same for any weapon with ranged projectiles that hit multiple times or multiple enemies, such as Shot. - Guom traps in Ruins (that is, the cage traps that fall from the ceiling) are implemented in this version, however getting trapped by one will soft lock your character, as p_action_enable is not called when freed, meaning that you can never perform any action. This persists even after floor change and death, and requires the player to restart the game. - When a client player uses a Photon Blast, they remain stuck in the Photon Blast stance and position to all other players until they leave the floor. However, other players can see them switch weapons, and projectiles fired from them will still be visible. - This Prototype appears to be subject to some sort of memory leak issues. As time goes on inside an online game state, strange behaviour will start occurring, such as losing the ability to pick up items (the item pick up action and reticle to pick up objects do not appear at all, as if the item is not there), many models failing to load, players losing their name in their speech bubbles, and random invisible collisions appearing in strange places - there is a situation in the video on Pioneer 2 where I am unable to walk beyond the Principal's warp to the check room/shop area. After a while, the game will just crash. If the player exits game during these issues, the Dreamcast will immediately reboot, which also misses the clean exit save, making them lose all of their items. - Ruins corridors are extremely buggy - items cannot be dropped and telepipes cannot be made in many locations. This is most likely due to the room boundaries of the corridors, as they tend to be a lot of rooms strung together internally. - Various name changes compared to final, for example Gillchics are also called Dubchics, and Dark Belras are known as Darth Belra in this Prototype. - Item boxes in Cave 2, Mine 1, Mine 2, Ruins 1, Ruins 2, and Ruins 3 appear to drop set rare items (DB's Saber, Blade Dance, Battle Verge, Flowen's Sword, Fire Scepter: Agni, and Slicer of Assassin in order). These cannot have any attributes, however they can most certainly be sold for a lot of meseta and is a great way to get started again after crashing! - The weapon shop is inaccessible after level 11, as the game will immediately crash upon accessing it (this is also the case in the Network Trial Edition). - All tool items (that is, green boxes) are stackable up to 10, including materials, scape dolls, grinders, and technique disks. - When buying grinders in the shop, they are not removed after purchasing them, and the player may buy as many as their meseta allows. - There was a strange issue while fighting De Rol Le, where a player was attacked by its tentacles and knocked down, and the game would not have the player get back up. However, they did not keep their invulnerability frames during this, and ended up dying to attacks later. Reviving the player allowed them to move again. - Like the Network Trial Edition, Dark Falz exists in the game, but does not have any stats defined in its BattleParam entry. This means everything does zero damage, and all forms can be killed in one hit. Furthermore, the minimap for all phases (except 3) is the minimap for the paradise location before the pillar. - Unlike the Network Trial Edition, Falz 3 appears to have some sort of basic AI, but its stats are still not defined in the BattleParam, and it cannot damage the player in any way. - Doors are merely a suggestion: All of them can be walked through, although there is some collision, so it's possible to get trapped if not careful. - Many walls are missing in Mine 2 and Ruins 3, and it's possible to see outside the map. - When sending messages to other players, there are 3 options: direct chat, word select, and symbol chat. However, if the player does not change away from Word Select/Symbol chat, any direct chat inputs will attempt to send the data they have typed as Word Select/Symbol chat, which sends either nothing (word select), or random symbol chat junk. Hitting enter after using a symbol chat will also send a symbol chat even if nothing is typed, allowing the player to (very annoyingly) spam message bubbles. - Using a symbol chat in the field does not block the palette in the menu, so the player will use their bottom action palette whenever sending a symbol chat. - Symbol chats are not the same in the Prototype as they are in the retail releases, so if symbol chats are sent beyond the version boundaries (e.g. you send a symbol chat from the Nov 1 Prototype to a version such as Episode III, and vice versa), the players who see the symbol chats will see some very entertaining differences. - The base stats of classes in this version are closer to retail rather than the NTE, however they are still not quite the same, as HUcast, for example, gains an extreme amount of ATA than he will in the retail release. - Despite the above, all weapons do not have changed requirements from the NTE, which means that almost everything can be equipped by everyone, as those stat requirements were very low (e.g. Pallasch is 60 ATP, Mechgun is 56 ATA, and so on). - The "drop anything rate" of enemies in the Prototype is EXTREMELY HIGH compared to retail - this needs some investigation; are the values high in the ItemPT.afs file, or is it similar to the 6x0A issue where every client is sending packets instead of just the leader? - The common area drops are slightly different - for example you can find Sword in Forest 1, and Mechgun in Cave 1, which is not the case on retail. There are most likely other differences that don't jump out at me. I will add more to this as I remember it.
if it was possible to do c-mode one player in somewhere, it would probably convince me to make a new account exclusively for solo self-found play.
Honestly, I would be surprised if it's possible to get S-Rank solo. There are problematic stages no matter what class you pick - HUcaseal is probably the most likely to get over the walls, but 2C5 is still a problem, and HUcaseal would also make 2C4 more difficult most likely.
Yeah, I suppose the times would also need to be extended for one-person c-mode but it still could be viable I think.@@MattSwift
Nice to show Dreamcast NTE gameplay in all its glory + more
hct is the only class in the game isnt that cool???
Of course, not even sure why they show all these other options
@@MattSwiftmade a sweet deal with KIREEK. he will sell me ignis wraith for 50 platinum
7:36 Stream Starts 8:37 Forest 1 17:06 Forest 2 32:53 Dragon 45:16 Cave 1 56:18 CRASHED 19:22 Cave 1 Part2 1:33:42 Cave 2 1:53:17 Cave 3 1:57:47 CRASHED 2 2:01:53 THE RUN BACK 2:07:20 THE RETURN 2:09:40 Trap Search found 2:09:46 Trap Search lost 2:33:53 De Rol Lee 2:47:00 Mines 1 3:10:48 Mines 2 3:22:16 Vol Opt 3:29:38 Ruins 1 3:43:59 Ruins 2 3:54:32 Ruins 3 4:14:26 Dark Falz 4:20:00 THE END
19:22 Cave 1 Part2 is 59:22 youtube is dumb and wont let me edit
Ah yeah, this match, after doing so good on the previous one by Chrome Raven
Matt's greatest hits
I’m hoping to get the Ragol server up and running on my Retroid soon. <3
Oh wow I'm late - any success? It definitely works on Android-based devices as we've had some people on!
I love how PSP2i makes the dragon even MORE like Rathalos. I'm pretty sure Rathalos was originally inspired by PSO ep I's dragon in the first place. Every attack he does here makes me go =O
Boo 18% delete it :v
Howd you play online
You can play online with PPSSPP and using a peer-to-peer VPN. You can find instructions here: psp2i.wiki/w/Setting_up_multiplayer
How to get that circle thing in seabed green?
The circle point moving around needs to be hit with something. I personally just use the Slicer PA Retsuzan as it just gets it for you without aiming.
Oof using trin for solo and uw and that amp which is used by dps in a group your good?