Posts for QoNe


Joined: 6/27/2017
Posts: 2
Thanks! The Malkil glitch just got a bit weirder. It seems like the bad code uses only the first projectiles y coordinate, if you just fired a projectile. But it also uses the second projectiles y coordinate and this seems to always work no matter what is on the screen. This means that you need to get the $33E value to the correct range (0x00-0x4F). So you need to fire two projectiles after the dragon fight. I was just lucky during my tests that my $33E was in the range. Also it's quite easy to crash the game if you do something wrong (e.g. levitate at the wrong spot). The best possible outcome would probably be if you could finish the dragon fight so that the last projectiles fired would be on the correct height. But I'm not sure how much the fight can be manipulated. It might also be best to just fire the projectiles on the ground.
Joined: 6/27/2017
Posts: 2
Has anyone made any progress? I looked at some of your previous discussions and you were talking about skipping the knights guild. Am I missing something or is it useless to clip past the flashing head with levitation as you would have already needed to get past it to get the 3rd level wizard. I found out that you can actually clip through the wall next to lvl1 wizards guild and skip the need to kill the flashing head, but it's pretty tricky and RNG heavy. The upside is that it can be done at least with regular Kuros and the lvl1 thief. I also found a slight improvement to the Malkil glitch. Detailed explanations below: Undergrounds wall clip The clip is done by getting yourself stuck between the wall and one of those flying green head monsters. I think the monsters are not supposed to spawn on this area before passing the flashing head, but if you hug the wall next to the wizards guild they will spawn. I'm still not sure what exactly has to happen that the clip succeeds but jumping seems to raise the odds. Also it looks like the monster needs to attack you from a slight angle below you so you get pushed slightly upwards. Malkil glitch I found a tiny improvement to the Malkil glitch. I played around with a debugger, but this was a long time ago so I can't remember the exact technical details. Basicly the game keeps track of your projectiles x and y coordinates. There are four (or whatever is the max projectile count) entries. The first entry is the important one, which is the first projectile you fire when there are no projectiles on screen. When the projectile gets destroyed, the game remembers the last x and y values for the projectile, and to activate the Malkil glitch I believe the first projectile's y value needs to be in a certain range (this part is probably related to the CMP #$50/BCS $B25C instructions in the description). What this means is that you can actually fire the upwards shot after the dragon fight, which avoids the need to switch to lvl1 wizard in the Malkil fight. Firing the projectile somewhere else might not work as the y value might not land on the needed range, but firing the projectile somewhere else than after the dragon fight would negate the time improvement anyway, so it doesn't matter.