(Link to video)
Through bribing the Master Librarian with fine cutlery to allow us to do what can only be described as one step above blatant cheating, we are the wind

Game objectives

  • PSXjin v2.0.2
  • Abuses programming errors
  • Takes damage to save time
  • Manipulates luck
  • Corrupts save data

Comments

This is an any% run that uses a very different route from the previous submission. Using save corruption, one can trigger a glitch that allows you to overflow the boundaries of the inventory menu and use the menu's sort feature to pull values from unrelated sections of the game's code around as you see fit. We use this here to write a program that triggers the good ending, to put it as simply as possible. Will write a better description eventually

Noxxa: Judging.
Noxxa: Accepting to Moons as a new category. This category will be any%, while the current any% will be relabeled as "no memory corruption" or a similar descriptive tag.
Guga: Processing...

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IGAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA Yes vote.
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Man do I hate stupid copyright laws like they have in Germany. I can see the videos from Switzerland, but we also get some stuff blocked on Youtube (mostly music from Sony I think), even though not as much as our neighbors. Anyway, the run itself was amazing. I knew this would eventually happen, I just wondered how long it would take. Runs like this may not be entertaining for everyone, but I just love it when TASes reach the point where the game simply gives up.
Current project: Gex 3 any% Paused: Gex 64 any% There are no N64 emulators. Just SM64 emulators with hacky support for all the other games.
Guga
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Post subject: Movie published
TASVideoAgent
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This movie has been published. The posts before this message apply to the submission, and posts after this message apply to the published movie. ---- [2547] PSX Castlevania: Symphony of the Night "game end glitch" by ForgoneMoose, sockfolder in 09:47.20
Joined: 2/21/2008
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I'm gonna assume the odd resolution for the encode is due to the native resolution of the menu screen.
"The guy was fatally injured and wants to be covered by God's tears (rain) before he dies. God is too busy to bother because it wastes frames." Frames 16:26
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xnamkcor wrote:
I'm gonna assume the odd resolution for the encode is due to the native resolution of the menu screen.
SotN switches resolutions all over the place, as I recall. Like, I think the pause screen has a different resolution from the main game.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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Derakon wrote:
SotN switches resolutions all over the place, as I recall. Like, I think the pause screen has a different resolution from the main game.
The resolution changes for the inventory screen, FMVs, the text scroll after the prologue, the startup sequence, and the file select screen. yeah, it changes resolution a lot
Guga
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Yeah, SotN has a total of 4 resolutions (512x240 [title screen and intro scene (scrolling text)] being the largest). I just upsampled all to that so I don't lose any video information.
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I presume no 384-wide modes are used? Using both 384-wide and other modes requires special handling if AR is to be correct.
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Guga wrote:
Yeah, SotN has a total of 4 resolutions (512x240 [title screen] being the largest). I just upsampled all to that so I don't lose any video information.
I'm guessing they're all 240 high then. I've also noticed, while playing SotN, that character sprites and backgrounds aren't the same ratio. http://img.photobucket.com/albums/v90/xnamkcor/sotn256x207.png PS: Square Pixels on the PSP version. http://img.photobucket.com/albums/v90/xnamkcor/snap032.png
"The guy was fatally injured and wants to be covered by God's tears (rain) before he dies. God is too busy to bother because it wastes frames." Frames 16:26
Guga
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xnamkcor wrote:
I'm guessing they're all 240 high then.
You guessed right.
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I forgot to mention that thing btw. I personally disagree with upscaling the gameplay resolution to whatever resolution menus/feature screens are in, just because it gives it too much distortion in my opinion. I prefer downscaling the latter to the real gameplay resolution, and then, if it's too narrow (like here), let the player fix it, and if gameplay is in 4:3, it's the best case possible and nothing at all is distorted. What do you guys think? That issue cause the latest MMX6 publication to have a blurred screenshot and I assume the very video looks the same.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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I wonder. is it possible to use ACE to program in the original NES castlevania? :) there is a PSX nes emulator, adn it CAN play castlevania i'm pretty sure.
Patashu
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zaphod77 wrote:
I wonder. is it possible to use ACE to program in the original NES castlevania? :) there is a PSX nes emulator, adn it CAN play castlevania i'm pretty sure.
If you can fit it into RAM (I'm assuming that's all that's available to rewrite) and it works on PSX then you should be able to do it.
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TAG
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It would be nice to see pong being made with that memory corruption glitch :D Voting yes
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Instead of programming in Castlevania, it might be easier to program Simon Belmont to be a playable character in SotN.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.