Post subject: Getsu Fuuma Den (J)
Baka94
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I did not find a thread for this game yet, and since I'm planning on making a TAS of it, I decided to make a thread. I haven't actually completed the game yet, because the game is actually really difficult.
Mechanics
Leveling up When you kill an enemy, you get XP ($8 in side scrolling stages and $18 in mazes). Once the XP value overflows from $FF to $00, you gain a level, which increases the damage your sword does. The top bar with the けん (sword) text displays your level. Knockback cancel For some reason you don't get knocked back by enemies while jumping (while crouching you get knocked back only few pixels). This may be useful when you can't get around an enemy faster and makes platforming over pits easier in casual plays. Walking past enemies Not sure if this can be counted as a glitch, but when an enemy in invulnerable after receiving damage, you can walk through him. "Headshots" In the 3D Maze encounters hitting the enemy's head does a lot more damage than hitting any other part of the enemy. Depending on the swing direction (vertical or diagonal) you need to stand in a certain spot in relation to where the enemy is. Even though you can jump, if the enemy is too high in the air, you can't hit it's head even though, you would be horizontally in a right spot while hitting him.
Glitches
Red Orb Glitch The Red Orb kills any enemy in the 3D Mazes instantly, however using it outside a fight with enemy clears a portion of RAM ($04A8 - $04D7) making a "hole" in the maze allowing you to wrap around the map and overflow your coordinates higher than what you should have inside a maze. Exiting the maze with higher coordinates than intended leads to a wrong warp to other areas. Some areas are glitched up, since they were probably loaded from area that's not map data. The glitched up maps doesn't seem to have any uses. You're usually just stuck in them or you just crash the game. (See "3D Maze Layout" for more information on how the mazes work) Blue Orb Glitch Blue Orbs are used to kill all enemies on screen in the side scrolling stages. Using one on the first boss (the big flying one-eyed samurai head) kills him in one hit (intended?), however using it on the second boss (giant skeleton samurai with the spinning swords) makes the boss's swords lose their hitboxes making them harmless and beating the boss really easy. I don't know how this affects to the rest of the bosses in the game. Sword Hitbox Glitch Pausing the game on the side scrolling stages while your sword is out and changing to a projectile weapon (e.g. War Drum) causes your sword hitbox to not go away and stay in front of you damaging enemies that hit it. Stage Skip Glitch While in overworld, if you pause the game on the frame you land on the trigger, and then unpause while holding a direction (as long as it's not towards a wall) you can walk over the trigger. You need to do this twice to skip one stage since there are triggers on both sides of the gate.
3D Maze Layout
When you enter a 3D Maze it is loaded in RAM $0400 - $058F. Each byte has the tile type for two tiles. 16 bytes make one horizontal row making the maze 32 tiles wide. The upper four bits gives the tile type for even tiles and the lower four for odd tiles. The values in the four bits gives the following tiles: 0000 = $0 = Empty Tile 0001 = $1 = Solid Tile 0010 = $2 = Door Tile 0011 = $3 = Enemy Encounter Tile 0100 = $4 = NPC 0101 = $5 = Exit Tile (Overworld) 0110 = $6 = Item 0111 = $7 = Exit Tile (Stage) 1000 = $8 = Exit Tile (Bonus Stage) Values higher that $8 give a glitched tile that has no purpose or use. Enemy and NPC tiles activate when it's in front of you instead of when you step on it. Door tiles are technically solid tiles. When you enter the door it skips you over one tile, since the door is not actually between the tiles. The value for the enemy, item and NPC tiles that define it's type if stored somewhere else, however I don't know yet where. This is all for now. By the way, there is also a TAS uploaded in Nico Video, which is reuploaded to YouTube, but there is a possibility it can be improved and there is no TAS of this game here yet. What category you would like to see? -glitched -no wrong warps ("breaking" the maze with the red orb is allowed as long as you don't wrap around the maze and leave it from the intended exit) -glitchless -damageless You can suggest other categories too if I forgot one that's possible in this game.
MainLoop: NOP LDX #$01 STX main_loop_done VBlankWait: LDX main_loop_done BNE VBlankWait JMP MainLoop
Fortranm
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I remember there is a RTA of this game on Nico Video, but I don't remember seeing a TAS. I found a very useful guide sometime earlier: http://www.gamefaqs.com/nes/578438-getsu-fuuma-den/faqs/14432 The red orb glitch allows you to beat all three bosses in the first maze and almost halves the time you need to beat the game. However, it's very hard to fight the second and the third boss without TOP so it might be faster to get TOP before go to the first maze. There is also a glitch that enable you to enter the path to get the top before beating the first boss as you are supposed to.
Baka94
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Location: Finland
Fortranm wrote:
The red orb glitch allows you to beat all three bosses in the first maze and almost halves the time you need to beat the game.
Yeah, the TAS used the red orb that way. I should probably test the glitch in other mazes and see if they affect overworld exits too.
Fortranm wrote:
However, it's very hard to fight the second and the third boss without TOP so it might be faster to get TOP before go to the first maze.
Or just get a blue orb, since the it causes his swords to lose their hitboxes for some reason. He is a piece of cake after that. Of course you could use both. Orb to get rid of the sword hitboxes and then just jump through him with the Devil's Top.
Fortranm wrote:
There is also a glitch that enable you to enter the path to get the top before beating the first boss as you are supposed to.
Haven't heard of that before. How do you get it? It might be faster to get the Devil's Top since it's a fairly late game item and probably would help in the early bosses at least.
MainLoop: NOP LDX #$01 STX main_loop_done VBlankWait: LDX main_loop_done BNE VBlankWait JMP MainLoop
Fortranm
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I learn about that glitch from the guide I posted. I tried it and it did work. The one about wrong password doesn't work for me though.
EgixBacon
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Link to video Has a lot of helpful annotations (albeit in Japanese). The only qualm I would have about making a new run of this game, is that the underground mazes would be very difficult to follow in a plain encode.
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Baka94
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I tested the red orb glitch in the second maze too. It seems that when you take either the bonus exit or the boss stage exit you end up in the same areas as you would when you do this in the first maze. Only difference is that you encounter the areas in different order. I'm guessing that the exits destinations are in a lookup table and your coordinates and the maze you are in give the game offset for where to send you. I also noticed that the red orb glitch didn't affect the second maze 100% same way as it affected the first one. The difference was that after the cleared RAM portion, few bytes further there appeared a few extra overworld exit tiles in the maze. However the "hole" in the maze appeared in the same RAM area. I also noticed that the mazes have some kind of hard-coded bounds between $FF and $00 preventing you from over/underflowing the address. It's kind of weird since you are not supposed to get to those coordinates anyway, since the x/y $00 are occupied by solid walls anyway and the maze is not even close of reaching x/y $FF. Since you don't need the first Wave Sword to get to the second and third area, you could just go and get the Devil's Top from the third area and go to it's maze and use the red orb glitch there. The TAS EgxHB posted seems to use Cursed Dynamite against the bosses, but it's the third weapon you get as opposed to the Devil's Top, which is fifth (if I remember correctly) and more powerful. Another thing I noticed from the TAS is that there is also a glitch that allows you to pass through one tile thick walls in the overworld (at 15:43). Apparently you do it is by pausing when you land on the trigger just like when you do the stage skip glitch, but when you unpause, you hold the opposite direction you want to go. If there is a wall that prevents you from going on that tile you enter the stage/shop/dialog. Then just exit the way you came in and it puts you inside a wall. This probably works because the game actually checks what direction you are facing when you enter the stage and decides by that which direction you entered the trigger.
MainLoop: NOP LDX #$01 STX main_loop_done VBlankWait: LDX main_loop_done BNE VBlankWait JMP MainLoop
Fortranm
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Baka94 wrote:
I tested the red orb glitch in the second maze too. It seems that when you take either the bonus exit or the boss stage exit you end up in the same areas as you would when you do this in the first maze. Only difference is that you encounter the areas in different order. I'm guessing that the exits destinations are in a lookup table and your coordinates and the maze you are in give the game offset for where to send you.
Do you mean the exits in the overflowed region or even the second maze itself? I remember that in the RTA I watched on Nico Video, red orb is used in the third maze to open up some walls, but the passage looks like a legit passage instead of a hole caused by glitches. https://satoshimatrix.files.wordpress.com/2011/09/getsufuumadenj-world.png Now I wonder if going to get TOP is actually faster than the route used in that TAS. You need to go though quite some unskippable caves, and since there is no cave on the island where TOP is, you need a key to go to next island for the cave there. You might be able to use the key from the very first mini-boss though because now you won't use it to enter the island with the first dungeon anymore.
Baka94
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Fortranm wrote:
Do you mean the exits in the overflowed region or even the second maze itself?
Yeah, the exits in the intended in-bounds coordinates work as they should after using the glitch since it only overwrites part of RAM with #$00 thus making a hole in it.
Fortranm wrote:
I remember that in the RTA I watched on Nico Video, red orb is used in the third maze to open up some walls, but the passage looks like a legit passage instead of a hole caused by glitches.
Was the passage only one tile wide? Or did it look something like this:
Fortranm wrote:
Now I wonder if going to get TOP is actually faster than the route used in that TAS. You need to go though quite some unskippable caves, and since there is no cave on the island where TOP is, you need a key to go to next island for the cave there. You might be able to use the key from the very first mini-boss though because now you won't use it to enter the island with the first dungeon anymore.
Another option is Shuriken, which you find on the second island. It's weaker than the Top, but stronger than the Cursed Dynamite, which the current TAS in Nico Video uses. The Shuriken is also nice because you shoot 3 of them at once and the damage stacks. You still need to go through some caves and need a key. Another reason for the Top begin a bad choice is that you need the Rock Sword to get it. The shop you buy it from is at the southern part of the main island. This also means that you'd have to go to a stage to grind for gold to buy it. And that reminds me; you need to pay the skeleton that has the second key in order to fight him, but you should get some gold from the demons that you kill in the caves. The first maze is very conventional for this glitch because of how easily acquirable the red orb is in it.
MainLoop: NOP LDX #$01 STX main_loop_done VBlankWait: LDX main_loop_done BNE VBlankWait JMP MainLoop
Fortranm
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It has been a while since I watched the RTA, but I'm almost sure it's not wide open like this. Rock Sword is bought in that TAS to get Wave Drum. Rock Sword is required to finish the game without the stage skip glitch. It might be possible to skip Rock Sword in a TAS, but this means you will need to fight the mini-boss with your default weapon. You need at least one key to enter any of the maze.
Baka94
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I did some testing with the different weapons. Here is a short summary of each (Cooldown is in frames): Sword Damage: Directly tied to level (5 at the start of the game) Cooldown: 21 Notes: *none* Rock Sword Damage: Directly tied to level (5 at the start of the game) Cooldown: 21 Notes: -Breaks certain blocks War Drum Damage: 10 Cooldown: 1 (if projectile has despawned) Notes: *none* Cursed Dynamite Damage: 16 Cooldown: 6 (if projectile has despawned) Notes: *none* Shuriken Damage: 24 Cooldown: 1 (if projectile has despawned) Notes: -Damage stacks if projectiles hit target on same frame -Max damage is 72 Devil's Top Damage: 40 Cooldown: 12 with smallest possible jump (when jumping on flat ground) Notes: -Can be used again 6 frames before landing -Provides invulnerability to almost everything including projectiles Wave Sword Damage: 64 Cooldown: 21 Notes: -Fires 3 projectiles -New projectiles are fired if previous ones have despawned -Damage stacks if projectiles hit target on same frame -Sword damage can be stacked with projectiles resulting damage of 256 -Projectiles break certain blocks like Rock Sword I also did more testing for the Sword Hitbox Glitch, and it appears that the damage it does depends on what projectile weapon you switch to (e.g. War Drum + Hitbox Glitch = 20 damage and Shuriken*3 + Hitbox Glitch = 96 damage). Is the War Drum worth getting? (Calculations based on what I know) The first key guardian has 332 hp and invulnerability time for enemies/bosses is 29 frames. Killing the boss with Sword takes 67 hits making the fight last for 29,03 sec (1742 frames) done optimally when only counting from first hit to the boss's death. Killing the boss with War Drums takes 17 hits (when using the hitbox glitch) making the fight last for 8,216 sec (493 frames) done optimally when only counting from first hit to the boss's death. The time save in the fight when using War Drum is 20,814 sec However, the time it takes for the TAS in Nico Video to get to the boss is 2:14 (134 sec) and I could get to the boss in 1:19 (79,5 sec) in real time while still failing the Stage Skip Glitch like 6 times during it. If these calculations are correct, not getting the War Drum is a significant time save. The actual time save will be clear once I do a TAS from the start to the boss, since the RTA time I took has some extra in it. Even if you couldn't use the first key to access the second maze, going to the first maze won't be that bad, since some place to save time compared to the Nico Video TAS has been found.
MainLoop: NOP LDX #$01 STX main_loop_done VBlankWait: LDX main_loop_done BNE VBlankWait JMP MainLoop
Fortranm
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Link to video Found this unfinished TAS on Nicovideo.
ScottySR
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Taking a closer look at the red orb glitch: Using the red orb in a maze outside a fight runs the following subroutine:
--- $FCB3 ---

LDA #$00
STA $0310,X
STA $0330,X
STA $0350,X
STA $0370,X
STA $0390,X
STA $03B0,X
STA $03D0,X
STA $01A0,X
STA $04C8,X
STA $04D0,X
STA $0128,X
STA $0130,X
STA $0138,X

JSR $FCE8

LDA #$00
STA $04B8,X
STA $04C0,X
RTS

--- $FCE8 ---

LDA #$00
STA $04A8,X
STA $04B0,X
RTS
This particular subroutine is run whenever a projectile is despawned. The addresses above are pointing to projectile memory. This code also runs 8 times in a X incrementing loop when you use a blue orb in a side scrolling stage to despawn all projectiles. As it was mentioned above, the region $0400 - $058F is used to store the maze layout in the mazes, which is partially within the projectile memory used in side scrolling stages, and for this reason messes up the maze when it runs. The exact reason why this code runs with the red orb is still unknown though, but I'm trying to figure that out and see if this can be exploited elsewhere in some other way.
ScottySR
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Okay, so it seems that the red orb glitch is caused by the classic "forgot to change stuff after copy-paste". If you compare the blue orb's code with the red orb's, they are very similar. They did change most stuff right for the red orb, but one branch address. If there is no enemy present, the red orb's code will branch to the blue orb's code which starts to clear wrong areas of ram in the maze areas. Added variable names and branch/jump labels for easier reading: https://pastebin.com/raw/908iaPMp