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feos wrote:
Anyway, the most important part would be fastest crash, and then figuring out if it can be turned into a GEG.
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.
Player (169)
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I DID IT! http://tasvideos.org/userfiles/info/32522482851738219 I'm sure it is faster than current tas and it can be optimized further! Also after last dead i think you can do with memory what ever you want. Also i turn the level into top down view level edit: encoded video Link to video
Site Admin, Skilled player (1234)
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Fantastic! It's probably not a game end glitch per se, but an enemy with some boss flags that ends the game after you kill him.
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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feos wrote:
Fantastic! It's probably not a game end glitch per se, but an enemy with some boss flags that ends the game after you kill him.
It's just fastes way i got it for now. I think game end can happen even without killing enemies. Just try to put random inputs after last dead. You can do what ever you want! It's crazy edit: If it counts here is faster version http://tasvideos.org/userfiles/info/32527139846450913 It cut another ~10 seconds. But only if you stop the time by the last input made and if glitched credits are ok.
Alyosha
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Woah what a cool find! Can't wait to see the details of what's happening and to see it in a submission, nice work!
Fortranm
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Do you know what level of corruption this glitch causes? As a matter of fact, the playable Contra and Super C in Contra 4 are NES roms running in modified PocketNES. I wonder if doing this glitch in unlocked Super C in Contra 4 can corrupt the game out side of PocketNES.
Fortranm
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Link to video So I tried it on Contra 4. It's a little disappointing that even if Super C freezes, I still can use L+R to go back to the menu. There are several interesting phenomenons though. During certain freezes, I can still use L and R to scroll up and down the screen, but only background moves. I haven't been able to reproduce the situation where I can do what ever I want with memory, so it might get crazier if that part is reproduced. However, DeSmuME doesn't seem to emulate certain parts of PocketNES very well so the result might not be accurate.
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Enemy with ID=$22 needs to be in slot 5, this results in writing of $80 to address taken from the value of RNG ($23, 2 bytes). If that value is $005C (or $085C/$105C/$185C, all of which are mirrors of $5C), level end routine will almost certainly be executed ($3E becomes 1 after $5C becomes $80).
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.
Player (169)
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Fortranm wrote:
I haven't been able to reproduce the situation where I can do what ever I want with memory, so it might get crazier if that part is reproduced. However, DeSmuME doesn't seem to emulate certain parts of PocketNES very well so the result might not be accurate.
If you watch closely video posted by me - I jump at 01:05. This scrolls the level a little bit down and this prevents game from freezing. If you don't do that jump and send you corpse to the right game like always freezes. Try to do this. Maybe it gives different result
Site Admin, Skilled player (1234)
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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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Anyone have any insight on how this happened? https://www.twitch.tv/outside_lutz/v/103619177
Site Admin, Skilled player (1234)
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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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WhiteHat94 wrote:
Anyone have any insight on how this happened? https://www.twitch.tv/outside_lutz/v/103619177
Nice find.I think the key of this appearance is $007E 007F 0080. 007E & 0080 control the elevator. 007F can speed up the elevator.It looks that something make 007F-00 in the video.It takes good luck.How do you see?
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Player (169)
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I managed to recreate this elevator glitch. I wounder if it possible to do this 2 or 3 times in a row http://tasvideos.org/userfiles/info/35866650124898195
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Koh1fds wrote:
I managed to recreate this elevator glitch. I wounder if it possible to do this 2 or 3 times in a row http://tasvideos.org/userfiles/info/35866650124898195
Great.I have known this glitch depend on your wip.Then I succeed in realizeing it in my run. http://tasvideos.org/userfiles/info/35873991855286122 $007E will become 0 from 128.In this frame,attacking the artillery will happen the glitch.
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Do you think it's repeatable for RTA runs? Like is it just a frame perfect kill on the turret?
Banned User, Skilled player (1163)
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WhiteHat94 wrote:
Do you think it's repeatable for RTA runs? Like is it just a frame perfect kill on the turret?
I think it's too hard in RTA.There is only one frame time chance.
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But is it the same frame every time? It would conceivably be possible to get semi consistent if it's the same every time.
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WhiteHat94 wrote:
But is it the same frame every time? It would conceivably be possible to get semi consistent if it's the same every time.
In TAS.the chance frame is controllable.In RTA,the chance frame is random. The glitch will kill Hero.So Hero will lost his "F" weapon,only get "S" weapon without "R".
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Site Admin, Skilled player (1234)
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It's spreading. Link to video
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.
Experienced player (850)
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Does the rollover match up with the screen scrolling? If so maybe an RTA runner could use the edge of the screen as a cue. If it depends on other things maybe it is more luck based for RTA.
Player (169)
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There is actually no explanation why this happens. Why hitting the turret affects that 007E address. If we know why this actually happens maybe we can find other way to do this. If there is different way of doing it than maybe it's possible to this 2 or 3 times in a row with same elevator or maybe we can find easier setup for rta runs.
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This time I'm really busy with my other project. Probably ask Alyosha?
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.
Alyosha
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This glitch is caused by a certain coincidence of events that cause a skip of the check that triggers the elevator. The check is $00FC==0, which seems to be related to the automatic screen scroll in that area. When the glitch happens, the trigger condition is not checked, but in an oversight the value is still incremented to its next value ($EF) So the game thinks your moving on to the next area even though it didn't trigger the elevator. Several things need to be in place for this to happen. $05B8 needs to be $84, I'm not sure what this is exactly but it seems to always have this value in this area. You need to shooting fire and have it collide with an enemy on the frame 00FC goes to zero. I'm not sure if this needs to be the turret or not. $00E4 needs to be 0. This seems to be the key to the 'randomness' of this glitch. I don't know what this value is tracking or why it changes, but if you can figure out what this value is you can understand how to trigger this glitch. So basically, the glitch occurs on only one frame, and that frame is consistent, it is when 00FC is 0. So for the sake of RTA there should be some kind of potential setup for for at least that much (since its related to screen scroll, maybe a visual queue.) However, this requires that 00E4 is also 0, and it is currently not known what it does.
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So it can't be done several times in a row, right?
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.