Posts for FearingSpoon


Experienced Forum User
Joined: 2/3/2017
Posts: 7
Here are all the values as promised Shield visual/trigger: 016051 - byte Unsigned also related to shield?: 016002 - byte Unsigned ------------------------------------------------------------ Knife: 016057 - byte Unsigned Crossbow: 016059 - byte Unsigned Axe: 016058 - byte Unsigned Sword: 016053 - byte Unsigned ------------------------------------------------------------ Gloves: 016054 - byte Unsigned Armor: 016052 - byte Unsigned Feet: 016055 - byte Unsigned ------------------------------------------------------------ gates: 016082 - byte Unsigned Main gate: 01607E - byte Unsigned Main gate animation/Trigger zone: 016084 - byte Unsigned
Experienced Forum User
Joined: 2/3/2017
Posts: 7
So yesterday i was mainly looking for flags in the game so it would be easier to locate glitches and exploits and these are my findings. Flags: Shield - Only found the First Shield flag not for the second with a gem Knife - Enable or disable Axe - Enable or disable Sword - Enable or disable Feet - Enable or disable (Not tested if the jump works) Gloves - Enable or disable (Not tested to pull the ship in at the first dungeon) Armor - Enable or disable Main gate - if this flag is set to 1 before the gate is suposed to be open the animation plays and there wont be a trigger zone to the outside, you can just run outside the map and die. Main gate animation skip/trigger zone - setting this flag to one will tell the game that the animation of the doors opening have already played and this also put the trigger zone there, though the trigger will softlock and you have to restart the game. (My thoughts on this is that there is a third or forth trigger to enable it fully, i'm gonna keep looking for that tonight) Gates (outside) - This one i'm really exited about because as you maybe can guess by the name this flag sets the gates outside if they are open or closed. This flag range from 0-5 0 = no gates open 5 = all gates open The this with this flag is that if you say have the flag set to 1(You just finished dungeon 1 and go outside) and poke the value to 5 this will skip gate 2, 3 and 4 and only open gate 5. This will skip all dungeons and dark knights and enable you to go directly to Bad Custard's foxhole but the downside is that my guess that the foxholes also have individual triggers/flags and i have not yet found them. I think that's all of them and i will post them in more detail as i am at work at the moment and cant look them up right now.
Experienced Forum User
Joined: 2/3/2017
Posts: 7
No problem, i'm going to try to work some more on this game tonight and will report back tomorrow if i find something more interesting
Experienced Forum User
Joined: 2/3/2017
Posts: 7
Warepire wrote:
FearingSpoon wrote:
Warepire wrote:
If you found the values, why don't you go ahead and list the addresses and types so they are documented?
Here is the modified ram watch file that contain the values! https://drive.google.com/open?id=0B79Jgh7LtuWbZEZiM1lJbUt2aGc Here they are if you want to to look at the by hand Kingsley's size: 2 Byte Unsigned 0x0E8520 Silver key: 2 byte signed 0x0E8590 purple key: 2 byte signed 0x0E8594 Orange key: 2 byte signed 0x0E8592 red key: 2 byte signed 0x0E8596 yellow key: 2 byte signed 0x0E8598 green key: 2 byte signed 0x0E859A orange key 2: 2 byte signed 0x0E859C
Warepire wrote:
oxysoft wrote:
new ram watch with lives https://drive.google.com/file/d/0B1BJqPPfhZhdRG9raW5MdTlpWVk/view
You can use the userfiles storage. Log in to the main page, and then almost at the very bottom there's a link saying "Upload a WIP...". It accepts RAM Watches and Lua scripts as well as movie files.
Sorry about that, here: http://tasvideos.org/userfiles/info/36812784155466404
Experienced Forum User
Joined: 2/3/2017
Posts: 7
Warepire wrote:
If you found the values, why don't you go ahead and list the addresses and types so they are documented?
Here is the modified ram watch file that contain the values! https://drive.google.com/open?id=0B79Jgh7LtuWbZEZiM1lJbUt2aGc Here they are if you want to to look at the by hand Kingsley's size: 2 Byte Unsigned 0x0E8520 Silver key: 2 byte signed 0x0E8590 purple key: 2 byte signed 0x0E8594 Orange key: 2 byte signed 0x0E8592 red key: 2 byte signed 0x0E8596 yellow key: 2 byte signed 0x0E8598 green key: 2 byte signed 0x0E859A orange key 2: 2 byte signed 0x0E859C
Experienced Forum User
Joined: 2/3/2017
Posts: 7
Did some further investigation in to manipulation Kingsley's speed & trying to find somehow to wrongwarp and found something very interesting, my theory from the beginning was that he moved faster outside and slower inside. so i actually found something entirely different that i didn't expect. First off, if you change Kingsley's state to the maximum value possible it directly drops down to 60 (i think, can't check right now) and shoots of in the direction hes facing but you lose all control what so ever. Maybe useful if we can get to manipulate his state? Second I found all the memory values for all keys and more interesting on one of my play through of the training part i tried to manipulate all sorts of different thing in the game to find a weird result. and just briefly the Purple grape key changed state from 0 to 1 way before i event talked to the king and queen. The downside of this is that i tried to redo all my steps but have not yet been able to recreate this glitch. This could skip having to talk to the king and queen and save some time. Third and most interesting in my opinion. Kingsley have a size value depending if hes outside or inside, i found this when i was trying to find if there is a specific value for all rooms/dungeons. the size value control almost everything with Kingsley, hitbox/collisionbox speed and jump height the only thing that remains the same is when he sidestep its exactly the same speed. My thoughts on this is that maybe we can get the outside value of his size and use it while inside of the dungeons, this could really change the routes inside some dungeons and allover speed up everything, but then again need to find a way to carry over the value somehow.
Experienced Forum User
Joined: 2/3/2017
Posts: 7
Resently picked this game up and doing some runs on it and found something intressting. Found a way to skip the green plant puzzle in the 3rd dungeon and there are two ways to do it one hard without death abuse and one easy with death abuse. First (Deathless): As you come in to the room you go directly to the right where the first monster is, get him to follow you over to the cage where the plant is and do a Upwarp using him. (This will put you at the height limit of the map so be carefull) make sure you don't change direction and just run forward a few steps. Now to the hard part, just have to land exactly on the plant to cancel Kingsley's fall, and once you have the plant just face the monster again and do a upwarp again to get out again, follow along the wall and jump to hit the trigger for the other room. Second (With death, also faster i think): first part with the Upwarp is all the same as the Deathless, the only change is when you sidestep of the edge you stop as soon as you are off the edge to land on the ground and abuse the sidestep mechanic and move while dead to pick up the plant. you respawn at the entrence with the plant and can just backwards jump out! Thought i mention that there is another alternative in this room to upwarp without the monster, but its a bit more precise, there is a coffin placed along the wall just before the cage and if you time it pefectly you can go inbetween the wall and the coffin and jump to upwarp, you don't really lose any time trying this just make sure the monster is still following you if you are doing the deathless alternative. Edit: Didn't read all previous post sorry, just saw that you allready found this, but i tried it RTA and its really possible to and not to hard to do it with a death abuse