Posts for Zowayix


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HHS wrote:
Zowayix wrote:
What causes the jump here?
When going outside the valid coordinates, it will start interpreting ROM bytes as tiles. In this glitch, we interact with a note block, and the game wants to replace it with a blank tile. But, by writing to the ROM area, we program a MMC3 register instead, and the PRG-ROM layout changes, so that wrong code gets executed, and it ends up doing a RTS with S=FF, taking the bytes $80 and $00 from $0100, thus returning to $0081.
So it's the note block that starts everything; that's what I was curious about. Thanks!
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So could this somehow, in theory, lead to arbitrary code execution? I was under the impression that executing RAM as code required corrupting the program counter - in this case, to make it read sprite locations as code in the first place. In a game like SMW, that was done by generating a glitch sprite whose behavior caused the PC to jump to a nonexistent routine. What causes the jump here?
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Silver is faster than Gold because of a faster poison deathwarp, right?
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How does the whole thing work anyway? Is it similar to SML2 where RAM gets displayed on screen and can be manipulated?
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How much frame/pixel perfection is required for the real time setup?
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It should, as long as the bad clone glitch works. The route depends on getting 30+ Pokemon or so into the party, so that when you try to view their stats page, the game overflows the display into the map data. If it does, it might be a neat idea to have two published runs with completely different yet fastest routes of glitching the game to completion - one with arbitrary code on the EN version, and one with map distortion on the JP version. And finally one "regular" version that bans memory corruption.
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So we went from 11 minutes (the legendary Morimoto run) to under 10.5 minutes, and then all of a sudden it's cut down to 3? Holy crap. Also, so much for this, lol:
Future improvements Wow, it's getting tough to imagine where it might come from. As mentioned, a World 1 improvement would need to be 14+ frames. What's more, the next possible Bowser Quick Drop manipulation would require getting to Bowser 17 frames faster than our best time (38 frames faster than this submission). We'll keep looking, though!
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As luckytyphlosion mentioned, the whole reason the Coin Case glitch works in the first place is because of a translation error making the Coin Case's text string terminate wrong. There is no known way to do any sort of arbitrary code execution on the Japanese Gen II games.
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Quick question: When categorizing movies by game name (as seen here), Blue (SGB) and Blue (GB) are listed under separate categories. Is this supposed to happen? Why are they not considered the same game, if the ROMs used are presumably identical?
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Interesting, I had no idea what was going on behind all of that. Is that why it takes a number of minutes to get back to the overworld screen after time runs out? I'm guessing the dead mario sprite has to fall all the way to the bottom before the screen transition finishes?
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On the topic of entering pipes in a glitchy manner, has anyone ever found an explanation for this glitch? EDIT: And on an unrelated note, how about this one?
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I believe the 3 second delay was to make the in-game timer reach a certain number of minutes. If I recall correctly, proper code execution requires a huge number of values to be exactly correct, including that one (as well as stuff like exactly how much money the player has).
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Fishaman P wrote:
If all the console runners use Gold and the TAS uses Gold, people are going to think Gold is faster. Just shake things up a bit :)
Seconding this; Silver is for some reason so underrated compared to Gold.
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^What qualifies as a "large skip" as opposed to a "small skip" would be a bit more subjective, I think. Does skipping the entirety of Rock Tunnel, Silph Co., Pokemon Tower, Cinnabar Mansion, the Safari Zone, and Viridian Gym count as several "small skips"? EDIT: Just checked the actual SDA page where Pokemon Red is published; they're marking a movie similar to the "no heavy memory corruption" movie as having "large skips". So based on how they're using that term, it wouldn't cut it here. I'm still supporting "light glitch" vs "heavy glitch".
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^I believe the term we have for that is "light glitches"/"light glitching". I wouldn't mind having that term; sure, it's a bit arbitrary, but the main goal of non-Vault movies is entertainment anyway, which is already naturally arbitrary. We already have a few movies published with slightly arbitrary goals such as the SM64 70-star No-BLJ (yet it uses other high speed glitches), and the SMB3 glitchfest movie. I propose naming the branch to "no heavy memory corruption".
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^That someone was me by the way, but I just thought of something: http://www.youtube.com/watch?v=ts8Axz7VrfE That video shows an example of using save corruption to beat the game in 6 minutes without ever using a glitch warp. Wouldn't an optimal "no glitched warps" movie ultimately mean using some sort of heavy memory corruption glitch (ZZAZZ, etc.) to pull off the same thing as in the video above? If so, then since: - "No glitch warps" means that the current "light glitch" movie isn't optimal, and should be replaced with something similar to the above heavily glitched video (which would defeat the branch's purpose) - "No memory corruption" is not the correct name for the current "light glitch" movie What should the branch be ultimately named? The only completely accurate solution I can think of off the top of my head is a completely glitchless one (like the one the Gold run has), but I'm not sure how many people would appreciate something like that.
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The bad clone glitch itself shouldn't be version specific; the requirement is simply to switch between two nearly-full boxes. Since the boxes are so full, the game will lag for about ~1 frame while saving; you must hard reset during this time. It won't work if the boxes aren't full enough since there's no lag. I doubt Pokemon species or nickname has anything to do with it; that affects the map distortion patterns after the crash.
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Question: Looking through the damage calculation formula for Gen II, I noticed something that I've never really heard mentioned before at all: http://www.dragonflycave.com/battle.aspx http://www.upokecenter.com/content/pokemon-gold-version-silver-version-and-crystal-version-damage-calculation Apparently, in Gen II only, when you use a damaging move, if you have the Badge corresponding to the type of that move, the move's damage is multiplied by 9/8. This is in addition to the 9/8 boost that four of the Badges already apply to the user's stats. Can anyone with disassembly knowledge confirm this? These are the only two sites that mention this mechanic (although they are definitely quite reputable). (A site like Smogon, which does really detailed breakdowns of most battle mechanics, wouldn't mention this at all since it doesn't apply in multiplayer.)
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^If it's a single-digit number of frames, it might as well be completely ignored since the total luck manipulation in the run will take many times that. It's not like in R/S/E where the opposite-gender player character has slightly different lines of text in the encounters throughout the game that add up to a lot.
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The description needs an update; it implies that the Squirtle line is used for the majority of the run and Clefable is only used for the ending, instead of Clefairy/Clefable actually being used for pretty much everything after the first badge.
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FractalFusion wrote:
I heard though that the Coin Case glitch doesn't work on J versions. Can anyone confirm this?
Correct. http://forums.glitchcity.info/index.php?topic=6716.0 The whole thing only happens since a translation error causes the Coin Case's text box to be improperly terminated.
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This is a rather petty complaint, but has anyone considered doing a run of Silver or Crystal as opposed to Gold? It just feels a bit weird, since multiple videos of all four Generation I games (Green included) are published here, whereas only one Generation II game is published despite there being at least 3-5 possible categories: - Beat the game any% (Coin Case glitch, RTA record <48 minutes) - Beat the game without arbitrary code execution (Questionable category, would use map distortion like the current route does) - Beat the game without memory corruption (FractalFusion's run from 2006) - Goof around with arbitrary code execution a la Pokemon Yellow or Super Mario World (not sure how freely Gen II lets you pull this off) - Complete the Pokedex (Questionable category, possible without arbitrary code through getting bad clones (see Celebi egg glitch), I think this is faster in Crystal) Seriously though, why hasn't anyone ever submitted a Silver/Crystal run? There's four Gold submissions (two rejected) and zero submissions of the other two.
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Not sure if it's too late for this, but isn't the screenshot for this published run a little boring? It doesn't show off anything that makes this run unique. Now obviously showing off the "-" move (Cooltrainer move) would spoil the surprise, so here's a few alternate suggestions that would still make a viewer think "What is going on in this screenshot?" without direct spoilers: - Screenshot of "Mew learned Transform!" - Mew transforming into Rattata - The player switching to send out Abra in the middle of a battle
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^But the difference is that the level ends right after you pick up "one of the stars"; you can't go back and pick up the other star.
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^Two problems: - Clefairy and Clefable are fairly well-known for using Metronome, thanks to the anime. It wouldn't be too hard for someone to make the connection, which would spoil the surprise. - It requires a fair bit of knowledge to realize that Clefable can't learn a certain move; for example, I didn't know that Clefable couldn't learn Hydro Pump until looking it up just now (given that it can learn Blizzard, Fire Blast, and Thunder). I didn't know that Clefable couldn't learn Extrasensory either. Effects like these might lessen the impact. That said, here's a list of every move that Metronome called in the run, in order: Thunder Zap Cannon Low Kick Crunch Extrasensory Blizzard Hydro Pump Ice Beam ThunderPunch Hydro Pump Bold moves are ones that Clefable can't normally use at all; italicized moves are ones that Clefable can't learn in FR/LG. Since none of them really have as big a "wtf?" factor as, say, Sheer Cold, I would vote for either: - As before, a simple "C used Metronome!" screenshot, so the viewer doesn't know what it's going to call, or - The "Should a move be deleted and replaced with Metronome?" screen.
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