Posts for thesabin

Experienced Forum User
Joined: 4/11/2016
Posts: 3
Greetings, I currently played around the Sketch Glitch for JP and managed to find 2 setups to safely wrong warp to the WoR. Here are the videos I made for that. Keep in mind that I am mostly interested on RTA than TAS, so those setups are probably the best ones for real time speedrun. Link to video Link to video Remedy setup uses Mold_3 - 0322 Fire setup uses Mold_3 - 61E8 Unfortulately, since this is JP, speedruns for JP needs to have the "The End" show up, but it doesn't happen since the Kohlingen "Softlock" on the credits is still happening (like the US version). Is there a possible way to fix that on RTA to let the credits keep going on the Japanese version? Thanks.
Experienced Forum User
Joined: 4/11/2016
Posts: 3
Thank you for your help. One last question, If the address $3EBC is set at 0 but $3A8A == $3A8D during the sketch, will the game write the Bit 7 on $3EBC that will allow the warp? I guess my question is if we simply ignore $3EBC and write 07 (0000 0111) both on $3A8A and $3A8D, will the warp work? Thanks.
Experienced Forum User
Joined: 4/11/2016
Posts: 3
Hi, I am currently studying and working on FFVI Sketch Glitch and I would like to know something regarding the Excel spreadsheet https://github.com/clementgallet/ff6-tas/blob/master/SketchGlitch.ods On Mold_3, I would like to understand how $3A8A $3A8D $3EBC can be understood. I kinda watched RAM values using Land Worm fight to see what happens to the values and it seems that if a 4 party battle, $3A8D is being set as "1111" and $3A8A is changing depending on who gets engulfed, and if all the party is Engulf'd, then the value $3A8A = $3A8D and the warp happens. I don't really understand how $3EBC effects the glitch. If someone could give me some tips regarding this I would appreciate it. Thanks.