I'll take a cue from Samsara's Shin Megami Tensei "game end glitch" submission to say at the outset that I have no real idea how this run works.

Game objectives

  • Emulator used: Bizhawk 2.9.1
  • any% (Neutral ending)
  • Manipulates starting RNG for very specific encounters and outcomes.
  • Then manipulates memory via (I think?!) inventory-based glitches to ultimately trigger the Neutral ending.

Basic route breakdown

Create a save file

A save file is necessary for the RNG manipulation, so the first task is to save and then reset.

Manipulate RNG by starting the game on a specific frame

The RNG value is stored at address 0x7E03FA, and needs to be 72 (decimal) for optimum routing.

Specific routing, encounters, and movements

What follows is a series of extremely specific encounters and movement patterns. Once the demon Empusa is acquired on the bridge, everything is ready to go.

Preparing for the memory manipulation

The inventory is first set up in a specific way. Then Empusa casts warp in Disco. Some more specific encounter manipulations, healing, reducing magnetite to 0, and removing all demons except Cerberus. Now we're ready to execute the memory manipulation, after a save and reset.

Executing the memory manipulation

We cast Mapper and then get Cerberus's health to 441. Hiroko also needs a specific MP value. The Spartan demon is summoned into slot 1. The heal cost (279) is shown for Hiroko and Cerberus. Now we walk around until Spartan dies, triggering some glitchy goodness. We access a "RAM checker" (a debug menu) and set some specific flags. Warp, exit, enter the left entrance of the building, and exit. Voila, lengthy ending sequence triggered.

Other comments

I take no credit for the routing (well, other than a couple of minor improvements over the RTA) nor the manipulations that lead to the glitches. Hopefully someone with a deeper understanding of the game has some explanations?!

CoolHandMike: Claiming for judging.
CoolHandMike: Using these memory manipulations to get into a debug menu and then after changing some flags straight to the credits are entertaining. Nice to see long rpgs completed in a fraction of the standard playtime. For this tas there is a lengthy and complex series of events to get to the debug menu with a lot of steps listed out on SRC's guide page here https://www.speedrun.com/smt2/guides/gq2kv. Good optimization with nothing wrong I could point to.
"any%" as the goal is not necessary to write in here since the Standard with no listed goal is already "any" by default aka fastest completion. Removing explicitly defined "any%" goal.
Accepting to Standard.
Congratulations!

despoa: Processing...


TASVideoAgent
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This topic is for the purpose of discussing #9142: ninespaces's SNES Shin Megami Tensei II in 26:23.44
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Joined: 2/5/2012
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ninespaces is insane lol TASing some hardcore RPGs here and there like it's nothing
TAS i'm interested: Megaman series, specially the RPGs! Where is the mmbn1 all chips TAS we deserve? Where is the Command Mission TAS? i'm slowly moving away from TASing fighting games for speed, maybe it's time to start finding some entertainment value in TASing.
Samsara
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Very happy to see not only another SMT submission in general, but another SNES-era SMT submission with an incomprehensible but easy to perform glitched route. Nicely done!
TASvideos Admin and acting Senior Judge 💙 Currently unable to dedicate a lot of time to the site, taking care of family.
warmCabin wrote:
You shouldn't need a degree in computer science to get into this hobby.
Post subject: Movie published
TASVideoAgent
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This movie has been published. The posts before this message apply to the submission, and posts after this message apply to the published movie. ---- [6072] SNES Shin Megami Tensei II by ninespaces in 26:23.44