Joined: 4/1/2010
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For people (like me) who dont realize it: There is a submission on the submission page by HHS. And its amazing ^^ Oh... And, HHS, you can get money with only 2 items. I think that should be faster Edit: To be more specific - If you have 2 items, put cursor on the 2nd one - Sell both items - Leave Sell-Menu - Enter any other menu (like pressing Y outside of Neko or simply entering the Buy-Menu) - Back into the Sell-Menu and you can sell those weird icons for money So in conclusion, you literally don't need to farm any gold and also not open any chests, since Mantis Ant provides all the gold you need. Major respect to you HHS for figuring out how this works. I managed to trigger the menu in real time a few times now, now I need to figure out the menus ^^ One question: Selecting the options is not time-sensitive, is it? Edit 2: As in, do I have to get the perfect frame the first time talking to the canon guy? What happens if I get it on the 2nd, 3rd, 4th, etc. time? (as in, failing in an RTA attempt) Are the options to select any different? (still trying to understand what actually happens) Edit 3: Also, is it relevant to use the barrel the screen before the canon guy?
HHS
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D'oh. I knew there would be something obvious I hadn't tried. Back to the drawing board again. If you fail to get it, you have to go all the way back to Neko's and select Save again (after buying more barrels, if necessary). Using the barrel on the screen before is just a speed trick, and is not necessary. If you do, there is about a 10 frame window to do it. In an emulator, you can see what happens during execution of the glitch by watching addresses 7EA200 (current selection), 7EA1D4 (number of choices), 7EA1D5 (word, pointer to jump table in same bank as the current script pointer). One thing I haven't investigated yet is if it's possible to reduce the enormous lag when selecting option 256. Edit: The lag is unchangeable, unless a way is found to corrupt the byte at 7EA2D6 or 7EA2D7. These bytes come from the decompressed title screen and remain constant during the game. The table at 7EA1D7 holds the starting column for each choice. The game reads the current and the following entry to determine how many tiles to update. Since these two bytes are the same (0), it will loop 65536 times. Although this corrupts a lot of data, in this case an even number of wrongs make a right, leaving everything the way it was before.
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Since you haven't responded on the submission thread, can this be redone on BizHawk/Lsnes for console verfication purposes?
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Seconded; if this is done with lsnes, then I can try to get / borrow a copy or otherwise boot this on console and potentially verify it.
true on twitch - lsnes windows builds 20230425 - the date this site is buried
Joined: 4/1/2010
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So, a few questions: - Would this also work on another place where the gold shows up when talking immediately? Like a shop in Pandora? - Which kinds of windows/textboxes influence what's happening? Every single one? -- Or I guess the more accurate question is: What other effects would it have to open various menus (stats, button config, behavior)? - Can we in theory call every single script/cutscene in the game by using your setup (simply by selecting the correct order of options to reach the correct number?) Further, apparently Rabites and Lullabuds can drop gold in chests, wouldn't that be faster than using the canon travel guy? Oh... i finally understand the part about number of options o.o.. You want to have 0 to select any option you want
Joined: 7/16/2009
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I had the same thought earlier about money chests from Rabites/Lullabuds, but the money amount actually doesn't show for those chests. This is just a guess, but I think the money amount only appears from the chests that are pre-placed (like the 50 GP chest in Potos). Not that I have much technical understanding about this game or anything. =p About a shop in Pandora, it might work, except there's a guard blocking entry into town this early on, so it'd probably be slower even if it would otherwise work.
Joined: 4/1/2010
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Oh.. That doesn't show? I did not realize that, thanks for pointing this out oô
Yagamoth wrote:
So, a few questions: - Would this also work on another place where the gold shows up when talking immediately? Like a shop in Pandora? - Which kinds of windows/textboxes influence what's happening? Every single one? -- Or I guess the more accurate question is: What other effects would it have to open various menus (stats, button config, behavior)? - Can we in theory call every single script/cutscene in the game by using your setup (simply by selecting the correct order of options to reach the correct number?) Further, apparently Rabites and Lullabuds can drop gold in chests, wouldn't that be faster than using the canon travel guy? Oh... i finally understand the part about number of options o.o.. You want to have 0 to select any option you want
^ Since I now understand the thing about having "0" options in the address you described, a few questions in my post become obsolete. But I have a new one: Which actions manipulate that address back to "0"? Only the save-screen? Edit: Also, my assumption is correct, that there can't be any text at all before the money-window appears, right? You talk to the NPC and it appears like the canon dude... Or would it work with the kind of pretext you have in the shop/inn of Pandora? I know it works in the Inn of the Dwarven village, just tested that
HHS
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The following things influence what's happening: - Getting a dialogue choice. - Any time the name of an item, armor, enemy or spell appears on the screen. (pointer=$099e for enemies, $0864 for equipment/items, $0800 for spells) - Going to the save screen. (choices=0) - Resetting the game. (choices=0, pointer=0) You should be able to jump to any script that is in the same bank as the script you are using to invoke the glitch. BJW managed to jump to Neko's dialogue by advancing to location $CA0808, which contains a value which is interpreted as a jump to script $0099. By reaching $C9F2D4 or $CA4D95 you can get the full ending. Yeah, you can't have any text before showing the money. So it won't work in Pandora. Bizhawk doesn't seem to work very well, as it becomes extremely slow if I try to load a script, but I have managed to make some scripts to export the inputs that are after the title screen from Snes9x into Bizhawk. That way, I can continue to work in Snes9x and leave Bizhawk running overnight to import the movie data once it's done.
Joined: 10/14/2014
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Here's a couple notes I'd like to add to optimize the TAS a bit more from what I observed in your previous attempt. 1) Potos movement: On entering Potos, we currently (for RTA) move above the Cafe, then dash straight right until we hit the stairs. The hill or whatever the Elder's house is on pushes us down and we can continue dashing that entire distance. I tested this against what you did in the TAS, and mine came out ahead, but maybe more precise testing proves otherwise. 2) Leaving Potos: After you've exited the village, don't dash down for a small bit of time, otherwise the game will freeze you in place. If you walk for a second or so, the game won't pause and you'll end up being a few frames faster than you were otherwise.
HHS
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Ah, apparently it freezes when it tries to make the "footstep" sound as it is waiting for the SPC to clear the reverb buffer. I think this is based on a timer, so fortunately the optimal strategy should be the same in both Bizhawk and Snes9x.
HHS
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Current progress: The movie is basically done, but I got a desync after Potos when converting to Bizhawk. I'll try to see if I can fix it.
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Sounds promising, good luck :)
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Any progress?
My Chiptune music, made in Famitracker: http://soundcloud.com/patashu My twitch. I stream mostly shmups & rhythm games http://twitch.tv/patashu My youtube, again shmups and rhythm games and misc stuff: http://youtube.com/user/patashu
HHS
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I am redoing the last part of the movie (after Potos) in Bizhawk, now that I have ported my script. Right now, the biggest challenge is finding time to work on this. I'll see if I have some time tonight. As a side note, I have verified that the full ending is also reachable, but with the current route it would double the length of the movie. In this case, a better option might be triggering the glitch with a 50GP or 1000GP chest, but I have not tried it.
Joined: 4/23/2014
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Hi everyone, After looking an other time the TAS made by Touch-Me, I was thinking about a thing. Actually, the selling glitch causes a move in the memory, then the console shows an glitched object. As you can manipulate your inventory with the selling glitch and switch items to others adresses (in the case of selling glitch, a wrong adress), is that possible to get Flammie drum by forcing an objet to go to the Flammie drum's adress ? If getting the Flammie drum without doing everything you need to beat Mech Rider 2, you could just get the magics you need and, maybe, cut the game. But is it only possible to use the selling glitch like this ? Has it been already tested ?
Joined: 4/1/2010
Posts: 90
Greetings SirMK, I have asked that exact same question before, and eventually I understood enough to figure out the answer. Short answer is: No, you can't from all I know Selling any item always only manipulates the 'amount' of an item you have. You do not create any new item by selling "BLAT". The "BLAT" is literally just the name you get when you have can select the items with the default value of "nothing". Same thing with trashing equipment glitch. It also only ever affects the amount, but never the type of the item
Joined: 4/23/2014
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I've spent few minutes trying to change things with that glitch without any success and, before going any further, I thought it was necessary to ask someone. Then, thank you very much for your answer ;)
HHS
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I've read that it's sometimes possible to lose a character permanently, presumably in connection with being turned into a snowman by an enemy. Any thoughts on how to reproduce this?
Joined: 4/1/2010
Posts: 90
I've tried to find some information on this and haven't come across terribly much. The guess from "Regrs" from the GAMEFAQ thread: http://www.gamefaqs.com/boards/588646-secret-of-mana/69150657?page=24
A complete guess but your possibly getting changed into the enemy death sprites by accident (which come right after status effect sprites in the listing). Those sprites despawn themselves after their animation is complete.
I haven't been able to reproduce this so far after trying for roughly 40 minutes. It seems to be a very specific circumstance in which this happens. I've heard from different people that it happened in the Sewers and the Ice Palace. So it's almost certain, that the character disappearing is tied to the snowman effect. What I have noticed is, that the game unloads already loaded enemies in order to make space for more Blue Slimes on the screen. The reason I know that: - At the end of the Southtown->Northtown sewers, after the 3 goldfish room, there is a room where you get upstairs and enter next to a blue slime, which will immediately start multiplying. It happened to me on more than one occasion, where I got past the slime, one of my characters got stuck on the slime, and there was a missile from a goldfish from offscreen. But the slime multiplied anyways making the fish disappear. Oh and one more thing - From what I've read, it only ever made the Boy disappear, never any other character. (Although, in one instance apparently it even made the Girl disappear as well, but only after the Boy disappeared)
Joined: 4/1/2010
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I found it on Nicovideo :D http://www.nicovideo.jp/watch/sm12572369 19:55 This seems entirely accurate to Regrs guess. The slime gets killed and basically the Snowman exactly vanishes alongside it. (My assumption it being Boy -> Girl -> Sprite is completely wrong)
HHS
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Something suspicious is going on in this movie. It should be impossibly to charge your weapon while being frozen. Therefore, we must conclude that the status somehow got reset with the character still remaining a snowman. Attacking with the snowman would likely cause an invalid animation to be executed. How this came to happen is another conundrum.
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Oh wow.. I did not even notice that the Sprite was charging there... It looks like kind of multiple things overlap: - Sprite gets hit at the exact same time the slime gets hit and starts charging at the exact same time (Without swinging before.. And it was player controlled) - The slime dies at the moment when the snowman stops charging.. Actually, not accurately so?.. We also don't really know, whether the charge was simply released Also an invalid animation from the Snowman is something we've encountered before, when then Boy gets into the cutscene right after the sewers as snowman, the game will softlock when it tries to nod the boys head as a snowman Interesting..
Joined: 4/1/2010
Posts: 90
Quick note: I found a new skip for the "no wrong warp" category with multiple controllers. (Or as we call it, 1p2c) You can skip going to the Frost Gigas after getting Salamando. Normally what would happen if you do that is, in the Fire Palace you'd encounter the event "seed stolen", where the Mana Seed of the Fire Palace is simply not there, thus you can't continue. However, by skipping the first orb you'd have to activate with Salamandos exploder in the Fire Palace (where all the lava is), that event will simply not occur and you can seal the seed and proceed to Southtown.
Joined: 4/1/2010
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It happened, we finally have footage from a speedrun where one of the characters completely disappeared :D http://www.twitch.tv/incroyablebb/c/6853352 I really wonder what happened there and how to reproduce it though oô
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The snowman seems to sometimes disappear