Post subject: [Video Request] Dragon Warrior Monsters 2
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I have checked the movies, and there is only a TAS for Dragon Warrior Monsters 1. http://en.wikipedia.org/wiki/Dragon_Warrior_Monsters_2 If someone makes a video for this game, could you please make it for Cobi's Journey? I have that version, not Tara's Adventure.
Post subject: Dragon Warrior Monsters 2 (need help with glitches)
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Joined: 4/14/2012
Posts: 25
Location: Japan
I've been making DWM2 TAS and find a glitch that can call debug mode. We can go straightly to ending credit from the debug mode. But it's uncontrollable for me. I once succeeded to go debug mode, when i had tested it. However, I couldn't reproduce it... and i don't have enough knowledge to analyze such a complex thing. It would be highly appreciated, if someone help me with analyzing and utilizing the glitch. This glitch seems to work only on Iru(Tara) version of Japanese version. I used two glitches to make the glitch. 1. Cloakroom bug (預かり所バグ); It's fixed in USA version. It's known as Cloakroom bug in Japanese DQ sites, because the cloakroom is the most known place where we can do the glitch. Where a person is next to a door or a well or a stair, then press A repeatedly in entering. The conversation will start before the map loading. The map ID will change to the next map, but the internal map is same as previous map. So, we can go where we can't go originally. We use the glitch here. the glitch is used at 0:54 of this tool-assisted movie. http://nicoviewer.net/sm17803880 2. Scrolling bug; I used this, when I succeeded to go the debug mode. but it might not be needed for the glitch. Before when we go down and the screen is scrolling, press up and down. then the character's location will slide out the half of the grid and we can go where we can't go originally. the glitch is used at 0:48 and 4:07 of this tool-assisted movie. http://nicoviewer.net/sm17803880 OK. Now, I explain the main glitch. 1. Start the game and proceed scenario We're asked to go to the cloakroom to take her grandmother's handmade pie. After taking the pie from the clerk and going out from the cloakroom, Warubou and the prince will prevent the way. go down and talk with Warubou. then go right and talk with the prince and Warubou. Warubou try to grab your pie. 2. Scrolling bug after Warubou and the prince went into the well, we ignore the well and go right to the next floor. then, go up to the next floor and do "scrolling bug". then come back to the well. It would be skip-able... 3. Cloakroom bug Entering to the well from the upper with pressing A repeatedly. If the glitch is succeeded, the screen will remained to be white. After finishing the conversation, go right till the x location is 90h. When we used scrolling bug, we need to go up 1 grid before going right. 4. press right. then the charactor moves and the game will be bugged after many lags. In many times, it just freezes. Sometimes it returns to the title with bugged graphics. and i had come accross to the debug mode at once... The result will be different by the frame of pressing right and the input before the freeze/restart/debug launch. the RAM seems to be filled with junk data. I think when we could fill address C5DB with 00h and avoid freezes, it will work. but i couldn't find any regularity and I'm tired of hundreds of trial. It often freezes. It would be cool, if someone can find out how the glitch works. Thanks for reading this long composition. data: debug mode flag: C5DB 00h= debug mode FF8F, FF90, FF92: MAP ID FF8E: X location of the charactor FF91: Y location of the charactor Movie file till before the last step of the glitch. (works on a proper dump of Dragon Quest Monsters 2: Iru no Bouken (J)): http://dehacked.2y.net/microstorage.php/info/1046937017/DQMiru-bug.vbm Lua script to show the MAP ID and character's location. http://www.mediafire.com/?f4bujbdudnz971e My DQM2 Testrun movies (no glitches) http://nicoviewer.net/search?cx=partner-pub-9766425680241064%3A0803841926&cof=FORID%3A10&ie=UTF-8&q=DQM2+tas&sa=%E6%A4%9C%E7%B4%A2&siteurl=nicoviewer.net%2F&ref=nicoviewer.net%2Franking%3Fc%3Dg_culture2
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I can try once I'm back from school. What VBA version did you used? Edit: One more thing, How does the debug menu look like?
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jlun2 wrote:
I can try once I'm back from school. What VBA version did you used? Edit: One more thing, How does the debug menu look like?
thanks in advance for analyzing. :) VBA version is VBA-rr v23.5 svn421. the debug menu is like this. but, on launching the debug from field or somewhere else, the graphics of the letters are broken. we need to press up and A to choose "-RETURN-" to re-launch debug. then the graphics is fixed like this.
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I tried both not using the scrolling bug and using the scrolling bug, but both gave me alot of opcode errors which turns off the game, so I switched to vba-v24m-svn422 (which doesn't shut the game off in a freeze) and resynced the run. I hope you don't mind. Also, I came up with this result. The "Debug Mode Flag" is 0, and you can press A,B,Up,Down to hear something that sounds like menu scrolling, but I'm not sure if it's really the debug menu.
Experienced Forum User, Player (156)
Joined: 4/14/2012
Posts: 25
Location: Japan
jlun2 wrote:
I tried both not using the scrolling bug and using the scrolling bug, but both gave me alot of opcode errors which turns off the game, so I switched to vba-v24m-svn422 (which doesn't shut the game off in a freeze) and resynced the run. I hope you don't mind. Also, I came up with this result. The "Debug Mode Flag" is 0, and you can press A,B,Up,Down to hear something that sounds like menu scrolling, but I'm not sure if it's really the debug menu.
thx for checking. i don't know if vba-m is ok for submission though, it would be better for checking and analyzing. the freezes and errors are nasty Too bad thing is that it seems to be bad. we can't go debug. :( after many frames, the flag changed again. It looks like there are 2 points, when junk data are written, and the later point seems to be important. when i cheated the flag at the 2nd point, the debug launched.
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tetora_X wrote:
thx for checking. i don't know if vba-m is ok for submission though, it would be better for checking and analyzing. the freezes and errors are nasty Too bad thing is that it seems to be bad. we can't go debug. :( after many frames, the flag changed again. It looks like there are 2 points, when junk data are written, and the later point seems to be important. when i cheated the flag at the 2nd point, the debug launched.
Can you please tell me the address for the 2nd point? Also, how did you know when it can't go to debug? Will this movie work? Edit: Oh, and vba-m is ok for submission, since I submitted 3+ movies with it, and they got published.
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jlun2 wrote:
Can you please tell me the address for the 2nd point? Also, how did you know when it can't go to debug? Will this movie work? Edit: Oh, and vba-m is ok for submission, since I submitted 3+ movies with it, and they got published.
I meant the 2nd time point. After frames from the time when junk data is firstly written, junk data is written again. >Also, how did you know when it can't go to debug? i couldn't launch debug by pressing buttons. >Will this movie work? no :( even the flag is 01h -> 21h -> 40h. i don't think the weird sounds are related to debug. when we enter there with cheat code(0100DBC5), there is only normal BGM.
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Sorry to bump this, but are there addresses outside the lua scrpt posted for this game? D8BF - HP D8C1 - 2nd monster HP D8C3 - 3rd monster HP but I'm having trouble finding the addresses for the NPCs. Edit: HP D8C7 D8C9 D8CB Max HP D8D7 D8D9 D8DB ?? Also, is there a longer writeup of the current route? It's rather hard to follow. If the debug menu is triggered, going to battle with debug set to "Auto" gives you very powerful monsters Warping to the last area using debug allows you to fight the final boss. If 0xCBF1 is set to 0xF (or bit 1: 0000 0010), the ending gets triggered as soon as you reach the top of the tree. C920 is game script: I can trigger the ending & update the island by setting it tp 5F, then C5DC to 1. This won't set boss flag however. I can also trigger the boss remotely: C91A - needs to be changed?? C91B - needs to be changed?? C91F - ??? needs to be 1?? C920 - C922 - ID? C923 - "action" (eg. 3 triggers battle if exists, or closes dialogue) Changing it to right before the "THE END" screen pops up won't let you save normally, so 5F prob be the best bet for GEG. From discord, by casualpokefan:
i found 2 rng bytes at cd03-cd04, with yet again another LCGRNG, with the formula seed = ((seed * 5) + 11) mod 65536
CB50-CBA0 are npcs The addresses below are story flags?
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https://www.speedrun.com/dqm2/full_game#Any_Glitched1 Can someone please help me find information on this? The RTA runs are 35 minutes long; it reaches the end of pirate world, then final boss. I don't understand how? They seem to trigger some bug 19 minutes in (after desert world), then get level 55 monster. Then they warp to pirate world to recruit NPCs, before going to final boss. Edit: Save and reset at 1st frame of lag gave this: Edit2: 1. recruit 3 npcs 2. save bug (journal then reset on 1st lag) 3. drop off 00000 the RTA somehow then gets final world key. If I saved, I get this: Which is super OP. Edit3: 1. go through up to 1st monster as normal 2. talk to father for PorkChop 3. saved at desert entrance 4. CactiBall appeared. Recruited 5. saved again 6. reset 7. CactiBall now 00000 8. buy exit bell/warp wand (or manip via overworld) 9. glitched to beaver 10. worm appeared. recruited 11. beaver boss. 12. proceed normal as TAS 13. lamp boss. your slime defeated. lamp defeated. recruit lamp; place them to farm 14. back to oasis 15. back to well 16. spooky appeared. spooky recruited. deposit to farm 17. exit bell get (dont need if obtained in overworld) 18. madcandle appeared (where beaver was). recruited as 3rd npc 19. spottedslime appeared. recruited. deposit to farm 20. snake appeared. snake recruited deposit to farm 21. beaver recruited. replace 3rd npc 22. warp wing back to greatlog 23. deposit snake (remember, it was duped by 0000). followers will now be 2 beavers. 24. deposit 1st beaver. followers will now be tombstone. 25. release in order, every npc in farm until 1 left. Screen should glitch mid way 26. Go to magic door, warp back to oasis to heal 27. Tournament for pirate key; OHKO everyone 28. Go to sea world. Buy 1 journal page for saving from the village 29. Leave village. Go to water, fight 12 NPCs (in groups of 3, make sure each is within 20 encounter steps away) 30. You should now have limbo key. Go to Limbo 31. Go to bridge in front of castle. Save using journal. 32. 1 frame before 1st lag of saving, reset. NPC should be gone 33. Final boss. Edit 4: http://tasvideos.org/userfiles/info/72122126885481104 ID is in C6FE. The glitched NPC id is 110. C73E is where keys are at. Getting XP with ID 110 increases C73E. C73F is where key ID is stored. 6 is Limbo. Thus 0x600 (00 06) XP, or 1536 is needed to get Limbo key. That's why the run defeats 12 npcs in pirate world.
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Data structure for CartRAM
Offset	Purpose
0	??
1	Name 1
2	Name 2
3	Name 3
4	Name 4
5	Name 5
6	Name 6 (Terminator Char F0)
7	??
8	??
9	??
A	??
B	ID
C	ID
D	Sprite (the smaller one when you click on them on stats)
E	??
F	Owner name 1
10	Owner name 2
11	Owner name 3
12	Owner name 4
13	Owner name 5
14	Owner name 6 (Terminator)
15	Owner name 7 (Unused)
16	Owner name 8 (Unused)
17	Owner name 9 (Unused)
18	Owner name 10 (Unused)
19	??
1A	Family tree ID
1B	Family tree male ID
1C	Family tree female type
1D	Family tree female type?
1E	Family tree male owner name 1
1F	Family tree male owner name 2
20	Family tree male owner name 3
21	Family tree male owner name 4
22	Family tree male owner name 5
23	Family tree male owner name 6 (Terminator)
24	Family tree male owner name 7 (Unused)
25	Family tree male owner name 8 (Unused)
26	Family tree male owner name 9 (Unused)
27	Family tree male owner name 10 (Unused)
28	Family tree female type??
29	Family tree female owner name 1
2A	Family tree female owner name 2
2B	Family tree female owner name 3
2C	Family tree female owner name 4
2D	Family tree female owner name 5
2E	Family tree female owner name 6 (Terminator)
2F	Family tree female owner name 7 (Unused)
30	Family tree female owner name 8 (Unused)
31	Family tree female owner name 9 (Unused)
32	Family tree female owner name 10 (Unused)
33	??
34	Special 1
35	Special 2
36	Special 3
37	Special 4
38	Special 5
39	Special 6
3A	Special 7
3B	Special 8
3C	??
3D	??
3E	??
3F	??
40	??
41	??
42	??
43	??
44	??
45	??
46	??
47	??
48	??
49	??
4A	??
4B	??
4C	??
4D	??
4E	??
4F	??
50	??
51	??
52	??
53	??
54	??
55	Status aliments
56	Level
57	??
58	Exp
59	Exp
5A	Exp
5B	HP
5C	HP
5D	Max HP
5E	Max HP
5F	MP
60	MP
61	Max MP
62	Max MP
63	Attack
64	Attack
65	Def
66	Def
67	AGL
68	AGL
69	INT
6A	INT
6B	WLD
6C	WLD
6D	Plus (you get higher plus for breeding)
6E	??
6F	Nature?
70	Nature?
71	??
72	Nature?
73	??
74	??
75	??
76	??
77	??
78	??
79	??
7A	??
7B	??
7C	??
7D	??
7E	??
7F	??
80	??
81	??
82	??
83	??
84	??
85	??
86	??
87	??
88	??
89	??
8A	??
8B	??
8C	??
8D	??
8E	??
8F	??
90	??
91	??
92	??
93	??
94	??
95	??
96	??
97	??
98	??
99	??
9A	??
9B	??
9C	??
9D	??
9E	??
9F	??
A0	??
A1	??
A2	??
A3	??
A4	??

This is related to the above bug; the data near C73E gets treated as this data structure, and the key just happened to overlap with XP.
Experienced Forum User, Skilled player (1606)
Joined: 9/17/2009
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Data structure for CartRAM
A3 	??
A4	??
A5	??
A6	Name 1
A7	Name 2
A8	Name 3
A9	Name 4
AA	Name 5
AB	Name 6 (Terminator Char F0)
AC	??
AD	??
AE	??
AF	??

B0	ID
B1	ID
B2	Sprite (the smaller one when you click on them on stats)
B3	??
B4	Owner name 1
B5	Owner name 2
B6	Owner name 3
B7	Owner name 4
B8	Owner name 5
B9	Owner name 6 (Terminator)
BA	Owner name 7 (Unused)
BB	Owner name 8 (Unused)
BC	Owner name 9 (Unused)
BD	Owner name 10 (Unused)
BE	??
BF	Family tree ID

C0	Family tree male ID
C1	Family tree female type
C2	Family tree female type?
C3	Family tree male owner name 1
C4	Family tree male owner name 2
C5	Family tree male owner name 3
C6	Family tree male owner name 4
C7	Family tree male owner name 5
C8	Family tree male owner name 6 (Terminator)
C9	Family tree male owner name 7 (Unused)
CA	Family tree male owner name 8 (Unused)
CB	Family tree male owner name 9 (Unused)
CC	Family tree male owner name 10 (Unused)
CD	Family tree female type??
CE	Family tree female owner name 1
CF	Family tree female owner name 2

D0	Family tree female owner name 3
D1	Family tree female owner name 4
D2	Family tree female owner name 5
D3	Family tree female owner name 6 (Terminator)
D4	Family tree female owner name 7 (Unused)
D5	Family tree female owner name 8 (Unused)
D6	Family tree female owner name 9 (Unused)
D7	Family tree female owner name 10 (Unused)
D8	??
D9	Special 1
DA	Special 2
DB	Special 3
DC	Special 4
DD	Special 5
DE	Special 6
DF	Special 7

E0	Special 8
E1	??
E2	??
E3	??
E4	??
E5	??
E6	??
E7	??
E8	??
E9	??
EA	??
EB	??
EC	??
ED	??
EE	??
EF	??

F0	??
F1	??
F2	??
F3	??
F4	??
F5	??
F6	??
F7	??
F8	??
F9	??
FA	Status aliments
FB	Level
FC	??
FD	Exp
FE	Exp
FF	Exp

100	HP
101	HP
102	Max HP
103	Max HP
104	MP
105	MP
106	Max MP
107	Max MP
108	Attack
109	Attack
10A	Def
10B	Def
10C	AGL
10D	AGL
10E	INT
10F	INT

110	WLD
111	WLD
112	"Plus" (you get higher plus for breeding)
113	??
114	Nature?
115	Nature?
116	??
117	Nature?
118	??
119	??
11A	??
11B	??
11C	??
11D	??
11E	??
11F	??

120	??
121	??
122	??
123	??
124	??
125	??
126	??
127	??
128	??
129	??
12A	??
12B	??
12C	??
12D	??
12E	??
12F	??

130	??
131	??
132	??
133	??
134	??
135	??
136	??
137	??
138	??
139	??
13A	??
13B	??
13C	??
13D	??
13E	??
13F	??

140	??
141	??
142	??
143	??
144	??
145	??
146	??
147	??

This is related to the above bug; the data near C73E gets treated as this data structure, and the key just happened to overlap with XP. If ID can collide with something manipulatable in game, then potentially any NPC can be obtained (ID is 2 bytes however)