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#18358557059086853 - FF6 sketch glitch outcome generator

sketch_spells.lua
1152 downloads
Uploaded 10/27/2014 6:21 PM by keylie (see all 115)
For a certain formation mold, this script generates and interprets the rewriting caused by the sketch glitch. The output of the script is a csv file. Here is the description of the content of the spreadsheet. When a cell contains multiple elements separated by a dash, then the sketch glitch cause this element to be overwritten multiple times.

Spell setup = XXYY

  • XX: Aiming byte of 28th spell
 01 (Allies or enemies, single): Safe, Haste, Bserk, Rflect, Shell, Vanish, Life, Life 2
 03 (Allies, single target): Antdot, Remedy, Regen, Life 3
 04 (Allies and enemies, multi target): Quake, W Wind, Merton
 21 (Allies or enemies, single or multi target): Float, Cure, Cure 2, Cure 3
 29 (Allies or enemies, multi or single target): Haste 2
 41 (Enemies or allies, single target): Poison, Drain, Break, Doom, Pearl, Flare, Scan, Slow, Rasp, Mute, Sleep, Muddle, Stop, Imp, Osmose, Dispel
 61 (Enemies or allies, single or multi target): Fire, Ice, Bolt, Fire 2, Ice 2, Bolt 2, Bio, Fire 3, Ice 3, Bolt 3
 6A (Enemies, multi target): X-Zone
  • YY: Queue of 28th spell availability Bit 7: Is the spell currently castable?
 Bit 0-6: Past values.
 Every time the character is casting a spell, or get Imped/Deimped,
 the game checks if the spell is castable, and push bit 0 to the queue if castable, 1 if not. Inited as FF

Command slot = Name (XX/YY/ZZ)

  • XX: Command id
  • YY: Command availability -> Bit 7: Is the command useable?
  • ZZ: Command aiming -> See under

Item slot = Name * Quantity (XX/YY/ZZ)

  • XX: Item flags
 08: Is a shield
 10: Is a weapon
 20: Can be thrown
 40: Is a tool
 80: Not usable as an item in battle
  • YY: Item targeting
 01: Affects single ally or enemy
 02: Affects enemies or allies only
 04: Affects all allies and enemies
 08: Affects all allies or all enemies
 10: Auto-accept default selection
 20: Multiple selection possible
 40: Enemy selected by default
 80: Random selection among all enemies and allies
  • ZZ: Item equipability
 01: Onscreen character 0 can't equip item
 02: Onscreen character 1 can't equip item
 04: Onscreen character 2 can't equip item
 08: Onscreen character 3 can't equip item

Magic slot = Name (XX/YY/ZZ)

  • XX: Spell availability -> See above
  • YY: Spell aiming -> See above
  • ZZ: Spell cost

Engulf variables

  • $3A8A -> Characters that have been engulfed
  • $3A8D -> Active characters at the beginning of the fight
  • $3EBC -> Bit 7 is set if engulf conditions are met:
  1. At least one character engulfed ($3A8A != 0)
  2. All characters at the beginning of the battle have been engulfed ($3A8A == $3A8D)

#14091811520508617 - Chrono Trigger overlay

chronotriggeroverlay.lua
1333 downloads
Uploaded 4/18/2014 2:39 PM by keylie (see all 115)

#13715735465747366 - Chrono Trigger elixir glitch (savestate with gameover)

death.lsmv
In 02:20.66 (8454 frames), 16 rerecords
Game: Chrono Trigger ( SNES, see all files )
1036 downloads
Uploaded 4/1/2014 4:10 PM by keylie (see all 115)

#13715712519445572 - Chrono Trigger elixir glitch (savestate without glitch 2)

noglitcharmor.lsmv
In 02:46.98 (10035 frames), 21 rerecords
Game: Chrono Trigger ( SNES, see all files )
1036 downloads
Uploaded 4/1/2014 4:08 PM by keylie (see all 115)

#13715684510794266 - Chrono Trigger elixir glitch (savestate without glitch 1)

Noglitch.lsmv
In 00:36.32 (2183 frames), 0 rerecords
Game: Chrono Trigger ( SNES, see all files )
1048 downloads
Uploaded 4/1/2014 4:07 PM by keylie (see all 115)

#13715645762272053 - Chrono Trigger elixir glitch (savestate with glitch)

glitch.lsmv
In 01:38.50 (5920 frames), 1 rerecords
Game: Chrono Trigger ( SNES, see all files )
1040 downloads
Uploaded 4/1/2014 4:04 PM by keylie (see all 115)
Generated by lsnes-rr2-beta18
Savestate to try to analyse/disassemble the behaviour of the elixir glitch. This glitch consists on equiping the GreenDream (auto-revive) on one character and have the entire party wiped out. Occasionally, when the character with the GreenDream is revived, the menu will be messed up and you can launch items on enemies. Launching an elixir on Lavos is an insta-kill (HP overflow probably). The problem is to make the glitch happen. It is very rare and sensible to a lot of factors: battle start RNG (for enemy attacks, ATB start, criticals, etc.), equipments, timing of commands... :(
This savestate is just before the Inner Lavos fight, and the glitch will happen. You can see it working if Crono lies down for a few frames after being revived. I also provide some savestates where the glitch does not happen by changing something.

#13670011904558976 - Chrono Trigger any% no corruption -> Lavos shell skip

Chrono Trigger_shell_skip.bkm
In 2:14:51.27 (486276 frames), 24681 rerecords
Game: Chrono Trigger ( SNES, see all files )
1142 downloads
Uploaded 3/30/2014 2:45 PM by keylie (see all 115)
I managed to reproduce the Lavos shell skip. However, I didn't know which setup I need for the elixir glitch, which is faster to do before the skip :( So now, I need to determine everything for the elixir glitch and probably do the shell skip again. It's really not hexedit frendly because it's based on making the game lag to make the other characters behind.

#13473109920628245 - Chrono Trigger any% no corruption -> Tyranno

Chrono Trigger_azala.bkm
In 1:58:49.16 (428454 frames), 20899 rerecords
Game: Chrono Trigger ( SNES, see all files )
1150 downloads
Uploaded 3/21/2014 5:55 PM by keylie (see all 115)
The hypno strat is in fact slower than the normal strat, by about 20 seconds.

#13451573033798666 - Chrono Trigger any% no corruption -> Tyranno (hypno strat)

Chrono Trigger (USA)_azala_hypno.bkm
In 1:56:24.58 (419765 frames), 20177 rerecords
Game: Chrono Trigger ( SNES, see all files )
1543 downloads
Uploaded 3/20/2014 6:39 PM by keylie (see all 115)
For the fight against Tyranno, I can either kill Azala or make him sleep. I tried here to optimise the second choice, and I will do the same with the first one. I hex-edited half of the run to grab a SpeedTab before Masamune, and spent hours to sync everything again, which has the consequence of saving and loosing random frames here and there (this game : ).

#13226432307013465 - Chrono Trigger any% no corruption -> after Magus

Chrono Trigger-after_magus.bkm
In 1:43:13.97 (372251 frames), 17485 rerecords
Game: Chrono Trigger ( SNES, see all files )
1663 downloads
Uploaded 3/10/2014 3:18 PM by keylie (see all 115)
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