korzic
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Hmm, something feels off...
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Post by korzic on Mar 5, 2014 18:38:17 GMT -5
Posted a few things for Ys VI in the second post. Not much of it's useful, but still interesting nonetheless. There are some things I didn't mention there, such as most of the out of bounds clips, and that's because I'm unable to reproduce some of them, or they're just minor and useless. For instance, someone once accidentally got out of bounds in the Zonplas battle (1:39 of this video), and while I have come close to replicating it on numerous occasions, I always end up being thrown back in-bounds. I think the guy said he was on version 1.0.0.0 when this happened, and I'm playing 1.3.0.5 (technically, it's 1.3.1.0, but I needed to downgrade to get the English patch working). I'm thinking the guy was either extremely fortunate to land out of bounds, or it's something that was fixed for later versions (a mangled webpage translation of Falcom's 1.1.0.9 patch notes - seen here - does talk about collision detection issues, but I couldn't understand the specifics). So, I'm wondering if anyone else can verify if that behavior changed between versions. I mean, I know some stuff is still in the newer versions like grabbing the Capla Water on the beach without the Gratios Talisman, but I can't help but wonder if the "teleporting" when going too far out (pressing/jumping against a "corner" at a very specific angle, I believe) was always how the engine functioned. It seems most of the clips I do find are extremely minor, and there's not much you can do movement-wise to progress even further out of bounds (while in such a spot, you can do a failed Wing of Alma use while having some kind of non-stationary movement to temporarily alter your position in the direction of the movement, but unless the end destination is in-bounds, you'll almost always just get teleported right back where you were). EDIT: That warp trick during Zonplas' death animation is actually a bit different in the PS2 version if choosing to warp to Alma's Trials, then back out. The battle will restart from the beginning, with all of Zonplas' health intact, but it then proceeds to fade out and play the post-battle cutscene. This leads me to believe that if we can clip out of bounds during the battle, then it very well may be possible to activate a screen transition out there, and if that's the case, it effectively means skipping this boss.
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korzic
Chryolos
Hmm, something feels off...
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Post by korzic on Mar 26, 2014 15:25:34 GMT -5
Couple more finds for Ys VI. First, a small cutscene skip just before Ernst: The cutscene is normally triggered as soon as you ascend the stairs leading to where Geis is, but if you do a glitchy jump (jumping against a corner/angled wall at a specific angle to gain more height than usual - best done playing with the mouse, in most instances) from one of the sides, you can just ignore him completely. And here is a more notable cutscene skip, the one right after defeating Ernst: After defeating him, there is a small period where you can walk around. Near the end of this period, you are even allowed to move around briefly without the usual boss arena restrictions, but not for very long. So, if you kill Ernst close to the bottom of the screen, and then dash jump towards the way you entered this screen (where Geis is found badly injured), you can actually return to that screen before the post-battle cutscenes take place. This means those scenes are skipped, if you're quick enough (if I'm not mistaken, merely running against the southern arena edge isn't quite fast enough, hence the dash jumping), which normally amounts to about 2 minutes or so of dialogue. I'm not sure, but I believe this may be the only known instance where this can happen (even if the boss arena movement restrictions are momentarily removed after other boss fights, I'm not sure any are close enough to a screen transition to make something similar to this possible). Next, I've found another area where you're actually able to move around out of bounds after clipping instead of being "teleported" back to where you were. Blue dots indicate where I've successfully clipped out of bounds, red is where I've been unsuccessful, but I think maybe it's still possible to do so: Unfortunately, nothing useful has come of it so far, but I'm thinking if there's a way to get around to the screen transition leading underwater, it should be possible to skip the Gratios Talisman altogether (and maybe some other things, but the Blirante and Ericcil swords would probably still need collecting somehow). However, even on the beach screen, I was unable to activate the screen transition back to the woods while "underground", so I don't know, maybe it's not even possible. Still, I'm posting this just in case anyone cares to mess around with it some. I'm not sure of other clips, but one thing I did note is that this screen and the beach one have one thing in common others do not where clipping is concerned - underwater areas, particularly those that are actually meant to be traversed. Not to say one can't wander out of bounds like so in other areas (for instance, during the Orjugan boss fight is possible), but it's just something I've observed. Lastly, just before fighting Napishtim, one can actually jump onto the ring from below. There is actually one spot where the fight doesn't immediately activate, but it seems wandering too far off just activates the battle anyway. The reason I'm bringing this up is one of Falcom's patch notes I think made mention of fixing something skippable in the Ark, and I'm wondering if maybe this was it, that maybe earlier versions could exploit this more? At the very least, one can still attack and "destroy" the yellow orb with Thunder magic from afar, but unlike other instances where bosses can be attacked prematurely (Ud-Meiyu and Lanaluna), the orb and its HP are not affected at all. So, it makes me wonder if all 3 orbs could be accessed and destroyed prematurely in previous versions, and if so, what the consequences would be. If anyone can confirm what happens, it'd be appreciated.
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korzic
Chryolos
Hmm, something feels off...
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Post by korzic on Apr 11, 2014 1:28:38 GMT -5
Well, seems it actually is possible to let Tarf explore the Ice Ridge of Noltia a little without him immediately running back inside Tyalmath's room (I'll need to confirm later, but this probably isn't doable in Chronicles/+, just in Eternal/Complete, due to how the warp menu works). Unfortunately, as the later part of this video demonstrates, it seems you can't take him very far without losing him inside a cave for good (despite pushing him through the screen transition points, which in ordinary circumstances should guarantee that he follows you - something I struggle with at times).
As for why he doesn't follow you further through the Ice Ridge, I believe it has to do with the cutscene that normally plays when attempting to visit that screen during the escort mission, which is automatically played as soon as you enter the screen with Tarf in tow. Any further attempts to take Tarf with you result in him simply refusing to follow you there anymore. However, as the video shows, if you let the warp menu fully load when making the screen transition and then proceed to warp, the cutscene isn't fully played out, meaning Tarf stays on the Ice Ridge. But since the cutscene is technically activated during this time, the effect of him refusing to follow again to the Ice Ridge is then carried over if you attempt to take him through one of the caves that isn't Tyalmath's, otherwise it'd probably be possible to take him all the way to Lance Village.
The other strange thing is if you warp during the Ice Ridge cutscene, but manually take Tarf back to Tyalmath's lair (as mentioned, this is something he'd do automatically during the cutscene). It appears to mess with his positioning, not only allowing him to wander out of bounds, but he also doesn't seem to have collision detection for some reason (well, you can still pelt him with fireballs, just like the glitch where you die and level up at the same time); a screen transition back to the Moat of Burnedbless will fix this, though.
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korzic
Chryolos
Hmm, something feels off...
Posts: 697
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Post by korzic on Apr 13, 2014 16:41:09 GMT -5
Oh, where do I even begin this post...? Well, it seems glitched TA is causing even more shenanigans, and while I think I understand all the new facets of what's going on, it's not easy to put into words. Hopefully I don't need to say it at this point, but being glitched TA, this stuff applies only to the Complete version of the game (as far as I know). First off, Ramia Village can now be skipped in its entirety: In this instance, I've saved the game in Gelaldy's room, with a Wing equipped, and then proceed to activate the file in glitched TA. I do this because I want the Wing to stay with me during the fight, and starting glitched TA inside a boss room lets you keep whatever items you have equipped at the time (doing glitched TA outside a boss room, and then entering will reset your equipment to the TA defaults for said boss). So, why do this at all? It's so I can trigger the Druegar fight prematurely, and yet escape it right afterwards (something that is ordinarily impossible during regular TA, due to the item re-shuffling between fights). Doing this means the next time the Druegar fight is entered, there is a brief pause that allows me access to menus that I ordinarily can't, including being able to save (you can save during glitched TA, but usually not on an undefeated boss screen). After that, I load the file normally, because defeating Druegar with the timer running just sends me off to Zava. Sadly, it doesn't seem like you can do the same Wing trick after Druegar like I did with Gelaldy, as your movement is forcibly halted upon killing him, and though there is a small period just before Zava where you can move around, it appears the warp menu can't be called during this time (meaning there's no way to get out of the boss loop under those circumstances). So, this basically allows one to completely skip Ramia Village, but you still can't enter the Shrine via Gorto should you decide to backtrack there. So, traversing the Shrine is a little more troublesome because of that, but I think it should still be worthwhile, as it allows much of the early game grinding to be cut out by getting all items earlier (you still shouldn't do so until after the door to the Ice Ridge is opened, otherwise you'll be in a dead end situation). Doing a similar warp trick after defeating Zava in the glitched TA boss loop (will not work if Zava has been defeated prior) yields this peculiar result: This time around, I activate glitched TA when facing Zava, making sure to have a Wing equipped before the fight can activate (to do so, I let the warp menu fully load when transitioning to the boss screen, which then lets me access the subscreens to change my items different from the TA defaults). Just like Gelaldy in the other video, I then use the Wing during the transition to the next battle, and warp. As you can see, re-entering the boss room afterwards still shows Zava and her minions still alive. But now, they function as normal enemies, just moving straight towards you. It should be noted that Zava in this form is not able to be damaged, except by Shield magic. If this were Eternal, I suspect she'd still be susceptible to physical attacks just as if you used Time Stop magic at the beginning of the normal fight, but Complete fixed that aspect. So, this means Zava's stats can in fact be completely learned in Complete as well, but since Shield magic has to be used, you unfortunately do not receive any EXP for doing so. Alternatively, instead of warping after defeating Zava in the boss loop, you can choose to face Dalles with a Wing/Warp magic equipped, and use it as the screen transitions to Darm. Once there, you can save the game, and boot up the file normally, and finish the game that way. Unfortunately, as mentioned above, the Wing trick doesn't seem doable during the transition from Druegar to Zava, or else the entirety of Solomon Shrine (minus the bosses) could also be skipped. As it is, you still need to drain the canal water, which means eavesdropping on the meeting to learn the password. But, there is still more to this madness. As seen in the Gelaldy/Druegar video, Gelaldy was actually killed twice in the same file, something I initially believed to be impossible, since even if you re-enter his room after defeating him in glitched TA, it doesn't re-activate the fight. So why did it do so this time around? I believe it's because I let the boss loop continue, something I previously avoided due to not knowing how to escape it once it gets going. In TA, you're never given any EXP after killing the bosses, just what the game gives you before as your default for whatever fight, what I refer to as "fake EXP" (the reason you can use glitched TA to overlevel, yet de-level if entering a boss room that has less than your true EXP value). I would guess that since the boss EXP isn't given in this instance, it doesn't register them as dead, or at least not in the same sense as during a normal game (for instance, even if killing Dalles, escaping the loop, and returning to his room later, he's not there anymore like Zava is). So, this means that you can finish the game at an even lower level by fighting as many bosses as possible in the TA boss loop to avoid receiving their "real" EXP, but still being able to break the loop, and return to the normal game. Unfortunately, it seems that the Wing trick cannot be used for Velagunder or Tyalmath, or to advance to Gelaldy prematurely, so that story stuff needs doing normally (more or less =p). However, Druegar can in fact still be bypassed without the need to swap files between Eternal and Complete. To do so, you could do the trick in the first video to get to him prematurely, and then exit the fight (after loading the file normally, that is). Then, make your way to Zava, doing the trick to equip the Wing beforehand; do the same with Dalles, then when it comes to Darm, save, and load your game normally. Alternatively, after killing Zava, you can escape the loop, backtrack to Druegar, kill him, and let the loop continue. When it advances to Zava, it'll give you that weird side effect of her minions rushing you, but the important thing is that Druegar now counts as killed for this file. However, returning to his boss room again still re-initiates the fight, so to avoid fighting him, make sure Time Stop magic is equipped, and use it just as you would to bypass him in Eternal. Since you technically already killed him once before in this file, when you touch the boss door, it opens (so despite Falcom's efforts, that bug is still present in the Complete version, albeit in a very convoluted fashion =o). So, the first method technically has an advantage with you facing Darm with a "true" EXP value of level 19 and finishing at level 27, due to not needing to free the Goddesses (2,000 EXP), but there is no way to get your level showing properly, so you're listed as level 52 (stat benefits and all, just not the level your "true" EXP reflects). So, if you wanted the benefit of "truly" being at the lowest level, you'd have to do the second method (after killing Zava, I'd recommend waiting to escape the loop until after Dalles appears, otherwise de-leveling before Darm is going to be a bit of a hassle), which has you freeing the Goddesses, and thus facing Darm at level 23 (a real level 23, and not a "fake" 52), but finishing at level 29.
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korzic
Chryolos
Hmm, something feels off...
Posts: 697
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Post by korzic on Apr 18, 2014 20:10:44 GMT -5
RIP Ys II. A mostly standard Time Attack session... with a twist (~3:40 of the video, for those that don't care to watch the stuff before): So, as you can see here, I complete the story mode of the game just by doing a mostly normal run of the game's Time Attack (done in Complete; doesn't seem doable in Chronicles/+, and Eternal doesn't have TA). Normally, completing Time Attack just gives you your times, and asks if you want to save them before returning to the title screen, so just what is going on here? Well, it has to do with me failing to return to the title screen at ~3:40 of this video, despite clearly selecting "OK" when the game asks. Normally, the game has no problem granting your wish, but there are very specific conditions where the game actually refuses to do so, despite selecting "OK". When this happens, the music and timer is also killed (I don't quite understand the music disappearing, but the timer obviously has no need to be around if you're going to end TA), but it also effectively switches the game over to story mode. Of course, none of this would be an issue if the game actually returned to the title screen as normal, but it doesn't here. So, since there's obviously no more story after Darm, the ending plays out as normal after defeating him. As to the exact cause of the game refusing to return to the title screen, I really have no clue what is happening, but in this case, it happens by choosing to try and return to the title screen as soon as the red glow dissipates (I'm not sure, but I also let Darm's HP bar fill all the way up as an extra precaution, just in case it's not merely a frame perfect trick). The menu doesn't seem to be callable at this point in Chronicles/+, but that's not to say it couldn't happen elsewhere within the Darm battle. As I said, I don't know how this works, but I can at least mention the other times I've noticed it (for reference, these were also when I was playing Complete). Other known instances of the game refusing to return to the title screen is at the beginning of the Dalles/Darm scene entering the Ice Ridge of Noltia (if it matters, I let the warp menu fully load when transitioning, so I can attempt escape as soon as possible), when Dalles turns you into a demon (right after the second screen flash, I think?), and entering Darm's screen (again, I let the warp menu fully load during the screen transition - not sure it's necessary, but trying this as soon as possible in TA without the warp menu doesn't seem to work, hence the timing after the red flash). In other news, this means Darm can now be fought with a "true" EXP value pertaining to level 1, but as with the first low level method in the above post, it would be listed and function as level 52 for all intents and purposes. Such a shame.
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korzic
Chryolos
Hmm, something feels off...
Posts: 697
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Post by korzic on May 31, 2014 14:27:34 GMT -5
An update regarding one of the Feena EXP bugs in Ys I. It seems that a speedrunner of Chronicles+ was actually able to get some extra EXP in that version, which I didn't think was possible. To get it to work there (and PSP Chronicles as well), I believe you have to rapidly press confirm, cancel, confirm when choosing to rescue her. However, I've only been able to receive the reward twice (a total of 1,000 EXP), compared to potentially 3-4 times like in Complete. Also, I'm unable to do the other bug, the one where you quickly refuse to help her after getting the EXP. I mean, it's possible it's still as buggy as it is in Complete, but the awkward button sequence doesn't help any (really don't know why it works in the first place, or if there's a simpler way to do so). I did try so in Eternal, but it doesn't seem to work (granted, I didn't try really hard - not even sure there is a "cancel" button in that version, aside from the right mouse button).
I've also tried similar things with other menus, but I think this is the only gameplay one that registers multiple "confirm" inputs, and probably the only useful one at that (other potentially useful one would be the selection when getting the mock Black Pearl in the Moat of Burnedbless in Ys II, but since non-consumable items don't seem to stack in the first place, I doubt it'd place 2 in the inventory regardless).
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Post by cercia on Sept 9, 2014 5:23:57 GMT -5
A few glitches, generally though I think the games are well tested.
Ys I MSX - BLUE WET SHOES When I reach the spot to collect the golden pedestal Adol seems to be walking on water (sorry I can't provide a screenie 'cos I'm at work). You'll see what I mean.
Ys I-II COMPLETE - CHEAT OR GLITCH? I stood on the edges of some glaciers shooting at enemies with my fireballs. I could see energy bars depleting all out of shot as I killed enemies. The energy bars even appeared where there weren't any enemies in that direction.
Ys VI - EEEk! TRAPPED! When I tested out Figli's translation on PC I got trapped at some locations in field I (Quatera) and couldn't move. Adol just ran round in a circle! Could've been something to do with my install.
MAGIC PROBLEMS Don't get me started on the responsivity of the magic in the remakes...it doesn't activate on sync...
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korzic
Chryolos
Hmm, something feels off...
Posts: 697
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Post by korzic on Sept 9, 2014 13:59:03 GMT -5
Ys I-II COMPLETE - CHEAT OR GLITCH? I stood on the edges of some glaciers shooting at enemies with my fireballs. I could see energy bars depleting all out of shot as I killed enemies. The energy bars even appeared where there weren't any enemies in that direction. Not sure of the others, but I can at least answer this one. The outside areas for the Ice Ridge of Noltia are interconnected, but I don't know to what extent (not sure if the same is true for the insides of the caves). I do know that you can make out parts of the second screen from the first one (for instance, you can see the area where the hidden cave to the Spirit Cape is), and I believe you can make out the Stone Shoes chest from the screen containing the boss door. So, your fireballs are likely connecting with enemies in those areas. Also, if you have the Hawk Idol equipped, your fireballs may be curving in a different direction, so that might explain why the energy bars are showing from unusual directions.
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Post by Red Hairdo on Sept 9, 2014 23:39:16 GMT -5
Ys VI - EEEk! TRAPPED! When I tested out Figli's translation on PC I got trapped at some locations in field I (Quatera) and couldn't move. Adol just ran round in a circle! Could've been something to do with my install. Well, this happened to me in Ys VI PSP inside the caverns once, at least. Here's a (bad quality) video of it that I recorded years ago: Also, IIRC, MP83 had this or something else similar happen to him in some version when he was climbing the stairs of a tower in the human village (Rimorge).
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korzic
Chryolos
Hmm, something feels off...
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Post by korzic on Sept 16, 2014 1:42:40 GMT -5
Looks like someone found a warp to credits for the SMS version of Ys I:
I'm unable to confirm, but from what I heard, it has to do with scrolling the screen a certain way to mess with the game's memory, or something like that.
Interesting in its own right, but I can't say I'm overly fond of these types of glitches that take away massive chunks of gameplay (yes, I feel the same way about Ys II's "glitched TA" stuff, at least in its most extreme form). Still, impressive that something like that was found.
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Post by Red Hairdo on Oct 16, 2014 18:06:58 GMT -5
Oh yeah, that glitch. XD It's hilarious. It actually doesn't work with the original Japanese version of the game from what I heard, though. But yeah, what you heard about it is more or less correct. At least screwing with the game's memory somehow. It's actually a glitch that can cause a GIGANTIC range of other glitches. You do it by buying a Mirror from Pim with your 1000 gold, then you try to buy it again, he says he won't have it, and IIRC by that point all you have to do is exit his store. The glitch that will happen once you exit feels completely random, but maybe some people may have figured a pattern behind it. You can get warped to anywhere in the game, level up, level down, gain certain equipment (some icons of which at times won't show even though you can still select them), lose certain equipment, and screw up with the map both visually and in terms of functionality (e.g. invisible entrances to places that are placed nowhere). The colors also get messed up I think. Interestingly, you could also level up to an unnatainable level this way, which was called "Level D" or some other roman letter in-game, which had... weird stats. It's one of the most awesome glitches out there to date just about anywhere, and it was pretty famous among many SMS Ys I owners ever since its release. At least I have a friend who'd told me all about it quite a loooong time back. Pretty fun stuff.
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korzic
Chryolos
Hmm, something feels off...
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Post by korzic on Oct 18, 2014 16:43:24 GMT -5
Oh, so this is a variant of the same glitch you mentioned here? Good to know that it has some variation to it, at least. The bit about the glitched level reminds me of Lufia II's "Level 0" glitch (I don't know the specifics, but it's apparently pretty easy to accidentally trigger it). Anyway, a speedrun of the SMS version was submitted to SDA, which I think is probably the same as that run up above. I didn't offer to verify it (because I don't own/never played the SMS version), but if it is the same run, it will be interesting to see if it gets through or not.
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Post by Red Hairdo on Oct 18, 2014 19:24:08 GMT -5
Oh wow, I totally had forgotten that post. xD That's something neat you unearthed there!
But yep, that's exactly the one.
And, I think such a run, if truly confirmed to have used the glitch legitimately (which sounds funny =P), would get through. As much as it may "destroy" a lot of the many other charms of speedrunning this game normally, from a technical standpoint, it would go through, no?
What perhaps may happen is the labeling of other speedruns as "no mirror glitch run" and such other subcategories, I think. I guess that's what happened to those games that eventually got extremely exploited, like Zelda Ocarina of Time, when, as someone else once put it, "it starts to look more like a mad scientific experiment than a run". xD
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korzic
Chryolos
Hmm, something feels off...
Posts: 697
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Post by korzic on Oct 18, 2014 20:29:35 GMT -5
If the video is confirmed to be legitimate, then yeah, it should go through. It would probably be labeled as "any% with major skips" or something, but even in that category, I don't think there's many examples of finishing games under a minute. Which probably means the run will have to be deemed essentially flawless (only reason I mention that is the odd movement, but I'm guessing it's believed to be necessary to quickly execute the glitch correctly).
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Post by Red Hairdo on Oct 18, 2014 21:25:28 GMT -5
Yeah, that odd movement and him bringing up the Ys Books menu right before entering the shop definitely must be related. Honestly, that's pretty damn awesome! I have seen something similar for Zelda OoT speedruns too through the usage of empty bottles and whatnot, I think the principle must be very similar. You ready a value in a certain area of memory, and somehow that area of memory is loaded with a value that should not be there, or loads a value from somewhere it should not. I'm not sure exactly on the more technical details, but IIRC it's something along those lines. But honestly, the effects are SO messed up in Ys I SMS (US) that I think it surpasses even OoT!
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korzic
Chryolos
Hmm, something feels off...
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Post by korzic on Dec 2, 2014 20:55:54 GMT -5
Found something for Mask of the Sun (SFC version), though I'll try to verify it on cartridge instead of emulator at some point (don't see why it would be an issue since the other stuff seems to work, but hey, who knows). In the very beginning of the game, you're supposed to get tossed into jail when first attempting to talk to the Romun guards, or if you get too close to the transition points they're standing next to (Casnan Fort and the Border Ridge). However, there is a small "blind spot" directly above the bottom guard by the Border Ridge transition, meaning you can just head straight to the Border Ridge without going through the stuff at Casnan Fort. Unfortunately, this leaves you with little to no gold (depending if one does the small 10G sidequest in Promalock, but that's pretty useless), as well as weaponless, though there is still a way into Casnan Fort, by doing the misalignment glitch and hitting that transition point as far right as possible. At this point in the game, it seems the Herb is the best bet for doing so, which is probably best done by killing some slimes to gather the gold (thankfully, they go down without a weapon at level 1; technically, I've also been able to damage the bees like so, but that behavior I have little understanding of). Anyway, kind of annoying doing things like that, but it does skip a few cutscenes (though I still need to make sure this doesn't screw with later events in the game - that'll also be a little annoying re-figuring out the optimal way of doings if I do an updated TAS ). There's a couple quirks to being inside Casnan Fort like so. First, talking to any of the guards inside (minus the captain) will still get you tossed into jail, although they won't try to stop you from using any of the transition points inside. Speaking of the jail, the screen where Adol and Duren are supposed to try and make an escape, that cutscene doesn't actually activate unless you get captured. Talking to Duren here will just give his introductory text as if you were in the cell (but no secret passage trigger on this screen, I don't think =p). And if you manually walk to the jail screen, you can just walk on in and talk to Duren, and the same scene plays out, even though the bars are still up (unless you talk to the guards, who will promptly toss you in and close the door - this can also lead to some minor clipping with the cell door if talking to them up top, but nothing of significance). Still no cutscene on the next screen unless you actually get caught. =p Finally, if one goes to the screen where the Romun captain is, Guruda is there as well, though he can't really be interacted with (you move right through him, though you/him still face each other as though there should be dialogue between the two, but nothing pops up). I did try using the Holy Bracelet from Komodo, but it had no effect on him here as it would in the Stormvale Castle clan assault. If talking to the captain, he just says his normal dialogue as though you'd already been through the jail scenes (warning you not to meddle with Romun's affairs and whatnot). Hmm, I'll need to play around a bit more after witnessing later cutscenes with the Romun captain and Guruda, see if that messes with anything if I try to activate the fort cutscenes later on.
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korzic
Chryolos
Hmm, something feels off...
Posts: 697
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Post by korzic on Dec 4, 2014 19:16:24 GMT -5
What's that about Ys III? I don't recall anything particularly broken in that game, but I've only ever played the SNES version and YsF.
Anyway, it's not anywhere close to the level of sequence breaking of being able to see the Sage of Celceta/Lefance early, or entering the ancient city prematurely (those can be seen in my TAS testrun), but here you go (though I still need to verify this stuff on console):
The only thing of note about triggering these events later is if you do so after the Romuns attack Komodo. At that point, the fort is unoccupied (minus Guruda - his sprite will apparently stay there until the end of the game if the cutscene between him and the Romun captain is never activated, but everything else involving him still functions as before). If you activate the fort cutscenes at this point, then the captain's sprite will be invisible during his chat with Guruda (but he's visible when escorting Adol/Duren to the inn, oddly enough).
Not much else, but I did find out that the Lemnos and Bami boss fights can be delayed via being misaligned a certain way, but as the transition point to the next area is not yet open, it unfortunately seems like they have to be dealt with as normal. Interestingly, before fighting Guruda, you can see the area transition before the battle. However, it does not appear to be possible to bypass the triggers for that boss encounter. Using the misalignment glitch when scrolling the screen left or right doesn't appear to be enough, and it doesn't seem possible to scroll the screen upwards without activating the transition point or boss battle, else Guruda may actually be skippable (if the transition point is real before the battle, and not a fake wall or something). Not that I think it'd matter much, as Eldeel likely still requires level 28 to be dealt with, but still... I've a feeling that if the stairs leading back to the previous passage were even just one step further up, it'd be possible (because the screen starts scrolling right as that transition is activated), but no such luck.
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Post by cercia on May 19, 2015 13:05:53 GMT -5
That reminds me I signed up to Falcom newsletter and the Google translation is hilarious. For example:
'Hello, this is squid. Recently we have been up the sheep and goat photo that appeared suddenly in Falcom headquarters nearby with a tag of staff "farnesyl walk" in Twitter. Cute figure that eating chomping and grass! Immediately squid also went to yesterday's lunch break. However, small but not found it much widely grass is full grown land ... surrounding and I did. White shadow anywhere walking with cursory surrounded by a fence from the Tokyo Dome, time out! Shoboshobo we went back to the company. When you report that it has not in the staff, it was tell me the haunt area. I think let's now also revenge. But do they Why came suddenly to Tachikawa. If you look worrisome, it seems to have been done in the dispatch from Tochigi Nasu to eat weeds. Just So I had your job once rather than have leisurely living. And I'm going to watch warm.'
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korzic
Chryolos
Hmm, something feels off...
Posts: 697
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Post by korzic on Aug 28, 2016 16:14:11 GMT -5
Found some out of bounds clips on the Minea Plains in Ys I Eternal on up (haven't tested the PSP versions yet, but it should still work there):
Basically, this seems to work because of the screen transitions carrying your position over to the next screen, whereas most other instances place you at a single point, regardless of where you initiated the screen change. Because of where the transition triggers are, there's a small part of the screen that you normally don't walk on, even though you technically could if the triggers weren't in the way. So, when the screen changes, you can sometimes start off slightly in the water, on a rock, cliff, etc. Then from there, you can try to press further out of bounds, which leads to what you see here.
Here, I tried to look for what the game considers "corners" near the transition points, and then tried to initiate the screen changes at said spots (which required a precise diagonal angle, especially for the first 2 spots). It can be a bit difficult to know if you're out of bounds for the first two clips shown, but it's pretty easy to see in the last one (which is also the one that seems completely useless =p).
Getting back in-bounds was thankfully rather easy this time, as in my experience there's usually a "wall" or barrier around the transition point if accessing it from out of bounds, meaning you basically need another clip to touch it from there. Here, all you need to do is maneuver around the visible edges of the screen, and move back towards a transition point. I don't know why this didn't work for the previous out of bounds stuff I've found for this game (viewing Darm Tower, entering Zepik at the same point Feena dies). Maybe it has something to do with the transition points working differently (placing you at the same spot every time), or maybe it's something else entirely, I've no idea.
Oh, for the second clip, I showed off what looks to be another Mine entrance, though I'm pretty sure this is just decoration. I'm not sure how, but I was once able to walk right up to it, but it seemed to just be a solid wall. Not sure how I got there honestly, as while some of the higher hills can be walked on, most it seems like the game still won't let you, and I thought that was one of them. Maybe it's a positioning thing, not sure. Or maybe I found another clip on an object past the visible edges of the screen, I dunno.
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Post by Kadae on Sept 8, 2016 22:46:47 GMT -5
Found some out of bounds clips on the Minea Plains in Ys I Eternal on up (haven't tested the PSP versions yet, but it should still work there): Thanks for sharing that! I noticed your video a couple days ago, and I've since come up with a couple of setups to position Adol in such a way that three out of bounds routes can be performed with greatly improved consistency.
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