Movie goals
- Emulator used: Bizhawk 2.6.3-dev (Syncs on BizHawk 2.6.1)
- CD ID: SCUS-94426
- Bios: SCPH5501.bin
- Version: NTSC-U
- Abuses Programming Errors
- Manipulates Luck
- Genre: Racing Game
Category Description:
This is CTR: Crash Team Racing Any%. This category uses the
Battle Mode Warp Glitch but not to jump directly to the credits, since that method does NOT have oxide beaten in the game ram, but its just a cutscene warp. This instead is the fastest completion of the game by having the final boss beaten in the game ram. All skips are allowed, the goal is to beat """Oxide""".
Lua Scripts and Addresses
To help myself to develop the TAS, i realized a few .lua scripts that would be constantly telling me which ram adresses i was manipulating at each time. I also made use of the scripts i already had from lapogne36 and TheRedHotBR that i used in my last submission for the game, to which im still grateful, since they also were useful to understand how to code scripts on my own this time.
Glitches
This TAS makes use of a number of glitches in the game in order to make the process as fast as possible.
By quitting and also giving an input (one frame later) to join a submenu (what i do before joining Sewer Speedway warp in Hub1), i manage to "store" that submenu and access it during a race, which i shouldnt be allowed to. Doing this allows me to quit the race and head straight to the main menu, still keeping the Crystal Challenge in RAM.
Having this in place, and joining the track Dingo Canyon (first in the array of the game), the game goes out of bounds with LEV_ID being negative due to the operation the game itself does to switch from common trophy races to crystal challenges, which usually happen in Battle Arenas (like Skull Rock).
Apparently wumpas and crystals share some properties in the game code, the first and most obvius being the sound they make when the player collects them. This lead me to try a few things out when i initially found the glitch, which eventually lead to finding out that all wumpas on crystal challenges manipulate the game RAM.
It was not long till that made possible to manipulate ram in order to choose which item/award to manually add in the game ram (boss Keys in this instance).
It's still not clear why certain section of a track having wumpas there manipulate specific parts of RAM. Dingo Canyon specifically has a couple of wumpas (one of which im using in the TAS) that give access to every single award in the game, and more.
After manipulating ram in arcade mode, to join once again Adventure Mode, i couldnt simply load the save file, as that would have got ridden of what i had just gotten via ram manipulation.
Instead, i made use of an old Battle Warp glitch, mainly used to skip to the cutscene in a(n)(infamous) way to end the game, that simply warps to the ending cutscene when performing the battle warp glitch 16 times in a row.
Here, i just needed to use it 2 times in order to join Hub2 of adventure mode and get back to business by avoiding the common way of loading back into the save file.
Quoting TheRedHotBR:
"What actually happens is that when you have the battle mode end of race code running, the game makes a copy of an array to the stack and uses it to award the player. The catch is: the index number of race levels are less than the index number of battle levels, so when calculating the reward with this glitch activated, the game will access variables out of bounds in the stack. Luckily for Dingo Canyon, the variable it accesses is one of your camera values, so it ends up being possible to manipulate a reasonable range of the memory, including some variables about the game completion status (e.g items, highscores)."
Lev_Id_Values:
- 0 - dingo canyon
- 1 - dragon mines
- 2 - blizzard bluff
- 3 - crash cove
- 4 - tiger temple
- 5 - papu's pyramid
- 6 - roo's tubes
- 7 - hot air skyway
- 8 - sewer speedway
- 9 - mystery caves
- 10 - cortex castle
- 11 - n.gin labs
- 12 - polar pass
- 13 - oxide station
- 14 - coco park
- 15 - tiny arena
- 16 - slide coliseum
- 17 - turbo track
- 18 - nitro court
- 19 - rampage ruins
- 20 - parking lot
- 21 - skull rock
- 22 - the north bowl
- 23 - ROCKY ROAD <
-- STARTING POINT
- 24 - lab basement
- 25 - gemstone valley
- 26 - warp room 1
- 27 - warp room 2
- 28 - warp room 3
- 29 - warp room 4
- 30 - intro
and so on.
Once i finally collect all the keys, since the "battle warp glitch" is still active, i wouldnt be racing the final boss, nor be able to end the final race, so what i ended up doing is "storing" a sub-menu once again to keep the final boss race in ram, while reloading adventure mode. This forces the game to transform any trophy warp i enter (crash cove here) to be interpreted as the final boss race.
And there it goes, once winning the final race, final cutscene plays, followed by credits. Final Boss results beaten in the game RAM.
I made a couple of commentaries a couple of months ago, trying to show properly how the manipulation happens:
Address | Value (hex) | Stage ID | Item | Stage |
---|
08FBA4 | 1 | ? | ? | ? |
08FBA4 | 2 | ? | ? | ? |
08FBA4 | 4 | ? | ? | ? |
08FBA4 | 8 | ? | ? | ? |
08FBA4 | 10 | ? | ? | ? |
08FBA4 | 20 | ? | ? | ? |
08FBA4 | 40 | 0 | Trophy | Dingo Canyon |
08FBA4 | 80 | 1 | Trophy | Dragon Mines |
08FBA4 | 100 | 2 | Trophy | Blizzard Bluff |
08FBA4 | 200 | 3 | Trophy | Crash Cove |
08FBA4 | 400 | 4 | Trophy | Tiger Temple |
08FBA4 | 800 | 5 | Trophy | Papu's Pyramid |
08FBA4 | 1000 | 6 | Trophy | Roo's Tubes |
08FBA4 | 2000 | 7 | Trophy | Hot Air Skyway |
08FBA4 | 4000 | 8 | Trophy | Sewer Speedway |
08FBA4 | 8000 | 9 | Trophy | Mystery Caves |
08FBA4 | 10000 | 10 | Trophy | Cortex Castle |
08FBA4 | 20000 | 11 | Trophy | N.Gin's Lab |
08FBA4 | 40000 | 12 | Trophy | Polar Pass |
08FBA4 | 80000 | 13 | Trophy | Oxide Station |
08FBA4 | 100000 | 14 | Trophy | Coco Park |
08FBA4 | 200000 | 15 | Trophy | Tiny Arena |
08FBA4 | 400000 | 0 | Sapphire | Dingo Canyon |
08FBA4 | 800000 | 1 | Sapphire | Dragon Mines |
08FBA4 | 1000000 | 2 | Sapphire | Blizzard Bluff |
08FBA4 | 2000000 | 3 | Sapphire | Crash Cove |
08FBA4 | 4000000 | 4 | Sapphire | Tiger Temple |
08FBA4 | 8000000 | 5 | Sapphire | Papu's Pyramid |
08FBA4 | 10000000 | 6 | Sapphire | Roo's Tubes |
08FBA4 | 20000000 | 7 | Sapphire | Hot Air Skyway |
08FBA4 | 40000000 | 8 | Sapphire | Sewer Speedway |
08FBA4 | 80000000 | 9 | Sapphire | Mystery Caves |
08FBA8 | 1 | 10 | Sapphire | Cortex Castle |
08FBA8 | 2 | 11 | Sapphire | N.Gin's Lab |
08FBA8 | 4 | 12 | Sapphire | Polar Pass |
08FBA8 | 8 | 13 | Sapphire | Oxide Station |
08FBA8 | 10 | 14 | Sapphire | Coco Park |
08FBA8 | 20 | 15 | Sapphire | Tiny Arena |
08FBA8 | 40 | 16 | Sapphire | Slide Coliseum |
08FBA8 | 80 | 17 | Sapphire | Turbo Track |
08FBA8 | 100 | 0 | Gold | Dingo Canyon |
08FBA8 | 200 | 1 | Gold | Dragon Mines |
08FBA8 | 400 | 2 | Gold | Blizzard Bluff |
08FBA8 | 800 | 3 | Gold | Crash Cove |
08FBA8 | 1000 | 4 | Gold | Tiger Temple |
08FBA8 | 2000 | 5 | Gold | Papu's Pyramid |
08FBA8 | 4000 | 6 | Gold | Roo's Tubes |
08FBA8 | 8000 | 7 | Gold | Hot Air Skyway |
08FBA8 | 10000 | 8 | Gold | Sewer Speedway |
08FBA8 | 20000 | 9 | Gold | Mystery Caves |
08FBA8 | 40000 | 10 | Gold | Cortex Castle |
08FBA8 | 80000 | 11 | Gold | N.Gin's Lab |
08FBA8 | 100000 | 12 | Gold | Polar Pass |
08FBA8 | 200000 | 13 | Gold | Oxide Station |
08FBA8 | 400000 | 14 | Gold | Coco Park |
08FBA8 | 800000 | 15 | Gold | Tiny Arena |
08FBA8 | 1000000 | 16 | Gold | Slide Coliseum |
08FBA8 | 2000000 | 17 | Gold | Turbo Track |
08FBA8 | 4000000 | 0 | Platinum | Dingo Canyon |
08FBA8 | 8000000 | 1 | Platinum | Dragon Mines |
08FBA8 | 10000000 | 2 | Platinum | Blizzard Bluff |
08FBA8 | 20000000 | 3 | Platinum | Crash Cove |
08FBA8 | 40000000 | 4 | Platinum | Tiger Temple |
08FBA8 | 80000000 | 5 | Platinum | Papu's Pyramid |
08FBAC | 1 | 6 | Platinum | Roo's Tubes |
08FBAC | 2 | 7 | Platinum | Hot Air Skyway |
08FBAC | 4 | 8 | Platinum | Sewer Speedway |
08FBAC | 8 | 9 | Platinum | Mystery Caves |
08FBAC | 10 | 10 | Platinum | Cortex Castle |
08FBAC | 20 | 11 | Platinum | N.Gin's Lab |
08FBAC | 40 | 12 | Platinum | Polar Pass |
08FBAC | 80 | 13 | Platinum | Oxide Station |
08FBAC | 100 | 14 | Platinum | Coco Park |
08FBAC | 200 | 15 | Platinum | Tiny Arena |
08FBAC | 400 | 16 | Platinum | Slide Coliseum |
08FBAC | 800 | 17 | Platinum | Turbo Track |
08FBAC | 1000 | 0 | Token | Dingo Canyon |
08FBAC | 2000 | 1 | Token | Dragon Mines |
08FBAC | 4000 | 2 | Token | Blizzard Bluff |
08FBAC | 8000 | 3 | Token | Crash Cove |
08FBAC | 10000 | 4 | Token | Tiger Temple |
08FBAC | 20000 | 5 | Token | Papu's Pyramid |
08FBAC | 40000 | 6 | Token | Roo's Tubes |
08FBAC | 80000 | 7 | Token | Hot Air Skyway |
08FBAC | 100000 | 8 | Token | Sewer Speedway |
08FBAC | 200000 | 9 | Token | Mystery Caves |
08FBAC | 400000 | 10 | Token | Cortex Castle |
08FBAC | 800000 | 11 | Token | N.Gin's Lab |
08FBAC | 1000000 | 12 | Token | Polar Pass |
08FBAC | 2000000 | 13 | Token | Oxide Station |
08FBAC | 4000000 | 14 | Token | Coco Park |
08FBAC | 8000000 | 15 | Token | Tiny Arena |
08FBAC | 10000000 | ? | ? | ? |
08FBAC | 20000000 | ? | ? | ? |
08FBAC | 40000000 | N/A | Key | Ripper Roo |
08FBAC | 80000000 | N/A | Key | Papu Papu |
08FBB0 | 1 | N/A | Key | Komodo Joe |
08FBB0 | 2 | N/A | Key | Pinstripe |
08FBB0 | 4 | N/A | Star | N. Oxide |
08FBB0 | 8 | ? | ? | ? |
08FBB0 | 10 | ? | ? | Hub 2 Access Door |
08FBB0 | 20 | ? | ? | Gem Cups Access Door |
08FBB0 | 40 | ? | ? | Hub 1 Hub 3 Access Door |
08FBB0 | 80 | ? | ? | Hub 2 Hub 3 Access Door |
08FBB0 | 100 | ? | ? | Hub 4 Access Door |
08FBB0 | 200 | ? | ? | ? |
08FBB0 | 400 | ? | Red Gem | N/A |
08FBB0 | 800 | ? | Green Gem | N/A |
08FBB0 | 1000 | ? | Blue Gem | N/A |
08FBB0 | 2000 | ? | Yellow Gem | N/A |
08FBB0 | 4000 | ? | Purple Gem | N/A |
08FBB0 | 8000 | 21 | Token | Skull Rock |
08FBB0 | 10000 | 19 | Token | Rampage Ruins |
08FBB0 | 20000 | 23 | Token | Rocky Road |
08FBB0 | 40000 | 18 | Token | Nitro Court |
08FBB0 | 80000 | ? | ? | ? |
08FBB0 | 100000 | ? | ? | ? |
08FBB0 | 200000 | ? | ? | ? |
08FBB0 | 400000 | ? | ? | ? |
08FBB0 | 800000 | ? | Hint | Using a Warp Pad |
08FBB0 | 1000000 | ? | Hint | Accessing a Track |
08FBB0 | 2000000 | ? | Hint | Using a Boss Garage |
08FBB0 | 4000000 | ? | Hint | Entering Oxide's Space Ship |
08FBB0 | 8000000 | ? | Hint | Opening World Doors |
08FBB0 | 10000000 | ? | Hint | Load-Save Screen |
08FBB0 | 20000000 | ? | Hint | New World Greeting |
08FBB0 | 40000000 | ? | Hint | Exit |
08FBB0 | 80000000 | ? | ? | ? |
08FBB4 | 1 | ? | ? | ? |
08FBB4 | 2 | ? | ? | ? |
08FBB4 | 4 | ? | ? | ? |
08FBB4 | 8 | ? | ? | ? |
08FBB4 | 10 | ? | Hint | Hang Time Hint |
08FBB4 | 20 | ? | Hint | Power Sliding Hint |
08FBB4 | 40 | ? | Hint | Turbo Boost Hint |
08FBB4 | 80 | ? | Hint | Brake Slide Hint |
08FBB4 | 100 | ? | Hint | Double Locked World Doors |
08FBB4 | 200 | ? | ? | ? |
08FBB4 | 400 | ? | ? | ? |
08FBB4 | 800 | ? | ? | ? |
08FBB4 | 1000 | ? | Hint | Wumpa Fruit Hint |
08FBB4 | 2000 | ? | Hint | TNT Hint |
08FBB4 | 4000 | ? | Hint | Map Information |
08FBB4 | 8000 | ? | Hint | Bonus Rounds |
08FBB4 | 10000 | ? | Hint | CTR Challenge |
08FBB4 | 20000 | ? | Hint | Gem Cups |
08FBB4 | 40000 | ? | Hint | Secret Tracks |
08FBB4 | 80000 | ? | Hint | Relic Race |
08FBB4 | 100000 | ? | ? | ? |
08FBB4 | 200000 | ? | ? | ? |
08FBB4 | 400000 | ? | ? | ? |
08FBB4 | 800000 | ? | ? | ? |
08FBB4 | 1000000 | ? | ? | ? |
08FBB4 | 2000000 | ? | ? | ? |
08FBB4 | 4000000 | ? | ? | ? |
08FBB4 | 8000000 | ? | ? | ? |
08FBB4 | 10000000 | ? | ? | ? |
08FBB4 | 20000000 | ? | ? | ? |
08FBB4 | 40000000 | ? | ? | ? |
08FBB4 | 80000000 | ? | ? | ? |
feos: This run triggers the ending from the Adventure mode, by corrupting memory during other modes. As I said
in the thread, this counts as tricking the game into considering itself completed, unlike the Battle mode glitch alone. After the credits roll, the game behaves the same as in the published run, which is another legitimacy proof.
While this run can probably be improved by skipping some extra logic, that doesn't mean this movie is sloppy. Also since we jump straight to the ending, it's a "game end glitch", not a "warp glitch".
Accepting as a new branch.