Joined: 8/17/2007
Posts: 41
so while PSXjin runs this game 1000x better then any other emulater out there it has a problem whenever Fei's sprite changes position its odd. The screen will Flicker to black and back every time his sprite moves. but its only fei's so i don't get it ive tried various graphix settings but no luck. any thoughts?
Joined: 9/7/2005
Posts: 144
Location: Las Vegas, Nevada, USA
Xenogears sounds like a really bad game choice. It's mountains and valleys of text, with a few gameplay segments in between. Disc two is, like, one gigantic text dump.
This guy are sick.
Former player
Joined: 5/4/2005
Posts: 502
Location: Onett, Eagleland
As much as I love this game, I can't see it being entertaining. I have that same problem with the screen flickering btw.
I think.....therefore I am not Barry Burton
Editor, Player (69)
Joined: 1/18/2008
Posts: 663
I like to follow RPGs along in runs. Xenogears has a fixed text speed that I outread as it is, though. I still think I'd like to see it.
true on twitch - lsnes windows builds 20230425 - the date this site is buried
Joined: 8/17/2007
Posts: 41
Ya this game is like 99% text but none the less. Petes OpenGL plugin handels the video allright but I can't find a good sound plugin that runs as well as psxjins. Also epsxe sucks in features compared to psxjin and makes it almost pointless to even play it.
Active player (285)
Joined: 9/1/2008
Posts: 900
i'd like to see that too. One of the best scenarios ever.
Joined: 8/17/2007
Posts: 41
I'm thinking a few pixel perfect jumps might lead to some interesting sequence brakes. Also with how badly some of the textures meet in some places we might even be able to get outside the world and do some interesting stuff. I've done quite a bit of searching and besides the debug room there isn't much on people trying to brake this game. Now if we can get the flashing to stop maybe we can find something amazing!
SeanCass
He/Him
Joined: 2/24/2015
Posts: 4
Location: striker's chesthair
Hi, I've been recently trying to help the RTA community for this game, and I've been having a horrible time getting PSXjin to not flicker and do other horrible things... However, my main reason for coming here is I have absolutely no idea what I'm doing when it comes to glitch-hunting.. I've recently improved the Tower of Babel Outer Wall skip (before it was thought you had to jump to enact the warp, turns out you can simply run which saves a handful of frames not setting up a previous thought-to-be precise jump) but it still has no consistent setup. There seems to be sub-pixels involved and we've tried just about everything we can in real time to use objects to align ourselves on the correct "set" of sub-pixels, but alas nothing around seems to give the proper alignment. So if anyone with playstation TAS experience could point me in the correct direction for creating a RAMWatch so I could see my X, Y, and Z coordinates for Fei/Weltall/Whoever is the first character, I'd really appreciate it. I'm pretty sure I can figure out my problems with the graphics and what-not, that's not a serious issue anyway as I have the game looking and sounding great on ePSXe, so why not PSXjin? I've also looked at the TASVideos tutorial, but it didn't really seem to help me since I don't understand/am not educated enough to know when I'm looking for 1byte/2byte/4byte values, what the difference even is, or what signed/unsigned means, and pretty much everything I'm looking at when I open the RAMSearch. This game must have many more warps/zips/whatever you'd like to call it, it's just that as far as I'm aware the person who found almost all of the current platforming tricks/skips isn't even a speedrunner/TASer and is also Japanese, so unless LiveUG (the main Japanese RTA runner for this game) acts as a translator/mediator or even knows where to contact said person, we really have no way of knowing how they were even discovered. LiveUG suspects more similar warps could be found in Goliath Factory, Shevat Emergency Shaft, and Krelian's Lab due to the similar nature in how some of the platforms are vertically layered, and I do too. I'd gladly do the actual hunting and testing, I just am really at a loss on how to start. Furthermore I'd like to look into different types of glitches. Something like getting the Yggdrasil onto water before the game flags it to be able to do so. This would skip a giant portion, as you would go directly from Bart's Hideout to the Thames, presumably where Fei and Elly get scooped up off the barge, or between the two Haishao fights. That would skip roughly 1/4 of disc 1. O_O! For J version, this would be huge mainly because there is some type of item duplication glitch which would solve all the money issues skipping this big of section of the game and you would immediately be able to purchase the Thames' gear tune-ups. Less so for the English version, because this glitch doesn't exist, so it would probably make for a LOT of burning up Hob-gobs with Elly's fire-elemental ether in Blackmoon Forest and probably collecting every last damn thing on the Thames just to pay for the upgrades, supposing the glitch even exists, it can be doable in RTA, and doesn't crash the game. Other things I'd like to improve are some of the rather precise jumps that also require sub-pixel alignment, but are much smaller time-savers. I believe a simple RAMWatch to show one exactly where I am to create setups to guaruntee sub-pixels would drastically reduce the current clunky "blind" platforming strats. If anyone is interested in what's already been discovered, I can share the RTA notes, as well as some videos of the currently used tricks and interesting platforming in the RTA. For now I'll leave the thread with the fact that the speedrun is roughly 15 1/2 hours on Japanese, and roughly 18 1/2 on English. The Japanese runner prefers to run Glitchless because of the item duplication glitch, and says that this particular glitch devalues the run because there are no major sequence breaks to go along with it, so he also chooses to not do the warps and text skipping. The English runners, however, do use the platforming-based glitches/tricks, but I'm not too familiar with who uses what for tricks and text skips. To also add, there are quite a few text skips, but for a speedrun that is essentially the fastest way to read the story, the runners seem to have been on the fence about actually including them in their runs. This is where I'd like to come in, and provide 2 separate categories.. hopefully by breaking this game there will be a much shorter glitched category, and those strong-willed enthusiasts can still run a glitchless "story run". The game is so huge and its funding was cut so early in development that I can't imagine larger sequence breaks aren't there. The only current sequence break is being able to skip visiting the Thames to talk to the Captain (sad, I know) before going to Zeboim. Anyway, that's about all I can type for now.. I'd just like to reiterate that ANY and ALL help would be greatly appreciated, I absolutely love this game and wish to reduce it's length in a speedrun so more would play it on a timer. Thanks all :>
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Patashu
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Joined: 10/2/2005
Posts: 4045
If you're not aware, Bizhawk is going to get PSX support soon (already has PSX support?) and if it works in that that'll be much easier to use.
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
Amaraticando
It/Its
Editor, Player (162)
Joined: 1/10/2012
Posts: 673
Location: Brazil
Patashu wrote:
If you're not aware, Bizhawk is going to get PSX support soon (already has PSX support?) and if it works in that that'll be much easier to use.
The interim build has the PSX core, not 100% ready yet for TAS'ing. However, one can use all the tools and test things, because its core is better than PSCX or PSXjin, let alone the UI. Memory search/watch and Lua scripts work fine.
SeanCass
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Joined: 2/24/2015
Posts: 4
Location: striker's chesthair
Wow awesome, I'll have to look into that though I fear my computer won't quite be up to snuff to run it?? Worth a shot at least.
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SeanCass
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Joined: 2/24/2015
Posts: 4
Location: striker's chesthair
Ok, well I'm running http://www.emucr.com/2015/02/bizhawk-svn-r9124.html and I don't see anything about playstation, nor does that page list anything about playstation. Am I just dumb and not seeing something? I realize this isn't a place to come to have my hand held... but??? EDIT: I see Playstation in the "Firmware..." and I set my bios, but otherwise I can't get my .bin to run, it just crashes the emu entirely.
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Amaraticando
It/Its
Editor, Player (162)
Joined: 1/10/2012
Posts: 673
Location: Brazil
SeanCass wrote:
Ok, well I'm running http://www.emucr.com/2015/02/bizhawk-svn-r9124.html and I don't see anything about playstation, nor does that page list anything about playstation. Am I just dumb and not seeing something? I realize this isn't a place to come to have my hand held... but??? EDIT: I see Playstation in the "Firmware..." and I set my bios, but otherwise I can't get my .bin to run, it just crashes the emu entirely.
Firmware is indeed the BIOS. You should load the cue file, not the bin. If you don't have the cuesheet, you can download here. The filename of both ones should be the same and the should be placed at the same folder. If you have any trouble, open the cuesheet with a text editor, it's plain text.
Synahel
She/Her
Former player
Joined: 1/19/2011
Posts: 260
Location: France
*casts Revive on thread* So, 2 days ago, Chuckolator streamed the new Xenogears any% RTA route made by KadMony and Bif over the course of the past 4 years (!) which showcases what they called the KM glitch (Kernel Menu), which is basically obtained by crashing the game, provoking essentialy a BSOD, and allowing the player to navigate a non-practical yet very helpful menu. KadMony posted more explanations regarding the KM glitch with videos on Twitter Second big improvement on the route is glitching the world map to skip several parts of the game, saving 2 hours in the process Finally, a second (much less reliable sadly) Kernel Menu is used during the Babel Tower ascension to trick the game into thinking we're at the part of the game where we have to get back there, near the end of CD1, essentialy skipping yet another 2 hours All in all, the KM glitch has been this far extensively mapped (mostly by Bif if i'm not mistaken) to try and understand what was accessible from it. From what I can gather, it lets you access any shop in the game, even ones who are not normally accessible ingame. And because the KM glitch gives you the maximum amount of money, you can basically buy anything, rendering any money route or upgrade needed for your characters easily reachable extremely early. I'd like to add that KM is no Debug Room (no way to get to it has been found (yet)) and most of the inputs in there has led to crashes (no surprise there). Finding a way to access the Debug Room would be... even more lethal to the run duration (as in: the game would probably end in mere minutes after accessing it). This far, the KM glitch has been done on the US version of the game on a PS1, and the JP demo (the one offered with Chocobo no Fushigina Dungeon) on a PS2, but not the JP retail game (yet). It seems like the JP KM was already known beforehand. This whole new route opens a lot of new perspectives on the game, and I believe there's still a lot that can be found. Japanese glitch-hunter of SaGa fame kyotosagauoa has posted a cute video about his own findings on the KM glitch, and his talk with KadMony, and how he kindly waited a couple weeks for the new route to be revealed before documenting his findings. It also leads to new potential improvements to be added on the route, like skipping Blackmoon Forest, or skipping Nortune entirely (though that would require a whole new array of improvements). The KM still has several things to offer which have yet to be explored (glitched items mostly, seeing how it affects memory adresses, etc), or even more skips using KM on more occurences. Anyhow, wondering if anybody saw that, and seeing the crazy glitches found there, if it interested anybody.
Patashu
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Joined: 10/2/2005
Posts: 4045
Nothing says 'speedrunning' like 'breaking into the debug mode that exists outside of the video game's reality because it's faster'. Love it!
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
Synahel
She/Her
Former player
Joined: 1/19/2011
Posts: 260
Location: France
So KadMony made a video explaining KM in more details if anybody is interested: Link to video