Skilled player (1741)
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Ok, got more info on that frog thing: Here's some steps to make it somewhat simpler: 1. Immediately use card once on the train 2. Go to that black shirt npc on the left and press "A" 5 times. Don't go over, or else the game gives you an infinite dialogue 3. Move to Neville and talk to him once 4. Move north and smash "A" as you walk to the window npc 5. Talk to the npc sitting at left 4 times This method seems to not give the "Yes" item, but at least for any% purposes it shouldn't matter. https://youtu.be/k8IkFLQETKE
Player (18)
Joined: 5/31/2013
Posts: 42
Two questions: 1) Can you then use a card combo after the frog fight to get more exp, or does it crash the game? 2) Does the card combo you use when you get on the train affect the glitch working?
Player (43)
Joined: 1/7/2016
Posts: 51
I just tested this. Yes you can use a card combo to get more xp, and no the card combo used on train does not affect the glitch at all.
Player (18)
Joined: 5/31/2013
Posts: 42
And it's completely consistant?
Player (43)
Joined: 1/7/2016
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I have gotten it every time I have tried, albeit only 5 times, but still as long as you follow everything correctly you should get the frog fight.
Player (18)
Joined: 5/31/2013
Posts: 42
So how much do you think this would change the route?
Player (43)
Joined: 1/7/2016
Posts: 51
It would be normal until when we would preform train skip, then basically would feel almost like an NG+ run after the frog fight aside from not having leveled spells. Then we would pick up Petrificus Totalus in the restricted section. I think that would be the only real changes.
Skilled player (1741)
Joined: 9/17/2009
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Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
SuperMonkeypotato wrote:
It would be normal until when we would preform train skip, then basically would feel almost like an NG+ run after the frog fight aside from not having leveled spells. Then we would pick up Petrificus Totalus in the restricted section. I think that would be the only real changes.
How many card uses will be needed? I initially had this in mind: 1. Getting to the restircted zone - Get killed/Restart + use card 2. Getting out of the restricted zone - use card 3-6. Quick chicken fights (need to check if that gives chickens) 3. Getting to Hagrid to pick up Norbert - Restart + use card 4. Getting to the seventh floor - use card 5. Going back to the dorm from the entrance of the forbidden forest - use card 6. Going to the Devil's Snare - use card The only problem is that the chicken fights would force me to restart (the game, not the TAS) yet again, so I'm not sure if the first restart is worth it. Edit: Can't use cards to obtain a new chicken; the battle will be won, but the chicken will not be obtained. Edit2:0xCD12 The player cannot press A to continue until the countdown is finished. Wished I knew it earlier; for example I messed up at frame 4150. Attempting to fix it messes up luck, so at the very least 3 frames can be saved. I can at least say that I'm positive every message box after Gringotts revisited is fine however.
Player (43)
Joined: 1/7/2016
Posts: 51
I was thinking that restricted section death warps would not be necessary since I don't quite know the amount of time would be saved there, on top of having to restart for another death after chickens. All the others I think were good.
Skilled player (1741)
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Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
Just posting it here so hopefully more attention: Link to video I hope some gamebreaking glitch appears for this.
Joined: 1/6/2016
Posts: 16
you have see what appened if you change the language? because trying some train skip time ago i was having different output doing the same things. i think using different deck change it too
Skilled player (1741)
Joined: 9/17/2009
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Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
Gand988 wrote:
you have see what appened if you change the language? because trying some train skip time ago i was having different output doing the same things. i think using different deck change it too
I haven't checked, but if you or others want to explore it, this was taken from here http://tasvideos.org/userfiles/info/28057096673752240 I'm pretty sure the item is retained on save, so good luck.
Joined: 1/6/2016
Posts: 16
oh ok , i'm gonna check a bit thanks
Skilled player (1741)
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1. You can actually death warp out of the corridor to the mirror of eris; doing so makes the students appear in the floors, and you can't return to the dorm. You still have to get to the mirror, so this is pointless. Monsters are also curiously gone from the floors and rooms, and outside. 2. You warp to coords (0,0) if you paused right before triggering Snape/Filch narrowing down on you and open menus several times. 3. I'm not sure how well known this is, but you can easily find the chickens by pausing and unpausing; this puts them back to their default location. 4. In the case both works, Flipendo Uno is 6 frames slower than Vermillious Uno due to the animation. For a real time run however, they're pretty much the same. 5. Petrifying the chickens is 80 frames faster than killing all 3 without doing so. 6. I seem to be unable to use that turn skip glitch via running sometimes; for example last boss(es).
Joined: 1/6/2016
Posts: 16
3) we know that. we use that when we miss the fight after picking the feather. 5) interesting. 6) i think you can't item skip all the enemy/boss. if you talk about the poison skip, you can. When the damage popup you just press 2/3 times A to skip it ( for the last boss is better to do petrify him, it's safer) is possible to skip some dialog, but some softlock the game. corridor to the mirror of eris, at night, you can open the menu. The cutscene with dumbledor don't trigger and i think you can't get catch by snape.
Player (18)
Joined: 5/31/2013
Posts: 42
But surely petrifying the chickens is slower because it takes three more spell cast
Skilled player (1741)
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Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
StarrlightSims wrote:
But surely petrifying the chickens is slower because it takes three more spell cast
I used Petrificus Totalus, which stuns all 3. Also, regarding the deathwarp to and out of the restricted area, I forgot to mention it's not as simple as check the time it takes to walk + reset since: 1. There's an extra pause because the chickens fight later makes you win. 2. Time taken to buy more chocolates to guarantee 6 card uses also in a real time run, if the restart + card messed up and softlocked, you have to restart again. If the difference is large enough though, a rough test may work for timing. Edit: 1. If you deliver nobert, then death warp, everyone would be in the halls again, and the enemies disappear. Hermoine would stop following you until you enter the astronomy hall again, which she magically appears next to you. 2. Dying in the forbidden forest does nothing. Huh. 3. I have no idea why sometimes restart + card combo makes you take damage, and sometimes softlocks the game. The only thing that managed to determine it was the frame I paused; subsequent actions don't seem to affect the outcome. 4. The same bosses that couldn't be run-turn skipped could be potion-turn skipped. No idea why. Iirc one of them drops potions, along with a potion at the troll room, so there's that. 5. Also, walking manually vs forced walk due to cutscene: in most cases, it's faster to walk manually, so for cutscenes that makes you walk towards a point, you probably want to move closer to said point even if it takes a bit longer. 6. Moving diagonally is slower than straight forward. However, it's still faster than cutscene walk. 7. Dying before finding the injured unicorn sets you back to the start of the forest. Finding the unicorn then dying takes you back to the unicorn. :/ Edit2: 1. I failed to skip the broom minigame for the key, but it's 129 frames faster to open the menu then Folio Magi followed by a card to trigger the dialogue there since it reduces the countdown to 8 frames per dialogue. 2.It turned out even if I don't have any potions, "using" one while still work the same as running away. 3. I glitched up the screen after the 2nd death warp. Viewers may hate it a lot. :/ 4. I found a work around for the running; petrified allows you to skip turns as long as it doesn't run off if you use run. :D 5. Poisoining the 2nd knight piece twice is ~60 frames faster. 3 times seems to be optimal for Quirrel instead. Same for Voldemort.
Player (43)
Joined: 1/7/2016
Posts: 51
I remember trying to do death warps in Forbidden Forest, but unfortunately nothing happens there. The only thing you can do there is if you use a card combo entering the second cutscene you can speed up the music in the area. If I recall correctly it takes about 12 seconds after the reset to get to the file selection screen, so if there is a timing method we could use in real time to make sure we get the death at the card combo use then that would help greatly in RTA.
Skilled player (1741)
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Done I'll upload tomorrow once I written down the notes. Thanks a lot for the help :D
Experienced player (690)
Joined: 2/5/2012
Posts: 1795
Location: Brasil
LOL LEVEL 83,looking forward to see that tas abuse
I want all good TAS inside TASvideos, it's my motto. TAS i'm interested: Megaman series, specially the RPGs! Where is the mmbn1 all chips TAS we deserve? Where is the Command Mission TAS? i'm slowly moving away from TASing fighting games for speed, maybe it's time to start finding some entertainment value in TASing.
Editor, Experienced player (848)
Joined: 5/2/2015
Posts: 696
Location: France
What is this sorcery?! :D Looking forward to the submission.
Player (43)
Joined: 1/7/2016
Posts: 51
Glad to be able to help with this project. Thanks for finding a consistent frog trick for RTA. Were you able to find a timing method for the reset+combo trick? Or is that not predictable for RTA?
Joined: 1/6/2016
Posts: 16
well done man, thanks to you to help us to figure out some of the stuff. video now! :P
Skilled player (1741)
Joined: 9/17/2009
Posts: 4981
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
SuperMonkeypotato wrote:
Glad to be able to help with this project. Thanks for finding a consistent frog trick for RTA. Were you able to find a timing method for the reset+combo trick? Or is that not predictable for RTA?
Not sure, but I'm going to check if the delay for when to pause applies everywhere after I'm done checking all the places pausing before a trigger works. It's taking a while because apparently I realized there are no notes of this for places this isn't used in a run. For reference: Frame "A" is pressed from the beginning menu 178309 Can press Start at frame 178474 Softlocks all the way to 178549, then take 1 damage Start frame - 178474 Ok frames 178549 178552 178567 178570 178573 178576 178585 178588 178597 178600 178603 178606 178609 178612 178645 178648 178651 178654 178657 178660 178663 178666 178669 178672 178681 178684 178693 178696 Not listing everything later, since that's far too much waiting. It appears there's "intervals" where using a card combo after reset doesn't softlock.
Skilled player (1741)
Joined: 9/17/2009
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Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
Just curious, but is there any information on the cards/folios obtained in game? Someone asked about a 100%, and I just realized I don't recall seeing any information on where to obtain folios, what folio is associated with what deck, and whether the cards obtained from picking up are random or not. Although I think the last shouldn't really, matter since card dupe for cash and chocolate frogs, but then I realized some cards can't be obtained like that. :/ Edit: Does anyone know how items are stored in memory? I'm looking at http://us.codejunkies.com/search/codes/Harry-Potter-and-The-Sorcerers-Stone_Game-Boy-Color_4198309-4___.aspx but those values don't seem to work (at least for the System Bus domain, which is where most other addresses of relevance are). It's stored in WRAM Edit 2: All system bus: C0C1 - Door transition flag C0BC - Softreset flag C0C5 - How many lag frames before you can move (default 3, set to 1 or 0 to have no lag) C0C4 - Lag flag Edit 3: I found out when you enter the Folio Mage menu, it loads the card data (from somewhere). All System bus: 0xCB34 - Amount of cards for that section 0xCB35 - Starting ID 0xCB36 - 0xCB48 (ID, Amount) Cards are annoyingly stored at WRAM, starting from 0x650A - 0x656E, so a different lua script will be needed.
Language: lua

memory.usememorydomain("WRAM")--[[ local Cards = {10, 9, 9, 10, 10, 9, 7, 10, 10, 9, 8} local Alchemy = {Amount = 10, Start = 0x650A, Finish = 0x6513, Previous = Transfiguration} local Charms = {Amount = 9, Start = 0x6514, Finish = 0x651C} local Curses = {Amount = 9, Start = 0x651D, Finish = 0x6525} local Protection = {Amount = 10, Start = 0x6526, Finish = 0x652F} local Divination = {Amount = 10, Start = 0x6530, Finish = 0x6539} local Generalist = {Amount = 9, Start = 0x653A, Finish = 0x6542} local Healing = {Amount = 7, Start = 0x6543, Finish = 0x6549} local Hogwarts = {Amount = 10, Start = 0x654A, Finish = 0x6553} local Musician = {Amount = 10, Start = 0x6554, Finish = 0x655D} local Quidditch = {Amount = 9, Start = 0x655E, Finish = 0x6566} local Transfiguration = {Amount = 8, Start = 0x6567, Finish = 0x656E} ]]-- while true do local CardAmount = 0 local CardUnique = 0 --Unique types; should be 101 total for i = 0x650A, 0x656E, 1 do CardAmount = CardAmount + memory.readbyte(i) if memory.readbyte(i) ~= 0 then CardUnique = CardUnique + 1 end end gui.text(0,75,'Cards: '..CardAmount..', Unique: ('..CardUnique..' / 101)') emu.frameadvance() end
Edit: Picking up cards does not appear to be random, from initial tests. Also the same cards vary base on the deck you had selected.