Post subject: Scooby-Doo! - Mystery Mayhem
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Link to video So I found that if you swap from Scooby to Shaggy (or vice versa) at the very edge of a moving platform, then 1 frame after it accepts input for movement again you swap once more, you gain lots of vertical speed. I found some addresses, but since they hop all over the place, I'm not sure if it's very helpful. Regardless: 01BB74 d 3 0 Combined WRAM Scooby X 01BB78 d 3 0 Combined WRAM Scooby Y 01BB7C d s 0 Combined WRAM Speed X 01BB80 d s 0 Combined WRAM Speed Y All for the 2nd room. X,Y are 4 byte 16.16 fixed point values, and Speed is 1 byte signed. Edit: also some ceilings can't be broken. So this is rather limited.
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Some notes: 1. The first door tutorial/message can be skipped by entering the door at the edge 2. You can't grab the red key then try to backtrack from the same way you entered to skip the checkpoint message; it will act as if you haven't explored the basement and force you to stop. 3. You run at max 553 units of speed normally. Getting caught twice makes you run at 889 instead briefly. 4. The messages that stop you from moving (such as in front of the first elevator) appear as soon as you reach 0 speed. However, slowing down for this tend to be the same as not doing so since the speed lose places you further away. Unless you're about to turn soon after. 5. The ghosts continue to move even off-screen, and while they can be partially manipulated, it doesn't seem possible (at the moment) to fully control where it goes. 6. I can do the above glitch on the first post at vertically moving platforms as well, but for some reason it's not as consistent. 7. Grabbing a scooby snack for the first time seems to always give a message on how it works, so might as well use it. 8. Landing from a jump or fall slows you down a bit. 9. The bookcase ghosts seems to have some timer that affects their behavior; Running towards them at the wrong time makes it impossible to jump over them since they trigger too late. 10. Sometimes, when a ghost hits you the stun lasts shorter. I'm positive it's due to the angle, since the easiest place this happens is the bookcase ghosts by getting hit at a certain angle.
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http://tasvideos.org/userfiles/info/30043894377262362 Link to video So uh...this just happened to me. I have no idea why it became that fast, especially when I tried other times at the same spot it barely reached the door at the very top. Edit: This also happens when I use Scooby. This waste far too much time falling, so I need to figure out what's going on. Edit: Not getting damaged and running there "works", but it's either too low, or takes too long to set up. :/ Also you can do this to gain massive horizontal speed too. https://youtu.be/iGRvj8-P8jg The horizonatal version works on any ledge, but doesn't make you go up, so it might not be as useful as it appears. Anyways the steps: 1. Go to an edge or moving platform 2. Swap partners 3. Swap partners again at the very first frame you can, and run to the opposite direction 4. Swap twice in succession as soon you can Gives like 23,000 speed. :) Edit2: Managed to do the vertical version on a crate. :D Game broken now lol.
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Link to video http://tasvideos.org/userfiles/info/30069683354179163 I broke the game. Skips a lot of stuff from the second room now lol. Also, you still need to grab the key, or else you cannot proceed. Edit: A simple test run made it to the first boss in 30k frames. A run that doesn't do this reaches not even the halfway point by then.
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What the hell
effort on the first draft means less effort on any draft thereafter - some loser
Patashu
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LOL! Poor game. (Why does GBA get all the best glitches?)
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
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I just realized almost at the end of the first stage that I did it on the (E) rom instead. The glitch works on the (U) rom, but for some reason the lag between rooms is a bit different. I can check which language option is faster I guess. That, and apparently this glitch works on floors, allowing very quick movement. You can also make it last farther by swapping partners midway. Edit: I need to redo the first stage anyways: I found out if you go fast enough, you can enter the dark as Shaggy and still switch partners, skipping the wrench and lamp. You still need the lamp, since you can't get to the room otherwise. Edit: Stair clip https://www.youtube.com/watch?v=MNbs7u1eXYI I did this and now I can't seem to repeat it again on other stairs. bleh. Edit2: I think I figured it out. Apparently using the swap glitch at a certain angle makes you clip slightly into the stairs. Holding the opposite direction forces you inside. It doesn't seem to work for all stairs, but I tried to apply it as much as possible: http://tasvideos.org/userfiles/info/30113611229916405 Funny thing is, this was done on (E), but I accidentally switched to (U) sometime during the middle and never noticed. Curiously, it syncs back on both versions as long as the region select delay remains for (U). Attempting to cut it out changes RNG. :/ Edit3: Managed to improve 200 more frames by clipping into another set of stairs. For some reason, I can't seem to be able to do so on these ones: http://imgur.com/a/bRBLH There's currently 2 locations so far that will save time if someone manages to clip through them, and I suspect the list will grow.
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http://tasvideos.org/userfiles/info/30159082452000515 1st stage done; now on (U) with differences below: 76 frames saved from no language select 10 frames wasted due to different timers with the scooby snack at the 3rd room 14 frames wasted on the 5th room due to needing to change back to scooby -------------------------------------------- Also, unrelated to region, it seems if you catch the ghosts in midair, you cancel out the animation for putting the book back. With careful timing, this allows you to instantly use the book as soon as a ghost is captured. While the individual npc's health always changes addresses, the one used to show the bar during a capture seems to be always at 0x0113A4 Combined WRAM. Temp encode: Link to video Edit: Might need to redo stage 1 to get scooby snacks, since it's very useful to run at stage 2's solo section.
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High fives save the day.
effort on the first draft means less effort on any draft thereafter - some loser
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Before I redo the first stage I noticed the room ID address never changes location, and while the position ones do, they seem to always be the same for said ID. So here's a script that displays position depending on the room: Download Scooby.lua
Language: lua

memory.usememorydomain("Combined WRAM") local Scooby = {ptr = 0x0112EC, x = 0x000000, y = 0x000000, speedx = 0x000000, speedy = 0x000000} local Shaggy = {ptr = 0x0130C0, x = 0x000000, y = 0x000000, speedx = 0x000000, speedy = 0x000000} function update(name) if (name == "Scooby") then local char = memory.read_s32_le(Scooby.ptr) - 0x02000000 Scooby.x = char + 0xC Scooby.y = char + 0x10 Scooby.speedx = char + 0x14 Scooby.speedy = char + 0x18 else local char = memory.read_s32_le(Shaggy.ptr) - 0x02000000 Shaggy.x = char + 0xC Shaggy.y = char + 0x10 Shaggy.speedx = char + 0x14 Shaggy.speedy = char + 0x18 end end -- gui.drawText(int x, int y, string message, [Color? forecolor = null], [Color? backcolor = null], [int? fontsize = null], [string fontfamily = null], [string fontstyle = null]) while true do local Scooby_ptr = memory.read_s32_le(Scooby.ptr) --for debug + updating pointers local Shaggy_ptr = memory.read_s32_le(Shaggy.ptr) local GhostHP = memory.readbyte(0x0113A4) --Update Pointers if (Scooby_ptr ~= Scooby.x-0xc+0x02000000 and Scooby_ptr ~= 0) then --this will happen if changed rooms or just started script update("Scooby") --placing this here as to not lag my computer :P end if (Shaggy_ptr ~= Shaggy.x-0xc+0x02000000 and Shaggy_ptr ~= 0) then --pointer + 0xC points to x position. to find the pointer again, subtract 0xC from x address and add 0x02000000 update() --Updates Shaggy instead end --Displays X,Y,SpeedX,SpeedY if (Scooby.x ~= 0x0 or Shaggy.x ~= 0x0) then --Check if the memory address of x is pointing to 0x0. gui.drawText(0,140,"Scooby:"..string.format('%.6f',memory.read_u32_le(Scooby.x)/65536.0)..","..string.format('%.6f',memory.read_u32_le(Scooby.y)/65536.0)..","..memory.read_s32_le(Scooby.speedx)..","..memory.read_s32_le(Scooby.speedy),null,null,10,null,null) gui.drawText(0,150,"Shaggy:"..string.format('%.6f',memory.read_u32_le(Shaggy.x)/65536.0)..","..string.format('%.6f',memory.read_u32_le(Shaggy.y)/65536.0)..","..memory.read_s32_le(Shaggy.speedx)..","..memory.read_s32_le(Shaggy.speedy),null,null,10,null,null) end --Display Ghosts HP if (GhostHP > 0) then gui.drawText(170,20,"HP:"..memory.readbyte(0x0113A4),null,null,10,null,null) end --Debugging --gui.drawText(0,90,"Pointer (Scooby): 0x"..bizstring.hex(memory.read_s32_le(Scooby.ptr)),null,null,10,null,null) --gui.drawText(0,105,"Pointer (Shaggy): 0x"..bizstring.hex(memory.read_s32_le(Shaggy.ptr)),null,null,10,null,null) --Other things gui.drawText(0,120,''..(memory.readbyte(0x00000D) > 0 and 'Cutscene' or ''),null,null,10,null,null) --If it's 1, there's dialogue/cutscene. Else no. gui.drawText(0,130,"Room ID: 0x"..bizstring.hex(memory.readbyte(0x0006B9)),null,null,10,null,null) emu.frameadvance() end
Edit: Going to the first camera at room 0x0E without partner switching is faster by 125 frames. It takes 163 frames initially to grab the Scooby snacks on room 0x0E, but then reduces to 153 frames since I don't need to delay at room 0x0F anymore. It takes 160 frames to grab Scooby snacks on room 0x10 for the first time instead, with no possible savings later. room 0x21 at this point, getting damaged once makes me run at 889 speed temp. normal is 553 getting damaged from first ghost - 149 frames faster getting damaged from the 2nd - too far getting damaged from the 3rd ghost - 154 frames faster getting damaged from the 4th ghost - 153 frames faster Edit2: In an attempt to figure out how room's affect position addresses, I think I found a pointer: 0x0112EC seems to point towards the player's positions so far. I changed my script to reflect that. :)
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I moved some notes to the game resource page. Additionally, I realized it may not be worth skipping the battery completely, since the Jackhammer needed at the 4th stage uses them. I'll have to check. Edit: It's rather unfeasible to skip batteries. There's one in stage 3 where it wastes too much time skipping it, and the battery-hog jackhammer for stage 4 is needed for clues. Also regarding stage 4: This appears if you try to skip the last clue. Getting past this point by partner swapping makes the game reset. Also (U) seems to be consistently faster: https://docs.google.com/spreadsheets/d/1uXRFNfgXhN8DkqeK4fnQJQ82njt3f_gewkzII9HxSNE/edit?usp=sharing Amount of "A" presses needed for dialogue regarding the spreadsheet.
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Encountered another problem: On frame 111605, I accidentally swapped to Scooby again since I thought I needed it for the wall. It turns out I don't. However, editing it out, even if the delay is the same, changes the medium ghost's movement enough to stop me. I'm thinking of moving on after failing over and over to manipulate it away outside of swapping partners. For the final stage, the guards pose another problem since I cannot zip past them without getting caught. I can't seem to gain enough speed to jump over them as well. Edit: Seems you can skip the first Velma clue dialogue. I'm pretty much forced to redo that room. You need 85,000+ speed, or else this happens. :P Edit2: frame 113566 You can actually skip almsot all clue checks in this stage by high speeding, but then Velma won't be there to give you the yellow key at the end.
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http://imgur.com/zbuU9d0 I made a map of this section. Turned out to be completely useless since it's far faster to use the glitch to skip the electrical fences. Oh well.
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http://tasvideos.org/userfiles/info/31198309127519214 In almost every room, there's a short preview of the area. Turns out moving before the preview cost 18 frames. I'm going to go scream for a bit. :)
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http://tasvideos.org/userfiles/info/31512973782766605 Spreadsheet of improvements: https://docs.google.com/spreadsheets/d/1at3BGx6-XHpb7XADz1FqSmlo-QIEONuy46DskYAv7Rk/edit?usp=sharing 3rd run of this game. This time I used every trick I know to improve it by 1568 1599 frames on the first stage from the 2nd run. Edit: Corrected the file. Sorry! Also saved an additional 31 frames, but not on this WIP uploaded.
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That jumping glitch sure makes the game more entertaining, and quite funny. Here's an encode of that WIP: Link to video This is only the first mystery, right? If so, I wouldn't mind seeing more levels glitched like this.
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CoolKirby wrote:
That jumping glitch sure makes the game more entertaining, and quite funny. Here's an encode of that WIP: https://www.youtube.com/watch?v=e_1ptk64uhM This is only the first mystery, right? If so, I wouldn't mind seeing more levels glitched like this.
Thanks. And yes, this is only the first stage. There's 5 in total, and forgoing the glitch doubles the length of the first stage. Since the other stages are even larger, it probably increases the time even more. Edit: So.....while going back to the first stage to optimize 0x11, I found out I forgot about a trick I used earlier in room 0x10 that could be applied to multiple rooms.
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http://tasvideos.org/userfiles/info/31816397120900589
In case anyone wonders: v1 - Up to half stage 1; barely uses partner switch glitch; easier partner glitch killed it v2 - Up to final boss; many more tricks missing; ability to start cutscens 18 frames sooner in most rooms killed it v3 - Up to half 2nd stage; lack of quick partner glitch usage in stage 1 killed it v4 - Up to quarter 2nd stage; Realization that setting up 60,000+ speed improves a lot of rooms killed it v5 - 4919 frames faster than v2 by the end of stage 2. Improves 397 frames from v4 by the time it reaches the same point as said WIP
Drastically changes rooms 0x20, 0x22 (when leaving), 0x23, 0x24 (when leaving), 0x25, 0x2E (last 2 levers). Edit: Just found out I implemented a trick to stop quickly on stage 3, but for some reason not used on the first 2 stages. lol Saves 7 frames per use. Edit2: I lost all frames gained due to worse luck @above. Might as well continue the current WIP. http://tasvideos.org/userfiles/info/31858569494485296 I'll post this here and continue from stage 2; Mainly the savings are from room 0x13, but rooms 0x11, 0xD, 0x15, 0x16, 0x15 and 0xD in that order all have minor savings due to stopping earlier to trigger dialouge/open locks sooner. That would've saved 100ish frames, but lost all due to bad ghost placement.
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I'll post some glitch findings that are irrelevant to the run since I'm rather stuck atm: 1.) If you save without reaching the stage's first checkpoint and reload, you have 1 frame to move at the first dialogue (normally impossible). 2.) At the 2nd room, trigger the dialogue for encountering the first ghost. Without moving, save and reload. Then go back to that exact location, and save on a different file. The game will now crash. 3.) You can bypass the "barrier" at the first screen by using the partner switch glitch (PSG), but then you still cannot do anything else since doors are locked. 4.) You can move through dark areas by using PSG, but if you don't have a lantern you'll trigger the dialogue for dark places over and over. 5.) There's a 1 frame opportunity of pressing "B" near a pillar to quickly hide in it, skipping the normal animation. 6.) You can skip the battery until the 2nd stage, and even if you do not have the lantern the game pretends you still have it. 7.) By moving at 100,000 speed, there's a 1 frame chance of delaying the trigger at stage 2 for Shaggy getting kidnapped and entering the door. This glitches the dialogue to the next screen, and softlocks once the camera moves. 8.) Moving to a different screen while a dialogue occurs in general usually delays it to the next screen. It's better to simply trigger the dialogue normally though. 9.) The words "inv" appear on stage 4 on usually inaccessible areas to indicate a point where it checks if you have a clue. Going over these points causes the game to reset. However, it's completely possible to bypass it by PSG to build up very high speed. 10.) You can lock the camera at stage 5 by entering a room with a fire ghost, then quickly leaving and reentering.
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Sorry for posting again, but this time it's about event flags and other things https://docs.google.com/spreadsheets/d/1zYLmhTzuoJj20F59IMrOObM3G8vSBPnw8na67ukxVCc/edit?usp=sharing Notes: All in EWRAM 012F66 - # of clues obtained; curiously this affects the clue displayed when you grab one; say if you edited it to 1, and grabbed the first clue. The game will hand you the 2nd clue instead. There are also flags for items regarding should they exist in the room (obtained or not) and another flag checking if you had grab them. As a consequence of the latter, even if you were to (for example) take a key or wrench from earlier and somehow not used it, it still won't let you use said tool in a later part. Same with clues, so it means I still have to physically obtain them, or else it will pretend I never owned it. The savefile does not save the stage you're on; only the room. So if you cheated/glitched to a room in a completely different stage and saved after a checkpoint, it will show up as the new stage. Edit: Also improved room 0x0E by 197 frames. I'm going to retry the first stage again. Oh, and I went and analyzed the room with the first stairs in room 0x11. Seems I'm unable to actually gain enough vertical speed to clip into it on the spots I am able to clip (by cheating the speed value), and when I do obtain enough speed I'm too far up the stairs. I'll say it's not possible to clip there for now. Edit2: Just so I won't forget to implement it this time, this is the fastest time I managed to slow down starting from a speed of 560
|    0,    0,    0,  100,...R.......|560
|    0,    0,    0,  100,...........|560
|    0,    0,    0,  100,...........|490
|    0,    0,    0,  100,..L........|428
|    0,    0,    0,  100,...........|304
|    0,    0,    0,  100,...........|266
|    0,    0,    0,  100,...........|232
|    0,    0,    0,  100,..L........|203
|    0,    0,    0,  100,...........|107
|    0,    0,    0,  100,...........|93
|    0,    0,    0,  100,..L........|81
|    0,    0,    0,  100,U..........|0
The speeds are the numbers at the far right. The "U" is me pressing UP to open a hidden door. The previous method I used was
|    0,    0,    0,  100,...R.......|560
|    0,    0,    0,  100,..L........|560
|    0,    0,    0,  100,..L........|420
|    0,    0,    0,  100,..L........|297
|    0,    0,    0,  100,..L........|189
|    0,    0,    0,  100,..L........|95
|    0,    0,    0,  100,...........|13
|    0,    0,    0,  100,...........|11
|    0,    0,    0,  100,...........|9
|    0,    0,    0,  100,...........|7
|    0,    0,    0,  100,...........|6
|    0,    0,    0,  100,...........|5
|    0,    0,    0,  100,...........|4
|    0,    0,    0,  100,...........|3
|    0,    0,    0,  100,...........|2
|    0,    0,    0,  100,U..........|1
|    0,    0,    0,  100,...........|0
Which takes 17 frames rather than 12 Edit 3: That method works even at the normal cap of 553, but it stops earlier. A somewhat comparable method for this speed would be
|    0,    0,    0,  100,..L........|-553
|    0,    0,    0,  100,...........|-553
|    0,    0,    0,  100,...........|-483
|    0,    0,    0,  100,...........|-422
|    0,    0,    0,  100,...........|-369
|    0,    0,    0,  100,...........|-322
|    0,    0,    0,  100,...R.......|-281
|    0,    0,    0,  100,...R.......|-175
|    0,    0,    0,  100,...R.......|-83
|    0,    0,    0,  100,...........|-2
|    0,    0,    0,  100,U..........|-1
|    0,    0,    0,  100,...........|0
Which is the same, but does not work at +/-560 speed.
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jlun2 wrote:
Edit2: I lost all frames gained due to worse luck @above. Might as well continue the current WIP. http://tasvideos.org/userfiles/info/31858569494485296 I'll post this here and continue from stage 2; Mainly the savings are from room 0x13, but rooms 0x11, 0xD, 0x15, 0x16, 0x15 and 0xD in that order all have minor savings due to stopping earlier to trigger dialouge/open locks sooner. That would've saved 100ish frames, but lost all due to bad ghost placement.
I managed to somehow find a way to get the ghosts to mostly cooperate, and I can finally continue on to the third stage. :) http://tasvideos.org/userfiles/info/34482197018426393 Also, I just accidentally cloned the music sheet: https://www.youtube.com/watch?v=OMdUU_9C8pg Edit: I tried changing some values. So it appears its not due to the note being loaded late, nor is it due to being damaged. Changing my Y position to 1.562485 and Y speed to -4096 while making my self invincible seems to trigger this dupe as well. Input file: https://drive.google.com/open?id=0B-2O13fpsnI4bnNzX3hEcWQ0bDA The input file has been extended to reach a 4th key item to showcase what happens. It crashes the game. Additionally, grabbing the extra sheet does not allow you to skip any of the other music sheets. Stage 3 done. Now 01:40.63 (6038 frames) ahead. Edit: 2 Nov done stage 4 finally. 01:49.12 (6547 frames) ahead now.
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I'm at the last stage, and I discovered that if pressing "A" at any point you have upward velocity without ever jumping (via glitch, or some other way) then you can slow yourself down, allowing you to fall sooner. This saves time in at least rooms; 0x11? on stage 1, the room with the 2nd clue in stage 2, and the room with the 2nd clue in stage 3. It doesn't sync with the current RNG, so just placing this here in case I ever redo the run. Edit: For future reference This section is extremely strict on the positioning. While the stairs clip works for both Scooby and Shaggy, if the speed and position of whomever you're trying to clip is off from the numbers shown by just a hundred or so, you get either ejected out of the stairs next frame, or get stuck. The format displayed is X, Y, Speed X, Speed Y.
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I'm still working on this run. I'm at the last 3 rooms before the boss. Just for future reference: The fire ghosts appear in 4 rooms: 0x5A, 0x55, 0x53, 0x54 then boss fight. I need to manipulate the into the sprinklers to make them vulnerable. I'm having trouble finding how their addresses move around, but it seems for the purpose of the TAS it is in the following, all in Combined WRAM: Room 0x5A 01B194 - X 01B198 - Y 01B19C - XSpeed Room 0x55 018BB0 - X1 018BB4 - Y1 018BB8 - XSpeed1 018D20 - X2 018D24 - Y2 018D28 - XSpeed2 018D5C - Ghost 2 is on fire; 0x60 means on fire and 0x1 means its not 018F54 - X3 018F58 - Y3 018F5C - XSpeed3 Room 0x53 017118 - X1 01711C - Y1 017120 - XSpeed1 017288 - X2 01728C - Y2 017290 - XSpeed2 016FA8 - X3 016FAC - Y3 016FB0 - XSpeed3 Room 0x54 017EF8 - X1 017EFC - Y1 017F00 - XSpeed1 017D88 - X2 017D8C - Y2 017D90 - XSpeed2 018068 - X3 01806C - Y3 018070 - XSpeed3 I hope to finish this run soon, but I'm having terrible luck for the last part.