Dragon View is an under-appreciated RPG for the SNES, allegedly a prequel to the original Drakkhen though it bears no resemblance in gameplay. You play as Alex on a quest to save your girlfriend Katarina and recover the Prime Orb from the evil Giza. I don't do any of that though, thanks to a glitch that skips you straight to the ending from roughly halfway through.
At least, half of the ending. This glitch is different from the one that has been documented before - and it screws up the cutscene following the credits so you end up stuck. It IS possible to glitch to the credits and have them play to the end, I just didn't get it this time....

Game objectives

  • Emulator used: Bizhawk v1.5.2
  • Aims to achieve the Wrong Warp glitch as quickly as possible

Comments

The Glitch

My original goal was to recreate the wrong warp glitch originally encountered by PJDiCesare (seen here) as quickly as possible. Upon completing my first TAS attempt I found that the glitch did not occur the same way for me as I'd been told it would, and after days of experimentation I was unable to achieve the wrong warp at all.
The glitch occurs whenever you reach the end of Ortah temple without saving and loading your game, since when you defeat Piercia in the Storehouse a “7F” is written to 7E9BAA that isn't restored after loading. This address is accessed as soon as you try to advance past the first text that appears in the cutscene, and when the 7F is there it triggers a series of loops that scramble massive regions of RAM. At this point it will usually crash almost immediately or end up in a seemingly infinite loop of a sound effect that sounds like mocking laughter (at least when you've been hearing it for months). The exact cause of the occasional warp to the ending isn't certain but it seems to occur when the loops complete successfully.
The value at 7EBB37, which is related to the animation of the torches flickering in the background, runs continuously from $00 to $16 at the moment before triggering the glitch and influences its progression, giving 23 possible “endings” for each playthrough up to that point. Based on my personal observation either several of these will lead to the warp or none will.
The most frustrating part of this TAS was doing it on Bizhawk. As much as it's a great emulator in some ways it doesn't take kindly to testing this glitch. To really test it you have to just run the game until it warps or crashes or ends up in a loop, since the warp can look different along the way. Snes9x handles this fine and you just load savestate but Bizhawk crashes entirely when it doesn't work, which also leaves a process running that consumes a whole processor core and has to be ended manually, so it's time-consuming to do that 23 times for every little change.

The Run

This recording is my third complete attempt at a TAS of this glitch (I think), though each attempt involved many different branches at various points to change specific variables. This is also one of the slowest attempts, because it includes several deliberate wastes of time in an attempt to recreate certain conditions from the only run I had observed to warp so far. These include:
  • Shopping in Hujia after getting the dragon scales. The potion isn't needed and taking the warp star back is probably faster.
  • Going down after the boss of the Ice Fortress for the “Crystal”
  • Not fighting the “gold sandworm” on the 7th outside encounter (which is optimal so far as I know) – this consumes a very large amount of time but I have yet to experience a warp after fighting it on the 7th battle. This movie recreates the exact sequence of fights from the last known warp run.
  • Walking down and back up in Miraj. At one point during testing it was determined that 7EBB46 was involved in the glitch and different between a warping and non-warping savestate. I found that it's written as you walk down between two screens of a town, saving your horizontal position. In the warping savestate the value was 48, which corresponds to the right side of the left-most opening in Miraj.
But there's more wasted time throughout, especially toward the end. The run as a whole is certainly not even close to optimal, but given the amount of time it has taken just to get this far I'm opting to submit what I have rather than hope to do better anytime soon. I'd already started my next attempt before accidentally making this one work and I still plan to beat this time with it.

Other comments

In a few places I have some fun with frame-perfect movement when there's time to stand around. It is interesting to note that when alternately holding left and right for three frames each Alex will remain in his turning posture indefinitely, and if you do this while running on ice he will just slide like that and even bounce off walls if you're lucky. You can see this during the downtime in the Ice Fortress boss fight. Also important for saving frames is that it only takes time to turn around if you're moving sideways or down, if you're moving up you flip instantly.
Finally I'd like to thank PJDiCesare and Omnigamer for basically everything I know about this glitch.

Solarplex: Added Temp Encode.
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Post subject: Movie published
TASVideoAgent
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This movie has been published. The posts before this message apply to the submission, and posts after this message apply to the published movie. ---- [2637] SNES Dragon View "game end glitch" by Khaz in 1:01:01.92
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This might easily win the prize for "Longest TAS in category 'game end glitch'" :-)
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Joined: 6/17/2006
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May I ask why this movie got published? The ending screen never shows up and the movie ends on an infinite cutscene earlier in the ending sequence than expected. I thought beating the game was a requirement? I know past decisions aren't a good reference, but I just wanted to point out that #3903: Masterjun & FractalFusion's GBC Pokémon: Yellow Version "save glitch" in 01:10.47 was rejected on the same grounds. What's different then and now?
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If you want my personal reasoning (I know it's not what you asked for): This glitch is very difficult to reproduce. I've been working on this one TAS for almost a year now, I've had to do it over several times and I still have a few completed attempts sitting around that were faster than this but that I could not make "warp" at all no matter how I tried. The number of variables involved is essentially "all of them" - I have no way of predicting my probability of success. My only hope so far is brute force repetition. I know there are standards to be upheld but in my humble opinion I consider this to be an unusual exception. Even if I keep working steadily it could take me months to produce a single proper game end glitch on Bizhawk, let alone one that's faster than this. I think it is better to have this serve as a baseline and a record of the glitch than to have nothing at all. If you think it's a bad run I completely agree with you - I've discovered new optimizations since recording, I hesitated to upload it at all and I sincerely hope I or someone else will obsolete it soon because I'm sure it could be around five minutes faster in theory. As far as I know though, I'm the only one working on this right now and I can't be certain my motivation is going to last much longer. I just don't want this game and its epic glitch to go overlooked.
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If a movie that produces the ending properly is submitted, even if it's slower, it should obsolete this. The main purpose of publishing this movie is thus to draw attention to 'hey, you can do a really cool game ending glitch in this game, check it out' basically.
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For what it's worth, the ending did play out normally when this occurred on console.
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The game did end, but it seems to have some post-completion crap afterwards too. Does the player have control during that or not? The scene there is different between the normal play and the run. In the run, it starts from here: https://www.youtube.com/watch?v=xP6hCY4dqBE#t=1468 and the character is just stuck before the obstacle. The point is, the game is not required to act exactly as normal after a glitched ending. It must run basic routines, but some of them can be internally glitched too, like trying to save, but having some corrupted variables that don't let it save. So it runs them, but they are glitched: after the credits we see something is broken, but it does happen.
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Player (54)
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feos wrote:
The game did end, but it seems to have some post-completion crap afterwards too. Does the player have control during that or not?
I can confirm you do not have any control during that ending cutscene after the credits.
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Then why in the video the guy passes that obstacle your guys doesn't? Also, do you confirm that the scene after the credits roll is different from normal?
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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I hadn't even noticed originally but yes, immediately following the credits you're supposed to arrive in Hujia like the link you posted does at 19:51. In my video, you wind up in Rysis, the wrong town altogether. I believe the ending cutscene is trying to play at this point but you're just stuck for whatever reason. I notice that Damme and mister nameless are standing there in town in my run when they're not supposed to be during that ending cutscene. In fact they're never supposed to appear in that spot that I'm aware of. Possibly during a later stage of the game when people in all the towns become ill but I'd have to check. Here's a comparison: http://www.mediafire.com/convkey/57ae/7f3pslzyy7898qxfg.jpg?size_id=8 So far as I can tell the one on the bottom right is the only time that nameless guy next to Damme normally appears, and even then he's facing the other way. Obviously the memory got corrupted in a way that broke the cutscene, but unfortunately I can't say anything more than that conclusively. EDIT: I keep saying stupid things because I don't go check first. Damme and the other guy are normally standing in that glitch ending spot anytime you go back to Rysis, they're only NOT there during the beginning. Oh yeah and the other guy's name is "Cyath".
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I think the problem is that "beating the game" is not well-defined by itself. Personally, I consider reaching the end of the ending sequence to be a requirement. It doesn't here. Whether this criteria should be a requirement is up for the staff to decide, of course. Based on the past decision I mentioned however, I thought this criteria was indeed required, so I'm a bit confused here. I just wanted some clarification on the matter.
Patashu wrote:
If a movie that produces the ending properly is submitted, even if it's slower, it should obsolete this. The main purpose of publishing this movie is thus to draw attention to 'hey, you can do a really cool game ending glitch in this game, check it out' basically.
This, however, I completely disagree with. As long as the rule "the movie must be complete" stands, that argument is irrelevant. Not to mention that any normal speedrun would obsolete this movie based on this logic.
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The game divides the ending into 2 parts: credits where the gameplay ends, and the ending screen itself. The devs decided to separate them by an automated cutscene. This cutscene appears to be glitched and doesn't lead to the ending screen. But that doesn't mean the gameplay is still running, right? We alow such amount of glitchiness. However this particular game has a special situation, since it divides the ending. But I still think that we shouldn't insist on reaching the ending 100% true to the normal one. As I said, the game tries to run the ending, but fails to do it equally to normal. Gameplay still reaches the end.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.