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Joined: 10/8/2013
Posts: 126
So, I figured out the warp rooms, finally, and this is probably information every TASer already knows. Basically, there's two flags: one to activate them at all, and one to activate the teleportation from one warp room to another. The first activation trigger is watching the Death cutscene at Clock Tower A, this allows you to use the warps rooms to change castles. The second activation trigger is picking up either Hint Card 3, or the Moon Armor, and this allows you to warp in-between the visited warp rooms, if you've already watched the Death cutscene at Clock Tower. While the second trigger may seem arbitrary, here's the thing: Hint Card 3 is in each and every warp room at Castle A, except for the one on Castle Top Floor, where it's replaced by the Moon Armor. For casual play, you'd most certainly grab the Hint Card when you first visit another warp room, at Sky Walkway. Another thing. Using the camera lock glitch and entering the Death fight from the wrong direction produces some interesting results. You can move during the cutscene, and pausing or bringing up the map highly screws up to the graphics during the cutscene. If you watch the cutscene, exit the fight, and re-enter, Death will not spawn at all, making it impossible to beat him at all. Beating Death's first form, and then exiting the fight during the second form produces the hardest of hardlocks, it flat out crashes the emulator... no idea what'd happen on an actual cartridge / console, but stuff like this might not be exactly healthy :P Oh yeah, I also noticed the zip many a TAS use from Marble Gallery A to Wailing Way B is actually doable in real time. This is pretty cool, considering now 0 Relic bad ending, and 1 relic good ending runs are possible (Lizard Tail is required for the good ending, cause Crushing Stone is needed to get MK's Bracelet).
Patashu
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Posts: 4043
ZX497 wrote:
Beating Death's first form, and then exiting the fight during the second form produces the hardest of hardlocks, it flat out crashes the emulator... no idea what'd happen on an actual cartridge / console, but stuff like this might not be exactly healthy :P
When you find crazy crashes like that, you have to make a note for them, because stuff that produces crazy/destructive behaviour is usually where ACE is found ;)
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
Joined: 10/8/2013
Posts: 126
Link to video This is pretty neat, lots of new stuff to try out. Also, turns I gotta redo my Max Map file altogether now, considering not only are there already a couple of spots where this can be used to obtain new squares, I also found a zip to the Furniture Room: if you zip inside the wall there, the cutscene that normally plays in that room stops the camera. What this does, is basically the exact same thing as the Maxim cutscene does for the File Select Warping: Juste just keeps on going off-screen. In this case, however, you can't cancel the cutscene, since the beginning of that cutscene is Juste walking forward, which he is unable to do, considering he's inside a wall going upwards at break-neck speed. But still, you can do this all the way to the top of the map, and then just save the game with the quick save feature, and bam, you got a whole bunch of new map. Also, any of the other cutscenes should work the same. There's very few cutscenes where Juste actually needs to walk at the start to a certain spot, so I'm thinking it'd be worth it trying to find some zips to trigger some cutscenes, since technically speaking, all of them could be used to teleport to a certain location, just like the Maxim cutscene for File Select warping. Oh yeah, if you have enough speed to out run the camera, things act just like with the Camera Lock glitch: stuff that is off-screen simply doesn't exist. EDIT: Apparently the moon physics are already known. Upon my rewatch of the All Furniture TAS by sksk1990, I noticed he uses this very glitch, quite prominently even... it just never stuck out as anything on my first watch, sometimes it's difficult to figure out the TAS shenanigans. Also, this now explains how the TAS is able to zip into the ceiling using the Griffin's Wing and the whip, and, well, it's not particularly difficult to do even in real time :P
Joined: 10/8/2013
Posts: 126
So, the Furniture Room zip is sort of interesting. If you wait till Juste goes completely off the map screen, and you then bring up the map, the map screen will be replaced with a bright blinking orange after a few seconds. If you then push select again, the emulator will crash. Also, after a certain while, your subweapon will seem to be unequipped by doing this zip, however, if you quick save and load the game, the subweapon will be back (so, basically it's a pseudo-unequip, like what happens when you trigger a cutscene or a boss door). After certain periods of time, if you do nothing, the game (or, again, the emulator) will crash, but you can skip these crash periods by either bringing up the map screen, or the pause menu. I have no idea what's actually going on, though.
Joined: 10/8/2013
Posts: 126
So here's the final piece of the 0 Relic Run. Link to video Didn't happen the way I expected it to, but this way you sure can get it. Basically, you'd have to save the 0 Relic File somewhere, temporarily collect some relics and stuff to get to the MK's Bracelet cutscene, trigger this glitch, reload the 0 Relic file and bam, we're in there. Also, considering you can technically obtain an infinite amount of MK's Bracelets like this, I wonder what'd happen if you'd overflow that value? It'd be a very tedious process, but hey, since Patashu mentioned arbitrary code execution, this might be something for it.
Fortranm
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Posts: 1121
Wow, you triggered the Simon ending during the MK's Bracelet cutscene? Does this count as finishing the game?
Joined: 10/8/2013
Posts: 126
It's debatable, I guess, personally I don't think it does. It's not any of the proper endings for Juste, which is how a run should end, and I dunno if you can count this as a Simon Boss Rush ending either, considering Simon isn't used, the ending doesn't even play properly, and whatever Boss Rush time you get from this isn't recorded. That said, the triggers for the actual endings should also be somewhere out there. Again, I wanna be able to zip using the cutscenes, cause those get you to places that are otherwise way out of reach.
Joined: 10/8/2013
Posts: 126
Link to video So, here's 50% of all available map, and a grand access to the flags. Unless a Credits Call is found here, I doubt this has speedrun use, but there's just so much to do it's a nice place to visit anyway.
Fortranm
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That's totally brain blowing. No wonder HoD is the shrunken-down version of SotN. Is AoS supposed to have similar glitches?
Joined: 10/8/2013
Posts: 126
Yes, Aria has something like this as well. 0HP glitch in Aria works like this trick: you're free to go OoB, area loading zones are disabled. So, I guess you would just have to find a fairly open area and do the 0HP glitch there.
Joined: 10/8/2013
Posts: 126
Also, uhh, the stuff I've found doing this (only a little bit of it is included in the video) is explained in the video description. It might actually be possible to achieve total control doing this, as you can modify your file name and other values, at least to a limited degree: if you could modify your file name, or some other memory value, to be a bootstrapper, and then execute that, that should do the trick.
Joined: 10/8/2013
Posts: 126
Here's something entirely different. Link to video Damage stacking / glitching is well-known, but I haven't seen Crushing Stone being used for it, let alone it being used to dupe Level Ups somehow. Oh yeah, it's worth mentioning, that this actually glitches the Fairy damage, if Crushing Stone is the first attack to hit the target... so, yeah, it's a ton of chained damage even at a low level. EDIT: Apparently it's possible to get multiple Level Ups against Death as well. It's only happened once, and I got just two sets of levels, from his first form.
Joined: 10/8/2013
Posts: 126
Right, so, every TAS I've seen (including gstick's current any% TAS) picks up the Soul Orb. Apparently the reason for this is, that somehow displaying the damage values causes the game to lag _less_... which makes absolutely no sense to me whatsoever. And even if it did, it'd have to amount to roughly 8 seconds of lag over the duration of the whole game to make up for the pick-up time, which also seems impossible. So, if there's someone there who's actually done some TASing for this game, could you please break this situation down for me a little bit? Soul Orb seems like something that should be avoided, and it feels like picking it up might be something that has just been taken for granted when TASing this game. EDIT: Apparently I understood it completely wrong. Soul Orb does lose time for a TAS, but picking it up has just been established as a common speed for entertainment tradeoff.
Joined: 10/8/2013
Posts: 126
Link to video Some useful memory corruption with the OoB stuff. This OoB area is also much easier to access than the other one.
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Joined: 11/23/2013
Posts: 2233
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Wow... So another Castlevania game can get corrupted. Really nice! Wonder how a TAS using this glitch would look like.
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Joined: 10/8/2013
Posts: 126
So a quick update. If you kill Talos with a damage glitch, it's possible to avoid getting multiple level up boxes, while still getting the glitched amount of Level Ups, by bringing up the map with the select-button on the frame in-between the Level Ups. This makes the game run although the Level Up box is still visible, so, Talos just dies repeatedly and you get the EXP without losing much time. For an All Bosses run, this might be a good trick.
Patashu
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Posts: 4043
Link to video Maxim any% 39.2 second real time WR set today
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
Joined: 10/8/2013
Posts: 126
Link to video This by itself is not very useful for a TAS, or anything else really, but it is a nice obscurity. Maybe there's a way to trigger the sprite limit somehow for other areas, and actually despawn something that'd be really useful. One thing that comes to mind, is perhaps doing a yet another unique Relic Skip, by preventing the Drac Chamber door from spawning... maybe by stacking candle drops by duping them or something.
Samsara
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Well, there it is. We've reached the logical conclusion of Castlevania glitching, where unexpected things happen as a result of literally just standing around doing nothing for a full minute. All these finds are awesome, by the way. The next generation of HoD TASes is going to be insane.
TASvideos Admin and acting Senior Judge 💙 Currently unable to dedicate a lot of time to the site, taking care of family. Now infrequently posting on Bluesky
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Joined: 10/8/2013
Posts: 126
I like to think of it as a homage to Simon's Quest, where unexpected things also happen as a result of you crouching for an extended period of time.
Fortranm
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BUMP Link to video This is probably done by using cheat code, but it really makes me wonder how are these two games stored in the same rom. Since it's now possible to do memory corruption in HoD, maybe it's possible to affect AoS somehow.
Sir_VG
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Either that or bad audio editing. Even the SFX are missing like 75% of the time.
Taking over the world, one game at a time. Currently TASing: Nothing
Fortranm
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Link to video Messed around with filed select warping in Double Pack. It turns out that in this version, the next room will be loaded regardless of the event. If you fall under the screen without opening menu, the bars at top-left corner will not be refilled, even though the menu screen shows you have full HP and MP. You can get past enemies like they don't exit. For some reasons, the control becomes frozen after walking left or right to a certain point. It reminds me a little of 0HP glitch in AoS.
Fortranm
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Tried to route for RTA. I thought using FSW to get to the bottom part of Castle A would be very helpful since this is a late game area and getting Griffin's Wing would pretty much allow you to get to anywhere in the Castle. Sadly, it doesn't work since you can't get on the platform shown in the picture. I was surprised that water doesn't help you jump at all in this game. It's possible to warp to the shop in Castle Treasury B, which is not far from Sylph Feather, from the entrance of Luminous Cavern A, but you will be blocked by the stone in the next room. BTW, what's the reason for the best ending run and the in bound run to beat Giant Bat? I thought this boss is totally optional.
hellagels
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Posts: 83
Location: Guangdong, China
Fortranm wrote:
BTW, what's the reason for the best ending run and the in bound run to beat Giant Bat? I thought this boss is totally optional.
Beat Giant Bat to get the access to the first room where the game starts, and Ancient Urn is in the upper room. Actually I found a route to collect Ancient Urn without beating Giant Bat. What is FSW?
Current projects: Castlevania - Order of Ecclesia (NDS)
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