I'm gonna level with y'all here. I have no idea what I did in this run.

Game objectives

  • Emulator used: BizHawk 2.7.0
  • Aims for fastest time
  • Abuses programming errors in the game
  • no seriously what was any of this

Quick Note

Just to clarify in advance in case it comes up: The RTA time of this run is 14:09.57. RTA runners include the full credits sequence in their runs, ending as soon as "END." fully appears on screen. No input is required during the credits, so it is excluded from the input file.

Brief Summary Of The Stuff I Understand

The game starts off with a weird dream sequence-y thing, where the initial three heroes are named and set up. They're generally referred to as the Protagonist, the Law Hero, and the Chaos Hero. The names I put in (Sonia, Ra, Kaosu) are just for fun, the only time wasted is the time it takes to enter them. Slightly more important is the stat allocations: I pump some specific stats to set up for the stuff I don't understand later. The stats might not actually matter too much in a TAS, but since all stats have to be allocated anyway, the worst case scenario is I lose an extremely small handful of frames pumping up the "wrong" stats.
I get attacked by a Gaki at the mall, or a Preta if you're more familiar with modern SMT, or "is that the one with the tiny penis" if you're nasty. After the "fight", I get an Attack Knife that I immediately sell three times using the shop glitch. Shop glitch is... Strange. I'll go into it a bit more later on. For now, just remember that it lets us sell infinite Attack Knives. I pick up some Headgear and heck off back home, I'm due for another weird dream sequence-y thing after all. In this one, I get to name the Heroine! Since "Ms. Not-Appearing-In-This-TAS" doesn't fit, I give her the usual "A" name and allocate all of her stats as quickly as possible.
It's time to wake up and take drugs from a stranger sitting in a park. They're so good that I astral project straight into a building. All of the movement during these dream sequence things is automatic, so that's why it looks slow and bad. At the end of this acid trip, we "fight" Douman for a single round. He's a boss slightly later in the game! "Slightly later" is too late for this run, though. Post-trip, we pick up a Hamaya and a Nyoizou from the Kaifuku, like normal people always do on Wednesday nights. Speaking of things that happened to me on Wednesday night, I get arrested and imprisoned after this.
Ra is picked up for the first time in the real world. He proceeds to slam jam a Hamaya (equivalent to Megido in later SMT games) down the first real boss's throat, and we leave the building. Back at the mall, we pick up Kaosu, because we're in dire need of a glitch to happen and he's the only one that can help us. After getting him, we sell a gun at the drug store and buy some curses from the secret menu. No, really. The "secret menu" is the shop glitch again. The glitch is weird in that it essentially gives every shop an extra item you can buy. Here, it's a Hikoubari, which I believe is akin to Mudo in later SMT games. I buy three of them, intending to put them to good use.
Outside, I dance around a bit to manipulate a specific enemy and a specific battle outcome. Namely, I use the Hikoubaris to kill off my party as quickly as possible by, I believe, reflecting them off of the Ghoul. Kaosu uses the Nyoizou before the Hikoubari, though. The Nyoizou is a Chaos-aligned insta-revive, which leads to...

Brief Summary Of The Stuff I Don't Understand

Kaosu is still dead, but is also alive, and the game doesn't really like that a whole lot. Going back into the mall, I open the menu, scroll down precisely 118 times, and for some reason we get thrown into another dimension. Navigating this dimension is finicky, you'll often run into errors and warps to different weird hell dimensions by going off the path. I want to get to a specific spot to scroll down 118 times again, which leads to a DIFFERENT hell dimension, but one where all I have to do is hold forward in order to beat the game. Law Ending achieved, completely legitimately.
You can probably tell this is just heavy optimization of the RTA route by now. I have genuinely no idea what I did, and any relevant explanation is going from originally being in Japanese, through Google Translate, to my eyes, into my head, and is coming back out as mostly screaming and bees flying out of my mouth. Basically, memory values get overwritten, it leads to weirdness. From what I can gather, the Headgear is what allows for the weird map OOB stuff by overwriting values used for the player's direction, and the actual map is affected by things like the Heroine's name, though these map changes are minor at best, and brute-forcing an "optimal" map from the Heroine's name would be so far out of my comfort zone that it's being welcomed in a neighboring universe.
I highly recommend this commentated RTA run from niconico_masaya, along with their SMT Lab site (link should go straight to the explanation of this glitch) for much better information about what happened, as long as you understand Japanese or are smarter than me (i.e, nearly all of you).

Other Comments

Some of you may remember that I attempted TASing a previous route for this game about a year ago, and progress on that was stalled by some insane RNG manipulation that I didn't understand at the time and continue to not understand to this day. Thankfully for my sanity, this "new" route (it's actually several months old and I just missed it until recently, shhhh) is not only much faster, but it removes that massive RNG barrier. The only RNG in the run is just from avoiding getting into encounters and manipulating the last battle to be as fast as possible. With the rest of the run being primarily text and basic movement, this was a short, fun, almost easy TAS to do.
Can it be improved? Almost certainly, but I can't really do that myself. I'm just going to remain here as an example that you can be both a complete idiot and an accomplished TASer at the same time.

Screenshot Suggestion - Frame 36257


Memory: Claiming for judging.
Memory: It's kinda hard for me to really verify optimization given this is an RPG in a language I don't speak, but from what I could tell it looks fine.
I didn't really understand much of the normal gameplay but the glitchy ending was cool. Though... how does breaking reality get you the LAW ending? That seems like the opposite of law. Atlus please release a new version of this game where this exact glitch and TAS gives you Chaos ending instead.
Accepting.

EZGames69: Processing...


TASVideoAgent
They/Them
Moderator
Joined: 8/3/2004
Posts: 15619
Location: 127.0.0.1
EZGames69
He/They
Publisher, Reviewer, Expert player (4467)
Joined: 5/29/2017
Posts: 2764
Did you have inspiration to make this after finishing SMT V?
[14:15] <feos> WinDOES what DOSn't 12:33:44 PM <Mothrayas> "I got an oof with my game!" Mothrayas Today at 12:22: <Colin> thank you for supporting noble causes such as my feet MemoryTAS Today at 11:55 AM: you wouldn't know beauty if it slapped you in the face with a giant fish [Today at 4:51 PM] Mothrayas: although if you like your own tweets that's the online equivalent of sniffing your own farts and probably tells a lot about you as a person MemoryTAS Today at 7:01 PM: But I exert big staff energy honestly lol Samsara Today at 1:20 PM: wouldn't ACE in a real life TAS just stand for Actually Cease Existing
Patashu
He/Him
Joined: 10/2/2005
Posts: 4045
Mmm, I love me a good glitch world. Yes vote! (Except I accidentally clicked 'show results', so pretend the number is 1 higher.)
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
Samsara
She/They
Senior Judge, Site Admin, Expert player (2240)
Joined: 11/13/2006
Posts: 2822
Location: Northern California
EZGames69 wrote:
Did you have inspiration to make this after finishing SMT V?
SMT5 got me thinking about TASing Megaten in general. I was looking into the DS games, remembered I had a stalled project for this game, checked the SRC page on a whim and found the new route.
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
warmCabin wrote:
You shouldn't need a degree in computer science to get into this hobby.
Editor, Skilled player (1441)
Joined: 3/31/2010
Posts: 2112
I'm thankful for the submission notes, because otherwise, I wouldn't have been able to understand a thing that's going on. That said, it was still pretty difficult for me to match the explanations in the submission notes against the on-screen gameplay because all of the text is in Japanese. This is where I think it would be very helpful to have subtitle commentary on top of the gameplay. I'm amazed how many JRPGs have game end glitches of some sort, and the payoff in this one was pretty good as well. Voting yes for entertainment.
fmp
He/Him
Active player (280)
Joined: 9/1/2018
Posts: 82
This is really cool. I've still not found the time or motivation to understand the glitch, but my original offer to you still stands. I've actually been making a lot of headway with my disassembly of this game recently and probably understand the text engine enough to get some precise details on what's happening, if it's desired.
fmp
He/Him
Active player (280)
Joined: 9/1/2018
Posts: 82
So I had a quick look at the TAS and tried to copy it so I could debug it and see what's going on. The computer translation of the linked explanation is poor, but it sounds pretty much like what I found myself, although, I think I can add a little more detail, and in non-computer English. $09FB is the max menu position. When you go to equip an item, I guess the game just assumes someone must be in your party, so it doesn't do any bounds checking. But because everyone is dead, your max selection is 0xFF. This is what allows you to scroll down really far. Scrolling down this far indexes you 118*2, or 0xEC bytes from address $0694, bringing you to $0780. A critical component in this glitch is that the 16-bit value at $0780 should be 0x0160 (i.e. you should have 1 of item 60, the headgear). I screwed up while following along with your TAS and somehow had 0 headgear in that slot, resulting in a crash. This value here is what gets stored to the character index at $0715. 0x160 corresponds to... well... no one. Each character is allotted 0x60 bytes. MC's index is 0x0000; Heroine's 0x0060; Law Hero 0x00C0; Chaos Hero 0x120. That means when we use this index, our base address is actually the Chaos Hero's luck bonus. Although, that luck bonus isn't what matters. What really matters is the last thing the Chaos Hero did, which was use the hikoubari. This set his action ($1058) to 0xD3, the item's ID. The next address ($1058) appears to hold the offset into the inventory of the item that was used. In my case, it was in slot 3, so I had 0x06. Your TAS had it in slot 2, so it had 0x04. Both of these values work. What happens next is that as you enter the equipment menu, the selected character's stats get drawn. This is currently garbage. When it goes to draw the luck stat, it reads out a really big number. Rather than argue with you about your supposed luck bonus of 1235, the game just agrees and tries to draw that many filled in green boxes. Therein lies the problem. The buffer used to draw these characters is only about 500 bytes long. The number of bytes used by your incredible luck is equal the actual value of your luck stat (each tile shows 2 points, but each tile also requires 2 bytes, so they cancel out). This means the buffer overflows really far and ends up writing the value 0x14C1 all over the place. It extends into your money, magnetite, and even your names at $0400 through $04FF. And later on, it messes with my underworld coordinates ($070C) and game progress flags ($07C0 through $07DF). Your TAS doesn't write that far, and I think that's important. Unfortunately, that's the limit of my current knowledge gained from disassembling this game. From some quick testing, the critical address to all of this is $0404, which is what causes the background scene to change, and probably other stuff.
Post subject: Movie published
TASVideoAgent
They/Them
Moderator
Joined: 8/3/2004
Posts: 15619
Location: 127.0.0.1
This movie has been published. The posts before this message apply to the submission, and posts after this message apply to the published movie. ---- [4601] SNES Shin Megami Tensei "game end glitch" by Samsara in 10:13.84