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San Francisco, CA, USAzcanann1 year ago

Misc glitches with no real home.

These will also be posted to https://docs.google.com/spreadsheets/d/13PfbJgxfLsa89DvYtD2gSSSW8tC5XFlvUUTqPhOFo74/edit#gid=0

Pause a few frames after pressing buy or sell. The GBA will remain unpaused despite the GC pausing. See Merchant IGG for video.

Very slow. Use merchant pause glitch.

From here, we can sell an item multiple times. However, subsequent sales will only give 17 Gil for some reason. Also, this can cause inventory item count underflow, resulting in a broken inventory. Potentially fixable with wrong crafting or letter item overflow.

NOTE: Video inaccuracy -- subsequent sales only give 17 Gil per sale, making this a very slow form of IGG.

Using Merchant Pause Glitch, back out of the merchant menu entirely to glitch the merchant. Talking to this merchant again will lock the camera in place.

Discovered by O.D.W.

Using two characters (ideally merchant/tailor), have the tailor send home a potato to the non-Roland letter. The next letter should have 800 Gil that can be duped with letter item duping.

<Needs video>
San Francisco, CA, USAzcanann1 year ago

This is starting to get a bit information dense, so it's time to make a new thread.

We can equip inventory slots outside of normal inventory range to our command list slots. This gives us access to items that we do not technically have.

The way it works is:

  • Letter glitch to pause the gamecube while GBA is unpaused
  • Opening the artifacts menu while game is paused queues the artifact list load
  • Open command list. This instantly loads command list.
  • Unpause the game. Artifact memory overrides command list memory

We just need to collect artifacts that allow us to equip the "gil inventory slot"

#Gil Low Bytes Setups

  • Shuriken X Maneater X Double Axe
  • Ashura
  • Kaiser Knuckles X Flametongue
  • Ice Brand X Loaded Dice
  • Ogrekiller
  • Engetsurin
  • Sasuke Blade
  • Mjollnir
  • Masquerade
  • Murasame
  • Masamune
  • Gekkabijin
  • Onion Sword X Power Wristbands X Green Beret
  • Fang Charm
  • Twisted Headband X Heavy Armband
  • Giant's Glove X Dragon's Whisker
  • Mage Masher
  • Rune Staff
  • Book of Light
  • Sage's Staff
  • Wonder Wand
  • Rune Bell
  • Mage's Staff
  • Noah's Lute
  • Galatyn X Ultima Tome X Silver Bracer
  • Cat's Bell
  • Faerie Ring X Winged Cap
  • Candy Ring X Kris
  • Red Slippers
  • Dark Matter
  • Gold Hairpin
  • Taotie Morif
  • Ribbon
  • Main Gauche
  • Chicken Knife
  • Save the Queen
  • Drill X Buckler X Silver Spectacles
  • Sparkling Bracer
  • Black Hood X Arai Helm
  • Elven Mantle X Wonder Bangle
  • Protection Ring
  • Aegis
  • Rat's Tail
  • Teddy Bear
  • Moogle Pocket
  • Chocobo Pocket
  • Gobbie Pocket
  • Ultimate Pocket
  • Fire Ring X Blizzard Ring X Thunder Ring
  • Cure Ring
  • Life Ring X Earth Pendant
  • Moon Pendant X Star Pendant
  • Sun Pendant

X Shuriken (River Belle Path Y1)

  • Maneater X Double Axe (Goblin Wall Y2)
  • Ashura
  • Kaiser Knuckles X Flametongue (Manor Y2)
  • Ice Brand X Loaded Dice (Mines of Cath 1)
  • Ogrekiller
  • Engetsurin
  • Sasuke Blade
  • Mjollnir
  • Masquerade
  • Murasame
  • Masamune
  • Gekkabijin

X Onion Sword

  • Power Wristbands X Green Beret
  • Fang Charm
  • Twisted Headband X Heavy Armband
  • Giant's Glove X Dragon's Whisker
  • Mage Masher
  • Rune Staff
  • Book of Light
  • Sage's Staff
  • Wonder Wand
  • Rune Bell
  • Mage's Staff
  • Noah's Lute

X Galatyn

  • Ultima Tome X Silver Bracer
  • Cat's Bell
  • Faerie Ring X Winged Cap
  • Candy Ring X Kris
  • Red Slippers
  • Dark Matter
  • Gold Hairpin
  • Taotie Morif
  • Ribbon
  • Main Gauche
  • Chicken Knife
  • Save the Queen

X Drill

  • Buckler X Silver Spectacles
  • Sparkling Bracer
  • Black Hood X Arai Helm
  • Elven Mantle X Wonder Bangle
  • Protection Ring
  • Aegis
  • Rat's Tail
  • Teddy Bear
  • Moogle Pocket
  • Chocobo Pocket
  • Gobbie Pocket
  • Ultimate Pocket

Option E) X Fire Ring

  • Blizzard Ring X Thunder Ring
  • Cure Ring
  • Life Ring X Earth Pendant
  • Moon Pendant X Star Pendant
  • Sun Pendant
San Francisco, CA, USAzcanann1 year ago

Tool for finding setups: https://github.com/zcanann/FFCC-GES-Viewer/releases

Memory editing software: https://github.com/Squalr/Squalr/releases

Squalr files for FFCC: https://github.com/zcanann/FFCC-Tables (Download zip, extract to C:\Users{USER_NAME}\Documents\Squalr)

#GES Visualizer Tutorial

#Wrong Craft Visualizer Tutorial <Coming eventually>

Each item can be considered a recipe, even items that are not actually recipes. Refer to the chart in the GES-Visualizer tool for the recipe craft list. The crafted item depends on the tribe of the player.

##Clavat (M/F) Lizard Weapon Setup: Version: EN/PAL/JP?*

  • For some reason in my testing, JP didn't work, but it should have...

Version: JP/EN/PAL Profession: Merchant

Version: JP/EN/PAL*

  • PAL will only craft twice, making Defender instead, giving 70 strength Profession: Merchant, [Tailor or Blacksmith]

Note: Can be done on 1 GBA if making characters 1 at a time.

San Francisco, CA, USAzcanann1 year ago

New thread idea, I think it'd be good to highlight glitches that we can't reproduce, or that are good candidates for glitch-hunting.

As always, if you have any to add to this, please do.

I probably won't be glitch-hunting this game much anymore, so if anybody else picks up this game, these would be good places to start.

Using Rena's map viewer, the trigger to load this room seems perfectly normal. I can't see any good reason why this room would fail to load.

This apparently has happened to Usiko once before too.

For 100%, BMC, and SF categories, a way to skip the high top gate would be awesome.

There are two leads:

  • Swim under the gate with a dino damage flip + grubtub dismount glitch. This doesn't work because Fox can't hit triggers while in the dismount state (unless we use SRM like in void travel routes...)

  • Firefly skip. If we can induce a cutscene void, we could void walk under the map, then hit the save trigger passed the gate, then do a FireFly discovery cutscene cancel to fix the game and save/quit/reload passed the gate.

Technically, this already works with insane ESW strats to cause a cutscene void from the Arwing due to Tricky not in the party. However, this will soft-lock after the High Top gate since we no longer have Tricky.

In BMC, TAS can skip Freeze Blast entirely by using Ground Quake hovers to bypass the flames in K5 instead. This is the only required use of Freeze Blast.

If there was an RTA way to quickly bypass these flames, it would save substantial time.

This trick sucks and makes going for WR too reset heavy. One possible lead that Dark-X-Rane suggested is to try doing the trick on PAL to see if the 50 FPS makes the trick more consistent.

Cam-Lock is simply not understood. Usually it only works on map boundaries, but there is an exception to this that allows skipping the Belina Te cutscene, despite Fox being on the same map.

Also, Cam-Lock does not allow for QES2 after SS4 is placed in BMC if the file is loaded from a save, however it works fine in a full run.

A better understanding of cam-lock could help find new skips.

In certain layers of TTH, we can use the detexturing glitch, then quit to keep the Arwing and some objects permanently detextured until a full console reset.

Also, sometimes when doing K4E, TTH will remain detextured. It would be great to have a better understanding of what causes this.

josejavier1158 curtiram isso
San Francisco, CA, USAzcanann2 years ago

This glitch seemed important enough for it's own thread.

Using the camera-lock glitch, we can bypass many triggers in the game.

So far, we can bypass MM Pass door, and Ground Quake door.

This could result in a drastic re-route of all major categories (except for K5E route), if we can find more bypassable triggers.

If we can figure out how to do this in Krazoa Palace, K6E might be viable...

Successful:

  • FireGem door skip
  • RTA viable Ground Quake Early
  • Moon Mountain Pass Door Skip

Unlikely:

  • K4E without airswim
  • K6E if we can bypass cage loading, but keep warp loading

Failed (at least for me):

  • HighTop door skip
  • New versions of Cape Claw Early
  • SS1 Door Skip (Freeze Blast Early)
  • Easier DIME
  • Ocean Force Point Temple puzzle skips (exterior and interior)
  • Gold Bar Skip (not an issue, we have another strat)

=================

ORIGINAL Camera-Lock Post:

This is also a Kazooie discovery, but I do not think the glitch was fully understood. I have learned a bit more about the mechanics.

Frame perfect climb + Tricky Feed causes camera to glitch. Then you can move the camera OOB, and return it back in-bounds.

This allows us to set up something similar to Memory Leak, I think. Feeding Tricky after camera is OOB will lock camera in place.

In this video, we were able to unload the LFV trees due to camera lock:

Also, it appears that this effect can transfer over to other files

Additional Info:

  • L-Target cancels the camera-lock
  • For some reason, if you go too far from the original glitch source, the glitch stops working. I think the original map (TTH in this video) needs to be loaded, but the game only keeps 2 maps loaded at a time
  • If you try to cross map boundaries, you soft-lock in the void
  • Zooming is disabled entirely while camera-lock is on

I am very curious to see what other props we can unload with this trick...

San Francisco, CA, USAzcanann2 years ago

Edit: Found a simple solution using FireBlast. See Post #6. Edit: Found a semi-reliable RTA setup. See my final post.

When doing the Ice Mountain bike glitch, we can Fuel Cell dismount and ride the bike out of bounds. In other words, we can manipulate the X/Y/Z coordinates.

Then, once we zoom, the bike is unloaded, but we retain a stale reference to the bike. New allocations can overwrite the bike memory, allowing us to change the stale reference coordinates.

When void traveling to K5, if we manipulate the real bike coordinates and stale bike coordinates to intersect the ESW trigger, then we can activate the ESW and collect K5E.

We will need to figure out how to manipulate 3 valid float values. There are many techniques to manipulate these. We just need something reliable.

In v1.0, the size of the ESW trigger is roughly: X: 803428F8 offsets 908, 18 => between 15933.0f and 16069.0f Y: 803428F8 offsets 908, 1C => between -26.0f and 110.0f Z: 803428F8 offsets 908, 20 => roughly -13186.0f (TODO)

Here is my Dolphin Memory Engine file: https://drive.google.com/file/d/1eQZFBNSMYiD0GszC-tmSjb4WFnlWGvjE/view?usp=sharing

We can set these values in the following ways:

  • We can set 2 out of 3 of these values (X and Z) using the bike. Just ride to the correct coordinates, then swim OOB as Fox to lock the values in place.
  • Sometimes, these values can change when unloading/reloading the IM map
  • Sometimes, these values can change when loading/reloading the K5 map
  • Sometimes, these values can change when hitting triggers in the K5 map, or facing the camera certain ways.
  • Sometimes, these values can change from pausing
  • Sometimes, these values can change on the death menu

In this video, I only used hacks to change the X coordinate to intersect the ESW plane, we need to find a way to do this with luck or manipulations.

In this video, I got 2 out of 3 coordinates set by flying the bike before Zooming as Fox:

josejavier1158 curtiram isso
San Francisco, CA, USAzcanann2 years ago

By performing an ESW to DR on a file without Tricky, the Arwing cutscene voids and we can void walk passed the gate. We then can use an OOB FireFly to recover from the void, and save/quit.

This gets us passed the gate, but now we lack Tricky, and normal ESW techniques seem to be failing in this area.

If we can find a way to make this work, up to 9m can be saved (minus setup costs). Also, 3-file run might become viable.

EarthWalker Skip: Cannot be done alone. ESW trigger in HighTop room is too high.

EartherWalker+HighTop Skip: Also has problems. After reviving by gate, we cannot move forward without hitting the save trigger again. This means we cannot die on this file.

If using a 3rd file to die, for some reason DR save location is not stored. Even if you open DR file, and immediately save/quit.

==================

Other ideas I want to try:

  • (Edit: Nope. Tricky not required, duh). Barrel cutscene void in MM Pass. Fuel Cell Recover. Go OOB up the left-hand side, resulting in an MM Pass Key skip.
  • (Edit: Nope. Triggers impossible to hit without falling far). Walled City Arwing void. See if we can hit loading triggers for Moon/Sun Stone. Then hit ESW trigger. Then void out in pit.
  • Ocean Point link map water block puzzle void (hit switch). Recover from electrocution trigger. Doesn't really skip that much if it works.
San Francisco, CA, USAzcanann2 years ago

By holding control stick and alternating Roll and Shield every frame, Fox can hover.

I think this works by slowing his fall speed. It eventually gets canceled if Fox goes too far, or if Fox has nothing under him.

This cannot be used to cross gaps. Once the game recognizes there is no ground below Fox, a fall animation plays.

Here is another example. We can get pretty far, but not far enough. In this video I do a pattern of 2 frames of rolling, 1 frame of shielding.

And another example over solid land. Eventually the game forces Fox to fall:

This cannot be used to skip GQ for K5 I think, Fox starts to fall when he is not above ground anymore. But it might reduce the # of ground quakes needed.

San Francisco, CA, USAzcanann2 years ago

Edit: It looks like this trick ended up being useful for TAS, which can now save 2.5 hours through use of Void Traveling + a Stale Bike Warp

If Fox is mounted, he can bypass void-outs. This means we can get from Dark Ice Mines to Dragon Rock in 8 minutes, but we can't get anything meaningful to load.

Note: Using this method, we can only load exactly 1 untextured zone before zones stop loading altogether.

Method 1) Mammoth swim

We can get OOB with both mammoths in v1.0. We might be able to get OOB with the first mammoth in v1.1, but nobody has confirmed this.

Method 2) Bike fall

2:50 - ThornTail cutscene 3:40 - Intro BattleShip scene

============================

Differences in mammoth vs bike:

  • Mammoth unloads when leaving DIM, which is why we are forced to swim. While "detached" from mounts, Fox cannot hit loading triggers, which is why we can't make progress in Dragon Rock
  • The bike can load things, but is far below the map, which sucks. If we could gain considerable height, we could land on Dragon Rock and save a lot of time.

============================

We can potentially travel to anywhere in Grid 0, -1, or -2. Unfortunately, we will lose too much height so we cannot land on solid ground I think.

The goal is to either:

  1. Find a way to land in Dragon Rock on Grid 0. This is close, and slightly below Dark Ice Mines.
  2. Find a zone-wide trigger we can hit. Is there somewhere we can go that will set a useful game progression flag? (Then we can just save/quit)

https://cdn.discordapp.com/attachments/141969068956712960/804513208219861052/map.png

To limit what I post in this thread, most void exploration videos will be put in https://www.youtube.com/playlist?list=PLnxeygDu0pisfCh_dGm7Lt5DYcHNMheIz

josejavier1158 curtiram isso
San Francisco, CA, USAzcanann3 years ago

I just need a place to dump glitches I find. Feel free to post here too.

Here is a playlist where I'm putting all of my SFA glitch videos ()

===============================

If we can figure out how to get OOB with Mammoth #1, we can save time on the TAS route by skipping cannon / Blow Horn. I was able to do it with speed hack AR codes, but I have not been able to do it normally.

Edit: This is also possible! See post #10

===============================

I've also been attempting to find a DIM #1 => DIM #2 sequence break. Nothing promising yet.

Edit: I figured it out! See post #7 below.

It may be possible if we can: A ) Avoid losing tricky during DIM #1, OR have rescued him from prison. We need him for Galdon [1]. B ) Hit the DIM Link map loading triggers C ) Hit the DIM #2 loading triggers D ) Drop down from the cutscene area. Requires avoiding the cutscene, or have previously triggered it (ie with an ESW setup), and being OOB. [2]

[1] Interestingly, the game will give you Tricky for the Galdon fight even if he is still imprisoned. However, the game will soft-lock in the cutscenes after defeating Galdon. Edit: My understanding was wrong. Triggering the speeder end cutscene without rescuing Tricky causes the soft-lock. [2] We can pre-trigger the cutscene by freeing tricky and ESW'ing back to mammoth post #3.

Here is an attempt that satisfies A/B, but not C/D. Builds on one of BvqR's videos (AR code used for speedhack again).

Ways to dismount:

  • Feeding Tricky a GrubTub
  • Item discovery
  • Colliding with a climbable ledge. This is possible in DIM #1 outside the second cog room on the wood platforms (note: Fox cannot hit anything with his staff if dismounted this way)
  • Interacting with an object, ie using a cannon.
  • Triggering a cutscene.

Only the mammoth can hit loading triggers. It is possible to unload the mammoth we are riding / detached from. Unloading the mount while riding it = crash. Triggering a dismount while the mount is unloaded = crash.

San Francisco, CA, USAzcanann3 years ago

R/ESW was banned because it was basically New Game+. However, on an empty memory card, it does not make sense to ban it. Unbanning it would better capture the spirit of Any%.

This will not ruin the category. If my timing is correct, it could only reduce the WR by up to 8 minutes with current discoveries. Also, it will make glitch hunting this game fun again. So many more ideas and theories are possible now.

Edit: Due to the WC2 soft-lock, the save might be something comical like 1m, or it may even be worse. This discussion will need to be revisited when/if we make a breakthrough.

I'm proposing the following rules:

  • No setup files allowed. All runs must start with all 3 save slots empty.
  • No use of built in cheat codes.
  • No use of Turbo controllers or controller mods.

K4 early is possible with a Turbo controller. If runners prefer this route, we could discuss this as a category split, but most communities ban these since it is technically "tool assisted" and prohibitive to new runners.

Dark-X-rane curtiram isso
San Francisco, CA, USAzcanann3 years ago

Some cutscenes, when done at the wrong time, cause Fox to void out. For example, doing Cape Claw before obtaining Tricky = void out and a soft-lock. I noticed however that Fox doesn't necessarily fall forever. Using zooms, it is possible to lock Fox's Y position in place.

The game is in a glitched state where it is impossible to save, use abilities, or collide with terrain/water. But it is possible to recover from this state!

Here is an example of this glitch in Cape Claw before rescuing Tricky:

Here is how I was able to somewhat recover from this state by collecting a Fuel Cell:

The exciting part is that there are 2 Fuel Cells in the K4 cage, and we can void out on the cutscene for killing the 3x SharpClaw nearby!

Here is my K4 attempt: I can't seem to keep enough height to get into the cage. I tried using hacks to get the Fuel cell, but it didn't work the same way it did in Cape Claw:

Maybe we need a different cutscene to void out on, or a different setup?

=========================

How I was able to recover:

  • Finding a Fuel Cell in the Cape Claw Well.
  • Activating Slippy's cold water dialog (used hacks). This also triggered the Tricky dialog that was supposed to play after the 3x SharpClaw die. After the cutscenes played, I regained control.

=========================

How to lock Fox's Y position using zooms after a cutscene void out:

  • If Fox is above ground, the zoom will do nothing
  • If Fox is below the terrain, the zoom might freeze Fox's Y position. I haven't figured this part out entirely. The lower Fox is, the better the odds.
  • You must also be moving for it to work. Zooming while movement is neutral does not seem to freeze the position.
  • Moving to new parts of the map might make Fox fall again. You will need to zoom again.

=========================

KNOWN CUTSCENE VOID-OUTS

  • Cape Claw Early before getting Tricky.
  • Ice mountain (From a DIM setup) before getting Tricky.
  • Attempt DIME without Tricky. Talking to Garunde Te = void out. This can be canceled with a cutscene overlap of collecting a mana crystal if you can get a SharpClaw to load, but then hitting the FrostWeed tree will crash the game.
  • Perform a DIME setup, but backtrack to Thorntail Hallow. Open the gate that normally gets opened after finding Tricky.
  • Do a DIME setup with a low swim -- swim directly for SnowHorn wastes, no need to hit sewer loading triggers. Move the camera into SnowHorn wastes. Swim back to ThornTail, and the Queen will be in the GrubTub dialog introduction state causing a void out. (No need to activate the gate cutscene first for this to work)
  • LightFoot Village -- I forgot the setup for this.
  • ESW cutscene void outs aren't well documented.

=========================

K4 ATTEMPTS I'VE TRIED:

  • Normal navigation with void walking. I can't ever keep enough height.
  • Talking to mammoth before voidout
  • Item discovery prompts before voidout
  • Moving the iceblock (required ESW to setup) before voidout
  • Lifting boulders before voidout
  • Dying when killing last SharpClaw (It didn't seem to save the last kill)
San Francisco, CA, USAzcanann3 years ago

Edit: The original post had issues due to a WC2 soft-lock, but due to new ESW discoveries, this is viable again. Even more viable now that K4 Early works.

We can save significant time by running the game with two files, and using ESW to warp between them.

Here is the PDF route https://www.speedrun.com/sfa/guide/m3cys

Edit: The final ESW causes a soft-lock, so this video is no longer valid and doesn't save time. Just keeping it here for historical reasons.

NOTES:

  1. K3 early and DIM can be done in either order. Perhaps just do whichever is easiest to choke first -- Test of Fear vs Seam skip.
  2. Getting Freeze Blast later is now possible (during SS3 turn in), but doing so loses time. This is because you MUST open both SS1 doors & flame the grates. Skipping any of these results in a soft-lock when placing SS3.
  3. Skipping SS2 does not seem to be possible. The SS4 warp pad does not fully load until after SS2 is placed.
  4. It may be possible to skip the water block puzzle entirely if we can swim past it. I couldn't find any setups. Swimming around it results in void outs, and there is no wiggle room.
  5. If we find a way to swim into the temple, we can skip the first RNG puzzle. Unfortunately, it would only skip the SS2 version of the puzzle.
  6. Approaching the water block puzzle from behind opens the gate if it is closed

Cape Claw OOB navigation tips:

  • The right side of the mouth (when facing statue) seems easier to set up the air swim. Do not go too far in or you will clip inside and get stuck.
  • You can gain height before the puzzle room as long as Cape Claw is loaded instead of the puzzle map
  • It is much easier to navigate the west side of Cape Claw (side shown in video). Less potential void outs. It is also easier to set up the camera for gaining height in the water block puzzle.
  • Be VERY careful how you clip into the puzzle room. You want to approach the climbable ledge from the left side. Otherwise, Tricky will spawn below, and you will lose time because you will have to raise the water.
JubJub62, Dark-X-rane, e BvqRzxi5 curtiu isso
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