Forum posts

Forum: Xenogears

Thread: Pingval's Save glitch can be performed on the US version of Xenogears

Started by: KrayzarKrayzar

I've known for a while that the early fat PS2s couldn't achieve a lot of the same save glitches and hacking using RPG Maker as their slim counterparts, but I wasn't exactly sure if it came down to just differences in copying the save header or not. Decided to test that in a fun run of Xenogears (JPN) last weekend, and it turns out it is down to differences in the copy functionality on the PS2 PlayStation driver version.

Since I don't have access to Japanese Slim, I used one of my US 79ks to do the copying part, and it worked perfectly! It really is simply a function of the PS driver on the Fat models as I suspected:

Pretty interesting. It kinda looks like it writes the header at a totally different point in the save if you look at it in a hex editor.

 

Forum: Darkstalkers 3

Thread: How do I teach the configuration of my emulator?

Started by: monkeyfreak230monkeyfreak230

(edited: )

Hi there!

You seem to be using the Japanese ROM so, you would need to go to the Diagnostic menu (Defualt key is F2). From there, select option 7, then select option 2, and you should be at the settings screen. From there, your settings should look like this screenshot:

https://cdn.discordapp.com/attachments/783062869045542993/783062929373134848/unknown.png

Let me know if you have any questions!

Edit: Oh one thing I forgot to mention, you can set the Turbo to up to 3 if you want!

monkeyfreak230monkeyfreak230 likes this. 

Forum: Nintendo World Championships 1990

Thread: I'm out

Started by: AriesFireTigerAriesFireTiger

@GietieGietie
1. The creator of a leaderboard is not a king. They are community representative. A moderator is beholden to that community, speaking as some one who moderates lots of boards. If folks want a category that's sensible, I add it.
2. There already was someone who submitted this to SRC. At the time their application was rejected because NWC was considered trivial. It's frankly a slap in the face by the content moderation team on SRC that a run WITHOUT Tetris was accepted for submission. That's not anyone here's fault though, that's on SRC staff.

AriesFireTigerAriesFireTiger, JSR_JSR_ and dlloyd10dlloyd10 like this. 

Forum: Ogre Battle: The March of the Black Queen

Thread: PSX Save Hacking / Visualization

Started by: KrayzarKrayzar

I've been taking a look at SNES as well, and I'm pretty sure that the save process is too quick to be useful. If I had to guess, it only takes it a frame to actually save. 5+ frames seems to always result in the same data being written if you take a look at the SRM written in a hex editor. Can't say for sure - a further along game might take longer, but it doesn't look promising if we have to rely on late game saves to do anything.

Perhaps the Nintendo Power version's in game saves are different though.

Here's a tutorial for taking a look at SRM files:

NewSchoolBoxerNewSchoolBoxer likes this. 

Forum: Ogre Battle: The March of the Black Queen

Thread: PSX Save Hacking / Visualization

Started by: KrayzarKrayzar

(edited: )

Obviously for Ogre Battle this is more useful for seeing how saves are structured and doesn't work for editing things due to the 2 block save system and sanity checks:

You can use more advanced tools like Dex drives and emulation based hacking tools to compare in more detail, but that takes a lot of time.

NewSchoolBoxerNewSchoolBoxer likes this. 

Forum: Nintendo World Championships 1990

Thread: Any%

Started by: AriesFireTigerAriesFireTiger

(edited: )

Ignoring an entire part of the NWC cart because ya couldn't think up a goal for Tetris is pretty lame IMHO.

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Forum: Ogre Battle: The March of the Black Queen

Thread: Side by Side recordings of PSX Ogre Battle being faster than SNES

Started by: NewSchoolBoxerNewSchoolBoxer

Installing VC stuff through homebrew is quite easy. Really hoping that the rumors are true and some VC content might eventually be seen on Switch though.

iMode used the link functions for downloading more maps supposedly. Not sure if that was just the Saturn extra maps or other custom ones.

 

Forum: Ogre Battle: The March of the Black Queen

Thread: Side by Side recordings of PSX Ogre Battle being faster than SNES

Started by: NewSchoolBoxerNewSchoolBoxer

(edited: )

There's a bunch that are faster on PSP or PSVita/PSTV, but for one reason or another, there are just as many that are slightly but significantly faster on a specific model of PS2. It's kinda frustrating. Don't actually know which is faster for Ogre Battle.

Considering Ogre Battle PSX was never officially released on PSP/PSN, though, we likely can't count that as an official platform. It's probably accurate enough for general emulation.

And don't get me started on the crazy iMode phone port which is supposed to be the only port of the PSX/Saturn version ever done! They just loved porting this to platforms that aren't terribly accessible now, for one reason or another.

 

Forum: Ogre Battle: The March of the Black Queen

Thread: Side by Side recordings of PSX Ogre Battle being faster than SNES

Started by: NewSchoolBoxerNewSchoolBoxer

(edited: )

I agree @DragondarchDragondarch that would be the fair way to go about things. I'd personally like to see SNES and PSX/Saturn separated at this point. Seems like things are different enough to warrant it.

While things like Playstation ODE's are coming down in price, they're not there yet, not easy to install or use, and rare PSX games especially are a significant barrier to entry considering what's currently required to run them in terms of hardware. And while the price of the SNES version is certainly nothing to sneeze at, it's certainly more accessible with emulation (Wii version included) and flash carts.

 

Forum: Ogre Battle: The March of the Black Queen

Thread: Side by Side recordings of PSX Ogre Battle being faster than SNES

Started by: NewSchoolBoxerNewSchoolBoxer

(edited: )

Hehe, even by English standards, my current FIRESEAL run is probably under optimized by 10-15+ seconds. Please feel free to beat it!

Would be pretty crazy if the Japanese version could go sub 2 easy.

I own the Japanese version of Ogre Battle PSX but have no real way of playing it other than emulation. FYI, my PS2 seems to be one that can't do the Gameshark Disc swap tricks. Some of the later models like my Slim 79001 don't seem to allow the disk spin down method the Game Shark and FreeMcBoot PSX swap tools use unfortunately.

I have another video on the RPG Maker hacking process that I'll post up once YouTube stops doing whatever glitchiness it's doing. Great for visualizing stuff at the very least.

SNES corruption? Interesting! That should be fairly easy to TAS on the standard versions and Nintendo Power versions.

NewSchoolBoxerNewSchoolBoxer likes this. 

Forum: Ogre Battle: The March of the Black Queen

Thread: Side by Side recordings of PSX Ogre Battle being faster than SNES

Started by: NewSchoolBoxerNewSchoolBoxer

(edited: )

I had all my tools out for the Xenogears Save Glitch run so I figured I might as well test how manipulatable the save system is on the PSX version.

So I tested literal save hacking with RPG maker, and luckily, Ogre Battle seems to have some sanity checks. You can write to the item tables using uncompressed RPG maker saves and it does recognize a corrupt save file as valid in the loading screen, but it doesn't seem to be able to load it. My guess is there's header info on both sides of the 2 block save that has to match up. Still might be possible - I'll do some more poking tonight - but it's kind of a parlor trick way to achieve things, so I'd honestly be glad it doesn't work.

That said, we can visualize where things are located in the save structure with this, and if there's ways to keep certain things in ram with saves, loads and resets, it might make things easier to find.

I'm almost positive Saturn is slower for the same reasons, but eh, if there was any major glitches, I'd be willing to bet they're on the Saturn version!

---

Okay, had a chance to test FIRESEAL timing, and it's approximately 20% faster with nearly the same RNG pattern. In general many levels would likely need an entirely different route as enemies are programed to move vastly different.

Did some more testing with saves and I'm confident the full saves and loads can't be manip'ed by RPG Maker hacking, but I've yet to test in game saves. I did get save corruption to work on full files - created a file that was LV59 by save swap trickery - but the game won't load them. I get a hard freeze on the second loading icon.

I'm convinced that PSX is wholesale faster though. Probably gonna have to convert my TAS work over.

NewSchoolBoxerNewSchoolBoxer likes this. 

Forum: Ogre Battle: The March of the Black Queen

Thread: Side by Side recordings of PSX Ogre Battle being faster than SNES

Started by: NewSchoolBoxerNewSchoolBoxer

INteresting. Especially since the PSX save system allows for a lot in terms of testing and could possibly be exploited itself. I have the Saturn version - that might be worth a test as well.

NewSchoolBoxerNewSchoolBoxer likes this. 

Forum: Darkstalkers: The Night Warriors

Thread: Lord Raptor (Zabel) vs Pyron Strat

Started by: E.SignalE.Signal

Nice! That raptor combo is strong follow up.

E.SignalE.Signal likes this. 

Forum: Ogre Battle: The March of the Black Queen

Thread: Question about RNG Manipulation

Started by: TekenuTekenu

I've been looking for that ROM map for a while actually! Thanks for that.

There's a bunch of info for the PS1 version that can be found as well that could be helpful on SNES, assuming the system didn't change, but that ROM map should be the end all be all for this.

I agree, that certainly looks like things are global in the stages, the way things are grouped. Knowing what is in the table will help rule out factors for the drops.

Zombero's work on that hardtype mod is pretty awesome actually. Can't believe I missed that.

I have to find my TAS now. This might be all that's needed to crack it, but at least there's folks we could possibly reach out to if we get stuck!

NewSchoolBoxerNewSchoolBoxer likes this. 

Forum: Ogre Battle: The March of the Black Queen

Thread: New Fireseal run is improperly timed.

Started by: DragondarchDragondarch

(edited: )

This is actually very interesting to hear! I should have specified I didn't think It affected much beyond the starting seed offset. Kinda figured I just didn't understand the logic behind what offsets it was choosing, but it's nice to have confirmation that others can't find a pattern to it yet. Maybe there's more to that.

I've been running under the assumption that another "seed like" value based on a combination of things (possibly including the name now) that offsets both the position of RNG seed and can change based on a number of current gameplay factors. Considering the era it's likely to choose from a number of arrays or lists based on and key off of the main RNG seed to decide choices from those lists. I just hope it's 1 single extra variable and not 2+ separate ones.

 

Forum: Ogre Battle: The March of the Black Queen

Thread: Question about RNG Manipulation

Started by: TekenuTekenu

(edited: )

I can confirm that a soft reset on SNES (L+R+START+SELECT) seems to take the seed value from the initial frames at the starting screen for the save. I do not remember if the value continues to count up on the save screen itself. It's been a while unfortunately.

@NewSchoolBoxerNewSchoolBoxer My own idea is Trade Ticket manipulation, but I don't deny that an early crown could be extremely useful as well!

Problem is, I'm not sure if there are item tables per stage, globally, or selections based on other values. I believe item drops from enemies are at the very least the most "global" and may be the only way for Trade Tickets to spawn, but that other factor @DragondarchDragondarch mentioned is the stumbling block. I can manipulate a drop happening, but haven't quite figured out how to choose what item I get yet.

NewSchoolBoxerNewSchoolBoxer likes this. 

Forum: Ogre Battle: The March of the Black Queen

Thread: Question about RNG Manipulation

Started by: TekenuTekenu

(edited: )

I have some theories as to what that "other factor" (or factors) is but these take a lot of time to test. Specifically what I'm trying to achieve is a drop off an enemy unit which introduces a lot of factors to eliminate. I have some parts of a setup working, but not to the level where I understand what's happening or how to manipulate things the way I'd need.

My current solution to enemy RNG for this - not moving at all! =P

 

Forum: Ogre Battle: The March of the Black Queen

Thread: New Fireseal run is improperly timed.

Started by: DragondarchDragondarch

(edited: )

I stand corrected then! I'll have to take a review of my TAS's as I'd thought that was something I'd accounted for.

I don't fundamentally disagree that it's nice to have everything starting in the same place, but squaring that up with current runs and that it might be a barrier to entry for an otherwise fun but under utilized misc category is something to account for. (I personally don't care about my position on that leader board, I'd run it more regardless)

Now that I'm thinking about it more, the fact that the first meaningful user input action is the gender pick makes it a fairly interesting place to start timing. While I doubt the choice of letter for the name matters much in terms of manipulations, it would open things up there.

 

Forum: Darkstalkers: The Night Warriors

Thread: A strat I've found for the Pyron fight with Rikuo/Aulbath

Started by: E.SignalE.Signal

Oh, not sure if I've shared this at all:

Raptor Cheese. There's ways you can add some other moves in to make it better, but this exploits the fact that Pyron's common response moves can't hit low enough.

E.SignalE.Signal and NerdyNesterNerdyNester like this. 

Forum: Ogre Battle: The March of the Black Queen

Thread: New Fireseal run is improperly timed.

Started by: DragondarchDragondarch

(edited: )

I personally don't agree.

Inputting FIRESEAL or pressing through dialog boxes isn't so much a dexterity check as it is a simply tedious requirement that arbitrarily invalidates current runs. Nothing changes in the run by doing it speedier than others. There's no RNG on that screen, and nothing to be gained or lost by better or unique menuing in that screen that actually affects gameplay or character creation, since it has to be exactly the same every time.

Even if we go by SDA rules and not current precedent, it would not be counted. See Timing here: https://kb.speeddemosarchive.com/Rules

"If the game starts by going through menus that have an impact on the gameplay (adjusting stats or equipment) or an overworld map (or level selection screen etc), then those are defined as ”gain of control”."

Since there is no impact to the gameplay in this category - inputting FIRESEAL gets you the same results every time - it would be excluded.

Similarly Since the last few dialog boxes do not affect gameplay in any way, it would not be counted by SDA rules:

"For RPGs, we use the frame the hit points of the final hit on the final boss shows up (unless there are gameplay elements coming after that point)."

That said, in the interest of ease of verification, video of runs probably do need to start from power on as the title screen frames do affect RNG, and time as soon as the name is confirmed, as everything after that does affect RNG again.