Finding perma-pass glitch on actual hardware
8 years ago

Just making a thread all based on this glitch, I feel if we find a way to trigger this safely on actual hardware, it will seriously break any%.

This may be a long process but any findings will be good.

Facts so far: Can't take blow up dolls after dupe passing volatile situation due to game crashing (Gael managed to get past blow up dolls I believe though)

see it performed (on emu) from 15:00 onwards

  1. 'firefighter-start' the rampage,

  2. pick up frighteners while on onm0 with the rampage counting down

  3. pick up 'a volatile situation' at the same time as frighteners as soon as the rampage hits 0, a volatile situation will instapass

  4. pick up blow up dolls

  5. pick up frighteners again

powdinet has made it up to the second frighteners pickup before crashing (ps2), gael has done the same once but can't do it reliably (psp-2000? pstv?), omega reliably crashes on blow up dolls pickup

I tested on PSP-1000 PSN and UMD both european version. the one time I didn't crash on blow up dolls was on PSN. I haven't tested on my PSTV yet.

Belgium

So, I Just tried it on US version of LCS with a psp-2000 (slim & lite), and also crashed on 'blow up dolls'-pickup. I did get warped (and passed the mission) right away after starting A Volatile Situation. Just fyi. :P

Edit: Did some more testing, and I tried saving after insta-passing 'A Volatile Situation', then I reloaded it, and tried to continue from there (after setting up the rampage thing again). During the rampage I was able to start Blow Up Dolls without a crash, but picking up Frighteners during the mission (and after the rampage ended) lead to another crash. I have no idea if those steps before saving got carried over to the save or not. More Edits: Apparently you can save during Blow Up Dolls, and reload the save without issues, but after reloading the mission is gone too, so starting Frighteners doesn't crash, but also doesn't anything special anymore. (which was to be expected I guess).

Bubble tried out (on emulator) taking ho-selecta and then noodles sub mission, this results in the mission (ho-selecta) insta-passing. I have tested (vita, PSN version), and it works.

Nearly 2 years later, it's found

Lennart, 39daph, and hoxi like this
Portugal

A bit of explanation:

This works because LCS and VCS, unlike the previous games, always load only the mission code instead of a set number of bytes.

This means that you can have a big mission code running at the same time as a small mission (this is also possible in the previous games, but only with the last mission, so it's not as easy to manipulate)

Using this, all you have to do is find a big mission that executes a gosub or a function call into an offset that is now held by the small mission. Ideally it calls right into the mission pass code, but in this case, it jumped into the main loop of the mission, so it essentially dupes the mission. When the mission is passed, it jumps back to the big mission's loop, then jumps back again to the small mission. Now, since the variables have all been set correctly to pass the mission, it passes the mission, then loops back again infinitely.

Patrick_ likes this
Germany

Nice work, Powdinet. :) And thanks for testing, Odyssic.

It should be cancellable with saving&loading (as opposed to the PC 3D games). That needs to be tested. It does not work on PS2. It also might not work on one of the bajillion PSP versions, I have not looked into the question how many missions are identical in every single version, perhaps 80%? Edit: More like 15%

Any details on this? [quote] [Booby Prize during Blow Up Dolls] [6:45 PM] Odyssic: And now I'm on a loop [6:46 PM] Odyssic: Of the end mission cutscene [6:46 PM] Odyssic: I can't appear to get out of the loop [6:46 PM] Odyssic: I keep seeing mission passed [/quote]

Can you break out of it? How does it work, exactly?

Edited by the author 6 years ago
Portugal

Booby Prize during Blow Up Dolls works the same way, but instead of jumping into a main loop it just jumps directly to the code the triggers the final cutscene. You can't break out of it because it just keeps getting in the cutscene forever

As for version differences, neither of these permapasses works on PS2 according to my testing. SCM has a few bytes of difference.

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