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United StatesRtlpTime1 year ago

Throughout my short intervals of messing around with this game, I have seen several very interesting behaviors, bugs, and oversights within. My intentions here are to share as many of these interesting phenomenon as I can think of (that are worth sharing). I will be rating each of them on a confidence percentage (how confident I am that they are possible), a significance level from 1 to 10 (combination of potential impact and significance to the average player or a TAS), and a ridiculousness level (just how insane the idea is). Keep in mind that some of the mentioned ideas are merely speculative and will require further research into if they may work.

Arbitrary Code Execution (Confidence: 90%, Significance: 9, Ridiculousness: 8.5):

If you play the game a lot, you may notice that it sometimes generates a message box reading: "Memory Access Violation". For those who do not know, this message is usually generated when the game tries to access a region of its memory that cannot be read/written or does not have the read/write flag set. Now, there comes some heavy significance to this for one major reason: the game stores its executable code in a readable, writable, and executable region of memory, which is not usually done partly BECAUSE of things like arbitrary code execution and security exploits. If a reliable method of generating an access violation due to attempting to write to foreign memory can be found, as well as a way to reproduce such error consistently, then understanding how the error works may make it possible to generate code and run a jump instruction directly to said code. If arbitrary code execution is possible, then that would mean nothing is off the table in terms of possibilities: teleporting to endings, spawning in items and entities, even running console commands without using the console. The only issue with this is that I'm 99% certain that if ACE is discovered, then it's unfortunately going to be TAS only (because ACE in games is usually hard as hell).

Extreme FPS Bug (Confidence: 100%, Significance: 9, Ridiculousness: 10):

Because the game has a lower limit on its FPS Factor variable (which for anybody who has developed any kind of game, it basically functions like the game's DeltaTime variable), anybody running the game on an extremely high refresh rate might notice something very odd; their game will run faster. And no, I don't mean run faster as in like FPS faster, I mean everything will literally go faster. This happens because the game on each frame multiplies any object velocities (or really anything affected by its own speed) by how many frames have elapsed, adding said value to their respective object position. However, when the game's running on more than 350 FPS then the value will be capped at a minimum, meaning that each frame of the game will increase positions without adjusting for the higher refresh rates, thus making the game run faster. A general formula for the speed of the game may be computed as fps/350 when the framerate is 350 or more. This can allow EXTREMELY QUICK TIMES to be achieved... but since SCP Containment Breach has spaghetti code you would probably need to steal a NASA computer to actually see effective results of this oversight. (NOTE: I may make a TAS demonstrating this oversight in the future.)

Gate Warping (Confidence: 100%, Significance: 9, Ridiculousness: 5):

I have already made a TAS for this, but this glitch basically works by traveling to a specific area of the game that when saved and reloaded in will cause the game to transport you to a certain place. This can be done in basically any externally prepared region of the game: Pocket Dimension, Gate A, Gate B, SCP-860 Forest, etc. For the case of teleporting to Gate B, this can be done by travelling over to the Gate B exit area in the entrance zone, using SLHA to reach a certain height, walking to a certain spot above the room, and finally saving and reloading. The ease of this glitch usually depends on how many times you need to SLHA.

There are more, but I just decided to point out a list of the top 3 that I found most interesting. Also note that these glitches and bugs are either very unfair or nearly impossible to achieve.

United StatesRtlpTime1 year ago

I tried to post this here earlier but the content was continuously rejected and nothing was really working. I should have guessed that I wasn't going to be able to submit a colossal paper here in raw text (exaggeration, it's actually not that big), so I decided to upload it to a discord message, copy the link, and send it that way. I'm hoping this works otherwise I'm gonna look real stupid.

Anyways, here's the link to the PDF file!

Sorry for the awkward work-around.

Also, If I'm violating any rules by submitting a link like this here, then please let me know or, alternatively, take the post down if you have the power to do so.

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United StatesRtlpTime1 year ago

Recently (actually about 2 years ago), when I was decompiling the code and mechanisms of the game using reverse engineering for the creation a TAS, I came across a potential glitch that allowed for an LRT of around 30 seconds or less. Exasperatingly, however, this glitch requires a special form of incremental save-pause-closing to reach a height of about 5000 units (if I recall correctly). From this height, the player can travel to a specific position (as the floor will be solid), save, reload, and appear at either Gate A or Gate B instantaneously. This glitch has what I believe to be the same cause as the 1.3.3 wrong warp glitch (I didn't actually fully look into that, so I could be wrong). Another interesting thing of note is that this glitch doesn't even require the player to have ANY items whatsoever; you could literally just spawn in, go up to a height of 5000 units or so (again, not so sure about the height, as I still don't remember), run over to a certain position, save, reload, and boom, essentially game beaten.

IMPORTANT THINGS TO NOTE:

The time estimate of 30s is an estimate assuming that you're playing the game VERY WELL!

A more probabilistic estimate may be given at around 1m.

This glitch does not require ANY interaction with ANY of the sequence bits (computer, virus gas, remote door controls, etc.)

In the future, I may make a TAS to show the exact mechanisms of the glitch.

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