Number of posts : 2390 Registration date : 2012-09-16
Subject: PSX Total Control Tue 13 Jan 2015, 20:49
We have potentially just discovered the most game breaking glitch ever on Castlevania Symphony of the Night.
I checked and this defect in the games coding exists on PSX, Saturn and PSP.
A near 100% accurate way to rewrite any coding into the game we want, True Total Control.
I found that if the Joseph's Cloak Color Modifier Selector, and Window Color Modifier Selector become displaced, this gives you the ability to scroll to any section of memory in the game and increase or decrease it, just like you would do by increasing the color of the Cloak or the Windows.
I am confident that we can most likely use SOS to displace the Selector on PSX... and use the Matrix Stats Glitches to displace the Selectors on Saturn and PSP
Last edited by nathan7878 on Sun 06 Dec 2015, 00:37; edited 18 times in total
nathan7878 Elite
Number of posts : 2390 Registration date : 2012-09-16
Subject: Re: PSX Total Control Tue 13 Jan 2015, 21:04
Yeah, we will have to use SOS and the Matrix Stats Glitches to displace the Joseph's Cloak Color Modifier Selector, and Window Color Modifier Selector... unless we can find a simpler way.
nathan7878 Elite
Number of posts : 2390 Registration date : 2012-09-16
Subject: Re: PSX Total Control Thu 29 Jan 2015, 21:52
Time to make this game are B*TCH
Watch me give it to her... and take TOTAL CONTROL
paulo1179 Administrador
Number of posts : 1359 Localisation : Marble Gallery Registration date : 2007-05-22
Subject: Re: PSX Total Control Fri 30 Jan 2015, 22:27
Too hard and too much steps... You need to make it easier. Btw the movie is very funny!
_________________ Something appeared near to the wooden bridge. Castlevania: Symphony of the Night
nathan7878 Elite
Number of posts : 2390 Registration date : 2012-09-16
Subject: Re: PSX Total Control Sun 01 Feb 2015, 17:43
paulo1179 wrote:
Too hard and too much steps... You need to make it easier. Btw the movie is very funny!
I am sure we can find a easier way eventually...
someolddude wrote:
Nice! but you could've done something after the total control unlocked, since unlocking it just to cut out the video after 10minutes...
Yeah, once I had the power I couldn't think of what I wanted to do with it LOL, plus it would have taken awhile to scroll down to any good memory address to show it off, I really just wanted to show that we had taken TC...
someolddude wrote:
Also the vid looks very hard to understand without indications like the other one. The memory at the left at the end looks like a mess because we cannot see what you're doing with the controller...
Also I don't understand the vid. You first change the music pointer to something and then suicide just to respawn and then overwrite the pointer with another values???? what do you win with the first change if you die and then start again and the pointer ends up being rewritten?
This video was really just a rough draft to make sure the TC glitch would actually work, since some of the set ups and steps could probably be minimized for a TAS programming in NES Castlevania or Castlevania 3, once I get the glitch more minimal, I will make a video explaining it in detail...
but the short of what happened in this video is, I set the Music Pointer to 80097A8D which pointed it at my weapons inventory, so it would give me values above A8 in my weapons inventory that I could swap into the Music Pointer next... when i died, it did not clear the Music Pointer, it just reset my weapons inventory.
When I re-entered the Librarian's Room after the suicide, I was given the values above A8 in my weapons inventory, which I then used to change the Music Pointer to 8003C9E0... displacing the Cloak and Windows color selector modifiers, giving me TC.
Yeah, it was pretty f@cking confusing it took me awhile just to make the video because I kept confusing myself and messing up steps when I was trying to record it... but like I said, when I make it more minimized I will make a video explaining it in detail.
nathan7878 Elite
Number of posts : 2390 Registration date : 2012-09-16
Subject: Re: PSX Total Control Sun 01 Feb 2015, 21:44
Confusing, right... I will just need to make another detailed video when I get the method for gaining TC minimized...
I used TC to create a save file in the last area we have not reached
nathan7878 Elite
Number of posts : 2390 Registration date : 2012-09-16
Subject: Re: PSX Total Control Mon 02 Feb 2015, 21:19
someolddude wrote:
After re-reading the stuff some times, the problem with the "normal" TC method is that you can't put every gameshark code because you can't get some high values (over A8?), so in order to have them "ready" you first need to do the first stuff, some high values necessary appear and are saved through the reboot, and then with those values "available" you can code the real cheat? or I'm even more lost now lol.
That is pretty much right, but the main thing to keep in mind is the last code I put into the Music Pointer (which is a modified Game Shark code) displaces the Cloak and Window Color Selector Modifiers... the displacement of the Selector Modifiers is what gives the True Total Control, because after they are displaced I just have to use them to scroll down to the address I want and change it.
someolddude wrote:
Nice teleporting there . The problem with this TC is that you're limited to the same that you can execute via gameshark, and that sucks, since others than room teleporting, most stuff has been tried or gotten out already. I'm starting to understand why Sockfolder left the game, since the major result (teleport to end sequence) had already been achieved. Fun stuff like coding a new character or map via sprites and a tooooooon of codes and patience isn't viable with this method (not even with gameshark for a normal person..). I don't see much profit through this
Yeah, Sockfolder really just moved on because he is more about speed running games, and after he achieved his goal of using SOS/and his version of Total Control to gain the Speed Run World Record, he lost interest...
Programming in NES Castlevania or Castlevania 3 is possible, would it be hard as F@CK , yes it would LOL... but they programmed in NES Super Mario Bros on SNES Super Mario World with a very similar method of TC...
Imagine if at AGDQ 2016, we debut a Castlevania SOTN TAS on a real PlayStation that programs in NES Castlevania 3, that would be a ground breaking achievement and win TAS of the year.
nathan7878 Elite
Number of posts : 2390 Registration date : 2012-09-16
Subject: Re: PSX Total Control Mon 16 Feb 2015, 22:03
Dollar, Dollar bills y'all $$$$$$$$$$$$
LOL...
nathan7878 Elite
Number of posts : 2390 Registration date : 2012-09-16
Subject: Re: PSX Total Control Fri 27 Feb 2015, 00:53
What if for are first Total Control TAS we programmed in the Tiger Hand Held Version on SOTN Anybody have one of these? they don't seem very complex at all, basically it would just be programming in pictures with very basic functions... check out this site to get a better idea of what I mean http://www.pica-pic.com/ I think it would be pretty bad ass here is more info on the game http://www.vgmuseum.com/mrp/2/sotn-handheld.htm
Last edited by nathan7878 on Fri 06 Mar 2015, 11:23; edited 1 time in total
nathan7878 Elite
Number of posts : 2390 Registration date : 2012-09-16
Subject: Re: PSX Total Control Fri 06 Mar 2015, 11:47
What are all the effects of the Infinity Glitch Even small ones, this could really help in identifying where the Glitch is actually occurring in the games coding and why it is occurring.
1. There is a massive slow down in animations in the game, some animations may even disappear, including Alucard himself. 2. On screen Hearts Counter becomes Glitched and begins to flicker. 3. LMU's and HMU's infinitely reappear in the Underground Caverns.
What are the effects in Richter Special mode 1.The gate blocking part of the right side of the Underground Caverns in now open.
...Richter can slip in between some walls I never really messed with this Glitch to much.
Pale-Dim Amador 3
Number of posts : 142 Localisation : Canada Registration date : 2008-05-27
Subject: Re: PSX Total Control Sat 07 Mar 2015, 10:37
The richter Special mode is not linked to infinity. It just happens that the movie i first made that we thought was the method to Richter special was infact infinity and richter special.
Richter special is just turning into bat with alucard and soft reset and load richter. So this effect would easily (By your standards) be able to see what is happening game code wise.
Infinity is so much more complex since it does vary with what hardware you are using also. At least at this time there is no method that works on all known hardware.
If you would like i have a document compiled of all known Infinity Information that we currently possess. If you would like this let me know.
paulo1179 Administrador
Number of posts : 1359 Localisation : Marble Gallery Registration date : 2007-05-22
Subject: Re: PSX Total Control Sat 07 Mar 2015, 22:13
Pale-Dim wrote:
i have a document compiled of all known Infinity Information that we currently possess.
Can you post here? I'm interested on it too.
_________________ Something appeared near to the wooden bridge. Castlevania: Symphony of the Night
Pale-Dim Amador 3
Number of posts : 142 Localisation : Canada Registration date : 2008-05-27
Subject: Re: PSX Total Control Sat 07 Mar 2015, 22:44
Infinity Faq
nathan7878 Elite
Number of posts : 2390 Registration date : 2012-09-16
Subject: Re: PSX Total Control Sun 08 Mar 2015, 09:53
Thanks,
I forgot that the Game Percentage effects the glitch, that might be a good area in the coding to investigate first
Pale-Dim Amador 3
Number of posts : 142 Localisation : Canada Registration date : 2008-05-27
Subject: Re: PSX Total Control Sun 08 Mar 2015, 12:11
one thing to note. i was never able to get the right lake gate to open for richter on emulator. i had to import my save from my psx after i did it there. was there anyone who managed to get it to open on emulator? if so what method
nathan7878 Elite
Number of posts : 2390 Registration date : 2012-09-16
Subject: Re: PSX Total Control Fri 20 Mar 2015, 14:05
Funny, I was just testing out the Save Glitch on the Japanese Versions of the game too...
To do what some call the "Perfect Save Glitch" on the Japanese Versions is very hard, it seems the Save Glitch on these Versions is very sensitive...
If you use the E3 Version of the game to try and do the Perfect Save Glitch it is way easier, then just swap back to one of the Japanese Versions, since they are the same ISO Version... http://castleofdracula.com.ru/downloads/games_series/castle_sotn_e3_demo.htm
If that doesn't Translate right on Google, could you explain what I mean Paul for Mr.Anderson.
... but also because the Save Glitch is so sensitive on the Japanese Versions, it seems you can corrupt more areas of the games data, one of the main parts that can become corrupted is the Cloak and Window Color Modifier Selectors, so I think we might just be able to use it to gain Total Control very fast and easy
Oh, and Pale, Paul or Jack do you guys remember... is there a way to do the Save Glitch/Map Reset with Richter I could swear I saw a video on Youtube once showing it...
and wasn't there a Save Glitch thing where you use the Wolf or something using the Wolf and the Save Orb
paulo1179 Administrador
Number of posts : 1359 Localisation : Marble Gallery Registration date : 2007-05-22
Subject: Re: PSX Total Control Fri 20 Mar 2015, 23:39
Soft reset during save process? I never did save glitch with him.
Someone posted an alt way to do the save glitch loooooong time ago: Do everything that you normally do on a save glitch during the teleport animation (between castles) instead of a save process. Can you test and share the results?
_________________ Something appeared near to the wooden bridge. Castlevania: Symphony of the Night
nathan7878 Elite
Number of posts : 2390 Registration date : 2012-09-16
Subject: Re: PSX Total Control Sat 21 Mar 2015, 15:36
paulo1179 wrote:
Someone posted an alt way to do the save glitch loooooong time ago: Do everything that you normally do on a save glitch during the teleport animation (between castles) instead of a save process. Can you test and share the results?
Yeah, I will check it out.
I finally found the video... looks like he hard resets a real system The video captions are in Portuguese, Paul could you kind of tell us what they say, Please The actual Save Glitch is at 4:58. (I translated the comment section and he said this works with Alucard too.)
Pale-Dim Amador 3
Number of posts : 142 Localisation : Canada Registration date : 2008-05-27
Subject: Re: PSX Total Control Sat 21 Mar 2015, 19:35
my guess is there is a specific order that the game saves your data. and dependant on when you interrupt it will determine what does not get saved. On the video provided you can see that the rooms he opened since his last save were not overwritten with the new data even though his position was updated. If you could figure out the order in which things are saved you could interrupt the save where you need it.
nathan7878 Elite
Number of posts : 2390 Registration date : 2012-09-16
Subject: Re: PSX Total Control Sat 21 Mar 2015, 23:45
Pale-Dim wrote:
my guess is there is a specific order that the game saves your data. and dependant on when you interrupt it will determine what does not get saved. On the video provided you can see that the rooms he opened since his last save were not overwritten with the new data even though his position was updated. If you could figure out the order in which things are saved you could interrupt the save where you need it.
Yeah, bro you are 100% right
I started a new game on Jap 1.0 and then went to the same save point he was at, then just started making saves and Hard Resetting at different times through out each of them... I got everything to happen, from map resetting like he did in the video to map resetting with the map scrambling, resetting of my buttons, glitching the Item/Weapons sorter like we do to set up SOS, and even data corruption... but it was very hard to get the same results back to back, especially the data corruption, like as if there is only milliseconds to get the one you want... and it seems even more complicated than that when it comes to the data curruption, as if there is something that determines what numbers the game writes when corrupting the data... so I will have to investigate this more.
I got lucky once and was able to corrupt the Window Colors Modifiers, so if that is possible, the Window Color Modifier Selector should be able to be corrupt too, since there almost right next to each other in the games coding.... check it.
So if I could Hard Rest Data Corrupted at the first save point in the game, load the save file with the Window Color Modifier Selector displaced, then I could use Total Control to change my save location to load directly at the Dracula fight (or maybe even just at the credits). Hmmm so the game could probably be beaten in 5 minutes or less, and are team would have the WR
paulo1179 Administrador
Number of posts : 1359 Localisation : Marble Gallery Registration date : 2007-05-22
Subject: Re: PSX Total Control Sun 22 Mar 2015, 21:24
nathan7878 wrote:
I finally found the video... looks like he hard resets a real system The video captions are in Portuguese, Paul could you kind of tell us what they say, Please
This movie was recorded by a member of our forum. The info that you need is: Choose [yes] option to save and then turn off the console after 2 secs.
_________________ Something appeared near to the wooden bridge. Castlevania: Symphony of the Night
nathan7878 Elite
Number of posts : 2390 Registration date : 2012-09-16
Subject: Re: PSX Total Control Sun 29 Mar 2015, 12:55
This is basically Total Control taken from a Hard Save Glitch... a messy version, so I am working out the bugs.
nathan7878 Elite
Number of posts : 2390 Registration date : 2012-09-16
Subject: Re: PSX Total Control Sun 29 Mar 2015, 21:58
After further testing of the Hard Reset Save Glitch, there has been some interesting findings...
It seems that on SOTN, Hard Reset Save Glitches and even Normal Save Glitches can draw data from previously played SOTN files on the PlayStation 1, so even if all SOTN files on both memory cards are erased... there is still certain data that is stored within the PlayStation 1's internal memory that can manipulate the out come of the Save Glitch.
Sockfolder once talked about a similar issue on his stream, about how the Playstation 1 stores data in its internal memory regrading whether or not SOTN had ever been beaten on that particular PlayStation 1 before.
So it is suggested that any Save Corruption/ACE Speed Runs be done on a freshly turned on emulator, with a newly formatted memory card and No Save States made or stored on it, that would be the best for insuring authentication of the run.
So sadly, the Total Control Save Glitch I posted might not work on a fresh emulator/console... but I will continue to test to see what can be achieve with the Hard Reset Save Glitch on a fresh emulator/console for a Speed Run.
nathan7878 Elite
Number of posts : 2390 Registration date : 2012-09-16
Subject: Re: PSX Total Control Sat 25 Jul 2015, 14:35
Pale, Paulo, Jack... this will make you happy I finally found the memory area that controls the Infinity Glitch... it is located at around 80073060 in the games memory. Now that I can see where the glitch is occurring in the memory, I will try to fully learn what is causing it, then maybe it could be replicated on Xbox.
Very similar graphic glitches to Outofthegamers video...
paulo1179 Administrador
Number of posts : 1359 Localisation : Marble Gallery Registration date : 2007-05-22
Subject: Re: PSX Total Control Sun 26 Jul 2015, 00:05
It's like richter special mode history (lots of techs with useless steps), hahaha
I'm curious about your results.
_________________ Something appeared near to the wooden bridge. Castlevania: Symphony of the Night