![]() Mechanics: It takes 2 frames to save the game in Chrono Trigger. But check this out from SNES Chrono Trigger: I guess that is for the best if we don't have a way to corrupt memory. Seems like a good idea to create a saved game memory map. I would also suspect Saturn to have the most bug potential. That's awesome you looked at save hacking. You look at popular A Link to the Past, Super Mario RPG, Megaman X-competitive runners run in Japanese. I timed Japanese SNES New Game to World Map to be ~1:15 versus ~1:30 in English SNES, so Japanese PSX should be fastest of all. with the increased speed, these calls happen at different times from before ![]() What it seems is:Ī ) the speed of units and day progression are both accelerated from SNES, but at different ratesī ) we know the AI makes RNG calls to determine unit movement behavior I too prepped for a cakewalk FIRESEAL WR on PS2 Slim with Fast Disc Speed b). Probably gonna have to convert my TAS work over. I'm convinced that PSX is wholesale faster though. I get a hard freeze on the second loading icon. 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. In general many levels would likely need an entirely different route as enemies are programed to move vastly different.ĭid 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. Okay, had a chance to test FIRESEAL timing, and it's approximately 20% faster with nearly the same RNG pattern. 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! 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. 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. My guess is there's header info on both sides of the 2 block save that has to match up. 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. ![]() So I tested literal save hacking with RPG maker, and luckily, Ogre Battle seems to have some sanity checks. 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.
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