SFC魂斗罗3相关BUG...有视频(已解决)
简单说就是:死人的时候分数正好够奖命的,就能跳关.... 这是咋回事?结果老外弄了个3分多速推,除了俩3D关,都是死一命放颗炸弹就过关了.....http://player.youku.com/player.php/sid/XNTE3NTQyMjQ=/v.swf
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基本就这样了,不过录像还是很有趣的,看看也不吃亏
[ 本帖最后由 rewqxswzaq 于 2008-11-7 21:00 编辑 ] 原帖由 md2000 于 2008-11-7 11:35 发表 http://bbs.saraba1st.com/images/common/back.gif
这真的是连续录像么
是......我看的是模拟器版,因为放起来方便才上传的视频.......
而且,录像作者介绍这BUG时用的词是:glitched ........故障?为啥不用BUG?特定的? glitch可以理解成良性bug
直接说bug的话就是恶性的
lz不用在这个词上纠缠了 原帖由 xiv 于 2008-11-7 11:53 发表 http://bbs.saraba1st.com/images/common/back.gif
没看明白,奖命的分是怎么刷上去的?这么快就能刷够奖命的分么
貌似用炸弹凑够了分...... 我猜的
可以把程序里的关卡文件看成一个链表,GAME OVER也是其一
检测剩余生命与判定结束游戏发生矛盾
然后就是指针的问题。 我猜是这样:早期游戏开发,资源寸土尺金,StageClear flag和加减命flag用同一个地址。因为一般情况下过关和命数发生变化不会同时发生也就没有设计判定优先规则,然后程序在特定条件下出错就把丢命、过关、奖命flag混为一谈了。
比如空魂的无限奖命 最速不讲究sl,一命之类,bug和慢动作也是允许的,反正只要快 LS说的也有道理,不过更适用于FC的场合。
http://emucn.net/view-3-184723.html
关于SFC的寄存器
[ 本帖最后由 leomelloen 于 2008-11-7 18:40 编辑 ] 伪代码比较有说服力 恩,这样啊........总之这BUG挺有趣的,以前也没有听说过
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另外一个有趣的BUG则是SFC的CT,通过特定操作可以在没有存档的前提下开始NEW GAME+,而且可以通过不同的按键实现继承不同强度的数据.
这个可怕地BUG导致了5分钟速推的CT录像,而且是不继承的情况(嘛,瞎子都看得出来,不继承才怪) 原帖由 TriForce 于 2008-11-7 19:41 发表 http://bbs.saraba1st.com/images/common/back.gif
伪代码比较有说服力
没看明白,啥意思?是说,用了HACK的ROM? CT的BUG求详细 原帖由 rewqxswzaq 于 2008-11-7 19:58 发表 http://bbs.saraba1st.com/images/common/back.gif
没看明白,啥意思?是说,用了HACK的ROM?
针对“StageClear flag和加减命flag”的说法
看了录像,觉得游戏逻辑是:
(1)游戏循环:
(1.A)若丢命后生命数为0,决定结束该Stage,进入判断逻辑(2)。但无条件持续游戏循环数秒
(2.A)若通关条件达成,同样结束该Stage,进入判断逻辑(2)
(2)判断逻辑:
(2.A)若生命有剩余,开始下一个Stage,否则进入Game Over画面
问题出在(1.A),已经决定了结束该Stage,但在之后的持续中,发生了1UP事件
这时本应取消该决定但没有取消,属于游戏引擎的逻辑漏洞
正确的方法是在(1.A)中持续时加入取消判断
或者
即使生命数已经为0,也不要急着决定结束Stage,等已经彻底无挽回余地后再下决定 原帖由 leomelloen 于 2008-11-7 20:09 发表 http://bbs.saraba1st.com/images/common/back.gif
CT的BUG求详细
New Tricks
In this section, I will describe new tricks I used in making the run. It should be noted, however, that all these tricks will not show up in the movie. They were performed only in the setting up process.
Loading a save file that shows \"No Data\"
By pressing A+Up/Down at the same time on the load screen, you can access a save file that says \"No Data\". Depending on SRAM conditions and the data selection mode, the following three cases are possible. If you use the trick:
Against a clear save file on the normal mode, the screen will black out and never recover.
Against a dirty save file on the normal mode or the new game+ mode, the previous save file will be loaded.
Against a clear save file on the new game+ mode, abnormal values will be loaded, and a new game+ will start.
The first is obviously useless. It may seem the second isn\'t of any use, but it was actually really important for the run, which will be taken up later. The third is the core of the trick; let us go into detail.
As with many other SNES games, at first 96 is stored in all SRAMs in Chrono Trigger. In the third case, 96 is stored in various memory addresses such as for the item inventory and character\'s stats, and then a new game+ starts. Naturally, that causes many strange things to the game, which is \"the glitch\" that I have called. I will list some glitch features that are strongly related to the run:
Every character can equip any equipment except for two kind of weapons
出处:http://tasvideos.org 原帖由 TriForce 于 2008-11-7 20:37 发表 http://bbs.saraba1st.com/images/common/back.gif
针对“StageClear flag和加减命flag”的说法
看了录像,觉得游戏逻辑是:
(1)游戏循环:
(1.A)若丢命后生命数为0,决定结束该Stage,进入判断逻辑(2)。但无条件持续游戏循环数秒
(2.A)若通关条件达成,同样结束该Stage,进入判断逻辑(2)
...
谢了
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