Once you're in the main village area, quit to the title screen and load back into your Dark Place save (where you performed the glitch). Otherwise, feel free to mix-and-match main story vs. Note, if your Core Escape save file is in Curly Story, you must load Curly Story's Mimiga Village here. The easiest way would be to load up another save file that's close to the village (or start a new one). To do that: First enter Mimiga Village by any means. Labyrinth Escape: Perform a TSC overflow from Dark Place into the Mimiga Village script. If you don't have the Machine Gun or are not confident in your ability to keep the Machine Gun at Level 3, you can grab the Booster v0.8 beforehand without affecting any part of this setup.)Ģ. (You'll need some form of flight in order to be able to make it up to the save point. Then save in Dark Place (instead of escaping all the way out to the Labyrinth like you'd do for the Normal Ending warp). Core Escape: Use the cutscene pause glitch the same way as before (pausing the game after triggering cutscene skip, to hold the Core shutter open), and leave the room after the fight before your air runs out. If that explanation didn't quite make sense to you, I wrote a painstakingly detailed description of everything that's happening to make this credits warp (and the Normal Ending warp, if you haven't seen that already) possible: https://pastebin.com/uB4eF8ntġ. By manipulating which areas we've loaded previously and drowning in certain strategic locations, we can warp to the final Best Ending cutscene (and also do many other cool things more on that at a later time). Using the Core Escape glitch, we can carry flag 4000 out of the Core room, which causes drowning to trigger event #1100 (which is high enough to cause a TSC overflow in most maps) instead of killing the player. So, the TSC that gets executed during a TSC overflow will typically be some remnant of a previously loaded map's script, which in the TSC buffer didn't get fully overwritten by the current map's script. What ends up happening, then? Well, the game uses a buffer to store the TSC for the current map, and that buffer isn't cleared when you load a new area or quit to the title screen. The tl dr of how it works is this: If you attempt to run an event number that's higher than any event in the current map's TSC, then the game will read to the end of the script (without finding the requested event), but instead of throwing an error or silently failing or whatever, the game will then start executing TSC beginning at that ending point, reading off the end of the script. This glitch technically exists in all versions of Cave Story, but can only be triggered by attempting to run a nonexistent event number, which requires either modding the game (to change the map data) or a glitch similar to Cave Story 3D's inventory glitch or CS+ Switch's Core Escape glitch. ![]() This wrong warp relies on a glitch that I'll call "TSC overflow". However, there is a catch: The key part of the setup requires running Curly Story's normal ending cutscene, and I am reasonably confident that there is no other direct warp to the credits that works entirely in the main story mode. Since then, I managed to find a Best Ending warp. ![]() ![]() This is Part II of the cutscene pause glitch saga, which started with https://.
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