Seems cumbersome to prove that a run was not RNG manipulated.
LOL, are you for real? "No manip" category never made any sense since you can't prove that you are not manipulating the RNG in a run. This category in FM is a complete joke (and is not even listed on this website for obvious reasons: https://www.speedrun.com/yugiohfm ), and it is the same here.
A "No Exodia" category would make sense, but you can also manipulate it to get perfect starting hands (Gaia Curse of D Poly Monster Reborn Change of Heart Neo the Magical Swordsman going second? idk).
This game is likely dead, take a deep breath and run another game.
Oh right, you don't need to fight the other duelists, so never mind about BEUD :P
After watching a bit of the last submitted run (the WR for now), I just wanted to point out you can press two directions at the same time in the password screen. This saves a bit of time, allowing you to go directly from 1 to 5, 1 to 6, 2 to 4, 2 to 6, and so on.
And as general rule, the early game should just be you Cybersteining into St Joan (possibly with Megamorph) until you get the BEUD pack.
Amazing work there. I'm baffled at how they handle strings in this game, sounds like something out of a 1980 game where space was actually a problem.
I'm interested as well.
I think the cards in your trunk / in your decks also influence the output of the next shop glitch you execute
I some of my attemps I had 600~700 cards / glitch cards with 3000+ stats (like a Lv 1 with 4930 DEF in one of the decks).
So turns out the game uses the same initial seed when you soft reset.
What it means is that if you take the same amount of time to go from the Konami screen to the start of a duel (after the Rock Paper Scissors screen), you'll get the same deck orders for both players, resulting in the same actions, card draws, etc. You can get the exact same two duels pretty consistently.
I'm on other projects at the moment, but if you're interested into running this game, definitely start by reverse-engineering the PRNG.
All DLC would be a) obsoleted every now and then, b) expensive as hell :D
In alphabetical order: http://www.gamefaqs.com/gbc/528161-yu-gi-oh-dark-duel-stories/faqs/74320
Version 0.2 is out! You can download it here. A lot of new features have been added with this version:
Randomizer
Pokémon data • Base Stats, with min/max ranges for each Stat and Base Stat Total • Types • Learnsets, there are options to prevent ridiculous things such as Spore Electrode
Move data • Base Powers, with min/max range (bar a few exceptions like Multi-Hits moves) • Types (OHKOs will always have an immunity, provided you didn't randomize Types) • Effects (Several parts of the AI check the moves IDs, so it may be a bit helpless sometimes) • Accuracy and PPs are modified depending on the move data, with some randomness added to it • Some moves won't be modified as they are hard-coded (such as Counter and Fixed damage moves Automatic CRC fixing • After modifying the Pokémon or the moves data, the CRC needs to be fixed so that the game can start. Fortunately, this randomizer does just that, so the game can be played on the fly on most modern emulators. Project64, on the other hand, needs a little tweaking on your part after saving your modified ROM.
- In Project64 folder, open the .rdb file in your Config folder with a text editor.
- Find the entry for the unmodified Pokémon Stadium ROM you have
- Copy-paste it at the end of the file
- Replace the CRCs with the ones displayed on the randomizer after you saved The entry for US Pokémon Stadium 1.0 (the only one supported at the moment) is this one: [quote][90F5D9B3-9D0EDCF0-C:45] Good Name=Pokemon Stadium (U) (V1.0) Internal Name=POKEMON STADIUM Status=Compatible Plugin Note=[video] (see GameFAQ) Culling=1 Emulate Clear=1 Linking=Off[/quote]
Miscellaneous • Added a Progress Bar in prevision of the next version which will have a super secret feature :mrgreen: • Coded the basis for other Laguages support • Fixed a few bugs with the randomizer • Fixed a few UI minor issues
CPU Teams • You can rename the CPU Trainers • The complete charset is implemented, you can use every character that is in Pokémon Stadium for your nicknames • The tab order is in order Kappa
Battle Data You can now edit: • Pokémon Base Stats, Types • Experience group, Base Experience, Catch Rate • Moves Base Powers, Types, Accuracy, PPs • Moves Effects • High Critical Hit moves • Critical Hit formulas • Burn effect, Confusion and Paralysis odds • Damage variance
Next update will include Pokémon Learnset edition, Damage Formula edition, and a secret playing mode Keepo
Well, I can say this is impossible on a retail game under normal circumstances.
I just can't completely rule out the hardware possibility because I don't have the required knowledge to assert that. This seems very unlikely though.
All I can do is refer to WhipCPL's post: [quote=WhipCPL]Even though I'm not part of the community I still want to add some hardware knowledge, or at the very least apply what I learned during one of my classes about onboard circuit programming and design.
From what I can find the chip is designed to overwrite the information written by the BIOS on the console itself. Basically meaning that whenever a disc is read, a signal is send back to the reader in which the BIOS would write information to the CPU about the authenticity of the disc. The chip would then overwrite that information and send a false positive back to the CPU resulting in an override of the region verification. If I have to understand how that affects the console overall, it would require me to get a real chip to play around with (and fuck me if any of the chips laying around are actually authentic and functional).
As far as affecting games at all, that depends on the programming of the game and chip design. If the BIOS aren't directly required for anything ingame, calculating RNG, drop rates etc. Then the excuse of hardware error is highly unlikely since BIOS is mainly for software initialization and data flow between the processors and storage units. At least that's how it works for a computer, I have a hard time imagining them making it any different for a PS2.
This neither proves nor disproves Mergy as a cheater, it however makes the possibilty of hardware error being and unlikely perpetrator.[/quote]
(For the record) [quote]26/09/2016, 19:14:01 TheUrnator: Hey what's up? Whats your commentary on Mergy's recent video showing him getting 000 another time? Froggy25: Hey Froggy25: as I said on this post: http://www.speedrun.com/yugiohfm/thread/dalm1/1#2tpbl Froggy25: this video doesn't actually prove anything Froggy25: I don't get why he wasn't recording his whole session if order to prove he wasn't cheating Froggy25: this seems very obvious to me if I was in his shoes trying to prove my innocence TheUrnator: but it kinda proves that the game he was playing has indeed 000 as a drop chance right? Since he got that just farming Rex Froggy25: he might have hotswapped a modified iso TheUrnator: yeah I know, but you know it proves that the he was using a version(99,99999999% chance modded version) that has 000 as an actual drop % chance TheUrnator: so basically on his game 000 drops is just a common drop like Crawling Dragon TheUrnator: and only on Rex Froggy25: well, the issue cannot be from his retail game Froggy25: because its md5 corresponds exactly to the one that roams on most emus websites Froggy25: so his game has the exact same drops than everyone else Froggy25: so it is either a console issue, or a modded iso Froggy25: the game cannot produce that 000 under normal circumstances 26/09/2016, 19:20:32 Froggy25: so yeah, it proves it's either a version that has a very slight chance to drop 000 if he was farming rex for as long as he claims Froggy25: that is, the modded iso that was in his console before he hotswapped for a real disc Froggy25: or it's an issue with the hardware Froggy25: which I highly doubt, but I don't want to call someone a cheater if there is the slightiest chance he might not be cheating TheUrnator: what I m trying to say is, he is not using his original disc ofc, I m saying that his modded iso has 000 as an actual drop %, it means that you can drop that like it was a Crawling dragon for example. And do you really want to consider that a modded ps2 does that? I mean, here in Brazil we basically have no modded consoles, that is a default thing for us and we never experienced some stuff like that. You know why the modded PS2 would cause a particular drop change in a particular opponent? and it seems consistent so the drop chance is changed for him TheUrnator: dont you think we are trying to be fair at a point that we are just accepting that the impossible could happen? Its like saying that an alien could appear right in front of you dancing Mambo TheUrnator: You cant say that cant happen, you cant prove that Froggy25: I do not believe a modded console would do that Froggy25: because it would be so weird to get this to skip the precise instruction that sets the pseudo random number between 1 and 2048 Froggy25: and if this happened, this means it would likely skips other instructions from time to time, causing the game to randomly crash / glitch / whatever Froggy25: I plan to post in the thread before it's locked Froggy25: even though it's already decided that mergy's times will be removed TheUrnator: Exactly, why would his modded iso alter some exact stuff, in a certain character and dont change anything? again, dont think we are trying to be so kind with him that we are accepting impossible thing to happen? TheUrnator: when it will get locked? Froggy25: 12 hours from now on TheUrnator: who said that for you? Froggy25: it's in that thread Froggy25: last post from Kollin TheUrnator: I m gonna post after school then Froggy25: aight Froggy25: don't hesit to quote me if you want TheUrnator: No problem, and another thing, do you think they will accept future times from Mergy? TheUrnator: that would be unfair asf. Froggy25: From what I understand, they might accept new runs if he isn't playing on his modded console Froggy25: but I'm not sure about that Froggy25: might as well ask that on the thread TheUrnator: Well, good thing I did ask you, gonna try to say exactly everything I have to say... 26/09/2016, 19:29:36 TheUrnator: Thanks man Froggy25: you're welcome TheUrnator: so 12h from now Froggy25: I'm pretty sad there was only like 15 people who replied[/quote] My messages in that quote are pretty much what I think atm. I have no idea what could cause this to happen on a retail game. Might be the register r2 that for whatever reason gets set out of bounds after the instruction at 0x21848 in this function ? I don't think this is possible.
My best advice would be to learn a programming language (like C++ or Python), and to learn MIPS if you need to disassemble parts of the game you want to edit (that is less important as CPU and Rentals Pokémon are already documented, but if you want to let the player edit scripts or other specific data you might need to do it).
The location of image.bin matches the one at the start of the video
Just posting to say the disc's md5 shown in the video is identical to the iso on Emuparadise, so the disc is likely read perfectly by the console as well.
Either modded console issue or hotswap.
I don't have the skills to check if the behavior of a modded console can potentially cause this to happen (I can learn I guess), but maybe Shadow Dog can ? Ask him on Discord if he might want to take care of this (or not :P ) if you want to send your setup to someone @Mergy
And yup, you should have recorded from the start of the run (when you put the disc in) to the end of the run (when you remove the disc), with the console on sight during the whole video.