Plexa

Infinite Climb Glitch

Aug 8th, 2014 (edited)
845
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 4.59 KB | None | 0 0
  1. Infinite Climb Glitch
  2.  
  3. What is the infinite climb glitch?
  4.  
  5. Valyssa discovered that when you jump onto a ladder/climbable surface activating a hotkeyd psynergy on the right frame will cause you to use the psynergy on the ladder. She quickly realised that this was the result of the game queuing up commands as the animation to jump onto the ladder was playing. She then was able to open a save menu after jumping onto a ladder, save the game, and weird things started happening. Her initial findings can be found here: pastebin.com/5eb0bWkk
  6.  
  7. How does it work?
  8.  
  9. On the 13th frame holding up to jump onto a ladder you need to press Start (or psyneryg/menu etc) while holding up. This will queue the command to happen once you latch onto the ladder. If you Save/Reset on a ladder you can repeat this as many times as you like.
  10.  
  11. You can also do this climbing down a ladder, but it only works once and has no known use.
  12.  
  13. What does it do?
  14.  
  15. Let's assume that before you jump onto the ladder your Z coordinate is 0. After doing the glitch your Z coordinate will be something like 0.7. The game loads the collision map for Z=0 at this new height, meaning you can run around the Z=0 plane but with Z=0.7. Repeated application of the glitch increases your height, but the Z=0 collision map is the only collision map which loads. The collision maps for other heights load normally, so you're unable to go up/down stairs or interact with anything that changes your height.
  16.  
  17. Things in the collision map basically are walls and static background items which cannot be interacted with (such as rocks). Loading zones are also included in the collision map.
  18.  
  19. On each of these collision maps a bunch of objects get loaded; such as NPCs, djinn and objects which can be manipulated by psynergy in some way. Interestingly, upon doing the infinite climb glitch objects are loaded at their ORIGINAL height. What this means is that if you are sufficiently high you can simply walk over objects that would normally be blocking your way on the original collision map.
  20.  
  21. As a hypothetical example, if there were a ladder in the main area of Lalivero (so that the available z plane could reach the boat room) you would be able to infinite climb glitch over the guard that blocks the door, go through the door (as the loading zone is preserved on the collision map) and access the lemurian ship early.
  22.  
  23. You can also elevate yourself and access objects that are normally inaccessible. For instance, using the infinite climb glitch in Spritz's room can allow you to elevate yourself to Z=2 from the Z=0 collision map. Since Spritz is an object at height Z=2, you can simply walk over and talk to Spritz without needing to ride the cart.
  24.  
  25. This sounds really exciting! Where is it useful.
  26.  
  27. Nowhere :( at present we have no idea about where we can make this useful. GS1 needs more ladders :( Notable things we've tried include:
  28. - Ship skip; use ILG on the ladder going up the mast to get off the ship early. Fails because you repeatedly load the Z=0 collision map which means you'll never get OOB to access a door to skip kraken. Plus there's a limit to how high you go before you trigger the loading zone upon save/reset.
  29. - Early Sap: use ILG near sap to get close to him and talk to him! Problem is that you can't talk to sap because he's on the Z=0 plane and the ladder is on the Z=2 plane, and you can only get higher. Second problem is that if you ring the bell, Sap goes to the Z=4 plane and using ILG to get to that height doesn't get close enough for you to interact with Sap.
  30. - Tret skips: there's just no way to use this glitch in a useful manner for a myriad of reasons.
  31. - Early Mercury: the ply door is part of the collision map until Mia is loaded into the room (it could be that it's still part of the collision map here as well)
  32. - Alpine crossing skip: ILG on the vine to get over the rocks blocking your path, problem is that the rocks are part of the collision map
  33.  
  34. UPDATE 26 Dec 2014: The glitch can be used to talk to Spritz early and save some time (and an annoying RNG problem!) Yay for one use! You can also talk to the very first living statue early, but this does not save time.
  35.  
  36. Okay, but maybe it's useful in Golden Sun 2! Lot's of ladders there!!
  37.  
  38. The glitch got patched in GS2. Basically, the 13th frame no longer accepts psynergy/menu commands to queue up after the animation has completed. There's still psynergy/menu queuing to some extent for other animations (such as being knocked off the edge by a flamethrower) but the ladder animation got patched :( camelot pls
  39.  
  40. Feel free to tweet me/valyssa any questions about the glitch if you're curious!
Add Comment
Please, Sign In to add comment