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- Helpers are forcibly disabled throughout most of this
- You also get a special Taw sequence
- Each "letter" has its own challenge to it (Ha Ha! xD).
- L0 ((Var(59)&127) = 00 && FVar(0) = 1.130420 OR PalNo - 1 = 0):
- InGuardDist will send her to State 11000 (Clsn2 Anim).
- Do this with the correct timing to send her to StateDef 5150.
- Doing this incorrectly will trigger the 5100 bug and render her invincible!
- Normal: gametime%1000 = 777
- Easy: gametime%100 = 50
- Use p2stateno to send her to StateDef 2000000000.
- L1 ((Var(59)&127) = 01 && FVar(0) = 0.571024 OR PalNo - 1 = 1):
- Freeze the game after the armor helper takes damage to fix it in that state.
- Probably the best way to do this is to *predict* that we will always hit it and freeze the game immediately after we fire a projectile :thinking:
- Using this, we can increase sysvar(4) constantly.
- Normal: Also use Explod occupancy to prevent her from spawning a second Explod.
- L2 ((Var(59)&127) = 03 && FVar(0) = 0.571015 OR PalNo - 1 = 2):
- Utilize Statedef 1010101011's projectile (C, HP) to send the root to Statedef 1010101010.
- We can then send the root to Statedef 1111111111 with another projectile close after in order to skip to L3.
- Normal: Must be incorporated alongside L1
- Otherwise... game over man, game over! (';w;')
- I chose to tackle this by spawning the projectile FIRST, then trying to deal 1 damage. It's a lot more consistent imo.
- L3 ((Var(59)&127) = 07 && FVar(0) = 0.571015 OR PalNo - 1 = 4):
- Let's Play Math Game.
- Easy: Get from 0 to -1953133220
- (0x00000000 > 0x8b958d5c)
- Normal: Get from 1431655765 to -1953133221 (1 will be added)
- (0x55555555 > 0x8b958d5b)
- Go through everything in the correct order.
- Operations are:
- Dec
- Def 4
- <8
- Def 8
- it's arithmetic, so 0x80 in the upper byte will stay that way but 0x81 AND 0x7f will become 0x7f, 0x82 will become 0x7e... etc.
- &-16
- Def 16
- |[1, 15]
- Def 32-524288
- basically |1 = 32, |2 = 64, |3 = 128, etc.
- >4 (if 0x00XXXXXX)
- Def 1048576
- ~
- Def 2097152
- Guide, hopefully?
- Easy:
- 0x00000000
- | 0x00000008
- < 0x00000800
- > 0x00000080
- | 0x0000008b
- < 0x00008b00
- > 0x000008b0
- | 0x000008b9
- < 0x0008b900
- > 0x00008b90
- | 0x00008b96
- < 0x008b9600
- - 0x008b95ff
- & 0x008b95f0
- - 0x008b95ef
- & 0x008b95e0
- - 0x008b95df
- & 0x008b95d0
- - 0x008b95cf
- & 0x008b95c0
- - 0x008b95bf
- & 0x008b95b0
- - 0x008b95af
- & 0x008b95a0
- - 0x008b959f
- & 0x008b9590
- - 0x008b958f
- - 0x008b958e
- - 0x008b958d
- < 0x8b958d00
- ~ 0x746a72ff
- & 0x746a72f0
- - 0x746a72ef
- & 0x746a72e0
- - 0x746a72df
- & 0x746a72d0
- - 0x746a72cf
- & 0x746a72c0
- - 0x746a72bf
- & 0x746a72b0
- - 0x746a72af
- & 0x746a72a0
- | 0x746a72a3
- ~ 0x8b958d5c
- Normal:
- 0x55555555
- ~ 0xaaaaaaaa
- & 0xaaaaaaa0
- - 0xaaaaaa9f
- & 0xaaaaaa90
- - 0xaaaaaa8f
- & 0xaaaaaa80
- - 0xaaaaaa7f
- & 0xaaaaaa70
- | 0xaaaaaa74
- upon NOT flipping, you will get 0x56 due to arithmetic shift, which when flipped back will result in a closer result ('.w.')
- < 0xaaaa7456
- ~ 0x55558ba9
- & 0x55558ba0
- - 0x55558b9f
- & 0x55558b90
- | 0x55558b95
- < 0x558b9555
- ~ 0xaa746aaa
- & 0xaa746aa0
- - 0xaa746a9f
- & 0xaa746a90
- - 0xaa746a8f
- & 0xaa746a80
- - 0xaa746a7f
- & 0xaa746a70
- | 0xaa746a72
- ~ 0x558b958d
- < 0x8b958d55
- & 0x8b958d50
- | 0x8b958d5b
- Maximize chance at success in L4+ by syncing up Intro with gametime.
- Normal: Employ SuperPause in order to avoid a refresh.
- L4 ((Var(59)&127) = 15 && FVar(0) = 0.456903 OR PalNo - 1 = 3):
- We COULD do this as intended
- Or we could just, you know, not
- Normal: Use a really stupid bypass Oracle never noticed, utilizing L3's gimmick
- Exerting constant NoKO, set our life to 0 (we can get HitPauseTime here)
- Then set our life to 1 while setting our alive to 0
- This will add -2000000000 to 0 twice, resulting in an underflow that brings it over 2000.
- Get hit by the projectile to mark it as clear.
- Tada! We did it! Completely legit no clue what you're talking about ('.w.')
- L5 ((Var(59)&127) = 31 && FVar(0) = 0.409420 OR PalNo - 1 = 5):
- Use a Projectile with varying hitflags to trigger the damage condition (NOTE: H = S, L = C, A = A, D = L).
- Easy: No need for HitFlag variation, but we'll do it anyway tbh to save space
- Pause for 1 frame when gametime%50 = 49 to prevent it from resetting.
- Normal: In addition, we should wait for var(55) to be greater than 300.
- ...or, do it during the intro using pausetime = 1 to our advantage (as well as god-like timing)
- L6 ((Var(59)&127) = 63 && FVar(0) = 0.337187 OR PalNo - 1 = 6):
- We can no longer rely on our body anymore, as it gets erased.
- Use a helper + null overflow in order to set variables to the following values:
- Var(0) = 56 (Def 246)
- Var(19) = 60 (Def 247)
- Var(39) = 37 (Def 248)
- Var(59) = 64 (Def 249)
- SysVar(0) = 32 (Def 250)
- SysVar(1) = 0 (Def 251, it's unneeded)
- SysVar(2) = 0 (Def 252, it's unneeded)
- IsHelper(0) (Def 253, to prevent nothing from happening)
- SysVar(3) = TeamSide (Def 254, makes us spawn first to trigger the cond)
- SysVar(4) = TeamSide (Def 255)
- We will then set our hitcount to 244 and erase the helper when it's the right time.
- The below is Normal-only.
- L7 ((Var(59)&127) = ?? && FVar(0) = ?.??????):
- Time for some cyclic assembly.
- Set our Var(0) to whatever the *next* FVar(0) will be.
- (Var(59)&127) = 127: FVar(0) = 0.409431 > 0.456914, Var(0) := 1055518882 (0x3ee9f0a2)
- (Var(59)&127) = 063: FVar(0) = 0.456914 > 0.523307, Var(0) := 1057355635 (0x3f05f773)
- (Var(59)&127) = 031: FVar(0) = 0.523307 > 0.571046, Var(0) := 1058156562 (0x3f123012)
- (Var(59)&127) = 015: FVar(0) = 0.571046 > 1.130238, Var(0) := 1066445732 (0x3f90aba4)
- (Var(59)&127) = 007: FVar(0) = 1.130238 > 1.130205, Var(0) := 1066445455 (0x3f90aa8f)
- (Var(59)&127) = 003: FVar(0) = 1.130205 > 1.130212, Var(0) := 1066445513 (0x3f90aac9)
- (Var(59)&127) = 001: FVar(0) = 1.130212 > 1.048596, Var(0) := 1065760869 (0x3f863865)
- LX ((Var(59)&127) = 00, FVar(0) != 1.13042):
- InGuardDist will send her to State 11000 (Clsn2 Anim).
- Do this with the correct timing to send her to StateDef 5150.
- Doing this incorrectly will trigger the 5100 bug and render her invincible!
- Normal: gametime%1000 = 777
- Easy: ペナルティ
- Use p2stateno to send her to StateDef... 243
- This will set FVar(0) to Infinity, which allows for her to die.
- Send the character to Statedef 10778 (EoF makes it read the last file).
- Pause to prevent the helper from doing its bullshit at the same time.
- Use a projectile with a hitpausetime of 1 to unfreeze her for 1 frame (ironically) and kill her, keeping the pause up to keep the helper out
- Her life will become 0 and you win nice job!
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