Pikachuun

Et ca Repha

Apr 14th, 2018
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  1. Helpers are forcibly disabled throughout most of this
  2. You also get a special Taw sequence
  3.  
  4. Each "letter" has its own challenge to it (Ha Ha! xD).
  5.  
  6. L0 ((Var(59)&127) = 00 && FVar(0) = 1.130420 OR PalNo - 1 = 0):
  7. InGuardDist will send her to State 11000 (Clsn2 Anim).
  8. Do this with the correct timing to send her to StateDef 5150.
  9. Doing this incorrectly will trigger the 5100 bug and render her invincible!
  10. Normal: gametime%1000 = 777
  11. Easy: gametime%100 = 50
  12. Use p2stateno to send her to StateDef 2000000000.
  13. L1 ((Var(59)&127) = 01 && FVar(0) = 0.571024 OR PalNo - 1 = 1):
  14. Freeze the game after the armor helper takes damage to fix it in that state.
  15. 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:
  16. Using this, we can increase sysvar(4) constantly.
  17. Normal: Also use Explod occupancy to prevent her from spawning a second Explod.
  18. L2 ((Var(59)&127) = 03 && FVar(0) = 0.571015 OR PalNo - 1 = 2):
  19. Utilize Statedef 1010101011's projectile (C, HP) to send the root to Statedef 1010101010.
  20. We can then send the root to Statedef 1111111111 with another projectile close after in order to skip to L3.
  21. Normal: Must be incorporated alongside L1
  22. Otherwise... game over man, game over! (';w;')
  23. I chose to tackle this by spawning the projectile FIRST, then trying to deal 1 damage. It's a lot more consistent imo.
  24. L3 ((Var(59)&127) = 07 && FVar(0) = 0.571015 OR PalNo - 1 = 4):
  25. Let's Play Math Game.
  26. Easy: Get from 0 to -1953133220
  27. (0x00000000 > 0x8b958d5c)
  28. Normal: Get from 1431655765 to -1953133221 (1 will be added)
  29. (0x55555555 > 0x8b958d5b)
  30. Go through everything in the correct order.
  31. Operations are:
  32. Dec
  33. Def 4
  34. <8
  35. Def 8
  36. 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.
  37. &-16
  38. Def 16
  39. |[1, 15]
  40. Def 32-524288
  41. basically |1 = 32, |2 = 64, |3 = 128, etc.
  42. >4 (if 0x00XXXXXX)
  43. Def 1048576
  44. ~
  45. Def 2097152
  46. Guide, hopefully?
  47. Easy:
  48. 0x00000000
  49. | 0x00000008
  50. < 0x00000800
  51. > 0x00000080
  52. | 0x0000008b
  53. < 0x00008b00
  54. > 0x000008b0
  55. | 0x000008b9
  56. < 0x0008b900
  57. > 0x00008b90
  58. | 0x00008b96
  59. < 0x008b9600
  60. - 0x008b95ff
  61. & 0x008b95f0
  62. - 0x008b95ef
  63. & 0x008b95e0
  64. - 0x008b95df
  65. & 0x008b95d0
  66. - 0x008b95cf
  67. & 0x008b95c0
  68. - 0x008b95bf
  69. & 0x008b95b0
  70. - 0x008b95af
  71. & 0x008b95a0
  72. - 0x008b959f
  73. & 0x008b9590
  74. - 0x008b958f
  75. - 0x008b958e
  76. - 0x008b958d
  77. < 0x8b958d00
  78. ~ 0x746a72ff
  79. & 0x746a72f0
  80. - 0x746a72ef
  81. & 0x746a72e0
  82. - 0x746a72df
  83. & 0x746a72d0
  84. - 0x746a72cf
  85. & 0x746a72c0
  86. - 0x746a72bf
  87. & 0x746a72b0
  88. - 0x746a72af
  89. & 0x746a72a0
  90. | 0x746a72a3
  91. ~ 0x8b958d5c
  92. Normal:
  93. 0x55555555
  94. ~ 0xaaaaaaaa
  95. & 0xaaaaaaa0
  96. - 0xaaaaaa9f
  97. & 0xaaaaaa90
  98. - 0xaaaaaa8f
  99. & 0xaaaaaa80
  100. - 0xaaaaaa7f
  101. & 0xaaaaaa70
  102. | 0xaaaaaa74
  103. upon NOT flipping, you will get 0x56 due to arithmetic shift, which when flipped back will result in a closer result ('.w.')
  104. < 0xaaaa7456
  105. ~ 0x55558ba9
  106. & 0x55558ba0
  107. - 0x55558b9f
  108. & 0x55558b90
  109. | 0x55558b95
  110. < 0x558b9555
  111. ~ 0xaa746aaa
  112. & 0xaa746aa0
  113. - 0xaa746a9f
  114. & 0xaa746a90
  115. - 0xaa746a8f
  116. & 0xaa746a80
  117. - 0xaa746a7f
  118. & 0xaa746a70
  119. | 0xaa746a72
  120. ~ 0x558b958d
  121. < 0x8b958d55
  122. & 0x8b958d50
  123. | 0x8b958d5b
  124. Maximize chance at success in L4+ by syncing up Intro with gametime.
  125. Normal: Employ SuperPause in order to avoid a refresh.
  126. L4 ((Var(59)&127) = 15 && FVar(0) = 0.456903 OR PalNo - 1 = 3):
  127. We COULD do this as intended
  128. Or we could just, you know, not
  129. Normal: Use a really stupid bypass Oracle never noticed, utilizing L3's gimmick
  130. Exerting constant NoKO, set our life to 0 (we can get HitPauseTime here)
  131. Then set our life to 1 while setting our alive to 0
  132. This will add -2000000000 to 0 twice, resulting in an underflow that brings it over 2000.
  133. Get hit by the projectile to mark it as clear.
  134. Tada! We did it! Completely legit no clue what you're talking about ('.w.')
  135. L5 ((Var(59)&127) = 31 && FVar(0) = 0.409420 OR PalNo - 1 = 5):
  136. Use a Projectile with varying hitflags to trigger the damage condition (NOTE: H = S, L = C, A = A, D = L).
  137. Easy: No need for HitFlag variation, but we'll do it anyway tbh to save space
  138. Pause for 1 frame when gametime%50 = 49 to prevent it from resetting.
  139. Normal: In addition, we should wait for var(55) to be greater than 300.
  140. ...or, do it during the intro using pausetime = 1 to our advantage (as well as god-like timing)
  141. L6 ((Var(59)&127) = 63 && FVar(0) = 0.337187 OR PalNo - 1 = 6):
  142. We can no longer rely on our body anymore, as it gets erased.
  143. Use a helper + null overflow in order to set variables to the following values:
  144. Var(0) = 56 (Def 246)
  145. Var(19) = 60 (Def 247)
  146. Var(39) = 37 (Def 248)
  147. Var(59) = 64 (Def 249)
  148. SysVar(0) = 32 (Def 250)
  149. SysVar(1) = 0 (Def 251, it's unneeded)
  150. SysVar(2) = 0 (Def 252, it's unneeded)
  151. IsHelper(0) (Def 253, to prevent nothing from happening)
  152. SysVar(3) = TeamSide (Def 254, makes us spawn first to trigger the cond)
  153. SysVar(4) = TeamSide (Def 255)
  154. We will then set our hitcount to 244 and erase the helper when it's the right time.
  155. The below is Normal-only.
  156. L7 ((Var(59)&127) = ?? && FVar(0) = ?.??????):
  157. Time for some cyclic assembly.
  158. Set our Var(0) to whatever the *next* FVar(0) will be.
  159. (Var(59)&127) = 127: FVar(0) = 0.409431 > 0.456914, Var(0) := 1055518882 (0x3ee9f0a2)
  160. (Var(59)&127) = 063: FVar(0) = 0.456914 > 0.523307, Var(0) := 1057355635 (0x3f05f773)
  161. (Var(59)&127) = 031: FVar(0) = 0.523307 > 0.571046, Var(0) := 1058156562 (0x3f123012)
  162. (Var(59)&127) = 015: FVar(0) = 0.571046 > 1.130238, Var(0) := 1066445732 (0x3f90aba4)
  163. (Var(59)&127) = 007: FVar(0) = 1.130238 > 1.130205, Var(0) := 1066445455 (0x3f90aa8f)
  164. (Var(59)&127) = 003: FVar(0) = 1.130205 > 1.130212, Var(0) := 1066445513 (0x3f90aac9)
  165. (Var(59)&127) = 001: FVar(0) = 1.130212 > 1.048596, Var(0) := 1065760869 (0x3f863865)
  166. LX ((Var(59)&127) = 00, FVar(0) != 1.13042):
  167. InGuardDist will send her to State 11000 (Clsn2 Anim).
  168. Do this with the correct timing to send her to StateDef 5150.
  169. Doing this incorrectly will trigger the 5100 bug and render her invincible!
  170. Normal: gametime%1000 = 777
  171. Easy: ペナルティ
  172. Use p2stateno to send her to StateDef... 243
  173. This will set FVar(0) to Infinity, which allows for her to die.
  174. Send the character to Statedef 10778 (EoF makes it read the last file).
  175. Pause to prevent the helper from doing its bullshit at the same time.
  176. 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
  177. Her life will become 0 and you win nice job!
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