6/23/2023 0 Comments Cave story credits(And if you're wondering how you're able to re-enter the Labyrinth to begin with.the flag that locks you out of the Labyrinth is set by the Core drowning cutscene, not by the post-fight cutscene.) That event is part of the normal ending "breakdown" sequence, and so that's how you end up at the credits. Anybody who's worked on routing Cave Story 3D glitched categories will know all too well where this is headed: Drowning in Labyrinth W runs that area's event #1100.which doesn't exist, but that's okay because the TSC parser lands on the next highest event instead, which is #1200. This means that, from there on out, whenever you drown, the game will run the current's map's event #1100 instead of killing you. But by using the cutscene pause glitch to escape the Core room after the fight, you can keep flag 4000 set permanently (or at least until you go back to the Core and drown there). (That cutscene also happens to unset flag 4000, though you also get an air tank so you couldn't drown afterwards anyways.). What event #1100 actually does depends on which map you're in (most maps don't even have an event #1100), so it's intended that the only place you can drown while flag 4000 is set is in the Core, whose event #1100 is the usual "Losing. Want to retry?"), but if flag 4000 is set when this happens, the game instead runs event #1100. Upon beating the Core, the post-fight cutscene event sets flag 4000.įlag 4000 is a special flag: Normally, when Quote runs out of air while underwater, the game runs event #0041 ("You have drowned. The game stores its progression state in a bunch of numbered "flags", which can be either set or unset, and are usually manipulated by "events" which are coded in the *.tsc script file for each area and triggered by various in-game actions. Here's a (potato quality) video where I demonstrate this setup:Īnd here's a technical explanation of why this works: If you then backtrack to Labyrinth W and drown in any of the puddles there, you'll trigger the normal ending "breakdown" scene, which ends with Kazuma saving you and the credits rolling. By ending the fight close to the exit (and above the water), there's just enough time to leave the room before your air runs out. There's an invisible wall or something that spawns there to prevent you from leaving during the fight, but it luckily disappears after the fight. Basically, you can use this cutscene pause glitch to hold the big Core shutter open. While messing around with this glitch, I discovered a way to abuse it to warp to the normal ending. Shoutouts to Setonkeys Setonkeys (and probably also R e p e n t M F R e p e n t M F, indirectly) for noticing this interaction (and bringing it to my attention). So apparently, when pausing the game (with the + button) while a cutscene is being skipped, the cutscene continues being fast-forwarded but with certain elements (like player/NPC animations and movement) being frozen. (Note: This glitch appears to be already patched in the JP release of the game, though it should still work on at least the current US version.)
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