the light house in palmacosta (sp)

 
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jensaykufu



Joined: 15 May 2007
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PostPosted: Tue May 15, 2007 12:44 pm    Post subject: the light house in palmacosta (sp) Reply with quote

ok, i havent tried this my self yet because i keep forgeting to -_-, but my friend told me if you equip all your characters with the poision amulet this to protect them the man in front of the light house will leave and let you go in side.
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Kleaver



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PostPosted: Tue May 15, 2007 2:05 pm    Post subject: Reply with quote

Uhmm...no Rolling Eyes
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agumike



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PostPosted: Tue May 15, 2007 4:49 pm    Post subject: Reply with quote

Nope. It is impossible to get in. Maybe with gameshark or somethin....but otherwise, never
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AndyDS



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PostPosted: Tue May 15, 2007 5:02 pm    Post subject: Reply with quote

If you can get in with cheating devices, you should be able to access it without a cheating device. The code can't be created by a miracle D: .
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agumike



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PostPosted: Tue May 15, 2007 5:05 pm    Post subject: Reply with quote

In that case, you can never get in. It is just there for the Orienteering minigame
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Kleaver



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PostPosted: Tue May 15, 2007 6:34 pm    Post subject: Reply with quote

AndyDS wrote:
If you can get in with cheating devices, you should be able to access it without a cheating device. The code can't be created by a miracle D: .


Unless you mean actually moving the player into the lighthouse exterior. That could probably be done Very Happy
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Lewnatic



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PostPosted: Tue May 15, 2007 8:45 pm    Post subject: Reply with quote

well suppose the inside of the lighthouse itself doesnt exist. if its there for a mini game only then it may not have any point inside. so cheating yourself inside could cause a game crash if theres no inside itsself. that sort of stuff has happened to me on different games "warp to - blah blah blah" CRASHHHH!
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Kyasarin



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PostPosted: Wed May 16, 2007 12:55 am    Post subject: Reply with quote

Judgment-0 wrote:
well suppose the inside of the lighthouse itself doesnt exist. if its there for a mini game only then it may not have any point inside. so cheating yourself inside could cause a game crash if theres no inside itsself. that sort of stuff has happened to me on different games "warp to - blah blah blah" CRASHHHH!


This is true. I'm one of the few who mess with the exit modifier, and a LOT of the level data is corrupted. There's more than ten levels that the game can't even read and just crashes. :/ Most of them are grouped together though, so they were probably just dummy levels that they purposely took out.

HOWEVER. I have found two (so far) levels that have absolutely no clues as to what or where they are. They both look alike, and have the same BGM as a few of the towns, making it seem like they couldn't decide where to put it. ... Ahem. I should be leaving this for the detailed report on the exit modifier.

But in any case, in the Palmacosta levels (exits 036-049) do not include anything that might resemble the lighthouse. They're only the buildings and the two parts of the town. (And a cutscene, strangely enough.) BUT, there IS one after the Palmacosta levels (exit 04A) that isn't quite a crash. It's a black screen that continues to play the music, but nothing else. (Can't access menus or anything) After that, the exits just go to the Tethe'alla Bridge.

This means that they POSSIBLY planned on having an inside for the lighthouse, but dropped the idea early on, leaving the level data incomplete to the point it couldn't be fully rendered. It IS complete enough that the game doesn't crash at the very attempt, but still incomplete enough to not have anything show.
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dragon94



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PostPosted: Sun Jun 10, 2007 3:38 am    Post subject: Reply with quote

You could probably use an action replay to get in it (by that I mean you walk into it so you can no longer see your character but will still be in the same location). If someone was able to somehow find a way into it, it would freeze...Trust me I've tried with with lots of my other games, take a step it to think it's awesome....BAM FROZEN.
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Reeg



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PostPosted: Sun Jun 10, 2007 6:06 pm    Post subject: Reply with quote

No, that wouldn't work. Even if he went to the door, there would be no action that could take effect. And even if you only had to walk through without pressing anything, you still wouldn't go anywhere.

Take it from me, I know, I used the save anywhere Action Replay cheat during the fight with Pronyma and Yggdrasil. I saved after Pronyma and before Yggy. Then quit the game.

After that, I loaded that same game, I was in the chamber where Martel went into Collete's body and left. I could run around in it, and when I tried to go back through the doorway you game into (that's white) I couldn't go anywhere.

Yes, you guessed it, I was permanently stuck in that room for an eternity. Luckily I saved that game on a different slot, or else I would have been screwed.

Test


Last edited by Reeg on Tue Jul 10, 2007 7:33 pm; edited 8 times in total
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VGK



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PostPosted: Tue Jun 19, 2007 5:48 am    Post subject: Reply with quote

Kyasarin wrote:
Judgment-0 wrote:
well suppose the inside of the lighthouse itself doesnt exist. if its there for a mini game only then it may not have any point inside. so cheating yourself inside could cause a game crash if theres no inside itsself. that sort of stuff has happened to me on different games "warp to - blah blah blah" CRASHHHH!


This is true. I'm one of the few who mess with the exit modifier, and a LOT of the level data is corrupted. There's more than ten levels that the game can't even read and just crashes. :/ Most of them are grouped together though, so they were probably just dummy levels that they purposely took out.

HOWEVER. I have found two (so far) levels that have absolutely no clues as to what or where they are. They both look alike, and have the same BGM as a few of the towns, making it seem like they couldn't decide where to put it. ... Ahem. I should be leaving this for the detailed report on the exit modifier.

But in any case, in the Palmacosta levels (exits 036-049) do not include anything that might resemble the lighthouse. They're only the buildings and the two parts of the town. (And a cutscene, strangely enough.) BUT, there IS one after the Palmacosta levels (exit 04A) that isn't quite a crash. It's a black screen that continues to play the music, but nothing else. (Can't access menus or anything) After that, the exits just go to the Tethe'alla Bridge.

This means that they POSSIBLY planned on having an inside for the lighthouse, but dropped the idea early on, leaving the level data incomplete to the point it couldn't be fully rendered. It IS complete enough that the game doesn't crash at the very attempt, but still incomplete enough to not have anything show.



Exit modifier?

I am VERY interested. Do elaborate.
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Kyasarin



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PostPosted: Tue Jun 19, 2007 7:16 am    Post subject: Reply with quote

WARNING: Lack of knowledge of how videogames are programmed may make this post hard to understand. You don't have to be a genius, though. XD

dragon94 wrote:
You could probably use an action replay to get in it (by that I mean you walk into it so you can no longer see your character but will still be in the same location). If someone was able to somehow find a way into it, it would freeze...Trust me I've tried with with lots of my other games, take a step it to think it's awesome....BAM FROZEN.


There are currently no codes for wallhacking (wallwalking, wallhax, WTW, walk-through-walls, whatever.), and as far as I know, there won't ever be. (Unless we get a good hacker on our side that can make a code to render all collision data false.) Therefore, it'd be impossible to use that method.

But even if the door has exit data, it won't lead anywhere important, since the map for the inside of the lighthouse is too corrupted to get to in the first place. It'd just make the game crash when it tried to load the level.

Reeg wrote:
No, that wouldn't work. Even if he went to the door, there would be no action that could take effect. And even if you only had to walk through without pressing anything, you still wouldn't go anywhere.


We don't know this entirely. I've seen situations in games that have the "open" feature instead of a simple walk-in feature. If the door is an exit point just without any collision data, it could still work if you stand at the right area.

Reeg wrote:
After that, I loaded that same game, I was in the chamber where Martel went into Collete's body and left. I could run around in it, and when I tried to go back through the doorway you game into (that's white) I couldn't go anywhere.


That makes sense. The save data recorded that you were on that map, but didn't recognize that it was in a cutscene, as savestates are incapable of doing that. So instead it put you on the map you saved in, and without the cutscene to trigger the next event, it allowed you to roam freely.

Reeg wrote:
I couldn't go anywhere. Yes, you guessed it, I was permanently stuck in that room for an eternity.


This is because that map most likely doesn't have any exit data (I haven't gotten to this map yet, but I so do look forward to it!) since they didn't plan on anyone free-roaming it; it was meant ONLY for cutscene use. This means that some of the objects in this map probably lacked collision data.

I'm not an expert at this stuff, but I'm gonna guess on how the white door works. We see Kratos exiting the scene through this door, correct? Wrong. From what I can tell, there are four things that the Kratos actor (NPC. Sorry, I'm used to calling them actors.) could have done.

1, as soon as he walked through the white door, his model was taken out of the scene. (It disappeared) This is very unlikely, as most actors are set in the map from the start, depending on the stage it's in. (Stages are what point in the game you enter it. Like Hakonesia Peak, first stage would only have a few actors in it. Second stage would have a different set since they use them for a scene. It's the same map, though.) Meaning that from the beginning of the scene, he was ALWAYS somewhere in the map, probably out of level bounds. So it was very unlikely that his model disappeared after walking through.

2, his model stopped moving all together after it got through the white door and stayed there until the scene was over and we were forced to leave. This is much more likely than the first idea.

3, his model kept on walking even after it got past the door, and keeps walking until we exit the scene and are forced to leave. This is still much more likely than idea 1.

4, his model was reset after he got through the door, reverting to his first position (assuming that this actor was present from the start of the scene.) outside level bounds where his actor would wait for further movement. But since he's not used anymore in this scene, he doesn't move or do anything else. This is the most likely scenario.

VGK wrote:
Exit modifier?

I am VERY interested. Do elaborate.


I apologize, but after typing all of this up, I'm not quite up to the task of explaining the exit modifier right this moment. I will send you a PM regarding the exit modifier soon, though. I promise.
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darkotsu



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PostPosted: Fri Jun 22, 2007 5:48 pm    Post subject: Reply with quote

[/img]

i think its almost impossible
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