Blast Corps - Setup for Credits Carrier Explosion in 100% Speedrun

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Published on ● Video Link: https://www.youtube.com/watch?v=g8UETdsJixA



Blast Corps
Game:
Category:
Let's Play
Duration: 2:34
3,349 views
50


FUCK YEAH BABY!!!! Probably 75 hours of research in BizHawk that led to this. I never thought I'd actually obtain the holy grail that is an understanding of this glitch, let alone a 100% consistent setup. Anyway...

Frames Image: http://i.imgur.com/olrq9P2.jpg

-Technical details--
So any and all demos and replays in the game, including the intro demos, alter two different memory addresses corresponding to the vertical and horizontal control stick position (0x370B80 and 0x380B81 respectively). These values can range from -128 to 127 for both directions, but the range of values that actually makes your guy run into the OoB spot is very small.

Take a look at this image to get what I mean: http://i.imgur.com/1ftraEq.jpg

Anything in between those green lines would run into the OoB region.

The way I was able to find out that this is how the running in the credits was affected was mostly by following the long long trail of breadcrumbs in the hexadecimal world, with much needed help from several epiphanies in the shower. The hard part though was sifting through the thousands of frames of input data between all the demos to find values that could actually work. I modified a Lua script to output the values of the two previously mentioned memory addresses once per frame, sorted the pairs of values and singled out the ones that had the correct ratio of vertical to horizontal position as the positions in the linked image. Out of sheer luck, there was one group of values in the Thunderfist demo that made the player run in both the correct direction and at full speed. The window was 4 frames wide and relatively early in the replay, so this setup is both fast and easy.

The other method of activating this glitch besides watching another demo for a longer time is to play through a level normally, but move at the desired angle in the beginning of the level for a little bit first. When you watch the replay right afterwards, you can then exit the replay during the time you were moving in that good angle and then store the correct stick positions for the credits. The problem with this method was the position needed was not along a diagonal of the N64 controller and thus was nearly impossible to replicate with 100% (or even 50% consistency). Not having visual feedback of your exact stick position on console made me quickly shelf this method as a worst case scenario setup that thankfully won't be needed after all. I must have just had the miracle of all miracles in my 1:33 WR run because I obviously did not do this setup and I only watched a replay of a single level that I had no business holding the stick in the correct angle in to start.

Also of note, this glitch works on all versions of the game. Here are the two previously posted videos that led to this discovery:
https://www.youtube.com/watch?v=xGM6PU8ycA8 - The discovery of the OoB region
https://www.youtube.com/watch?v=AudQdiNngSs - The discovery of the invisible player running

And if it wasn't already implied by this crazy ass glitch...

This. Fucking. Game.







Tags:
Blast Corps (Video Game)
credits
explosion
carrier
missile
graviton
100%
any%
speedrun
rta
blast
dozer



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