FFVII's Strangest Glitch Finally Solved

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  • Опубліковано 22 лис 2024

КОМЕНТАРІ • 261

  • @Aldrasio
    @Aldrasio Рік тому +118

    Using 4 bytes to store a number that is read into 2 bytes, as an ASCII string, in base 10, with no null terminator, is probably the most psychotic method I've ever heard for storing a number. I'm shocked it even works as well as it does.

    • @priwncess
      @priwncess Рік тому +5

      Lmaooo this

    • @StarGazerTom1991
      @StarGazerTom1991 10 місяців тому

      It honestly hurt my brain. I just have no idea why they'd do something like this. It doesn't make sense. It's so strange.

    • @inthefade
      @inthefade 9 місяців тому +5

      It is the Rube-Goldberg machine of data storage. There is something beautiful about it.

    • @absoluterwahnsinn2389
      @absoluterwahnsinn2389 8 місяців тому +2

      Pls explain in non-nerd terms

    • @MegaZeta
      @MegaZeta 7 місяців тому +2

      @@absoluterwahnsinn2389 On its face, it's like if you knew how to write the number "1,000" and what it meant, but you opted to write it as one thousand separate tally marks. Now, there's a good reason why you'd use tally marks in a specific situation (tallying 1,000 objects) and maybe this happened for a good reason too, but that's one analogy.

  • @NikkiTaLance
    @NikkiTaLance Рік тому +86

    Me before watching video: "An upside down model usually indicates a negative scale; I bet this is an overflow glitch."
    After watching video: "Holy crap we're lucky this game ever functioned..."

    • @IntegerOfDoom
      @IntegerOfDoom Рік тому +4

      I thought SM64 was jank.

    • @madisonevans7950
      @madisonevans7950 10 місяців тому +6

      its the same feeling I get when I play The Sims 2. That game was built on hope and payer type coding lmao

    • @Hyuduro
      @Hyuduro Місяць тому

      Pokémon Red/Blue: "First time?"

  • @ericbowers5968
    @ericbowers5968 Рік тому +131

    I've gotta say, I've missed your glitch and in depth game mechanics videos. I'd say you're in my top 5 content creators but I'm not as much into long play vids so I haven't watched as much as I used to but I so make sure to like and comment on all your vids I can. Keep up the good work man.

    • @4-8Productions
      @4-8Productions  Рік тому +9

      I'm not sure why you said you miss my in-depth and glitch videos, I just uploaded my biggest In-Depth project ever with the Cloud In-Depth only a few weeks ago, and the next In-Depth is in the works! We have been working on it daily together as a community over on the Twitch channel. At any rate, I really appreciate the love and support you've given me over the years, and it is great to have you around!

    • @4-8Productions
      @4-8Productions  Рік тому +36

      Oh you know after reading that comment again, maybe you were talking more about just in-depth mechanic videos in particular? That's really nice to hear, I would like to try to delve more into the mechanical side of games as a separate thing, but to be honest there is only so much FFVII can still give. But whenever it does give, I'll do my best to explain everything I know!

    • @ericbowers5968
      @ericbowers5968 Рік тому +13

      @4-8Productions Awesome. I did watch the Cloud one. I'll make sure to find the rest of them. Tbh UA-cam has been sabotaging my notifications, so I guess they fell through the cracks. And yes, I was talking more about game mechanics like materia interaction, Stat functions, and ways to break games. Keep up the awesome work.

    • @ericbowers5968
      @ericbowers5968 Рік тому +3

      @4-8Productions FF7 is indeed still living and breathing. I actually just started a perfect file run because my old PS mem card got corrupted while playing FFT. So I have to replay all the ps1 FFs, lol what a drag. Take care and keep up the great work.

    • @sciverzero8197
      @sciverzero8197 Рік тому +4

      @@4-8Productions I don't know if its of any interest to you to look into things that aren't speedrun useful, but maybe a video about how chocobo races are handled, or how chocobo breeding actually works in code... I know you're not really the code guy as much as mav and some others, but if you'd like a suggestion for mechanical videos... any of the things that have RNG and _implied_ interactions with items (chocobo breeding and nuts and greens for example) could stand to be demystified for those of us not as many years deep in the speedrun scene.

  • @adriandelacroix
    @adriandelacroix Рік тому +17

    It’s great to see this figured out after so long; and thanks for explaining it to those of us without backgrounds in computer science or game development in such a concise, understandable manner.
    All I could think was that those are the materia Scarlet was really looking for. Imagine if they launched that at meteor. Sephiroth would’ve been speechless.

  • @sciverzero8197
    @sciverzero8197 Рік тому +41

    I knew this game was made of chewing gum and string but I didn't realize _any_ of the code was THAT bad. It is actually difficult to find a worse way to store a number, and if you do, its something that's so ridiculous that it is clearly intended to be bad design.
    That said, I bet this code dates back to the PS1 version, but never happens on that version because the PS1 doesn't have dynamic memory allocation like modern PC games.

    • @GrantedBunion
      @GrantedBunion Рік тому +5

      you know a FF game gonna be GOAT'd when it's glitchy af

    • @priwncess
      @priwncess Рік тому

      @@GrantedBunion True dis

    • @hooah
      @hooah Рік тому

      wait WHAT

    • @Stuntzii1
      @Stuntzii1 Рік тому

      this game came out b4 u were born ugh

  • @Puremindgames
    @Puremindgames Рік тому +13

    FFVII, the gift that keeps on giving, hopfuly one day I am blessed and found worthy of viewing big Cloud.

  • @olafthebear2327
    @olafthebear2327 Рік тому +16

    There were certainly some decisions made in this game's development. It's honestly a miracle this game runs as well as it does, let alone at all, and proves this is truly the best timeline. I love this game

    • @TheBronf
      @TheBronf Рік тому +2

      it was released by being hold together by duck tape. during development they were acutely worried they wouldn't be able to release it. its why the debug room is still in the game because they thought removing it would screw the game over.

    • @MMasterDE
      @MMasterDE Рік тому +1

      I'm thinking, if this is only present in the PC version, that it's a porting issue, and is related to avoid issues with endianness.

    • @Kono_Dio-Da
      @Kono_Dio-Da Рік тому +3

      ​@@MMasterDEProbably because of how differently PCs store memory compared to a PS1

    • @jayewrite1256
      @jayewrite1256 5 місяців тому

      @@TheBronfI thought I remembered someone saying the game was held together by duck tape and bubble gum. Honestly I like how old game developers managed to develop solutions to there problems when developing games, but now with modern games the glitches have not only gotten worse but now there just features not problems.

  • @ranibro
    @ranibro Рік тому +41

    Not only upside down, he's probably inside out as well, sm64 has a pretty similar glitch with the fly guy.

    • @inthefade
      @inthefade 9 місяців тому +3

      He's just inverted along all three axes.

  • @SWISS-1337
    @SWISS-1337 Рік тому +50

    This is exactly the reason I subscribed to you death, other than the awesome mod play throughs that is. Thanks for everything.

    • @4-8Productions
      @4-8Productions  Рік тому +5

      Thanks!

    • @SWISS-1337
      @SWISS-1337 Рік тому +3

      @@4-8Productions the least I can do with all the amazing content you've given us.

  • @rt1517
    @rt1517 Рік тому +9

    This is not an exotic storage. They just stored the size in a null/zero terminated ascii string. The number in the images from death are actually hexadecimal. And in ascii, 5 is 0x35 (the 0x prefix means hexadecimal), 1 is 0x31 and 2 is 0x32.
    In C:
    puts("\x35\x31\x32");
    is exactly like:
    puts("512");
    The only strange thing is that they store numbers in ascii string. There are two drawbacks.
    The first one is that they need to convert the string back to a number to be able to use it.
    The second one is that it takes more memory. Here they use 4 bytes and they can only store a number from 0 to 999, while a C unsigned short int is usually 2 bytes and can contain a number from 0 to 65,535.

    • @MaciejTrebacz
      @MaciejTrebacz Рік тому +3

      Yeah maybe the wording was not ideal here, it’s not exotic or weird, it’s just the wrong tool for the job. If you need to store a number that will later be used to do math, you should store it as a number, not as an ASCII string, that’s just dumb. And then what’s even dumber is they wrote a custom, botched string to number function that, along with the fact they forgot to add null termination resulted in this bug.

  • @MachFiveFalcon
    @MachFiveFalcon Рік тому +13

    Thank you and m4v3k for continuing to breathe new life into this classic! So grateful to have fans like you who keep making FFVII content.

  • @PWBS-yc6xi
    @PWBS-yc6xi 11 місяців тому +3

    Thank you so much! This happened to me once and I was so confused and I couldn’t find anyone explaining how it happened

  • @flyannfan11
    @flyannfan11 Рік тому +8

    As a software engineer, I agree with the guy who said this is the worst thing he’s ever seen 😂. Idk why they made storing and reading the size so complicated hahaha. Also great explanation, I gotta try this in my current playthrough when I get to Corel lol

    • @MMasterDE
      @MMasterDE Рік тому +5

      This was probably due to a bad porting job, and it exists to avoid endianness issues. However, the algorithm to read the numbers is just dumb.

  • @AurumKHK
    @AurumKHK Рік тому +2

    8:40 I played through the game for the first time earlier this year and encountered this glitch here. I streamed what was happening to my friends through discord and they had never seen it before so it's cool to know all this now!

  • @strat5520
    @strat5520 Рік тому +14

    As a programmer I love in depth info like this. First ran across your channel when you had just a few subs and were kind of struggling. Happy to see your near 100k now. If you keep making indepth programming vids like this youll fill a much needed niche. I can say for certain ill be watching! Also, I wonder if the algorithm isnt looking for the Null terminator as it iterates over the memory

    • @MaciejTrebacz
      @MaciejTrebacz Рік тому +1

      Nope, it's not just looking for null terminator, it actually has a lookup table of characters to determine whether the current byte is a number, which sounds super complicated for a simple algorithm like this.

  • @NuevaBestia
    @NuevaBestia Рік тому +39

    They say they left the debug room in the game because the game was so broken right before launch they were afraid that if they took it out, something would break. I think we finally know why. Why on earth did they do it this way and how in the WORLD was the PS1 able to handle such inefficiency?????

    • @swordofkings128
      @swordofkings128 Рік тому +6

      Idk doesn't seem like reading/writing 4 bytes of memory (even doing so each cycle) would slow down a room where there's only a handful of character models max on a 2d background.
      As for why it was done that way, maybe it was a good fit for how they designed the rest of the code? And it was so rare it never came up and as they say, "if it ain't broke don't fix it."

    • @kahlzun
      @kahlzun Рік тому +14

      ff7 was kinda groundbreaking in its 3d design; noone had really tried to do what they were doing. Some of the stuff they tried worked, some didnt. The whole thing is held together with stickytape and paper mache.

    • @lilox3690
      @lilox3690 Рік тому

      ​@@kahlzunEven with all that, it's still one of my most beloved games I've played. Remake is on that list too but it's mostly for the music instead of the gameplay, not to say there's anything necessarily *bad* about it or the direction they took the story.

    • @mikeshaver-miller745
      @mikeshaver-miller745 Рік тому +10

      FF7 is built on top of several game engines. The field module, the battle module, the menu module, the overworld module, and the minigame module are the ones I can think of off hand. If I had to guess, they probably encoded a LOT of information as simple ascii because so much of it would need to be passed back and forth between modules. In the case of the field module, since you can go back and forth between a location and the battle module, you probably have to pass your initial location, rotation and dimensions to the battle module and back again to keep your place on the field module. The game would not be playable if you had to teleport back to the beginning of a large field area every time you battled. As for why you wouldn't just pass a scale value, that would mean that every time you went from battle to field, you'd have to do math just to determine where something was and how big it was supposed to be. Better to just store the raw numbers then.

    • @Ephemeral_Sins
      @Ephemeral_Sins Рік тому +4

      Because this only works on the PC version, ps1 doesnt have that memory allocation. The ps1 probably only remembers the first 4 numbers because those are the only ones available to it. But of course a PC can hold much more data, also a reason why there were so many terrible PC ports back then. The games were never originally meant to be on PC and why some were buggy messes.

  • @yoshilikescandy4020
    @yoshilikescandy4020 Рік тому +5

    I love how after so long, you all are still finding out stuff about this game

  • @patrickmiller2222
    @patrickmiller2222 Рік тому +3

    I had this happen to me in Corel on my first playthrough and have been curious about it ever since. Interesting stuff!

  • @dennispalmer6928
    @dennispalmer6928 Рік тому +3

    So, they store the ASCII digits of the number with a null terminator. It would have saved memory by simply using 2 bytes to store the binary number. Based on what you said about the underflow, the system probably only handles signed 16-bit integers anyway which have a max value of 32,767.

  • @ajenkinsff7xfiles899
    @ajenkinsff7xfiles899 Рік тому +7

    ff7 will never give up all it secrets in over 25 years.

  • @drmisunderstood3999
    @drmisunderstood3999 4 місяці тому

    Finally, an explanation. I had this happen to my playthrough once and never understood it. Now it makes sense.

  • @chitlitlah
    @chitlitlah Рік тому +4

    FF7 is my favorite game and I love these videos. It's interesting to see under the hood of this bizarrely programmed game.

  • @chrisparkhurst5158
    @chrisparkhurst5158 20 днів тому +1

    FF7 OG is nearly 30 years old and people still cherish it and are still finding new things about it. FF7 Remake/Rebirth is only a few years old and it's crickets from all the same people telling you it's a masterpiece and GOTY and better than the original

  • @yumyumeatemup
    @yumyumeatemup Рік тому +4

    Very cool finally seeing this showcased. I legit had this happen to me once and had NO EARTHLY clue how it happened to me LMAO! Now I know its not that big of a deal and my game file wasnt corrupted or something dire!

  • @GamingVids1984
    @GamingVids1984 Рік тому +1

    The minute you started talking about it I knew it was going to have to do with random memory being used in an unintended way. That's almost always the way these things work.

  • @prisma.
    @prisma. 7 місяців тому +1

    the fact this game works at all is a genuine miracle

  • @letao12
    @letao12 Рік тому +7

    If I may defend the algorithm a bit (I don't mind losing all credibility haha), this seems like a fairly common bug and isn't too egregiously stupid.
    First of all, as you mentioned, the value is stored as a string in ASCII. I don't know why they store it like that but OK, that's just the format it came in. It's inefficient but there's nothing particularly wrong with that.
    All ASCII strings are supposed to end with a 00 byte, and it's standard practice to keep reading strings until you hit a 00. They improved this a bit knowing it can only be a number, so they end on anything outside of 30-39 instead of only 00. This is a fairly typical implementation.
    The only thing that went wrong was a mismatched assumption. Probably the people who built the fields put a 4-byte limit on the model size string, but thought they had room for 4 digits and didn't have to end it with 00. Then the people who wrote the 3D model code assumed it would be a regular ASCII string which always ends with 00 and didn't bother checking the 4-byte limit. Both are reasonable (and common) ways to do it, but the two teams needed to be consistent which they weren't.
    Finally, this could be something that did work reliably on the PS due to how memory was managed on the console, where the assumption that the string would always end after 4 bytes did hold up. But because memory is allocated differently on PC, and nobody was aware of such an inconspicuous underlying assumption when porting the game, it introduced this new bug.

    • @MaciejTrebacz
      @MaciejTrebacz Рік тому +1

      This video made some simplifications to make it more understandable, in reality the code to convert the string to number is really, really over engineered. It actually uses a lookup table to determine whether it’s looking at a number or not. To me it looks like it was written by a novice programmer who never did such a task and instead of doing any research they just banged together some tools they knew until they had something that kind of worked 😅

    • @letao12
      @letao12 Рік тому

      @@MaciejTrebacz Ah I see. That's less justifiable lol. I wonder if that was due to the mixture of text encodings used in the game. Maybe some parts are ASCII-esque but not entirely, or it was subject to change, so they used a lookup table to ensure whatever encoding always gets converted correctly.

    • @Owyn_Merrilin
      @Owyn_Merrilin Рік тому

      @@letao12 The PS1 version definitely wasn't standard ASCII, or even Shift-JIS. So that's almost definitely part of why it was programmed this way.
      I wonder if this is essentially part of a big number implementation? Just because the character field models never go over 1024 in size doesn't mean it's not part of some larger system that requires sizes bigger than you can fit in a uint_32.

  • @lightningshy5287
    @lightningshy5287 Рік тому +1

    I’m so glad I’m not the only person who ever noticed this. I remember taking a screenshot back in 2015 but somehow I lost it 😂

  • @MixMasterLar
    @MixMasterLar Рік тому +1

    I think I've only ever heard you mention this, never seen it!
    Great vid dude

  • @somebloke.
    @somebloke. Рік тому +2

    Rumor has it the guy who made this code went on to number the kingdom hearts games

  • @cidhighwindgunz
    @cidhighwindgunz Рік тому +1

    For real this is probably the best and most reliable FF7 content in recent years

  • @kyunasan
    @kyunasan Рік тому

    Saw m4v3k checking about this on stream, I was wondering if you would make a video about it, I'm glad you did! It was a really interesting glitch to understand!

  • @MrStrikecentral
    @MrStrikecentral Рік тому +1

    I've never even heard of this glitch before. Very interesting...

  • @ArcaneEther
    @ArcaneEther Рік тому +1

    Going by the memory explanation given, this glitch should also trigger on any map where Cloud's model is defaulted to 2,048.
    I bet you could trigger this glitch by loading in/out of rooms with the Debug Room.
    Maybe try this when Cloud is inside the Submarine? I recall the "camera" being zoomed in a bit close there.

  • @TheStrahl
    @TheStrahl Рік тому +2

    Oh wow, It's not everyday I see something new in FF7.

  • @Classic_DionysuS
    @Classic_DionysuS Рік тому +1

    Always learning something new about FF7. Amazing. Thanks Death

  • @platinumdynamite
    @platinumdynamite Рік тому +1

    I get so much joy out of you sharing your love of this game.

  • @NGPlusVideos
    @NGPlusVideos Рік тому +1

    11:15 "Trying everything on everything".
    Ah, the Broken Sword method.

    • @Puremindgames
      @Puremindgames Рік тому +1

      It's the best method, it never fails.

  • @sircrashtonii9718
    @sircrashtonii9718 Рік тому +2

    This is one of the funniest things I've seen in a long time. I literally burst out laughing when I realized how bad the algorithm is!

  • @codyarceneaux7106
    @codyarceneaux7106 Рік тому

    Kinda got behind watching twitch, but I never miss a YT vid. Good work on it, man! I absolutely love your content, and you’re by far the best FF7 content creator I know of.

  • @omniwinds
    @omniwinds Рік тому +2

    This game has endless secrets and quirks and I am here for all of them

  • @josh1234567892
    @josh1234567892 Рік тому

    Videos like this are always a fun watch for a CS student :)

  • @Jeff-cn9up
    @Jeff-cn9up 9 місяців тому +1

    Why would you EVER code that as "grab bytes until you get one that starts with something other than 3"?
    It's nuts. You KNOW the maximum number for that field and that it will always be a positive number, so you code it normally and simply grab two bytes every time.

  • @Jabrils
    @Jabrils Рік тому

    this is beautiful

  • @tomathysimons6531
    @tomathysimons6531 Рік тому +1

    almost 100k subs that's insane i'm glad that i am able to be subbed before it

  • @kenshinthebattousai3
    @kenshinthebattousai3 Рік тому +1

    math with Death is the best. Got my geek on for sure 1024 bits man!!!

  • @neezduts69420
    @neezduts69420 Рік тому

    I'd completely forgotten about this happened to me until this video

  • @pcrizz
    @pcrizz 4 місяці тому

    I think the upside down glitch may also occur early game Midgard Slums, I think before the first church scene or slightly there after. In that case it may have just been the cursor pointer finger upside down because I don't think I could see Cloud due to camera shenanigans. Come to think of it maybe that was just something else, because I see you still have a normal finger cursor while Cloud is massive.

  • @insanecurity
    @insanecurity Рік тому

    This happened to me the first time I played FFVII Steam version, I had no idea it was considered a “rare” glitch lol :D

  • @mrlucasftw42
    @mrlucasftw42 9 місяців тому

    My FMVs used to play upside down in this game for some reason - way back in the day on PC

  • @anthonybertuzzi9686
    @anthonybertuzzi9686 Рік тому +2

    Why does FF7 years later still shrouded in mystery..... This game will always feel like there's something else to discover

  • @DePhoegonIsle
    @DePhoegonIsle Рік тому

    That's adorable. though all they would have to have done is leave in a trailing 00, but I mean it's an interesting lesson for programming overlooked side effects.

  • @patrickbo2045
    @patrickbo2045 Рік тому

    Yea mate I had that trigger in Bugenhagen's observatory once, confused the heck out of me!

  • @mrteabag59
    @mrteabag59 Рік тому +2

    Alternate timeline confirmed, Aeris Aerith / Cloud Upside Down Massive Cloud

  • @scragar
    @scragar Рік тому

    Just to point out the normal approach when you don't know how many bytes you'll need for your number is to have one or more bytes to keep the size.
    Basically 512 would be 2(because we need 2 bytes for the size as it's above 255), 2(because 2*256 = 512), 0(for the remainder).
    This prevents any potential issues because you're always storing how many bytes you need rather than looking at the values of bytes to tell when you end.
    Also given the game only ever uses powers of two for scaling it may be more efficient to just store the power, 1024 is just 2^10, 512 is 2^9; storing 10 and 9 respectively and just doing a left shift by the number for the scaling would be a lot safer/efficient.

  • @elliott_k_1234
    @elliott_k_1234 Рік тому +1

    Great work!

  • @penta5421
    @penta5421 Рік тому

    No way lmao, I remember getting this glitch like 5 years ago just casually playing the game. It happened at the screen just past the North Corel reactor

  • @maggiehenstorf5168
    @maggiehenstorf5168 9 місяців тому

    Good videos I would love to see you do would be on Important Missable Item Locations/How To Get Them and all the ways Get Each Type of Chocobo, not just the 15 minute way for the speed runners.

  • @seanpeacock4290
    @seanpeacock4290 Рік тому

    The previous FF game FF6 in Japan and FF3 in America, where on the SNES and FF7 might have been started while the negotiations were ongoing with Square, Nintendo, and Sony. Square might not have known what console architecture the game would be released under. The dynamic could have been a way to make it easier to port to multiple systems depending on who would host the game. It was also their first 3D game so there might be some jankie code as a result of not knowing what problems could arise from being in a 3D engine. But even their 2D games had some weird glitches and bugs.

  • @petersen523
    @petersen523 Рік тому +1

    this happened to me! changing the resolution worked at the time - and it was always on the same room (the one from your ss)

  • @tfuenke
    @tfuenke Рік тому

    I never get tired of this game

  • @snowxcrowe
    @snowxcrowe Рік тому +1

    This is great! A very fun glitch.

  • @brainfreeze91
    @brainfreeze91 Рік тому

    I didn't even understand what you were talking about at first. I immediately understood it as "oh, those are hex numbers. That makes sense they would read numbers there". But when it clicked that they were literally just taking the decimal 30 range and reading the ones digit there, I mean that is just so dumb! I know consoles back in the day did hacky stuff in order to fit more on the disc/cartridge. But I can't imagine that this would even improve anything at all? It's just a weird obfuscated way to read numbers.

  • @danielhale1
    @danielhale1 3 місяці тому

    Pokemon Red & Blue are my go-to "this game is gloriously broken" examples, but I love hearing about the madness underlying FF7's polish. That number encoding system just feels wrong to me. It's the sort of thing I'd have done in my late teens when I was first learning c++ coding and didn't know the right ways (bitwise operations come to mind). Considering how many sacrifices the team had to make, how many hoops they had to jump through just to optimize the game to fit and work, it's weird that they'd have such a weirdly inefficient and convoluted way to store 512 at the start of a model.

  • @steak9194
    @steak9194 Рік тому

    loved this, bro - more please

  • @TheBronf
    @TheBronf Рік тому

    i didnt even know this was a thing. i never encountered it. the only glitch i remember activating was the cut scene in the junon elevator of the fishing village that kept showing cloud giving the black materia to sephiroth.

  • @user-vu3kt7ss5q
    @user-vu3kt7ss5q Рік тому

    Bro you reminded me that i saw this glitch when i first ever played through this game. I was 7 and it happened at bugenhagen. My brother didnt believe me!

  • @Dave_Znothere
    @Dave_Znothere Рік тому

    Missed it live but I’m here now

  • @mikeshaver-miller745
    @mikeshaver-miller745 Рік тому +2

    This probably has to do with the field module passing data to the battle module, then the menu module and back again. Timer is constantly changing between battles; so too is Gil count and XP. If you're max level, this should stop. In theory though, shouldn't different party members change the math? I don’t think they all have the same XP values. Could it be step count related? You should reset it after each battle.
    My last thought is, could it be a fault in the initialization code for the modules?

  • @GraemeGunn
    @GraemeGunn Рік тому +1

    I love this game so much.

  • @Ilzmur
    @Ilzmur Рік тому

    Sooo, upside down gigantimax cloud% when 😅 So goofy glitch and good that we have now more details in this.
    Keep up the good work.

  • @komickid999
    @komickid999 Рік тому

    I’ve experienced this glitch before. I believe I was playing on the steam version. It was on the screen behind Coral where Barret looses his hand.

    • @komickid999
      @komickid999 Рік тому

      Lol, as I wrote that I looked up and you were already demonstrating that screen in video.

  • @Stunprefo
    @Stunprefo Рік тому +1

    This glitch happened to me before, I have it clipped but it happened with no back and forth. In the Coral spot.

  • @Bubbles41412
    @Bubbles41412 10 місяців тому

    I got it to trigger on the avalanche screen with 95% consistency on my casual playthrough, it triggered immediately when i returned to the avalanche screen after the cutscene and was triggered like 1/20 times (the only time it didn't trigger after 1 try is right after a battle cancelled it on the avalanche screen). I got recordings :3

    • @Bubbles41412
      @Bubbles41412 10 місяців тому

      sorry i typoed it triggered 19/20 times, 1/20 times it didnt trigger ^^

  • @TheMAZZTer
    @TheMAZZTer Рік тому

    16:07 makes sense since that is an ASCII string that represents a number. There are valid scenarios where you want to take a number that is displayed as a text string and pull the displayed number as a real number.
    The code is likely bog standard code for pulling a number from a string. The way you describe it is how that sort of thing is done, it's a very standard function. parseInt() in JavaScript and int.Parse() in ..NET both work the same as what you described.
    It's likely the text was typed in by a developer somewhere and it was just dumped into the game as-is. Given it only uses four bytes and they could have saved a whopping two bytes for each model it really isn't a big deal all things considered. Then the game itself had the responsibility to parse out the strings. Of course they failed to protect against buffer overflow, a very basic bug.

  • @streetguru9350
    @streetguru9350 Рік тому

    It'll be 2050 and we'll still be making discoveries about this game.

  • @AntonBalfe
    @AntonBalfe Рік тому

    Cloud must have taken a super mushroom from the super smash Bros game back with him into FF7

  • @billyliebich9797
    @billyliebich9797 Рік тому

    You know what they say about big, upside down Cloud? Big Shoes!

  • @gustavedelior3683
    @gustavedelior3683 Рік тому

    So when I came upon this glitch I thought it was somehow related to the northern crater scene at the end of disk one where cloud is on the ceiling before crystalized sephiroth drops down all being triggered by the extremely wonky code

  • @tttpppbbbaaa
    @tttpppbbbaaa Рік тому +1

    want to know if this work with cid amd tifa besides just cloud?

  • @rbeng1095
    @rbeng1095 Рік тому +1

    i think death broke it lol but yh this was very insightful i didnt know why this happened when i watched one of your stream this was a good watch and explaination

  • @daniel_schell_86
    @daniel_schell_86 Рік тому

    the game that keeps on giving .

  • @paulb800
    @paulb800 Рік тому +1

    Might be nothing, but could it be related to the demos of the game that were released? The first reactor and Mt Nibel reactor areas were both areas used in demos of the game.
    I guess that doesn't explain Bugenhagen's observatory though.

  • @iknowtrevsupahyup
    @iknowtrevsupahyup Рік тому

    Hyped to see this 🥦

  • @The_One_In_Black
    @The_One_In_Black Рік тому +1

    This makes me think that the glitch could also happen in the Lifestream, unless the multiple Clouds are handled differently from normal Cloud.

    • @graemebrett8249
      @graemebrett8249 Рік тому

      Based on the way the memory is stored, when the model size is 512 it'll always still write the 4 bytes so [35][31][32][00] so the code extract numbers from memory would always stop at [00]
      That is assuming that it does in fact always write the 4 bytes of memory even for numbers that only require the 3.

  • @legacytag
    @legacytag Рік тому

    Despite them being two different genres, a lot of people like to compare Ocarina of Time and FF7 a lot since they were the two big adventure type games for each platform
    And man...Both of these games are equally comparable in the fact that they are glitchy disasters in the best of ways :'3

  • @2cents968
    @2cents968 Рік тому

    Great find! Hey, I revisited Bloodstained again recently and I once again couldn't help but think Zangetsu is your doppelganger. Has anyone else pointed this out? Maybe the character designer is an 4-8 viewer?

  • @Skyset_angel
    @Skyset_angel 9 місяців тому

    Cloud working on them squats

  • @Jenovaproject2k
    @Jenovaproject2k Рік тому

    very well explained ;)

  • @stevemarshall8873
    @stevemarshall8873 Рік тому +1

    Hey, thanks for all your videos. I have learnt stuff I never knew existed in my all time favourite game. can I ask, I have the Ochu trainer because I want to speed up FPS, but I can't friggin edit the values like you do. How do you even do that?

    • @4-8Productions
      @4-8Productions  Рік тому

      Hit F1, then the numbers should be green, type in the new number, right click, update. 👍

  • @ArveEriksson
    @ArveEriksson Рік тому

    Never happened to me...
    Cheers to super good nerding, all the same! Major nerd cred to y'all!

  • @midnightantelopes
    @midnightantelopes Рік тому

    15:59 "it's among the worst things i've ever seen in my life" 😂

  • @antsinflowers
    @antsinflowers Рік тому +2

    Will there ever be a final glitch?

  • @josh2570
    @josh2570 9 місяців тому

    Literally my first ever UA-cam video upload was of this glitch haha

  • @BabinSquared
    @BabinSquared Рік тому

    Chat: Pay attention, this is how you become tall
    The reality: Cloud becomes so short that he becomes negative tall

  • @MajoradeMayhem
    @MajoradeMayhem 6 місяців тому +1

    I am a very novice programmer. My code is horrible.
    But my jaw dropped when I saw how they coded this. That is insanity. What materia were they smoking?

  • @IllusoryMaze
    @IllusoryMaze Рік тому

    I suppose you can get this glitch when playing as Tifa or Cid as well, and given how short those sections are, there's a good chance no one's ever seen them yet.

  • @notsomoody5338
    @notsomoody5338 Рік тому

    thats a great find

  • @camwyn256
    @camwyn256 2 місяці тому

    Ah! Saint Peter is back for revenge!

  • @TruMaverick
    @TruMaverick Рік тому +1

    Cool never seen that