Rohrleitung Gate: triggering anti-cheat screen with legal playing

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  • Опубліковано 18 жов 2024
  • Rohrleitung Gate is a ROM hack for Super Mario Bros. with most glitches banned, and lots of tricky puzzles. The hack author wanted players to solve those puzzles legitimately, so he put some simple mechanism in the game to prevent them from using cheats like Game Genie, RAM editing, etc. In worlds α-2 and α-3, if you finish the world too early (within 200 seconds for in-game timer), the game will consider that you have cheated and won't allow you to reach the actual ending. In other words, even if you actually play with a cheat, the game won't notice that you cheated if you finish the world after 699 seconds.
    This test run was played on a hard mode.

КОМЕНТАРІ • 9

  • @Eden_GT
    @Eden_GT Рік тому

    I know a friend who decided to push the whole NES anti-cheat mechanism as a proof-of-concept that even if you modify a single byte throughout the game's data, the checksum would automatically detect it and renders a creepy sound with a black screen at the very beginning. Oh, you gotta figure out the checksum of the *second checksum* too thus making it recursive. I have no idea how he managed to code that thing.

    • @tierTAS
      @tierTAS  Рік тому

      Interesting. I didn't know about that and impressed his ideas and skill.

  • @L4zy_cat
    @L4zy_cat Рік тому

    솔직히 이분은 영상 열심히 만드시는데 떡상 해야한다

    • @tierTAS
      @tierTAS  Рік тому +1

      ㅎㅎㅎ 격려의 댓글 감사합니다!!!!

  • @NotThinkAnything2008
    @NotThinkAnything2008 Рік тому

    Amazing TAS :)

    • @tierTAS
      @tierTAS  Рік тому +1

      Thanks for the comment!

    • @NotThinkAnything2008
      @NotThinkAnything2008 Рік тому

      @@tierTAS Hey chatterbox, can you explain for me how cheep cheep in 2-3 and 7-3 work and how to manipulate it?

    • @tierTAS
      @tierTAS  Рік тому

      @@NotThinkAnything2008 Sorry, I feel ashamed to say this, but my understanding of regular SMB is pretty weak. I have almost no knowledge of flying Cheep cheeps in particular. But this submission notes I'm quoting might be helpful to you: tasvideos.org/5862S
      "SMB's RNG is entirely frame-based, random events only depend on the number of (non-lag) frames that passed so far. The Cheep-Cheep frenzy starts and ends based on an invisible element that is loaded in at specific parts of the level. When Cheep-Cheeps spawn and their initial horizontal speed and relative position is random, but there are only 4 different combinations of speed and relative position possible while in motion. Additionally, new Cheep-Cheeps can only spawn on frames divisible by 8 relative to the start of the frenzy, so the ideal fish for the clip can't be controlled precisely. The fish used in this run is the latest you can spawn one before the frenzy ends, and a fish spawned 8 frames earlier wouldn't quite make it to a position to bounce off of. Some fish are left alive, to manipulate the RNG (whether or not a fish spawns depends on how many still live, and this can influence future fish), to get the fish for the floor clip."

    • @NotThinkAnything2008
      @NotThinkAnything2008 Рік тому

      @@tierTAS Guess I have to make a new tool for this...