Potential Methodology of Obtaining a ~30 Second LRT
3 months ago
United States

Recently (actually about 2 years ago), when I was decompiling the code and mechanisms of the game using reverse engineering for the creation a TAS, I came across a potential glitch that allowed for an LRT of around 30 seconds or less. Exasperatingly, however, this glitch requires a special form of incremental save-pause-closing to reach a height of about 5000 units (if I recall correctly). From this height, the player can travel to a specific position (as the floor will be solid), save, reload, and appear at either Gate A or Gate B instantaneously. This glitch has what I believe to be the same cause as the 1.3.3 wrong warp glitch (I didn't actually fully look into that, so I could be wrong). Another interesting thing of note is that this glitch doesn't even require the player to have ANY items whatsoever; you could literally just spawn in, go up to a height of 5000 units or so (again, not so sure about the height, as I still don't remember), run over to a certain position, save, reload, and boom, essentially game beaten.

IMPORTANT THINGS TO NOTE:

The time estimate of 30s is an estimate assuming that you're playing the game VERY WELL!

A more probabilistic estimate may be given at around 1m.

This glitch does not require ANY interaction with ANY of the sequence bits (computer, virus gas, remote door controls, etc.)

In the future, I may make a TAS to show the exact mechanisms of the glitch.

PotatoHunter666, skyethefen and 2 others like this
Turkey

Make a video about this please

Edited by the author 3 months ago
United States

QUICK UPDATE:

First off, I rebuilt my TAS tool for this game, so I will attempt to finish a TAS concerning the 1.3.11 wrong warp glitch by tomorrow and post the video here. I am 90%-95% percent confident that I can complete the aforementioned goal.

As for the rest, after planning a route for the TAS, I determined that my estimate of 30s is a bit of an overexaggeration. I am sorry for the disappointment, but the time is more likely around 1m 30s for Gate A and possibly at best around 1m for Gate B (BTW, that Gate B one was a complete guess; I have absolutely no idea if it's right, it could just end up like my 30s Gate A estimate -- wrong).

TWO MORE THINGS!

The TAS will be played at a non-standard fps. In other words, it will not be played at 120 fps.

Finally, if I forget to include an explanation as to how the TAS works in the description, somebody please chastise me for it so I can go back in and fix it.

Edited by the author 3 months ago
United States

Okay, I just finished the TAS:

(Sorry for the odd screen resolution, my PC bad.)

My next project concerning this game will probably be one of the following:

Efficient reverse engineering of the Blitz random number generator using number theory calculus

or

Mathematical analysis of the CurveValue function (I know, it sounds extremely boring)

United States

If anybody finds any significant oversights or errors with the TAS, please let me know.

New York City, NY, USA

What exactly do you want to know from reverse engineering blitz's rng. Theres not much to it and the source code for the engine is public.

United States

Sorry, In my tired state I accidently wrote "reverse engineering", and that's not actually what I meant. I meant reversal of the random number generating function. Also, I already have a formula for the function written in number theory functions, now I just need to make a reversal for the function (-- whenever I get around to it; I'm pretty lazy sometimes).

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