Part 22: Bonus Feature A2: Mr. S Explains It All—Whoops, We Broke Reality
Bonus Update A2: Mr. S Explains It AllWhoops, We Broke Reality







Two weeks ago...

The focus of this update will be on an exploit that's simple in nature but very difficult to set up. For those of you new to gaming, exploits are a particular joy among RPG players where you use shoddy coding and/or game design to your advantage. FFL1 was full of such exploitsmostly unintended side effects of the ridiculously complex combat engine. (A good example is the "Punch Master" glitch, where an expired punch skill can be chained to a new one with... dramatic effect.) Another type of exploit is the game breaker, in which you essentially reduce the difficulty curve of the game to paste. If you were here for the Wizardry playthrough (or just a veteran of the game), you may be familiar with the Bishop Hack. I won't go into too much detail, but suffice to say, if/then logic over numeric ranges is the bane of a rushed programmer's existence.
Then, there are sequence breaks. And these are the most interesting, because oftentimes, the game has no idea what the hell is going on anymore.
Sara wasn't kidding about reshooting the fight with Venus. I wanted to spawn a very specific ability, and Venus is the last monster of sufficient tier to learn it from. After about 30-40 fights (none of which produced any interesting ability, I might add), I eventually got sick of trying and forced the issue. We'll cover that first, because it's technically cheating, but only to achieve a goal that's normally possible. (If you have more patience than I do, anyway.)
Hex editing is a time-honored tradition in old RPGs. This isn't an exploit so much as all-out cheatingyou're fudging your characters' ability/inventory/stats by hand in the actual code itself. In this particular case, we're using this guide at GameFAQs. I encourage you not to steal any of it from "thundergod," as he has multiple copyrights mentioned, and surely that'll hold up in the court of law. Plus, he's a god. A god of thunder.
I won't spend too much time on the how-to. The interesting points are:
- FFL2 doesn't use standard ASCII as its name storageI assume it's because ASCII doesn't handle katakana, so they needed their own mapping convention. It also makes localization easier, since all you have to do is change the bit mappings. (Ish.)
- FFL2 also appears to store its save data with a checksum value. This means a particular sum/hash is compared against the data found, and if they don't match, the save is ignored.
This was unfortunate on two countsone, it was really difficult to locate Sara's entry in the battery backup, and two, once I did locate and alter an ability, my save disappeared completely.

But I digress! You don't actually need to know any of that to appreciate this next part; I just thought it terribly interesting and decided to share. The important thing is, Sara learned Teleport by any means necessary. And, with that in mind, we pick up with our deleted scene...


































Here's the dragon warp exploit! It's probably the coolest unintentional state break in video games. Get Teleport from either Dunatis or Venus, hit the starting line, then engage Teleport after the other dragons run off. (Though, technically, you can do it any time after the race starts but before you cross the finish line.) Once you've done it, bam. You have your own dragon. It can fly over any square and bypass any magi locks, so you now have a free pass to go anywhere you damn well please. It won't shield you from random encounters, but if you hop off and come back outside, it'll still be there. Also, I suggest renting the faster dragon if you're going to do this. It just makes life easier.
Pretty keen, huh? Unfortunately, there's one tiny problem with it.



































Yeah. The game's... not really ready to have this happen.
State breaks come from intentionally hitting the holes that sloppy coding and/or scripting leaves behind. Most old RPGs have a very specific story in mind with an equally specific progression of events. Even with first-person dungeon crawlers, there's still a chain of actionsgo here, get this, kill this person, go here next. As always, the issue is with the person typing in the code. A lot of old games had a handful of programmers or, even worse, just one. Besides that, they were often stuck with some god-awful language like BASIC, Pascal, or (shudder) raw assembly.
Look, making an RPG is hard. I want to stress this, because the end result just looks like a dumb series of bonking enemies on the head, and there's actually a shitload of math involved. Then, you have to take spells into effect, and balancing, and item generation, and dungeon/map creation, and... yeah. By the end, I imagine the programmer(s) are bleary eyed, four cups of coffee surrounding them and one cup full of cigarettes, and they just want to get the damn thing out the door as soon as it's sufficiently playable. This mindset is not conducive to finding all the ways a player can screw with your narrative. Because let's face it: If there's anyone more creative at finding ways to screw people over than the designers, it's the gamers.
Hey, don't start none, won't be none.

So, yeah. Once you get the dragon off the race track, the game flips its shit entirely. You're not going to see your dragon sprite again, so this whole thing is basically unusable for a proper narrative. But what the hell, we're here, let's have some fun with it!












































Next Time: Doumo Arigatou, Mister Roy-Butt-O

