ella the catgirl
Neopets: The Darkest Faerie - Ancient Castle Spires
updated
PR: github.com/yogstation13/Yogstation/pull/17394
Source code for editor: github.com/monster860/ntdf-editor
Dev server: npmjs.com/package/ntdf-editor-dev-server
N:TDF speedrunning discord (ask questions here I guess): discord.gg/ee9hXvx
The clown image was yoinked from SS13. github.com/yogstation13/Yogstation
0:00 intro
1:20 the editor
2:11 dialogue editing
2:22 image editing
3:35 material editing
4:50 model editing
7:50 testing in-game
HD logo is by .gif
0:00 Title Screen "INTE"
1:35 Tor's Farm "TORL"
8:10 Tor's Farm (Dark) "TORD"
14:32 Farm Road "FARM"
20:58 Farm Road (Dark) "FARD"
27:24 Shadowglen "GLEN"
33:26 Shadowglen (Dark) "GLED"
39:36 Shadowglen Battle
41:39 Juppie Monster "PLAG"
42:44 Dungeon "DUNG"
49:27 Dungeon Battle
51:25 Caves "CAVE"
58:08 Caves Battle
1:00:20 Meridell Plains "MDPL"
1:09:57 Meridell Plains (Dark) "MDPD"
1:16:07 Meridell Village "MDVL"
1:22:11 Meridell Village (Dark) "MDVD"
1:28:11 Wheel "WHEE"
1:29:13 Meridell Castle "CASL"
1:38:28 Meridell Castle (Dark) "CASD"
1:44:50 Meridell Battle
1:49:18 Meridell Sewers "MDSW"
1:55:20 Meridell Sewers Battle
1:57:24 Haunted Tombs/Gelert Family Crypts "CRYP"
2:04:47 Haunted Tombs/Gelert Family Crypts Battle
2:07:04 Drackon Ridge "DRAL"
2:13:19 Drackon Ridge (Dark) "DRAD"
2:19:34 Cogham "COGL"
2:26:22 Cogham (Dark) "COGD"
2:33:11 Cogham Steppes "COSL"
2:42:49 Cogham Steppes (Dark) "COSD"
2:50:29 Abandoned Mines "IXIM"
2:57:00 Cogham Battle
2:59:28 Illusen's Glade "ILGL"
3:07:03 Illusen's Glade (Dark) "ILGD"
3:14:37 Illusen's Glade Battle
3:18:29 Darkest Faerie "FYOR"
3:20:21 Fyora's Palace Gardens "GDNL"
3:27:17 Fyora's Palace Gardens (Dark) "GDND"
3:34:13 Fyora's Library "LIBL"
3:40:27 Fyora's Library (Dark) "LIBD"
3:46:33 Fyora's Palace "UPHL"
3:51:43 Fyora's Palace (Dark) "UPHD"
3:57:30 Faerieland Battle
3:59:35 Endless Staircase "STAI"
4:01:13 Crossroads (Dark) "XROD"
4:07:18 Crossroads "XROA"
4:13:17 Brightvale Outskirts "BVEN"
4:21:39 Brightvale "BVAL"
4:30:55 Brightvale Castle "BVCA"
4:39:32 Brightvale Battle
4:43:25 Gelert Assassin "GELE"
4:44:28 Bogshot (Dark) "BSVD"
4:51:02 Bogshot "BSVL"
4:59:58 Bogshot Swamp (Dark) "BSSD"
5:08:38 Bogshot Swamp "BSSW"
5:15:22 Bogshot Battle BSVL, BSSW
5:17:27 Werelupe Woods "WWOO"
5:23:42 Werelupe Graveyard "WGRA"
5:29:57 Werelupe Burrows "WBUR"
5:39:01 Werelupe Woods Battle
5:41:46 Market Town (Dark) "MRKD"
5:47:42 Market Town "MRKL"
5:52:32 Black Keep (Dark) "KEPD"
5:57:37 Black Keep "KEPL"
6:03:33 Market Town Battle
6:05:44 Black Knight "KNIG"
6:06:51 Ruined Caves "UPD1"
6:13:47 Oubliette/Knight's Crypts "UPD2"
6:20:10 Undead Draik "DRAI"
6:21:42 Hall of Heroes "THOH"
6:23:49 Arena District (Dark) "ARED"
6:30:47 Arena District "AREL"
6:37:29 Bazaar District (Dark) "BAZD"
6:44:52 Bazaar District "BAZL"
6:51:41 Money District (Dark) "TAMD"
6:57:43 Money District "TAML"
7:03:45 Park District (Dark) "PARD"
7:10:26 Park District "PARL"
7:17:07 Altador Battle
7:19:14 Sewer Shrine/Ancient Castle Spires Part 1 "LOD1"
7:25:21 Sewer Shrine/Ancient Castle Spires Part 2 "LOD2"
7:31:37 Heroes Rest "CATA"
7:38:03 Unused Dark Brightvale
7:39:00 Unused Dark Brightvale Battle
7:42:38 Unused "DARF"
7:43:41 Unused "HUNG"
7:44:43 Unused "ILLU"
7:48:18 Unused Meridell Treasure Vault "LOD3"
7:54:20 Unused "CADU" Track 1
7:56:41 Unused "CADU" Track 2
7:57:47 Unused "CADU" Track 3
7:59:48 Unused "CADU" Track 4
8:00:47 Unused "SIST"
8:01:50 Credits "CRED"
Interestingly enough, these dark versions of the files only have 4 tracks instead of 5. This does cause the game to be confused if you actually try to load it in. Forcing the game to load the dark version of brightvale's music will cause the game to constantly play the battle music.
In addition, these dark version of the brightvale areas have a slightly altered version of the battle music for brightvale, which is at a slightly faster tempo, and has some other differences. This could just be an older version of the battle music, but I included those in this video as well
0:00 Dark Brightvale
1:55 Dark Brightvale - Battle
3:44 Dark Brightvale - Battle (more intense version)
(here's the original by Moja by the way soundcloud.com/jeffimam/title-plasma-attack)
N:TDF speedrunning discord: discord.gg/ee9hXvx
Here's a link to the pull request: github.com/yogstation13/Yogstation/pull/9706
The two hardest problems in computer science are naming things, cache invalidation, and off-by-one errors. Unfortunately, the first problem applies to more than just computer science.
N:TDF speedrunning discord: discord.gg/ee9hXvx
Images are from Yogstation github (github.com/Yogstation13/Yogstation) and Yogstation wiki (wiki.yogstation.net)
Why did I invent this category... -- Watch live at twitch.tv/monster860
Technically world record because this is a new category I invented. Basically, you are not allowed to get the cloak of heroes. Turns out most of the skips have alternate, non-cloak strats. Including the act 4 skip, where there is no water to water walk in. Instead, I do a super low angle cloakless ledge fly using a statue with text that's positioned just right.
This can be optimized a lot, since this is the first run of it's kind. Things I can improve include:
- not having someone knock on my door during the run
- actually knowing where I'm supposed to go
- find somewhere else to grab the dark mote and the nova/supernova mote
- i dunno I guess I can do act 2 a bit better or something.
this is what a speedrun looks like when you don't do enough preparation and routing work.
Watch live at twitch.tv/monster860
If you're wondering how I did the controller thingy in the corner, I used retrospy (github.com/zoggins/RetroSpy) with a custom skin. Basically I took a controller extension cord for PS2 and spliced some wires out of it and plugged it into an arduino.
This is an Any% speedrun of Neopets: The Darkest Faerie
The minion fight was pretty yikes but the new faerie sisters strat made up for it. If I manage to not screw up the minion fight so badly I could do end act 3 much better. also I didn't screw up with audio this time.
this is an any% speedrun for Neopets: The Darkest Faerie
If you want to try this yourself, use this code in PCSX2:
patch=1,EE,11124c,word,0c0429c6
the code just sticks a function call to the function that does the stuff every frame
1. walk up to a ledge wearing a cloak.
2. do a short tap of circle, and then immediately hold the stick in the direction opposite of the ledge
3. when the screen fades all the way to white, start holding X, while continuing to hold the stick in the direction opposite of the ledge
If you're still confused, watch the overlay in the corner at 0.25 speed or something. If youre *still* confused after that, you can use the , and . keys to frame-advance.
I separated 13 of the 16 channels (channels 13-15 are empty).
0:00 - Channel 0 (drums and stuff)
1:05 - Channel 1 (bass)
2:11 - Channel 2 (Choir) (Silent until 2:39)
3:17 - Channel 3 (snare drum)
4:23 - Channel 4 (triangle?) (Silent until 5:06)
5:29 - Channel 5 (Piano)
6:34 - Channel 6 (Brass)
7:42 - Channel 7 (More brass) (Silent until 7:48)
8:46 - Channel 8 (marimba or something?)
9:53 - Channel 9 (strings (melody))
10:59 - Channel 10 (flute)
12:06 - Channel 11 (has like 2 notes at the beginning and then silent)
13:12 - Channel 12 (Really echoey drums)
Here's the zip of all the wav files: drive.google.com/open?id=1Wg4rEKooWdrAD-Wl2p4kkASNjPRVua6m
Here's a MIDI (channel 9 has been moved to channel 13): drive.google.com/open?id=1Gogyw4eGaeQE312_ug2KXXdfbClua8fs
These minions can actually be seen in the FMV cutscene at the end of act 2: youtu.be/fLaunY-zT_4?t=1192
[REC]: UndoCount: 1556
This music was rendered using the tool I wrote, so it might not be totally accurate.
0:00:00 Title Screen "INTE"
0:01:35 Tor's Farm "TORL"
0:03:48 Tor's Farm (Dark) "TORD"
0:05:57 Farm Road "FARM"
0:08:07 Farm Road (Dark) "FARD"
0:10:17 Shadowglen "GLEN"
0:12:19 Shadowglen (Dark) "GLED"
0:14:23 Shadowglen Battle
0:15:26 Juppie Monster "PLAG"
0:16:31 Dungeon "DUNG"
0:18:47 Dungeon Battle
0:19:46 Caves "CAVE"
0:22:02 Caves Battle
0:23:09 Meridell Plains "MDPL"
0:26:23 Meridell Plains (Dark) "MDPD"
0:28:27 Meridell Village "MDVL"
0:30:30 Meridell Village (Dark) "MDVD"
0:32:31 Wheel "WHEE"
0:33:33 Meridell Castle "CASL"
0:36:40 Meridell Castle (Dark) "CASD"
0:38:48 Meridell Battle
0:41:03 Meridell Sewers "MDSW"
0:43:05 Meridell Sewers Battle
0:44:08 Haunted Tombs/Gelert Family Crypts "CRYP"
0:46:37 Haunted Tombs/Gelert Family Crypts Battle
0:47:47 Drackon Ridge "DRAL"
0:49:53 Drackon Ridge (Dark) "DRAD"
0:51:59 Cogham "COGL"
0:54:17 Cogham (Dark) "COGD"
0:56:35 Cogham Steppes "COSL"
0:59:49 Cogham Steppes (Dark) "COSD"
1:02:23 Abandoned Mines "IXIM"
1:04:35 Cogham Battle
1:05:50 Illusen's Glade "ILGL"
1:08:23 Illusen's Glade (Dark) "ILGD"
1:10:56 Illusen's Glade Battle
1:12:53 Darkest Faerie "FYOR"
1:14:44 Fyora's Palace Gardens "GDNL"
1:17:04 Fyora's Palace Gardens (Dark) "GDND"
1:19:24 Fyora's Library "LIBL"
1:21:30 Fyora's Library (Dark) "LIBD"
1:23:34 Fyora's Palace "UPHL"
1:25:18 Fyora's Palace (Dark) "UPHD"
1:27:15 Faerieland Battle
1:28:19 Endless Staircase "STAI"
1:29:57 Crossroads (Dark) "XROD"
1:32:00 Crossroads "XROA"
1:34:01 Brightvale Outskirts "BVEN"
1:36:49 Brightvale "BVAL"
1:39:56 Brightvale Castle "BVCA"
1:42:50 Brightvale Battle
1:44:47 Gelert Assassin "GELE"
1:45:51 Bogshot (Dark) "BSVD"
1:48:03 Bogshot "BSVL"
1:51:03 Bogshot Swamp (Dark) "BSSD"
1:53:58 Bogshot Swamp "BSSW"
1:56:14 Bogshot Battle BSVL, BSSW
1:57:17 Werelupe Woods "WWOO"
1:59:04 Werelupe Graveyard "WGRA"
2:01:10 Werelupe Burrows "WBUR"
2:04:13 Werelupe Woods Battle
2:05:36 Market Town (Dark) "MRKD"
2:07:36 Market Town "MRKL"
2:09:14 Black Keep (Dark) "KEPD"
2:10:58 Black Keep "KEPL"
2:12:57 Market Town Battle
2:14:04 Black Knight "KNIG"
2:15:11 Ruined Caves "UPD1"
2:17:31 Oubliette/Knight's Crypts "UPD2"
2:19:40 Undead Draik "DRAI"
2:21:12 Hall of Heroes "THOH"
2:23:19 Arena District (Dark) "ARED"
2:25:40 Arena District "AREL"
2:27:55 Bazaar District (Dark) "BAZD"
2:30:24 Bazaar District "BAZL"
2:32:42 Money District (Dark) "TAMD"
2:34:44 Money District "TAML"
2:36:46 Park District (Dark) "PARD"
2:39:01 Park District "PARL"
2:41:16 Altador Battle
2:42:20 Sewer Shrine/Ancient Castle Spires Part 1 "LOD1"
2:44:24 Sewer Shrine/Ancient Castle Spires Part 2 "LOD2"
2:46:31 Heroes Rest "CATA"
2:48:41 Unused "DARF"
2:49:43 Unused "HUNG"
2:50:45 Unused "ILLU"
2:54:20 Unused "LOD3"
2:56:22 Unused "CADU" Track 1
2:58:43 Unused "CADU" Track 2
2:59:49 Unused "CADU" Track 3
3:01:50 Unused "CADU" Track 4
3:02:49 Unused "SIST"
3:03:52 Credits "CRED"
Interestingly enough, this is the only music file with more than 2 unique songs. Many music files have multiple variations of the same song at the same tempos so that they can be swapped out as the situation changes seamlessly, but this file has 4 different songs at 4 different tempos.
Interestingly enough, this is the only music file with more than 2 unique songs. Many music files have multiple variations of the same song at the same tempos so that they can be swapped out as the situation changes seamlessly, but this file has 4 different songs at 4 different tempos.
Interestingly enough, this is the only music file with more than 2 unique songs. Many music files have multiple variations of the same song at the same tempos so that they can be swapped out as the situation changes seamlessly, but this file has 4 different songs at 4 different tempos.
Here's the link to the tool:
monster860.github.io/ntdf-tools/gamefile_reader.html
N:TDF Speedrunning discord:
discord.gg/ee9hXvx
N:TDF speedrunning discord: discord.gg/ee9hXvx
cdn.discordapp.com/attachments/475786761637855263/589996620234489896/unknown.png
If you look at that map, the orange areas load the castle courtyards for some reason, so I travel in a really big square to avoid the other load triggers near it.
This could cut 20-30 minutes off the speedrun time, potentially resulting in a sub-1-hour speedrun of this game which sounds super cool
Basically you select a texture file, and then click on the palette to get the right colors to show up. If you double click the image it will toggle between 4-bit colors and 8-bit colors.
You'll need the GAMEFILE.DAT file off of the game's disk. The demo disk will not work because the sector offsets are hardcoded.
I found some code in the game that has to do with playing music and I managed to manipulate it to play different music instead. Basically, there's a table containing the appropriate music track for each map, and I just looked for gaps and I found these particular pieces of music.If you want the details, at memory address 0x42ABD0, the game stores the music it's playing. Now if you change it, it will just change it back immediately. Instead, you need to edit the table entry for the currently loaded map. In memory address 0x2DFB88 is a pointer to the table, each entry is 0x28 bytes long, and the base midi ID is located 0x4 into the entry, simply add 0x0A to get the actual midi ID, and add another 0x43 for the corrupted version.
This particular song plays when you load up map index 0x13, which contains some of the geometry for western brightvale's beach.
LOD1 and LOD2 are parts one and two of the Ancient Castle Spires (and the Sewer Shrine, but LOD3 is only present on the Ancient Castle Spires part and not the Sewer Shrine) so this must be part 3 of ancient castle spires, so probably the meridell treasure vault after you beat the boss.
This song can be found in some of the FMVs about the Darkest Faerie
patch=0,EE,17D174,word,24020001
There's a function that returns whether it's debug mode or not and it's hardcoded to return zero so that just modifes the code slightly so it returns 1 instead.
To use the menu press L2, then use triangle to go up and X to go down, and use O to toggle the selected item.
Here's instructions on how to use this mod:
docs.google.com/document/d/1I6AbiZBfIJeQZfvVw0f7Avg_0VWo2jqJ20ZSQ8q6XH0/edit?usp=sharing
The function I pointed it to specifically loads the player into the corner-hole area instead of the default spawn location which is next to the door. This suggests that when it was possible to get there it was supposed to be entered through the corner.
The 3D model for the key seems to have been misplaced - it is drawn at 0,0,0 instead of being drawn at the table where you pick it up.
Website: ss13.io
Github: github.com/Bluespess/tgstation-remake
Discord: discord.gg/WRjKty6


