I wonder if that can be abused. Maybe the object code for the torch overlaps with the troll somehow? Any way that could be useful at that point in the game?
I found this by looking through a more readable version of the game's ROM, that HHS over at TASVideos made. When using items, the game uses a switch to determine the outcome of the item use. For example, for Big Coin, it looks like this:
Item-65 BIG COIN use Item-65 BIG COIN leave AF05 useon AF06 switch Scenery-36 => 917C Trash-03 => AF1B Scenery-66 => AF1B Item-27 TORCH => AF2C default => 93E8
Scenery-36 is the sphinx, so the code "Scenery-36 => 917C" means that if you use the big coin on the sphinx, you will initiate the sphinx answer routine. Trash-03 is the well, so Trash-03 => AF1B is what happens when you throw the big coin in the well. Scenery-66 are the planks of the well, so the code row Scenery-66 => AF1B is the main use of the big coin, what happens when using it on the well.
It is the code row "Item-27 TORCH => AF2C" that is interesting. I think this is just a typo from one of the programmers. It's most likely supposed to be "Troll => AF2C", i.e. this is what happens when using the big coin on the troll. But the programmer seems to have typed in Item-27 TORCH instead.
I don't think this can be used in any way, as doing this does not alter the game state in any way.
You can find out a lot of interesting stuff from the game code when it's displayed like this. There are some texts that are stored in the game but never used, and some other text that for some reason depend on seemingly irrelevant factors. For example, when examining any of the 3 handles in cavern, the text is slightly different if the secret entrance leading to the room with the arrow in the wall is open.
You can find out a lot of interesting stuff from the game code when it's displayed like this. There are some texts that are stored in the game but never used, and some other text that for some reason depend on seemingly irrelevant factors. For example, when examining any of the 3 handles in cavern, the text is slightly different if the secret entrance leading to the room with the arrow in the wall is open.
Makes one wonder if there would be a way to make a RomHack of something like this and be able to toy around with the unused text and such. Not like graphics are a huge thing to worry about since it's mostly stills.
Not that I expect anyone to ever do this.. or make a Shadowgate 2, but all this delving is making for interesting reading and thoughts.
Just sad that I think the TAS broke this game to its limit x.x;; I want... MORE!
[Although seeing how fast it can be done real time as a result, that is too damn cool]
with glasses glitch is something like 12 minutes I've seen raced at an ESA. My record without glasses glitch is 14:3x; wanted to get it sub-14, but lost interest.
I present to you all, Jiseed's 5m49s romp through the game executing the glitch in a different place than the TAS update and kicking it hard all the way to the end!
I just thought I'd inform those of you who don't hang out on TASVideos that Zekna and HHS did some pretty amazing research into the game's mechanics and Zekna managed to make a TAS in 04:17. Here's the link: http://tasvideos.org/2968M.html
This route is completely reproducable in a real time speedrun, as there are no random or time dependent elements to it. This means that I hope to see a real time speedrun of this soon!