you dinked your head, and the game in that state wouldn't allow the texture to be rewritten especiallly with no colour, therefore when you dinked your head, you glitched into an invisible character. Its a good glitch this, shame you wont find a use for it
This is textbook undefined behavior from memory overflow or otherwise OOB in C/C++. You're going to find infinite variations on glitches in this state, because memory that should be locked for whatever its intended purpose is is being randomly reallocated. Edit: The mountain at 6:00 is actually a great example, whatever the byte is that's responsible for storing the y plane integer there is now being incremented at 1PPS. So I imagine something like "Time spent in mission", which would normally increase at 1 per second, is now modifying that byte instead.
That's how I viewed it too, that there will be infinite variations based on your input. That's a great point - the game does keep track of time played for the save information! Very interesting
Yo, I am late for the party and wow, I feel kinda dumb now. I've been rethinking what variable would be suffering from the overflow and how. I absolutely forgot how game behavior was depending on the game time and FPS. I was more wondering about the crashes caused by either stack overflow or variable given a value of different type, for example NaN. Good job.
I could be absolutely wrong, medievil is programmed in very different way than I am used to, but logic usually stays the same. First would be great to realise how the game is trying to resolve corrupted save, as there is usually some kind of failsafe in case save is indeed corrupted and gives best solution, as the best gear, but it's advisable to remember that save is still corrupt and memory checking happens with onEvent triggers. In this case I think memory reallocate the corrupted data or just some leftover not to be seen by player's eyes. It could have been changed in background, there could be no corruption check. When you happen to glitch through the gate and use Safe Key, you obviously triggered some kind of effect that shows the progress you've made. Let's say you already have Shadow Artefact and now you happen to have two. This is not cool by game's standard. Usually weapon could stack, but if it is triggered by some non-gameplay event, such as opening a safe. Once again, I could be totally wrong, all I am doing are assumptions. Shadow is obviously you, what I think happens is that now, some event we don't know has been triggered. Your position as Dan is no longer being updated. and as you are trying to trigger another event such as picking a chalice, that's triggerring check if you have enough souls collected. Let's say there can be more places this value is stored. Different values that player cannot see directly. This value gets checked and game gets memory or stack overflow. Big changes and crashes appears to be that wrong value has been collected from the memory and it went overflow. This is how the game is compensating overflows. Once again, could be absolute bull. I don't have source code of the game, neither I was trying to ever reverse engineer it. Good luck though.
hard to say for sure whats going on here, but it would see theirs a failsafe for loading, it gives you all the items and its fine, however something is coded in a way that when you go to get the shadow key the game doesnt just give you another, what I guess is the items are all indexed and the devs assumed youd get the items in order, so it jumps through all the items seeing you have them all then just pulls some random data, upon doing another action, (picking up an item, loading a new level) the game needs to manage this data thats been messed with and thus you get the random effects the common one is the "shadow" it seems theirs a desync between the player location and the model of the player
Same, I always had the idea that was an accesible place for later in the game, even tho I finished the game and I could never access, it was until much later that I checked on the internet that it was unaccessible and it was there just for lore purposes... 😅
That's what happens when you abuse the time space ( Referring to Level looping glitch ) . The world of Medievil is trying to accomodate the abnormal appearance of Daniel in a world he shouldn't have been in. It looks like Daniel used this trick too many times resulting in what seems to be remnants of the current dan ( Shadow dan ) trying to merge with the dan that invaded their parallel level . Even the world itself is confused , hence all the paranormal events in this video , including a part where dan seems to almost have disappeared completely and was about to be ejected into nothingness ( Part where only the black sword is visible ) , that time the time space had almost corrected the "mistake".
Thank you for the content, Noob. Medivil is a game of such good memories and you’re a keeping it alive with your vid once in a while. Love your remix btw.
LOL you seriously fkd the game up.. For those that havent played this game either way back on the ps1 or now it's a pretty stable game.. I never ran into any crashes or major bugs/glitches playing it normally. This is fubar, definitely save game data corruption but I think my point still stands in its stability.. That in most other games you wouldn't even be exploring let alone able to play at all in my opinion. Obviously things in black like you said have a set value and are able to be interacted with, are items, environmental or npcs/dan himself, looks like those values are altered or changed I have no idea why they appear black or disappear though. fun stuff
4:32 Here comes the acid trip potion. 4:44 and Croc's Diablo Dungeon. 5:12 Choir of lost souls have their moment. 5:17 Back in Croc's Diablo Dungeon 5:51 The Sleeping Giant awakes! Run! ... By the way, are the changes of songs within glitches or are they just after edits for video?
@@ProxyWasTaken Well, under normal circumstances any number of things could lead to a crash, so if I have to guess underflow, overflow, memory leakage or again, writing something in memory that the game doesn't know how to deal with. Again I'm just guessing, I'm no programmer
@@Matt_19-89 You are correctly in overflow. This used to by stated not held by variables and boolean values. All data were stored in bytes. If byte that was not supposed to reach more than value of 255, it goes back to 0. If the game happens to know that to open the chest etc. needs to be position of let's say 15, you happen to softlock the game potentially.
What do you think is going on here?
is it not obvious?
you dinked your head, and the game in that state wouldn't allow the texture to be rewritten especiallly with no colour, therefore when you dinked your head, you glitched into an invisible character. Its a good glitch this, shame you wont find a use for it
Looks like the shadow and the body are separating, then everything tries to load near the body or the shadow and can't figure out which to go with
@@spartan3924 Could be right!
This is textbook undefined behavior from memory overflow or otherwise OOB in C/C++. You're going to find infinite variations on glitches in this state, because memory that should be locked for whatever its intended purpose is is being randomly reallocated.
Edit: The mountain at 6:00 is actually a great example, whatever the byte is that's responsible for storing the y plane integer there is now being incremented at 1PPS. So I imagine something like "Time spent in mission", which would normally increase at 1 per second, is now modifying that byte instead.
That's how I viewed it too, that there will be infinite variations based on your input.
That's a great point - the game does keep track of time played for the save information! Very interesting
Yo, I am late for the party and wow, I feel kinda dumb now. I've been rethinking what variable would be suffering from the overflow and how. I absolutely forgot how game behavior was depending on the game time and FPS. I was more wondering about the crashes caused by either stack overflow or variable given a value of different type, for example NaN. Good job.
I could be absolutely wrong, medievil is programmed in very different way than I am used to, but logic usually stays the same.
First would be great to realise how the game is trying to resolve corrupted save, as there is usually some kind of failsafe in case save is indeed corrupted and gives best solution, as the best gear, but it's advisable to remember that save is still corrupt and memory checking happens with onEvent triggers.
In this case I think memory reallocate the corrupted data or just some leftover not to be seen by player's eyes. It could have been changed in background, there could be no corruption check.
When you happen to glitch through the gate and use Safe Key, you obviously triggered some kind of effect that shows the progress you've made. Let's say you already have Shadow Artefact and now you happen to have two. This is not cool by game's standard. Usually weapon could stack, but if it is triggered by some non-gameplay event, such as opening a safe.
Once again, I could be totally wrong, all I am doing are assumptions.
Shadow is obviously you, what I think happens is that now, some event we don't know has been triggered. Your position as Dan is no longer being updated. and as you are trying to trigger another event such as picking a chalice, that's triggerring check if you have enough souls collected. Let's say there can be more places this value is stored. Different values that player cannot see directly. This value gets checked and game gets memory or stack overflow. Big changes and crashes appears to be that wrong value has been collected from the memory and it went overflow. This is how the game is compensating overflows.
Once again, could be absolute bull. I don't have source code of the game, neither I was trying to ever reverse engineer it.
Good luck though.
The mountain to the hall of heroes 😂😂😂
Strangest glitch of all time!
Corruption from science and magic combined.
hard to say for sure whats going on here, but it would see theirs a failsafe for loading, it gives you all the items and its fine, however something is coded in a way that when you go to get the shadow key the game doesnt just give you another, what I guess is the items are all indexed and the devs assumed youd get the items in order, so it jumps through all the items seeing you have them all then just pulls some random data, upon doing another action, (picking up an item, loading a new level) the game needs to manage this data thats been messed with and thus you get the random effects
the common one is the "shadow" it seems theirs a desync between the player location and the model of the player
idk this whole level is creepy, the troll heads poster always made me feel uncomfortable
Same, I always had the idea that was an accesible place for later in the game, even tho I finished the game and I could never access, it was until much later that I checked on the internet that it was unaccessible and it was there just for lore purposes... 😅
That's what happens when you abuse the time space ( Referring to Level looping glitch ) . The world of Medievil is trying to accomodate the abnormal appearance of Daniel in a world he shouldn't have been in. It looks like Daniel used this trick too many times resulting in what seems to be remnants of the current dan ( Shadow dan ) trying to merge with the dan that invaded their parallel level . Even the world itself is confused , hence all the paranormal events in this video , including a part where dan seems to almost have disappeared completely and was about to be ejected into nothingness ( Part where only the black sword is visible ) , that time the time space had almost corrected the "mistake".
This is canonical for sure lool
Thank you for the content, Noob. Medivil is a game of such good memories and you’re a keeping it alive with your vid once in a while. Love your remix btw.
You're welcome. Much more is on the way!
Shadow Ban? More like....Shadow Dan 💀
i smell a creepy pasta is brewing
every copy of medievil is personalized
yeah lets just ACE medievil lmao
It could happen!
Lol this is some real nightmare fuel!
Would like every corruption frame to be replaced by chris griffin screaming.
you destroyed the game :D. awsome video dude
this is an awesome video, keep it up
LOL you seriously fkd the game up.. For those that havent played this game either way back on the ps1 or now it's a pretty stable game.. I never ran into any crashes or major bugs/glitches playing it normally. This is fubar, definitely save game data corruption but I think my point still stands in its stability.. That in most other games you wouldn't even be exploring let alone able to play at all in my opinion. Obviously things in black like you said have a set value and are able to be interacted with, are items, environmental or npcs/dan himself, looks like those values are altered or changed I have no idea why they appear black or disappear though. fun stuff
Good video!
Part 2 soon!
4:32 Here comes the acid trip potion. 4:44 and Croc's Diablo Dungeon. 5:12 Choir of lost souls have their moment. 5:17 Back in Croc's Diablo Dungeon 5:51 The Sleeping Giant awakes! Run! ... By the way, are the changes of songs within glitches or are they just after edits for video?
After edits for the video!
I'm not a programmer, but since the game is corrupted, isn't it possible that it's trying to read or write junk data in memory?
Definitely - it would explain how you get a variety of results, depending on how you manipulate with your actions
Think of it like this. This scenario happens only during corruption. If it is not corrupted addresses then what is it?
@@ProxyWasTaken Well, under normal circumstances any number of things could lead to a crash, so if I have to guess underflow, overflow, memory leakage or again, writing something in memory that the game doesn't know how to deal with.
Again I'm just guessing, I'm no programmer
@@Matt_19-89 You are correctly in overflow. This used to by stated not held by variables and boolean values. All data were stored in bytes. If byte that was not supposed to reach more than value of 255, it goes back to 0. If the game happens to know that to open the chest etc. needs to be position of let's say 15, you happen to softlock the game potentially.
Do you program or code? What would you recommend an enthusiastic beginner try first? C++?
I've never done it before. I hope you can find an answer
not a glitch/// software issue