THUG2 CAS Flash Glitch Discussion

Offline Challenger

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If you played THUG2 on PS2 you used to see this a lot. People would have this crazy CAS with parts that flashed all colors of the rainbow. I love this, but seems it's not possible on PC. Has anyone looked into seeing if this is possible in THUG Pro? You need the infinite saturation/value hacks for colors. I still remember how to do it.

https://www.youtube.com/watch?v=cRbILL-rNPg

I have tried everything I can think of from replacing script files with their PS2 counterparts to importing flashed CAS files from my memory card to hex editing saturation and values manually. I have been able to replicate the effect in PCSX2 so the effect itself is possible to reproduce on the PC platform. The main thread I have on Phun is here with lots of details on what I tried:

http://phun.freeforums.org/anyone-remember-the-cas-flash-glitch-t6032.html
« Last Edit: October 08, 2019, 01:50:43 pm by Challenger »


Offline ShutMeUp!

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If i recall correctly, i think the flash glitch is only possible on PS2 because of the way the PS2 renders stuff.

Not an answer from myself, just kinda quoting something that was said already i think in this forum, i believe it was TomoAlien who said it.
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Offline Challenger

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Yeah that's what I've been hearing from all angles. However, I learned from sk8ace yesterday it has been done in THUG Pro but sk8ace doesn't have the name of the guy who pulled it off. He literally saw the guy come into a room with a flashed CAS. I mainly posted this thread in hopes he would see it and chime in. There another guy from the Phun forums who seemed to be going heavy into it about a year ago, Uncle Lester. However, I never heard back from him. Is he an active member of THPSX?
« Last Edit: September 11, 2016, 03:52:49 pm by Challenger »


Offline SK8.William

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I think he has an account here,but not very active.
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Offline sk8ace

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Now that I think of it, I believe is was the guy's skateboard that was flashing, not his cas. I think he did it with the gold deck.


Offline Challenger

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Hmm, I've gotten boards to flash on PS2 using wheel color, but only with custom boards swapped with a Gameshark code. In this case wheel color affects the whole board, which may have been what you're seeing.


Offline ShutMeUp!

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Not sure why, but just reading this posts, now i wanna see a color-changeable golden board.. ._.
"Winners never cheat.
And cheaters never win."
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Offline BlazE

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Correct, it only works on PS2 because it's essentially an overload on the PS2's part. PC and Xbox 360 do not create that affect.

Flashy board is done using Infinite Board Scale and making it completely flat.

Someone tried telling me they had a flashy skater on thugpro but in reality it was just scaled flat which causes the glitchy flash affect.
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Offline ShutMeUp!

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Correct, it only works on PS2 because it's essentially an overload on the PS2's part. PC and Xbox 360 do not create that affect.

Flashy board is done using Infinite Board Scale and making it completely flat.

Someone tried telling me they had a flashy skater on thugpro but in reality it was just scaled flat which causes the glitchy flash affect.
It just flashes bright, no rainbow unfortunately, i just wish i'd seen that effect before. :/
"Winners never cheat.
And cheaters never win."
-HooL (Quite a while ago)



Offline Challenger

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So I started digging back in to this, not with an expectation of finding the cause of the glitch, but in attempt to learn more about the effect. First I did some more research on the Graphics Synthesizer chip and how it operates. It runs on surprisingly basic principles:

Quote
To try to answer the original vague question - the PS2 was exceedingly basic. You have a pool of embedded memory the GPU can access, and that's used for everything - all your framebuffers (colour, z, scanout) and textures.

...

The PS2 has a very simplistic rasteriser - you get a colour at each vertex, interpolated across the polygon (non-perspective correct at that) and one texure co-ordinate per-vertex, fixed point (which means you get wobbly textures if you don't keep your co-ordinates in a sensible range), again interpolated - though at least the texture is perspective correct.

For each pixel it can look up a texture at the interpolated co-ordinate (the most you get in filtering is trilinear, but typically you would use bilinear with nearest-level mipmapping), modulate the texel with the interpolated colour, and then blend that with whatever was in the display using a fairly basic set of alpha-blend modes (you don't even get a modulated blend, except with an alpha value... most you can do with colour is add or substract).

So what I take from this is something is going wrong during the final "blending" stage causing a random mess of colors to be mapped to each vertex and overlaid onto the original texture before the mesh is rendered to the screen. I found a program called Texmod, a DirectX texture viewing and ripping tool. I ran this on top of PCSX2 and it shows the following output in the upper left:




Texmod allows you to cycle and highlight each texture in VRAM. When a texture is selected it's replaced with green and the texture itself is shown in the upper left. So I selected my flashed angel wings and got this result:




The green wings still have a flickery shadow over them with the original texture remaining uncorrupted and unchanging, which confirms my theory regarding the transforming overlay. This falls in line with what WhoElseButMe suggested.


Offline Grand

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Word, cool to see an update on this.

Any chance it's doable in ThugPRO?


Offline BloodshotBiz

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there is a method for this i found sometime last year that involves a glitch.


Offline ShutMeUp!

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Interesting.
Amazing how even when highlighted with TexMod, it still has flickery shadows!
"Winners never cheat.
And cheaters never win."
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Offline BlazE

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there is a method for this i found sometime last year that involves a glitch.

proof or gtfo
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Offline BloodshotBiz

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