Finding the Galian Beast Ch3 glitch feels especially good because pretty much all the Dirge of Cerberus glitches up until now have had no exploit potential. In the original version there is potential to use Infinite GB mode for a speedrun while in post-original it is mostly a curiosity. Even if there is a way to restore jumping/melee/fireballs in post-JORG while still keeping IGB, the overall slower movement of GB may be too much of a sacrifice.
The way I did my "Only Galian Beast" playthrough was to create an Easy Mode save, create a Tempsave almost immediately, then edit my Tempsave data to import the following items to my inventory:
- 9999x Hero Tonic Gold (unused item that grants temporary invincibility)
- 9999x Elixir
- 9999x Elixor
- 9999x Hi-Potion
This way I could dash through almost the whole game, spamming invincibility status with Hero Tonic Gold and restoring MP with Elixir thus allowing me to stay in Galian Beast mode. So much fun! I love cheating in video games.
The idea for the playthrough wasn't born out of the desire to just plow through the game in a casual manner though. I wanted to investigate how the game acts and how data is written into the save files.
In a
fluid single-sitting playthrough, start to finish, these are the transitions that force you out of Galian Beast mode.
- The beginning of every chapter.
- Ch1-4: Office fight.
- Ch4-3: Shelke boss fight.
- Ch4-4: Azul boss fight.
- Ch5-1: Sahagin cutscene almost immediately at the start of the stage.
- Ch5-3: Any beast mode from Ch5-1 will have been cancelled.
- Ch5-3 again: The cutscene that gives you the first Omega Report.
- Ch6-3: Transitioning to this area/segment cancels beast mode.
- Ch9-5: Azul boss fight.
- Ch10-3, Ch10-4 and Ch10-5: Transitioning to these areas/segments will cancel beast mode.
- Ch11-4 and Ch11-5: Transitioning to these areas/segments will cancel beast mode.
- For obvious reasons Ch11-6 and Ch12 don't allow GB mode.
I could not find any cutscene where Galian Beast stuck around to make the scene hilarious/awkward. The game is consistent with making sure that cutscenes only use human Vincent, with the obvious exception of scripted transformations.
There is not a single gun turret that Galian Beast can use. You can't progress in Ch10-3 without using a gun turret so you are forced to transform back into a human.
Any given checkpoint from the main menu will NEVER initialize Vincent in beast mode, no matter how much you used Galian Beast during the fluid playthrough. This is somewhat humorous because the scene0XX files actually do save data that indicate Vincent is in beast mode and many of them even save the "p001" string that denotes the Galian Beast model. So all these addresses that indicate Vincent's beast status effectively become read-only values, never writing into the final checkpoint load-up.
The model strings (
p000 = Vincent Valentine (human),
p001 = Galian Beast) were actually what sparked this playthrough to begin with. Among the scene0XX file regions, 26 out of the 56 used regions will include the current character model string. Cait Sith's model string,
n004, is never saved. Every scene0XX that includes the p00X string also include a "
bzd" (think of it as "
basic
zone
data") string which changes depending on which zone is being loaded. Example: String '
bzd048:2006/ 8/17:19:38:56' for Kalm in DCFFVII International.
The bzd data actually appears to be useless, as when I tested changing every value in this approximately 128-byte sized region to value 0 nothing at all changed when I loaded up the corresponding checkpoint in-game. But the data that follows the p00X string not only impacts if the checkpoint is able to load up the player UI and player behavior correctly, it will also DISPLACE addresses later in the scene0XX files.
Among other things each scene0XX file region contains your current stage results and your current "cumulative results" as of the last chapter/stage finished. But the location of these addresses will shift depending on if the scene0XX region also contains the p00X string and its associated data region of 100 bytes. Regions with the p00X data region will displace these addresses with an offset of +100 bytes (0x64) compared to normal. Documenting the addresses in my Excel document becomes something of a hazzle because of this.
Before my beast mode playthrough I was only familiar with the p000 string showing up but now I know that most regions (that include the
bzd and
p00X regions) will change this to the string "p001" if you ended the previous segment/checkpoint while in Galian Beast form. The scene0XX regions also remain consistent between playthroughs and game versions as to which ones include the bzd/p00X data regions and which ones don't.
Seeing as I haven't tested erasing every single bzd region, it is still possible that some areas might not properly load up if these values have been changed to 0 in your memory card save. The p00X data region has already confirmed how important it is for checkpoint load-up, since most player behavior won't load at all if this region is deleted. Curious then that so many scene0XX file regions make do perfectly fine without the p00X data regions. 30 out of the 56 used regions (counting the unused scene0XX file regions the total is 66 regions) don't include the bzd and p00X data portions and the game is able to load all these checkpoints no problem.