The Glitch Harvester Interface
The Glitch Harvester is one of the biggest features of RTC. It is simple to use, yet difficult to master.
Basic usage is fairly simple, you create a savestate, select the domains you would like to corrupt, chose an Intensity and click the “Corrupt" button, the emulator then corrupts the selected memory domains and instantly loads the savestate. (The Glitch Harvester “Corrupt” function can be bound to any key/button)
"Corrupt" is the corruption button of the Glitch Harvester. It can corrupt, inject, replay and merge saved items. If Stash Results is selected in the Blast Tools options, it will create a new item in the Stash History box.
Attempts to uncorrupt/recorrupt the game on the fly. Results not guaranteed.
The Corrupt, Inject and Original options will change the function of the "Corrupt" button.
Auto-Load State makes it so a Savestate is loaded during Corruption or Replaying and item. When the Corrupt modifier is selected, loading an item from the Stash History or Stockpile Manager will use the embedded Savestate in the StashKey. Otherwise, it comes from the selected item in the Savestate Manager.
Load on select causes the StashKey to be loaded when an item is selected from the Stash History or Stockpile Manager. When this option is unchecked, loading a selected item requires to press the Blast/Send button.
This option is currently only available when RTC is connected to BizHawk
This allows you quickly/automatically start audio/video rendering when corrupting using the Glitch Harvester. Rendered files will be saved in the “RENDEROUTPUT” folder which is in RTCV/RENDEROUTPUT
Render type allows you to select a file format for rendering. If you're getting an error with AVI rendering, it might mean that no codec is selected in BizHawk. In order to do so, you must start an AVI rendering from BizHawk at least once.
Change -> SAVE/LOAD
The change button flips the one on its right between SAVE and LOAD. This button toggling system is made this way to prevent accidental overwriting of Glitch Harvester Savestates.
Numeric buttons are used to select a Glitch Harvester save-state slot.
An associated Textbox can be used for very short descriptions.
Back and Forward
This switches between pages of 7 Glitch Harvester Savestates.
Load state on click
If checked, the Glitch Harvester will load a save state upon clicking on it.
Load/Save Savestate List
These buttons allow you to Save and Load the filled Glitch Harvester Savestates slots to/from a file in a similar format to a Stockpile.
This is where new corruptions are stashed. Items that appear here can be sent to a Stockpile using the "To Stockpile" button. Selecting an item in the list will replay the generated corruption.
This part of the Glitch Harvester is where you will perform operations on Stockpiles.
The Load button allows you to either load a Stockpile or load a Settings file from an SKS file.
Using Save as and Save buttons will generate/overwrite an SKS file that contains corruption data, binaries and savestates. The SKS file can also contains the config file from the last person who saved it. By default, the Glitch Harvester will include Game Binaries. This behavior can be changed in the Glitch Harvester settings.
Using someone's config file
When replaying a stockpile, corruptions can appear different if there are differences in emulator configurations. While RTC is able to detect core mismatches during loading, specific configuration differences are not.
Loading someone's config file pretty much guarantees that your Emulator is in the same state as the person who saved the Stockpile. While your controller config could be lost during the time this config is loaded, it can be reverted afterwards by selecting the Restore Emulator config Backup option from the Load menu.
Import This button allows you to merge stockpiles together by importing them into the one currently edited.
Merging StashKeys together By holding CTRL and clicking on multiple Stockpile items, you can load and merge items together. The resulting item will be added to the Stash History.
Merging items together requires them to be for the same console and same game. The Savestate that is used in the merged result is from the first item that got selected.
The Previous and Next buttons are for jumping from a corruption to another. They do the same thing as clicking on the corruptions directly.
The Red refresh button replays the current corruption.
BlastLayer Button: Toggles ON/OFF the BlastLayer of the last executed StashKey, essentially attempting to uncorrupt/recorrupt in real-time.
If the button in the Note column has a ⚠ Symbol, it means that a note is attached to the corruption. Click on it to open the note.