TASVideos

Tool-assisted game movies
When human skills are just not enough

Submission #6911: CasualPokePlayer's GBC The Legend of Zelda: Link's Awakening "game end glitch" in 01:02.42

Console: Game Boy Color
Game name: The Legend of Zelda: Link's Awakening
Game version: JPN v1.0
ROM filename: Zelda no Densetsu - Yume o Miru Shima (Japan).gb
Branch: game end glitch
Emulator: Bizhawk 2.5.1
Movie length: 01:02.42
FrameCount: 3728
Re-record count: 4237
Author's real name: Wesley B.
Author's nickname: CasualPokePlayer
Submitter: CasualPokePlayer
Submitted at: 2020-10-16 19:19:07
Text last edited at: 2020-10-18 15:48:48
Text last edited by: Samsara
Download: Download (2416 bytes)
Status: judging underway
Submission instructions
Discuss this submission (also rating / voting)
List all submissions by this submitter
List pages on this site that refer to this submission
View submission text history
Back to the submission list
Author's comments and explanations:

(Link to video)

haha ACE go brr

Emulator used: Bizhawk 2.5.1

  • SubGBHawk was used due to the need of a precise subframe reset.

Categories

  • Aims for fastest completion of the game
  • Heavy glitch abuse
  • Corrupts save data

Objectives

Save corruption

For whatever reason, this game doesn't actually checksum its save data. All it does is write some sentinel values to the beginning of save data to mark the save data as not corrupted. And for whatever reason, if the game detects the save data as corrupted (which will happen on boot as the save is filled with FF by the emulator), the game will proceed to write the sentinel values then it will write 00s to the rest of the save data. The issue with this is simply the order... the order I laid out is the actual order the game does these actions. So once the game writes these sentinel values then the save will not be seen as corrupted (even though nearly all of it is essentially corrupted). This happened to be fixed in LADX, where data is cleared before the sentinel values are written.

For the actual application of the save corruption, it allows me to start at a different location, in this case the top left corner of the map. This let's me easily get to the Sword (which is required for ACE). As a note, the lack of the shield means I can't get the Sword the same way the old TAS does, so I have to get it the RTA way.

Also, you can blame the decision for Devil Island allowing this sort of save corruption.

Doghouse/ACE

The Doghouse glitch is a fairly well known glitch, involving entering the doghouse on the wrong side. Where you go is dependent on the kill counter, and 3 kills are required to get to the ACE chest. Interesting, the lack of the shield seems to also screw me over here, as with it I could kill 3 things with one swing otherwise. I then just go to the ACE chest, open it, then credits!

To note, ACE is specifically why the JPN version was used. Besides the issue of making a payload with the reduced characters on the English version, the ACE chest just doesn't open at all on the English version, making ACE JPN exclusive entirely. Another note, the ACE payload is mostly identical to the RTA payload, but I changed the jr to a jr nc, as it was faster to input.

Select Glitches

The game glitches with Select. Wait this isn't Green...

But seriously, this is very well known and was heavily abused in the previous TASes, I don't think much explanation is needed here.


Samsara: lonk,

Similar submissions (by title and categories where applicable):