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Editor, Skilled player (1505)
Joined: 7/9/2010
Posts: 1317
Is it wrong to ignore damage boosting, since I sat three weeks for one damage boost and didn´t got it.
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Banned User
Joined: 5/11/2004
Posts: 1049
get a bot to try for you.
"Great spirits have always found violent opposition from mediocrities. The latter cannot understand it when a man does not thoughtlessly submit to hereditary prejudices but honestly and courageously uses his intelligence."
Editor, Skilled player (1505)
Joined: 7/9/2010
Posts: 1317
This is a good idea. But I don´t know how to program a bot.
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Banned User
Joined: 5/11/2004
Posts: 1049
Ask for help in TAS-laboratory section.
"Great spirits have always found violent opposition from mediocrities. The latter cannot understand it when a man does not thoughtlessly submit to hereditary prejudices but honestly and courageously uses his intelligence."
Skilled player (1402)
Joined: 5/31/2004
Posts: 1821
TASeditor wrote:
Is it wrong to ignore damage boosting, since I sat three weeks for one damage boost and didn´t got it.
Well, people tend to forget that luck manipulation in a TAS does not mean that you always can get the game to behave exactly like you want. A damage boost saves about 12-13 frames, assuming you can replenish the heart without losing any time iirc. The more frames you have to waste manipulating the enemy movement, or slowing down to touch the enemy, the less the damage boost will be worth it, and the bigger the chance it is not worth it because manipulating a heart or a fairy could also cost frames. Some times, you just have to accept that the way the game behaves is just not favorable for a damage boost from that particular enemy. This shouldn't get you stuck for weeks, and maybe there is a better opportunity ahead. I don't hope that you meant ignoring damage boosting in general though... they should definately be included in that TAS.
Editor, Skilled player (1505)
Joined: 7/9/2010
Posts: 1317
Hello friends, I did a Lua-script, which shows information about the enemies above them. The information move with the enemies movement.
--The Legend of Zelda - Enemy Information
--Written by TASeditor

--This script displays some information about the enemies in The Legend of Zelda.
--The informations are displayed above the enemies and move with them. It displays the RNG, the number of an enemy and their energy.
--It also shows hidden entrances, like burnable trees, moveable rocks and bombable walls.
--But there some issues with some kind of enemies.

require("auxlib")


local Enemy1XPosition=0x0071;
local Enemy1YPosition=0x0085;
local Enemy1Energy=0x0486;
local Enemy1RNG=0x0413;
local Enemy1X;
local Enemy1Y;
local Enemy1E;
local Enemy1R;

local Enemy2XPosition=0x0072;
local Enemy2YPosition=0x0086;
local Enemy2Energy=0x0487;
local Enemy2RNG=0x0414;
local Enemy2X;
local Enemy2Y;
local Enemy2E;
local Enemy2R;

local Enemy3XPosition=0x0073;
local Enemy3YPosition=0x0087;
local Enemy3Energy=0x0488;
local Enemy3RNG=0x0415;
local Enemy3X;
local Enemy3Y;
local Enemy3E;
local Enemy3R;

local Enemy4XPosition=0x0074;
local Enemy4YPosition=0x0088;
local Enemy4Energy=0x0489;
local Enemy4RNG=0x0416;
local Enemy4X;
local Enemy4Y;
local Enemy4E;
local Enemy4R;

local Enemy5XPosition=0x0075;
local Enemy5YPosition=0x0089;
local Enemy5Energy=0x048A;
local Enemy5RNG=0x0417;
local Enemy5X;
local Enemy5Y;
local Enemy5E;
local Enemy5R;

local Enemy6XPosition=0x0076;
local Enemy6YPosition=0x008A;
local Enemy6Energy=0x048B;
local Enemy6RNG=0x0418;
local Enemy6X;
local Enemy6Y;
local Enemy6E;
local Enemy6R;

local Enemy7XPosition=0x0077;
local Enemy7YPosition=0x008B;
local Enemy7Energy=0x048C;
local Enemy7RNG=0x0419;
local Enemy7X;
local Enemy7Y;
local Enemy7E;
local Enemy7R;

local Enemy8XPosition=0x0078;
local Enemy8YPosition=0x008C;
local Enemy8Energy=0x048D;
local Enemy8RNG=0x041A;
local Enemy8X;
local Enemy8Y;
local Enemy8E;
local Enemy8R;

local Enemy9XPosition=0x0079;
local Enemy9YPosition=0x008D;
local Enemy9Energy=0x048E;
local Enemy9RNG=0x041B;
local Enemy9X;
local Enemy9Y;
local Enemy9E;
local Enemy9R;

local Enemy10XPosition=0x007A;
local Enemy10YPosition=0x008E;
local Enemy10Energy=0x048F;
local Enemy10RNG=0x041C;
local Enemy10X;
local Enemy10Y;
local Enemy10E;
local Enemy10R;

local Enemy11XPosition=0x007B;
local Enemy11YPosition=0x008F;
local Enemy11Energy=0x0490;
local Enemy11RNG=0x041D;
local Enemy11X;
local Enemy11Y;
local Enemy11E;
local Enemy11R;

while (true) do

	function Nothing()	--This is used to undisplay the informations, when Link walks into another room.
	gui.text(0,0,"");	--Actually very pointless, but if it isn't there the information wont be undisplayed.
	end;


Enemy1X=memory.readbyte(Enemy1XPosition);
Enemy1Y=memory.readbyte(Enemy1YPosition);
Enemy1E=memory.readbyte(Enemy1Energy);
Enemy1R=memory.readbyte(Enemy1RNG);

	if Enemy1E>0 then
	gui.text(Enemy1X,Enemy1Y,"" .. Enemy1E);
	gui.text(Enemy1X,Enemy1Y - 8,Enemy1R .. ",E1");
		else
		Nothing();
	end;


Enemy2X=memory.readbyte(Enemy2XPosition);
Enemy2Y=memory.readbyte(Enemy2YPosition);
Enemy2E=memory.readbyte(Enemy2Energy);
Enemy2R=memory.readbyte(Enemy2RNG);

	if Enemy2E>0 then
	gui.text(Enemy2X,Enemy2Y,"" .. Enemy2E);
	gui.text(Enemy2X,Enemy2Y - 8,Enemy2R .. ",E2");
		else
		Nothing();
	end;


Enemy3X=memory.readbyte(Enemy3XPosition);
Enemy3Y=memory.readbyte(Enemy3YPosition);
Enemy3E=memory.readbyte(Enemy3Energy);
Enemy3R=memory.readbyte(Enemy3RNG);

	if Enemy3E>0 then
	gui.text(Enemy3X,Enemy3Y,"" .. Enemy3E);
	gui.text(Enemy3X,Enemy3Y - 8,Enemy3R .. ",E3");
		else
		Nothing();
		end;
	

Enemy4X=memory.readbyte(Enemy4XPosition);
Enemy4Y=memory.readbyte(Enemy4YPosition);
Enemy4E=memory.readbyte(Enemy4Energy);
Enemy4R=memory.readbyte(Enemy4RNG);

	if Enemy4E>0 then
	gui.text(Enemy4X,Enemy4Y,"" .. Enemy4E);
	gui.text(Enemy4X,Enemy4Y - 8,Enemy4R .. ",E4");
		else
		Nothing();
	end;


Enemy5X=memory.readbyte(Enemy5XPosition);
Enemy5Y=memory.readbyte(Enemy5YPosition);
Enemy5E=memory.readbyte(Enemy5Energy);
Enemy5R=memory.readbyte(Enemy5RNG);

	if Enemy5E>0 then
	gui.text(Enemy5X,Enemy5Y,"" .. Enemy5E);
	gui.text(Enemy5X,Enemy5Y - 8,Enemy5R .. ",E5");
		else
		Nothing();
	end;


Enemy6X=memory.readbyte(Enemy6XPosition);
Enemy6Y=memory.readbyte(Enemy6YPosition);
Enemy6E=memory.readbyte(Enemy6Energy);
Enemy6R=memory.readbyte(Enemy6RNG);

	if Enemy6E>0 then
	gui.text(Enemy6X,Enemy6Y,"" .. Enemy6E);
	gui.text(Enemy6X,Enemy6Y - 8,Enemy6R .. ",E6");
		else
		Nothing();
	end;


Enemy7X=memory.readbyte(Enemy7XPosition);
Enemy7Y=memory.readbyte(Enemy7YPosition);
Enemy7E=memory.readbyte(Enemy7Energy);
Enemy7R=memory.readbyte(Enemy7RNG);

	if Enemy7E>0 then
	gui.text(Enemy7X,Enemy7Y,"" .. Enemy7E);
	gui.text(Enemy7X,Enemy7Y - 8,Enemy7R .. ",E7");
		else
		Nothing();
	end;


Enemy8X=memory.readbyte(Enemy8XPosition);
Enemy8Y=memory.readbyte(Enemy8YPosition);
Enemy8E=memory.readbyte(Enemy8Energy);
Enemy8R=memory.readbyte(Enemy8RNG);

	if Enemy8E>0 then
	gui.text(Enemy8X,Enemy8Y,"" .. Enemy8E);
	gui.text(Enemy8X,Enemy8Y - 8,Enemy8R .. ",E8");
		else
		Nothing();
	end;


Enemy9X=memory.readbyte(Enemy9XPosition);
Enemy9Y=memory.readbyte(Enemy9YPosition);
Enemy9E=memory.readbyte(Enemy9Energy);
Enemy9R=memory.readbyte(Enemy9RNG);

	if Enemy9E>0 then
	gui.text(Enemy9X,Enemy9Y,"" .. Enemy9E);
	gui.text(Enemy9X,Enemy9Y - 8,Enemy9R .. ",E9");
		else
		Nothing();
	end;


Enemy10X=memory.readbyte(Enemy10XPosition);
Enemy10Y=memory.readbyte(Enemy10YPosition);
Enemy10E=memory.readbyte(Enemy10Energy);
Enemy10R=memory.readbyte(Enemy10RNG);

	if Enemy10E>0 then
	gui.text(Enemy10X,Enemy10Y,"" .. Enemy10E);
	gui.text(Enemy10X,Enemy10Y - 8,Enemy10R .. ",E10");
		else
		Nothing();
	end;


Enemy11X=memory.readbyte(Enemy11XPosition);
Enemy11Y=memory.readbyte(Enemy11YPosition);
Enemy11E=memory.readbyte(Enemy11Energy);
Enemy11R=memory.readbyte(Enemy11RNG);

	if Enemy11E>0 then
	gui.text(Enemy11X,Enemy11Y,"" .. Enemy11E);
	gui.text(Enemy11X,Enemy11Y - 8,Enemy11R .. ",E11");
		else
		Nothing();
	end;


FCEU.frameadvance();

end;
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Former player
Joined: 2/19/2007
Posts: 424
Location: UK
TASeditor wrote:
Hello friends, I did a Lua-script, which shows information about the enemies above them. The information move with the enemies movement.
With the help of a useful structure known as a loop, you can reduce this program to 9 equivalent lines:
while true do
	gui.text(0,0,"")
	for i = 0, 10 do
		x,y,energy,rng = memory.readbyte(0x71+i), memory.readbyte(0x85+i),
			memory.readbyte(0x486+i), memory.readbyte(0x413+i)
		if energy > 0 then gui.text(x,y,string.format("%3d %3d", energy, rng)) end
	end
	emu.frameadvance()
end
This isn't tested, but if it doesn't work it should be simple for you to fix. Not only does this save you lots of work the first time through, it also makes it much easier to change it later, as you only need to change one place. Nice to see that you followed up on the advice to learn lua scripting :)
Editor, Skilled player (1505)
Joined: 7/9/2010
Posts: 1317
Here's another WIP. I would be thankful, if someone tries to manipulate the enemies in the room I'm currently in. http://dehacked.2y.net/microstorage.php/info/915297115/theLegendofZelda100%25TAS.fm2
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Skilled player (1402)
Joined: 5/31/2004
Posts: 1821
Hmm, some things that stood out: 7891: Why did you take damage here? This can surely be avoided. (You also placed the bomb higher than needed to open the cave I think, but you may have just done this as you had to wait for the right randomness in the moneygame anyway.) 12834: You don't need to place any bomb until you are in the room where you HAVE to kill enemies to advance. You can easily get bombs there, without nearly costing as much time as getting extra bombs here. (So the bombs at 13610 and 14059 should also be avoided.) 13610: Again, no bomb here. This costs a lot of time. Not taking damage at 12430 and 14388 will make the hearts unneeded, and taking damage does not nearly save as much time as avoiding having to wait for a bomb to explode. 14795: It's nice that one bomb kills all enemies, but not being able to move on right away is a pity. If it is due to randomness, ok... although a different strat with 2 bombs and continuous walking forward would be faster (if possible). If it was just to avoid being damaged by the enemy, using your sword may be an option, or maybe taking damage.
Editor, Skilled player (1505)
Joined: 7/9/2010
Posts: 1317
Baxter wrote:
7891: Why did you take damage here? This can surely be avoided. (You also placed the bomb higher than needed to open the cave I think, but you may have just done this as you had to wait for the right randomness in the moneygame anyway.)
Of course it's just waiting for the right moment. I also uploaded a improved version: http://www.youtube.com/watch?v=IXnmLv1GPAQ
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Joined: 5/29/2004
Posts: 757
TASeditor wrote:
Baxter wrote:
7891: Why did you take damage here? This can surely be avoided. (You also placed the bomb higher than needed to open the cave I think, but you may have just done this as you had to wait for the right randomness in the moneygame anyway.)
Of course it's just waiting for the right moment. I also uploaded a improved version: http://www.youtube.com/watch?v=IXnmLv1GPAQ
Would it have wasted too many frames to have grabbed the extra Bombs form the Darknuts in Level 3 to bring you to 8, then try to collect them later? I keep seeing the potential for you to have 2 extra bombs at the end of Level 1 if you had gotten them... Having Link flash the camera when he gets the ladder... Perv! Otherwise, looking good! Mr. Kelly R. Flewin
Mr. Kelly R. Flewin Just another random gamer ---- <OmnipotentEntity> How do you people get bored in the span of 10 seconds? Worst ADD ever.
Editor, Skilled player (1505)
Joined: 7/9/2010
Posts: 1317
Mr. Kelly R. Flewin wrote:
Would it have wasted too many frames to have grabbed the extra Bombs form the Darknuts in Level 3 to bring you to 8, then try to collect them later? I keep seeing the potential for you to have 2 extra bombs at the end of Level 1 if you had gotten them... Having Link flash the camera when he gets the ladder... Perv! Otherwise, looking good! Mr. Kelly R. Flewin
Do you mean Level 4? It doesn´t matter. I improved the boss fight of the fourth dungeon, so we will see if I spent to many frames on collecting these bombs.
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Editor, Skilled player (1505)
Joined: 7/9/2010
Posts: 1317
Here's a the current progress status: I am now in the 8th dungeon. It requires a lot of enemy manipulation to get quickly through the dungeon. Cause there are in every room enemies I've to kill or damage boosting I have to make a good planning of the item drop, in order to refill energy or bombs. I have 10 heart containers. The next dungeon is number 2.
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Active player (250)
Joined: 7/30/2006
Posts: 207
Location: Alefgard, USA
TASeditor wrote:
Here's a the current progress status: I am now in the 8th dungeon. It requires a lot of enemy manipulation to get quickly through the dungeon. Cause there are in every room enemies I've to kill or damage boosting I have to make a good planning of the item drop, in order to refill energy or bombs. I have 10 heart containers. The next dungeon is number 2.
I assume you picked up arrows on the way to the dungeon. Did you also get the intermediate sword? Picking up the Master Key should save a lot of time that would otherwise have been used in the remaining dungeons, even compared to the any% TAS. I even wonder if it would be beneficial to visit dungeon 8 even sooner to get this item earlier.
Editor, Skilled player (1505)
Joined: 7/9/2010
Posts: 1317
dave_dfwm wrote:
I assume you picked up arrows on the way to the dungeon. Did you also get the intermediate sword? Picking up the Master Key should save a lot of time that would otherwise have been used in the remaining dungeons, even compared to the any% TAS. I even wonder if it would be beneficial to visit dungeon 8 even sooner to get this item earlier.
I skip the intermediate sword. I got the arrows already to kill a Ghoma in the 8th dungeon. It would good to pick up the master key early, but you need at least 2 keys before you enter the dungeon.
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Editor, Skilled player (1505)
Joined: 7/9/2010
Posts: 1317
I uploaded another WIP. Sadly I didn't find an earlier place to pick up bombs. The boss from dungeon 8 could drop bombs, but the RNG had the false value due damage boosting in the rooms before. And this fire snake in the second dungeon only gave me 5 rupees or a fairy. And the only enemies in dungeon 2, which drop bombs are the in the room before the boss. Link to video
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Editor, Skilled player (1505)
Joined: 7/9/2010
Posts: 1317
I finished dungeon number 5 after a month. So there're are dungeon 7, 6 and 9 left. The time is 18 minutes so far. I think it's a good time until now.
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Joined: 11/26/2010
Posts: 444
Location: New York, US
I think its a great time so far!!! I'm really looking forward to the end result, keep it up!!!
My name is 4N6/Forensics.
Editor, Skilled player (1505)
Joined: 7/9/2010
Posts: 1317
Basically the run is finished, but I won't submit. I finished the game in 32:35.30 with collecting all items. I thought dungeon 9 would take a bit longer, but the Mastersword killed the enemies quicker. Since I recogniced there must be a better route for the "all items" run, I did not pay to much attention for enemy manipulation. I will redo the TAS when I am motivated. Encode
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Joined: 8/21/2012
Posts: 5
Location: Donkey Kong Country
I think it looks pretty good. Off the cuff just really noticing a need for heart and fairy manipulation so you aren't wasting refill time after getting triforce pieces. Great foundation though, I really liked it. Keep it up. I enjoy 100% runs. Edit: Is the Big Shield not considered since it can technically be lost to a like like?
Editor, Skilled player (1505)
Joined: 7/9/2010
Posts: 1317
DK28 wrote:
Edit: Is the Big Shield not considered since it can technically be lost to a like like?
Correctly. The rule is that I had to collect every item which cannot be lost. It doesn't matter if it can be lost once or never, like the enemy bait. It only have to be unlostable??? at the point when fighting Ganon. I thought a bit about the route of the all items run and I couldn't find any major improvements to the current run. The only thing i can improve are dungeon 1 and 8. Refilling all the empty hearts while being in dungeon 5 clould be get hard, cause of the lack of enemies which give me a fairy. And walking back or fighting enemies which haven't to be killed is somewhat slower, I guess.
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Joined: 2/18/2012
Posts: 25
Location: usa
hey zelda1 players i was wondering if any one would like to do a playaround TAS for this game (legend of zelda). pm me or replie on this thread if you want to ill also be up for 100%
TAS Projects: MK64 ,and OotMQ any%
Editor, Skilled player (1505)
Joined: 7/9/2010
Posts: 1317
I found another little improvement. Instead of getting 35 rupees from the money making game, I will collect them by killing enemies. I am not sure if I can sub 31 minutes. But subbing 32 should work.
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Post subject: LOZ 100%TAS
Player (50)
Joined: 1/19/2009
Posts: 100
I just watched your WIP on the front page and I must say it looks quite good. I saw a few places with possible improvements, but nothing too outrageous except for the end of Lvl 2 which can be easily fixed by having bombs. Keep up the good work!
Editor, Skilled player (1505)
Joined: 7/9/2010
Posts: 1317
Thanks jprofit. Do you mean Level 4? I hadn't done Level 2 yet. Sometimes when I found some improvements, they actually slow me down due the enemy RNGs. So those little improvements doesn't always save time.
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