TASVideos

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

Movies for NES Zelda II: The Adventure of Link


#34323069463787255 - (NES) Zelda II, face full of fireball from fresh start
Z2_r31_DefeatTheFlameToImprove.fm2 (3.23MB fm2 movie [NES])
Uploaded 2016-10-15 17:33:19 by FatRatKnight (209 files)
For NES Zelda II: The Adventure of Link (38 files)
In 40:49.12 [147189 frames], 30301 rerecords)
2147 views, 61 downloads
Triggered R_2=31. It only saves one "frame rule" over the R_2=72 movie if we cast Fairy spell. This time I took the effort to create a movie that naturally manipulates R_2=31 in.

If it took fewer frames to manipulate in R_2=31, then yes, this would be faster even with the menu loss later. There's room to manipulate away the 21-frame chunk, but not with the R_2 we had coming into the normal encounter.

RNG is complicated business to explain, really.

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#34301879018722255 - Zelda II - Final Fairy 3
Zelda II - Final Fairy3.fm2 (3.24MB fm2 movie [NES])
Uploaded 2016-10-14 18:39:06 by Arc (26 files)
For NES Zelda II: The Adventure of Link (38 files)
In 40:57.19 [147674 frames], 30703 rerecords)
1962 views, 59 downloads
I killed the skettlar
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#34301086240559765 - (NES) Zelda II, that fireball Link gets faced with using R[2]=31
Z2_WithR2as31.fm2 (26.1kB fm2 movie [NES])
Uploaded 2016-10-14 17:47:41 by FatRatKnight (209 files)
For NES Zelda II: The Adventure of Link (38 files)
In 00:14.39 [865 frames], 6 rerecords)
2153 views, 51 downloads

FM2 file begins from a savestate

RAM hacked to get gTimer/RNG pair.

So Fairy spell can traverse this segment 4 frames faster than non-fairy Link. I checked for other RNG values this early, but nothing came up.

This is what happens if R_2=31 is done. If we can traverse the cave quickly enough, we will get that fairy, but I only succeed by, in this movie, casting Fairy. Assuming that magic I just spent isn't used for anything else, we still need to re-open the menu later. Best done if R_2=72 isn't behaving in some improvement sometime in the future.

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#34283573899887127 - (NES) Zelda II, 2nd fairy Valley of Death (try #2)
Z2_FinalFairy_Attempt2.fm2 (3.25MB fm2 movie [NES])
Uploaded 2016-10-13 22:52:00 by FatRatKnight (209 files)
For NES Zelda II: The Adventure of Link (38 files)
In 41:07.07 [148268 frames], 30250 rerecords)
2211 views, 61 downloads
Payment due: Two dreams.

We're not going to get this any faster. At least, not without something more crazy. I now feel this is optimal, at least by the methods I am using.

According to me, the Valley of Death fairies by this attempt reaches the last cave 287 frames faster than this movie produced by the Reflect Trek fairy manipulation. We just need Arc to copy in the last cave and Great Palace input and tweak things to fit with the RNG.

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#34282145847103301 - Zelda II - Final Fairy 2
Zelda II - Final Fairy2.fm2 (3.20MB fm2 movie [NES])
Uploaded 2016-10-13 21:19:23 by Arc (26 files)
For NES Zelda II: The Adventure of Link (38 files)
In 40:25.62 [145777 frames], 30160 rerecords)
1953 views, 59 downloads
32 frames off wait time at 2nd Valley of Death trap
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#34279663163055649 - (NES) Zelda II, 2nd fairy of Valley of Death (try #1)
Z2_FinalFairy_Attempt1.fm2 (3.25MB fm2 movie [NES])
Uploaded 2016-10-13 18:38:23 by FatRatKnight (209 files)
For NES Zelda II: The Adventure of Link (38 files)
In 41:02.46 [147991 frames], 30123 rerecords)
2165 views, 46 downloads
Uses R_2=71. Some small time lost to manipulation, but this looks pretty nice.

However, I'm not convinced I took the normal encounter optimally. We can delay the first fairy encounter by as much as 11 frames, so we have 12 possible gTimer starts on that normal encounter. We do this to do RNG stuff if necessary.

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#34269860654656119 - (NES) Zelda II, decisive first fairy encounter at Valley of Death
Z2_RealizedWish.fm2 (3.19MB fm2 movie [NES])
Uploaded 2016-10-13 08:02:41 by FatRatKnight (209 files)
For NES Zelda II: The Adventure of Link (38 files)
In 40:18.6 [145355 frames], 29862 rerecords)
2180 views, 49 downloads
Payment due: One dream.

This ain't hacked RAM anymore. I've actually trimmed off several frames before the last traversed bridge (removing intentional delays), scattered the remaining delays across a few transitions, and granted a wish.

There are extra delays, including sitting tight for 20 frames positioning a spawn and a little more walking in the Valley of Death. For a fairy, I'm sure this is a reasonable trade-off. Now, I haven't checked how mean the follow-up spawns are going to be for the trap that follows, but look at that fairy!

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#34196603248871958 - (NES) Zelda II, possible fairy encounter at Valley of Death
Z2_WhatIsWished.fm2 (16.5kB fm2 movie [NES])
Uploaded 2016-10-10 00:51:53 by FatRatKnight (209 files)
For NES Zelda II: The Adventure of Link (38 files)
In 00:07.37 [443 frames], 1 rerecord)
2177 views, 56 downloads

FM2 file begins from a savestate

Save state anchored. RAM was hacked to provide the initial RNG/gTimer pair, but this indicates it's worth continuing my search.

gTimer=18 R_2=15 ; gTimer could also be 20, so basically see if I can't trip over this using the prior screen transitions.

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#34192786141103242 - Z2 Fairies 256
Zelda II - Arc FRK Inz RT - Final v3.fm2 (3.60MB fm2 movie [NES])
Uploaded 2016-10-09 20:44:20 by Arc (26 files)
For NES Zelda II: The Adventure of Link (38 files)
In 45:31.1 [164136 frames], 29772 rerecords)
1986 views, 65 downloads
fairies chop off 256 frames
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#34174809538701635 - (NES) Zelda II, Reflect Trek 2nd fairy
Z2_FairySpawn.fm2 (1.87MB fm2 movie [NES])
Uploaded 2016-10-09 01:18:32 by FatRatKnight (209 files)
For NES Zelda II: The Adventure of Link (38 files)
In 23:38.2 [85232 frames], 29304 rerecords)
2203 views, 62 downloads
Picked a different RNG than the concept for the first fairy. It's faster.

For the second fairy, I delay exactly 5 frames across various screen transitions in order to spawn the fairy and have it fly mostly where needed. One frame later, and the 21-frame rule would kick in.

Out to the second fairy, I haven't actually ran the rest of the trek to know if the encounters behave on the way to the palace. Still, there's not a lot of possibilities to look at without moving past that frame rule.

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#34099156378709624 - Zelda II, spawning fairy for first trap of Reflect Trek
Zelda2_FairySpawnConcept.fm2 (1.75MB fm2 movie [NES])
Uploaded 2016-10-05 15:32:22 by FatRatKnight (209 files)
For NES Zelda II: The Adventure of Link (38 files)
In 22:04.73 [79615 frames], 28721 rerecords)
2269 views, 74 downloads
The concept is reality.

I've taken the third entry of my table put out by my script found in this post. Which is 0 frame delay at the tunnel and 22 frames at the child cave. Also, I seem to defy my own expectations by spawning the fairy in slot 5, where I only output paths for a fairy in slots 0, 1, or 2 in that table.

Seriously, I just can't predict what slot that thing will appear in, and it is possible to pick a different lossless path using the same RNG/gTimer pair that spawns the fairy in a different slot. I also spent more time waiting than expected, requiring more path than I reveal from my script.

Regardless, this proof of concept by itself should save over 100 frames. Spawning a new fairy on our way out of town shouldn't be an issue with all the screen transitions. I will be looking into how feasible it is to spawn two fairies in a row and have them fly straight to our next trap (immediate 3x east travel for our west fairy). At least for the second fairy, the east fairy will always spawn in slot 7, and the west fairy in slot 5, as nothing else will be taking up our slots, so prediction will be more stable.

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#34060330425384501 - (NES) Zelda II, general script v2 (prototype)
Zelda2_v2.lua (27.4kB Lua script)
Uploaded 2016-10-03 21:34:28 by FatRatKnight (209 files)
For NES Zelda II: The Adventure of Link (38 files)
2257 views, 70 downloads
Additions include:
  • Predicting when a spawn occurs
  • Predicting the formation of the next spawn
  • Predicting what directions the current groups will move to

Hopefully the fancy numbers and boxes look pretty enough. The orange hexadecimal values by the cyan decimal timers is the RNG value used for determining what spawns. For fairy encounters, it depends on what terrain you're walking over (D0 F0 E0 F0 F8 FF), and it needs to be that value or higher for a fairy to appear. Theoretically.

The directions of existing spawns are color coded: Green means they will unquestioningly go that direction, while orange means they'll only go that direction if not aligned vertically or horizontally with Link.

Still tweaking my prediction algorithms. Currently, the piece of code that predicts the next encounter appearance is inefficient, as it will run through hundreds of RNG calculations every frame. Or, for that matter, while you're sitting there paused, as gui.register runs lua code several times per second when paused. I plan to inject timestamps and a bit of memory to avoid recalculating what we already knew a frame ago.

However, the active display is encouraging. I haven't detected further errors, so here's my current prediction script.

Oh, and one more thing. The script is set up to detect moments the RNG is reset. It'll print, to the Output Console, the RNG value and global timer every time it happens, as these are probably our sync points. Probably good information to know, as if these are identical to some previous trial, then you are almost certainly going to have identical luck. If these are the only constraints to the effects of RNG, then there's 2688 possibilities.

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#34043331593918099 - Zelda II Warps - Arc WIP1
Zelda II - Arc Warp WIP1.fm2 (212kB fm2 movie [NES])
Uploaded 2016-10-03 03:12:05 by Arc (26 files)
For NES Zelda II: The Adventure of Link (38 files)
In 02:37.16 [9445 frames], 1398 rerecords)
2086 views, 79 downloads
Kinky Link goes in the backdoor
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#33868816476826407 - (NES) Zelda II, my general script. Version 1 (prototype)
Zelda2_v1.lua (20.4kB Lua script)
Uploaded 2016-09-25 06:34:38 by FatRatKnight (209 files)
For NES Zelda II: The Adventure of Link (38 files)
2324 views, 68 downloads
Still a prototype. I'm using integer versions.

Added a snippet of code that attempts to identify world map locations where an exit will drop you off at. One would hope this lets you know where you're teleporting to. Numbers in the bottom right may be of assistance. Additionally, for room exits, I invert the colors if it's 0x3F, and instead show a number from 0 to 3. That's the selector for our world map thing.

Then again, I don't have much experience with these glitches about somehow making use of alternative exits, so I haven't checked how viable the numbers I'm showing are. Also, there is a *known* failure with my script when we're talking about the Maze, as for some reason, the standard 0x3F I expect to see isn't showing up, yet it exits to the overworld. I have things to look at.

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#33865079316932329 - (NES) Zelda II, my general script. Version 0 (prototype)
Zelda2_v0.lua (18.7kB Lua script)
Uploaded 2016-09-25 02:32:16 by FatRatKnight (209 files)
For NES Zelda II: The Adventure of Link (38 files)
2336 views, 70 downloads
Work-in-progress script. I'm playing around with various designs and thoughts as I run the debugger to get information.

Included is something that tracks Link's position, gives two numbers for enemies and one number for enemy projectiles (Link's sword beams and fire shots aren't included). The numbers are damage to Link if he's hit, and how many strikes it will take to defeat an enemy at current attack power.

I also have HUD stuff at the top of the screen. Still working things out and making them pretty enough. I haven't even removed the TASEditor piece in the script, so pressing controller buttons will toggle the TASEditor stuff if that's running.

I've experimented with some registerexec and registerwrite code. One piece is enabled as of this WIP.

Finally, I have my script respond to when you press space by dumping out a list of exits and apparently related numbers. I'm not particularly inclined to disable that bit of code.

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#33804151688963001 - (NES) Zelda II, reads room destinations
Zelda2_RoomDest.lua (5.93kB Lua script)
Uploaded 2016-09-22 08:41:04 by FatRatKnight (209 files)
For NES Zelda II: The Adventure of Link (38 files)
2307 views, 62 downloads
This script just spits out what room you're in, and the four destinations of that room. Look near the experience.

Numbers are in hexadecimal. Don't like them? Edit the script and change the several DrawNumx inside the bottom function into DrawNum.

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#33722164845442931 - Zelda II submission replacement file
Zelda II - Arc Final v2.fm2 (3.61MB fm2 movie [NES])
Uploaded 2016-09-18 16:04:09 by Arc (26 files)
For NES Zelda II: The Adventure of Link (38 files)
In 45:35.36 [164392 frames], 29056 rerecords)
2175 views, 73 downloads
11 frame improvement

164392 frames total

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#33711612988988980 -
Z2-fall.fm2 (19.0kB fm2 movie [NES])
Uploaded 2016-09-18 04:39:51 by inzult (12 files)
For NES Zelda II: The Adventure of Link (38 files)
In 00:07.79 [468 frames], 19 rerecords)
2103 views, 77 downloads

FM2 file begins from a savestate

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#32911194607222369 - Zelda II - Arc WIP7
Zelda II - Arc WIP7.fm2 (2.08MB fm2 movie [NES])
Uploaded 2016-08-13 03:32:02 by Arc (26 files)
For NES Zelda II: The Adventure of Link (38 files)
In 26:19.68 [94937 frames], 17666 rerecords)
2342 views, 106 downloads
274 frames faster before Carock (end of level 4)

http://tasvideos.org/forum/viewtopic.php?t=98&start=600

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#32621147682080338 - Zelda II - Arc WIP6
Zelda II - Arc WIP6.fm2 (1.64MB fm2 movie [NES])
Uploaded 2016-07-31 02:02:15 by Arc (26 files)
For NES Zelda II: The Adventure of Link (38 files)
In 20:45.4 [74847 frames], 13832 rerecords)
2508 views, 116 downloads
210 frames faster starting the East

http://tasvideos.org/forum/viewtopic.php?t=98&start=600

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#32419467284213329 - Zelda II - Arc WIP5
Zelda II - Arc WIP5.fm2 (1.31MB fm2 movie [NES])
Uploaded 2016-07-22 00:03:07 by Arc (26 files)
For NES Zelda II: The Adventure of Link (38 files)
In 16:34.64 [59777 frames], 10607 rerecords)
2514 views, 104 downloads
167 frames faster starting the Island

http://tasvideos.org/forum/viewtopic.php?t=98&start=600

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#32201192675939650 - Zelda II - Arc WIP4
Zelda II - Arc WIP4.fm2 (938kB fm2 movie [NES])
Uploaded 2016-07-12 04:07:49 by Arc (26 files)
For NES Zelda II: The Adventure of Link (38 files)
In 11:34.92 [41764 frames], 7598 rerecords)
2595 views, 102 downloads
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#32067802847838519 - Zelda II - Arc WIP3
Zelda II - Arc WIP3.fm2 (778kB fm2 movie [NES])
Uploaded 2016-07-06 03:57:22 by Arc (26 files)
For NES Zelda II: The Adventure of Link (38 files)
In 09:35.84 [34607 frames], 6292 rerecords)
2663 views, 115 downloads
Parapa the Rapper

45 frames faster

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#31889946277063253 - Zelda II - Arc WIP2
Zelda II - Arc WIP2.fm2 (515kB fm2 movie [NES])
Uploaded 2016-06-28 03:43:14 by Arc (26 files)
For NES Zelda II: The Adventure of Link (38 files)
In 06:21.56 [22931 frames], 4964 rerecords)
2705 views, 117 downloads
43 frames faster after Death Mountain
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#31756604579558494 - Zelda II - Death Mountain 2
Zelda II - Arc WIP1.fm2 (346kB fm2 movie [NES])
Uploaded 2016-06-22 03:35:54 by Arc (26 files)
For NES Zelda II: The Adventure of Link (38 files)
In 04:16.19 [15397 frames], 3035 rerecords)
2736 views, 113 downloads
this goriya, man
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#13384430605983627 - Zelda II TAS
Zelda II TAS.fm2 (454kB fm2 movie [NES])
Uploaded 2014-03-17 18:04:56 by TASeditor (168 files)
For NES Zelda II: The Adventure of Link (38 files)
In 05:36.43 [20219 frames], 67640 rerecords)
8317 views, 216 downloads
saved 6.46 seconds
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#13206244710548155 - Zelda 2 Glitched run - Fairy Route
zelda2_glitched_2014_fairy_route.fm2 (464kB fm2 movie [NES])
Uploaded 2014-03-09 17:29:26 by inzult (12 files)
For NES Zelda II: The Adventure of Link (38 files)
In 05:43.38 [20637 frames], 5916 rerecords)
6712 views, 223 downloads
An alternate (faster!) route compared with the current run. It arrives at Dark Link's room 193 frames faster than the tweaked version of TASEditor's run posted earlier.

It is likely more time can be saved as this is a fairly quick & dirty run with many old pieces pasted together.

Dark Link is once again desynced.

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#13193944508739415 - Zelda 2 Glitched run
Zelda II Glitched TAS - revision.fm2 (461kB fm2 movie [NES])
Uploaded 2014-03-09 04:11:45 by inzult (12 files)
For NES Zelda II: The Adventure of Link (38 files)
In 05:41.31 [20512 frames], 52730 rerecords)
6704 views, 286 downloads
TASeditor's run with a small adjustment in input. DLink is desynced.
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#13188609833547530 - Zelda II TAS
Zelda II TAS.fm2 (463kB fm2 movie [NES])
Uploaded 2014-03-08 22:25:47 by TASeditor (168 files)
For NES Zelda II: The Adventure of Link (38 files)
In 05:42.77 [20600 frames], 52730 rerecords)
8346 views, 224 downloads
8 frame improvement. It should be more...
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#12786554823417224 - Zelda II (more overworld manipulation)
Zelda II 2.fm2 (208kB fm2 movie [NES])
Uploaded 2014-02-18 19:52:11 by TASeditor (168 files)
For NES Zelda II: The Adventure of Link (38 files)
In 02:33.9 [9249 frames], 27234 rerecords)
8491 views, 233 downloads
looks like impossible again.
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#12701473793563120 - Zelda 2 glitched - overworld demo
Zelda II TAS-compact edit.fm3 (169kB fm3 movie [NES])
Uploaded 2014-02-14 23:54:37 by inzult (12 files)
For NES Zelda II: The Adventure of Link (38 files)
In 02:05.14 [7521 frames], 18145 rerecords)
6824 views, 239 downloads
Comparison to other wip's overworld
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#12510086418736967 - Zelda 2 any% up&a wip
Zelda2_NoGlitch_2014D.fm2 (1.29MB fm2 movie [NES])
Uploaded 2014-02-06 09:02:59 by inzult (12 files)
For NES Zelda II: The Adventure of Link (38 files)
In 16:15.18 [58607 frames], 24662 rerecords)
6845 views, 236 downloads
This WIP goes through death mountain, then palace 1 and palace 2. It ends with 3-4-1 levels, with the goal of getting magic 5 inside of palace 3.
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#11738290403919017 - Zelda II glitched improvement?
Zelda II TAS_WIP.fm2 (48.2kB fm2 movie [NES])
Uploaded 2014-01-02 14:51:21 by TASeditor (168 files)
For NES Zelda II: The Adventure of Link (38 files)
In 00:35.49 [2133 frames], 2252 rerecords)
8801 views, 222 downloads
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#11205629225839964 - Zelda 2 any% up&a wip
Zelda2_NoGlitch_2013F.fm2 (1.18MB fm2 movie [NES])
Uploaded 2013-12-09 15:07:50 by inzult (12 files)
For NES Zelda II: The Adventure of Link (38 files)
In 14:56.17 [53859 frames], 11978 rerecords)
7188 views, 250 downloads
WIP through palace 2, palace 1 is going to be delayed until after palace 4. ~88 seconds ahead so far
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#4752508126292832 - Glitch Jump
Glitch Jump.fm2 (16.1kB fm2 movie [NES])
Uploaded 2013-02-22 00:17:29 by inzult (12 files)
For NES Zelda II: The Adventure of Link (38 files)
In 00:05.33 [320 frames], 37 rerecords)
8078 views, 262 downloads

FM2 file begins from a savestate

Jump higher than intended
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#2773783165871714 - Zelda 2 - Left Exit/Right Exit swap
left_exit.fm2 (23.2kB fm2 movie [NES])
Uploaded 2012-11-24 21:35:30 by inzult (12 files)
For NES Zelda II: The Adventure of Link (38 files)
In 00:09.75 [586 frames], 20 rerecords)
8267 views, 257 downloads

FM2 file begins from a savestate

I need some help with this one. I've been looking at what happens, but why this happens isn't obvious to me. Maybe I am missing a key memory address to watch. Any suggestions or insight is appreciated.
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#1468045707452406 - Zelda 2 - Fairy/no Downstab, glove
zelda2_glitched_2012_cut.fm2 (480kB fm2 movie [NES])
Uploaded 2012-09-27 02:17:20 by inzult (12 files)
For NES Zelda II: The Adventure of Link (38 files)
In 05:55.56 [21369 frames], 5765 rerecords)
8612 views, 289 downloads
This run avoids getting Jump, Handy Glove and Downstab. In stead, only Fairy is gotten. This is roughly 450 frames slower than the glove route.

So I didn't bother fixing the dark link fight.

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#1196676577096233 - Zelda 2 - East Hyrule Skip (no left+right)
east_hyrule_skip.fm2 (692kB fm2 movie [NES])
Uploaded 2012-09-14 20:58:49 by inzult (12 files)
For NES Zelda II: The Adventure of Link (38 files)
In 08:26.13 [30418 frames], 338 rerecords)
8780 views, 334 downloads

FM2 file begins from a savestate

How to skip the second half of Zelda 2, no frame-specific tricks are used, so any player should be able to accomplish this skip with practice.
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