Tompa
Any
Editor, Expert player (2139)
Joined: 8/15/2005
Posts: 1932
Location: Mullsjö, Sweden
I have never experienced that subpixels are in this game even, I have never noticed anything unconsistant in Link's movement before. What's the address for it? Good luck improving the run! The run is so boring so any way to make it less boring (=shorter) is welcome :).
Expert player (2578)
Joined: 6/2/2009
Posts: 1182
Location: Teresópolis - Rio de Janeiro - Brazil
Thank you Tompa, but I haven't found any memory addresses for the game yet, I was going to do an April's fool submission and it would be one frame slower than your current run. I think it is just one "sub pixel" because I can't reach the tree one frame sooner, but Link's head is visibly closer to the tree. I don't have the .smv file with me right now, but I'll bring it tomorrow, it's a promise. oh, and I'm just "tempted" to do the run, I'm actually working on a DKC2 102% update. edit: I really should stop using filters on my emulators, it's one pixel and not a sub pixel: and here's the input file, I think it's related to the diagonal movement, but without the memory address of Link's speed it's hard to say for sure: http://dehacked.2y.net/microstorage.php/info/1349496607/ZeldaApril1st.smv I managed to reach the point where you take damage, but I couldn't manipulate the guard the way you did so after the screenshot it's just a copy/paste of your run.
I am old enough to know better, but not enough to do it.
Experienced player (594)
Joined: 10/2/2011
Posts: 13
Location: Japan
Hi. I found several places where you can do pixel porting. movie(uses JP ver): http://dehacked.2y.net/microstorage.php/info/150224465/pp.smv
Tompa
Any
Editor, Expert player (2139)
Joined: 8/15/2005
Posts: 1932
Location: Mullsjö, Sweden
Oh wow! That's terrific! I had no idea you could do that on such places too. Much to learn, I still have :D. This calls for a redo of my for sure, at least for the full run I'm currently doing. You feel like improving the glitched run? As I would feel bad to do it really. Dooty: Ah, yeah, I know you can be a pixel further there, but it won't save a frame anyway. Edit: I just did another run of the courtyard. And because of the frame rule for taking damage, I wasn't actually able to save any time there, reached the door at the same frame. If you could prove me wrong, I would love to hear that. I'll be using it everywhere else where it's possible though, of course. So thanks a lot! Editwo: Found another spot at the bushes on the way to the hole, two frames faster there. Which means I should save 4-6 into the castle. Great. Edithree. http://dehacked.2y.net/microstorage.php/info/1373895413/ALttPGlitchedJP1.51.smv Best I could do, should be 4 frames faster (Not counting JP version and 1.51) than the published run. Can you improve it further?
Expert player (2578)
Joined: 6/2/2009
Posts: 1182
Location: Teresópolis - Rio de Janeiro - Brazil
I'm sure you already tested that, but wouldn't it be possible to take damage inside the castle? You pass really close to a guard there, so I'll spend some retries here, it may lead to nothing but you never know...
I am old enough to know better, but not enough to do it.
Experienced player (594)
Joined: 10/2/2011
Posts: 13
Location: Japan
Tompa wrote:
Edithree. http://dehacked.2y.net/microstorage.php/info/1373895413/ALttPGlitchedJP1.51.smv Best I could do, should be 4 frames faster (Not counting JP version and 1.51) than the published run. Can you improve it further?
yeah, I improved 5frames. http://dehacked.2y.net/microstorage.php/info/133373764/ALttPglitched.smv
Expert player (2578)
Joined: 6/2/2009
Posts: 1182
Location: Teresópolis - Rio de Janeiro - Brazil
Really nice, Yuzuhara_3! I have almost no experience in Zelda games, but from what I saw in this glitched run, it is extremely difficult to improve.
I am old enough to know better, but not enough to do it.
Tompa
Any
Editor, Expert player (2139)
Joined: 8/15/2005
Posts: 1932
Location: Mullsjö, Sweden
Now when I watched back my run, I noticed that I used my old method for pixelporting out of Link's house, the one that I later improved, can't believe I still used it in this run, haha. Found some other dumb and obvious things I did wrong. Very nice work! I can't spot anything to improve in it. Unless you find something else, you should submit that.
Experienced player (594)
Joined: 10/2/2011
Posts: 13
Location: Japan
Thanks for guys! If i am sure that can't be improved, I will submit it. btw, I was confirmed that you can do pixel porting in sideways passage. GBA version only.
TheKDX7
He/Him
Player (113)
Joined: 7/9/2011
Posts: 392
Location: Switzerland
Experienced player (594)
Joined: 10/2/2011
Posts: 13
Location: Japan
TheKDX7 wrote:
I found this improvement http://www.youtube.com/watch?v=zHFkjgXKXzk
I can't find words. This run's move diagonally is very fast. I have never seen this speed in NTSC version.
Tompa
Any
Editor, Expert player (2139)
Joined: 8/15/2005
Posts: 1932
Location: Mullsjö, Sweden
And a faster version of that can be seen here: SMV. Not sure if it's yet optimised, the diagonal movement is weird in this game. In the NTSC versions you always move one pixel in each direction/frame when you are walking diagonally. In PAL it is like this instead: http://pastebin.com/NencQqy3 I presume they increased the walking speed to try to match the framerate speed of NTSC. Oh well. Yuzu: You can do the pixelporting in doorways like that in the SNES version too. Requires some tricky input though. I worked on improving the published GBA run for a few days. Currently struggling with ending input as early as possible, with my best attempt here: VBM. I'm certain I could save at least one frame more on that, haven't tried lately though. Most of the time saved comes from switching emulator version to VBA-M, skipping text faster as well as some movement optimising. If you, Yuzu, or anyone else have something to improve, feel free to point out.
Experienced player (594)
Joined: 10/2/2011
Posts: 13
Location: Japan
Sorry, I was late to reply. I finally got european version. I did several improvements. Maybe, I think improved about 10 frames. but, I couldn't absolutely avoid the lag at entrance of castle. Movie: SMV I still can't see the GBA Run. also, I think that I can get USA version in the near future.
Experienced player (594)
Joined: 10/2/2011
Posts: 13
Location: Japan
I saw GBA Run. After using Hookshot, It could be saved 5 frames ;) Movie:vbm
Tompa
Any
Editor, Expert player (2139)
Joined: 8/15/2005
Posts: 1932
Location: Mullsjö, Sweden
It's so nice to see you destroy my runs :D, very awesome! If you want to, I'll include as a co-author for it. I haven't really worked much on the ALttP runs lately, lost most of my TAS motivation. But I'll give back to it shortly I hope. Instead I started to fool around with a Parallel Worlds TAS to waste my time, doubt I'll ever finish that one though.
Experienced player (594)
Joined: 10/2/2011
Posts: 13
Location: Japan
I beg your kindness. I'm especially poor that I beat bosses Although I have tried, I may not avoid lag yet for snes run. :(
Experienced player (594)
Joined: 10/2/2011
Posts: 13
Location: Japan
I greatly improved SNES run with many new pixel porting tricks. movie:SMV This is a test run. New tricks may be found further.
Tompa
Any
Editor, Expert player (2139)
Joined: 8/15/2005
Posts: 1932
Location: Mullsjö, Sweden
That was a weird one :D. Only for the European version though, I imagine. I tried different similar methods in the US/JP version without any success. But maybe you know of such way as well? There are most likely more EU only glitches in the game. I haven't experimented at all with that version, I'll leave the field for you.
Joined: 4/24/2012
Posts: 21
looks interesting so far :3
Skilled player (1703)
Joined: 9/17/2009
Posts: 4952
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
Tompa
Any
Editor, Expert player (2139)
Joined: 8/15/2005
Posts: 1932
Location: Mullsjö, Sweden
Mainly the look of it. Sure, it emulates better, but there are other annoying choices I don't like with the emulator. Somethings are just made too complex and unneccesary in order to TAS with it. Also the fact that it runs slower for me.
Joined: 2/18/2012
Posts: 25
Location: usa
idk if this is nice or not so it would be helpful if i get feedback Link to video .smv : http://www.mediafire.com/?3bf65j48sgg6o2c
TAS Projects: MK64 ,and OotMQ any%
Joined: 2/19/2007
Posts: 424
Location: UK
Have you looked at the current TAS (http://www.youtube.com/watch?v=6sklnNBZvyc)? After a by-eye comparison, it seems like you lose about 10 seconds just between exiting your house and entering the second floor of Hyrule castle, and a similar amount from there to the Triforce room. This seems to be mostly due to an inefficient way of walking, but also due to general sloppiness. I was going to point you towards our link to the past tricks page to help you improve, but it seems we don't have a resource page for this game. PS. You should upload your videos to microstorage rather than mediafire.
Emulator Coder, Skilled player (1140)
Joined: 5/1/2010
Posts: 1217
amaurea wrote:
PS. You should upload your videos to microstorage rather than mediafire.
Or here: http://tasvideos.org/userfiles/ Even Limited Users should have upload permissions there.
Tompa
Any
Editor, Expert player (2139)
Joined: 8/15/2005
Posts: 1932
Location: Mullsjö, Sweden
Alright, time for a new WIP for the full run. Because of the improvements Yuzuhara found before, I restarted the run from scractch together with him. Current WIP goes up to finishing Hera's Tower. SMV Youtube Explanations are in the Youtube link.