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IMPblackbelt wrote:
This causes an issue for me, now, since the Moldorm fight in Ganon's Tower assumes you have the hookshot to escape the room, and I can't seem to replicate the bomb boost jlun2 used in his GBA movie file. Either I escape with the two heart containers via save/quit, or I find some other method to cross the gap, but for right now, I'm stuck. If I can get past the gap, I'll test out whether or not the second Aghanim fight does the same things or acts differently somehow.
The bomb boost is not only somewhat pixel specific, but also frame specific. Which means you have to be at around the right spot and move at the exact frame. I got it to work through trail and error. :P Edit: And....I didn't had it in recording mode, so if anyone were to request the input file for it, you will have to wait. >.>
Tompa
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Just felt like adding a small note about the Boomerang and boots... If you don't obtain the Blue Boomerang before you battle Agahnim, you are unable to get it in that chest again. Because of that, there is a "backup" chest for the Blue Boomerang. In the sweeping lady's house in Kakariko Village. If you get the Blue Boomerang in Hyrule Castle, the other chest will contain arrows and vice versa. As for the Red Boomerang. There are simply two ways of getting it. Either from that chest or when upgrading it. Floating glitch works on any version of the game, all SNES and GBA versions. Done by pressing A every second frame after obtaining the boots.
Joined: 6/19/2005
Posts: 180
Managed to get the levitation trick to work again, and the game still has the same effect. After I defeat Aghanim, I get stuck in the Light World with Dark World sprites until I die, save/quit, or enter some building/cave/dungeon (after a screen transition away from the pyramid of power). Link's sword and shield stay black, regardless, but I can say with certainty that you can get the two heart containers from the boss refights, and the fight with Ganon is now available at any time once I enter the Dark World. I'm fairly certain this would save time in a 100% run, considering you can bypass the walk to and first leg of Ganon's Tower, and if the decision to skip some heart pieces were made, two full heart containers covers a lot of that. Definitely a lot less travel time, at a minimum.
QuizmasterBos
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IMPblackbelt wrote:
If I can get to the boss fight in Ganon's Tower... Does anyone have a blown-up version of the dungeon map data? It's harder to find than I anticipated, and the only one I've found so far is ridiculously small. :|
Are you trying to find every separate dungeon map, or an entire map of all dungeons? Because if it's about separate maps, I got one great link for you: http://mikesrpgcenter.com/zelda3/maps.html Maybe it'll be of any use to you.
Joined: 6/19/2005
Posts: 180
QuizmasterBos wrote:
IMPblackbelt wrote:
If I can get to the boss fight in Ganon's Tower... Does anyone have a blown-up version of the dungeon map data? It's harder to find than I anticipated, and the only one I've found so far is ridiculously small. :|
Are you trying to find every separate dungeon map, or an entire map of all dungeons? Because if it's about separate maps, I got one great link for you: http://mikesrpgcenter.com/zelda3/maps.html Maybe it'll be of any use to you.
Actually, I was talking about the exploration glitch map, the combined map of all the dungeons. I found one, though. http://zanapher.free.fr/zelda/images/all.png It's huge, I warn you now (8224 square pixels. x_x), but it was a great reference. I sometimes have trouble following paths as people do them on videos, especially when there are minor differences like the SNES/GBA versions (the unused blocks of dungeon map data aren't empty, square rooms, they're just completely blank)
Tompa
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Smaller map and has some coloring for EG: http://www.escaprism.com/media/img/eg-map.png If you enter the room with the skull in upper right, the game will freeze on SNES and you get the "reset glitch" on GBA.
Skilled player (1741)
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Tompa wrote:
Smaller map and has some coloring for EG: http://www.escaprism.com/media/img/eg-map.png If you enter the room with the skull in upper right, the game will freeze on SNES and you get the "reset glitch" on GBA.
I find it odd that both the maps have the glitched area fully rendered, yet the game shows it as a weird grid (even on real console). Also, it would be nice if the maps also highlighted areas that either get you stuck into a wall (the room north of where the previous glitched runs did the stairs glitch), or just loops on forever (the room with ganon seems to go left/right forever).
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This is what happens if you try to do the glitch again: http://tasvideos.org/userfiles/info/9449876432103575 So in other words, you can't repeat it. Oh well. Edit: Also, here's what happens if you go to the tower of hera using OoB to beat the moldworm, then proceed to repeat it again: http://tasvideos.org/userfiles/info/9449937471752868
Joined: 6/19/2005
Posts: 180
Which version of the game are you using? I found a ROM for it, but all your files keep desyncing. I'm using the USA version, which one are you running on? Also, I noticed that some rooms seem to loop forever for some reason, too; I can't seem to get out of certain areas without a lot of effort. EDIT: Disregard, I figured it out. You're using a version with release ID 0776, I was using the release ID version 0883. Same game, minor differences. Still desyncing, though. Not sure why.
Skilled player (1741)
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IMPblackbelt wrote:
Which version of the game are you using? I found a ROM for it, but all your files keep desyncing. I'm using the USA version, which one are you running on? Also, I noticed that some rooms seem to loop forever for some reason, too; I can't seem to get out of certain areas without a lot of effort. EDIT: Disregard, I figured it out. You're using a version with release ID 0776, I was using the release ID version 0883. Same game, minor differences. Still desyncing, though. Not sure why.
I'm using vba-v24m-svn480, if that helps.
Tompa
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Just adding an update for the upcoming run... I recently starting redoing it from the Hyrule Castle dungeon, after rescuing Zelda. Most of the route has been finished, still need to fix some things later on, but for now I just want to get going on it. There is no point of adding a WIP just yet, as nothing has changed since the previous one. Currently route is the following:, Hyrule Castle Escape Sanctuary Hera's Tower Palace of Darkness, leave early Eastern Palace Palace of Darkness, finish. It's not 100% decided after that, so we'll see what happens =).
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Tompa wrote:
It's not 100% decided after that, so we'll see what happens =).
I look forward to it really much :)
Tompa
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Escape finished, 77 frames ahead: http://bombch.us/MBz
Tompa
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Call for help... For the third time, I'm stuck in the flying tiles room in Hera's Tower, because of a glitch I can't understand how it works. The previous two times were solved by Yuzuhara. He has however left the project and retired TASing and I never got an explanation exactly how it works. The glitch can be seen here: YouTube. It's destroying the last two tiles when they spawn by using pots. Also the two SMV's versions I have of it: One with the boots, which is the Youtube video: SMV (At frame 54000) and one without boots: SMV. The run being worked on is using no boots. And here's the current WIP with a failed attempt of the room: SMV Which tiles you can destroy depends on, to my knowledge, 1 or 2 different frame rules, when you lift up a pot (Before and after a tile spawns) and how many pots you have picked up. Some memory addresses that may or mat not have anything to do with this: Watch. I know for sure that some don't, I just have been lazy to take them out... Delaying entering the room will have a different outcome on which tiles you can destroy with the pot. Open the inventory and delaying 1, 2 or 3 frames will also effect this, for four different values as far as I know. If anyone could help me solve this I would be very happy as I simply can't stand this room anymore... All SMV's are using SNES9X 1.51 and the JP 1.0 rom.
Player (36)
Joined: 9/11/2004
Posts: 2630
I can't help much because I don't know how it works either, but a little pointer. That looks like the exact same glitch as the skeletons in the Eastern Palace. What does your memory addresses say there?
Build a man a fire, warm him for a day, Set a man on fire, warm him for the rest of his life.
Tompa
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Just mentioning that I have given up on the run until someone magically shows up and solves this crap for me, I just can't stand it. Thanks for the effort, Omnipotent (He actually sent me a PM with some notes, sadly I didn't manage to solve it anyway). Sorry.
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Tompa wrote:
Just mentioning that I have given up on the run until someone magically shows up and solves this crap for me, I just can't stand it. Thanks for the effort, Omnipotent (He actually sent me a PM with some notes, sadly I didn't manage to solve it anyway). Sorry.
I'll give this a quick shot. Don't expect anything to come of it, but maybe a trace log will reveal something.
Tompa
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For the record, the PM I got from Omnipotent: "Hey there, Ok, I didn't figure anything out that helps definitively, but I did notice a few things, a most of which you probably already knew. Tile spawn counter is 7E0B37, new tile spawns as timer goes from 129 to 224, counts down otherwise, big whoop, but weird counter. The tiles are type 0x94 = Swimmers according to your RAM Map. *(Refering to this: http://www.mediafire.com/view/f808nfc84sa26m8/RAM_Map.txt)* For both of the runs where this succeeded the entity map only used the final 3 values (offset 13, 14 and 15), whereas in the current run the bottom 4 are used. Related? Probably not. I think the overlord script just puts the tile in the bottommost place it will fit. It is not related to draw order. In the three smvs you gave me every time it hit (all 5) the pot was drawn above the tile. But the time you missed (and every time I tried and missed) it was drawn below. However, I did manage to muck around a bit and get the pot to draw on top of the tile (through some boomerang throws), but it still didn't break it. If you pull the corner of the gem or the bottom right pot (the two I tested) they will break the final block. But I only tested pulling them from the very beginning. I'm not sure if the bottom right block is near enough to make good time, but I know the corner certainly isn't. I hope this helps. :/"
HHS
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Make sure that the pot is loaded at a higher index and that you hit the tile at the first possible frame. Otherwise, the tile code will run first and it will be set as invincible ($7E0BAx nonzero). You should also ensure that the previously loaded sprite at the index where the tile appears was not invincible.
Player (36)
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Posts: 2630
HHS wrote:
Make sure that the pot is loaded at a higher index and that you hit the tile at the first possible frame. Otherwise, the tile code will run first and it will be set as invincible ($7E0BAx nonzero). You should also ensure that the previously loaded sprite at the index where the tile appears was not invincible.
Oh man, perfect, just the information I needed. Thanks :D If I have time in the next week or so I'll try to do this before work starts up again.
Build a man a fire, warm him for a day, Set a man on fire, warm him for the rest of his life.
Warepire
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HHS, the savior of the ALttP TAS.
Tompa
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Anything, Omnipotent?
Tompa
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I haven't worked on this for awhile. Though Yuzuhara just showed up in IRC showing this: http://dehacked.2y.net/microstorage.php/info/530592896/bluepotionglitch.smv (9X 1.51, JP ROM) I'm stunned and laughing in confusion :D.
Patashu
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My Chiptune music, made in Famitracker: http://soundcloud.com/patashu My twitch. I stream mostly shmups & rhythm games http://twitch.tv/patashu My youtube, again shmups and rhythm games and misc stuff: http://youtube.com/user/patashu
Tompa
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Starting to TAS this again, testing routes: Link to video