Post subject: Link's Awakening: B&W vs. DX - Which would be a better r
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This is mostly to get the opinion of various people, since they're different games... somewhat: B&W: + Text skipping with SSAB (though this might work in DX too, haven't checked) + Text skipping with B + L2 boss throws flames faster + Faster start menu popup/popdown [1] + Ability to use select-warp [2] + Lots of other small gitches + Warp sequences are probably shorter DX: + COLOR! weeeee + Color dungeon [3] + Warp sequences are probably longer, due to the game's horrible, horrible lag when manipulating a color screen that way [1] Start menu popup times:
B/W: 28fr
DX:  52fr
(time was measured from first frame of pushing start to first frame "[ ]" cursor was onscreen) [2] This would be used twice in the run (or, at least a test run), mostly just to keep Marin through the whole game as a purely asthetic effect. The only problem would be a minor route adjustment (getting the orcarina, talking to her right after) and probably cost more time (from her "I'll wait outside..." message) but would at least add in some variety [3] Even though it would prove useless, unless it's a 100% run (and even then, blue would be useless and red knocks enemies away...) So, personally, I'm torn. B/W has better speed potential, but DX has ... uh, color.
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Yes, this is a hard choice. But I would choose DX for the color I think. Can't see b/w anymore after do so much b/w runs. ;)
Last TAS finished: Final Fantasy Adventure (4.0 Warp Glitch Run) WIP in the moment: Tail Gator (GB) Matty
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How about black and white for the fast run and color for the 100% run? And what is the select warp?
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Bag of Magic Food wrote:
How about black and white for the fast run and color for the 100% run? And what is the select warp?
See also: The glitch run
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If you do a run where you're not allowed to use the warp glitch like that, why would you be allowed to use it elsewhere?
put yourself in my rocketpack if that poochie is one outrageous dude
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Only once, and purely for asthetical purposes... it wuoldn't affect the actual time by much, if at all (the gain by skipping the walrus would probably be made up by Marin's miniature speeches). [shrug]
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In DX, if a Piece of Power or Guardian Acorn pops up, if you hit Start right after you pick one up, you can prevent the messagebox from popping up. I haven't measured it, but doing that and immediately dumping out of the subscreen seems to be a bit faster, plus the incentive of walking faster is quite lucrative in the case of the Piece of Power. You have to be careful, however, because I've had the game freeze in the middle of one of the fades between the subscreen and the game screen. It's definitely avoidable as it happens less often than not, but I haven't determined the cause of this glitch. I've also never gotten this to work with any other messageboxes. Only the ones generated by picking up either a Piece of Power or Guardian Acorn.
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LocalH wrote:
In DX, if a Piece of Power or Guardian Acorn pops up, if you hit Start right after you pick one up, you can prevent the messagebox from popping up. I haven't measured it, but doing that and immediately dumping out of the subscreen seems to be a bit faster, plus the incentive of walking faster is quite lucrative in the case of the Piece of Power. You have to be careful, however, because I've had the game freeze in the middle of one of the fades between the subscreen and the game screen. It's definitely avoidable as it happens less often than not, but I haven't determined the cause of this glitch. I've also never gotten this to work with any other messageboxes. Only the ones generated by picking up either a Piece of Power or Guardian Acorn.
You can skip it in B/W by using SSAB to go to the save screen, also.
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I would love to see a 100% of the DX version.
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Why don't you just play the original b/w version on the Game Boy Color set up like the Pokémon submission was?
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Um, that was Super Game Boy. Link's Awakening doesn't have those features.
put yourself in my rocketpack if that poochie is one outrageous dude
Tompa
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I'm planning a 100% run (not TAS) on LA (Not DX). My goal is a time of 1:40. Which I do think is possible.. Here is the route I have for the moment: (Thx to Maur for this) --> shield --> sword --> +10 rupees from enemies --> -10 rupees trendy game +30 --> -10 yoshi doll, trendy game --> -10 magic powder, trendy game --> -10 rupees trendy game +30 --> seashell #1 --> yoshi doll -> ribbon --> -10 +5 -10 +20 fish game, heart piece #1 --> ribbon -> dog food --> tail key --> heart piece #2, well --> dog food --> bananas --> Tail Cave --> +50 chest in mysterious forest cave --> heart piece #3 --> get bowwow --> +50 chest in middle of swamp --> Bottle Grotto --> +50 re-enter bottle grotto, grab chest --> +50 chest in cave west of bottle grotto --> heart piece #4 inside cave --> get bomb upgrade --> chest with seashell #2 --> return bowwow --> -200 -10 shop, buy shovel, bombs --> exit shop, reenter steal bow + arrows --> dig up seashell #3 --> head east of warp hole, bombarrow rock face --> get seashell #4 under rock --> get seashell #5 outside Seashell House --> get seashell #6 inside Seashell house --> banana -> stick --> koholint castle + golden leaves --> seashell #7 in Richard's house --> slime key --> Key Cavern --> dig up seashell #8 --> heart piece #5 inside cave --> stick -> honey --> honey -> pineapple --> warp hole -> mabe village --> ocarina +100 rupees --> get marin --> seashell #9, outside Tail Cave --> seashell #10 dig oustide cave --> seashell #11 seashell house --> angler key --> fall down, heart piece #6 --> seashell #12 under rock --> heart piece #7 in cave east of animal village --> learn BotWF --> insert key --> pineapple -> flowers --> Angler's Tunnel --> after flipper collection, use the miniboss warp to exit the dungeon --> learn the mambo --> warp hole -> animal village --> flowers -> letter --> seashell #13 on the "bush island" --> seashell #14 in bush --> get arrow upgrade --> play the mambo --> dig up seashell #15 --> get heart piece #8 under grave --> letter -> broom --> Mabe village, broom -> hook --> warp hole animal village --> dig seashell #16 at bridge --> hook -> neckless --> neckless -> seashell --> Catfish's Maw +200 rupees --> jump from water up on bridge --> seashell -> magnifying glass --> face key --> get seashell #17 under statue --> Face Shrine (Get seashell #18 inside) --> mambo warp: skips owl after face shrine --> seashell #18 in tree --> learn frog song of soul --> rooster --> go down to beach, get boomerang --> play mambo song --> seashell #19 in bush east of Key Cavern --> seashell #20 outside koholint castle --> get lvl 2 sword --> heart piece # 9 in water outside koholint castle --> eagle key: jump into pit to exit --> blow wall, heart piece #10 --> get magic powder upgrade --> pass through flamethrower --> wake + pass through turtle head --> Turtle Rock (Getting heart piece #11) --> play the mambo --> Eagle's Tower --> fall down cliff --> heart piece #12 --> Angler's Tunnel --> mambo warp --> Wind Fish Egg Pretty long list but... I would like to hear if it could be improved a bit. I guess that a different Seashell route could be faster. But that's the fastet I've found for the moment
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Bag of Magic Food wrote:
Um, that was Super Game Boy. Link's Awakening doesn't have those features.
Yeah, the most you could do for color with the original Link's Awakening is screw with the palette, like you could if you were to attempt to play it on Super Game Boy (since it's not an SGB game). Link's Awakening DX is Game Boy Color, which allows for much better graphics than GB or SGB. I think a Link's Awakening DX run should be made, because (in addition to being prettier) it's a natural way of preventing you from doing the map warp bug while still allowing you to aim for fastest time on it (because there is no map warp bug in it). I'd say any%, but 100% would also be good to have an excuse to do the new color dungeon.
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And aren't there a few different versions of each game? Has anyone inspected the differences among 1.0, 1.1, and 1.2?
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I actually tried this game, and made little movie, it isn't much, but someone who has 2 minutes to spare might want to see it. ;D I will probably continue playing later. http://dehacked.2y.net/microstorage.php/info/818/ It's an easy game to play, but hard to do this way, but that also has to do with being able to move in 8 different directions.
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Nice run so far Graveworm. I think you can save yourself alot of effort and testing by turboing the A and B buttons alternatively while scrolling though text. That way a button to advance the text is pressed at every single frame. Also do you intend to use the restart sequence? because it would probaly be faster to restart right after you get your sword.
They're off to find the hero of the day...
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Oh, I didn't think of that. ;D I do use turbo a/b to see which is the first frame the chat disappears, but then I just did the A press on the first frame, later when the B skip comes in handy, it'll look cleaner, to me at least, and I guess that is what counts. :)
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Well, hmm, are you doing a normal run on B/W? If so, maybe I'll just do a 100% run on DX...
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Yeah, that's what I suggested in the first place!
put yourself in my rocketpack if that poochie is one outrageous dude
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True, but I can't tell if he's just testing getting the sword, or just starting a run. Shrug...
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Me neither, but wouldn't it be easier if all demos were done on the same version of the game?
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Bag of Magic Food wrote:
And aren't there a few different versions of each game? Has anyone inspected the differences among 1.0, 1.1, and 1.2?
Yes. Each one fixes bugs. select warp is definitly not in 1.2, forget if it was in 1.1 or not. Other glitches that were fixed: bomb arrows running in place shell thingy in dungeon 7 disappearing
Warning: Opinions expressed by Nach or others in this post do not necessarily reflect the views, opinions, or position of Nach himself on the matter(s) being discussed therein.
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What bugs does 1.0 fix?
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v1.0 is just the standard b/w version, isn't it? all the known bugs exist in it, maybe more... v1.1 is the DX version, I think. Notable fixes were the ability to not get stuck in L4, and the select glitch.. v1.2 I've never actually studied throughly , but if they fixed things like the bomb arrows... that wasn't a bug. :\
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Bomb arrows has it's own sprite, it can't be a bug in the game. But anyway, I played around with up+down and left+right today, and found out that if you hold the right directions, and use the pegasus boots, Link will run diagonally at a tremendous speed, should I take advantage of this, or not? And I also realized that you can lay a bomb, pick it up, teleport it away left or up (depending on which directions you're holding), and still have a bomb in your hands, meaning you can have 2+ bombs on screen at the same time, should I or should I not use this? Note: You can also pick up a bomb, pick it up, and Link will drop it, pick up a new bomb and have 2 bombs at your feet at once, it's pretty cool looking. One last thing, anyone knows if it's faster to walk up to the mysterious forest after getting the sword, or save & quitting? Or will I have to test it?