1 2
23 24 25
28 29
Tompa
Any
Editor, Expert player (2224)
Joined: 8/15/2005
Posts: 1943
Location: Mullsjö, Sweden
SBD recently uploaded a WIP as well as route test for the later part of the game: http://tasvideos.org/userfiles/user/SBD There was no plan on getting the Expert's Ring for that route, as far as I know. Is it really impossible to get from Maple? I thought all rings from a nut/maple could be obtained from Maple/a nut?
Player (197)
Joined: 8/10/2013
Posts: 161
Thanks for the info Tompa! I'll look into that more when I get back from work. Yeah it is unfortunately impossible to get the expert's ring from Maple. Maple only drops up to tier 3 rings and the expert's ring is tier 4. The only gasha location that drops it before tokay island is yoll graveyard. This FAQ here http://www.gamefaqs.com/gbc/472313-the-legend-of-zelda-oracle-of-ages/faqs/67302 has all the information you need to know about rings and stuff. The reason we need to get the ring from the second tree is that link has a "tree level". You initially start at tree level 0 and when you cut down your first tree, it levels up to 1. The expert's ring will only drop if your tree level is 1. Additionally, 40 kills are required for the gasha nut to appear. My idea is that we collect our first gasha seed from the farmer in the past right before collecting the shovel and planting it immediately, and then manipulating a gasha seed and potion from maple for right after level 1 and then planting that in the graveyard on the way out. The only problem is that these nuts require a LOT of kills, more than we normally would get, but the expert's ring saves so much time that it is absolutely worth it. So the hardest part would be farming as many kills as quickly as possible while trying not to go out of our way too much.
Projects: Banjo-Kazooie Any% with FFM
SBD
Player (170)
Joined: 10/3/2012
Posts: 17
I edited the old WIP to fit with the new route: http://tasvideos.org/userfiles/info/12996165641066198 It would be about three seconds faster to get the second Gasha Seed from the Advance Shop but running the game in GBA mode caused additional lag frames on some screen transitions and cutscenes, so I decided to not make use of it. Edit: Turns out it's faster to get the second Seed on your first trip to the past and plant that one in Yoll Graveyard; this needs to be redone.
MarbleousDave
He/Him
Player (13)
Joined: 9/12/2009
Posts: 1560
How about we do both games at once and link the games together and get all the way to Ganon.
Pokota
He/Him
Joined: 2/5/2014
Posts: 779
Because Oracle of Seasons is already done?
Adventures in Lua When did I get a vest?
Joined: 2/18/2010
Posts: 156
Location: home
Maybe what PikachuMan is implying is to do a TAS of both games on one input?
My user name is rather long, feel free to call me by htwt or tape.
Warepire
He/Him
Editor
Joined: 3/2/2010
Posts: 2178
Location: A little to the left of nowhere (Sweden)
I think he was referring to a linked game since Ganon is a "secret" final boss that can only fought if a linked game is completed.
SBD
Player (170)
Joined: 10/3/2012
Posts: 17
If the majority of people wants to see a linked game TAS, it could easily be changed right now since the run needs to be redone from scratch anyway. In a linked game TAS we wouldn't bother with the Gasha Trees and just get the rings we need from the Ring Secret.
Player (117)
Joined: 3/10/2014
Posts: 25
Location: United States
I was messing around with the out of bounds areas in OOA, and came a cross this glitch. When I selected that tile (It would be C 15 on the map) it locked the game. I messed around with it a bit more and each time it seemed to just give a graphical error and lock the game. one of the times selecting the tile sent me to the screen that comes up if you put the game into an original game boy (the one that says it can only be played on GBC). I came to believe that what happens after selecting the tile is based around what is drawn on screen, and I eventually found a pattern that allowed me to regain control after selecting the tile, but the game locks shortly after doing anything. One of the times, the game took me back to the file select screen, all of the files were erased, and the game was locked. when I reset the game, all of the files were indeed erased. I was wondering if anyone had any more information about this odd bug, a few google searches revealed nothing. I also found that it does not work on Visual boy advance, but does work on 3DS/GBC. I advise caution if messing with this bug, I have had it wipe my saves (as stated above) and crash my 3DS (it was fine after resetting the console) Edit: forgot the link, thank you Patashu for linking it
Patashu
He/Him
Joined: 10/2/2005
Posts: 4045
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
Post subject: Re: Odd Glitch
Joined: 3/11/2014
Posts: 46
scorpianman42 wrote:
I was messing around with the out of bounds areas in OOA, and came a cross this glitch. When I selected that tile (It would be C 15 on the map) it locked the game. I messed around with it a bit more and each time it seemed to just give a graphical error and lock the game. one of the times selecting the tile sent me to the screen that comes up if you put the game into an original game boy (the one that says it can only be played on GBC). I came to believe that what happens after selecting the tile is based around what is drawn on screen, and I eventually found a pattern that allowed me to regain control after selecting the tile, but the game locks shortly after doing anything. One of the times, the game took me back to the file select screen, all of the files were erased, and the game was locked. when I reset the game, all of the files were indeed erased. I was wondering if anyone had any more information about this odd bug, a few google searches revealed nothing. I also found that it does not work on Visual boy advance, but does work on 3DS/GBC. I advise caution if messing with this bug, I have had it wipe my saves (as stated above) and crash my 3DS (it was fine after resetting the console) Edit: forgot the link, thank you Patashu for linking it
Very interesting. I got some results once - just some weird graphical glitches in the map screen, then I closed it and everything was normal. On another attempt, it crashed and the save file was wiped. I didn't think that was a problem since I have other saves... but I can't get the trick to work anymore. Could you share some of your save files that have interesting results? Also, what is it that you mean by what's drawn on screen - on the grid map, or on the screen with link?
Player (117)
Joined: 3/10/2014
Posts: 25
Location: United States
Unfortunately, the file I was using is on my 3DS version, not an emulator, so I can't share the files. As for what is drawn on screen, I'm not completely sure what all affects the result, but I have messed around with one save state in particular, and even if I change only the seeds equiped in the satchel, I get a different set of results, so I believe that the pause screen, the current screen where link is drawn, and the map screen all have some form of impact on the outcome of the glitch Edit: I should also mention that I do not have a 3DS capture card, so I have no way of streaming the screen (at high quality anyway)
Joined: 3/11/2014
Posts: 46
I found another save file which works, and studied it a bit in bgb. Naturally it's a chaotic mess, so I haven't made much progress. However, it all starts with a jump which will land the program counter into the OAM (sprite) memory. It does this at a time when video hardware is inaccessible, so it receives 0xff as an opcode. I'm not even sure if that's the correct behavior, but I know that some emulators don't bother emulating the inaccessibility at all. So, this could be a source of emulator incompatibility.
Joined: 3/11/2014
Posts: 46
So I've found a bit more info. In order for any of this to work, bit 4 of address 0xc8e2 must be set. This would correspond to whether you've visited that tile, but it's overflowing into some other data. I don't know what this corresponds to, but a 100% completed game has this set. (edit: or, maybe just walk there? :P) The primary factor which determines the effect, is the variable at address ff8d. This corresponds to the x-position of a sprite. If there's no time portals or anything on the screen, it corresponds to link's x-position. It goes through a loop with this variable, and each iteration, it decrements the value. So, values 84-89 (for instance) have the same effect because they all eventually execute the loop with [ff8d] == 83. This particular value has a glitchy effect which ends the loop somehow. Here are the values I've tested... some effects seem to vary between games:
06-12 = nothing (sometimes changes music tempo ???)
13 = crash
14-22 = nothing (?)
23-25 = shooting gallery "strike" sound effect (sometimes crash?)
26-2f = crash (invalid opcode)
30-3c = crash (because of 2f)
3d-5e = crash (because of 3c)
5f-77 = crash (because of 5e)
78-79 = graphical map glitch
7a = graphical map glitch + get rupees (???) (second time crashes)
7b-81 = crash (because of 7a)
82-83 = crash (different cause)
84-89 = graphical map glitch (1st time), use A button item (subsequent times)
8a-92 = graphical, audio glitches (1st time), crash (subsequent times)
93-9a = crash (because of 92)
That's the range of link's possible x-positions. It might be possible to get higher values (I don't think lower would matter). There's not much particularly useful so far, but perhaps some of those crashes could be studied further, who knows.
Joined: 3/11/2014
Posts: 46
...ahm... one more thing - value 7a screws up your status screen. I think I have 255 rings now, and I have "L-" pieces of heart, to which the game protests "Ewww!!!".
Player (117)
Joined: 3/10/2014
Posts: 25
Location: United States
Because I couldn't get the bug working on emulator, I went to test the "This would correspond to whether you've visited that tile" part. I went OOB and checked every tile as I proceed across that row, I was able to get the bug to work after I visited the tile right of the bugged one (D 15). Could you explain the "If there's no time portals or anything on the screen" part of your post? if there are time portals on screen, what happens to that value?
Joined: 3/11/2014
Posts: 46
scorpianman42 wrote:
Because I couldn't get the bug working on emulator, I went to test the "This would correspond to whether you've visited that tile" part. I went OOB and checked every tile as I proceed across that row, I was able to get the bug to work after I visited the tile right of the bugged one (D 15). Could you explain the "If there's no time portals or anything on the screen" part of your post? if there are time portals on screen, what happens to that value?
If there's a time portal, its x-position seems to take precedence over link's, so the value will be fixed. Of course, that might be a good thing, since it's precise. If there's a seed on-screen, it looks like it will use the seed's x-coordinate about 50% of the time. If VBA (or whatever you're using) has a memory viewer, I'd suggest using that to get the most out of this. Anyway, to get coordinate 7a (the most interesting so far) you need to stand a hair in front of the rightmost black tile. Just one of link's pixels should be in front of it when facing right. It writes over a bunch of variables (rupees, ring box level, heart pieces).
Player (117)
Joined: 3/10/2014
Posts: 25
Location: United States
That is an interesting tile, I found another tile that lets you regain control of link, as I stated originally, and after experimenting with it for a few minutes I can conclude that it is not as complex as I thought, it involves making a time portal at (5,4) (the upper left tile of the middle of the 'X' on screen), then digging the tile to the left, hitting select on the second frame of the digging animation (the shovel is on the top-right of link's sprite). then selecting the tile within a small frame window (normally it works after half a second of the arrow showing your current tile appearing). this will give a similar result of being at 7a, but the game will crash upon doing much of anything else. I did this result after regaining control from 7a, and it reset the game, but the game was much brighter than before. Edit: after doing both selections a few more times, It doesn't always return the result of resetting the game with a brightness error I have no Idea what all affects this outcome, I can only get it to work a small part of the time. (I also thought that it might be tile specific, but have gotten it to work on other tiles now) Also, when I select the buggy tile while at 7a, I lose 30 rupees, not gain
Player (117)
Joined: 3/10/2014
Posts: 25
Location: United States
Selecting the tile while at 7a is giving very odd results, I will list them below as I come across them - Odd second and third start screen (rings everywhere) - reset the game AND auto-selected the file I am currently using - Screen that says the game can only be played on GBC - the overworld song starts playing again, causing two of the same song to play at once - the piece of heart text is glitched (either "eww!!!" or "I deed a super- strog scet to clear out by dose") - if you save and quit, and then re-select the file, your second and third start screens will still be glitched -if you "stack" the 7a effect, (by saving and quitting, getting OOB again, and selecting the tile again) it seems to give a slightly different glitched map screen each time
Joined: 3/11/2014
Posts: 46
scorpianman42 wrote:
That is an interesting tile, I found another tile that lets you regain control of link, as I stated originally, and after experimenting with it for a few minutes I can conclude that it is not as complex as I thought, it involves making a time portal at (5,4) (the upper left tile of the middle of the 'X' on screen), then digging the tile to the left, hitting select on the second frame of the digging animation (the shovel is on the top-right of link's sprite). then selecting the tile within a small frame window (normally it works after half a second of the arrow showing your current tile appearing). this will give a similar result of being at 7a, but the game will crash upon doing much of anything else. I did this result after regaining control from 7a, and it reset the game, but the game was much brighter than before. Edit: after doing both selections a few more times, It doesn't always return the result of resetting the game with a brightness error I have no Idea what all affects this outcome, I can only get it to work a small part of the time. (I also thought that it might be tile specific, but have gotten it to work on other tiles now) Also, when I select the buggy tile while at 7a, I lose 30 rupees, not gain
It seems that the digging animation will override the portal's x-position... that is, it will use the x-position for the lump of dirt that flies off. Or maybe if an item comes up, it will use that. I dunno, it sounds like you just happened to hit a specific x-position with the lump of dirt, but I could be wrong. "game was much brighter than before" - sounds like it reset into GBA mode... I bet the advance shop will be open.
Player (117)
Joined: 3/10/2014
Posts: 25
Location: United States
I just checked, and the advance shop was indeed open (I'm on the 3DS version so it normally isn't) Also, when I dig, no items come up, so that may be something to work with
Player (117)
Joined: 3/10/2014
Posts: 25
Location: United States
Alright so I noticed an odd side effect of selecting the tile while at 7a. the second start screen is glitched (as found before). the screen looks like it has been taken over by rings. you can select things on screen like normal, however if I go to where the ring box should be, It instead says the text for bombs, but I cannot equip them. also, If I select the last ring I have and hit right, which should bring me back to the first item, it instead goes to another ring. I can scroll through a huge list of random rings, most of which are the friendship ring. I can equip any of the rings and gain the effects of the ring. I have seen the pegasus ring, and the power ring LVL 3. I don't know what determines what rings are in the giant list, but will look into it on another file and see Edit: trying to access the ring list through Vasu crashes the game after this glitch Edit: I tried a different file and different rings are in the list also, the poe clock was in the list (after I have the upgraded sword) and I can equip it
Joined: 3/11/2014
Posts: 46
scorpianman42 wrote:
Alright so I noticed an odd side effect of selecting the tile while at 7a. the second start screen is glitched (as found before). the screen looks like it has been taken over by rings. you can select things on screen like normal, however if I go to where the ring box should be, It instead says the text for bombs, but I cannot equip them. also, If I select the last ring I have and hit right, which should bring me back to the first item, it instead goes to another ring. I can scroll through a huge list of random rings, most of which are the friendship ring. I can equip any of the rings and gain the effects of the ring. I have seen the pegasus ring, and the power ring LVL 3. I don't know what determines what rings are in the giant list, but will look into it on another file and see Edit: I tried a different file and different rings are in the list also, the poe clock was in the list (after I have the upgraded sword) and I can equip it
Yeah, my experience is mostly consistent. The "bombs" is actually the ring box level 100 or whatever. I got lots of friendship rings, the red ring, pegasus ring, various others. I guess the rings are pulled out of adjacent RAM, but I'm not sure what that data represents. Unfortunately, it crashes if you look at the ring list with the jeweler. Pity... it would be cool to overwrite data with rings. ...wait, did you say you can equip the poe clock?
Player (117)
Joined: 3/10/2014
Posts: 25
Location: United States
I did say I can equip the poe clock, however it is in the ring "list" and I cannot see it, and do not know if it does anything, the only confirmation I can get that I "equipped" it is the equip sound playing when I select it I messed around with equiping the rings in the LVL 100 ring box, and I noticed that some of the rings were changing each time I went through the list. it may be possible to manipulate what rings are in the list by equiping different ones
Pokota
He/Him
Joined: 2/5/2014
Posts: 779
SBD wrote:
If the majority of people wants to see a linked game TAS, it could easily be changed right now since the run needs to be redone from scratch anyway. In a linked game TAS we wouldn't bother with the Gasha Trees and just get the rings we need from the Ring Secret.
I don't know if that's such a good idea... did the Seasons TAS even pick up any rings?
Adventures in Lua When did I get a vest?
1 2
23 24 25
28 29