User Files for Zelda II: The Adventure of Link

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#637879278660691914 - Zelda 2 Inventory Menu Example
Uploaded 5/12/2022 4:51 AM by CoolHandMike (see all 22)
This script recreates Zelda 2's Inventory Menu in Lua using Bizhawk. This is actually a zip with a ".lua" extension. Cannot normally upload zips here so added ".lua". Just rename to zip removing ".lua", then extract again.

#69103291137246883 - Zelda II 100% WIP 2

Zelda II - Arc 100 WIP 2.fm2
In 22:00.29 (79348 frames), 18774 rerecords
Uploaded 1/29/2021 1:40 AM by Arc (see all 33)
Through Palace 2

#68592214198229296 - Zelda II 100% WIP

Zelda II - Arc 100.fm2
In 11:52.14 (42799 frames), 14852 rerecords
Uploaded 1/6/2021 1:16 AM by Arc (see all 33)
Up to Parapa

#64675315204864739 - Zelda II improvement on FCEUX

In 05:31.89 (19946 frames), 84900 rerecords
Uploaded 7/13/2020 3:42 PM by EZGames69 (see all 146)
I do not know how to truncate FCEUX files properly

#64432019593285814 - Adventure of Link warp glitch 2 frame improvement

Zelda II - The Adventure of Link.bk2
In 05:31.89 (19946 frames), 93795 rerecords
Uploaded 7/2/2020 4:44 PM by EZGames69 (see all 146)
Managed to beat the game this time.

#64421780152762130 - Adventure of Link warp glitch

In 05:28.33 (19733 frames), 90940 rerecords
Uploaded 7/2/2020 5:40 AM by EZGames69 (see all 146)
Saved 2 frames on Dark Link (somehow)

#34323069463787255 - (NES) Zelda II, face full of fireball from fresh start

In 40:49.12 (147189 frames), 30301 rerecords
Uploaded 10/15/2016 5:33 PM by FatRatKnight (see all 245)
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.

#34301879018722255 - Zelda II - Final Fairy 3

Zelda II - Final Fairy3.fm2
In 40:57.19 (147674 frames), 30703 rerecords
Uploaded 10/14/2016 6:39 PM by Arc (see all 33)
I killed the skettlar

#34301086240559765 - (NES) Zelda II, that fireball Link gets faced with using R[2]=31

In 00:14.39 (865 frames), 6 rerecords
Uploaded 10/14/2016 5:47 PM by FatRatKnight (see all 245)
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.

#34283573899887127 - (NES) Zelda II, 2nd fairy Valley of Death (try #2)

In 41:07.07 (148268 frames), 30250 rerecords
Uploaded 10/13/2016 10:52 PM by FatRatKnight (see all 245)
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.

#34282145847103301 - Zelda II - Final Fairy 2

Zelda II - Final Fairy2.fm2
In 40:25.62 (145777 frames), 30160 rerecords
Uploaded 10/13/2016 9:19 PM by Arc (see all 33)
32 frames off wait time at 2nd Valley of Death trap

#34279663163055649 - (NES) Zelda II, 2nd fairy of Valley of Death (try #1)

In 41:02.46 (147991 frames), 30123 rerecords
Uploaded 10/13/2016 6:38 PM by FatRatKnight (see all 245)
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.

#34269860654656119 - (NES) Zelda II, decisive first fairy encounter at Valley of Death

In 40:18.60 (145355 frames), 29862 rerecords
Uploaded 10/13/2016 8:02 AM by FatRatKnight (see all 245)
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!

#34196603248871958 - (NES) Zelda II, possible fairy encounter at Valley of Death

In 00:07.37 (443 frames), 1 rerecords
Uploaded 10/10/2016 12:51 AM by FatRatKnight (see all 245)
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.

#34192786141103242 - Z2 Fairies 256

Zelda II - Arc FRK Inz RT - Final v3.fm2
In 45:31.10 (164136 frames), 29772 rerecords
Uploaded 10/9/2016 8:44 PM by Arc (see all 33)
fairies chop off 256 frames

#34174809538701635 - (NES) Zelda II, Reflect Trek 2nd fairy

In 23:38.20 (85232 frames), 29304 rerecords
Uploaded 10/9/2016 1:18 AM by FatRatKnight (see all 245)
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.

#34099156378709624 - Zelda II, spawning fairy for first trap of Reflect Trek

In 22:04.74 (79615 frames), 28721 rerecords
Uploaded 10/5/2016 3:32 PM by FatRatKnight (see all 245)
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.

#34060330425384501 - (NES) Zelda II, general script v2 (prototype)

Uploaded 10/3/2016 9:34 PM by FatRatKnight (see all 245)
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.

#34043331593918099 - Zelda II Warps - Arc WIP1

Zelda II - Arc Warp WIP1.fm2
In 02:37.16 (9445 frames), 1398 rerecords
Uploaded 10/3/2016 3:12 AM by Arc (see all 33)
Kinky Link goes in the backdoor

#33868816476826407 - (NES) Zelda II, my general script. Version 1 (prototype)

Uploaded 9/25/2016 6:34 AM by FatRatKnight (see all 245)
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.

#33865079316932329 - (NES) Zelda II, my general script. Version 0 (prototype)

Uploaded 9/25/2016 2:32 AM by FatRatKnight (see all 245)
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.

#33804151688963001 - (NES) Zelda II, reads room destinations

Uploaded 9/22/2016 8:41 AM by FatRatKnight (see all 245)
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.

#33722164845442931 - Zelda II submission replacement file

Zelda II - Arc Final v2.fm2
In 45:35.36 (164392 frames), 29056 rerecords
Uploaded 9/18/2016 4:04 PM by Arc (see all 33)
11 frame improvement
164392 frames total

#33711612988988980 -

In 00:07.79 (468 frames), 19 rerecords
Uploaded 9/18/2016 4:39 AM by Inzult (see all 13)

#32911194607222369 - Zelda II - Arc WIP7

Zelda II - Arc WIP7.fm2
In 26:19.68 (94937 frames), 17666 rerecords
Uploaded 8/13/2016 3:32 AM by Arc (see all 33)

#32621147682080338 - Zelda II - Arc WIP6

Zelda II - Arc WIP6.fm2
In 20:45.40 (74847 frames), 13832 rerecords
Uploaded 7/31/2016 2:02 AM by Arc (see all 33)

#32419467284213329 - Zelda II - Arc WIP5

Zelda II - Arc WIP5.fm2
In 16:34.65 (59777 frames), 10607 rerecords
Uploaded 7/22/2016 12:03 AM by Arc (see all 33)

#32201192675939650 - Zelda II - Arc WIP4

Zelda II - Arc WIP4.fm2
In 11:34.92 (41764 frames), 7598 rerecords
Uploaded 7/12/2016 4:07 AM by Arc (see all 33)

#32067802847838519 - Zelda II - Arc WIP3

Zelda II - Arc WIP3.fm2
In 09:35.84 (34607 frames), 6292 rerecords
Uploaded 7/6/2016 3:57 AM by Arc (see all 33)
Parapa the Rapper
45 frames faster

#31889946277063253 - Zelda II - Arc WIP2

Zelda II - Arc WIP2.fm2
In 06:21.56 (22931 frames), 4964 rerecords
Uploaded 6/28/2016 3:43 AM by Arc (see all 33)
43 frames faster after Death Mountain

#31756604579558494 - Zelda II - Death Mountain 2

Zelda II - Arc WIP1.fm2
In 04:16.20 (15397 frames), 3035 rerecords
Uploaded 6/22/2016 3:35 AM by Arc (see all 33)
this goriya, man

#13384430605983627 - Zelda II TAS

Zelda II TAS.fm2
In 05:36.43 (20219 frames), 67640 rerecords
Uploaded 3/17/2014 6:04 PM by TASeditor (see all 188)
saved 6.46 seconds

#13206244710548155 - Zelda 2 Glitched run - Fairy Route

In 05:43.38 (20637 frames), 5916 rerecords
Uploaded 3/9/2014 5:29 PM by Inzult (see all 13)
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.

#13193944508739415 - Zelda 2 Glitched run

Zelda II Glitched TAS - revision.fm2
In 05:41.31 (20512 frames), 52730 rerecords
Uploaded 3/9/2014 4:11 AM by Inzult (see all 13)
TASeditor's run with a small adjustment in input. DLink is desynced.

#13188609833547530 - Zelda II TAS

Zelda II TAS.fm2
In 05:42.77 (20600 frames), 52730 rerecords
Uploaded 3/8/2014 10:25 PM by TASeditor (see all 188)
8 frame improvement. It should be more...

#12786554823417224 - Zelda II (more overworld manipulation)

Zelda II 2.fm2
In 02:33.90 (9249 frames), 27234 rerecords
Uploaded 2/18/2014 7:52 PM by TASeditor (see all 188)
looks like impossible again.

#12701473793563120 - Zelda 2 glitched - overworld demo

Zelda II TAS-compact edit.fm3
In 02:05.14 (7521 frames), 18145 rerecords
Uploaded 2/14/2014 11:54 PM by Inzult (see all 13)
Comparison to other wip's overworld

#12651027257276382 - Zelda II (can't manipulate)

Zelda II TAS-compact.fm3
In 02:42.32 (9755 frames), 17513 rerecords
Uploaded 2/12/2014 5:23 PM by TASeditor (see all 188)
Overworlds enemy manipulation seems impossible.

#12510086418736967 - Zelda 2 any% up&a wip

In 16:15.18 (58607 frames), 24662 rerecords
Uploaded 2/6/2014 9:02 AM by Inzult (see all 13)
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.

#11738290403919017 - Zelda II glitched improvement?

Zelda II TAS_WIP.fm2
In 00:35.49 (2133 frames), 2252 rerecords
Uploaded 1/2/2014 2:51 PM by TASeditor (see all 188)

#11205629225839964 - Zelda 2 any% up&a wip

In 14:56.17 (53859 frames), 11978 rerecords
Uploaded 12/9/2013 3:07 PM by Inzult (see all 13)
WIP through palace 2, palace 1 is going to be delayed until after palace 4. ~88 seconds ahead so far

#4752508126292832 - Glitch Jump

Glitch Jump.fm2
In 00:05.33 (320 frames), 37 rerecords
Uploaded 2/22/2013 12:17 AM by Inzult (see all 13)
Jump higher than intended

#2773783165871714 - Zelda 2 - Left Exit/Right Exit swap

In 00:09.75 (586 frames), 20 rerecords
Uploaded 11/24/2012 9:35 PM by Inzult (see all 13)
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.

#1468045707452406 - Zelda 2 - Fairy/no Downstab, glove

In 05:55.56 (21369 frames), 5765 rerecords
Uploaded 9/27/2012 2:17 AM by Inzult (see all 13)
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.

#1196676577096233 - Zelda 2 - East Hyrule Skip (no left+right)

In 08:26.13 (30418 frames), 338 rerecords
Uploaded 9/14/2012 8:58 PM by Inzult (see all 13)
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.