Former player
Joined: 4/6/2006
Posts: 462
I haven't played ALTTP in ages. I just played it because I was bothered on how many Tempered Sword slashes it took to kill Trinexx altogether. Then I was just mucking around and happened to come across the bug. I haven't played the game in months and I already said I'm not keen on doing the TAS anymore, although I would love to see it done. http://dehacked.2y.net/microstorage.php/info/786543650/qd.smv Death times four.
Post subject: Zelda 3 question (a tree on the map blocks the way)
Joined: 9/26/2007
Posts: 9
Hi! In kakariko village there is a small tree that seems that is getting in the way as show in the pic, is there a secret behind it? Thanks cya! [Edit by Bisqwit: Replaced the thread title with a more descriptive one.]
Post subject: Re: Zelda 3 question (a tree on the map blocks the way)
Editor, Active player (297)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
I'm not familiar with this game, but I think the bounding boxes of those trees are rectangles, not ellipses. Thus, probably, there is nothing in between of those trees even though it appears that there is.
Post subject: Re: Zelda 3 question (a tree on the map blocks the way)
Skilled player (1828)
Joined: 4/20/2005
Posts: 2161
Location: Norrköping, Sweden
Nope, it's not possible to get past that tree. However, if you're really interested in knowing what's behind it, I guess you can change some RAM-addresses to teleport you there, though chances are pretty high that the game will crash if you do so.
Post subject: Re: Zelda 3 question (a tree on the map blocks the way)
upthorn
He/Him
Emulator Coder, Active player (392)
Joined: 3/24/2006
Posts: 1802
Randil wrote:
Nope, it's not possible to get past that tree. However, if you're really interested in knowing what's behind it, I guess you can change some RAM-addresses to teleport you there, though chances are pretty high that the game will crash if you do so.
Perhaps a better idea would be to use one of the zelda 3 level editors to remove the tree entirely.
How fleeting are all human passions compared with the massive continuity of ducks.
HHS
Active player (286)
Joined: 10/8/2006
Posts: 356
07B7C760 is a good PAR code for this. But there's only water behind the tree which you can't get out of.
Joined: 9/26/2007
Posts: 9
Hahaha cool! Thanks! ^^ But unfortunately as you said there was nothing but water :P Thanks again! Cya later!
Joined: 11/1/2006
Posts: 95
i got three questions: 1: how do you do the glitch to go past the screen outside link's house when you first start? (the Zelda Text Glitch i think it's called) 2: how long would that glitch take? 3: is that the only way to glitch past screens that arent hyrule castle when you start?
Player (201)
Joined: 7/6/2004
Posts: 511
comicalflop wrote:
...have you considered how you're going to go about with categories (like will yours use DMD and everything to kill ganon as fast as possible, and just keep EG, any%, and 100% as the three categories where any% uses every glitch besides EG)...
100% should not be done for this game. The purpose of heats, bottles, etc is to make the game easier. Getting all these items would just take an extra 10 minutes or so, adding nothing in terms of entertainment as far as I can tell. An ideal example of a game that should be 100%ed is DKC2. Getting all the coins, does not make anything easier, it opens up new levels, and it has an in game percent measure, showing that you have indeed gotten 100% (102% in this case). Lttp has none of these things.
Speed Man wrote:
i got three questions: 1: how do you do the glitch to go past the screen outside link's house when you first start? (the Zelda Text Glitch i think it's called) 2: how long would that glitch take? 3: is that the only way to glitch past screens that arent hyrule castle when you start?
1: You attempt to walk through the guard. Every time Zelda's message appears you move 1 pixel. 2: I think it takes over 5 hours. 3: I don't think there is but check Zanapher's glitch faq at gamefaqs, it is where this glitch was posted anyways.
g,o,p,i=1e4,a[10001];main(x){for(;p?g=g/x*p+a[p]*i+2*!o: 53^(printf("%.4d",o+g/i),p=i,o=g%i);a[p--]=g%x)x=p*2-1;}
Joined: 11/1/2006
Posts: 95
5 hours O_O uh, is their such a thing as a turbo gamecube controller?
Tompa
Any
Editor, Expert player (2224)
Joined: 8/15/2005
Posts: 1943
Location: Mullsjö, Sweden
I just discovered something in Parallel Worlds that might work somewhere in ALttP as well. http://dehacked.2y.net/microstorage.php/info/465779739/PickingUpRock.smv I'm able to lift the rock without even having the power bracelet if I stand in both the rock and the bush besides it. It might work, somehow, in ALttP if for example throwing a bomb besides a rock or something similar...
Active player (287)
Joined: 3/4/2006
Posts: 341
The only reason you were able to walk inside the the bush and the rock is because the slope pushed you down. I do not know of any places in aLttP where you can do that.
Former player
Joined: 4/6/2006
Posts: 462
Thanks for explaining that Nitrous. I couldn't find any similar places in ALTTP either. Thanks Tompa for discovering that potentially useful bug.
Joined: 8/1/2004
Posts: 178
Something that exploits every single bug in an entertaining manner would be enjoyable to those who know this game well (a lot) yet are only familiar with normal routes. The concept worked with the first Mario game (crazygodtechnique), and this game is quite popular, too. It might not make an addition to this site, though.
<^>v AB X LR s
Joined: 8/28/2006
Posts: 50
I'm curious about something with this game. If you skip Agahnim 1 by jumping off Death Mountain, is there a glitch you can use to get the Piece of Heart underneath the lumberjacks' house? That's the only thing stopping a 100% run without beating Agahnim. (I'm not interested in this for a TAS, just actual gameplay.)
Former player
Joined: 4/6/2006
Posts: 462
I'm not sure if I should post this but I was reading through this thread and I realized how much of an asshole I was. dezbeast: If you ever read this, it is an apology long overdue. Your work on this game was fine, admirable, even inspirational. However I was an asshole and probably caused you to drop the idea of doing this run. I wish you can forgive my rude and arrogant attitude towards you while you were making this run. If it's any consolation, I am supporting you now with whatever run you may be working on now (you know, maybe even an ALTTP run you've been working on secretly all this time.....). All the best dezbeast. flagitious: I don't know if I'll ever see you again because I haven't seen you or spoken to you in the longest time. Re-assure me, please. Deign: Good job and congratulations on your recent ALTTP glitched run. You made me want to work on this again.......... But first thing's first. Focus on studies then I'll schedule some long period of time when I'll waste my life to this overdue project.
Tompa
Any
Editor, Expert player (2224)
Joined: 8/15/2005
Posts: 1943
Location: Mullsjö, Sweden
It is WIP time! For those who don't know, I'm working on an improvement to Flag's run and just made it to the Sanctuary. I am 699 frames ahead of the published run and 352 frames ahead of Erokky's run. http://dehacked.2y.net/microstorage.php/info/130768540/ALttPAny%25Improvement%20-%20Kopia.smv
Skilled player (1828)
Joined: 4/20/2005
Posts: 2161
Location: Norrköping, Sweden
Tompa wrote:
It is WIP time! For those who don't know, I'm working on an improvement to Flag's run and just made it to the Sanctuary. I am 699 frames ahead of the published run and 352 frames ahead of Erokky's run. http://dehacked.2y.net/microstorage.php/info/130768540/ALttPAny%25Improvement%20-%20Kopia.smv
Awesome, finally this game is picked up again! And quite a big improvement too, I didn't think that much time could be shaved off this soon. Well, I'll definitely watch it when I get home and give some input. :)
Former player
Joined: 9/1/2005
Posts: 803
Tompa wrote:
It is WIP time!
Watching it, I have a question, relating mostly to stairs. Why is it that only sometimes you skip the stair climbing animation, while other times you climb stairs normally? I thought perhaps it only worked one way, and without Zelda following you, but then you did it while Zelda was with you. The biggest example of this is doing it in the main castle room when Zelda is following you, and then not doing it in the throne room.
Tompa
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Posts: 1943
Location: Mullsjö, Sweden
Answered this in IRC, but I guess it's good to post it here too. <Tompala> Atma: Yeah, there are some stairs where pixelporting (Name of the trick...) isn't possible to do <Tompala> Well, the thing is... it is possible, but you will go into "EG mode" if you do <Tompala> I noticed that if the stairs and the upper floor are using different background layers, pixelporting won't work Hope you understand my bad explanation.
Joined: 2/25/2006
Posts: 407
flagitious wrote:
100% should not be done for this game. The purpose of heats, bottles, etc is to make the game easier. Getting all these items would just take an extra 10 minutes or so, adding nothing in terms of entertainment as far as I can tell. An ideal example of a game that should be 100%ed is DKC2. Getting all the coins, does not make anything easier, it opens up new levels, and it has an in game percent measure, showing that you have indeed gotten 100% (102% in this case). Lttp has none of these things.
getting all the hearts, bottles and inventory items would be interesting since I don't think there is a video that shows where everything is in the game and it would be interesting seeing how you can approach the various objects in a glitched manner. (there are text FAQs.)
Ryzen 3700X, ASUS Crosshair VIII Hero (WiFi) Motherboard, 32GB 3600MHz RAM, MSI Geforce 1070Ti 8GB, Windows 10 Pro x64 http://tasvideos.org/Nach/FranpaAlert.html
Player (246)
Joined: 8/6/2006
Posts: 784
Location: Connecticut, USA
franpa wrote:
flagitious wrote:
100% should not be done for this game.
I disagree, the completionist in me has always felt that there's no point beating a game unless you get everything you can. I would love to see a 100% run. Nice WIP Tompa, by the way.
Joined: 7/2/2007
Posts: 3960
Does this game have any potential for damage boosting? If so, then it's worth at least considering getting the heart containers so you can boost more. It's a bit annoying that each one has a moderately lengthy pickup jingle, though, which may make it not worthwhile even if you can damage boost. In any event, 100% for this game would include a lot of Rupee farming so you can max our your arrow and bomb capacity. I don't think I'd find that very entertaining. I don't think I'd have much of a problem with the rest of a 100% run, though.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
Tompa
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Location: Mullsjö, Sweden
If you watch the WIP I posted, you will see that I'm using damage boosting. A boost doesn't save much time and after it's dungeon boss you refill your heart which takes more time than what a boost can give you, IIRC. I will try to damage boost in the run when it's possible but I also have to keep in mind that I would need a heart refill for it to save time...
Player (246)
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Posts: 784
Location: Connecticut, USA
Derakon wrote:
In any event, 100% for this game would include a lot of Rupee farming so you can max our your arrow and bomb capacity.
Oh yeah, the fortune fairy upgrades. =/ Well, there are tons of places in the game where getting 200 or 300 rupees from a chest is common, if I am remembering right. I don't think I ever really had a problem getting 999 rupees, but I do recall having to spend all 999 of those and then some to finish bomb and arrow upgrades.