Joined: 1/2/2014
Posts: 1
Just posting to say I'd be willing to work on a LADX TAS with other people too. I'm about to submit a TAS for another game (Alfred's Adventure on GBC) pretty soon so I've got some experience with TASing but I haven't a clue about things like RNG manipulation.
Experienced player (584)
Joined: 2/23/2008
Posts: 266
Location: CA, USA
For those that love hunting for arbitrary code execution, I think this game has great potential. One spot that comes to my mind is the game freeze that can occur when you transition screens while talking to an npc like the fisherman. Might be worth looking into to see whats happening in the memory. Link to video (near 1:15 in this video)
Patashu
He/Him
Joined: 10/2/2005
Posts: 4043
Seems like it didn't freeze, just softlock. Low ACE potential. EDIT: That said, LA is so horribly broken that there's surely something you can do somewhere. Have you ever gotten the game to outright crash (music stops playing, screen stops updating, etc. or game reboots)?
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
Joined: 4/23/2013
Posts: 59
12. skip the trading sequence (might not work on VisualBoyAdvance) 13. skip Dethl by freezing a bat in place during Ganon
Tompa
Any
Editor, Expert player (2215)
Joined: 8/15/2005
Posts: 1941
Location: Mullsjö, Sweden
Both of those two are already mentioned in that numbered list =P. There is a lot to improve in the TAS, it's wellknown. I just have been lazy and busy with other projects to bother currently.
Experienced player (584)
Joined: 2/23/2008
Posts: 266
Location: CA, USA
Patashu wrote:
Have you ever gotten the game to outright crash (music stops playing, screen stops updating, etc. or game reboots)?
It is possible from that location depending on if you choose yes or no. Yes seems to soft lock it like the video shows while no crashes the game. I remember it even crashed vba when I was messing around with it on there a while back. On a completely different topic, I haven't been keeping up with the new finds and tricks for LADX so I was wondering how the "skip Dethl by freezing a bat in place during Ganon" trick works? I'm curious if it would work for the glitched any% run for LADX. It would save quite a bit of time if so, and we probably wouldn't even visit the shop. This would be a run I'd love to work on if it is indeed possible!
Sanqui
Any
Player (26)
Joined: 4/25/2011
Posts: 33
There's definitely arbitrary code potential in some of the "underworld" (kennel glitch) rooms that crash. I did check one at some point though, and it just jumped somewhere invalid in ROM. Also, you're gonna be hard pressed to actually find some memory manipulatable enough.
ovo
Tompa
Any
Editor, Expert player (2215)
Joined: 8/15/2005
Posts: 1941
Location: Mullsjö, Sweden
Bobmario: The glitch is done by playing the Ocarina one frame before a bats starts moving towards you. This will freeze the bat and eventually cause the same boss duplication bug as used in the glitched TAS. So when you reach Dethyl, he (One of them at least) will die instantly. I'm not sure there is a good glitched dungeon with the Ocarina in it, haven't really looked into it though.
Experienced player (584)
Joined: 2/23/2008
Posts: 266
Location: CA, USA
Link to video Hmm... assuming this is the quickest way to get the ocarina (with 8 enemies killed), it looks like from quick testing that I would be around a thousand frames slower than the current run when both runs go to kill the two enemies for the warp. Time would additionally be lost during the Ganon fight since no shovel means no cancelling the spin attack. Using the death glitch to kill the final form seems like it would save around a thousand frames, so it would come close...
Experienced player (584)
Joined: 2/23/2008
Posts: 266
Location: CA, USA
Well, I decided to grind out a WIP for this new route to see how fast it could be. With decent optimization, I ended up being 12 frames....slower than the currently published run. With that said, there are more than likely improvements through out this run and would like to know if anyone notices anything that could be improved. I would like to see this run be faster than the current run, it doesn't have that ugly game over message and gives more of a glitched feel imo. VBM file (23.6) Link to video
Skilled player (1731)
Joined: 9/17/2009
Posts: 4981
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
well, since you're redoing everything, you should do it on BizHawk since its recommended.
Joined: 10/28/2004
Posts: 39
is this bug known? https://forum.speeddemosarchive.com/post/links_awakening_glitch.html it's pretty cool, yet got no response at SDA. as the poster suggested, if it's only accepted in cases that also accept the doghouse glitch, it might be obsolete. but i figured it was worth mentioning.
Tompa
Any
Editor, Expert player (2215)
Joined: 8/15/2005
Posts: 1941
Location: Mullsjö, Sweden
It's a very old glitch.
Joined: 3/11/2014
Posts: 46
I found a (pretty much) TAS-only trick when I was running this game. When you're falling down to the final boss room, if you pause the game one frame before nightmare's textbox appears, something will happen. 99% of the time, the game softlocks. Of course, that's what happened to me :( but rarely, the game just continues without showing nightmare's textbox. So that can shave off several seconds from the any% TAS. As far as I know it's RNG whether this happens. edit: oh, well it looks like it doesn't appear anyway in any%, for some reason. Nevermind I guess :P
Rapid_
He/Him
Joined: 10/23/2014
Posts: 1
This is probably useful for a new warpless TAS, so I'll leave it here: Link to video
Tompa
Any
Editor, Expert player (2215)
Joined: 8/15/2005
Posts: 1941
Location: Mullsjö, Sweden
There are a lot of methods of that glitch to skip through dungeons and shortcuts in the overworld. For a new TAS, I'm not sure what kind of ruleset that will fit best for it. As allowing these type of glitches will be too major to be included in comparision to the published run. You could just as well use the doghouse glitch or other warping methods really... One kind of defintion I had was that you are not allowed to move to a screen if the next room is not intended to be there on the map, if that makes sense. Which means walking between different caves or dungeons would not be allowed. This is a bit arbitary, I know, but I can't find a better way to solve it as of now.
Tompa
Any
Editor, Expert player (2215)
Joined: 8/15/2005
Posts: 1941
Location: Mullsjö, Sweden
New glitch by Emuraloz to overload the sprite limit for despawning (First seen at 0:20): Link to video My version based on the same idea of sprite limit: Link to video This also works with bombs only, as you can pick up a bomb, hold up+down, lay another one, pick it up with up+down and repeat. Until you get enough bombs to despawn. This will be faster to use in a TAS.
Experienced player (584)
Joined: 2/23/2008
Posts: 266
Location: CA, USA
Wow, amazing trick. Looks like it will be useful in many places.
Joined: 6/6/2004
Posts: 223
Does the Wind Fish's eggshell count as a sprite, and could you use it to make that despawn?
Tompa
Any
Editor, Expert player (2215)
Joined: 8/15/2005
Posts: 1941
Location: Mullsjö, Sweden
You can not, no. The Link's Awakening speedrun community is going crazy currently. We are 11 people in Teamspeak researching and having fun with this. It's so good <3.
Tompa
Any
Editor, Expert player (2215)
Joined: 8/15/2005
Posts: 1941
Location: Mullsjö, Sweden
So.... this game... First we have this: Link to video Then this crazy and simple glitch: http://www.twitch.tv/drenn_thew/c/6364090 In conclusion: I don't know what to allow and not for a new TAS. I might just end up doing an "All instruments" TAS which allows everything, rather than improving Swordless' 1 hour run.
Editor, Expert player (2098)
Joined: 8/25/2013
Posts: 1200
How about a glitched 100% run? Would certainly keep it interesting.
effort on the first draft means less effort on any draft thereafter - some loser
TheKDX7
He/Him
Player (118)
Joined: 7/9/2011
Posts: 392
Location: Switzerland
The Legend of Zelda: Link's Awakening [ACE] by hogehoge61 and pirohiko https://www.youtube.com/watch?v=SiIwgY-mYnA
Experienced player (584)
Joined: 2/23/2008
Posts: 266
Location: CA, USA
Wow this game has gone crazy recently o.O
Tompa
Any
Editor, Expert player (2215)
Joined: 8/15/2005
Posts: 1941
Location: Mullsjö, Sweden
Also a new glitch was recently found. Some videos and where it can be used: www.speedrun.com/ladx/thread/e1so8/