Editor, Skilled player (1536)
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jprofit22 wrote:
and am working out some problems with lvl 8 boss. :D
If some help is needed, I'm can help.
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Player (51)
Joined: 1/19/2009
Posts: 100
TASeditor wrote:
jprofit22 wrote:
and am working out some problems with lvl 8 boss. :D
If some help is needed, I'm can help.
I was just about to edit my last post to invite you, Baxter, or both to the project. :D I'll post a WIP before i go to work. edit: what file storage site is used these days around here?
Editor, Skilled player (1536)
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jprofit22 wrote:
edit: what file storage site is used these days around here?
Wiki: userfiles
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Player (51)
Joined: 1/19/2009
Posts: 100
http://dehacked.2y.net/microstorage.php/info/1147656535/zelda.fm2 There's the current WIP. Bomb management is much more of an issue in the 2nd quest. So much so that I may have to change the route a little with respect to lvl 8 since you need to use 6 bombs just to kill the dodongo bosses... Edit: I went all the way to the bosses to see if the wand would hit them while stunned, but predictably it doesnt so 2 bombs per dodongo... :(
Joined: 12/29/2007
Posts: 47
Improved 4 frame. 1 frame input allows you to skip the first step of the stairs.
Player (51)
Joined: 1/19/2009
Posts: 100
RAT926 wrote:
Improved 4 frame. 1 frame input allows you to skip the first step of the stairs.
Wow, never even thought about glitching through the start of stairs. :D
Editor, Skilled player (1536)
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Hehe, you didn't know about this, I even posted that in the last page.
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Joined: 12/29/2007
Posts: 47
http//dehacked.2y.net/microstorage.php/info/1715806679/Legend_of_Zelda%2C_The_%28U%29_%28PRG0%29-glitchfest.fm2 I tried to make the glitch fest of new freeze. It would be a glitch that is not enough to cause a memory corruption.
Joined: 12/29/2007
Posts: 47
Dungeon exit animation takes extra time about 60 frames. From the results of the simple validation, I think it is faster to use the back door. 92F faster 12F faster This new route will probably become improvement.
Editor, Expert player (2329)
Joined: 5/15/2007
Posts: 3933
Location: Germany
Makes me glad to see these findings. Glitch/Trick hunting is something that I'm passionate about, and RAT926 here is the grandmaster of it. Good work :)
EgixBacon
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Player (184)
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Am I the only one who's having a problem where RAT926's gifs don't loop? I'm using iOS Safari btw.
FanFiction|Youtube Still on Win7! Take that, Microsoft!
Editor, Expert player (2329)
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Location: Germany
EgxHB wrote:
Am I the only one who's having a problem where RAT926's gifs don't loop? I'm using iOS Safari btw.
You can download them and play them back in media player classic over and over.
Skilled player (1741)
Joined: 9/17/2009
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It utilizes gif's loop only once feature. You can download it, then resave it in GIMP with the options "Loop forever" ticked to see it loop over and over. :P
Player (146)
Joined: 7/16/2009
Posts: 686
MUGG wrote:
You can download them and play them back in media player classic over and over.
jlun2 wrote:
It utilizes gif's loop only once feature. You can download it, then resave it in GIMP with the options "Loop forever" ticked to see it loop over and over. :P
Or, you know, refresh the page.
EgixBacon
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Scepheo wrote:
MUGG wrote:
You can download them and play them back in media player classic over and over.
jlun2 wrote:
It utilizes gif's loop only once feature. You can download it, then resave it in GIMP with the options "Loop forever" ticked to see it loop over and over. :P
Or, you know, refresh the page.
Is there a reason why Rat didn't set them to loop forever? Data limitations, perhaps? Because, you know, it's a real bummer if you have to refresh the page one time for each GIF that you want to view, since there are several in this thread.
FanFiction|Youtube Still on Win7! Take that, Microsoft!
Patashu
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Posts: 4043
EgxHB wrote:
Scepheo wrote:
MUGG wrote:
You can download them and play them back in media player classic over and over.
jlun2 wrote:
It utilizes gif's loop only once feature. You can download it, then resave it in GIMP with the options "Loop forever" ticked to see it loop over and over. :P
Or, you know, refresh the page.
Is there a reason why Rat didn't set them to loop forever? Data limitations, perhaps? Because, you know, it's a real bummer if you have to refresh the page one time for each GIF that you want to view, since there are several in this thread.
Non looping vs looping gifs are identical size. It's just that a single bit in the gif tells it to be viewed as non looping or as looping.
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: 12/29/2007
Posts: 47
I found a strange wall trick. But it takes time to run, it will probably not be used in TAS. http://dehacked.2y.net/microstorage.php/info/932988198/Legend_of_Zelda%2C_The_%28U%29_%28PRG0%29walltrick.fm2
Joined: 12/29/2007
Posts: 47
Heavy glich successful in recording! Items and Triforce to increase. Use ROM is Zelda no Densetsu - The Hyrule Fantasy (Japan) (v1.1). http://dehacked.2y.net/microstorage.php/info/1722127244/Zelda%20no%20Densetsu%20-%20The%20Hyrule%20Fantasy%20%28Japan%29%20%28v1.1%29.fm2 Put out all of Ghini, only blow the whistle at the entrance of LV6.
Editor, Expert player (2329)
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Posts: 3933
Location: Germany
Wow! Does this work on the English version? I'm playing around with it to see if I can find something interesting.
Joined: 12/29/2007
Posts: 47
Perhaps this would be a glitch of only Japanese version.
Editor, Expert player (2329)
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Posts: 3933
Location: Germany
I noticed you have access to glitched items with which you can execute more random code. I briefly tested some and here is a short list about them: So I'm not so familiar with how the game is programmed but I would image it like this: Each item is a pointer to a certain part in ROM. Out of bounds items would jump to random (but sequential) parts of ROM, and execute code there. Potential for jump to the end looks very good. I give this 3 days at most until credits glitch is found. (This does bring back memories from when you found something in Super Mario Bros 3. Huh.)
Editor, Expert player (2329)
Joined: 5/15/2007
Posts: 3933
Location: Germany
The initial glitch can be altered by changing the input before the "> A B" frame. That gives me a different inventory: (achieved with this input: F14483 < F14484 < F14485 < F14486 < F14487 > F14488 A B )
Editor, Skilled player (1536)
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Also playing around with it. Ending music plays, but not the credits. And many other funny crashes happen.
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Synahel
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Can't wait to see this exploited :O
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I've been looking at this a little bit. Basically, what happens is: You blow the whistle which wants to create actor $5E. There are no blank spots and the index underflows and starts trying to write it into the state for the ghosts. The ghost is in state 0 during the acceleration period after being stopped. Blowing the whistle at this time makes the ghost state $5E, which causes the ghost AI to jump to $0602. From $0602, it executes some instructions based on the note in the music (I think), and tends to hit a JMP $0000 instruction (after some side effects). At $0000, there are a bunch of mostly fixed values (i.e. fixed instructions). It executes a couple of instructions based on Link's X, Y. Then it moves into a chaotic section that I don't know how to manipulate yet and in the movie, jumps to $EC6E and from there, back into the normal game play without any side effects other than the game being totally screwed up.