Joined: 8/18/2009
Posts: 47
Hey there, I haven't been following the LADX scene in a long while so I'm posting this just in case it's not known. I've been playing around in the glichworld and stumbled on this weird behavior (at 0:40). Link to video Most of the times it crashes the game, and very rarely does this...
Tompa
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There are many many different effects and glitches you can get in the doghouse. I haven't researched much at all with it, but in general things are still not figured out. That specific effect, I have seen before actually. No idea what's actually going on though :D.
d-feather
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I pulled that off one time while I was experimenting with the doghouse glitch. At one point during that time, I also managed to make the game reset and run in GB mode.
:shrug: I'm more active on Twitter nowadays: @HunterCoates5
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Pokota
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How do the Knight/Chess Pieces in Face Shrine work, mechanically? Are they RNG Only, can they only be manipulated reliably in TAS, or is there some way to manipulate them realtime?
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Curious; based on advancements to RTA strategies, is there a TAS run category that would / could still use them?
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True wrote:
Curious; based on advancements to RTA strategies, is there a TAS run category that would / could still use them?
How do you mean?
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Tompa
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Yes, the "All dungeons" TAS is very outdated for this, and other, reasons. A new run would improve it by quite a lot. One of the problems, the same reason why I also quit TASing A Link to the Past, is a logical ruleset with defining what glitches that should be allowed or not... It's tricky.
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Tompa wrote:
Yes, the "All dungeons" TAS is very outdated for this, and other, reasons. A new run would improve it by quite a lot. One of the problems, the same reason why I also quit TASing A Link to the Past, is a logical ruleset with defining what glitches that should be allowed or not... It's tricky.
I think it should go with not using glitches that allows walking throught walls, closed doors, or simply getting to places you're not normally supposed to be able to go to. I think it would result in both entertaining and technically interesting, since it would allow to make direct comparisons with RTA runs. Also, no arbitrary code execution, game end glitch, memory corruption, SRAM glitch, or any other heavy game-breaking glitches possible.
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since it would allow to make direct comparisons with RTA runs.
i wonder about that, RTA runs nowadays use that "super jump" i think it´s called, to skip major parts of the dungeons where you´re originally not supposed to go (e.g. skip small keys etc.. ) still i´d love to see a new LA:zelda run :)
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SmartFrame wrote:
since it would allow to make direct comparisons with RTA runs.
i wonder about that, RTA runs nowadays use that "super jump" i think it´s called, to skip major parts of the dungeons where you´re originally not supposed to go (e.g. skip small keys etc.. )
Then skipping ditches should be allowed. You know, there is a SM64 run published that specifically don't uses the Backwards Long Jump glitch, so I think it should be ok to take an ad-hoc set of rules in order to create the most entertaining run possible. Also, with the current game knowledge it should be also possible to improve the current record of the "warp glitch" brach.
my personal page - my YouTube channel - my GitHub - my Discord: thunderaxe31 <Masterjun> if you look at the "NES" in a weird angle, it actually clearly says "GBA"
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http://tasvideos.org/userfiles/info/37891353654869315 Decided to try making a run using the warp to credits via ACE that has been done in real time: https://www.youtube.com/watch?v=4T50QAxepWo Everything is good until actually trying to open the chest and warp to the credits. On very rare chances while playing around I can manage it, but if I go to the chest in an optimal path I can never get the warp to trigger unless I wait countless frames. I was wondering if someone with more technical experience would be willing to look at this, as behind the scenes I haven't a clue whats happening. Here is the best documentation I can find regarding the glitch (for the GB version): http://hogehoge61.web.fc2.com/TAS/LA_ACE.html
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http://spiraster.x10host.com/LADXWiki/index.php/LADX_Any_Percent So apparently, Gambatte is banned in any% runs because it doesn't accurately replicate the effects of the ACE glitch. It seems the only emulator that does is BGB. Current WR: https://www.youtube.com/watch?v=qNBRQNkhkXg
Here, my YouTube channel: http://www.youtube.com/user/dekutony
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Looks like there has been some amazing work done for a "no warps" run: https://www.youtube.com/watch?v=haPlJVlppH4 https://www.youtube.com/watch?v=Lkbmixj1mf4 And this would speed up the final boss battle in a number of categories: https://www.youtube.com/watch?v=8a2ZPBJfXN0
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dekutony wrote:
http://spiraster.x10host.com/LADXWiki/index.php/LADX_Any_Percent So apparently, Gambatte is banned in any% runs because it doesn't accurately replicate the effects of the ACE glitch. It seems the only emulator that does is BGB. Current WR: https://www.youtube.com/watch?v=qNBRQNkhkXg
This is kinda old, but does anyone know if Gamebatte works with this glitch now? The Pokemon runs uses it, and they seem console playable.
Acumenium
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Tompa wrote:
Yes, the "All dungeons" TAS is very outdated for this, and other, reasons. A new run would improve it by quite a lot. One of the problems, the same reason why I also quit TASing A Link to the Past, is a logical ruleset with defining what glitches that should be allowed or not... It's tricky.
I think the RTA category of "no wrong warp" works here as that rules out the pseudo-Doghouse (behind a cave entrance/etc.) used in the current, largely redundant "all dungeons" run. Similarly, ALTTP has people discussing how much they're allowed to use exploration glitches and glitches with the same function but a different name ("bottle adventure") instead of just... not. --- I have a question. Can you "shield boost" in LA past a one tile pit? I know you can damage boost past them, like so: https://i.imgur.com/WuNtMeZ.gif But what about via the shield? Or does that not propel you enough?
Pokota
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Strange and silly question, but I just combed the thread looking for info on how the Wind Fish's Egg behaves before and after you read the book with the lens and came up with... unclear information. What, exactly, does the game do with the Wind Fish's Egg?
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as far as i know there are 4 pattern where one is chosen once you look at the book with the lens. if you however don't do that there's a standard pattern which is always the same: ← ← ↑ → → ↑ ← ↑ if somebody knows more please enlighten me
2-do: Smurfs Nightmare, The (EU) GBC 10% fin : Mega Man: Dr. Wily's Revenge improvement: submitted Mega Man II Improvement: submitted Mega Man IV Improvement: submitted Mega Man V Improvement: submitted future plan: -n-