User Files for The Legend of Zelda: Link's Awakening DX

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#638278871081244628 - link

link 2.bk2
In 03:20.33 (11965 frames), 3376 rerecords
86 downloads
Uploaded 8/17/2023 4:38 PM by OtakuTAS (see all 16)
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#638278003828105587 - Link's Awakening DX Movement To Library

link3.bk2
In 00:46.18 (2800 frames), 3355 rerecords
77 downloads
Uploaded 8/16/2023 4:33 PM by Bobmario511 (see all 10)
Sample movement to library. Missing bow-wow boost. Was done quickly w/o watching Link's x/y pos so can probably be improved more.

#638274724797749045 - Link's Awakening DX Any% ACE wip

LinksAwakening_Any%ACE-7451.bk2
In 02:04.75 (7451 frames), 8527 rerecords
80 downloads
Uploaded 8/12/2023 9:27 PM by Bobmario511 (see all 10)

#638270575743921578 - Added post-game scene to Submission #8500

ladx_ace_postgame_scene_fix.bk2
In 03:20.33 (11965 frames), 3391 rerecords
77 downloads
Uploaded 8/8/2023 2:12 AM by xxezrabxxx (see all 4)
OtakuTAS forgot to do the post-game dialogue from the Owl and Wind Fish after the wrong warp, so I added it.
Submission in question: Forum/Topics/24662

#57575908576609610 - Link'sAwakeningDX 100% draft

LADX_100%_Draft_1.bk2
In 1:04:27.40 (230990 frames), 18494 rerecords
672 downloads
Uploaded 8/28/2019 10:19 PM by TwistedTammer (see all 5)
No video this time, but I should be getting WIP videos out when I get working on the actual run.
Done in the same ruleset as the published run, "No wrong warp, superdash warp, out of bounds screens, or superswimming" No duplication of heart containers or seashells is allowed.
100% is All hearts, items, capacity upgrades, photographs, L-2 Sword, and a tunic upgrade. All dungeon keys and the magnifying lens is also required. Same collection rules as the RTA.
Use a USA 1.0 Rom with L+R enabled. GBC_Bios.bin works.
Basically 80% of my normal optimization standards, reaches the credits in a time of 1:04:27, I've got more ideas to push this time lower.
I found a new trick involving glitched Pegasus dashing, by using surfaces that slow you down(grass, stairs, and shallow water), and superdashing into the top of the screen, from 6 pixels below the border, you transition and are 3 pixels below the screen border, which allows you to clip a little lower and pass under walls, though only moves about 10 pixels with DLR dash to the left per second. I found 2 applications of this trick in this draft.

#56226432387362031 - Link's Awakening DX No warp glitch WIP 3

The Legend of Zelda, Links Awakening Any% No warp glitch.bk2
In 09:03.87 (32484 frames), 92455 rerecords
637 downloads
Uploaded 6/29/2019 3:44 AM by TwistedTammer (see all 5)
After I found out about clipless superjump(no application in speedruns) from an obscure router named Emularoz, the game was broken even more. Clipless superjumps allow for superjumps almost anywhere in dungeons, and using shield/sword during these jumps allows you to alter you fixed trajectory and clip into walls, although very precise. I also discovered a better bomb trigger method, just plant a bomb offscreen(up+down ect.) and plant another bomb 2 frames later. A new application of this is used to get powder from the witch hut, without acquiring the toadstool of course, instead of the Trendy game, saving 8 seconds overall. Because of these clipless jumps, my run will now skip every dungeon boss faster than they can be beaten.

#55020418136503477 - Link's Awakening DX No warp glitch USA 1.0 Wip 2

The Legend of Zelda, Links Awakening Any% No warp glitch.bk2
In 22:45.47 (81556 frames), 79748 rerecords
672 downloads
Uploaded 5/5/2019 8:13 PM by TwistedTammer (see all 5)
Numerous improvements over my last WIP, notably a new method of bombtriggering I found, used to skip past Tarin in the Mysterious woods. It requires lifting a bomb, then with precise timing place an up+down bomb and throw the bomb you're holding. I then leave the screen during the 1 frame window I can move, transitioning to the tail cave key screen instead of the troll screen. This saves 320 frames or so, skipping the longer text, but the "you're gonna be lost" text is unskippable. The Moblin still has to be killed because of sprite slot nonsense or something.
I save time by skipping the second set of bombs at the shop, thanks to skipping the 3 other Stalfos fights. Minor time save at the Trendy shop by using the npc to skip a sword slash animation. Better use of damage boosts on the way to Bottle Grotto, by jumping to keep the boost for longer, an oversight of mine. 1 menu saved in Bottle grotto, previously my arrow routing was going to be tighter, but by saving several arrows I can use the bow on the 2 Stalfos.
Face Shrine is particularly broken thanks to several superjumps. It's possible to superjump itemless, by facing away from the wall for 1 frame then jumping without using the d-pad, then pressing into the wall to reach a subpixel speed of 6, then push away. All the damage I took on the way to the Catfish Maw instrument was to get the fastest deathwarp to the entrance, most didn't contribute to movement boosts, but were still faster then waiting for the glitched tail to kill Link. Even with the 15 or so menus, costing 108 frames each, it was faster to complete Catfish Maw before Angler Cave by about 20 seconds. I tested completing Catfish Maw after Key Cavern, it definitely saves overworld time, but by beating that dungeon, an owl cutscene is introduced on the way to the shrines, wasting too much time, and I can't bomb trigger that one to be faster. After unlocking Angler Cave, I go through the underground cave, and clip out of bounds, saving having to go through Tal Tal Heights. The warp for Angler Cave doesn't exist before unlocking, so that made it impossible to skip the key. In Angler Cave, a superdash can be used to touch the loading zone beyond the fence, and transition, discovered by SwordlessLink. The bombs are necessary for future dungeons. I use a superjump and clink off of the peahat, and another superjump clink to get to the boss key. I found a way to clip into a wall that's 2 tiles apart from the wall you superjump out of. By itemless superjumping, you activate the leap on the right frame, clipping deep enough into the other wall when you land, then a special superdash with an unavoidable bonk to clip out of bounds. I feel bad about skipping the boss fight, but it doesn't break the rules, and the eagle fight was skipped in the previous TAS. We also skip the flipper, as it takes to long to acquire to save time with the limited amount of water to get past later on.
I really hope my awesomebomb trigger can be used to cause a bat stun to skip the last phase of the Nightmare fight, but I'll have plenty of bombs for that fight in case.

#54584716403849943 - The Legend of Zelda, Link's Awakening DX No warp glitch (USA 1.0)

The Legend of Zelda, Links Awakening DX Any% No warp glitch.bk2
In 16:54.86 (60615 frames), 67691 rerecords
686 downloads
Uploaded 4/16/2019 5:18 AM by TwistedTammer (see all 5)
Several new glitches and optimized strategies have been discovered since the previous TAS by Swordless Link and Tompa in 2010. Since this is a childhood favorite, I decided to make this my first TAS. Through the speedrunning and TAS communities, online glitch/strategy resources, and hundreds of hours of my own testing, routing, and fixing errors with Tasstudio, I have poured everything I know into this run. Being just a WIP, there may be changes.
"Definition of 'No warp Glitch.'" No wrong warping, glitching into Out-of-Bounds screens, <v> superdash warping, or superswimming. Wrong warping involves entering warps from unintended directions(doghouse). Depending on kill count, you'll be sent to a glitched map where rhyme and reason as to navigation, location of items and warps, or what you are even looking at are unfounded. I won't be glitching into Out-of-Bounds screens, but clipping through walls into screens you CAN get to is allowed, just as SL did. Sometimes the <v> superdash into the left side of the screen(as if to transition to the left) can send you 1 screen to the right, which is aberrant transitioning, and wasn't employed by SL either. Superswimming is when you superjump while swimming, and Link gets placed in a collision-less state where you can walk through walls. I decided against it, as it kills the spirit of the run for me, though I may use it in a glitched 100%.
New Glitches and Strategies: 'Superjump' Different from superdashjump, when you clip 3 pixels into a "cliff" tile, like the ones Link jumps off of on the way to the sword, you can jump towards the wall, then input using an item that makes you face away from the wall, and you get put into the leaping animation, without actually being on top of the cliff. This is used to clip through walls. If you "clink" off of a skull sprite or Dodongo snake, you get redirected away from it, such as in Key Cavern to skip the fight and 1 key. 'Bomb Trigger' By placing down a bomb, while facing up and moving vertically, just before a transition, a second bomb is placed during the transition and causes a cutscene to load, used in some owl cutscenes to save some time, on Tarin, the Eagle's Tower pillars, and on the windfish egg cutscene, provided that we have all of the instruments. 'Screen transition boost' Discovered by Bobmario511 I believe, you save 2-3 pixels if you clip into a wall as deep as possible, then push into the wall the frame before the vertical transition, and on the other side you get a boost. Sometimes it won't work, and I had to skip a corner boost in Tail Cave to keep the transition boost, or it wouldn't work. 'Shopkeeper text skip' Only on the first shopkeeper, if you are holding an item and have the cash to buy it, a S&Q menu counts as buying it, without the text box. 'Sprite overflow' Published by Tompa, the DX method of unloading sprites on the next screen. By TAS-only manipulating enough sprites from digging, stabbing bushes, placing powder/bombs/arrows, so long that there would be more than 16 sprites, the game prevents sprites from loading. Said sprites that are unloaded allow me to skip Bow-Wow, and unloading the walrus let's me skip Marin, he could be bomb-triggered, but it was slower because the cutscene ends with a softlock necessitating a death warp. 'Pit clipping' Pit, water, and lava tiles normally prevent you from transitioning, but by menuing(item menu for water) just before you fall in, the game considers you "standing" on solid ground for 1 frame, allowing you to transition, or jump off of water, after the menu is closed. 'Drop duplication' Hearts and rupees that appear from digging, stabbing bushes, or killing enemies, can be duped into 2 if you flick your shield the frame before it is acquired, as if Link and the shield pick it up. This also works with the sword, as a dupe a heart just before the Villa pit clip for further damage boosts.
This is my first TAS, of any game, so I'm always looking for errors I may have made or possible time saves, to go back and add with TASstudio. I probably don't know every little detail about LADX, so suggestions and tips, or even more optimized sections are welcome. I'm constantly comparing my progress to the old TAS on the VBA emulator, to tie or surpass some segments.

#37891353654869315 - Link's Awakening DX Any% ACE wip

LinksAwakening_Any%ACE.bk2
In 02:11.91 (7879 frames), 6599 rerecords
641 downloads
Uploaded 3/25/2017 10:19 AM by Bobmario511 (see all 10)
Almost complete run of the "ACE to credits" route for this game. I don't understand how activating the ACE works though so for now I'm stuck messing around with opening the chest.
I left getting the warp while messing around just to show its possible.

#33109931985169565 - Link's Awakening DX - LP inputs

Pokota.LADX.lp.bk2
In 4:12:28.42 (904777 frames), 41 rerecords
937 downloads
Uploaded 8/22/2016 2:20 AM by Pokota (see all 10)
OH MAN SOMETHING THAT'S NOT ACTUALLY A TAS