Difference between revisions of "Fake Flippers"

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(Technical explanation)
 
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{{#ev:youtube|D6zkcrc9PwM|560}}
 
{{#ev:youtube|D6zkcrc9PwM|560}}
  
== Works on ==
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== Fake Flippers ==
  
Exclusive to version [[JP 1.0]] only.
+
Exclusive to version [[JP 1.0]] only. That allows Link to swim without Flippers. Moving onto land will cause Link to jump out of the water and end Fake Flippers.
  
== How to perform it ==
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While performing this glitch, getting hit triggers the game to check if you have flippers, and try to place you out of the water where you last jumped in.  If you entered from a different screen, this will cause an infinite scroll soft-lock.  This has been changed in ALttPR and causes instant death.
  
The glitch is performed by lining up Link exactly one pixel from a screen transition, jumping straight into the water, and then immediately transitioning the frame after you hit the water.
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There are three main categories on performing Fake Flippers.
  
One thing to watch out for when doing this glitch is getting hit in the water will trigger the game to check if you have flippers, then try to place you out of the water exactly where you last jumped in.  If you entered from a different screen, this will cause an infinite scroll soft-lock.
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=== Screen Transition ===
  
== Technical explanation ==
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Align yourself to the edge of a screen transition then jump into water while holding the direction into the transition. This will scroll the screen before Link can be booted out of the water giving him a swimming state.
The game allows Link to move for 8 frames in the water before it sends him out for not having flippers. In later versions of the game, this instruction exists in Bank 07:
 
<pre lang="assembly">LDA.b #$02 : STA $5D</pre>
 
  
This sets Link to the recoil state, the same state he's in when taking damage from an enemy. When in this state, Link cannot move. Since this instruction is not present in JP1.0, Link ''can'' move. It also just so happens that 8 frames is exactly how long you need to build up enough speed to start moving right. This means that despite the glitch technically having a larger window, the actual abuse of it is frame perfect. When moving west, the faster speed gain in this direction gives 1 more frame of leniency.
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{| class="wikitable" style="text-align: center;"
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! Lake Lylia !! Qirn Jump !! Hobo !! Swamp
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|-
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| [[Image:FakeFlipper_South.gif]] || [[Image:QirnJump.gif]] || [[Image:HoboJump.gif]] || [[Image:SwampJump.gif]]
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|}
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 +
==== Technical explanation ====
 +
The game allows Link to move for 8 frames in the water before it sends him out for not having flippers. In later versions of the game, the flippers are checked for every frame, and without them, Link cannot move. Since this code is not present in JP1.0, Link ''can'' move. It also just so happens that 8 frames is exactly how long you need to build up enough speed to start moving right. This means that despite the glitch technically having a larger window, the actual abuse of it is frame perfect. When moving west, the faster speed gain in this direction gives 1 more frame of leniency.
 +
 
 +
=== Fairy Revival ===
 +
With a fairy in a bottle, jump into deep water and take a death (typically using a held bomb).  The fairy will revive Link and put him into a swimming state.
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 +
{| class="wikitable" style="tet-align: center;"
 +
! Fairy Revival
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|-
 +
| [[Image:FakeFlipper_FairyRevival.gif]]
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|}
 +
 
 +
=== Splashless ===
 +
 
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This method prevents the splash effect from occurring when Link jumps into water by filling up all available ancilla slots. The splash effect starts the game's routine to boot Link out of the water, so if the splash never spawns the game will never try to kick Link out giving a fake flipper state.
 +
 
 +
The following table is a list of common setups to delete the splash ancilla to activate fake flippers.
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 +
{| class="wikitable"
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! style="text-align: center;" colspan="3"| Splashless Setups
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|-
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| Item Combinations || Notes || Example
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|-
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| [[Image:Item_Arrow.png]][[Image:Item_Arrow.png]][[Image:Item_Arrow.png]][[Image:Item_Bomb.png]][[Image:Item_Bomb.png]] || Shoot 3 arrows into wall, place two bombs, then jump in water || [[Image:SplashDelete_Arrow3Bomb2.gif]]
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|-
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| [[Image:Item_RedCane.png]][[Image:Item_Bomb.png]][[Image:Item_Bomb.png]][[Image:Item_RedBoom.png]] || Place block, place two bombs, throw boomerang then jump in water || [[Image:SplashDelete_CaneBomb2RedBoom.gif]][[Image:SplashDelete_CaneBomb2RedBoom_2.gif]]
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|-
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| [[Image:Item_Bomb.png]][[Image:Item_Bomb.png]][[Image:Item_RedBoom.png]][[Image:Item_RedBoomClink.png]] || Place 2 bombs, use boomerang and jump into water as the boomerang clinks against a wall || [[Image:SplashDelete_Bomb2RedBoomClink.gif]]
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|-
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| [[Image:Item_Arrow.png]][[Image:Item_Arrow.png]][[Image:Item_RedBoom.png]][[Image:Item_RedBoomClink.png]] || Place 2 arrows, use boomerang and jump into water as the boomerang clinks against a wall || [[Image:SplashDelete_Arrow2RedBoomClink.gif]]
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|-
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| [[Image:Item_Bomb.png]][[Image:Item_Bomb.png]][[Image:Item_RedCane.png]][[Image:Item_RedCaneExplode.png]] || Place two bombs, place block, then jump in water right after exploding block.<br/>One bomb can work depending on the number of active Somaria shots || [[Image:SplashDelete_Bomb2RedCaneExplode.gif]]
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|-
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| [[Image:Item_Bomb.png]][[Image:Item_Bomb.png]][[Image:Item_IceRod.png]][[Image:Item_IceRod.png]]|| Place two bombs, quickly shoot two ice rod shots, then jump in water || [[Image:SplashDelete_Bomb2IceRod2.gif]]
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|}
  
 
== Applications ==
 
== Applications ==
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The best use for this is to get to the whirlpools that can be used to quickly warp to a different location on the map.
 
The best use for this is to get to the whirlpools that can be used to quickly warp to a different location on the map.
  
==== Desert Palace to Death Mountain ====
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=== Desert Palace to Death Mountain ===
  
 
The most common application to use fake flippers is in the [[Any% (NMG, No S+Q)]] category when traveling from Desert Palace to Death Mountain.   
 
The most common application to use fake flippers is in the [[Any% (NMG, No S+Q)]] category when traveling from Desert Palace to Death Mountain.   
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Use the wall (green line) to line up Link perfectly with the bush, then once touching the bush, slash against it and hold {{B|B}} to hold your sword out. Use the sword slash to buffer a direction change to {{B|^>}} (blue line). This will line Link up perfectly (one pixel) from the edge of the screen.  [[Movement#Ledge Mechanics|Quick Hop]] into the water (orange line) and hold right while in the air to transition the screen.
 
Use the wall (green line) to line up Link perfectly with the bush, then once touching the bush, slash against it and hold {{B|B}} to hold your sword out. Use the sword slash to buffer a direction change to {{B|^>}} (blue line). This will line Link up perfectly (one pixel) from the edge of the screen.  [[Movement#Ledge Mechanics|Quick Hop]] into the water (orange line) and hold right while in the air to transition the screen.
 +
[[Category:Minor Glitches]]

Latest revision as of 14:40, 8 June 2020

Fake flippers demonstration.gif

Swim without having the flippers.

It can be combined with Walk on Water.

Fake Flippers

Exclusive to version JP 1.0 only. That allows Link to swim without Flippers. Moving onto land will cause Link to jump out of the water and end Fake Flippers.

While performing this glitch, getting hit triggers the game to check if you have flippers, and try to place you out of the water where you last jumped in. If you entered from a different screen, this will cause an infinite scroll soft-lock. This has been changed in ALttPR and causes instant death.

There are three main categories on performing Fake Flippers.

Screen Transition

Align yourself to the edge of a screen transition then jump into water while holding the direction into the transition. This will scroll the screen before Link can be booted out of the water giving him a swimming state.

Lake Lylia Qirn Jump Hobo Swamp
FakeFlipper South.gif QirnJump.gif HoboJump.gif File:SwampJump.gif

Technical explanation

The game allows Link to move for 8 frames in the water before it sends him out for not having flippers. In later versions of the game, the flippers are checked for every frame, and without them, Link cannot move. Since this code is not present in JP1.0, Link can move. It also just so happens that 8 frames is exactly how long you need to build up enough speed to start moving right. This means that despite the glitch technically having a larger window, the actual abuse of it is frame perfect. When moving west, the faster speed gain in this direction gives 1 more frame of leniency.

Fairy Revival

With a fairy in a bottle, jump into deep water and take a death (typically using a held bomb). The fairy will revive Link and put him into a swimming state.

Fairy Revival
FakeFlipper FairyRevival.gif

Splashless

This method prevents the splash effect from occurring when Link jumps into water by filling up all available ancilla slots. The splash effect starts the game's routine to boot Link out of the water, so if the splash never spawns the game will never try to kick Link out giving a fake flipper state.

The following table is a list of common setups to delete the splash ancilla to activate fake flippers.

Splashless Setups
Item Combinations Notes Example
Item Arrow.pngItem Arrow.pngItem Arrow.pngItem Bomb.pngItem Bomb.png Shoot 3 arrows into wall, place two bombs, then jump in water SplashDelete Arrow3Bomb2.gif
Item RedCane.pngItem Bomb.pngItem Bomb.pngItem RedBoom.png Place block, place two bombs, throw boomerang then jump in water SplashDelete CaneBomb2RedBoom.gifSplashDelete CaneBomb2RedBoom 2.gif
Item Bomb.pngItem Bomb.pngItem RedBoom.pngItem RedBoomClink.png Place 2 bombs, use boomerang and jump into water as the boomerang clinks against a wall SplashDelete Bomb2RedBoomClink.gif
Item Arrow.pngItem Arrow.pngItem RedBoom.pngItem RedBoomClink.png Place 2 arrows, use boomerang and jump into water as the boomerang clinks against a wall SplashDelete Arrow2RedBoomClink.gif
Item Bomb.pngItem Bomb.pngItem RedCane.pngItem RedCaneExplode.png Place two bombs, place block, then jump in water right after exploding block.
One bomb can work depending on the number of active Somaria shots
SplashDelete Bomb2RedCaneExplode.gif
Item Bomb.pngItem Bomb.pngItem IceRod.pngItem IceRod.png Place two bombs, quickly shoot two ice rod shots, then jump in water SplashDelete Bomb2IceRod2.gif

Applications

The best use for this is to get to the whirlpools that can be used to quickly warp to a different location on the map.

Desert Palace to Death Mountain

The most common application to use fake flippers is in the Any% (NMG, No S+Q) category when traveling from Desert Palace to Death Mountain.

Here is a picture demonstrating how to easily line up the glitch.

Fakeflips.png

Use the wall (green line) to line up Link perfectly with the bush, then once touching the bush, slash against it and hold B to hold your sword out. Use the sword slash to buffer a direction change to ^> (blue line). This will line Link up perfectly (one pixel) from the edge of the screen. Quick Hop into the water (orange line) and hold right while in the air to transition the screen.