Difference between revisions of "Yuzuhara's Bottle Adventure"

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'''Found by Yuzuhara, probably April 10 2014.'''
 
'''Found by Yuzuhara, probably April 10 2014.'''
  
This glitch work by corrupting the memory of the game, his first usage was to emulate the flute but you can do some other thing with it. This happend when you use a potion in a bottle in a screen transition or in a door
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This glitch works by corrupting the memory of the game. It is performed by using a potion in a bottle at the exact time Link is moving through a screen transition or a door.
  
You can perform this glitch by press a direction that enter the next screen and the Y button at the same time. You need to be at the last pixel before changing screen.
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This is usually done by getting as close to the transition as possible with the bottled potion equipped and then hitting the direction toward the transition and Y to drink the potion on the same frame. An exception to this is made with Suction Doors, where Link is unable to move in a little at a time. The usual technique for this is to Select Buffer Link's automatic movement until the last frame he's in the door, then drink the potion.
  
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== Overworld Fake Flute ==
  
== YBA for Flute ==
 
  
You can bring the flute menu if you use YBA in the overworld with a blue potion. The really useful part about it, it's you can use it in the dark world too and you land in the darkworld. That allow you to reach part of the game you aren't supposed without some item. Like you can reach death mountain (1) without the gloves or everyplace in the darkworld before beating agahnim.
 
  
  
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Screenwarp allow to reach place you can't with normal EG glitch, because you never enter the EG layer actually, so you have less issue to enter some room properly.
 
Screenwarp allow to reach place you can't with normal EG glitch, because you never enter the EG layer actually, so you have less issue to enter some room properly.
 
 
== YBA and Categories ==
 
 
Initialy YBA was use to bring the flute and skip the lightworld by traveling from dark world death mountain to Palace of Darkness. It was decided to no use it in the main category but allow it in [[Any% (No_OoB)]]. Bringing the flute menu with YBA isn't considered a Out of Bounds glitch.
 
 
[[Any% (No EG)]] doesn't allow screenwarp, even if screenwarp isn't considered as a EG glitch. It's arbitraty, but otherwise the run will not be interesting
 
  
 
== Technical Explanation ==
 
== Technical Explanation ==

Revision as of 21:47, 9 February 2017

Found by Yuzuhara, probably April 10 2014.

This glitch works by corrupting the memory of the game. It is performed by using a potion in a bottle at the exact time Link is moving through a screen transition or a door.

This is usually done by getting as close to the transition as possible with the bottled potion equipped and then hitting the direction toward the transition and Y to drink the potion on the same frame. An exception to this is made with Suction Doors, where Link is unable to move in a little at a time. The usual technique for this is to Select Buffer Link's automatic movement until the last frame he's in the door, then drink the potion.

Overworld Fake Flute

Screenwarp

You can do YBA in some door in the inside part of the game (Dungeons/cave/house) and that will make the game scroll to the room after the next one in the EG map (See Exploration Glitch). You can for example travel from Turtle's Rock to the room under moldom2 in Ganon's Tower.

Screenwarp allow to reach place you can't with normal EG glitch, because you never enter the EG layer actually, so you have less issue to enter some room properly.

Technical Explanation

<@acmlm> indoors is the same glitch but with different effects 
<@acmlm> (and using green or red as well) 
<@acmlm> both happen because of $0010-0011 (game mode) changing twice in conflicting ways 
<@acmlm> outdoors YBA is 09 00 (normal overworld mode) -> 0E 0A (blue potion) -> 0E 0B (scroll start leading to flute warp) 
<@acmlm> scroll start alone (intended effect) is 09 00 -> 09 01 
<@acmlm> later versions fixed it by setting $0011 to 01 instead of incrementing so you get 0E 01 (item menu) 
<@acmlm> in dungeons it's 07 00 -> 0E xx -> $0011 incrementing once or twice depending on the potion and door 
<@acmlm> red+1 and red+2 are fade effects, green+1 is blue, green+2 is flute warp (used for infinite rupees in any% YBA) 
<@acmlm> without the flute warp you just stay past the screen edge and fun things happen