http://wiki.bindingforce.net/api.php?action=feedcontributions&user=Megmactv&feedformat=atomBindingForce Wiki - User contributions [en]2024-03-28T20:07:20ZUser contributionsMediaWiki 1.33.1http://wiki.bindingforce.net/index.php?title=Bagu_Walk_(Jump_Cave_to_Bagu)&diff=350Bagu Walk (Jump Cave to Bagu)2022-10-12T06:38:13Z<p>Megmactv: Created page with "=== Videos === * [https://www.youtube.com/watch?v=dUJA_amALLo?t=1183 simpoldood's walk guide (timestamped)]"</p>
<hr />
<div>=== Videos ===<br />
* [https://www.youtube.com/watch?v=dUJA_amALLo?t=1183 simpoldood's walk guide (timestamped)]</div>Megmactvhttp://wiki.bindingforce.net/index.php?title=Trophy_Cave_Walk_(Post_Palace_1)&diff=349Trophy Cave Walk (Post Palace 1)2022-10-12T06:37:52Z<p>Megmactv: </p>
<hr />
<div>=== Notes ===<br />
This walk is most commonly used in the [[100% All Keys, 1CC]], [[100% All Keys, Attack-1 Deathless]], and [[100% All Keys, 1CC (FDS)]] categories when using a route that gets the Trophy after Palace 1. However, it can be used anytime when going from Palace 1 to Jump Cave without using Up+A.<br />
<br />
=== Walk Diagram ===<br />
[[File:TrophyCaveWalk_PostPalace1.png]]<br />
<br />
=== Walk Description ===<br />
* '''0''' - Walk down 1 tile and then Left directly to the path. Follow the path to either '''1''' or '''a'''. ''Important note: Don’t stop moving right While traversing the Parapa connector cave, any delays increase your chance of a random walk from the spawns.''<br />
* '''1''' - Enemies will spawn here and home in on Link. Walk up and Left and make your way to '''2''' avoiding the encounters<br />
* '''a''' - Alternative tile to '''1'''. Enemies will spawn here and home in on Link. Walk up and left and make your way to '''2''' avoiding the encounters.<br />
* '''2''' - Trophy Cave entrance<br />
* '''Common ways for this to fail'''<br />
** Fairy spawns<br />
** Missed or incorrect d-pad inputs<br />
** Random walks usually due to delays in the parapa connector cave<br />
<br />
=== Videos ===<br />
* [https://www.youtube.com/watch?v=dUJA_amALLo?t=688 simpoldood's walk guide (timestamped)]</div>Megmactvhttp://wiki.bindingforce.net/index.php?title=Overworld_Walks&diff=348Overworld Walks2022-10-12T06:37:22Z<p>Megmactv: </p>
<hr />
<div>=== Disclaimer ===<br />
This is Zelda II and as such, basically none of these walks and manipulations are going to work 100% of the time. Reasons for a particular walk failing may include: fairy spawns, random walks, input mistakes, weird framerule spawn shenanigans, and more not mentioned here.<br />
<br />
=== Overworld Spawn Patterns ===<br />
<br />
[needs filling in with text]<br />
<br />
CF207's video about RNG and overworld spawns: https://www.twitch.tv/videos/370452496<br />
<br />
=== List of Walks ===<br />
* [[Parapa Cave Walk (Early Shield)]]<br />
* [[Bubble Skip]]<br />
* [[Reverse Bubble Skip]]<br />
* [[Trophy Cave Walk (Post Palace 1)]]<br />
* [[Bagu Walk (Jump Cave to Bagu)]]<br />
* [[Boulder Dash]]<br />
* [[Late Shield Tomb Walk]]<br />
* [[Dazzle Walk - From the Maze to Darunia]]<br />
* [[Riverdance (Early Fire)]]<br />
* [[River Skip (Late Fire)]]<br />
* [[River Skip (Cave Duck)]]<br />
* Needs to be added to....<br />
<br />
----<br />
<br />
[https://docs.google.com/document/d/1gJMWUFYImDcxF0Byopbuvp96cVI6kSwE3LnNOUJgW54/edit?usp=sharing Incomplete Walk Guide for 100% All Keys](to be converted to wiki pages)</div>Megmactvhttp://wiki.bindingforce.net/index.php?title=Trophy_Cave_Walk_(Post_Palace_1)&diff=347Trophy Cave Walk (Post Palace 1)2022-10-12T06:36:48Z<p>Megmactv: </p>
<hr />
<div>=== Notes ===<br />
This walk is most commonly used in the [[100% All Keys, 1CC]], [[100% All Keys, Attack-1 Deathless]], and [[100% All Keys, 1CC (FDS)]] categories when using a route that gets the Trophy after Palace 1. However, it can be used anytime when going from Palace 1 to Jump Cave without using Up+A.<br />
<br />
=== Walk Diagram ===<br />
[[File:TrophyCaveWalk_PostPalace1.png]]<br />
<br />
=== Walk Description ===<br />
* '''0''' - Walk down 1 tile and then Left directly to the path. Follow the path to either '''1''' or '''a'''. ''Important note: Don’t stop moving right While traversing the Parapa connector cave, any delays increase your chance of a random walk from the spawns.''<br />
* '''1''' - Enemies will spawn here and home in on Link. Walk up and Left and make your way to '''2''' avoiding the encounters<br />
* '''a''' - Alternative tile to '''1'''. Enemies will spawn here and home in on Link. Walk up and left and make your way to '''2''' avoiding the encounters.<br />
* '''2''' - Trophy Cave entrance<br />
* '''Common ways for this to fail'''<br />
** Fairy spawns<br />
** Missed or incorrect d-pad inputs<br />
** Random walks usually due to delays in the parapa connector cave<br />
<br />
* [https://www.youtube.com/watch?v=dUJA_amALLo?t=688 simpoldood's walk guide (timestamped)]</div>Megmactvhttp://wiki.bindingforce.net/index.php?title=Bubble_Skip&diff=346Bubble Skip2022-10-12T06:36:13Z<p>Megmactv: Created page with "=== Videos === * [https://www.youtube.com/watch?v=dUJA_amALLo?t=205 simpoldood's walk guide (timestamped)]"</p>
<hr />
<div>=== Videos ===<br />
* [https://www.youtube.com/watch?v=dUJA_amALLo?t=205 simpoldood's walk guide (timestamped)]</div>Megmactvhttp://wiki.bindingforce.net/index.php?title=Parapa_Cave_Walk_(Early_Shield)&diff=345Parapa Cave Walk (Early Shield)2022-10-12T06:35:40Z<p>Megmactv: </p>
<hr />
<div>=== Notes ===<br />
This walk is most commonly used in the [[100% All Keys, 1CC]], [[100% All Keys, Attack-1 Deathless]], and [[100% All Keys, 1CC (FDS)]] categories when using a route that gets the Shield spell before Palace 1. However, it can be used anytime when going from Rauru Town to Palace 1.<br />
<br />
=== Walk Diagram ===<br />
[[File:ParapaCaveWalk_EarlyShield.png]]<br />
=== Walk Description ===<br />
* '''0''' - Leave Rauru after getting Shield spell, walk directlly to '''1'''<br />
* '''1''' - Wait here for the encounters to spawn and start to home in on Link, then walk north to '''🡒'''<br />
* '''🡒''' - Walk right from here and make your way to '''2''', you should avoid the encounters<br />
* '''2''' - Parapa Cave entrance<br />
* '''Common ways for this to fail'''<br />
** Not waiting long enough at '''1'''<br />
** Fairy spawn<br />
** Taking too long exiting the last screen of Rauru and getting random walks<br />
<br />
=== Videos ===<br />
* [https://www.youtube.com/watch?v=dUJA_amALLo?t=205 simpoldood's walk guide (timestamped)]</div>Megmactvhttp://wiki.bindingforce.net/index.php?title=Music_Engine_Description&diff=339Music Engine Description2022-03-29T21:50:00Z<p>Megmactv: /* Title Music Engine */</p>
<hr />
<div>There are two separate music engines in Zelda 2. Both are in bank 6 (along<br />
with the song data). The music engine for the title screen resides at<br />
<code>$8000</code> and the engine for the rest of the game is at<br />
<code>$9000</code>. Each of these engines is called once per frame during the<br />
appropriate part of the game.<br />
<br />
Changes to the music engine should be very easy to make, as there is an<br />
abundance of free space in bank 6.<br />
<br />
== Title Music Engine ==<br />
<br />
'''TODO''' properly format the following by bgt (original at https://eab.xyz/W2zplGD) and dontbagume (on discord).<br />
<br />
# Title Music Engine<br />
<br />
The title music engine is different from the engine that plays music<br />
during the rest of the game. In particular, it has a wider range of<br />
notes that can be represented. If you want to look into the actual<br />
code, the title screen music engine main loop is at `$8000` (vesus<br />
`$9000` for the game music loop).<br />
<br />
The metadata for the songs is all the same as in the other areas,<br />
although the title music is actually broken up into several songs<br />
itself. These song boundaries control the timing of the title scroll.<br />
<br />
The following songs exist in the title song table:<br />
<br />
1. Intro<br />
2. Start<br />
3. Build up<br />
4. Main<br />
5. Breakdown<br />
<br />
The start of song 2 triggers the title to scroll into view. The start<br />
of song 4 triggers a countdown until the story scroll begins. After<br />
song 5 finishes, the engine loops back to song 2.<br />
<br />
Within the note data, a special format is used. Rather than encoding<br />
the duration and pitch together in a single byte, the title music has<br />
"pitch" bytes and "duration" bytes. Any byte with the highest bit set<br />
(i.e. anything >= `$80`) is interpretted as a duration change, which<br />
sets the duration of all future notes. Anything else is a pitch value<br />
which indicates a note of the current duration should be played. The<br />
duration values appear to key into an lookup table, but I am not sure<br />
where it is. My notes have the following durations for the table:<br />
<br />
* `$80` - 6 ticks (sixteenth note)<br />
* `$82` - 12 ticks (eighth note)<br />
* `$83` - 24 ticks (quarter note)<br />
* `$84` - 36 ticks (dotted quarter note)<br />
* `$85` - 48 ticks (half note)<br />
* `$86` - 96 ticks (whole note)<br />
* `$8A` - 60 ticks<br />
<br />
The pitch values are much more straightforward. As far as I can tell,<br />
`$4C` is A4 and every semitone away from that adds or subtracts 2 from<br />
the value. Thus, C5 (three semitones above A4) is `$52`. The value<br />
`$02` represents a rest.<br />
<br />
By way of an example, let's look at the main section of the vanilla<br />
title music. The title metadata starts at bank 6 `$84DA`:<br />
<br />
08 11 14 16 19 1E 1E 1E<br />
^ Main section<br />
<br />
The main section is the fourth song, starting at `$84DA + $16 = $84F0`:<br />
<br />
3F 3F 00<br />
<br />
This means there is a single phrase for the main section, which is<br />
repeated twice. The phrase data is at `$84DA + $3F = $8519`.<br />
<br />
00 3D 86 3A 1A 5F<br />
<br />
From this, we see the melody note data is located at `$863D`:<br />
<br />
83 Quarter notes<br />
02 Rest<br />
48 Ab4<br />
82 Eighth note<br />
46 G4<br />
83 Quarter notes<br />
3E Eb4<br />
34 Bb3<br />
84 Dotted quarter notes<br />
2E G3<br />
83 Quarter notes<br />
30 Ab3<br />
34 Bb3<br />
3A Db4<br />
38 C4<br />
34 Bb3<br />
30 Ab3<br />
82 Eighth notes<br />
34 Bb3<br />
83 Quarter notes<br />
30 Ab3<br />
85 Half notes<br />
2E G3<br />
82 Quarter notes<br />
02 Rest<br />
00 End of Data<br />
<br />
dontbagume additions:<br />
<br />
DURATION<br />
* `$80` - 6 ticks sixteenth note<br />
* `$81` - 9 ticks dotted eighth note<br />
* `$82` - 12 ticks eighth note<br />
* `$83` - 24 ticks quarter note<br />
* `$84` - 36 ticks dotted quarter note<br />
* `$85` - 48 ticks half note<br />
* `$86` - 72 ticks dotted half note<br />
* `$87` - 96 ticks whole note<br />
* `$88` - 8 ticks eighth triplets<br />
* `$89` - 7 ticks poor man's swung 16th (long)<br />
* `$8A` - 60 ticks half + eighth<br />
* `$8B` - 192 ticks two whole notes<br />
* `$8F` - 5 ticks poor man's swung 16th (short)<br />
<br />
PITCH<br />
-1- -2- -3- -4- -5-<br />
A : $04 $1C $34 $4C $64<br />
Bb : $06 $1E $36 $4E $66<br />
B : $08 $20 $38 $50 $68<br />
C : $0A $22 $3A $52 $6A<br />
C# : $0C $24 $3C $54 $6C<br />
D : $0E $26 $3E $56 $6E<br />
Eb : $10 $28 $40 $58 $70<br />
E : $12 $2A $42 $5A $72<br />
F : $14 $2C $44 $5C $74<br />
F# : $16 $2E $46 $5E $76<br />
G : $18 $30 $48 $60 $78<br />
G# : $1A $32 $4A $62 $7A<br />
<br />
== Main Music Engine ==<br />
<br />
=== Data Tables ===<br />
<br />
There are several data tables used by the music engine.<br />
<br />
==== Pulse Envelope ====<br />
<br />
This table is used to set the volume of the pulse channels over time. The index<br />
used starts at a certain value and decrements, so the table is in reverse order.<br />
The index is halved before use, so each value lasts two frames.<br />
<br />
{| class="wikitable"<br />
|+ Pulse Envelope <code>$9135</code><br />
|90||91||91||91||92||92||92||92<br />
|-<br />
|93||93||94||94||94||95||95||95<br />
|-<br />
|96||96||96||97||97||97||98||98<br />
|}<br />
<br />
==== Duration LUT ====<br />
<br />
This table is used to determine the duration of a note. The note data is stored<br />
with 5 bits of pitch information and 3 bits of duration, as such:<br />
<br />
D1 D0 P4 P3 P2 P1 P0 D2<br />
<br />
The Get Note Duration routine shifts things around to get the D bits into the<br />
three least significant bits and masks it before use. This value is then added<br />
to the tempo value in <code>$E5</code> which is always a multiple of 8 to index<br />
into the following table:<br />
<br />
{| class="wikitable"<br />
|+Duration LUT <code>$914D</code><br />
|'''00'''||04||0C||08||10||18||20||05||06<br />
|-<br />
|'''08'''||04||0F||09||12||1B||24||06||06<br />
|-<br />
|'''10'''||05||0F||0A||14||1E||28||07||06<br />
|-<br />
|'''18'''||06||12||0C||18||24||30||08||10<br />
|-<br />
|'''20'''||07||15||0E||1C||2A||38||13||12<br />
|-<br />
|'''28'''||07||15||0E||1C||2A||38||XX||XX<br />
|}<br />
<br />
The last two values in each row seem a bit strange, as they are not nice<br />
multiples of the first entry which is usually thought of as the length of an<br />
eighth note. The last row has garbage values in those positions as that is the<br />
start of another data table, so they are not even listed here.<br />
<br />
'''TODO''' Check what values are used in vanilla.<br />
<br />
==== Pitch LUT ====<br />
<br />
This table is used to detemine the pitch of a note. The note data is stored as<br />
described above, and the fact that the least significant bit is masked out is<br />
advantageous since the pulse channels can use 11 bits of timer data, so each<br />
entry in this table is actually two bytes wide.<br />
<br />
Rather than show the raw bytes here, it's more useful to show the rough note<br />
that those values represent. If the raw values are interesting to you, check<br />
the ROM for them. It's worth noting that some of the higher notes are several<br />
cents off from the listed note.<br />
<br />
{| class="wikitable"<br />
|+Pitch LUT <code>$918F</code><br />
| || 00|| 02|| 04|| 06|| 08|| 0a|| 0c|| 0e<br />
|-<br />
|00|| C3||---|| E3|| G3||G#3|| A3||A#3|| B3<br />
|-<br />
|10|| C4||C#4|| D4||D#4|| E4|| F4||F#4|| G4<br />
|-<br />
|20||G#4|| A4||A#4|| B4|| C5||C#5|| D5||D#5<br />
|-<br />
|30|| E5|| F5||F#5|| G5|| A5||A#5|| B5||C#3<br />
|-<br />
|40|| D3||D#3|| F3||F#3||G#5|| C6||C#6|| D6<br />
|-<br />
|50||D#6|| E6|| F6||F#6|| G6||G#6|| A6||A#6<br />
|-<br />
|60|| B6|| C7||C#7|| D7||D#7|| E7|| F7||F#7<br />
|-<br />
|70|| G7||G#7|| A7||A#7|| B7|| C8<br />
|}<br />
<br />
Value <code>$02</code> represents a rest.<br />
<br />
Note that although the table goes through <code>$7A</code> values above<br />
<code>$3E</code> aren't usable due to the 5 bit limit for pitch data in<br />
the song data. However, the sound effects routines make use of these<br />
extra notes. For example, the sword beam effect alternates between<br />
playing C7 and F6.<br />
<br />
==== Noise Samples ====<br />
<br />
Several sound effects use the same routine to load "samples" for the noise<br />
channel to play. These values have the noise volume in the high nybble and the<br />
noise period in the low nybble.<br />
<br />
$90E8 - Sword slash<br />
$9123 - Enemy hurt<br />
$912C - Crumble block<br />
<br />
=== Variables ===<br />
<br />
This is just a dump of RAM addresses used by the music engine and a short<br />
description of what they are.<br />
<br />
$00E0 - Current phrase note data address (low byte)<br />
$00E1 - Current phrase note data address (high byte)<br />
$00E2 - Song offset, converted from song id to be an index instead of a bit field<br />
$00E3 - Current phrase index<br />
$00E4 - Drums loop start<br />
$00E5 - Tempo<br />
$00E6 - Pulse 1 low bits (used for vibrato effect)<br />
$00E7 - Pulse 2 low bits (used for vibrato effect)<br />
$00E8 - Pitch storage, temporary<br />
$00E9 - Play sound effect<br />
$00EA - Disable music<br />
$00EB - Request new song<br />
$00EC - Play sound effect<br />
$00ED - Play sound effect<br />
$00EE - Play sound effect<br />
$00EF - Play sound effect<br />
<br />
$0707 - Current world<br />
$075F - Queued song, loaded after screen transitions<br />
$07DA - Ganon Laugh sample<br />
$07DB - Song to resume after fanfare<br />
$07DF - ??? Likely sound effect flag for pulse 1 channel override<br />
<br />
$07E0 - ??? Likely sound effect flag for noise channel<br />
$07E2 - Pulse 2 envelope index<br />
$07E3 - Pulse 1 envelope index<br />
$07E4 - Drums current note duration<br />
$07E5 - Bass current note duration<br />
$07E6 - Harmony current note duration<br />
$07E7 - Melody current note duration<br />
$07E8 - Drums next note index<br />
$07E9 - Bass next note index<br />
$07EA - Harmony next note index<br />
$07EB - Melody next note index<br />
<br />
$07EC - Ganon Laugh counter<br />
$07ED - Sound FX counter (E9)<br />
$07EE - Sound FX counter (E9)<br />
$07F5 - Sound FX counter (ED)<br />
<br />
$07FA - Current SFX (E9)<br />
$07FB - Current song<br />
$07FD - Current SFX (ED)<br />
$07FE - ??? Likely sound effect flag for pulse 2 channel override<br />
$07FF - Current SFX (EF)<br />
<br />
=== Routines ===<br />
<br />
This is a non-exhaustive list of the routines in bank 6 involving the playing of<br />
music and sound effects. Each routine also lists its address so you can search<br />
in a disassembly for the actual code for that routine if these descriptions<br />
aren't clear.<br />
<br />
==== Main Music Loop <code>$9000</code> ====<br />
<br />
Checks that the music disable flag is off, then runs several SFX routines.<br />
After the SFX routines, the main music routine runs. After all this, various<br />
music related memory locations are cleared.<br />
<br />
==== Configure Pulse1 Channel <code>$9031</code> ====<br />
<br />
Takes registers x and y and configures the APU registers <code>$4000</code> and <code>$4001</code><br />
respectively.<br />
<br />
==== Configure Pulse2 Channel <code>$9038</code> ====<br />
<br />
Takes registers x and y and configures the APU registers <code>$4004</code> and <code>$4005</code><br />
respectively.<br />
<br />
==== Play Note Pulse1 <code>$9042</code> ====<br />
<br />
Takes a pitch index in register a and plays the note on the pulse 1 channel.<br />
<br />
==== Play Note <code>$9044</code> ====<br />
<br />
Called by the various play note routines. Takes a pitch index in register a and<br />
uses register x as a channel selector. For the pulse channels, this routine<br />
also saves the lower 8 bits of the APU timer register to <code>$E6</code> or <code>$E7</code> which<br />
are used for a vibrato effect.<br />
<br />
==== Play Note Pulse2 <code>$9067</code> ====<br />
<br />
Takes a pitch index in register a and plays the note on the pulse 2 channel.<br />
<br />
==== Play Note Triangle <code>$906B</code> ====<br />
<br />
Takes a pitch index in register a and plays the note on the triangle channel.<br />
<br />
==== Get Note Duration <code>$906F</code> ====<br />
<br />
Takes note data in register a and looks up the duration. The original note<br />
data is saved in register x and the result of the duration lookup is put in<br />
register a. The duration lookup is offset by the tempo stored in <code>$E5</code>.<br />
<br />
==== Vibrato Pulse1 <code>$9089</code> ====<br />
<br />
Applies a vibrato effect on the pulse 1 channel. Takes the duration of the note<br />
left in register a and the APU timer low bits in register y.<br />
<br />
==== Vibrato Pulse2 <code>$9097</code> ====<br />
<br />
Applies a vibrato effect on the pulse 2 channel. Takes the duration of the note<br />
left in register a and the APU timer low bits in register y.<br />
<br />
==== Vibrato <code>$909E</code> ====<br />
<br />
Takes the duration of the note remaining in register a, the low bits of the APU<br />
timer in register y, and the channel to use in register x. This is called by<br />
the other vibrato routines after setting x appropriately.<br />
<br />
Uses the <code>$04</code> bit of the duration to either add or subtract 2 from the low<br />
timer bits. Only the low bits are used because writing to the high bits resets<br />
the phase of the channel which can cause clicks. None of the notes from the<br />
pitch LUT are close enough to the boundary for the change to require the high<br />
bits to change anyway, so this works out fine.<br />
<br />
==== Play E9 SFX <code>$920B</code> ====<br />
<br />
Plays the sound effect requested in <code>$E9</code>.<br />
<br />
'''TODO''' document further.<br />
<br />
==== Play EF SFX <code>$92F4</code> ====<br />
<br />
Plays the sound effect requested in <code>$EF</code>.<br />
<br />
'''TODO''' document further.<br />
<br />
==== Play EE SFX <code>$9408</code> ====<br />
<br />
Plays the sound effect requested in <code>$EE</code>.<br />
<br />
'''TODO''' document further.<br />
<br />
==== Play Noise <code>$959D</code> ====<br />
<br />
Configures the APU noise registers to make a noise burst. Takes configuration<br />
for registers <code>$400F</code>, <code>$400E</code>, and <code>$400C</code> in registers y, x, and a.<br />
<br />
==== Crumble Bridge SFX <code>$956C</code> ====<br />
<br />
Starts playing the sound effect for a crumble bridge crumbling. This uses both<br />
the noise and the triangle channels so it sets flags to disable the music on<br />
those channels. Continues with SFX Noise Decay.<br />
<br />
==== SFX Noise Decay <code>$9587</code> ====<br />
<br />
Counts down the timer in <code>$07F5</code> and turns off the noise when it reaches 0.<br />
Also clears the flag for the ED sound effect in <code>$07FD</code>.<br />
<br />
==== Play ED SFX <code>$95A7</code> ====<br />
<br />
Plays the sound effect request in <code>$ED</code> or continues the sound effect saved in<br />
<code>$07FD</code>. Existing sound effects which are higher than the current sound effect<br />
will be ignored. If the same sound effect is requested that is already playing,<br />
it will restart the sound effect except for <code>$80</code> which gives priority to<br />
continuing. When the sound is continued instead of newly played, the decay<br />
routine will be called instead.<br />
<br />
; <code>$02</code><br />
: Crumble Bridge<br />
; <code>$04</code> and <code>$10</code><br />
: Crumble Block / Enemy Hurt<br />
; <code>$20</code> and <code>$80</code><br />
: Sword Strike<br />
; <code>$40</code><br />
: Very short noise burst, probably unused. Doesn't store the effect, and doesn't have an associated decay.<br />
<br />
==== Crumble Block / Enemy Hurt SFX <code>$95E6</code> ====<br />
<br />
Starts playing the sound of a block breaking or an enemy getting hurt.<br />
<br />
==== Crumble Block / Enemy Hurt SFX Decay <code>$95EE</code> ====<br />
<br />
Looks up noise register values based on the timer and the sound effect value.<br />
Crumble Block samples are at <code>$912C</code> while Enemy Hurt is at <code>$9123</code>. Continues<br />
on to Play Noise Samples.<br />
<br />
==== Play Noise Samples <code>$9612</code> ====<br />
<br />
Takes a sample value in register a. The low four bits of this are used to set<br />
the noise period via APU register <code>$400E</code>. The high four bits are used to set<br />
the noise volume via APU register <code>$400C</code>.<br />
<br />
Continues on the SFX Noise Decay process.<br />
<br />
==== Sword Strike SFX <code>$9604</code> ====<br />
<br />
Starts playing the sound of swinging your sword. This looks up samples based on<br />
the duration left at <code>$90E8</code> and plays them via Play Noise Samples.<br />
<br />
==== Play EC SFX <code>$990B</code> ====<br />
<br />
Plays the sound effect requested in <code>$EC</code>.<br />
<br />
'''TODO''' document further.<br />
<br />
==== Play Music <code>$9B18</code> ====<br />
<br />
Plays the music for the game.<br />
<br />
Runs Load Song if a new song is requested in <code>$EB</code>. Otherwise, runs Play Notes<br />
if the current song is set in <code>$07FB</code>. If neither of these is true, do nothing.<br />
<br />
==== Next Song <code>$9B24</code> ====<br />
<br />
Checks if the previous song should loop. If not, calls Mute All and returns.<br />
<br />
If the previous song was <code>$01</code> (the "intro" to the main theme), sets the next<br />
song to <code>$02</code> (the main theme loop).<br />
<br />
If the previous song was <code>$10</code> (the item get / level up fanfare), sets the<br />
current song from <code>$07DB</code>. Otherwise, leaves the current song the same as the<br />
previous song.<br />
<br />
Proceeds to Load Song.<br />
<br />
==== Mute All <code>$9B3B</code> ====<br />
<br />
Clears the current song at <code>$07FB</code> and sets the APU registers to mute the volume<br />
on both pulse channels, the triangle channel, and the noise channel.<br />
<br />
==== Load Song <code>$9B61</code> ====<br />
<br />
Takes a song id in register a and preps some variables for that song.<br />
<br />
If the song is <code>$10</code> (item get / level up fanfare) then it first saves the<br />
previous song to <code>$07FB</code> if it is less than <code>$10</code> so that the previous music<br />
will resume after the fanfare.<br />
<br />
Sets the phrase counter at <code>$E3</code> to 0 and the song offset at <code>$E2</code> based on the<br />
song id. Song ids are a bit field, and the song offset is the position of the<br />
lowest bit in the song id for indexing into the song table.<br />
<br />
Proceeds to Load Song Data.<br />
<br />
==== Load Song Data <code>$9B80</code> ====<br />
<br />
Loads the music variables based on the current world and current song offset.<br />
<br />
There are four blocks of code that are basically the same, for each of the four<br />
different music tables. Each one just uses a different position for the tables<br />
to load.<br />
<br />
Based on the current world in <code>$0707</code> it loads data from these offsets:<br />
<br />
<code>$00</code><br />
: Overworld music - <code>$9B87</code><br />
<code>$01</code> or <code>$02</code><br />
: Town music - <code>$9BC6</code><br />
<code>$03</code> or <code>$04</code><br />
: Palace music - <code>$9C05</code><br />
<code>$05</code> or higher<br />
: Great Palace music - <code>$9C42</code><br />
<br />
First, uses the song offset in <code>$E2</code> to index into the song table at the base<br />
offset given above.<br />
<br />
The phrase counter at <code>$E3</code> is added to that and used as in index again to<br />
retrieve the current phrase offset. If the current phrase offset is <code>$00</code> that<br />
means the song is over and the process goes back to the Next Song routine.<br />
<br />
Otherwise, the following structure is read at the base offset above + phrase<br />
offset just calculated.<br />
<br />
* <code>$E5</code> Tempo<br />
* <code>$E0</code> Note Data Low<br />
* <code>$E1</code> Note Data High<br />
* <code>$07E9</code> Bass Note Pointer<br />
* <code>$07EA</code> Harmony Note Pointer<br />
* <code>$07E8</code> Drum Note Pointer<br />
<br />
After this, the drum loop start point at <code>$E4</code> is also set to the same value as<br />
the drum note pointer. The melody note pointer at <code>$07EB</code> is set to <code>$00</code>, and<br />
all the durations (melody at <code>$07E7</code>, harmony at <code>$07E6</code>, bass at <code>$07E5</code>, and<br />
drums at <code>$07E4</code>) are set to <code>$01</code>.<br />
<br />
Proceeds to Play Notes.<br />
<br />
==== Play Notes ====<br />
<br />
This routine is broken into four major and similar sections: one each for<br />
melody, harmony, bass, and drums. The general process is as follows:<br />
<br />
decrement duration<br />
if duration == 0 {<br />
load next note<br />
increment note pointer<br />
set duration for note<br />
if no overriding sound effect {<br />
play note on appropriate channel<br />
}<br />
}<br />
<br />
Some channels have unique processing at different points in this. For example,<br />
the melody note data is null terminated, so if the loaded note in <code>$00</code> then the<br />
routine will jump to Load Song Data instead to go to the next phrase. If the<br />
drums channel gets a <code>$00</code> note it will reset the drums note pointer to the<br />
drums loop start and repeat the phrase. The bass and harmony channels don't<br />
have this looping behavior. This means that if the bass or harmony channels<br />
aren't long enough, the engine will happily just play whatever data comes next<br />
in the ROM.<br />
<br />
The melody is played on pulse 2 channel, the harmony on pulse 1 (which gets<br />
subverted by sound effects that need just one pulse channel), the bass on the<br />
triangle channel, and the drums on the noise channel.<br />
<br />
For the pulse channels, after the note is played, the envelope counter for that<br />
channel (<code>$07E2</code> for pulse 1, <code>$07E3</code> for pulse 2) is set. Normally the<br />
envelope is set to <code>$2F</code> but song <code>$40</code> (crystal fanfare and final boss music)<br />
sets it to <code>$18</code> instead. The envelope is not set if no note was played because<br />
the pitch index was <code>$02</code> which indicates a rest.<br />
<br />
Also for the pulse channels, after the above pseudocode, the vibrato and<br />
enveloping happens as long as there is no overriding sound effect. The envelope<br />
works by checking the envelope counter set previously and decrementing it. The<br />
counter value is halved and used to look up the envelope value in the LUT at<br />
<code>$9135</code>. These values are written directly to APU register <code>$4000</code> or <code>$4004</code><br />
depending on the channel.<br />
<br />
The bass channel has one special handling as well. The APU register <code>$4008</code> is<br />
set differently based on the current song id. For song <code>$10</code> (item get / level<br />
up fanfare) the register is set to <code>$60</code> but all other songs use <code>$1f</code>.<br />
<br />
The noise channel is not affect at all by the pitch. Any pitch value that is<br />
non zero will play a burst of noise.</div>Megmactvhttp://wiki.bindingforce.net/index.php?title=Any%25&diff=225Any%2021-07-15T17:12:10Z<p>Megmactv: </p>
<hr />
<div>== Speedrun Rules ==<br />
<br />
Timing starts with control in North Palace. Time ends with control loss shortly after killing Dark Link (Make sure to hold right after the final hit until Link stops moving).<br />
<br />
== Route and Record Progression ==<br />
<br />
{| class="wikitable"<br />
! Date<br />
! Runner<br />
! Time<br />
! Magic Containers<br />
! Ending Levels<br />
! Notes<br />
|-<br />
| 2013-10-28<br />
| Inzult2<br />
| [https://www.speedrun.com/zelda_ii_the_adventure_of_link/run/0zn8x67z 21:44]<br />
| 7<br />
| 2-5-2<br />
| First run listed on speedrun.com<br />
|-<br />
| 2014-04-08<br />
| Pro_JN<br />
| [https://www.speedrun.com/zelda_ii_the_adventure_of_link/run/8m7ljey0 18:53.250]<br />
| 7<br />
| 2-5-2<br />
| video no longer available on srcom. first WR by Pro_JN on srcom<br />
|-<br />
| 2014-11-26<br />
| dood<br />
| [https://www.speedrun.com/zelda_ii_the_adventure_of_link/run/9mrdggzq 18:53]<br />
| 7<br />
| 2-5-2<br />
| video no longer available on scrom, frame counted. first WR by dood on srcom<br />
|-<br />
| 2015-10-01<br />
| opus<br />
| [https://www.speedrun.com/zelda_ii_the_adventure_of_link/run/9me7oq3y 18:35]<br />
| 7<br />
| 2-5-2<br />
| first opus WR on srcom. Can see a brief use of double-hits here on daira bridge (possibly an accident?)<br />
|-<br />
| 2016-03-22<br />
| opus<br />
| [https://www.speedrun.com/zelda_ii_the_adventure_of_link/run/9mrr18gm 18:31]<br />
| 7<br />
| 2-5-2<br />
| more deliberate use of double hits here<br />
|- <br />
| 2017-02-02<br />
| opus<br />
| [https://www.speedrun.com/zelda_ii_the_adventure_of_link/run/6yjv3xgy 18:25]<br />
| 7<br />
| 2-5-2<br />
| double hits firmly entrenched here<br />
|- <br />
| 2017-02-04<br />
| opus<br />
| [https://www.speedrun.com/zelda_ii_the_adventure_of_link/run/0y646g6m 18:12.700]<br />
| 7<br />
| 2-5-2<br />
| <br />
|-<br />
| 2017-02-15<br />
| dood<br />
| [https://www.speedrun.com/zelda_ii_the_adventure_of_link/run/7z04vk8y 18:11]<br />
| 7<br />
| 2-5-2<br />
|<br />
|-<br />
| 2017-02-18<br />
| opus<br />
| [https://www.speedrun.com/zelda_ii_the_adventure_of_link/run/oy24l8jz 18:07]<br />
| 7<br />
| 2-5-2<br />
| opus' last run of the category as of 2021-06-19, currently 7th place<br />
|-<br />
| 2018-08-05<br />
| dood<br />
| [https://www.speedrun.com/zelda_ii_the_adventure_of_link/run/zq34ko5y 18:02.336]<br />
| 7<br />
| 2-5-2<br />
| first(?) use of fairy feet in maze warp<br />
|-<br />
| 2020-02-13<br />
| lite<br />
| [https://www.speedrun.com/zelda_ii_the_adventure_of_link/run/zqrn131y 18:02.267]<br />
| 7<br />
| 2-5-2<br />
| first WR by lite on srcom<br />
|-<br />
| 2020-02-23<br />
| lite<br />
| [https://www.speedrun.com/zelda_ii_the_adventure_of_link/run/yd6x050z 17:54.200]<br />
| 7<br />
| 2-5-2<br />
| broke the 18 minute barrier. Record stayed in that minute from 2014 to 2018.<br />
|- <br />
| 2021-05-04<br />
| lite<br />
| [https://www.speedrun.com/zelda_ii_the_adventure_of_link/run/yd6x050z 17:34.933]<br />
| 6<br />
| 2-5-2<br />
| first use of lite's [[Great Palace#Blue Jar Variation]], first record with 6 magic containers<br />
|-<br />
| 2021-06-07<br />
| dood<br />
| [https://www.speedrun.com/zelda_ii_the_adventure_of_link/run/me7lkk0y 16:59.500]<br />
| 6<br />
| 2-5-2<br />
| broke 17 minute barrier. Record stayed in that minute only one year, from 2020 to 2021.<br />
|-<br />
| 2021-06-08<br />
| dood<br />
| [https://www.speedrun.com/zelda_ii_the_adventure_of_link/run/zp1wlorz 16:52.286]<br />
| 8<br />
| 2-3-2<br />
| first use of [[#Hippie Route]], finishing with 2-3-2 and all 8 jars<br />
|-<br />
| 2021-06-13<br />
| dood<br />
| [https://www.speedrun.com/zelda_ii_the_adventure_of_link/run/y6dqdvqm 16:38]<br />
| 8<br />
| 2-3-2<br />
| current WR as of 2021-06-19<br />
|}<br />
<br />
== Routes ==<br />
<br />
=== Classic Route ===<br />
<br />
This route was the dominant route for many years, while the world record time was pushed down to 17:34 ([https://www.youtube.com/watch?v=yPX7hf2wzpQ last WR under the old route by Lite]). It has since been superseded by the [[#Hippie Route]], which is considerably more challenging but also doesn't feature a grind.<br />
<br />
The key things enabling this route are the discovery of [[Healer Glitch]], which allows for [[Wrong Warp]]<nowiki />s and fast traversal of rooms from right to left, and [[Thunderbird Skip]], which makes it so you need far less magic and fewer spells to beat the game. Though [[Glitch Town]] has been known about since the 90s, and even appeared in Nintendo Power (arrived at through a hud fairy in Darunia), it was not until (year?) that healer glitch allowed fast access to it from the start of the game and eventually allowed for the game to be finished in under 20 minutes.<br />
<br />
# Perform the first [[Healer Glitch]] and get the [[#Hammer]] (levels: 2-3-2)<br />
# Get [[#Trophy and Jump]]<br />
# Get [[#Medicine, Upstab, and Fairy (Unglitched)]]<br />
# Get [[#North Magic Jar]] (skip if doing the [[Great Palace#Blue Jar Variation]])<br />
# Perform the [[#Second Healer Glitch]], with the 'standard' door glitch (first door 5 times)<br />
# Now in scroll lock, get the [[#Glove]]<br />
# Get [[#Death Mountain Jar and Maze Warp]]<br />
# [[#Maze Jar and North-East Hyrule Exit]]<br />
# Do [[#The Grind (Classic Route Only)]] (levels: 2-5-2)<br />
# Do [[Great Palace#Standard Glitch Route]]<br />
<br />
=== Hippie Route ===<br />
<br />
This route was proposed by Matematikprofessorn (aka Hippie) on the Zelda II Speedruns [[Discord]] on June 7th, 2021. Hippie pointed out that if you use a different set of wrong warps after the [[#Maze Jar and North-East Hyrule Exit]] segment you can quickly go to [[New Kasuto]] and obtain its [[Magic Jar]], which lowers the magic level you need in [[Great Palace]] from 5 to 3.<br />
<br />
This route avoids the very long and tedious grind segment, having you instead only fight a couple of Lizalfos on the way (which ones exactly has varied so far) to bring you close to taking Magic 3. You then save this level until the final bridge before [[Thunderbird Skip]], where you kill one of the [[Myu]]<nowiki />s on the bridge after casting [[Jump]]. This gives you enough magic to complete the skip in spite of the low levels and go straight to [[Dark Link]] as usual.<br />
<br />
This route has pushed the WR down by over a minute, currently standing at 16:38 as of June 16th, 2021 ([https://www.youtube.com/watch?v=Lo601hUUQK0 dood's WR run].<br />
<br />
# Perform the first [[Healer Glitch]] and get the [[#Hammer]] (levels: 2-2-2)<br />
# Get [[#Trophy and Jump]]<br />
# Get [[#Medicine, Upstab, and Fairy (Unglitched)]]<br />
# Get [[#North Magic Jar]]<br />
# Perform the [[#Second Healer Glitch]], with the 'standard' door glitch (first door 5 times)<br />
# Now in scroll lock, get the [[#Glove]]<br />
# Get [[#Death Mountain Jar and Maze Warp]]<br />
# [[#Maze Jar and North-East Hyrule Exit]]<br />
# Get the [[#New Kasuto Jar]] (levels: 2-2-2 and 250xp-290xp)<br />
# Do [[Great Palace#Standard Glitch Route]] (levels: 2-3-2 at [[Thunderbird Skip]])<br />
<br />
=== Fairy Glitch Route ===<br />
<br />
This is a developing variant of the [[#Hippie Route]] that performs more of the early game glitched. In this route, you move getting [[Upstab]] and [[Fairy]] to after performing the second healer glitch, then use the fact that you're already at [[Mido]] to wrong warp to [[Bagu]] for a short travel time to [[Saria]].<br />
<br />
For this route to work, you have to use the [[Healer Glitch:Alt Door Glitch|alt glitch]] or the helpers in Mido will not appear. This means that, particularly in GP, enemies are often much closer to you than they are in the other routes.<br />
<br />
It's not clear yet if time can be saved on this route, and it has not yet set a record. But it is noted here for the record as a workable route.<br />
<br />
An example of this route can be seen in [https://www.youtube.com/watch?v=NUWmO9yjv9g Eunos' 17:56 run].<br />
<br />
# Perform the first [[Healer Glitch]] and get the [[#Hammer]] (levels: 2-2-2)<br />
# Get [[#Trophy and Jump]]<br />
# Do [[North Palace to Medicine Cave Walk]] and get medicine, as described in [[Medicine Cave:Dark Low Health Movement|Dark Medicine Cave]].<br />
# Get [[#North Magic Jar]]<br />
# Perform the [[#Second Healer Glitch]], with the 'alt' door glitch (first door, second door, first door 3 times)<br />
# Now in scroll lock, get the [[#Glove]]<br />
# Get [[#Glitched Fairy and Upstab]]<br />
# Get [[#Death Mountain Jar and Maze Warp]]<br />
# [[#Maze Jar and North-East Hyrule Exit]]<br />
# Get the [[#New Kasuto Jar]] (levels: 2-2-2 with 250-290xp)<br />
# Do [[Great Palace#Alt-Glitch Route]] (levels: 2-3-2 at [[Thunderbird Skip]])<br />
<br />
== Unglitched Route Segments ==<br />
<br />
These segments are the basic outline of the [[#Classic Route]]'s first part, where they are all done unglitched. They are mostly unchanged other than some small details in the newer routes, so those routes will be defined in terms of these segment.s<br />
<br />
=== Hammer ===<br />
<br />
# Go to [[Rauru]]. If you start moving in [[North Palace]] immediately upon gaining control (whether to the [[North Palace#Left Or Right|left or right]]), then move straight right after exiting, none of the [[Enemy Mobs]] will touch you. Move down towards Rauru when they disappear.<br />
# Go to the healer and perform a [[Healer Glitch]].<br />
# In [[Glitch Town]], walk all the way to the right to exit and wrong warp to [[King's Tomb]].<br />
# Hold left on exiting the King's Tomb tile and walk all the way to the path on the left, enemy mobs shouldn't touch you unless you delayed pressing left. If you aren't too concerned about time, you can go back into king's tomb quickly to reset the spawn, which should be faster and safer than taking one of the brutal grave encounters.<br />
# If you want an additional safety, you can pick up the [[1-Up:Grave|grave 1-up]] to the south of the path.<br />
# Enter the [[Death Mountain Exit Bridge]] backwards. Fight the [[Daira]] with either cautious [[Falling Crouch Stabs]] or more aggressive [[Double Hits]] on the first screen. You will usually get your first level up off the Daira. Preferably you should take attack 2, but if you got hit taking life 2 can help make sure you have beams in [[Hammer Cave]].<br />
# On the second screen, jump over the moblins, ideally turning around mid-air to do a falling crouch stab to push them back. If you still have beams, throwing a beam back at the second one can help avoid a possible spear throw.<br />
# Enter the cave to [[Death Mountain:East Exit|Death Mountain's eastern exit]] and go down to the [[Jumpy Smashy Cave:Backwards]]. See that page for movement strategies through there (soon(tm)).<br />
# Upon exiting the jumpy smashy cave, go down towards the bottom ledge of Death Mountain, and go one extra tile below it. As you approach the [[Death Mountain Maze Exit Cave]], move up a tile after a slight hesitation. This should help you avoid the enemy mobs that will spawn here. Exact timing will depend on your movement through the Jumpy Smashy Cave, though.<br />
# Enter [[Hammer Cave]]<br />
# Do [[Hammer Cave:Dark Routes]]. By the time you enter the last room of Hammer Cave, you should have levels 2-2-2. For the [[#Classic Route]] you will ideally want a P-Bag off the last [[Daira]] to set up for a shorter grind by getting magic 3.<br />
# [[Up-A]] immediately upon obtaining the [[Hammer]]. You should have 2-2-2 or 2-3-2, depending on the following parts of the route.<br />
<br />
=== Trophy and Jump ===<br />
<br />
# From North Palace, go north towards [[Trophy Cave]]. If you deviate one tile west before you reach the top of the lake, you will avoid enemy mobs up to the entrance to the cave.<br />
# Do [[Trophy Cave:Dark Movement|Dark Trophy Cave]].<br />
# Up-A after getting the [[Trophy]].<br />
# From North Palace, go north-west towards [[Ruto]]. Again, start moving west before reaching the top of the lake to avoid mobs.<br />
# Use the Trophy to get in to see the [[Old Man]] and obtain the [[Jump Spell]].<br />
# Up-A after getting Jump.<br />
<br />
=== Medicine, Upstab, and Fairy (Unglitched) ===<br />
<br />
# Do the [[North Palace to Medicine Cave Walk]].<br />
# Do [[Medicine Cave:Dark Low Health Movement|Dark Medicine Cave]].<br />
# Up-A upon obtaining [[Medicine]].<br />
# Do the [[North Palace to Mido Walk]].<br />
# In [[Mido]], cast Jump before [[Church of Upstab]], jump up to the ledge, enter the church and obtain [[Upstab]].<br />
# Go left and use the Medicine to obtain [[Fairy]].<br />
# Up-A on obtaining Fairy.<br />
<br />
=== North Magic Jar ===<br />
<br />
# On exiting [[North Palace]], head down to the [[Magic Cave]] and obtain the [[North Palace Magic Jar]]. If you got 2-3-2 leveling in [[Hammer Cave]], and are doing this last of the unglitched collections, you can cast fairy to just quickly move through the room and grab it. Otherwise just move through the room as quickly as you can. There's no need to kill anything here in Any%. Slight hesitations when jumping between the [[Octoroks]] will help avoid their projectiles.<br />
# Up-A upon obtaining the Jar.<br />
<br />
=== Second Healer Glitch ===<br />
<br />
# Exit [[North Palace]] and head back to [[Rauru]] and the [[Healer]]. Perform [[Healer Glitch]] again. This time, in [[Glitch Town]], perform either a [[Healer Glitch:Normal Door Glitch|normal door glitch (first door 5 times)]] or [[Healer Glitch:Alt Door Glitch|alt glitch (first door, second door, 3 times first door)]] to enable [[Scroll Lock]], then exit left without scrolling.<br />
<br />
== Glitched Segments ==<br />
<br />
After completing the unglitched segments, all routes proceed to enter [[Scroll Lock]] for the rest of the run. This allows for [[Wrong Warp]]<nowiki />s and quick left exits of screens. It is often important to specify exactly what kind of movement is necessary in a room with Scroll Lock enabled, because you might get hard or soft-locked if you do the wrong thing and wrong warp into a wall or mountain.<br />
<br />
More details will be filled in on the [[Scroll Lock]] page, but a short primer on movement in scroll lock is:<br />
<br />
* If you enter a room from the left, you are essentially in that room normally as long as you keep moving to the right. Exiting to the left without scrolling will take you to that room's left exit.<br />
* If you scroll to the right a bit, exiting left will no longer take you to the left exit, but the current room's down exit. The exact consequences of this vary depending on the type of screen and where it is in the world, but this is the main mechanism of [[Wrong Warp|wrong warping]].<br />
* If you enter a room from the right, the visuals on the screen will appear as if you'd entered on the right, but you will actually be positioned as if you had entered the leftmost 'page' of the room on the right (clarify?). From there, it is the same as entering from the left -- moving left without scrolling will take you through the room's left exit, scrolling right a bit and then exiting left will take you to the down exit.<br />
* In all cases, walking all the way to the right will take you through the room's right exit.<br />
* Note that you will not *fall* to the room below from a scroll right, exit left. You will enter it as if you were coming into it from the right (as described above).<br />
<br />
=== Glove ===<br />
<br />
# Do the [[North Palace to Palace 2 Walk]].<br />
# Inside the palace, do the following movement:<br />
## Scroll right, exit left on the entry screen (this takes you to the room below, that you'd normally access by the elevator)<br />
## Exit Left<br />
## Exit Left<br />
## You are now on the left end of the [[Treacherous Bot Bridge Room]], on the leftmost breakblock platform, so quickly jump over the lava pit and exit left.<br />
## Exit left<br />
## Scroll the screen right until the elevator is the leftmost thing on the screen and exit left (this will take you to the room below).<br />
## Exit left<br />
## Exit left (this is the [[Middle Finger Room]]<br />
## Grab the [[Glove]] and scroll the screen to the right so the (invisible) left wall is past the edge of the screen, and exit left. This will wrong warp you to the entrance.<br />
## Exit left to exit the palace.<br />
<br />
=== Death Mountain Jar and Maze Warp ===<br />
<br />
# Do the [[Palace 2 to Saria Walk]]<br />
# On entering [[Saria]], immediately scroll right and exit left to enter [[Glitch Town]]. Note that, if you're looking for safeties as a new runner, you can obtain Life here, but you would be hard pressed to be able to use it. See the [[100%]] routes for more information on doing this. If you need to heal up before going into death mountain, you can also exit left twice without scrolling and you'll find the healer to your right. Simply scroll right, exit left after talking to her to continue along this route.<br />
# In Glitch Town, scroll right and exit left again to exit on the far side of Saria without crossing the bridge.<br />
# Enter [[Death Mountain]] and follow the [[Death Mountain:Glitched Path|glitched path through it]].<br />
# Go towards [[Hammer Cave]], but instead of entering it go above it and over to the [[Death Mountain Magic Cave]], break the [[Boulder]] and enter from the top (this is important!).<br />
# Once inside, cast fairy upon obtaining the [[Death Mountain Magic Jar]].<br />
# Perform a [[Fairy Feet]] on the left edge of the screen. Exiting this screen will [[Wrong Warp]] you to [[Maze Island]].<br />
<br />
=== Maze Jar and North-East Hyrule Exit ===<br />
<br />
# If you performed the fairy feet successfully, you will exit the maze room you warped to on the bottom, overlapping a mountain tile. You can go straight down from here. If you missed it, you will have to go around a bit.<br />
# Go to the [[Maze Island Magic Cave]] and obtain the [[Maze Island Magic Jar]] (cast fairy on obtaining this one, but do not perform a fairy feet here).<br />
# Continue out to the shortest path to exit Maze Island. Unlike in non-glitched categories, the fastest path actually includes an extra encounter near the bottom, but since you enter it from the right it is very quick. (illustrations?)<br />
# Exit Maze Island and head towards the [[North-East Hyrule Bat Cave]]. You can either slink encounters by heading directly through or perform a kind of half-[[Green Mile]]. If you go to the 1-up encounter it is faster to skip it, but you can take it for a safety if you want.<br />
<br />
=== The Grind (Classic Route Only) ===<br />
<br />
# On entering the [[North-East Hyrule Bat Cave]], scroll right and exit left to wrong warp to [[South-East Hyrule]], you'll come out on the north end of the [[Kasuto Swamp]]. If you're looking for a safety life, you can get the [[1-Up:Kasuto Swamp|Kasuto Swamp 1-Up]] to the west of the cave entrance. Doing so will make the walk to and through the forest more difficult, though.<br />
# Walk to the east, taking small encounters as you go, killing the [[Lizalfos:Orange|Orange Lizalfos]] in each one for 150xp each (don't bother with, and try to avoid large encounters -- The [[Lizalfos:Red|Red Lizalfos]] are both harder and only give you 100xp each), around the north curve of the lake. Fight the lizalfos with either [[Falling Crouch Stabs]] or [[Double Stabs]] if you're more experienced.<br />
# Enter the [[Kasuto Forest:500 P-Bag|Kasuto Forest 500pbag]] encounter, and kill the red lizalfos there, then take the bag. Make a quick exit by casting fairy after picking it up and exiting to the left.<br />
# At this point you should be aiming to have 2-4-2 levels, and 500xp. Don't leave the forest until you have that! If you got a jar in [[#Hammer|Hammer Cave]] instead of a p-bag, you will have to fight more mobs, and one of the encounters will give you a jar or p-bag chance so might slow you down even more.<br />
# When you're ready, return through the swamp to the cave you came in through, the [[Kasuto Swamp P-Bag Cave]].<br />
# Move right through the first room of this cave, jumping up onto the platforms (visual guide?) quickly so the enemies spawning behind you will stay behind you.<br />
# On the second screen, have fairy queued up, and run straight to the right until you find the [[P-Bag]]. Collect it and cast fairy, flying up and over the enemies who spawned behind you to exit left. This will wrong warp you to [[Valley of Death]], right by the last cave entrance. At this point you will be 2-4-2 and 1000xp.<br />
# Re-enter the [[Valley of Death Final Cave]] entrance you came out of. A [[Lizalfos:Blue|Blue Lizalfos]] will come at you from the right. Fight it with either [[Falling Crouch Stabs]] or [[Double Hits]] to get the last 200xp you need to take magic 5. Keep walking right, and do not stop. Another [[Lizalfos]] will spawn behind you and you don't want to fight it.<br />
# Exit the cave, enter [[Great Palace]], and [[Up-A]] to recover lives if you have less than 2 going in.</div>Megmactvhttp://wiki.bindingforce.net/index.php?title=Palaces&diff=224Palaces2021-07-15T17:05:05Z<p>Megmactv: </p>
<hr />
<div>* [[Palace 1]]<br />
* [[Palace 2]]<br />
* [[Palace 3]]<br />
* [[Palace 4]]<br />
* [[Palace 5]]<br />
* [[Palace 6]]<br />
* [[Great Palace]]</div>Megmactvhttp://wiki.bindingforce.net/index.php?title=Palaces&diff=223Palaces2021-07-15T17:04:45Z<p>Megmactv: Created page with "Palace 1 Palace 2 Palace 3 Palace 4 Palace 5 Palace 6 Great Palace"</p>
<hr />
<div>[[Palace 1]]<br />
[[Palace 2]]<br />
[[Palace 3]]<br />
[[Palace 4]]<br />
[[Palace 5]]<br />
[[Palace 6]]<br />
[[Great Palace]]</div>Megmactvhttp://wiki.bindingforce.net/index.php?title=Main_Page&diff=222Main Page2021-07-15T17:04:12Z<p>Megmactv: /* Zelda 2 Speedrun Community Wiki */</p>
<hr />
<div>== Zelda 2 Speedrun Community Wiki ==<br />
<br />
=== Speedrun Help and Info ===<br />
*[[Speedrun Categories]]<br />
*[[Routing Variations]]<br />
*[[Speedrun Tricks and Strats|Tricks and Strats]]<br />
*[[Palaces]]<br />
*[[Overworld Walks]]<br />
*[[Combat Tech]]<br />
*[[Game Data]]<br />
*[[Enemies]]<br />
<br />
<br />
----<br />
<br />
=== Non-Vanilla ===<br />
*[[Z2 Randomizer]]<br />
*[[Z2 Hacks]]<br />
*[[Hacking Resources]]<br />
<br />
<br />
----<br />
<br />
=== Leaderboard pages ===<br />
*[https://www.speedrun.com/zelda_ii_the_adventure_of_link Main Zelda 2 Leaderboard]<br />
*[https://www.speedrun.com/zelda2ce Zelda 2 Category Extensions]<br />
*[https://www.speedrun.com/z2fds The Legend of Zelda 2: Link no Bouken (FDS Zelda 2) Leaderboard]<br />
*[https://www.speedrun.com/z2_ws Winter Solstice]</div>Megmactvhttp://wiki.bindingforce.net/index.php?title=Palace_6&diff=221Palace 62021-07-15T17:01:34Z<p>Megmactv: Created page with "== Routes == === All-Keys Route === === Glitched Route ==="</p>
<hr />
<div>== Routes ==<br />
<br />
=== All-Keys Route ===<br />
<br />
=== Glitched Route ===</div>Megmactvhttp://wiki.bindingforce.net/index.php?title=Palace_5&diff=220Palace 52021-07-15T17:01:22Z<p>Megmactv: </p>
<hr />
<div>== Routes ==<br />
<br />
=== All-Keys Route ===<br />
<br />
=== Glitched Route ===</div>Megmactvhttp://wiki.bindingforce.net/index.php?title=Palace_5&diff=219Palace 52021-07-15T17:01:00Z<p>Megmactv: Created page with "== Routes == === All-Keys Route === === Minimum Keys === === Glitched Route ==="</p>
<hr />
<div>== Routes ==<br />
<br />
=== All-Keys Route ===<br />
<br />
=== Minimum Keys ===<br />
<br />
=== Glitched Route ===</div>Megmactvhttp://wiki.bindingforce.net/index.php?title=Palace_4&diff=218Palace 42021-07-15T17:00:41Z<p>Megmactv: Created page with "== Routes == === All-Keys Route === === Minimum Keys === === Glitched Route ==="</p>
<hr />
<div>== Routes ==<br />
<br />
=== All-Keys Route ===<br />
<br />
=== Minimum Keys ===<br />
<br />
=== Glitched Route ===</div>Megmactvhttp://wiki.bindingforce.net/index.php?title=Palace_3&diff=217Palace 32021-07-15T17:00:25Z<p>Megmactv: Created page with "== Routes == === All-Keys Route === === Minimum Keys === === Glitched Route ==="</p>
<hr />
<div>== Routes ==<br />
<br />
=== All-Keys Route ===<br />
<br />
=== Minimum Keys ===<br />
<br />
=== Glitched Route ===</div>Megmactvhttp://wiki.bindingforce.net/index.php?title=Palace_2&diff=216Palace 22021-07-15T17:00:11Z<p>Megmactv: Created page with "== Routes == === All-Keys Route === === Minimum Keys === === Glitched Route ==="</p>
<hr />
<div>== Routes ==<br />
<br />
=== All-Keys Route ===<br />
<br />
=== Minimum Keys ===<br />
<br />
=== Glitched Route ===</div>Megmactvhttp://wiki.bindingforce.net/index.php?title=Palace_1&diff=215Palace 12021-07-15T16:59:21Z<p>Megmactv: Created page with "== Routes == === All-Keys Route === === Minimum Keys === === Glitched Route ==="</p>
<hr />
<div>== Routes ==<br />
<br />
=== All-Keys Route ===<br />
<br />
=== Minimum Keys ===<br />
<br />
=== Glitched Route ===</div>Megmactvhttp://wiki.bindingforce.net/index.php?title=Great_Palace&diff=214Great Palace2021-07-15T16:57:10Z<p>Megmactv: Created page with "== Routes == === Standard Route === === Alt-Route === === Standard Glitch Route === ==== Blue Jar Variation ==== === Alt-Glitch Route ==="</p>
<hr />
<div>== Routes ==<br />
<br />
=== Standard Route ===<br />
<br />
=== Alt-Route ===<br />
<br />
=== Standard Glitch Route ===<br />
<br />
==== Blue Jar Variation ====<br />
<br />
=== Alt-Glitch Route ===</div>Megmactvhttp://wiki.bindingforce.net/index.php?title=Any%25&diff=213Any%2021-06-19T23:08:59Z<p>Megmactv: </p>
<hr />
<div>== Speedrun Rules ==<br />
<br />
Timing starts with control in North Palace. Time ends with control loss shortly after killing Dark Link (Make sure to hold right after the final hit until Link stops moving).<br />
<br />
== Route and Record Progression ==<br />
<br />
{| class="wikitable"<br />
! Date<br />
! Runner<br />
! Time<br />
! Magic Containers<br />
! Ending Levels<br />
! Notes<br />
|-<br />
| 2013-10-28<br />
| Inzult2<br />
| [https://www.speedrun.com/zelda_ii_the_adventure_of_link/run/0zn8x67z 21:44]<br />
| 7<br />
| 2-5-2<br />
| First run listed on speedrun.com<br />
|-<br />
| 2014-04-08<br />
| Pro_JN<br />
| [https://www.speedrun.com/zelda_ii_the_adventure_of_link/run/8m7ljey0 18:53.250]<br />
| 7<br />
| 2-5-2<br />
| video no longer available on srcom. first WR by Pro_JN on srcom<br />
|-<br />
| 2014-11-26<br />
| dood<br />
| [https://www.speedrun.com/zelda_ii_the_adventure_of_link/run/9mrdggzq 18:53]<br />
| 7<br />
| 2-5-2<br />
| video no longer available on scrom, frame counted. first WR by dood on srcom<br />
|-<br />
| 2015-10-01<br />
| opus<br />
| [https://www.speedrun.com/zelda_ii_the_adventure_of_link/run/9me7oq3y 18:35]<br />
| 7<br />
| 2-5-2<br />
| first opus WR on srcom. Can see a brief use of double-hits here on daira bridge (possibly an accident?)<br />
|-<br />
| 2016-03-22<br />
| opus<br />
| [https://www.speedrun.com/zelda_ii_the_adventure_of_link/run/9mrr18gm 18:31]<br />
| 7<br />
| 2-5-2<br />
| more deliberate use of double hits here<br />
|- <br />
| 2017-02-02<br />
| opus<br />
| [https://www.speedrun.com/zelda_ii_the_adventure_of_link/run/6yjv3xgy 18:25]<br />
| 7<br />
| 2-5-2<br />
| double hits firmly entrenched here<br />
|- <br />
| 2017-02-04<br />
| opus<br />
| [https://www.speedrun.com/zelda_ii_the_adventure_of_link/run/0y646g6m 18:12.700]<br />
| 7<br />
| 2-5-2<br />
| <br />
|-<br />
| 2017-02-15<br />
| dood<br />
| [https://www.speedrun.com/zelda_ii_the_adventure_of_link/run/7z04vk8y 18:11]<br />
| 7<br />
| 2-5-2<br />
|<br />
|-<br />
| 2017-02-18<br />
| opus<br />
| [https://www.speedrun.com/zelda_ii_the_adventure_of_link/run/oy24l8jz 18:07]<br />
| 7<br />
| 2-5-2<br />
| opus' last run of the category as of 2021-06-19, currently 7th place<br />
|-<br />
| 2018-08-05<br />
| dood<br />
| [https://www.speedrun.com/zelda_ii_the_adventure_of_link/run/zq34ko5y 18:02.336]<br />
| 7<br />
| 2-5-2<br />
| first(?) use of fairy feet in maze warp<br />
|-<br />
| 2020-02-13<br />
| lite<br />
| [https://www.speedrun.com/zelda_ii_the_adventure_of_link/run/zqrn131y 18:02.267]<br />
| 7<br />
| 2-5-2<br />
| first WR by lite on srcom<br />
|-<br />
| 2020-02-23<br />
| lite<br />
| [https://www.speedrun.com/zelda_ii_the_adventure_of_link/run/yd6x050z 17:54.200]<br />
| 7<br />
| 2-5-2<br />
| broke the 18 minute barrier. Record stayed in that minute from 2014 to 2018.<br />
|- <br />
| 2021-05-04<br />
| lite<br />
| [https://www.speedrun.com/zelda_ii_the_adventure_of_link/run/yd6x050z 17:34.933]<br />
| 6<br />
| 2-5-2<br />
| first use of lite's [[Great Palace:Blue Jar Variation]], first record with 6 magic containers<br />
|-<br />
| 2021-06-07<br />
| dood<br />
| [https://www.speedrun.com/zelda_ii_the_adventure_of_link/run/me7lkk0y 16:59.500]<br />
| 6<br />
| 2-5-2<br />
| broke 17 minute barrier. Record stayed in that minute only one year, from 2020 to 2021.<br />
|-<br />
| 2021-06-08<br />
| dood<br />
| [https://www.speedrun.com/zelda_ii_the_adventure_of_link/run/zp1wlorz 16:52.286]<br />
| 8<br />
| 2-3-2<br />
| first use of [[#Hippie Route]], finishing with 2-3-2 and all 8 jars<br />
|-<br />
| 2021-06-13<br />
| dood<br />
| [https://www.speedrun.com/zelda_ii_the_adventure_of_link/run/y6dqdvqm 16:38]<br />
| 8<br />
| 2-3-2<br />
| current WR as of 2021-06-19<br />
|}<br />
<br />
== Routes ==<br />
<br />
=== Classic Route ===<br />
<br />
This route was the dominant route for many years, while the world record time was pushed down to 17:34 ([https://www.youtube.com/watch?v=yPX7hf2wzpQ last WR under the old route by Lite]). It has since been superseded by the [[#Hippie Route]], which is considerably more challenging but also doesn't feature a grind.<br />
<br />
The key things enabling this route are the discovery of [[Healer Glitch]], which allows for [[Wrong Warp]]<nowiki />s and fast traversal of rooms from right to left, and [[Thunderbird Skip]], which makes it so you need far less magic and fewer spells to beat the game. Though [[Glitch Town]] has been known about since the 90s, and even appeared in Nintendo Power (arrived at through a hud fairy in Darunia), it was not until (year?) that healer glitch allowed fast access to it from the start of the game and eventually allowed for the game to be finished in under 20 minutes.<br />
<br />
# Perform the first [[Healer Glitch]] and get the [[#Hammer]] (levels: 2-3-2)<br />
# Get [[#Trophy and Jump]]<br />
# Get [[#Medicine, Upstab, and Fairy (Unglitched)]]<br />
# Get [[#North Magic Jar]] (skip if doing the [[Great Palace:Blue Jar Variation]])<br />
# Perform the [[#Second Healer Glitch]], with the 'standard' door glitch (first door 5 times)<br />
# Now in scroll lock, get the [[#Glove]]<br />
# Get [[#Death Mountain Jar and Maze Warp]]<br />
# [[#Maze Jar and North-East Hyrule Exit]]<br />
# Do [[#The Grind (Classic Route Only)]] (levels: 2-5-2)<br />
# Do [[Great Palace:Standard Glitch Route]]<br />
<br />
=== Hippie Route ===<br />
<br />
This route was proposed by Matematikprofessorn (aka Hippie) on the Zelda II Speedruns [[Discord]] on June 7th, 2021. Hippie pointed out that if you use a different set of wrong warps after the [[#Maze Jar and North-East Hyrule Exit]] segment you can quickly go to [[New Kasuto]] and obtain its [[Magic Jar]], which lowers the magic level you need in [[Great Palace]] from 5 to 3.<br />
<br />
This route avoids the very long and tedious grind segment, having you instead only fight a couple of Lizalfos on the way (which ones exactly has varied so far) to bring you close to taking Magic 3. You then save this level until the final bridge before [[Thunderbird Skip]], where you kill one of the [[Myu]]<nowiki />s on the bridge after casting [[Jump]]. This gives you enough magic to complete the skip in spite of the low levels and go straight to [[Dark Link]] as usual.<br />
<br />
This route has pushed the WR down by over a minute, currently standing at 16:38 as of June 16th, 2021 ([https://www.youtube.com/watch?v=Lo601hUUQK0 dood's WR run].<br />
<br />
# Perform the first [[Healer Glitch]] and get the [[#Hammer]] (levels: 2-2-2)<br />
# Get [[#Trophy and Jump]]<br />
# Get [[#Medicine, Upstab, and Fairy (Unglitched)]]<br />
# Get [[#North Magic Jar]]<br />
# Perform the [[#Second Healer Glitch]], with the 'standard' door glitch (first door 5 times)<br />
# Now in scroll lock, get the [[#Glove]]<br />
# Get [[#Death Mountain Jar and Maze Warp]]<br />
# [[#Maze Jar and North-East Hyrule Exit]]<br />
# Get the [[#New Kasuto Jar]] (levels: 2-2-2 and 250xp-290xp)<br />
# Do [[Great Palace:Standard Glitch Route]] (levels: 2-3-2 at [[Thunderbird Skip]])<br />
<br />
=== Fairy Glitch Route ===<br />
<br />
This is a developing variant of the [[#Hippie Route]] that performs more of the early game glitched. In this route, you move getting [[Upstab]] and [[Fairy]] to after performing the second healer glitch, then use the fact that you're already at [[Mido]] to wrong warp to [[Bagu]] for a short travel time to [[Saria]].<br />
<br />
For this route to work, you have to use the [[Healer Glitch:Alt Door Glitch|alt glitch]] or the helpers in Mido will not appear. This means that, particularly in GP, enemies are often much closer to you than they are in the other routes.<br />
<br />
It's not clear yet if time can be saved on this route, and it has not yet set a record. But it is noted here for the record as a workable route.<br />
<br />
An example of this route can be seen in [https://www.youtube.com/watch?v=NUWmO9yjv9g Eunos' 17:56 run].<br />
<br />
# Perform the first [[Healer Glitch]] and get the [[#Hammer]] (levels: 2-2-2)<br />
# Get [[#Trophy and Jump]]<br />
# Do [[North Palace to Medicine Cave Walk]] and get medicine, as described in [[Medicine Cave:Dark Low Health Movement|Dark Medicine Cave]].<br />
# Get [[#North Magic Jar]]<br />
# Perform the [[#Second Healer Glitch]], with the 'alt' door glitch (first door, second door, first door 3 times)<br />
# Now in scroll lock, get the [[#Glove]]<br />
# Get [[#Glitched Fairy and Upstab]]<br />
# Get [[#Death Mountain Jar and Maze Warp]]<br />
# [[#Maze Jar and North-East Hyrule Exit]]<br />
# Get the [[#New Kasuto Jar]] (levels: 2-2-2 with 250-290xp)<br />
# Do [[Great Palace:Alt-Glitch Route]] (levels: 2-3-2 at [[Thunderbird Skip]])<br />
<br />
== Unglitched Route Segments ==<br />
<br />
These segments are the basic outline of the [[#Classic Route]]'s first part, where they are all done unglitched. They are mostly unchanged other than some small details in the newer routes, so those routes will be defined in terms of these segment.s<br />
<br />
=== Hammer ===<br />
<br />
# Go to [[Rauru]]. If you start moving in [[North Palace]] immediately upon gaining control (whether to the [[North Palace:Left Or Right|left or right]]), then move straight right after exiting, none of the [[Enemy Mobs]] will touch you. Move down towards Rauru when they disappear.<br />
# Go to the healer and perform a [[Healer Glitch]].<br />
# In [[Glitch Town]], walk all the way to the right to exit and wrong warp to [[King's Tomb]].<br />
# Hold left on exiting the King's Tomb tile and walk all the way to the path on the left, enemy mobs shouldn't touch you unless you delayed pressing left. If you aren't too concerned about time, you can go back into king's tomb quickly to reset the spawn, which should be faster and safer than taking one of the brutal grave encounters.<br />
# If you want an additional safety, you can pick up the [[1-Up:Grave|grave 1-up]] to the south of the path.<br />
# Enter the [[Death Mountain Exit Bridge]] backwards. Fight the [[Daira]] with either cautious [[Falling Crouch Stabs]] or more aggressive [[Double Hits]] on the first screen. You will usually get your first level up off the Daira. Preferably you should take attack 2, but if you got hit taking life 2 can help make sure you have beams in [[Hammer Cave]].<br />
# On the second screen, jump over the moblins, ideally turning around mid-air to do a falling crouch stab to push them back. If you still have beams, throwing a beam back at the second one can help avoid a possible spear throw.<br />
# Enter the cave to [[Death Mountain:East Exit|Death Mountain's eastern exit]] and go down to the [[Jumpy Smashy Cave:Backwards]]. See that page for movement strategies through there (soon(tm)).<br />
# Upon exiting the jumpy smashy cave, go down towards the bottom ledge of Death Mountain, and go one extra tile below it. As you approach the [[Death Mountain Maze Exit Cave]], move up a tile after a slight hesitation. This should help you avoid the enemy mobs that will spawn here. Exact timing will depend on your movement through the Jumpy Smashy Cave, though.<br />
# Enter [[Hammer Cave]]<br />
# Do [[Hammer Cave:Dark Routes]]. By the time you enter the last room of Hammer Cave, you should have levels 2-2-2. For the [[#Classic Route]] you will ideally want a P-Bag off the last [[Daira]] to set up for a shorter grind by getting magic 3.<br />
# [[Up-A]] immediately upon obtaining the [[Hammer]]. You should have 2-2-2 or 2-3-2, depending on the following parts of the route.<br />
<br />
=== Trophy and Jump ===<br />
<br />
# From North Palace, go north towards [[Trophy Cave]]. If you deviate one tile west before you reach the top of the lake, you will avoid enemy mobs up to the entrance to the cave.<br />
# Do [[Trophy Cave:Dark Movement|Dark Trophy Cave]].<br />
# Up-A after getting the [[Trophy]].<br />
# From North Palace, go north-west towards [[Ruto]]. Again, start moving west before reaching the top of the lake to avoid mobs.<br />
# Use the Trophy to get in to see the [[Old Man]] and obtain the [[Jump Spell]].<br />
# Up-A after getting Jump.<br />
<br />
=== Medicine, Upstab, and Fairy (Unglitched) ===<br />
<br />
# Do the [[North Palace to Medicine Cave Walk]].<br />
# Do [[Medicine Cave:Dark Low Health Movement|Dark Medicine Cave]].<br />
# Up-A upon obtaining [[Medicine]].<br />
# Do the [[North Palace to Mido Walk]].<br />
# In [[Mido]], cast Jump before [[Church of Upstab]], jump up to the ledge, enter the church and obtain [[Upstab]].<br />
# Go left and use the Medicine to obtain [[Fairy]].<br />
# Up-A on obtaining Fairy.<br />
<br />
=== North Magic Jar ===<br />
<br />
# On exiting [[North Palace]], head down to the [[Magic Cave]] and obtain the [[North Palace Magic Jar]]. If you got 2-3-2 leveling in [[Hammer Cave]], and are doing this last of the unglitched collections, you can cast fairy to just quickly move through the room and grab it. Otherwise just move through the room as quickly as you can. There's no need to kill anything here in Any%. Slight hesitations when jumping between the [[Octoroks]] will help avoid their projectiles.<br />
# Up-A upon obtaining the Jar.<br />
<br />
=== Second Healer Glitch ===<br />
<br />
# Exit [[North Palace]] and head back to [[Rauru]] and the [[Healer]]. Perform [[Healer Glitch]] again. This time, in [[Glitch Town]], perform either a [[Healer Glitch:Normal Door Glitch|normal door glitch (first door 5 times)]] or [[Healer Glitch:Alt Door Glitch|alt glitch (first door, second door, 3 times first door)]] to enable [[Scroll Lock]], then exit left without scrolling.<br />
<br />
== Glitched Segments ==<br />
<br />
After completing the unglitched segments, all routes proceed to enter [[Scroll Lock]] for the rest of the run. This allows for [[Wrong Warp]]<nowiki />s and quick left exits of screens. It is often important to specify exactly what kind of movement is necessary in a room with Scroll Lock enabled, because you might get hard or soft-locked if you do the wrong thing and wrong warp into a wall or mountain.<br />
<br />
More details will be filled in on the [[Scroll Lock]] page, but a short primer on movement in scroll lock is:<br />
<br />
* If you enter a room from the left, you are essentially in that room normally as long as you keep moving to the right. Exiting to the left without scrolling will take you to that room's left exit.<br />
* If you scroll to the right a bit, exiting left will no longer take you to the left exit, but the current room's down exit. The exact consequences of this vary depending on the type of screen and where it is in the world, but this is the main mechanism of [[Wrong Warp|wrong warping]].<br />
* If you enter a room from the right, the visuals on the screen will appear as if you'd entered on the right, but you will actually be positioned as if you had entered the leftmost 'page' of the room on the right (clarify?). From there, it is the same as entering from the left -- moving left without scrolling will take you through the room's left exit, scrolling right a bit and then exiting left will take you to the down exit.<br />
* In all cases, walking all the way to the right will take you through the room's right exit.<br />
* Note that you will not *fall* to the room below from a scroll right, exit left. You will enter it as if you were coming into it from the right (as described above).<br />
<br />
=== Glove ===<br />
<br />
# Do the [[North Palace to Palace 2 Walk]].<br />
# Inside the palace, do the following movement:<br />
## Scroll right, exit left on the entry screen (this takes you to the room below, that you'd normally access by the elevator)<br />
## Exit Left<br />
## Exit Left<br />
## You are now on the left end of the [[Treacherous Bot Bridge Room]], on the leftmost breakblock platform, so quickly jump over the lava pit and exit left.<br />
## Exit left<br />
## Scroll the screen right until the elevator is the leftmost thing on the screen and exit left (this will take you to the room below).<br />
## Exit left<br />
## Exit left (this is the [[Middle Finger Room]]<br />
## Grab the [[Glove]] and scroll the screen to the right so the (invisible) left wall is past the edge of the screen, and exit left. This will wrong warp you to the entrance.<br />
## Exit left to exit the palace.<br />
<br />
=== Death Mountain Jar and Maze Warp ===<br />
<br />
# Do the [[Palace 2 to Saria Walk]]<br />
# On entering [[Saria]], immediately scroll right and exit left to enter [[Glitch Town]]. Note that, if you're looking for safeties as a new runner, you can obtain Life here, but you would be hard pressed to be able to use it. See the [[100%]] routes for more information on doing this. If you need to heal up before going into death mountain, you can also exit left twice without scrolling and you'll find the healer to your right. Simply scroll right, exit left after talking to her to continue along this route.<br />
# In Glitch Town, scroll right and exit left again to exit on the far side of Saria without crossing the bridge.<br />
# Enter [[Death Mountain]] and follow the [[Death Mountain:Glitched Path|glitched path through it]].<br />
# Go towards [[Hammer Cave]], but instead of entering it go above it and over to the [[Death Mountain Magic Cave]], break the [[Boulder]] and enter from the top (this is important!).<br />
# Once inside, cast fairy upon obtaining the [[Death Mountain Magic Jar]].<br />
# Perform a [[Fairy Feet]] on the left edge of the screen. Exiting this screen will [[Wrong Warp]] you to [[Maze Island]].<br />
<br />
=== Maze Jar and North-East Hyrule Exit ===<br />
<br />
# If you performed the fairy feet successfully, you will exit the maze room you warped to on the bottom, overlapping a mountain tile. You can go straight down from here. If you missed it, you will have to go around a bit.<br />
# Go to the [[Maze Island Magic Cave]] and obtain the [[Maze Island Magic Jar]] (cast fairy on obtaining this one, but do not perform a fairy feet here).<br />
# Continue out to the shortest path to exit Maze Island. Unlike in non-glitched categories, the fastest path actually includes an extra encounter near the bottom, but since you enter it from the right it is very quick. (illustrations?)<br />
# Exit Maze Island and head towards the [[North-East Hyrule Bat Cave]]. You can either slink encounters by heading directly through or perform a kind of half-[[Green Mile]]. If you go to the 1-up encounter it is faster to skip it, but you can take it for a safety if you want.<br />
<br />
=== The Grind (Classic Route Only) ===<br />
<br />
# On entering the [[North-East Hyrule Bat Cave]], scroll right and exit left to wrong warp to [[South-East Hyrule]], you'll come out on the north end of the [[Kasuto Swamp]]. If you're looking for a safety life, you can get the [[1-Up:Kasuto Swamp|Kasuto Swamp 1-Up]] to the west of the cave entrance. Doing so will make the walk to and through the forest more difficult, though.<br />
# Walk to the east, taking small encounters as you go, killing the [[Lizalfos:Orange|Orange Lizalfos]] in each one for 150xp each (don't bother with, and try to avoid large encounters -- The [[Lizalfos:Red|Red Lizalfos]] are both harder and only give you 100xp each), around the north curve of the lake. Fight the lizalfos with either [[Falling Crouch Stabs]] or [[Double Stabs]] if you're more experienced.<br />
# Enter the [[Kasuto Forest:500 P-Bag|Kasuto Forest 500pbag]] encounter, and kill the red lizalfos there, then take the bag. Make a quick exit by casting fairy after picking it up and exiting to the left.<br />
# At this point you should be aiming to have 2-4-2 levels, and 500xp. Don't leave the forest until you have that! If you got a jar in [[#Hammer|Hammer Cave]] instead of a p-bag, you will have to fight more mobs, and one of the encounters will give you a jar or p-bag chance so might slow you down even more.<br />
# When you're ready, return through the swamp to the cave you came in through, the [[Kasuto Swamp P-Bag Cave]].<br />
# Move right through the first room of this cave, jumping up onto the platforms (visual guide?) quickly so the enemies spawning behind you will stay behind you.<br />
# On the second screen, have fairy queued up, and run straight to the right until you find the [[P-Bag]]. Collect it and cast fairy, flying up and over the enemies who spawned behind you to exit left. This will wrong warp you to [[Valley of Death]], right by the last cave entrance. At this point you will be 2-4-2 and 1000xp.<br />
# Re-enter the [[Valley of Death Final Cave]] entrance you came out of. A [[Lizalfos:Blue|Blue Lizalfos]] will come at you from the right. Fight it with either [[Falling Crouch Stabs]] or [[Double Hits]] to get the last 200xp you need to take magic 5. Keep walking right, and do not stop. Another [[Lizalfos]] will spawn behind you and you don't want to fight it.<br />
# Exit the cave, enter [[Great Palace]], and [[Up-A]] to recover lives if you have less than 2 going in.</div>Megmactvhttp://wiki.bindingforce.net/index.php?title=Any%25&diff=212Any%2021-06-16T23:21:11Z<p>Megmactv: </p>
<hr />
<div>== Speedrun Rules ==<br />
<br />
Timing starts with control in North Palace. Time ends with control loss shortly after killing Dark Link (Make sure to hold right after the final hit until Link stops moving).<br />
<br />
== Route and Record Progression ==<br />
<br />
A brief history of the record progression as it relates to significant route innovations, with each entry being the last WR run to be recorded on [speedrun.com srcom] with that particular route change:<br />
<br />
* (fill in more history here)<br />
* (route innovation prior to the Blue Jar variation?) [https://www.speedrun.com/zelda_ii_the_adventure_of_link/run/yd6x050z Lite's 17:54]<br />
* [[Great Palace:Blue Jar Variation]] [https://www.speedrun.com/zelda_ii_the_adventure_of_link/run/yjg6nw7y Lite's 17:34]<br />
* [[#Hippie Route]] [https://www.speedrun.com/zelda_ii_the_adventure_of_link/run/y6dqdvqm dood's 16:38] (as of June 16th, 2021)<br />
<br />
== Routes ==<br />
<br />
=== Classic Route ===<br />
<br />
This route was the dominant route for many years, while the world record time was pushed down to 17:34 ([https://www.youtube.com/watch?v=yPX7hf2wzpQ last WR under the old route by Lite]). It has since been superseded by the [[#Hippie Route]], which is considerably more challenging but also doesn't feature a grind.<br />
<br />
The key things enabling this route are the discovery of [[Healer Glitch]], which allows for [[Wrong Warp]]<nowiki />s and fast traversal of rooms from right to left, and [[Thunderbird Skip]], which makes it so you need far less magic and fewer spells to beat the game. Though [[Glitch Town]] has been known about since the 90s, and even appeared in Nintendo Power (arrived at through a hud fairy in Darunia), it was not until (year?) that healer glitch allowed fast access to it from the start of the game and eventually allowed for the game to be finished in under 20 minutes.<br />
<br />
# Perform the first [[Healer Glitch]] and get the [[#Hammer]] (levels: 2-3-2)<br />
# Get [[#Trophy and Jump]]<br />
# Get [[#Medicine, Upstab, and Fairy (Unglitched)]]<br />
# Get [[#North Magic Jar]] (skip if doing the [[Great Palace:Blue Jar Variation]])<br />
# Perform the [[#Second Healer Glitch]], with the 'standard' door glitch (first door 5 times)<br />
# Now in scroll lock, get the [[#Glove]]<br />
# Get [[#Death Mountain Jar and Maze Warp]]<br />
# [[#Maze Jar and North-East Hyrule Exit]]<br />
# Do [[#The Grind (Classic Route Only)]] (levels: 2-5-2)<br />
# Do [[Great Palace:Standard Glitch Route]]<br />
<br />
=== Hippie Route ===<br />
<br />
This route was proposed by Matematikprofessorn (aka Hippie) on the Zelda II Speedruns [[Discord]] on June 7th, 2021. Hippie pointed out that if you use a different set of wrong warps after the [[#Maze Jar and North-East Hyrule Exit]] segment you can quickly go to [[New Kasuto]] and obtain its [[Magic Jar]], which lowers the magic level you need in [[Great Palace]] from 5 to 3.<br />
<br />
This route avoids the very long and tedious grind segment, having you instead only fight a couple of Lizalfos on the way (which ones exactly has varied so far) to bring you close to taking Magic 3. You then save this level until the final bridge before [[Thunderbird Skip]], where you kill one of the [[Myu]]<nowiki />s on the bridge after casting [[Jump]]. This gives you enough magic to complete the skip in spite of the low levels and go straight to [[Dark Link]] as usual.<br />
<br />
This route has pushed the WR down by over a minute, currently standing at 16:38 as of June 16th, 2021 ([https://www.youtube.com/watch?v=Lo601hUUQK0 dood's WR run].<br />
<br />
# Perform the first [[Healer Glitch]] and get the [[#Hammer]] (levels: 2-2-2)<br />
# Get [[#Trophy and Jump]]<br />
# Get [[#Medicine, Upstab, and Fairy (Unglitched)]]<br />
# Get [[#North Magic Jar]]<br />
# Perform the [[#Second Healer Glitch]], with the 'standard' door glitch (first door 5 times)<br />
# Now in scroll lock, get the [[#Glove]]<br />
# Get [[#Death Mountain Jar and Maze Warp]]<br />
# [[#Maze Jar and North-East Hyrule Exit]]<br />
# Get the [[#New Kasuto Jar]] (levels: 2-2-2 and 250xp-290xp)<br />
# Do [[Great Palace:Standard Glitch Route]] (levels: 2-3-2 at [[Thunderbird Skip]])<br />
<br />
=== Fairy Glitch Route ===<br />
<br />
This is a developing variant of the [[#Hippie Route]] that performs more of the early game glitched. In this route, you move getting [[Upstab]] and [[Fairy]] to after performing the second healer glitch, then use the fact that you're already at [[Mido]] to wrong warp to [[Bagu]] for a short travel time to [[Saria]].<br />
<br />
For this route to work, you have to use the [[Healer Glitch:Alt Door Glitch|alt glitch]] or the helpers in Mido will not appear. This means that, particularly in GP, enemies are often much closer to you than they are in the other routes.<br />
<br />
It's not clear yet if time can be saved on this route, and it has not yet set a record. But it is noted here for the record as a workable route.<br />
<br />
An example of this route can be seen in [https://www.youtube.com/watch?v=NUWmO9yjv9g Eunos' 17:56 run].<br />
<br />
# Perform the first [[Healer Glitch]] and get the [[#Hammer]] (levels: 2-2-2)<br />
# Get [[#Trophy and Jump]]<br />
# Do [[North Palace to Medicine Cave Walk]] and get medicine, as described in [[Medicine Cave:Dark Low Health Movement|Dark Medicine Cave]].<br />
# Get [[#North Magic Jar]]<br />
# Perform the [[#Second Healer Glitch]], with the 'alt' door glitch (first door, second door, first door 3 times)<br />
# Now in scroll lock, get the [[#Glove]]<br />
# Get [[#Glitched Fairy and Upstab]]<br />
# Get [[#Death Mountain Jar and Maze Warp]]<br />
# [[#Maze Jar and North-East Hyrule Exit]]<br />
# Get the [[#New Kasuto Jar]] (levels: 2-2-2 with 250-290xp)<br />
# Do [[Great Palace:Alt-Glitch Route]] (levels: 2-3-2 at [[Thunderbird Skip]])<br />
<br />
== Unglitched Route Segments ==<br />
<br />
These segments are the basic outline of the [[#Classic Route]]'s first part, where they are all done unglitched. They are mostly unchanged other than some small details in the newer routes, so those routes will be defined in terms of these segment.s<br />
<br />
=== Hammer ===<br />
<br />
# Go to [[Rauru]]. If you start moving in [[North Palace]] immediately upon gaining control (whether to the [[North Palace:Left Or Right|left or right]]), then move straight right after exiting, none of the [[Enemy Mobs]] will touch you. Move down towards Rauru when they disappear.<br />
# Go to the healer and perform a [[Healer Glitch]].<br />
# In [[Glitch Town]], walk all the way to the right to exit and wrong warp to [[King's Tomb]].<br />
# Hold left on exiting the King's Tomb tile and walk all the way to the path on the left, enemy mobs shouldn't touch you unless you delayed pressing left. If you aren't too concerned about time, you can go back into king's tomb quickly to reset the spawn, which should be faster and safer than taking one of the brutal grave encounters.<br />
# If you want an additional safety, you can pick up the [[1-Up:Grave|grave 1-up]] to the south of the path.<br />
# Enter the [[Death Mountain Exit Bridge]] backwards. Fight the [[Daira]] with either cautious [[Falling Crouch Stabs]] or more aggressive [[Double Hits]] on the first screen. You will usually get your first level up off the Daira. Preferably you should take attack 2, but if you got hit taking life 2 can help make sure you have beams in [[Hammer Cave]].<br />
# On the second screen, jump over the moblins, ideally turning around mid-air to do a falling crouch stab to push them back. If you still have beams, throwing a beam back at the second one can help avoid a possible spear throw.<br />
# Enter the cave to [[Death Mountain:East Exit|Death Mountain's eastern exit]] and go down to the [[Jumpy Smashy Cave:Backwards]]. See that page for movement strategies through there (soon(tm)).<br />
# Upon exiting the jumpy smashy cave, go down towards the bottom ledge of Death Mountain, and go one extra tile below it. As you approach the [[Death Mountain Maze Exit Cave]], move up a tile after a slight hesitation. This should help you avoid the enemy mobs that will spawn here. Exact timing will depend on your movement through the Jumpy Smashy Cave, though.<br />
# Enter [[Hammer Cave]]<br />
# Do [[Hammer Cave:Dark Routes]]. By the time you enter the last room of Hammer Cave, you should have levels 2-2-2. For the [[#Classic Route]] you will ideally want a P-Bag off the last [[Daira]] to set up for a shorter grind by getting magic 3.<br />
# [[Up-A]] immediately upon obtaining the [[Hammer]]. You should have 2-2-2 or 2-3-2, depending on the following parts of the route.<br />
<br />
=== Trophy and Jump ===<br />
<br />
# From North Palace, go north towards [[Trophy Cave]]. If you deviate one tile west before you reach the top of the lake, you will avoid enemy mobs up to the entrance to the cave.<br />
# Do [[Trophy Cave:Dark Movement|Dark Trophy Cave]].<br />
# Up-A after getting the [[Trophy]].<br />
# From North Palace, go north-west towards [[Ruto]]. Again, start moving west before reaching the top of the lake to avoid mobs.<br />
# Use the Trophy to get in to see the [[Old Man]] and obtain the [[Jump Spell]].<br />
# Up-A after getting Jump.<br />
<br />
=== Medicine, Upstab, and Fairy (Unglitched) ===<br />
<br />
# Do the [[North Palace to Medicine Cave Walk]].<br />
# Do [[Medicine Cave:Dark Low Health Movement|Dark Medicine Cave]].<br />
# Up-A upon obtaining [[Medicine]].<br />
# Do the [[North Palace to Mido Walk]].<br />
# In [[Mido]], cast Jump before [[Church of Upstab]], jump up to the ledge, enter the church and obtain [[Upstab]].<br />
# Go left and use the Medicine to obtain [[Fairy]].<br />
# Up-A on obtaining Fairy.<br />
<br />
=== North Magic Jar ===<br />
<br />
# On exiting [[North Palace]], head down to the [[Magic Cave]] and obtain the [[North Palace Magic Jar]]. If you got 2-3-2 leveling in [[Hammer Cave]], and are doing this last of the unglitched collections, you can cast fairy to just quickly move through the room and grab it. Otherwise just move through the room as quickly as you can. There's no need to kill anything here in Any%. Slight hesitations when jumping between the [[Octoroks]] will help avoid their projectiles.<br />
# Up-A upon obtaining the Jar.<br />
<br />
=== Second Healer Glitch ===<br />
<br />
# Exit [[North Palace]] and head back to [[Rauru]] and the [[Healer]]. Perform [[Healer Glitch]] again. This time, in [[Glitch Town]], perform either a [[Healer Glitch:Normal Door Glitch|normal door glitch (first door 5 times)]] or [[Healer Glitch:Alt Door Glitch|alt glitch (first door, second door, 3 times first door)]] to enable [[Scroll Lock]], then exit left without scrolling.<br />
<br />
== Glitched Segments ==<br />
<br />
After completing the unglitched segments, all routes proceed to enter [[Scroll Lock]] for the rest of the run. This allows for [[Wrong Warp]]<nowiki />s and quick left exits of screens. It is often important to specify exactly what kind of movement is necessary in a room with Scroll Lock enabled, because you might get hard or soft-locked if you do the wrong thing and wrong warp into a wall or mountain.<br />
<br />
More details will be filled in on the [[Scroll Lock]] page, but a short primer on movement in scroll lock is:<br />
<br />
* If you enter a room from the left, you are essentially in that room normally as long as you keep moving to the right. Exiting to the left without scrolling will take you to that room's left exit.<br />
* If you scroll to the right a bit, exiting left will no longer take you to the left exit, but the current room's down exit. The exact consequences of this vary depending on the type of screen and where it is in the world, but this is the main mechanism of [[Wrong Warp|wrong warping]].<br />
* If you enter a room from the right, the visuals on the screen will appear as if you'd entered on the right, but you will actually be positioned as if you had entered the leftmost 'page' of the room on the right (clarify?). From there, it is the same as entering from the left -- moving left without scrolling will take you through the room's left exit, scrolling right a bit and then exiting left will take you to the down exit.<br />
* In all cases, walking all the way to the right will take you through the room's right exit.<br />
* Note that you will not *fall* to the room below from a scroll right, exit left. You will enter it as if you were coming into it from the right (as described above).<br />
<br />
=== Glove ===<br />
<br />
# Do the [[North Palace to Palace 2 Walk]].<br />
# Inside the palace, do the following movement:<br />
## Scroll right, exit left on the entry screen (this takes you to the room below, that you'd normally access by the elevator)<br />
## Exit Left<br />
## Exit Left<br />
## You are now on the left end of the [[Treacherous Bot Bridge Room]], on the leftmost breakblock platform, so quickly jump over the lava pit and exit left.<br />
## Exit left<br />
## Scroll the screen right until the elevator is the leftmost thing on the screen and exit left (this will take you to the room below).<br />
## Exit left<br />
## Exit left (this is the [[Middle Finger Room]]<br />
## Grab the [[Glove]] and scroll the screen to the right so the (invisible) left wall is past the edge of the screen, and exit left. This will wrong warp you to the entrance.<br />
## Exit left to exit the palace.<br />
<br />
=== Death Mountain Jar and Maze Warp ===<br />
<br />
# Do the [[Palace 2 to Saria Walk]]<br />
# On entering [[Saria]], immediately scroll right and exit left to enter [[Glitch Town]]. Note that, if you're looking for safeties as a new runner, you can obtain Life here, but you would be hard pressed to be able to use it. See the [[100%]] routes for more information on doing this. If you need to heal up before going into death mountain, you can also exit left twice without scrolling and you'll find the healer to your right. Simply scroll right, exit left after talking to her to continue along this route.<br />
# In Glitch Town, scroll right and exit left again to exit on the far side of Saria without crossing the bridge.<br />
# Enter [[Death Mountain]] and follow the [[Death Mountain:Glitched Path|glitched path through it]].<br />
# Go towards [[Hammer Cave]], but instead of entering it go above it and over to the [[Death Mountain Magic Cave]], break the [[Boulder]] and enter from the top (this is important!).<br />
# Once inside, cast fairy upon obtaining the [[Death Mountain Magic Jar]].<br />
# Perform a [[Fairy Feet]] on the left edge of the screen. Exiting this screen will [[Wrong Warp]] you to [[Maze Island]].<br />
<br />
=== Maze Jar and North-East Hyrule Exit ===<br />
<br />
# If you performed the fairy feet successfully, you will exit the maze room you warped to on the bottom, overlapping a mountain tile. You can go straight down from here. If you missed it, you will have to go around a bit.<br />
# Go to the [[Maze Island Magic Cave]] and obtain the [[Maze Island Magic Jar]] (cast fairy on obtaining this one, but do not perform a fairy feet here).<br />
# Continue out to the shortest path to exit Maze Island. Unlike in non-glitched categories, the fastest path actually includes an extra encounter near the bottom, but since you enter it from the right it is very quick. (illustrations?)<br />
# Exit Maze Island and head towards the [[North-East Hyrule Bat Cave]]. You can either slink encounters by heading directly through or perform a kind of half-[[Green Mile]]. If you go to the 1-up encounter it is faster to skip it, but you can take it for a safety if you want.<br />
<br />
=== The Grind (Classic Route Only) ===<br />
<br />
# On entering the [[North-East Hyrule Bat Cave]], scroll right and exit left to wrong warp to [[South-East Hyrule]], you'll come out on the north end of the [[Kasuto Swamp]]. If you're looking for a safety life, you can get the [[1-Up:Kasuto Swamp|Kasuto Swamp 1-Up]] to the west of the cave entrance. Doing so will make the walk to and through the forest more difficult, though.<br />
# Walk to the east, taking small encounters as you go, killing the [[Lizalfos:Orange|Orange Lizalfos]] in each one for 150xp each (don't bother with, and try to avoid large encounters -- The [[Lizalfos:Red|Red Lizalfos]] are both harder and only give you 100xp each), around the north curve of the lake. Fight the lizalfos with either [[Falling Crouch Stabs]] or [[Double Stabs]] if you're more experienced.<br />
# Enter the [[Kasuto Forest:500 P-Bag|Kasuto Forest 500pbag]] encounter, and kill the red lizalfos there, then take the bag. Make a quick exit by casting fairy after picking it up and exiting to the left.<br />
# At this point you should be aiming to have 2-4-2 levels, and 500xp. Don't leave the forest until you have that! If you got a jar in [[#Hammer|Hammer Cave]] instead of a p-bag, you will have to fight more mobs, and one of the encounters will give you a jar or p-bag chance so might slow you down even more.<br />
# When you're ready, return through the swamp to the cave you came in through, the [[Kasuto Swamp P-Bag Cave]].<br />
# Move right through the first room of this cave, jumping up onto the platforms (visual guide?) quickly so the enemies spawning behind you will stay behind you.<br />
# On the second screen, have fairy queued up, and run straight to the right until you find the [[P-Bag]]. Collect it and cast fairy, flying up and over the enemies who spawned behind you to exit left. This will wrong warp you to [[Valley of Death]], right by the last cave entrance. At this point you will be 2-4-2 and 1000xp.<br />
# Re-enter the [[Valley of Death Final Cave]] entrance you came out of. A [[Lizalfos:Blue|Blue Lizalfos]] will come at you from the right. Fight it with either [[Falling Crouch Stabs]] or [[Double Hits]] to get the last 200xp you need to take magic 5. Keep walking right, and do not stop. Another [[Lizalfos]] will spawn behind you and you don't want to fight it.<br />
# Exit the cave, enter [[Great Palace]], and [[Up-A]] to recover lives if you have less than 2 going in.</div>Megmactvhttp://wiki.bindingforce.net/index.php?title=Any%25&diff=211Any%2021-06-16T23:09:14Z<p>Megmactv: </p>
<hr />
<div>== Speedrun Rules ==<br />
<br />
Timing starts with control in North Palace. Time ends with control loss shortly after killing Dark Link (Make sure to hold right after the final hit until Link stops moving).<br />
<br />
== Route and Record Progression ==<br />
<br />
A brief history of the record progression as it relates to significant route innovations, with each entry being the last WR run to be recorded on [speedrun.com srcom] with that particular route change:<br />
<br />
* (fill in more history here)<br />
* (route innovation prior to the Blue Jar variation?) [https://www.speedrun.com/zelda_ii_the_adventure_of_link/run/yd6x050z Lite's 17:54]<br />
* [[Great Palace:Blue Jar Variation]] [https://www.speedrun.com/zelda_ii_the_adventure_of_link/run/yjg6nw7y Lite's 17:34]<br />
* [[#Hippie Route]] [https://www.speedrun.com/zelda_ii_the_adventure_of_link/run/y6dqdvqm dood's 16:38] (as of June 16th, 2021)<br />
<br />
== Routes ==<br />
<br />
=== Classic Route ===<br />
<br />
This route was the dominant route for many years, while the world record time was pushed down to 17:34 ([https://www.youtube.com/watch?v=yPX7hf2wzpQ last WR under the old route by Lite]). It has since been superseded by the [[#Hippie Route]], which is considerably more challenging but also doesn't feature a grind.<br />
<br />
The key things enabling this route are the discovery of [[Healer Glitch]], which allows for [[Wrong Warp]]<nowiki />s and fast traversal of rooms from right to left, and [[Thunderbird Skip]], which makes it so you need far less magic and fewer spells to beat the game. Though [[Glitch Town]] has been known about since the 90s, and even appeared in Nintendo Power (arrived at through a hud fairy in Darunia), it was not until (year?) that healer glitch allowed fast access to it from the start of the game and eventually allowed for the game to be finished in under 20 minutes.<br />
<br />
# Perform the first [[Healer Glitch]] and get the [[#Hammer]] (levels: 2-3-2)<br />
# Get [[#Trophy and Jump]]<br />
# Get [[#Medicine, Upstab, and Fairy (Unglitched)]]<br />
# Get [[#North Magic Jar]]<br />
# Perform the [[#Second Healer Glitch]], with the 'standard' door glitch (first door 5 times)<br />
# Now in scroll lock, get the [[#Glove]]<br />
# Get [[#Death Mountain Jar and Maze Warp]]<br />
# [[#Maze Jar and North-East Hyrule Exit]]<br />
# Do [[#The Grind (Classic Route Only)]] (levels: 2-5-2)<br />
# Do [[Great Palace:Standard Glitch Route]]<br />
<br />
=== Hippie Route ===<br />
<br />
This route was proposed by Matematikprofessorn (aka Hippie) on the Zelda II Speedruns [[Discord]] on June 7th, 2021. Hippie pointed out that if you use a different set of wrong warps after the [[#Maze Jar and North-East Hyrule Exit]] segment you can quickly go to [[New Kasuto]] and obtain its [[Magic Jar]], which lowers the magic level you need in [[Great Palace]] from 5 to 3.<br />
<br />
This route avoids the very long and tedious grind segment, having you instead only fight a couple of Lizalfos on the way (which ones exactly has varied so far) to bring you close to taking Magic 3. You then save this level until the final bridge before [[Thunderbird Skip]], where you kill one of the [[Myu]]<nowiki />s on the bridge after casting [[Jump]]. This gives you enough magic to complete the skip in spite of the low levels and go straight to [[Dark Link]] as usual.<br />
<br />
This route has pushed the WR down by over a minute, currently standing at 16:38 as of June 16th, 2021 ([https://www.youtube.com/watch?v=Lo601hUUQK0 dood's WR run].<br />
<br />
# Perform the first [[Healer Glitch]] and get the [[#Hammer]] (levels: 2-2-2)<br />
# Get [[#Trophy and Jump]]<br />
# Get [[#Medicine, Upstab, and Fairy (Unglitched)]]<br />
# Get [[#North Magic Jar]]<br />
# Perform the [[#Second Healer Glitch]], with the 'standard' door glitch (first door 5 times)<br />
# Now in scroll lock, get the [[#Glove]]<br />
# Get [[#Death Mountain Jar and Maze Warp]]<br />
# [[#Maze Jar and North-East Hyrule Exit]]<br />
# Get the [[#New Kasuto Jar]] (levels: 2-2-2 and 250xp-290xp)<br />
# Do [[Great Palace:Standard Glitch Route]] (levels: 2-3-2 at [[Thunderbird Skip]])<br />
<br />
=== Fairy Glitch Route ===<br />
<br />
This is a developing variant of the [[#Hippie Route]] that performs more of the early game glitched. In this route, you move getting [[Upstab]] and [[Fairy]] to after performing the second healer glitch, then use the fact that you're already at [[Mido]] to wrong warp to [[Bagu]] for a short travel time to [[Saria]].<br />
<br />
For this route to work, you have to use the [[Healer Glitch:Alt Door Glitch|alt glitch]] or the helpers in Mido will not appear. This means that, particularly in GP, enemies are often much closer to you than they are in the other routes.<br />
<br />
It's not clear yet if time can be saved on this route, and it has not yet set a record. But it is noted here for the record as a workable route.<br />
<br />
An example of this route can be seen in [https://www.youtube.com/watch?v=NUWmO9yjv9g Eunos' 17:56 run].<br />
<br />
# Perform the first [[Healer Glitch]] and get the [[#Hammer]] (levels: 2-2-2)<br />
# Get [[#Trophy and Jump]]<br />
# Do [[North Palace to Medicine Cave Walk]] and get medicine, as described in [[Medicine Cave:Dark Low Health Movement|Dark Medicine Cave]].<br />
# Get [[#North Magic Jar]]<br />
# Perform the [[#Second Healer Glitch]], with the 'alt' door glitch (first door, second door, first door 3 times)<br />
# Now in scroll lock, get the [[#Glove]]<br />
# Get [[#Glitched Fairy and Upstab]]<br />
# Get [[#Death Mountain Jar and Maze Warp]]<br />
# [[#Maze Jar and North-East Hyrule Exit]]<br />
# Get the [[#New Kasuto Jar]] (levels: 2-2-2 with 250-290xp)<br />
# Do [[Great Palace:Alt-Glitch Route]] (levels: 2-3-2 at [[Thunderbird Skip]])<br />
<br />
== Unglitched Route Segments ==<br />
<br />
These segments are the basic outline of the [[#Classic Route]]'s first part, where they are all done unglitched. They are mostly unchanged other than some small details in the newer routes, so those routes will be defined in terms of these segment.s<br />
<br />
=== Hammer ===<br />
<br />
# Go to [[Rauru]]. If you start moving in [[North Palace]] immediately upon gaining control (whether to the [[North Palace:Left Or Right|left or right]]), then move straight right after exiting, none of the [[Enemy Mobs]] will touch you. Move down towards Rauru when they disappear.<br />
# Go to the healer and perform a [[Healer Glitch]].<br />
# In [[Glitch Town]], walk all the way to the right to exit and wrong warp to [[King's Tomb]].<br />
# Hold left on exiting the King's Tomb tile and walk all the way to the path on the left, enemy mobs shouldn't touch you unless you delayed pressing left. If you aren't too concerned about time, you can go back into king's tomb quickly to reset the spawn, which should be faster and safer than taking one of the brutal grave encounters.<br />
# If you want an additional safety, you can pick up the [[1-Up:Grave|grave 1-up]] to the south of the path.<br />
# Enter the [[Death Mountain Exit Bridge]] backwards. Fight the [[Daira]] with either cautious [[Falling Crouch Stabs]] or more aggressive [[Double Hits]] on the first screen. You will usually get your first level up off the Daira. Preferably you should take attack 2, but if you got hit taking life 2 can help make sure you have beams in [[Hammer Cave]].<br />
# On the second screen, jump over the moblins, ideally turning around mid-air to do a falling crouch stab to push them back. If you still have beams, throwing a beam back at the second one can help avoid a possible spear throw.<br />
# Enter the cave to [[Death Mountain:East Exit|Death Mountain's eastern exit]] and go down to the [[Jumpy Smashy Cave:Backwards]]. See that page for movement strategies through there (soon(tm)).<br />
# Upon exiting the jumpy smashy cave, go down towards the bottom ledge of Death Mountain, and go one extra tile below it. As you approach the [[Death Mountain Maze Exit Cave]], move up a tile after a slight hesitation. This should help you avoid the enemy mobs that will spawn here. Exact timing will depend on your movement through the Jumpy Smashy Cave, though.<br />
# Enter [[Hammer Cave]]<br />
# Do [[Hammer Cave:Dark Routes]]. By the time you enter the last room of Hammer Cave, you should have levels 2-2-2. For the [[#Classic Route]] you will ideally want a P-Bag off the last [[Daira]] to set up for a shorter grind by getting magic 3.<br />
# [[Up-A]] immediately upon obtaining the [[Hammer]]. You should have 2-2-2 or 2-3-2, depending on the following parts of the route.<br />
<br />
=== Trophy and Jump ===<br />
<br />
# From North Palace, go north towards [[Trophy Cave]]. If you deviate one tile west before you reach the top of the lake, you will avoid enemy mobs up to the entrance to the cave.<br />
# Do [[Trophy Cave:Dark Movement|Dark Trophy Cave]].<br />
# Up-A after getting the [[Trophy]].<br />
# From North Palace, go north-west towards [[Ruto]]. Again, start moving west before reaching the top of the lake to avoid mobs.<br />
# Use the Trophy to get in to see the [[Old Man]] and obtain the [[Jump Spell]].<br />
# Up-A after getting Jump.<br />
<br />
=== Medicine, Upstab, and Fairy (Unglitched) ===<br />
<br />
# Do the [[North Palace to Medicine Cave Walk]].<br />
# Do [[Medicine Cave:Dark Low Health Movement|Dark Medicine Cave]].<br />
# Up-A upon obtaining [[Medicine]].<br />
# Do the [[North Palace to Mido Walk]].<br />
# In [[Mido]], cast Jump before [[Church of Upstab]], jump up to the ledge, enter the church and obtain [[Upstab]].<br />
# Go left and use the Medicine to obtain [[Fairy]].<br />
# Up-A on obtaining Fairy.<br />
<br />
=== North Magic Jar ===<br />
<br />
# On exiting [[North Palace]], head down to the [[Magic Cave]] and obtain the [[North Palace Magic Jar]]. If you got 2-3-2 leveling in [[Hammer Cave]], and are doing this last of the unglitched collections, you can cast fairy to just quickly move through the room and grab it. Otherwise just move through the room as quickly as you can. There's no need to kill anything here in Any%. Slight hesitations when jumping between the [[Octoroks]] will help avoid their projectiles.<br />
# Up-A upon obtaining the Jar.<br />
<br />
=== Second Healer Glitch ===<br />
<br />
# Exit [[North Palace]] and head back to [[Rauru]] and the [[Healer]]. Perform [[Healer Glitch]] again. This time, in [[Glitch Town]], perform either a [[Healer Glitch:Normal Door Glitch|normal door glitch (first door 5 times)]] or [[Healer Glitch:Alt Door Glitch|alt glitch (first door, second door, 3 times first door)]] to enable [[Scroll Lock]], then exit left without scrolling.<br />
<br />
== Glitched Segments ==<br />
<br />
After completing the unglitched segments, all routes proceed to enter [[Scroll Lock]] for the rest of the run. This allows for [[Wrong Warp]]<nowiki />s and quick left exits of screens. It is often important to specify exactly what kind of movement is necessary in a room with Scroll Lock enabled, because you might get hard or soft-locked if you do the wrong thing and wrong warp into a wall or mountain.<br />
<br />
More details will be filled in on the [[Scroll Lock]] page, but a short primer on movement in scroll lock is:<br />
<br />
* If you enter a room from the left, you are essentially in that room normally as long as you keep moving to the right. Exiting to the left without scrolling will take you to that room's left exit.<br />
* If you scroll to the right a bit, exiting left will no longer take you to the left exit, but the current room's down exit. The exact consequences of this vary depending on the type of screen and where it is in the world, but this is the main mechanism of [[Wrong Warp|wrong warping]].<br />
* If you enter a room from the right, the visuals on the screen will appear as if you'd entered on the right, but you will actually be positioned as if you had entered the leftmost 'page' of the room on the right (clarify?). From there, it is the same as entering from the left -- moving left without scrolling will take you through the room's left exit, scrolling right a bit and then exiting left will take you to the down exit.<br />
* In all cases, walking all the way to the right will take you through the room's right exit.<br />
* Note that you will not *fall* to the room below from a scroll right, exit left. You will enter it as if you were coming into it from the right (as described above).<br />
<br />
=== Glove ===<br />
<br />
# Do the [[North Palace to Palace 2 Walk]].<br />
# Inside the palace, do the following movement:<br />
## Scroll right, exit left on the entry screen (this takes you to the room below, that you'd normally access by the elevator)<br />
## Exit Left<br />
## Exit Left<br />
## You are now on the left end of the [[Treacherous Bot Bridge Room]], on the leftmost breakblock platform, so quickly jump over the lava pit and exit left.<br />
## Exit left<br />
## Scroll the screen right until the elevator is the leftmost thing on the screen and exit left (this will take you to the room below).<br />
## Exit left<br />
## Exit left (this is the [[Middle Finger Room]]<br />
## Grab the [[Glove]] and scroll the screen to the right so the (invisible) left wall is past the edge of the screen, and exit left. This will wrong warp you to the entrance.<br />
## Exit left to exit the palace.<br />
<br />
=== Death Mountain Jar and Maze Warp ===<br />
<br />
# Do the [[Palace 2 to Saria Walk]]<br />
# On entering [[Saria]], immediately scroll right and exit left to enter [[Glitch Town]]. Note that, if you're looking for safeties as a new runner, you can obtain Life here, but you would be hard pressed to be able to use it. See the [[100%]] routes for more information on doing this. If you need to heal up before going into death mountain, you can also exit left twice without scrolling and you'll find the healer to your right. Simply scroll right, exit left after talking to her to continue along this route.<br />
# In Glitch Town, scroll right and exit left again to exit on the far side of Saria without crossing the bridge.<br />
# Enter [[Death Mountain]] and follow the [[Death Mountain:Glitched Path|glitched path through it]].<br />
# Go towards [[Hammer Cave]], but instead of entering it go above it and over to the [[Death Mountain Magic Cave]], break the [[Boulder]] and enter from the top (this is important!).<br />
# Once inside, cast fairy upon obtaining the [[Death Mountain Magic Jar]].<br />
# Perform a [[Fairy Feet]] on the left edge of the screen. Exiting this screen will [[Wrong Warp]] you to [[Maze Island]].<br />
<br />
=== Maze Jar and North-East Hyrule Exit ===<br />
<br />
# If you performed the fairy feet successfully, you will exit the maze room you warped to on the bottom, overlapping a mountain tile. You can go straight down from here. If you missed it, you will have to go around a bit.<br />
# Go to the [[Maze Island Magic Cave]] and obtain the [[Maze Island Magic Jar]] (cast fairy on obtaining this one, but do not perform a fairy feet here).<br />
# Continue out to the shortest path to exit Maze Island. Unlike in non-glitched categories, the fastest path actually includes an extra encounter near the bottom, but since you enter it from the right it is very quick. (illustrations?)<br />
# Exit Maze Island and head towards the [[North-East Hyrule Bat Cave]]. You can either slink encounters by heading directly through or perform a kind of half-[[Green Mile]]. If you go to the 1-up encounter it is faster to skip it, but you can take it for a safety if you want.<br />
<br />
=== The Grind (Classic Route Only) ===<br />
<br />
# On entering the [[North-East Hyrule Bat Cave]], scroll right and exit left to wrong warp to [[South-East Hyrule]], you'll come out on the north end of the [[Kasuto Swamp]]. If you're looking for a safety life, you can get the [[1-Up:Kasuto Swamp|Kasuto Swamp 1-Up]] to the west of the cave entrance. Doing so will make the walk to and through the forest more difficult, though.<br />
# Walk to the east, taking small encounters as you go, killing the [[Lizalfos:Orange|Orange Lizalfos]] in each one for 150xp each (don't bother with, and try to avoid large encounters -- The [[Lizalfos:Red|Red Lizalfos]] are both harder and only give you 100xp each), around the north curve of the lake. Fight the lizalfos with either [[Falling Crouch Stabs]] or [[Double Stabs]] if you're more experienced.<br />
# Enter the [[Kasuto Forest:500 P-Bag|Kasuto Forest 500pbag]] encounter, and kill the red lizalfos there, then take the bag. Make a quick exit by casting fairy after picking it up and exiting to the left.<br />
# At this point you should be aiming to have 2-4-2 levels, and 500xp. Don't leave the forest until you have that! If you got a jar in [[#Hammer|Hammer Cave]] instead of a p-bag, you will have to fight more mobs, and one of the encounters will give you a jar or p-bag chance so might slow you down even more.<br />
# When you're ready, return through the swamp to the cave you came in through, the [[Kasuto Swamp P-Bag Cave]].<br />
# Move right through the first room of this cave, jumping up onto the platforms (visual guide?) quickly so the enemies spawning behind you will stay behind you.<br />
# On the second screen, have fairy queued up, and run straight to the right until you find the [[P-Bag]]. Collect it and cast fairy, flying up and over the enemies who spawned behind you to exit left. This will wrong warp you to [[Valley of Death]], right by the last cave entrance. At this point you will be 2-4-2 and 1000xp.<br />
# Re-enter the [[Valley of Death Final Cave]] entrance you came out of. A [[Lizalfos:Blue|Blue Lizalfos]] will come at you from the right. Fight it with either [[Falling Crouch Stabs]] or [[Double Hits]] to get the last 200xp you need to take magic 5. Keep walking right, and do not stop. Another [[Lizalfos]] will spawn behind you and you don't want to fight it.<br />
# Exit the cave, enter [[Great Palace]], and [[Up-A]] to recover lives if you have less than 2 going in.</div>Megmactvhttp://wiki.bindingforce.net/index.php?title=Any%25&diff=210Any%2021-06-16T22:25:57Z<p>Megmactv: </p>
<hr />
<div>== Speedrun Rules ==<br />
<br />
Timing starts with control in North Palace. Time ends with control loss shortly after killing Dark Link (Make sure to hold right after the final hit until Link stops moving).<br />
<br />
== Routes ==<br />
<br />
=== Classic Route ===<br />
<br />
This route was the dominant route for many years, while the world record time was pushed down to 17:42 ([https://www.youtube.com/watch?v=hzvQJauuR_o dood's last WR under the old route]). It has since been superseded by the [[#Hippie Route]], which is considerably more challenging but also doesn't feature a grind.<br />
<br />
The key things enabling this route are the discovery of [[Healer Glitch]], which allows for [[Wrong Warp]]<nowiki />s and fast traversal of rooms from right to left, and [[Thunderbird Skip]], which makes it so you need far less magic and fewer spells to beat the game. Though [[Glitch Town]] has been known about since the 90s, and even appeared in Nintendo Power (arrived at through a hud fairy in Darunia), it was not until (year?) that healer glitch allowed fast access to it from the start of the game and eventually allowed for the game to be finished in under 20 minutes.<br />
<br />
# Perform the first [[Healer Glitch]] and get the [[#Hammer]] (levels: 2-3-2)<br />
# Get [[#Trophy and Jump]]<br />
# Get [[#Medicine, Upstab, and Fairy (Unglitched)]]<br />
# Get [[#North Magic Jar]]<br />
# Perform the [[#Second Healer Glitch]], with the 'standard' door glitch (first door 5 times)<br />
# Now in scroll lock, get the [[#Glove]]<br />
# Get [[#Death Mountain Jar and Maze Warp]]<br />
# [[#Maze Jar and North-East Hyrule Exit]]<br />
# Do [[#The Grind (Classic Route Only)]] (levels: 2-5-2)<br />
# Do [[Great Palace:Standard Glitch Route]]<br />
<br />
=== Hippie Route ===<br />
<br />
This route was proposed by Matematikprofessorn (aka Hippie) on the Zelda II Speedruns [[Discord]] on June 7th, 2021. Hippie pointed out that if you use a different set of wrong warps after the [[#Maze Jar and North-East Hyrule Exit]] segment you can quickly go to [[New Kasuto]] and obtain its [[Magic Jar]], which lowers the magic level you need in [[Great Palace]] from 5 to 3.<br />
<br />
This route avoids the very long and tedious grind segment, having you instead only fight a couple of Lizalfos on the way (which ones exactly has varied so far) to bring you close to taking Magic 3. You then save this level until the final bridge before [[Thunderbird Skip]], where you kill one of the [[Myu]]<nowiki />s on the bridge after casting [[Jump]]. This gives you enough magic to complete the skip in spite of the low levels and go straight to [[Dark Link]] as usual.<br />
<br />
This route has pushed the WR down by over a minute, currently standing at 16:38 as of June 16th, 2021 ([https://www.youtube.com/watch?v=Lo601hUUQK0 dood's WR run].<br />
<br />
# Perform the first [[Healer Glitch]] and get the [[#Hammer]] (levels: 2-2-2)<br />
# Get [[#Trophy and Jump]]<br />
# Get [[#Medicine, Upstab, and Fairy (Unglitched)]]<br />
# Get [[#North Magic Jar]]<br />
# Perform the [[#Second Healer Glitch]], with the 'standard' door glitch (first door 5 times)<br />
# Now in scroll lock, get the [[#Glove]]<br />
# Get [[#Death Mountain Jar and Maze Warp]]<br />
# [[#Maze Jar and North-East Hyrule Exit]]<br />
# Get the [[#New Kasuto Jar]] (levels: 2-2-2 and 250xp-290xp)<br />
# Do [[Great Palace:Standard Glitch Route]] (levels: 2-3-2 at [[Thunderbird Skip]])<br />
<br />
=== Fairy Glitch Route ===<br />
<br />
This is a developing variant of the [[#Hippie Route]] that performs more of the early game glitched. In this route, you move getting [[Upstab]] and [[Fairy]] to after performing the second healer glitch, then use the fact that you're already at [[Mido]] to wrong warp to [[Bagu]] for a short travel time to [[Saria]].<br />
<br />
For this route to work, you have to use the [[Healer Glitch:Alt Door Glitch|alt glitch]] or the helpers in Mido will not appear. This means that, particularly in GP, enemies are often much closer to you than they are in the other routes.<br />
<br />
It's not clear yet if time can be saved on this route, and it has not yet set a record. But it is noted here for the record as a workable route.<br />
<br />
An example of this route can be seen in [https://www.youtube.com/watch?v=NUWmO9yjv9g Eunos' 17:56 run].<br />
<br />
# Perform the first [[Healer Glitch]] and get the [[#Hammer]] (levels: 2-2-2)<br />
# Get [[#Trophy and Jump]]<br />
# Do [[North Palace to Medicine Cave Walk]] and get medicine, as described in [[Medicine Cave:Dark Low Health Movement|Dark Medicine Cave]].<br />
# Get [[#North Magic Jar]]<br />
# Perform the [[#Second Healer Glitch]], with the 'alt' door glitch (first door, second door, first door 3 times)<br />
# Now in scroll lock, get the [[#Glove]]<br />
# Get [[#Glitched Fairy and Upstab]]<br />
# Get [[#Death Mountain Jar and Maze Warp]]<br />
# [[#Maze Jar and North-East Hyrule Exit]]<br />
# Get the [[#New Kasuto Jar]] (levels: 2-2-2 with 250-290xp)<br />
# Do [[Great Palace:Alt-Glitch Route]] (levels: 2-3-2 at [[Thunderbird Skip]])<br />
<br />
== Unglitched Route Segments ==<br />
<br />
These segments are the basic outline of the [[#Classic Route]]'s first part, where they are all done unglitched. They are mostly unchanged other than some small details in the newer routes, so those routes will be defined in terms of these segment.s<br />
<br />
=== Hammer ===<br />
<br />
# Go to [[Rauru]]. If you start moving in [[North Palace]] immediately upon gaining control (whether to the [[North Palace:Left Or Right|left or right]]), then move straight right after exiting, none of the [[Enemy Mobs]] will touch you. Move down towards Rauru when they disappear.<br />
# Go to the healer and perform a [[Healer Glitch]].<br />
# In [[Glitch Town]], walk all the way to the right to exit and wrong warp to [[King's Tomb]].<br />
# Hold left on exiting the King's Tomb tile and walk all the way to the path on the left, enemy mobs shouldn't touch you unless you delayed pressing left. If you aren't too concerned about time, you can go back into king's tomb quickly to reset the spawn, which should be faster and safer than taking one of the brutal grave encounters.<br />
# If you want an additional safety, you can pick up the [[1-Up:Grave|grave 1-up]] to the south of the path.<br />
# Enter the [[Death Mountain Exit Bridge]] backwards. Fight the [[Daira]] with either cautious [[Falling Crouch Stabs]] or more aggressive [[Double Hits]] on the first screen. You will usually get your first level up off the Daira. Preferably you should take attack 2, but if you got hit taking life 2 can help make sure you have beams in [[Hammer Cave]].<br />
# On the second screen, jump over the moblins, ideally turning around mid-air to do a falling crouch stab to push them back. If you still have beams, throwing a beam back at the second one can help avoid a possible spear throw.<br />
# Enter the cave to [[Death Mountain:East Exit|Death Mountain's eastern exit]] and go down to the [[Jumpy Smashy Cave:Backwards]]. See that page for movement strategies through there (soon(tm)).<br />
# Upon exiting the jumpy smashy cave, go down towards the bottom ledge of Death Mountain, and go one extra tile below it. As you approach the [[Death Mountain Maze Exit Cave]], move up a tile after a slight hesitation. This should help you avoid the enemy mobs that will spawn here. Exact timing will depend on your movement through the Jumpy Smashy Cave, though.<br />
# Enter [[Hammer Cave]]<br />
# Do [[Hammer Cave:Dark Routes]]. By the time you enter the last room of Hammer Cave, you should have levels 2-2-2. For the [[#Classic Route]] you will ideally want a P-Bag off the last [[Daira]] to set up for a shorter grind by getting magic 3.<br />
# [[Up-A]] immediately upon obtaining the [[Hammer]]. You should have 2-2-2 or 2-3-2, depending on the following parts of the route.<br />
<br />
=== Trophy and Jump ===<br />
<br />
# From North Palace, go north towards [[Trophy Cave]]. If you deviate one tile west before you reach the top of the lake, you will avoid enemy mobs up to the entrance to the cave.<br />
# Do [[Trophy Cave:Dark Movement|Dark Trophy Cave]].<br />
# Up-A after getting the [[Trophy]].<br />
# From North Palace, go north-west towards [[Ruto]]. Again, start moving west before reaching the top of the lake to avoid mobs.<br />
# Use the Trophy to get in to see the [[Old Man]] and obtain the [[Jump Spell]].<br />
# Up-A after getting Jump.<br />
<br />
=== Medicine, Upstab, and Fairy (Unglitched) ===<br />
<br />
# Do the [[North Palace to Medicine Cave Walk]].<br />
# Do [[Medicine Cave:Dark Low Health Movement|Dark Medicine Cave]].<br />
# Up-A upon obtaining [[Medicine]].<br />
# Do the [[North Palace to Mido Walk]].<br />
# In [[Mido]], cast Jump before [[Church of Upstab]], jump up to the ledge, enter the church and obtain [[Upstab]].<br />
# Go left and use the Medicine to obtain [[Fairy]].<br />
# Up-A on obtaining Fairy.<br />
<br />
=== North Magic Jar ===<br />
<br />
# On exiting [[North Palace]], head down to the [[Magic Cave]] and obtain the [[North Palace Magic Jar]]. If you got 2-3-2 leveling in [[Hammer Cave]], and are doing this last of the unglitched collections, you can cast fairy to just quickly move through the room and grab it. Otherwise just move through the room as quickly as you can. There's no need to kill anything here in Any%. Slight hesitations when jumping between the [[Octoroks]] will help avoid their projectiles.<br />
# Up-A upon obtaining the Jar.<br />
<br />
=== Second Healer Glitch ===<br />
<br />
# Exit [[North Palace]] and head back to [[Rauru]] and the [[Healer]]. Perform [[Healer Glitch]] again. This time, in [[Glitch Town]], perform either a [[Healer Glitch:Normal Door Glitch|normal door glitch (first door 5 times)]] or [[Healer Glitch:Alt Door Glitch|alt glitch (first door, second door, 3 times first door)]] to enable [[Scroll Lock]], then exit left without scrolling.<br />
<br />
== Glitched Segments ==<br />
<br />
After completing the unglitched segments, all routes proceed to enter [[Scroll Lock]] for the rest of the run. This allows for [[Wrong Warp]]<nowiki />s and quick left exits of screens. It is often important to specify exactly what kind of movement is necessary in a room with Scroll Lock enabled, because you might get hard or soft-locked if you do the wrong thing and wrong warp into a wall or mountain.<br />
<br />
More details will be filled in on the [[Scroll Lock]] page, but a short primer on movement in scroll lock is:<br />
<br />
* If you enter a room from the left, you are essentially in that room normally as long as you keep moving to the right. Exiting to the left without scrolling will take you to that room's left exit.<br />
* If you scroll to the right a bit, exiting left will no longer take you to the left exit, but the current room's down exit. The exact consequences of this vary depending on the type of screen and where it is in the world, but this is the main mechanism of [[Wrong Warp|wrong warping]].<br />
* If you enter a room from the right, the visuals on the screen will appear as if you'd entered on the right, but you will actually be positioned as if you had entered the leftmost 'page' of the room on the right (clarify?). From there, it is the same as entering from the left -- moving left without scrolling will take you through the room's left exit, scrolling right a bit and then exiting left will take you to the down exit.<br />
* In all cases, walking all the way to the right will take you through the room's right exit.<br />
* Note that you will not *fall* to the room below from a scroll right, exit left. You will enter it as if you were coming into it from the right (as described above).<br />
<br />
=== Glove ===<br />
<br />
# Do the [[North Palace to Palace 2 Walk]].<br />
# Inside the palace, do the following movement:<br />
## Scroll right, exit left on the entry screen (this takes you to the room below, that you'd normally access by the elevator)<br />
## Exit Left<br />
## Exit Left<br />
## You are now on the left end of the [[Treacherous Bot Bridge Room]], on the leftmost breakblock platform, so quickly jump over the lava pit and exit left.<br />
## Exit left<br />
## Scroll the screen right until the elevator is the leftmost thing on the screen and exit left (this will take you to the room below).<br />
## Exit left<br />
## Exit left (this is the [[Middle Finger Room]]<br />
## Grab the [[Glove]] and scroll the screen to the right so the (invisible) left wall is past the edge of the screen, and exit left. This will wrong warp you to the entrance.<br />
## Exit left to exit the palace.<br />
<br />
=== Death Mountain Jar and Maze Warp ===<br />
<br />
# Do the [[Palace 2 to Saria Walk]]<br />
# On entering [[Saria]], immediately scroll right and exit left to enter [[Glitch Town]]. Note that, if you're looking for safeties as a new runner, you can obtain Life here, but you would be hard pressed to be able to use it. See the [[100%]] routes for more information on doing this. If you need to heal up before going into death mountain, you can also exit left twice without scrolling and you'll find the healer to your right. Simply scroll right, exit left after talking to her to continue along this route.<br />
# In Glitch Town, scroll right and exit left again to exit on the far side of Saria without crossing the bridge.<br />
# Enter [[Death Mountain]] and follow the [[Death Mountain:Glitched Path|glitched path through it]].<br />
# Go towards [[Hammer Cave]], but instead of entering it go above it and over to the [[Death Mountain Magic Cave]], break the [[Boulder]] and enter from the top (this is important!).<br />
# Once inside, cast fairy upon obtaining the [[Death Mountain Magic Jar]].<br />
# Perform a [[Fairy Feet]] on the left edge of the screen. Exiting this screen will [[Wrong Warp]] you to [[Maze Island]].<br />
<br />
=== Maze Jar and North-East Hyrule Exit ===<br />
<br />
# If you performed the fairy feet successfully, you will exit the maze room you warped to on the bottom, overlapping a mountain tile. You can go straight down from here. If you missed it, you will have to go around a bit.<br />
# Go to the [[Maze Island Magic Cave]] and obtain the [[Maze Island Magic Jar]] (cast fairy on obtaining this one, but do not perform a fairy feet here).<br />
# Continue out to the shortest path to exit Maze Island. Unlike in non-glitched categories, the fastest path actually includes an extra encounter near the bottom, but since you enter it from the right it is very quick. (illustrations?)<br />
# Exit Maze Island and head towards the [[North-East Hyrule Bat Cave]]. You can either slink encounters by heading directly through or perform a kind of half-[[Green Mile]]. If you go to the 1-up encounter it is faster to skip it, but you can take it for a safety if you want.<br />
<br />
=== The Grind (Classic Route Only) ===<br />
<br />
# On entering the [[North-East Hyrule Bat Cave]], scroll right and exit left to wrong warp to [[South-East Hyrule]], you'll come out on the north end of the [[Kasuto Swamp]]. If you're looking for a safety life, you can get the [[1-Up:Kasuto Swamp|Kasuto Swamp 1-Up]] to the west of the cave entrance. Doing so will make the walk to and through the forest more difficult, though.<br />
# Walk to the east, taking small encounters as you go, killing the [[Lizalfos:Orange|Orange Lizalfos]] in each one for 150xp each (don't bother with, and try to avoid large encounters -- The [[Lizalfos:Red|Red Lizalfos]] are both harder and only give you 100xp each), around the north curve of the lake. Fight the lizalfos with either [[Falling Crouch Stabs]] or [[Double Stabs]] if you're more experienced.<br />
# Enter the [[Kasuto Forest:500 P-Bag|Kasuto Forest 500pbag]] encounter, and kill the red lizalfos there, then take the bag. Make a quick exit by casting fairy after picking it up and exiting to the left.<br />
# At this point you should be aiming to have 2-4-2 levels, and 500xp. Don't leave the forest until you have that! If you got a jar in [[#Hammer|Hammer Cave]] instead of a p-bag, you will have to fight more mobs, and one of the encounters will give you a jar or p-bag chance so might slow you down even more.<br />
# When you're ready, return through the swamp to the cave you came in through, the [[Kasuto Swamp P-Bag Cave]].<br />
# Move right through the first room of this cave, jumping up onto the platforms (visual guide?) quickly so the enemies spawning behind you will stay behind you.<br />
# On the second screen, have fairy queued up, and run straight to the right until you find the [[P-Bag]]. Collect it and cast fairy, flying up and over the enemies who spawned behind you to exit left. This will wrong warp you to [[Valley of Death]], right by the last cave entrance. At this point you will be 2-4-2 and 1000xp.<br />
# Re-enter the [[Valley of Death Final Cave]] entrance you came out of. A [[Lizalfos:Blue|Blue Lizalfos]] will come at you from the right. Fight it with either [[Falling Crouch Stabs]] or [[Double Hits]] to get the last 200xp you need to take magic 5. Keep walking right, and do not stop. Another [[Lizalfos]] will spawn behind you and you don't want to fight it.<br />
# Exit the cave, enter [[Great Palace]], and [[Up-A]] to recover lives if you have less than 2 going in.</div>Megmactvhttp://wiki.bindingforce.net/index.php?title=Any%25&diff=209Any%2021-06-16T15:29:27Z<p>Megmactv: </p>
<hr />
<div>== Speedrun Rules ==<br />
<br />
Timing starts with control in North Palace. Time ends with control loss shortly after killing Dark Link (Make sure to hold right after the final hit until Link stops moving).<br />
<br />
== Unglitched Route Segments ==<br />
<br />
These segments are the basic outline of the [[#Classic Route]]'s first part, where they are all done unglitched. They are mostly unchanged other than some small details in the newer routes, so those routes will be defined in terms of these segment.s<br />
<br />
=== Hammer ===<br />
<br />
Up to getting Hammer, all routes look roughly the same. You are aiming to come out of <br />
<br />
# Go to [[Rauru]]. If you start moving in [[North Palace]] immediately upon gaining control (whether to the [[North Palace:Left Or Right|left or right]]), then move straight right after exiting, none of the [[Enemy Mobs]] will touch you. Move down towards Rauru when they disappear.<br />
# Go to the healer and perform a [[Healer Glitch]].<br />
# In [[Glitch Town]], walk all the way to the right to exit and wrong warp to [[King's Tomb]].<br />
# Hold left on exiting the King's Tomb tile and walk all the way to the path on the left, enemy mobs shouldn't touch you unless you delayed pressing left. If you aren't too concerned about time, you can go back into king's tomb quickly to reset the spawn, which should be faster and safer than taking one of the brutal grave encounters.<br />
# If you want an additional safety, you can pick up the [[1-Up:Grave|grave 1-up]] to the south of the path.<br />
# Enter the [[Death Mountain Exit Bridge]] backwards. Fight the [[Daira]] with either cautious [[Falling Crouch Stabs]] or more aggressive [[Double Hits]] on the first screen. You will usually get your first level up off the Daira. Preferably you should take attack 2, but if you got hit taking life 2 can help make sure you have beams in [[Hammer Cave]].<br />
# On the second screen, jump over the moblins, ideally turning around mid-air to do a falling crouch stab to push them back. If you still have beams, throwing a beam back at the second one can help avoid a possible spear throw.<br />
# Enter the cave to [[Death Mountain:East Exit|Death Mountain's eastern exit]] and go down to the [[Jumpy Smashy Cave:Backwards]]. See that page for movement strategies through there (soon(tm)).<br />
# Upon exiting the jumpy smashy cave, go down towards the bottom ledge of Death Mountain, and go one extra tile below it. As you approach the [[Death Mountain Maze Exit Cave]], move up a tile after a slight hesitation. This should help you avoid the enemy mobs that will spawn here. Exact timing will depend on your movement through the Jumpy Smashy Cave, though.<br />
# Enter [[Hammer Cave]]<br />
# Do [[Hammer Cave:Dark Routes]]. By the time you enter the last room of Hammer Cave, you should have levels 2-2-2. For the [[#Classic Route]] you will ideally want a P-Bag off the last [[Daira]] to set up for a shorter grind by getting magic 3.<br />
# [[Up-A]] immediately upon obtaining the [[Hammer]]. You should have 2-2-2 or 2-3-2, depending on the following parts of the route.<br />
<br />
=== Trophy and Jump ===<br />
<br />
# From North Palace, go north towards [[Trophy Cave]]. If you deviate one tile west before you reach the top of the lake, you will avoid enemy mobs up to the entrance to the cave.<br />
# Do [[Trophy Cave:Dark Movement|Dark Trophy Cave]].<br />
# Up-A after getting the [[Trophy]].<br />
# From North Palace, go north-west towards [[Ruto]]. Again, start moving west before reaching the top of the lake to avoid mobs.<br />
# Use the Trophy to get in to see the [[Old Man]] and obtain the [[Jump Spell]].<br />
# Up-A after getting Jump.<br />
<br />
=== Medicine, Upstab, and Fairy (Unglitched) ===<br />
<br />
# Do the [[North Palace to Medicine Cave Walk]].<br />
# Do [[Medicine Cave:Dark Low Health Movement|Dark Medicine Cave]].<br />
# Up-A upon obtaining [[Medicine]].<br />
# Do the [[North Palace to Mido Walk]].<br />
# In [[Mido]], cast Jump before [[Church of Upstab]], jump up to the ledge, enter the church and obtain [[Upstab]].<br />
# Go left and use the Medicine to obtain [[Fairy]].<br />
# Up-A on obtaining Fairy.<br />
<br />
=== North Magic Jar ===<br />
<br />
# On exiting [[North Palace]], head down to the [[Magic Cave]] and obtain the [[North Palace Magic Jar]]. If you got 2-3-2 leveling in [[Hammer Cave]], and are doing this last of the unglitched collections, you can cast fairy to just quickly move through the room and grab it. Otherwise just move through the room as quickly as you can. There's no need to kill anything here in Any%. Slight hesitations when jumping between the [[Octoroks]] will help avoid their projectiles.<br />
# Up-A upon obtaining the Jar.<br />
<br />
=== Second Healer Glitch ===<br />
<br />
# Exit [[North Palace]] and head back to [[Rauru]] and the [[Healer]]. Perform [[Healer Glitch]] again. This time, in [[Glitch Town]], perform either a [[Healer Glitch:Normal Door Glitch|normal door glitch (first door 5 times)]] or [[Healer Glitch:Alt Door Glitch|alt glitch (first door, second door, 3 times first door)]] to enable [[Scroll Lock]], then exit left without scrolling.<br />
<br />
== Glitched Segments ==<br />
<br />
After completing the unglitched segments, all routes proceed to enter [[Scroll Lock]] for the rest of the run. This allows for [[Wrong Warp]]<nowiki />s and quick left exits of screens. It is often important to specify exactly what kind of movement is necessary in a room with Scroll Lock enabled, because you might get hard or soft-locked if you do the wrong thing and wrong warp into a wall or mountain.<br />
<br />
More details will be filled in on the [[Scroll Lock]] page, but a short primer on movement in scroll lock is:<br />
<br />
* If you enter a room from the left, you are essentially in that room normally as long as you keep moving to the right. Exiting to the left without scrolling will take you to that room's left exit.<br />
* If you scroll to the right a bit, exiting left will no longer take you to the left exit, but the current room's down exit. The exact consequences of this vary depending on the type of screen and where it is in the world, but this is the main mechanism of [[Wrong Warp|wrong warping]].<br />
* If you enter a room from the right, the visuals on the screen will appear as if you'd entered on the right, but you will actually be positioned as if you had entered the leftmost 'page' of the room on the right (clarify?). From there, it is the same as entering from the left -- moving left without scrolling will take you through the room's left exit, scrolling right a bit and then exiting left will take you to the down exit.<br />
* In all cases, walking all the way to the right will take you through the room's right exit.<br />
* Note that you will not *fall* to the room below from a scroll right, exit left. You will enter it as if you were coming into it from the right (as described above).<br />
<br />
=== Glove ===<br />
<br />
# Do the [[North Palace to Palace 2 Walk]].<br />
# Inside the palace, do the following movement:<br />
## Scroll right, exit left on the entry screen (this takes you to the room below, that you'd normally access by the elevator)<br />
## Exit Left<br />
## Exit Left<br />
## You are now on the left end of the [[Treacherous Bot Bridge Room]], on the leftmost breakblock platform, so quickly jump over the lava pit and exit left.<br />
## Exit left<br />
## Scroll the screen right until the elevator is the leftmost thing on the screen and exit left (this will take you to the room below).<br />
## Exit left<br />
## Exit left (this is the [[Middle Finger Room]]<br />
## Grab the [[Glove]] and scroll the screen to the right so the (invisible) left wall is past the edge of the screen, and exit left. This will wrong warp you to the entrance.<br />
## Exit left to exit the palace.<br />
<br />
=== Death Mountain Jar and Maze Warp ===<br />
<br />
# Do the [[Palace 2 to Saria Walk]]<br />
# On entering [[Saria]], immediately scroll right and exit left to enter [[Glitch Town]]. Note that, if you're looking for safeties as a new runner, you can obtain Life here, but you would be hard pressed to be able to use it. See the [[100%]] routes for more information on doing this. If you need to heal up before going into death mountain, you can also exit left twice without scrolling and you'll find the healer to your right. Simply scroll right, exit left after talking to her to continue along this route.<br />
# In Glitch Town, scroll right and exit left again to exit on the far side of Saria without crossing the bridge.<br />
# Enter [[Death Mountain]] and follow the [[Death Mountain:Glitched Path|glitched path through it]].<br />
# Go towards [[Hammer Cave]], but instead of entering it go above it and over to the [[Death Mountain Magic Cave]], break the [[Boulder]] and enter from the top (this is important!).<br />
# Once inside, cast fairy upon obtaining the [[Death Mountain Magic Jar]].<br />
# Perform a [[Fairy Feet]] on the left edge of the screen. Exiting this screen will [[Wrong Warp]] you to [[Maze Island]].<br />
<br />
=== Maze Jar and North-East Hyrule Exit ===<br />
<br />
# If you performed the fairy feet successfully, you will exit the maze room you warped to on the bottom, overlapping a mountain tile. You can go straight down from here. If you missed it, you will have to go around a bit.<br />
# Go to the [[Maze Island Magic Cave]] and obtain the [[Maze Island Magic Jar]] (cast fairy on obtaining this one, but do not perform a fairy feet here).<br />
# Continue out to the shortest path to exit Maze Island. Unlike in non-glitched categories, the fastest path actually includes an extra encounter near the bottom, but since you enter it from the right it is very quick. (illustrations?)<br />
# Exit Maze Island and head towards the [[North-East Hyrule Bat Cave]]. You can either slink encounters by heading directly through or perform a kind of half-[[Green Mile]]. If you go to the 1-up encounter it is faster to skip it, but you can take it for a safety if you want.<br />
<br />
=== The Grind (Classic Route Only) ===<br />
<br />
More to come.</div>Megmactvhttp://wiki.bindingforce.net/index.php?title=Enemies&diff=207Enemies2021-06-09T03:10:16Z<p>Megmactv: </p>
<hr />
<div>== Drop Information ==<br />
After 6 enemies are killed within a single drop group, an item from that group's drop table will drop. For drop group A (small enemies), this is a 7/8 chance of a blue jar, and a 1/8 chance of a 50 point experience bag. For drop group B (large enemies), this is a 1/2 chance of a red jar, and a 1/2 chance of a 200 point experience bag.<br />
<br />
== Western Continent Enemies ==<br />
<br />
{| class="wikitable sortable"<br />
![[Object Tables|Table ID]]<br />
!Name<br />
!XP<br />
!Drop Group<br />
!Immune to Beam Sword and Fire<br />
!Attack<br />
!Defense<br />
|-<br />
|08<br />
|[[Ache]]<br />
|3<br />
|A<br />
|-<br />
|0B<br />
|[[Acheman]]<br />
|10<br />
|A<br />
|-<br />
|0C<br />
|[[Air Bubble (Generator)]]<br />
|-<br />
|10, 11<br />
|[[Bago Bago (Generator)]]<br />
|2<br />
|A<br />
|-<br />
|06<br />
|[[Bit]]<br />
|2<br />
|A<br />
|-<br />
|05<br />
|[[Bot]]<br />
|2<br />
|A<br />
|-<br />
|0D<br />
|[[Boulder (Generator)]]<br />
|-<br />
|18<br />
|[[Daira|Orange Daira]]<br />
|70<br />
|B<br />
|X<br />
|-<br />
|19<br />
|[[Daira|Red Daira]]<br />
|100<br />
|B<br />
|X<br />
|-<br />
|0E<br />
|[[Deeler|Red Deeler]]<br />
|5<br />
|A<br />
|-<br />
|0F<br />
|[[Deeler|Blue Deeler]]<br />
|10<br />
|A<br />
|-<br />
|21<br />
|[[Geldarm]]<br />
|5<br />
|A<br />
|-<br />
|1A<br />
|[[Goriya|Orange Goriya]]<br />
|20<br />
|A<br />
|X<br />
|-<br />
|1B<br />
|[[Goriya|Red Goriya]]<br />
|20<br />
|A<br />
|X<br />
|-<br />
|1C<br />
|[[Goriya|Blue Goriya]]<br />
|30<br />
|B<br />
|X<br />
|-<br />
|1D<br />
|[[Lowder]]<br />
|3<br />
|A<br />
|-<br />
|20<br />
|[[Megmat]]<br />
|5<br />
|A<br />
|-<br />
|15<br />
|[[Moblin|Orange Moblin]]<br />
|10<br />
|A<br />
|-<br />
|16<br />
|[[Moblin|Red Moblin]]<br />
|20<br />
|A<br />
|-<br />
|17<br />
|[[Moblin|Blue Moblin]]<br />
|20<br />
|A<br />
|-<br />
|22, 23<br />
|[[Moblin|Generated Moblin]]<br />
|0<br />
|A<br />
|-<br />
|1E, 1F<br />
|[[Moby (Generator)]]<br />
|2<br />
|None<br />
|-<br />
|04<br />
|[[Myu]]<br />
|5<br />
|A<br />
|-<br />
|12<br />
|[[Octorock|Jumping Red Octorock]]<br />
|10<br />
|A<br />
|-<br />
|13<br />
|[[Octorock|Walking Red Octorock]]<br />
|10<br />
|A<br />
|-<br />
|07<br />
|[[Moa]]<br />
|10<br />
|A<br />
|}<br />
<br />
== Eastern Continent Enemies ==<br />
<br />
{| class="wikitable sortable"<br />
![[Object Tables|Table ID]]<br />
!Name<br />
!XP<br />
!Drop Group<br />
!Immune to Beam Sword and Fire<br />
!Attack<br />
!Defense<br />
|-<br />
|08<br />
|[[Ache]]<br />
|3<br />
|A<br />
|-<br />
|1B<br />
|[[Acheman]]<br />
|10<br />
|A<br />
|-<br />
|0C<br />
|[[Air Bubble (Generator)]]<br />
|-<br />
|0D<br />
|[[Boulder (Generator)]]<br />
|-<br />
|06<br />
|[[Bit]] (red)<br />
|2<br />
|A<br />
|-<br />
|05<br />
|[[Bot]] (blue)<br />
|2<br />
|A<br />
|-<br />
|1A<br />
|[[Aruroda]] (scorpion)<br />
|150<br />
|B<br />
|X<br />
|-<br />
|19<br />
|[[Zora]] (basilisk)<br />
|<br />
|B<br />
|-<br />
|18<br />
|[[Boon]] (fly)<br />
|50<br />
|B<br />
|-<br />
|0E<br />
|[[Deeler|Red Deeler]]<br />
|5<br />
|A<br />
|-<br />
|0F<br />
|[[Deeler|Blue Deeler]]<br />
|10<br />
|A<br />
|-<br />
|16<br />
|[[Girubokku]] (coconut)<br />
|20<br />
|A<br />
|-<br />
|17<br />
|[[Leever]]<br />
|10<br />
|A<br />
|-<br />
|1C<br />
|[[Lizalfos|Orange Lizalfos]]<br />
|150<br />
|B<br />
|X<br />
|-<br />
|1B<br />
|[[Lizalfos|Red Lizalfos]]<br />
|100<br />
|None<br />
|X<br />
|-<br />
|1D<br />
|[[Lizalfos|Blue Lizalfos]]<br />
|200<br />
|None<br />
|X<br />
|-<br />
|1E<br />
|[[Fence Lizalfos]] (Wilsons)<br />
|1<br />
|None<br />
|X<br />
|-<br />
|07<br />
|[[Moa|Red Moa]]<br />
|10<br />
|A<br />
|-<br />
|?<br />
|[[Moa|Blue Moa]]<br />
|50<br />
|A<br />
|-<br />
|?<br />
|[[Moa|Purple Moa]]<br />
|50<br />
|A<br />
|-<br />
|12<br />
|[[Octorock|Jumping Blue Octorock]]<br />
|20<br />
|A<br />
|-<br />
|13<br />
|[[Octorock|Walking Blue Octorock]]<br />
|20<br />
|A<br />
|-<br />
|15<br />
|[[Tektite]]<br />
|50<br />
|B<br />
|-<br />
|40, 41<br />
|[[Bago Bago (Generator)]]<br />
|5<br />
|A<br />
|}<br />
<br />
== Palace Enemies Set 1 (Palaces 1, 2, and 5) ==<br />
<br />
<br />
{| class="wikitable sortable"<br />
!Name<br />
!XP<br />
!Drop Group<br />
!Attack<br />
!Defense<br />
|-<br />
|[[Skull Bubble]]<br />
|<br />
|None<br />
|<br />
|<br />
|-<br />
|[[Guma]]<br />
|<br />
|B<br />
|<br />
|<br />
|-<br />
|[[Iron Knuckle|Orange Iron Knuckle]]<br />
|<br />
|B<br />
|<br />
|<br />
|-<br />
|[[Iron Knuckle|Red Iron Knuckle]]<br />
|<br />
|B<br />
|<br />
|<br />
|-<br />
|[[Blue Iron Knuckle]]<br />
|<br />
|None<br />
|<br />
|<br />
|-<br />
|[[Mago]]<br />
|<br />
|None<br />
|<br />
|<br />
|-<br />
|[[Fire Moa]]<br />
|<br />
|B<br />
|<br />
|<br />
|-<br />
|[[Mau]] (wolf head)<br />
|<br />
|None<br />
|<br />
|<br />
|-<br />
|[[Myu]]<br />
|<br />
|A<br />
|<br />
|<br />
|-<br />
|[[Rope|Blue Rope]]<br />
|<br />
|A<br />
|<br />
|<br />
|-<br />
|[[Stalfos|Red Stalfos]]<br />
|<br />
|B<br />
|<br />
|<br />
|-<br />
|[[Stalfos|Blue Stalfos]]<br />
|<br />
|B<br />
|<br />
|<br />
|-<br />
|[[Wosu]] (tinsuit)<br />
|<br />
|None<br />
|<br />
|<br />
|-<br />
|[[Ra]]<br />
|<br />
|None<br />
|<br />
|<br />
|}<br />
<br />
== Palace Enemies Set 2 (Palaces 3, 4, and 6) ==<br />
<br />
{| class="wikitable sortable"<br />
!Name<br />
!XP<br />
!Drop Group<br />
!Attack<br />
!Defense<br />
|-<br />
|[[Stalfos|Red Stalfos]]<br />
|<br />
|B<br />
|<br />
|<br />
|-<br />
|[[Stalfos|Blue Stalfos]]<br />
|<br />
|B<br />
|<br />
|<br />
|-<br />
|[[Skull Bubble]]<br />
|<br />
|None<br />
|<br />
|<br />
|-<br />
|[[Doomknocker]]<br />
|<br />
|None<br />
|<br />
|<br />
|-<br />
|[[Iron Knuckle|Orange Iron Knuckle]]<br />
|<br />
|B<br />
|<br />
|<br />
|-<br />
|[[Iron Knuckle|Red Iron Knuckle]]<br />
|<br />
|B<br />
|<br />
|<br />
|-<br />
|[[Blue Iron Knuckle]]<br />
|<br />
|None<br />
|<br />
|<br />
|-<br />
|[[Fire Moa]]<br />
|<br />
|B<br />
|<br />
|<br />
|-<br />
|[[Mau]] (wolf head)<br />
|<br />
|None<br />
|<br />
|<br />
|-<br />
|[[Myu]]<br />
|<br />
|A<br />
|<br />
|<br />
|-<br />
|[[Wizard]] (wizzrobe)<br />
|<br />
|B<br />
|<br />
|<br />
|-<br />
|[[Wosu]] (tinsuit)<br />
|<br />
|None<br />
|<br />
|<br />
|-<br />
|[[Ra]]<br />
|<br />
|A<br />
|<br />
|<br />
|}<br />
<br />
== Great Palace Enemies ==<br />
<br />
{| class="wikitable sortable"<br />
!Name<br />
!XP<br />
!Drop Group<br />
!Attack<br />
!Defense<br />
|-<br />
|[[Bago Bago]]<br />
|<br />
|A<br />
|<br />
|<br />
|-<br />
|[[Bot]]<br />
|<br />
|A<br />
|<br />
|<br />
|-<br />
|[[King Bot]]<br />
|<br />
|None<br />
|<br />
|<br />
|-<br />
|[[Skull Bubble]]<br />
|<br />
|None<br />
|<br />
|<br />
|-<br />
|[[Fokka|Orange Fokka]] (bird knight)<br />
|<br />
|None<br />
|<br />
|<br />
|-<br />
|[[Fokka|Red Fokka]] (bird knight)<br />
|<br />
|None<br />
|<br />
|<br />
|-<br />
|[[Fokka|Blue Fokka]] (bird knight)<br />
|<br />
|None<br />
|<br />
|<br />
|-<br />
|[[Fokkeru]] (spicy chicken)<br />
|<br />
|None<br />
|<br />
|<br />
|-<br />
|[[Myu]]<br />
|<br />
|A<br />
|<br />
|<br />
|-<br />
|[[Rope|Red Rope]]<br />
|<br />
|A<br />
|<br />
|<br />
|-<br />
|[[Ra]]<br />
|<br />
|A<br />
|<br />
|<br />
|}<br />
<br />
== Bosses ==<br />
<br />
{| class="wikitable sortable"<br />
!Name<br />
!XP<br />
!Attack<br />
!Defense<br />
|-<br />
|[[Horsehead]]<br />
|50xp<br />
|24<br />
|32<br />
|-<br />
|[[Helmethead]]<br />
|200xp<br />
|16<br />
|48<br />
|-<br />
|[[Rebonack]]<br />
|301xp (300 shown)<br />
|48<br />
|*<br />
|-<br />
|[[Carrock]]<br />
|301xp (300 shown)<br />
|48<br />
|8 reflect hits<br />
|-<br />
|[[Boss Gooma]]<br />
|500xp<br />
|112<br />
|144<br />
|-<br />
|[[Barba]]<br />
|700xp<br />
|112<br />
|192<br />
|-<br />
|[[Thunderbird]]<br />
|1000xp<br />
|112<br />
|192<br />
|-<br />
|[[Dark Link]]<br />
|0xp<br />
|<br />
|8 sword hits<br />
|}</div>Megmactvhttp://wiki.bindingforce.net/index.php?title=Enemies&diff=206Enemies2021-06-09T03:07:18Z<p>Megmactv: Add Ra, which was somehow missed on the first pass? Note that it is deliberate (and correct) that it's not in a drop group for the 1,3,5 palace set.</p>
<hr />
<div>== Drop Information ==<br />
After 6 enemies are killed within a single drop group, an item from that group's drop table will drop. For drop group A (small enemies), this is a 7/8 chance of a blue jar, and a 1/8 chance of a 50 point experience bag. For drop group B (large enemies), this is a 1/2 chance of a red jar, and a 1/2 chance of a 200 point experience bag.<br />
<br />
== Western Continent Enemies ==<br />
<br />
{| class="wikitable sortable"<br />
![[Object Tables|Table ID]]<br />
!Name<br />
!XP<br />
!Drop Group<br />
!Immune to Beam Sword and Fire<br />
!Attack<br />
!Defense<br />
|-<br />
|08<br />
|[[Ache]]<br />
|3<br />
|A<br />
|-<br />
|0B<br />
|[[Acheman]]<br />
|10<br />
|A<br />
|-<br />
|0C<br />
|[[Air Bubble (Generator)]]<br />
|-<br />
|10, 11<br />
|[[Bago Bago (Generator)]]<br />
|2<br />
|A<br />
|-<br />
|06<br />
|[[Bit]]<br />
|2<br />
|A<br />
|-<br />
|05<br />
|[[Bot]]<br />
|2<br />
|A<br />
|-<br />
|0D<br />
|[[Boulder (Generator)]]<br />
|-<br />
|18<br />
|[[Daira|Orange Daira]]<br />
|70<br />
|B<br />
|X<br />
|-<br />
|19<br />
|[[Daira|Red Daira]]<br />
|100<br />
|B<br />
|X<br />
|-<br />
|0E<br />
|[[Deeler|Red Deeler]]<br />
|5<br />
|A<br />
|-<br />
|0F<br />
|[[Deeler|Blue Deeler]]<br />
|10<br />
|A<br />
|-<br />
|21<br />
|[[Geldarm]]<br />
|5<br />
|A<br />
|-<br />
|1A<br />
|[[Goriya|Orange Goriya]]<br />
|20<br />
|A<br />
|X<br />
|-<br />
|1B<br />
|[[Goriya|Red Goriya]]<br />
|20<br />
|A<br />
|X<br />
|-<br />
|1C<br />
|[[Goriya|Blue Goriya]]<br />
|30<br />
|B<br />
|X<br />
|-<br />
|1D<br />
|[[Lowder]]<br />
|3<br />
|A<br />
|-<br />
|20<br />
|[[Megmat]]<br />
|5<br />
|A<br />
|-<br />
|15<br />
|[[Moblin|Orange Moblin]]<br />
|10<br />
|A<br />
|-<br />
|16<br />
|[[Moblin|Red Moblin]]<br />
|20<br />
|A<br />
|-<br />
|17<br />
|[[Moblin|Blue Moblin]]<br />
|20<br />
|A<br />
|-<br />
|22, 23<br />
|[[Moblin|Generated Moblin]]<br />
|0<br />
|A<br />
|-<br />
|1E, 1F<br />
|[[Moby (Generator)]]<br />
|2<br />
|None<br />
|-<br />
|04<br />
|[[Myu]]<br />
|5<br />
|A<br />
|-<br />
|12<br />
|[[Octorock|Jumping Red Octorock]]<br />
|10<br />
|A<br />
|-<br />
|13<br />
|[[Octorock|Walking Red Octorock]]<br />
|10<br />
|A<br />
|-<br />
|07<br />
|[[Moa]]<br />
|10<br />
|A<br />
|}<br />
<br />
== Eastern Continent Enemies ==<br />
<br />
{| class="wikitable sortable"<br />
![[Object Tables|Table ID]]<br />
!Name<br />
!XP<br />
!Drop Group<br />
!Immune to Beam Sword and Fire<br />
!Attack<br />
!Defense<br />
|-<br />
|08<br />
|[[Ache]]<br />
|3<br />
|A<br />
|-<br />
|1B<br />
|[[Acheman]]<br />
|10<br />
|A<br />
|-<br />
|0C<br />
|[[Air Bubble (Generator)]]<br />
|-<br />
|0D<br />
|[[Boulder (Generator)]]<br />
|-<br />
|06<br />
|[[Bit]] (red)<br />
|2<br />
|A<br />
|-<br />
|05<br />
|[[Bot]] (blue)<br />
|2<br />
|A<br />
|-<br />
|1A<br />
|[[Aruroda]] (scorpion)<br />
|150<br />
|B<br />
|X<br />
|-<br />
|19<br />
|[[Zora]] (basilisk)<br />
|<br />
|B<br />
|-<br />
|18<br />
|[[Boon]] (fly)<br />
|50<br />
|B<br />
|-<br />
|0E<br />
|[[Deeler|Red Deeler]]<br />
|5<br />
|A<br />
|-<br />
|0F<br />
|[[Deeler|Blue Deeler]]<br />
|10<br />
|A<br />
|-<br />
|16<br />
|[[Girubokku]] (coconut)<br />
|20<br />
|A<br />
|-<br />
|17<br />
|[[Leever]]<br />
|10<br />
|A<br />
|-<br />
|1C<br />
|[[Lizalfos|Orange Lizalfos]]<br />
|150<br />
|B<br />
|X<br />
|-<br />
|1B<br />
|[[Lizalfos|Red Lizalfos]]<br />
|100<br />
|None<br />
|X<br />
|-<br />
|1D<br />
|[[Lizalfos|Blue Lizalfos]]<br />
|200<br />
|None<br />
|X<br />
|-<br />
|1E<br />
|[[Fence Lizalfos]] (Wilsons)<br />
|1<br />
|None<br />
|X<br />
|-<br />
|07<br />
|[[Moa|Red Moa]]<br />
|10<br />
|A<br />
|-<br />
|?<br />
|[[Moa|Blue Moa]]<br />
|50<br />
|A<br />
|-<br />
|?<br />
|[[Moa|Purple Moa]]<br />
|50<br />
|A<br />
|-<br />
|12<br />
|[[Octorock|Jumping Blue Octorock]]<br />
|20<br />
|A<br />
|-<br />
|13<br />
|[[Octorock|Walking Blue Octorock]]<br />
|20<br />
|A<br />
|-<br />
|15<br />
|[[Tektite]]<br />
|50<br />
|B<br />
|-<br />
|40, 41<br />
|[[Bago Bago (Generator)]]<br />
|5<br />
|A<br />
|}<br />
<br />
== Palace Enemies Set 1 (Palaces 1, 2, and 5) ==<br />
<br />
<br />
{| class="wikitable sortable"<br />
!Name<br />
!XP<br />
!Drop Group<br />
!Attack<br />
!Defense<br />
|-<br />
|[[Skull Bubble]]<br />
|<br />
|None<br />
|<br />
|<br />
|-<br />
|[[Guma]]<br />
|<br />
|B<br />
|<br />
|<br />
|-<br />
|[[Iron Knuckle|Orange Iron Knuckle]]<br />
|<br />
|B<br />
|<br />
|<br />
|-<br />
|[[Iron Knuckle|Red Iron Knuckle]]<br />
|<br />
|B<br />
|<br />
|<br />
|-<br />
|[[Blue Iron Knuckle]]<br />
|<br />
|None<br />
|<br />
|<br />
|-<br />
|[[Mago]]<br />
|<br />
|None<br />
|<br />
|<br />
|-<br />
|[[Fire Moa]]<br />
|<br />
|B<br />
|<br />
|<br />
|-<br />
|[[Mau]] (wolf head)<br />
|<br />
|None<br />
|<br />
|<br />
|-<br />
|[[Myu]]<br />
|<br />
|A<br />
|<br />
|<br />
|-<br />
|[[Rope|Blue Rope]]<br />
|<br />
|A<br />
|<br />
|<br />
|-<br />
|[[Stalfos|Red Stalfos]]<br />
|<br />
|B<br />
|<br />
|<br />
|-<br />
|[[Stalfos|Blue Stalfos]]<br />
|<br />
|B<br />
|<br />
|<br />
|-<br />
|[[Wosu]] (tinsuit)<br />
|<br />
|None<br />
|<br />
|<br />
|-<br />
|[[Ra]]<br />
|<br />
|None<br />
|<br />
|<br />
|}<br />
<br />
== Palace Enemies Set 2 (Palaces 3, 4, and 6) ==<br />
<br />
{| class="wikitable sortable"<br />
!Name<br />
!XP<br />
!Drop Group<br />
!Attack<br />
!Defense<br />
|-<br />
|[[Stalfos|Red Stalfos]]<br />
|<br />
|B<br />
|<br />
|<br />
|-<br />
|[[Stalfos|Blue Stalfos]]<br />
|<br />
|B<br />
|<br />
|<br />
|-<br />
|[[Skull Bubble]]<br />
|<br />
|None<br />
|<br />
|<br />
|-<br />
|[[Doomknocker]]<br />
|<br />
|None<br />
|<br />
|<br />
|-<br />
|[[Iron Knuckle|Orange Iron Knuckle]]<br />
|<br />
|B<br />
|<br />
|<br />
|-<br />
|[[Iron Knuckle|Red Iron Knuckle]]<br />
|<br />
|B<br />
|<br />
|<br />
|-<br />
|[[Blue Iron Knuckle]]<br />
|<br />
|None<br />
|<br />
|<br />
|-<br />
|[[Fire Moa]]<br />
|<br />
|B<br />
|<br />
|<br />
|-<br />
|[[Mau]] (wolf head)<br />
|<br />
|None<br />
|<br />
|<br />
|-<br />
|[[Myu]]<br />
|<br />
|A<br />
|<br />
|<br />
|-<br />
|[[Wizard]] (wizzrobe)<br />
|<br />
|B<br />
|<br />
|<br />
|-<br />
|[[Wosu]] (tinsuit)<br />
|<br />
|None<br />
|<br />
|<br />
|-<br />
|[[Ra]]<br />
|<br />
|B<br />
|<br />
|<br />
|}<br />
<br />
== Great Palace Enemies ==<br />
<br />
{| class="wikitable sortable"<br />
!Name<br />
!XP<br />
!Drop Group<br />
!Attack<br />
!Defense<br />
|-<br />
|[[Bago Bago]]<br />
|<br />
|A<br />
|<br />
|<br />
|-<br />
|[[Bot]]<br />
|<br />
|A<br />
|<br />
|<br />
|-<br />
|[[King Bot]]<br />
|<br />
|None<br />
|<br />
|<br />
|-<br />
|[[Skull Bubble]]<br />
|<br />
|None<br />
|<br />
|<br />
|-<br />
|[[Fokka|Orange Fokka]] (bird knight)<br />
|<br />
|None<br />
|<br />
|<br />
|-<br />
|[[Fokka|Red Fokka]] (bird knight)<br />
|<br />
|None<br />
|<br />
|<br />
|-<br />
|[[Fokka|Blue Fokka]] (bird knight)<br />
|<br />
|None<br />
|<br />
|<br />
|-<br />
|[[Fokkeru]] (spicy chicken)<br />
|<br />
|None<br />
|<br />
|<br />
|-<br />
|[[Myu]]<br />
|<br />
|A<br />
|<br />
|<br />
|-<br />
|[[Rope|Red Rope]]<br />
|<br />
|A<br />
|<br />
|<br />
|-<br />
|[[Ra]]<br />
|<br />
|B<br />
|<br />
|<br />
|}<br />
<br />
== Bosses ==<br />
<br />
{| class="wikitable sortable"<br />
!Name<br />
!XP<br />
!Attack<br />
!Defense<br />
|-<br />
|[[Horsehead]]<br />
|50xp<br />
|24<br />
|32<br />
|-<br />
|[[Helmethead]]<br />
|200xp<br />
|16<br />
|48<br />
|-<br />
|[[Rebonack]]<br />
|301xp (300 shown)<br />
|48<br />
|*<br />
|-<br />
|[[Carrock]]<br />
|301xp (300 shown)<br />
|48<br />
|8 reflect hits<br />
|-<br />
|[[Boss Gooma]]<br />
|500xp<br />
|112<br />
|144<br />
|-<br />
|[[Barba]]<br />
|700xp<br />
|112<br />
|192<br />
|-<br />
|[[Thunderbird]]<br />
|1000xp<br />
|112<br />
|192<br />
|-<br />
|[[Dark Link]]<br />
|0xp<br />
|<br />
|8 sword hits<br />
|}</div>Megmactvhttp://wiki.bindingforce.net/index.php?title=Reverse_Boss_Order&diff=196Reverse Boss Order2021-06-03T07:00:22Z<p>Megmactv: /* Speedrun Rules */</p>
<hr />
<div>== Speedrun Rules ==<br />
Timing starts with control in North Palace. Time ends with control loss shortly after killing Dark Link. All bosses must be defeated, and in the following order: [[Thunderbird]], [[Barba]], [[Gooma]], [[Carrock]], [[Rebonack]] (Palace 3), [[Helmethead]], [[Horsehead]], [[Dark Link]].<br />
<br />
== Routes ==<br />
<br />
=== Current WR Route ===<br />
==== Key ====<br />
*✓ = Go right until the screen scrolls about two tiles. It will then lock as you exit left.<br />
*BIG✓ = in Palace 4 if you don't go far enough right you won't end up in the right place.<br />
*← = Exit room to the left.<br />
*→ = Exit room to the right.<br />
*↓ = Down elevator or drop.<br />
*↑ = Up elevator (only one, en route to Gooma).<br />
*(→ [text]) = Head right upon entering room. Follow instructions in [text].<br />
<br />
==== Get to Hammer Cave ====<br />
*Execute Healer Glitch in Rauru<br />
*Walk all the way right in glitch town to end up in King's Tomb<br />
*Cross the bridge killing the red daira and jumping over moblins and lowder.<br />
*Octoroks can be killed with low beams/reverse stabs or skipped. A safe method is to jump over all except killing the 3rd with two quick crouch stabs.<br />
<br />
==== Hammer Cave (3-1-2 at hammer) ====<br />
*The first two rooms of hammer cave are much easier with beams.<br />
*Room 1: Take attack2 if you can or life2 after red daira to preserve beam. Timing is tricky in first room.<br />
*Room 2: Full jump from the lowest step and stab just under the ceiling to stun the first two megmats walk past then jump crouch stab the third. Orange daira takes 6 or 9 hits depending on if you took attack 2. Levels should be 2-1-2<br />
*Room 3: Lure out left red daira with neutral jumps and kill it pinned against wall. Skip magic levels! Head right and kill red daira. Let xp count before loading next screen!<br />
*Hammer room: Kill both dairas. p-bag drop required for attack 3. Up+A at hammer.<br />
<br />
==== Medicine/Magic container ====<br />
*Medicine cave walk <br />
*Medicine room: jump over dairas. Safe strat, kill one or two red ones.<br />
*Get Medicine. up+A<br />
*Magic container cave. up+A<br />
<br />
==== Alt Glitch ====<br />
*Execute alt glitch (door, vase lady, door, door, door) and exit left.<br />
*This should stay active for the rest of the run.<br />
*NOT invalidated by up+A at Great/Grand Palace, but IS by game over or any other up+A<br />
<br />
==== Palace 2 ====<br />
*(Optional cave heart)<br />
*Enter Palace 2<br />
*✓ ← ← ←* ← ✓ ← ← ✓<br />
* *jump just as you enter the room to avoid lava<br />
<br />
==== Mido ====<br />
*← ← (→ fairy), → <br />
*Cast fairy, fill magic, get downstab<br />
*← ✓ to exit at Bagu's house<br />
<br />
==== To Maze Island ====<br />
*fairy feet bridge to Saria<br />
*Saria ✓ ✓<br />
*Proceed to spectacle rock.<br />
*Each cave is ✓ except the last which is ←<br />
*Hammer spectacle rock from the RIGHT<br />
*get magic and fairy feet. Walk to Palace 4<br />
<br />
==== Boots and Raft (3-2-3 at raft) ====<br />
*Enter p4 ↓ → → ↓ → ↓(fall) → <br />
*Boots room. With good planning you can kill the blue iron knuckle and cast fairy before taking magic 2 or leave it alive and take a death after getting boots. <br />
*✓ exit! Now you're in Palace 3<br />
*↓ → → → → ✓ → → <br />
*Raft room. Jackhammer through blue iron knuckle (don't have to kill). Get raft. Exit ←<br />
<br />
==== Flute (3-3-3 at flute) ====<br />
*Get Child and magic from maze island<br />
*1up can be collected now if needed or after T-bird/Barba for some extra insurance on precarious Gooma fight, or en route to Darunia later at dazzle walk<br />
*Enter Palace 5 ↓ → → → (need at least 100xp to take magic 3 level) <br />
*✓ ← ← ✓ ← (→ cast fairy, ↓ elevator)<br />
*→ → → ✓ ← ✓ ←<br />
<br />
==== To GP (4-3-3 at GP) ====<br />
*Ocean heart exit ← <br />
*re-enter this cave and ✓ <br />
*New Kasuto get magic container exit ← ✓ <br />
*Cave ← ← <br />
*get forest pbag. Possibly one more forest encounter.<br />
*Shore heart<br />
*Bridge to Kasuto. Jump when just under the cloud (not before)<br />
*Kasuto (→ Thunder). panic stab while moving right. Doorway is in the space before last building.<br />
*fairy feet across bridge.<br />
*walk to New Kasuto cave. Take encounters until attack 4. Enter and ✓ <br />
*Enter GP and up+A<br />
<br />
==== GP ====<br />
*The only thing you need to kill is T-bird. Everything else is just an obstacle, esp. spicy chickens<br />
*✓ ← ✓ → → → ↓ → → ↓ → ↓ ↓ → ↓ <br />
*Beakula room: <br />
**Break blocks where the blue bot sits.<br />
**Jump up and use crouch stabs to kill. <br />
**Climb as High as you can through the waffle.<br />
**Get on the right of blue fokka (downstab over if close, wait for jump if far). Cue thunder<br />
**Exit through right waffle. Use thunder if fokka is gaining ground. It will also take out the beams. Exit → <br />
**↓ → ↓(safe spot in corner of 1st step) ↓<br />
*Take death in lava to reset magic if needed<br />
*← ← (→ drop ↓) → ↓ → <br />
*Kill T-bird, take life 4, up+A<br />
<br />
==== Palace 6 (5-3-4 at gem) ====<br />
*Exit GP, enter cave, ✓ , re-enter cave ✓ <br />
*Walk out of Valley of Death (encounter skip spike tiles)<br />
*Cross bridge to 3-eye rock (to preserve magic). Full jump before visible holes.<br />
*Palace 6 ↓ ↓ → ↓ ↓ → → → (take a death to reset magic) → → ↓ → <br />
*Kill Barba. Place gem (attack 5). Exit → <br />
<br />
==== Palace 5 ====<br />
*Cross bridge (jump under clouds)<br />
*walk to p5<br />
*↓ → → → ✓ ← ← ✓ ← <br />
*← (→ break blocks, ↑ ) → <br />
*Kill Gooma. Exit ←<br />
<br />
==== Before Palaces ====<br />
*dazzle walk over to Darunia<br />
*jump at clouds<br />
*← ← (→ reflect), Exit → ← ← <br />
*Encounter skip the spike tiles.<br />
*Maze return<br />
<br />
==== Palace 4 & 3 ====<br />
*BIG✓ ✓ ← ↓ → → <br />
*Kill Carock. Exit ← <br />
*You are now in Palace 3<br />
*↓ → → → → ✓ ← (→)↓ → → <br />
*Kill Rebonack. Exit ← ←<br />
<br />
==== Palace 2 & 1 ====<br />
*Walk to Palace 2 <br />
*✓ ← ← ←* ← <br />
*↓ ↓ → → ↓ → → → <br />
*Kill Helmethead. Exit ← <br />
*You are now in Palace 1<br />
*(→)↓ → → → ↓ → → <br />
*Kill Horsehead. Exit ← ←<br />
<br />
==== Final GP Dive ====<br />
*go to item cave by River Devil<br />
*✓ , re-enter, ✓ <br />
*Enter GP. up+A for lives if needed.<br />
*Same route as before but continue on to Dark Link and kill.</div>Megmactvhttp://wiki.bindingforce.net/index.php?title=RNG_Algorithm&diff=195RNG Algorithm2021-06-03T06:59:25Z<p>Megmactv: /* Introduction */</p>
<hr />
<div>==Introduction==<br />
Zelda 2 uses a single RNG algorithm for most "random" elements in the game. Anything requiring random behavior is chosen using different bits of this sequence to determine what action is performed. Examples include which overworld pattern to spawn, when a Bot jumps at or away from Link, or where on the screen [[Carrock]] will teleport to during each hop.<br />
<br />
The RNG sequence is '''9 bytes''' long in RAM, from address '''$051A''' through '''$052F'''.<br />
<br />
==Algorithm==<br />
===Computation===<br />
Think of the RNG sequence as a giant string of 1's and 0's, 72 digits long.<br />
<br />
# Take bit 6 from $051A (7th bit in the string of numbers)<br />
# Take bit 6 from $051B (15th bit in the string of numbers)<br />
# Perform XOR operation on these two numbers - if ''both are 0 or both are 1'', result is '''0'''; if ''one of each'', result is '''1'''<br />
# Prepend this result value to the beginning of the string of numbers and shift everything else over to the right<br />
# Next frame, do this again with the new values<br />
<br />
This sequence is recomputed ''every frame'' (except lag frames).<br />
<br />
<br />
===Re-seeding===<br />
To further randomize the sequence, ''the entire sequence is <u>re-seeded</u> periodically throughout the game''. These re-seeds happen just as Link transitions to a new side-scrolling screen. Moving about on the overworld or exiting a cave/town/palace does not prompt a re-seed, but entering a cave/town/palace or any screen transition within these areas do cause a re-seed to occur.<br />
<br />
The re-seed replaces whatever is in $051A (the first 8 numbers in the string) with hex digits 0xA5, or the binary digits "10100101". Presumably this is because this value consists of a random mix of 1's and 0's. Regardless of the reasoning, it effectively decapitates the normal sequence and re-randomizes it each time the screen transitions.<br />
<br />
<br />
==Implications==<br />
<br />
*Any manipulation based on RNG algorithm requires frame perfect play from game start, since the re-seed mechanism is destructive in nature.<br />
*There are actually only '''''128 total RNG sequences''''' in the entire game. <br />
**Since the algorithm only evaluates the 7th and 15th bits in the full string, the entire string will be deterministic based only on the values of the first 15 bits.<br />
**Furthermore, we know that the re-seed sets the first 8 bits to "10100101" and are therefore always the same at the beginning of each screen transition.<br />
**Hence, we can classify every RNG sequence possible based on this starting value and the next 7 digits being random, in other words 128 total possibilities.<br />
<br />
==Resources==<br />
*riiyak's Video Explanation (timestamp 1:06) - https://www.youtube.com/watch?v=Hbe3JqWdVd4&t=66s<br />
*riiyak's RNG sequence database - [[File:Zelda2_rng_sequences.zip||]]<br />
*CF207 RNG and Overworld Spawns - https://www.twitch.tv/videos/370452496</div>Megmactvhttp://wiki.bindingforce.net/index.php?title=Carrock&diff=194Carrock2021-06-03T06:57:36Z<p>Megmactv: Created page with "(Noting for future expansion, riiyak's video of all US Carrock patterns: https://youtu.be/SLZgp9i1mTQ)"</p>
<hr />
<div>(Noting for future expansion, riiyak's video of all US Carrock patterns: https://youtu.be/SLZgp9i1mTQ)</div>Megmactvhttp://wiki.bindingforce.net/index.php?title=Enemies&diff=193Enemies2021-06-03T06:56:20Z<p>Megmactv: /* Bosses */</p>
<hr />
<div>== Drop Information ==<br />
After 6 enemies are killed within a single drop group, an item from that group's drop table will drop. For drop group A (small enemies), this is a 7/8 chance of a blue jar, and a 1/8 chance of a 50 point experience bag. For drop group B (large enemies), this is a 1/2 chance of a red jar, and a 1/2 chance of a 200 point experience bag.<br />
<br />
== Western Continent Enemies ==<br />
<br />
{| class="wikitable"<br />
![[Object Tables|Table ID]]<br />
!Name<br />
!XP<br />
!Drop Group<br />
!Immune to Beam Sword and Fire<br />
!Attack<br />
!Defense<br />
|-<br />
|08<br />
|[[Ache]]<br />
|3<br />
|A<br />
|-<br />
|0B<br />
|[[Acheman]]<br />
|10<br />
|A<br />
|-<br />
|0C<br />
|[[Air Bubble (Generator)]]<br />
|-<br />
|10, 11<br />
|[[Bago Bago (Generator)]]<br />
|2<br />
|A<br />
|-<br />
|06<br />
|[[Bit]]<br />
|2<br />
|A<br />
|-<br />
|05<br />
|[[Bot]]<br />
|2<br />
|A<br />
|-<br />
|0D<br />
|[[Boulder (Generator)]]<br />
|-<br />
|18<br />
|[[Daira|Orange Daira]]<br />
|70<br />
|B<br />
|X<br />
|-<br />
|19<br />
|[[Daira|Red Daira]]<br />
|100<br />
|B<br />
|X<br />
|-<br />
|0E<br />
|[[Deeler|Red Deeler]]<br />
|5<br />
|A<br />
|-<br />
|0F<br />
|[[Deeler|Blue Deeler]]<br />
|10<br />
|A<br />
|-<br />
|21<br />
|[[Geldarm]]<br />
|5<br />
|A<br />
|-<br />
|1A<br />
|[[Goriya|Orange Goriya]]<br />
|20<br />
|A<br />
|X<br />
|-<br />
|1B<br />
|[[Goriya|Red Goriya]]<br />
|20<br />
|A<br />
|X<br />
|-<br />
|1C<br />
|[[Goriya|Blue Goriya]]<br />
|30<br />
|B<br />
|X<br />
|-<br />
|1D<br />
|[[Lowder]]<br />
|3<br />
|A<br />
|-<br />
|20<br />
|[[Megmat]]<br />
|5<br />
|A<br />
|-<br />
|15<br />
|[[Moblin|Orange Moblin]]<br />
|10<br />
|A<br />
|-<br />
|16<br />
|[[Moblin|Red Moblin]]<br />
|20<br />
|A<br />
|-<br />
|17<br />
|[[Moblin|Blue Moblin]]<br />
|20<br />
|A<br />
|-<br />
|22, 23<br />
|[[Moblin|Generated Moblin]]<br />
|0<br />
|A<br />
|-<br />
|1E, 1F<br />
|[[Moby (Generator)]]<br />
|2<br />
|None<br />
|-<br />
|04<br />
|[[Myu]]<br />
|5<br />
|A<br />
|-<br />
|12<br />
|[[Octorock|Jumping Red Octorock]]<br />
|10<br />
|A<br />
|-<br />
|13<br />
|[[Octorock|Walking Red Octorock]]<br />
|10<br />
|A<br />
|-<br />
|07<br />
|[[Moa]]<br />
|10<br />
|A<br />
|}<br />
<br />
== Eastern Continent Enemies ==<br />
<br />
{| class="wikitable"<br />
![[Object Tables|Table ID]]<br />
!Name<br />
!XP<br />
!Drop Group<br />
!Immune to Beam Sword and Fire<br />
!Attack<br />
!Defense<br />
|-<br />
|08<br />
|[[Ache]]<br />
|3<br />
|A<br />
|-<br />
|1B<br />
|[[Acheman]]<br />
|10<br />
|A<br />
|-<br />
|0C<br />
|[[Air Bubble (Generator)]]<br />
|-<br />
|0D<br />
|[[Boulder (Generator)]]<br />
|-<br />
|06<br />
|[[Bit]] (red)<br />
|2<br />
|A<br />
|-<br />
|05<br />
|[[Bot]] (blue)<br />
|2<br />
|A<br />
|-<br />
|1A<br />
|[[Aruroda]] (scorpion)<br />
|150<br />
|B<br />
|X<br />
|-<br />
|19<br />
|[[Zora]] (basilisk)<br />
|<br />
|B<br />
|-<br />
|18<br />
|[[Boon]] (fly)<br />
|50<br />
|B<br />
|-<br />
|0E<br />
|[[Deeler|Red Deeler]]<br />
|5<br />
|A<br />
|-<br />
|0F<br />
|[[Deeler|Blue Deeler]]<br />
|10<br />
|A<br />
|-<br />
|16<br />
|[[Girubokku]] (coconut)<br />
|20<br />
|A<br />
|-<br />
|17<br />
|[[Leever]]<br />
|10<br />
|A<br />
|-<br />
|1C<br />
|[[Lizalfos|Orange Lizalfos]]<br />
|150<br />
|B<br />
|X<br />
|-<br />
|1B<br />
|[[Lizalfos|Red Lizalfos]]<br />
|100<br />
|None<br />
|X<br />
|-<br />
|1D<br />
|[[Lizalfos|Blue Lizalfos]]<br />
|200<br />
|None<br />
|X<br />
|-<br />
|1E<br />
|[[Fence Lizalfos]] (Wilsons)<br />
|1<br />
|None<br />
|X<br />
|-<br />
|07<br />
|[[Moa|Red Moa]]<br />
|10<br />
|A<br />
|-<br />
|?<br />
|[[Moa|Blue Moa]]<br />
|50<br />
|A<br />
|-<br />
|?<br />
|[[Moa|Purple Moa]]<br />
|50<br />
|A<br />
|-<br />
|12<br />
|[[Octorock|Jumping Blue Octorock]]<br />
|20<br />
|A<br />
|-<br />
|13<br />
|[[Octorock|Walking Blue Octorock]]<br />
|20<br />
|A<br />
|-<br />
|15<br />
|[[Tektite]]<br />
|50<br />
|B<br />
|-<br />
|40, 41<br />
|[[Bago Bago (Generator)]]<br />
|5<br />
|A<br />
|}<br />
<br />
== Palace Enemies Set 1 (Palaces 1, 2, and 5) ==<br />
<br />
<br />
{| class="wikitable"<br />
!Name<br />
!XP<br />
!Drop Group<br />
!Attack<br />
!Defense<br />
|-<br />
|[[Skull Bubble]]<br />
|-<br />
|[[Guma]]<br />
|-<br />
|[[Iron Knuckle|Orange Iron Knuckle]]<br />
|-<br />
|[[Iron Knuckle|Red Iron Knuckle]]<br />
|-<br />
|[[Blue Iron Knuckle]]<br />
|-<br />
|[[Mago]]<br />
|-<br />
|[[Fire Moa]]<br />
|-<br />
|[[Mau]] (wolf head)<br />
|-<br />
|[[Myu]]<br />
|-<br />
|[[Rope|Blue Rope]]<br />
|-<br />
|[[Stalfos|Red Stalfos]]<br />
|-<br />
|[[Stalfos|Blue Stalfos]]<br />
|-<br />
|[[Wosu]] (tinsuit)<br />
|}<br />
<br />
== Palace Enemies Set 2 (Palaces 3, 4, and 6) ==<br />
<br />
{| class="wikitable"<br />
!Name<br />
!XP<br />
!Drop Group<br />
!Attack<br />
!Defense<br />
|-<br />
|[[Stalfos|Red Stalfos]]<br />
|-<br />
|[[Stalfos|Blue Stalfos]]<br />
|-<br />
|[[Skull Bubble]]<br />
|-<br />
|[[Doomnknocker]]<br />
|-<br />
|[[Iron Knuckle|Orange Iron Knuckle]]<br />
|-<br />
|[[Iron Knuckle|Red Iron Knuckle]]<br />
|-<br />
|[[Blue Iron Knuckle]]<br />
|-<br />
|[[Fire Moa]]<br />
|-<br />
|[[Mau]] (wolf head)<br />
|-<br />
|[[Myu]]<br />
|-<br />
|[[Wizzrobe]]<br />
|-<br />
|[[Wosu]] (tinsuit)<br />
|}<br />
<br />
== Great Palace Enemies ==<br />
<br />
{| class="wikitable"<br />
!Name<br />
!XP<br />
!Drop Group<br />
!Attack<br />
!Defense<br />
|-<br />
|[[Bago Bago]]<br />
|-<br />
|[[Skull Bubble]]<br />
|-<br />
|[[Fokka|Red Fokka]] (bird knight)<br />
|-<br />
|[[Fokka|Blue Fokka]] (bird knight)<br />
|-<br />
|[[Fokkeru]] (spicy chicken)<br />
|-<br />
|[[Myu]]<br />
|-<br />
|[[Rope|Red Rope]]<br />
|}<br />
<br />
== Bosses ==<br />
<br />
{| class="wikitable"<br />
!Name<br />
!XP<br />
!Attack<br />
!Defense<br />
|-<br />
|[[Horsehead]]<br />
|50xp<br />
|24<br />
|32<br />
|-<br />
|[[Helmethead]]<br />
|200xp<br />
|16<br />
|48<br />
|-<br />
|[[Rebonack]]<br />
|301xp (300 shown)<br />
|48<br />
|*<br />
|-<br />
|[[Carrock]]<br />
|301xp (300 shown)<br />
|48<br />
|8 reflect hits<br />
|-<br />
|[[Boss Gooma]]<br />
|500xp<br />
|112<br />
|144<br />
|-<br />
|[[Barba]]<br />
|700xp<br />
|112<br />
|192<br />
|-<br />
|[[Thunderbird]]<br />
|1000xp<br />
|112<br />
|192<br />
|-<br />
|[[Dark Link]]<br />
|0xp<br />
|<br />
|8 sword hits<br />
|}</div>Megmactvhttp://wiki.bindingforce.net/index.php?title=Overworld_Walks&diff=172Overworld Walks2021-05-06T02:14:52Z<p>Megmactv: </p>
<hr />
<div>=== Disclaimer ===<br />
This is Zelda II and as such, basically none of these walks and manipulations are going to work 100% of the time. Reasons for a particular walk failing may include: fairy spawns, random walks, input mistakes, weird framerule spawn shenanigans, and more not mentioned here.<br />
<br />
=== Overworld Spawn Patterns ===<br />
<br />
[needs filling in with text]<br />
<br />
CF207's video about RNG and overworld spawns: https://www.twitch.tv/videos/370452496<br />
<br />
=== List of Walks ===<br />
* [[Parapa Cave Walk (Early Shield)]]<br />
* [[Bubble Skip]]<br />
* [[Reverse Bubble Skip]]<br />
* [[Trophy Cave Walk (Post Palace 1)]]<br />
* [[Boulder Dash]]<br />
* [[Late Shield Tomb Walk]]<br />
* [[Dazzle Walk - From the Maze to Darunia]]<br />
* [[Riverdance (Early Fire)]]<br />
* [[River Skip (Late Fire)]]<br />
* [[River Skip (Cave Duck)]]<br />
* Needs to be added to....<br />
<br />
----<br />
<br />
[https://docs.google.com/document/d/1gJMWUFYImDcxF0Byopbuvp96cVI6kSwE3LnNOUJgW54/edit?usp=sharing Incomplete Walk Guide for 100% All Keys](to be converted to wiki pages)</div>Megmactvhttp://wiki.bindingforce.net/index.php?title=RNG_Algorithm&diff=171RNG Algorithm2021-05-06T02:12:31Z<p>Megmactv: /* Resources */</p>
<hr />
<div>==Introduction==<br />
Zelda 2 uses a single RNG algorithm for most "random" elements in the game. Anything requiring random behavior is chosen using different bits of this sequence to determine what action is performed. Examples include which overworld pattern to spawn, when a Bot jumps at or away from Link, or where on the screen Carrock will teleport to during each hop.<br />
<br />
The RNG sequence is '''9 bytes''' long in RAM, from address '''$051A''' through '''$052F'''.<br />
<br />
<br />
==Algorithm==<br />
===Computation===<br />
Think of the RNG sequence as a giant string of 1's and 0's, 72 digits long.<br />
<br />
# Take bit 6 from $051A (7th bit in the string of numbers)<br />
# Take bit 6 from $051B (15th bit in the string of numbers)<br />
# Perform XOR operation on these two numbers - if ''both are 0 or both are 1'', result is '''0'''; if ''one of each'', result is '''1'''<br />
# Prepend this result value to the beginning of the string of numbers and shift everything else over to the right<br />
# Next frame, do this again with the new values<br />
<br />
This sequence is recomputed ''every frame'' (except lag frames).<br />
<br />
<br />
===Re-seeding===<br />
To further randomize the sequence, ''the entire sequence is <u>re-seeded</u> periodically throughout the game''. These re-seeds happen just as Link transitions to a new side-scrolling screen. Moving about on the overworld or exiting a cave/town/palace does not prompt a re-seed, but entering a cave/town/palace or any screen transition within these areas do cause a re-seed to occur.<br />
<br />
The re-seed replaces whatever is in $051A (the first 8 numbers in the string) with hex digits 0xA5, or the binary digits "10100101". Presumably this is because this value consists of a random mix of 1's and 0's. Regardless of the reasoning, it effectively decapitates the normal sequence and re-randomizes it each time the screen transitions.<br />
<br />
<br />
==Implications==<br />
<br />
*Any manipulation based on RNG algorithm requires frame perfect play from game start, since the re-seed mechanism is destructive in nature.<br />
*There are actually only '''''128 total RNG sequences''''' in the entire game. <br />
**Since the algorithm only evaluates the 7th and 15th bits in the full string, the entire string will be deterministic based only on the values of the first 15 bits.<br />
**Furthermore, we know that the re-seed sets the first 8 bits to "10100101" and are therefore always the same at the beginning of each screen transition.<br />
**Hence, we can classify every RNG sequence possible based on this starting value and the next 7 digits being random, in other words 128 total possibilities.<br />
<br />
==Resources==<br />
*riiyak's Video Explanation (timestamp 1:06) - https://www.youtube.com/watch?v=Hbe3JqWdVd4&t=66s<br />
*riiyak's RNG sequence database - [[File:Zelda2_rng_sequences.zip||]]<br />
*CF207 RNG and Overworld Spawns - https://www.twitch.tv/videos/370452496</div>Megmactvhttp://wiki.bindingforce.net/index.php?title=L7_Room&diff=168L7 Room2021-04-27T03:19:50Z<p>Megmactv: </p>
<hr />
<div>The L7 Room is a room you have to pass through in [[Great Palace]] in order to reach [[Thunderbird]] and [[Dark Link]]. It is one of very few rooms in the game that enterable from both sides, but does not allow you to exit on the opposite side as you entered. Exiting through the bottom takes you through a point of no return into the boss area of the palace.<br />
<br />
The [[GP Alt-Route]] takes you to this room on the 'wrong' side, from which you are unable to get to the hole in the floor that takes you to the bosses. This is a frustrating dead end to find for new players. However, using a damage boost or precisely lined up downstabbing on the [[Ra]]s that fly through the room will allow you to exit on the right and re-enter into the bottom section, thus allowing you to use this route to get to the boss area and complete the game, potentially without the [[Downstab]] technique.<br />
<br />
==Skipping==<br />
<br />
You can use the [[Jump]] spell in combination with either a damage boost or [[Downstab]] (similar to [[Eco Key]]) in order to get over the wall to the right and re-enter the room on the bottom.<br />
<br />
===Damage Boost===<br />
<br />
(todo: someone fill this out with a text description? See [[Eco Key]] for a good way to describe it)<br />
<br />
See the video linked in [[#Resources]] for a video description.<br />
<br />
===Downstab===<br />
<br />
(todo: someone fill this out maybe? Even if it is a lot less used)<br />
<br />
===Randomizer===<br />
<br />
(todo: explanation of how/when this is applicable in rando)<br />
<br />
==Resources==<br />
<br />
* chromataclysm's video describing the damage boost<br />
<youtube>rPvk47Kic_0</youtube></div>Megmactvhttp://wiki.bindingforce.net/index.php?title=L7_Room&diff=167L7 Room2021-04-27T03:19:25Z<p>Megmactv: Created page with "The L7 Room is a room you have to pass through in Great Palace in order to reach Thunderbird and Dark Link. It is one of very few rooms in the game that enterable..."</p>
<hr />
<div>The L7 Room is a room you have to pass through in [[Great Palace]] in order to reach [[Thunderbird]] and [[Dark Link]]. It is one of very few rooms in the game that enterable from both sides, but does not allow you to exit on the opposite side as you entered. Exiting through the bottom takes you through a point of no return into the boss area of the palace.<br />
<br />
The [[GP Alt-Route]] takes you to this room on the 'wrong' side, from which you are unable to get to the hole in the floor that takes you to the bosses. This is a frustrating dead end to find for new players. However, using a damage boost or precisely lined up downstabbing on the [[Ra]]s that fly through the room will allow you to exit on the right and re-enter into the bottom section, thus allowing you to use this route to get to the boss area and complete the game, potentially without the [[Downstab]] technique.<br />
<br />
==Skipping==<br />
<br />
You can use the [[Jump]] spell in combination with either a damage boost or [[Downstab]] (similar to [[Eco-Key]]) in order to get over the wall to the right and re-enter the room on the bottom.<br />
<br />
===Damage Boost===<br />
<br />
(todo: someone fill this out with a text description? See [[Eco-Key]] for a good way to describe it)<br />
<br />
See the video linked in [[#Resources]] for a video description.<br />
<br />
===Downstab===<br />
<br />
(todo: someone fill this out maybe? Even if it is a lot less used)<br />
<br />
===Randomizer===<br />
<br />
(todo: explanation of how/when this is applicable in rando)<br />
<br />
==Resources==<br />
<br />
* chromataclysm's video describing the damage boost<br />
<youtube>rPvk47Kic_0</youtube></div>Megmactvhttp://wiki.bindingforce.net/index.php?title=Speedrun_Tricks_and_Strats&diff=166Speedrun Tricks and Strats2021-04-27T03:05:47Z<p>Megmactv: /* Tricks and Strats */</p>
<hr />
<div>=== Tricks and Strats ===<br />
*[[Overworld Walks]]<br />
*[[Combat Tech]]<br />
*[[Eco Key]]<br />
*[[L7 Room#Skip|L7 Room Skip]]<br />
*[[Healer Glitch]]<br />
*[[Fairy Feet]]<br />
*[[Fairy Claus]]<br />
*[[Super Jump]]<br />
*[[Gem Duping]]</div>Megmactvhttp://wiki.bindingforce.net/index.php?title=Speedrun_Tricks_and_Strats&diff=165Speedrun Tricks and Strats2021-04-27T03:03:39Z<p>Megmactv: /* Tricks and Strats */</p>
<hr />
<div>=== Tricks and Strats ===<br />
*[[Overworld Walks]]<br />
*[[Combat Tech]]<br />
*[[Eco Key]]<br />
*[[L7 Room Skip]]<br />
*[[Healer Glitch]]<br />
*[[Fairy Feet]]<br />
*[[Fairy Claus]]<br />
*[[Super Jump]]<br />
*[[Gem Duping]]</div>Megmactvhttp://wiki.bindingforce.net/index.php?title=Speedrun_Tricks_and_Strats&diff=164Speedrun Tricks and Strats2021-04-27T03:01:52Z<p>Megmactv: </p>
<hr />
<div>=== Tricks and Strats ===<br />
*[[Overworld Walks]]<br />
*[[Combat Tech]]<br />
*[[Eco Key]]<br />
*[[L7 Damage Boost]]<br />
*[[Healer Glitch]]<br />
*[[Fairy Feet]]<br />
*[[Fairy Claus]]<br />
*[[Super Jump]]<br />
*[[Gem Duping]]</div>Megmactvhttp://wiki.bindingforce.net/index.php?title=Speedrun_Tricks_and_Strats&diff=163Speedrun Tricks and Strats2021-04-27T03:01:28Z<p>Megmactv: /* Tricks and Strats */</p>
<hr />
<div>=== Tricks and Strats ===<br />
*[[Overworld Walks]]<br />
*[[Combat Tech]]<br />
*[[Eco Key]]<br />
*[[L7 Damage Boost]]<br />
*[[Healer Glitch]]<br />
*[[Fairy Feet]]<br />
*[[Fairy Claus]]<br />
*[[Gem Duping]]</div>Megmactvhttp://wiki.bindingforce.net/index.php?title=Speedrun_Tricks_and_Strats&diff=162Speedrun Tricks and Strats2021-04-27T03:01:13Z<p>Megmactv: /* Tricks and Strats */</p>
<hr />
<div>=== Tricks and Strats ===<br />
*[[Overworld Walks]]<br />
*[[Combat Tech]]<br />
*[[Eco Key]]<br />
*[[Healer Glitch]]<br />
*[[Fairy Feet]]<br />
*[[Fairy Claus]]<br />
*[[Gem Duping]]<br />
*[[L7 Damage Boost]]</div>Megmactvhttp://wiki.bindingforce.net/index.php?title=Game_Data&diff=161Game Data2021-04-15T07:28:21Z<p>Megmactv: </p>
<hr />
<div>* [[Level Up Exp|Experience Required for Each Level up]]<br />
* [[Spell Costs|Cost of Each Spell at Each Level]]<br />
* [[RNG Algorithm]]<br />
* [[Object Tables]]<br />
* [[ROM Addressing]]</div>Megmactvhttp://wiki.bindingforce.net/index.php?title=Game_Data&diff=160Game Data2021-04-15T07:27:49Z<p>Megmactv: </p>
<hr />
<div>* [[Level Up Exp|Experience Required for Each Level up]]<br />
* [[Spell Costs|Cost of Each Spell at Each Level]]<br />
* [[RNG Algorithm]]<br />
* [[Object Tables]]</div>Megmactvhttp://wiki.bindingforce.net/index.php?title=ROM_Addressing&diff=159ROM Addressing2021-04-15T07:25:56Z<p>Megmactv: </p>
<hr />
<div>There are several different ways to refer to data in memory in Zelda II. Which one you use depends on your reasoning for doing so. This page will explain where they're useful and how to translate between them.<br />
<br />
=ROM File=<br />
<br />
NES ROM files are in a format generally called iNES. Most ROMs (including Zelda 2 ROMs) are in [https://wiki.nesdev.com/w/index.php/INES iNES 1.0 format]. The layout of a Zelda II ROM file is as follows (an [https://wiki.nesdev.com/w/index.php/MMC1 MMC1] cartridge with 8 PRG ROM banks, 16 CHR-ROM banks, and 4KB of SRAM -- for more details see [https://datacrystal.romhacking.net/wiki/Zelda_II:_The_Adventure_of_Link Data Crystal]):<br />
<br />
{| class="wikitable"<br />
!Type<br />
!Number<br />
!File Offset<br />
!Size<br />
!Contents<br />
|-<br />
|iNES Header<br />
|<br />
|0x00000<br />
|16bytes (0x10)<br />
|-<br />
|PRG Bank<br />
|[[PRG Bank 0|0]]<br />
|0x00010<br />
|16KB (0x4000)<br />
|<br />
|-<br />
|<br />
|[[PRG Bank 1|1]]<br />
|0x04010<br />
|16KB (0x4000)<br />
|[[Western Hyrule]]<br />
|-<br />
|<br />
|[[PRG Bank 2|2]]<br />
|0x08010<br />
|16KB (0x4000)<br />
|[[Eastern Hyrule]]<br />
|-<br />
|<br />
|[[PRG Bank 3|3]]<br />
|0x0C010<br />
|16KB (0x4000)<br />
|[[Towns]](?)<br />
|-<br />
|<br />
|[[PRG Bank 4|4]]<br />
|0x10010<br />
|16KB (0x4000)<br />
|[[Normal Palaces]]<br />
|-<br />
|<br />
|[[PRG Bank 5|5]]<br />
|0x14010<br />
|16KB (0x4000)<br />
|[[Great Palace]]<br />
|-<br />
|<br />
|[[PRG Bank 6|6]]<br />
|0x18010<br />
|16KB (0x4000)<br />
|[[Music]](?)<br />
|-<br />
|<br />
|[[PRG Bank 7|7]]<br />
|0x1C010<br />
|16KB (0x4000)<br />
|Global State (permanently mapped)<br />
|-<br />
|CHR Bank<br />
|[[CHR Bank 0|0]]<br />
|0x20000<br />
|8KB (0x2000)<br />
|-<br />
|<br />
|[[CHR Bank 1|1]]<br />
|0x22000<br />
|8KB (0x2000)<br />
|-<br />
|<br />
|[[CHR Bank 2|2]]<br />
|0x24000<br />
|8KB (0x2000)<br />
|-<br />
|<br />
|[[CHR Bank 3|3]]<br />
|0x26000<br />
|8KB (0x2000)<br />
|-<br />
|<br />
|[[CHR Bank 4|4]]<br />
|0x28000<br />
|8KB (0x2000)<br />
|-<br />
|<br />
|[[CHR Bank 5|5]]<br />
|0x2a000<br />
|8KB (0x2000)<br />
|-<br />
|<br />
|[[CHR Bank 6|6]]<br />
|0x2c000<br />
|8KB (0x2000)<br />
|-<br />
|<br />
|[[CHR Bank 7|7]]<br />
|0x2e000<br />
|8KB (0x2000)<br />
|-<br />
|<br />
|[[CHR Bank 8|8]]<br />
|0x30000<br />
|8KB (0x2000)<br />
|-<br />
|<br />
|[[CHR Bank 9|9]]<br />
|0x32000<br />
|8KB (0x2000)<br />
|-<br />
|<br />
|[[CHR Bank 10|10]]<br />
|0x34000<br />
|8KB (0x2000)<br />
|-<br />
|<br />
|[[CHR Bank 11|11]]<br />
|0x36000<br />
|8KB (0x2000)<br />
|-<br />
|<br />
|[[CHR Bank 12|12]]<br />
|0x38000<br />
|8KB (0x2000)<br />
|-<br />
|<br />
|[[CHR Bank 13|13]]<br />
|0x3a000<br />
|8KB (0x2000)<br />
|-<br />
|<br />
|[[CHR Bank 14|14]]<br />
|0x3c000<br />
|8KB (0x2000)<br />
|-<br />
|<br />
|[[CHR Bank 15|15]]<br />
|0x3e000<br />
|8KB (0x2000)<br />
|}<br />
<br />
==Bank Offsets==<br />
<br />
Given an offset into a dumped ROM, you can find out what bank it's in by dividing the offset by 0x4000 and subtracting the size of the iNES header (0x10 or 16 bytes). For example: <br />
<br />
0x15244/0x4000-0x10=5<br />
<br />
And then you can use the remainder (or modulus) to get the offset within that bank:<br />
<br />
0x15244%0x4000-0x10=0x1234<br />
<br />
From there you can determine the memory address it would be mapped into memory at, if you want, by figuring out where that bank would be mapped (for banks 0-6, they will be mapped at 0x8000 and for bank 7 they will be mapped at 0xc000):<br />
<br />
0x8000+0x1234=0x9234<br />
<br />
For a bit more clarity on how that works, see the next section.<br />
<br />
=Memory=<br />
<br />
==CPU Memory Map==<br />
<br />
When the game is running, the 16bit address space on the NES is mapped out roughly like so from the [https://wiki.nesdev.com/w/index.php/CPU_memory_map CPU's perspective]:<br />
<br />
{| class="wikitable"<br />
!Offset<br />
!Size<br />
!Area<br />
|-<br />
|0x0000||0x800||RAM<br />
|-<br />
|0x2000||0x2020||Hardware Registers<br />
|-<br />
|0x6000||0x2000||Cartridge SRAM<br />
|-<br />
|0x8000||0x4000||Low PRG Bank (swappable)<br />
|-<br />
|0xC000||0x4000||Upper PRG Bank (fixed to bank 7)<br />
|}<br />
<br />
This memory map, which is dictated by the way the MMC1 memory mapper maps memory, means that the area of memory between 0x8000 and 0xC000 is switchable. Addresses in this range can refer to any of the 8 PRG banks in the ROM (though in practice, will only ever refer to the first 7). Addresses above 0xC000, however, will *always* map to the last bank ([[PRG Bank 7]]).<br />
<br />
==Bank And Offset==<br />
<br />
In order to describe a part of the cartridge's ROM, you can refer to it in terms of its bank number and offset within that bank. An address described this way could look like this:<br />
<br />
5:0x1234 (or bank 5, offset 0x1234)<br />
<br />
This allows for pretty easy conversion to other addressing styles. In order to get the offset into a dumped ROM, you can use the following formula: 0x10+(bank*0x4000)+offset. The above address would be found at 0x15244.<br />
<br />
This is a pretty rarely used way to refer to locations, but is useful to understand anyways. You can always recognize this address format by the fact that it includes a bank number and another number that is less than 0x4000.<br />
<br />
==Bank And Memory Address==<br />
<br />
More convenient for working with addresses in memory, this representation is used a lot by emulator debugging interfaces in particular. As in [[#Bank And Offset]], an address in this format starts with a bank number, but the second number is its address as mapped into RAM at runtime. So, for example, the above address would be:<br />
<br />
5:0x9234 (bank 5, memory address 0x9234)<br />
<br />
For Zelda II, all addresses in banks 0 through 6 will be represented as within the range 0x8000-0xBFFF in this format, while addresses in bank 7 will be in the range 0xC000-0xFFFF:<br />
<br />
7:0xD234 (bank 7, memory address 0xd234)<br />
<br />
Unfortunately, this format is more complicated to convert into ROM file offsets, or vice versa, because you have to know more about how the game maps memory. For Zelda II in particular, the formula for converting to a dumped ROM offset is 0x10+(bank*0x4000)+(address%0x4000) -- where % is modulus (or remainder).</div>Megmactvhttp://wiki.bindingforce.net/index.php?title=ROM_Addressing&diff=158ROM Addressing2021-04-15T07:25:19Z<p>Megmactv: /* ROM File */</p>
<hr />
<div>There are several different ways to refer to data in memory in Zelda II. Which one you use depends on your reasoning for doing so. This page will explain where they're useful and how to translate between them.<br />
<br />
=ROM File=<br />
<br />
NES ROM files are in a format generally called iNES. Most ROMs (including Zelda 2 ROMs) are in [https://wiki.nesdev.com/w/index.php/INES iNES 1.0 format]. The layout of a Zelda II ROM file is as follows (an [https://wiki.nesdev.com/w/index.php/MMC1 MMC1] cartridge with 8 PRG ROM banks, 16 CHR-ROM banks, and 4KB of SRAM -- for more details see [https://datacrystal.romhacking.net/wiki/Zelda_II:_The_Adventure_of_Link Data Crystal]):<br />
<br />
{| class="wikitable"<br />
!Type<br />
!Number<br />
!File Offset<br />
!Size<br />
!Contents<br />
|-<br />
|iNES Header<br />
|<br />
|0x00000<br />
|16bytes (0x10)<br />
|-<br />
|PRG Bank<br />
|[[PRG Bank 0|0]]<br />
|0x00010<br />
|16KB (0x4000)<br />
|<br />
|-<br />
|<br />
|[[PRG Bank 1|1]]<br />
|0x04010<br />
|16KB (0x4000)<br />
|[[Western Hyrule]]<br />
|-<br />
|<br />
|[[PRG Bank 2|2]]<br />
|0x08010<br />
|16KB (0x4000)<br />
|[[Eastern Hyrule]]<br />
|-<br />
|<br />
|[[PRG Bank 3|3]]<br />
|0x0C010<br />
|16KB (0x4000)<br />
|[[Towns]](?)<br />
|-<br />
|<br />
|[[PRG Bank 4|4]]<br />
|0x10010<br />
|16KB (0x4000)<br />
|[[Normal Palaces]]<br />
|-<br />
|<br />
|[[PRG Bank 5|5]]<br />
|0x14010<br />
|16KB (0x4000)<br />
|[[Great Palace]]<br />
|-<br />
|<br />
|[[PRG Bank 6|6]]<br />
|0x18010<br />
|16KB (0x4000)<br />
|[[Music]](?)<br />
|-<br />
|<br />
|[[PRG Bank 7|7]]<br />
|0x1C010<br />
|16KB (0x4000)<br />
|Global State (permanently mapped)<br />
|-<br />
|CHR Bank<br />
|[[CHR Bank 0|0]]<br />
|0x20000<br />
|8KB (0x2000)<br />
|-<br />
|<br />
|[[CHR Bank 1|1]]<br />
|0x22000<br />
|8KB (0x2000)<br />
|-<br />
|<br />
|[[CHR Bank 2|2]]<br />
|0x24000<br />
|8KB (0x2000)<br />
|-<br />
|<br />
|[[CHR Bank 3|3]]<br />
|0x26000<br />
|8KB (0x2000)<br />
|-<br />
|<br />
|[[CHR Bank 4|4]]<br />
|0x28000<br />
|8KB (0x2000)<br />
|-<br />
|<br />
|[[CHR Bank 5|5]]<br />
|0x2a000<br />
|8KB (0x2000)<br />
|-<br />
|<br />
|[[CHR Bank 6|6]]<br />
|0x2c000<br />
|8KB (0x2000)<br />
|-<br />
|<br />
|[[CHR Bank 7|7]]<br />
|0x2e000<br />
|8KB (0x2000)<br />
|-<br />
|<br />
|[[CHR Bank 8|8]]<br />
|0x30000<br />
|8KB (0x2000)<br />
|-<br />
|<br />
|[[CHR Bank 9|9]]<br />
|0x32000<br />
|8KB (0x2000)<br />
|-<br />
|<br />
|[[CHR Bank 10|10]]<br />
|0x34000<br />
|8KB (0x2000)<br />
|-<br />
|<br />
|[[CHR Bank 11|11]]<br />
|0x36000<br />
|8KB (0x2000)<br />
|-<br />
|<br />
|[[CHR Bank 12|12]]<br />
|0x38000<br />
|8KB (0x2000)<br />
|-<br />
|<br />
|[[CHR Bank 13|13]]<br />
|0x3a000<br />
|8KB (0x2000)<br />
|-<br />
|<br />
|[[CHR Bank 14|14]]<br />
|0x3c000<br />
|8KB (0x2000)<br />
|-<br />
|<br />
|[[CHR Bank 15|15]]<br />
|0x3e000<br />
|8KB (0x2000)<br />
|}<br />
<br />
==Bank Offsets==<br />
<br />
Given an offset into a dumped ROM, you can find out what bank it's in by dividing the offset by 0x4000 and subtracting the size of the iNES header (0x10 or 16 bytes). For example: <br />
<br />
0x15244/0x4000-0x10=5<br />
<br />
And then you can use the remainder (or modulus) to get the offset within that bank:<br />
<br />
0x15244%0x4000-0x10=0x1234<br />
<br />
From there you can determine the memory address it would be mapped into memory at, if you want, by figuring out where that bank would be mapped (for banks 0-6, they will be mapped at 0x8000 and for bank 7 they will be mapped at 0xc000):<br />
<br />
0x8000+0x1234=0x9234<br />
<br />
For a bit more clarity on how that works, see the next section.<br />
<br />
=Memory=<br />
<br />
==CPU Memory Map==<br />
<br />
When the game is running, the 16bit address space on the NES is mapped out roughly like so from the [https://wiki.nesdev.com/w/index.php/CPU_memory_map CPU's perspective]:<br />
<br />
{| class="wikitable"<br />
!Offset<br />
!Size<br />
!Area<br />
|-<br />
|0x0000||0x800||RAM<br />
|-<br />
|0x2000||0x2020||Hardware Registers<br />
|-<br />
|0x6000||0x2000||Cartridge SRAM<br />
|-<br />
|0x8000||0x4000||Low PRG Bank (swappable)<br />
|-<br />
|0xC000||0x4000||Upper PRG Bank (fixed to bank 7)<br />
|}<br />
<br />
This memory map, which is dictated by the way the MMC1 memory mapper maps memory, means that the area of memory between 0x8000 and 0xC000 is switchable. Addresses in this range can refer to any of the 8 PRG banks in the ROM (though in practice, will only ever refer to the first 7). Addresses above 0xC000, however, will *always* map to the last bank ([[PRG Bank 7]]).<br />
<br />
==Bank And Offset==<br />
<br />
In order to describe a part of the cartridge's ROM, you can refer to it in terms of its bank number and offset within that bank. An address described this way could look like this:<br />
<br />
5:0x1234 (or bank 5, offset 0x1234)<br />
<br />
This allows for pretty easy conversion to other addressing styles. In order to get the offset into a dumped ROM, you can use the following formula: 0x10+(bank*0x4000)+offset. The above address would be found at 0x15244.<br />
<br />
This is a pretty rarely used way to refer to locations, but is useful to understand anyways. You can always recognize this address format by the fact that it includes a bank number and another number that is less than 0x4000.<br />
<br />
==Bank And Memory Address==<br />
<br />
More convenient for working with addresses in memory, this representation is used a lot by emulator debugging interfaces in particular. As in [[#Bank And Offset]], an address in this format starts with a bank number, but the second number is its address as mapped into RAM at runtime. So, for example, the above address would be:<br />
<br />
5:0x9234 (bank 5, memory address 0x9234)<br />
<br />
For Zelda II, all addresses in banks 0 through 6 will be represented as within the range 0x8000-0xBFFF in this format, while addresses in bank 7 will be in the range 0xC000-0xFFFF:<br />
<br />
7:0xD234 (bank 7, memory address 0xd234)<br />
<br />
Unfortunately, this format is more complicated to convert into ROM file offsets, or vice versa, because you have to know more about how the game maps memory. For Zelda II in particular, the formula for converting to a dumped ROM offset is 0x10+(bank*0x4000)+(address%0x4000) -- where % is modulus (or remainder).<br />
<br />
=Converting=</div>Megmactvhttp://wiki.bindingforce.net/index.php?title=ROM_Addressing&diff=157ROM Addressing2021-04-15T07:19:32Z<p>Megmactv: /* Bank And Memory Address */</p>
<hr />
<div>There are several different ways to refer to data in memory in Zelda II. Which one you use depends on your reasoning for doing so. This page will explain where they're useful and how to translate between them.<br />
<br />
=ROM File=<br />
<br />
NES ROM files are in a format generally called iNES. Most ROMs (including Zelda 2 ROMs) are in [https://wiki.nesdev.com/w/index.php/INES iNES 1.0 format]. The layout of a Zelda II ROM file is as follows (an [https://wiki.nesdev.com/w/index.php/MMC1 MMC1] cartridge with 8 PRG ROM banks, 16 CHR-ROM banks, and 4KB of SRAM -- for more details see [https://datacrystal.romhacking.net/wiki/Zelda_II:_The_Adventure_of_Link Data Crystal]):<br />
<br />
{| class="wikitable"<br />
!Type<br />
!Number<br />
!File Offset<br />
!Size<br />
!Contents<br />
|-<br />
|iNES Header<br />
|<br />
|0x00000<br />
|16bytes (0x10)<br />
|-<br />
|PRG Bank<br />
|[[PRG Bank 0|0]]<br />
|0x00010<br />
|16KB (0x4000)<br />
|<br />
|-<br />
|<br />
|[[PRG Bank 1|1]]<br />
|0x04010<br />
|16KB (0x4000)<br />
|[[Western Hyrule]]<br />
|-<br />
|<br />
|[[PRG Bank 2|2]]<br />
|0x08010<br />
|16KB (0x4000)<br />
|[[Eastern Hyrule]]<br />
|-<br />
|<br />
|[[PRG Bank 3|3]]<br />
|0x0C010<br />
|16KB (0x4000)<br />
|[[Towns]](?)<br />
|-<br />
|<br />
|[[PRG Bank 4|4]]<br />
|0x10010<br />
|16KB (0x4000)<br />
|[[Normal Palaces]]<br />
|-<br />
|<br />
|[[PRG Bank 5|5]]<br />
|0x14010<br />
|16KB (0x4000)<br />
|[[Great Palace]]<br />
|-<br />
|<br />
|[[PRG Bank 6|6]]<br />
|0x18010<br />
|16KB (0x4000)<br />
|[[Music]](?)<br />
|-<br />
|<br />
|[[PRG Bank 7|7]]<br />
|0x1C010<br />
|16KB (0x4000)<br />
|Global State (permanently mapped)<br />
|-<br />
|CHR Bank<br />
|[[CHR Bank 0|0]]<br />
|0x20000<br />
|8KB (0x2000)<br />
|-<br />
|<br />
|[[CHR Bank 1|1]]<br />
|0x22000<br />
|8KB (0x2000)<br />
|-<br />
|<br />
|[[CHR Bank 2|2]]<br />
|0x24000<br />
|8KB (0x2000)<br />
|-<br />
|<br />
|[[CHR Bank 3|3]]<br />
|0x26000<br />
|8KB (0x2000)<br />
|-<br />
|<br />
|[[CHR Bank 4|4]]<br />
|0x28000<br />
|8KB (0x2000)<br />
|-<br />
|<br />
|[[CHR Bank 5|5]]<br />
|0x2a000<br />
|8KB (0x2000)<br />
|-<br />
|<br />
|[[CHR Bank 6|6]]<br />
|0x2c000<br />
|8KB (0x2000)<br />
|-<br />
|<br />
|[[CHR Bank 7|7]]<br />
|0x2e000<br />
|8KB (0x2000)<br />
|-<br />
|<br />
|[[CHR Bank 8|8]]<br />
|0x30000<br />
|8KB (0x2000)<br />
|-<br />
|<br />
|[[CHR Bank 9|9]]<br />
|0x32000<br />
|8KB (0x2000)<br />
|-<br />
|<br />
|[[CHR Bank 10|10]]<br />
|0x34000<br />
|8KB (0x2000)<br />
|-<br />
|<br />
|[[CHR Bank 11|11]]<br />
|0x36000<br />
|8KB (0x2000)<br />
|-<br />
|<br />
|[[CHR Bank 12|12]]<br />
|0x38000<br />
|8KB (0x2000)<br />
|-<br />
|<br />
|[[CHR Bank 13|13]]<br />
|0x3a000<br />
|8KB (0x2000)<br />
|-<br />
|<br />
|[[CHR Bank 14|14]]<br />
|0x3c000<br />
|8KB (0x2000)<br />
|-<br />
|<br />
|[[CHR Bank 15|15]]<br />
|0x3e000<br />
|8KB (0x2000)<br />
|}<br />
<br />
=Memory=<br />
<br />
==CPU Memory Map==<br />
<br />
When the game is running, the 16bit address space on the NES is mapped out roughly like so from the [https://wiki.nesdev.com/w/index.php/CPU_memory_map CPU's perspective]:<br />
<br />
{| class="wikitable"<br />
!Offset<br />
!Size<br />
!Area<br />
|-<br />
|0x0000||0x800||RAM<br />
|-<br />
|0x2000||0x2020||Hardware Registers<br />
|-<br />
|0x6000||0x2000||Cartridge SRAM<br />
|-<br />
|0x8000||0x4000||Low PRG Bank (swappable)<br />
|-<br />
|0xC000||0x4000||Upper PRG Bank (fixed to bank 7)<br />
|}<br />
<br />
This memory map, which is dictated by the way the MMC1 memory mapper maps memory, means that the area of memory between 0x8000 and 0xC000 is switchable. Addresses in this range can refer to any of the 8 PRG banks in the ROM (though in practice, will only ever refer to the first 7). Addresses above 0xC000, however, will *always* map to the last bank ([[PRG Bank 7]]).<br />
<br />
==Bank And Offset==<br />
<br />
In order to describe a part of the cartridge's ROM, you can refer to it in terms of its bank number and offset within that bank. An address described this way could look like this:<br />
<br />
5:0x1234 (or bank 5, offset 0x1234)<br />
<br />
This allows for pretty easy conversion to other addressing styles. In order to get the offset into a dumped ROM, you can use the following formula: 0x10+(bank*0x4000)+offset. The above address would be found at 0x15244.<br />
<br />
This is a pretty rarely used way to refer to locations, but is useful to understand anyways. You can always recognize this address format by the fact that it includes a bank number and another number that is less than 0x4000.<br />
<br />
==Bank And Memory Address==<br />
<br />
More convenient for working with addresses in memory, this representation is used a lot by emulator debugging interfaces in particular. As in [[#Bank And Offset]], an address in this format starts with a bank number, but the second number is its address as mapped into RAM at runtime. So, for example, the above address would be:<br />
<br />
5:0x9234 (bank 5, memory address 0x9234)<br />
<br />
For Zelda II, all addresses in banks 0 through 6 will be represented as within the range 0x8000-0xBFFF in this format, while addresses in bank 7 will be in the range 0xC000-0xFFFF:<br />
<br />
7:0xD234 (bank 7, memory address 0xd234)<br />
<br />
Unfortunately, this format is more complicated to convert into ROM file offsets, or vice versa, because you have to know more about how the game maps memory. For Zelda II in particular, the formula for converting to a dumped ROM offset is 0x10+(bank*0x4000)+(address%0x4000) -- where % is modulus (or remainder).<br />
<br />
=Converting=</div>Megmactvhttp://wiki.bindingforce.net/index.php?title=ROM_Addressing&diff=156ROM Addressing2021-04-15T07:18:35Z<p>Megmactv: /* Memory */</p>
<hr />
<div>There are several different ways to refer to data in memory in Zelda II. Which one you use depends on your reasoning for doing so. This page will explain where they're useful and how to translate between them.<br />
<br />
=ROM File=<br />
<br />
NES ROM files are in a format generally called iNES. Most ROMs (including Zelda 2 ROMs) are in [https://wiki.nesdev.com/w/index.php/INES iNES 1.0 format]. The layout of a Zelda II ROM file is as follows (an [https://wiki.nesdev.com/w/index.php/MMC1 MMC1] cartridge with 8 PRG ROM banks, 16 CHR-ROM banks, and 4KB of SRAM -- for more details see [https://datacrystal.romhacking.net/wiki/Zelda_II:_The_Adventure_of_Link Data Crystal]):<br />
<br />
{| class="wikitable"<br />
!Type<br />
!Number<br />
!File Offset<br />
!Size<br />
!Contents<br />
|-<br />
|iNES Header<br />
|<br />
|0x00000<br />
|16bytes (0x10)<br />
|-<br />
|PRG Bank<br />
|[[PRG Bank 0|0]]<br />
|0x00010<br />
|16KB (0x4000)<br />
|<br />
|-<br />
|<br />
|[[PRG Bank 1|1]]<br />
|0x04010<br />
|16KB (0x4000)<br />
|[[Western Hyrule]]<br />
|-<br />
|<br />
|[[PRG Bank 2|2]]<br />
|0x08010<br />
|16KB (0x4000)<br />
|[[Eastern Hyrule]]<br />
|-<br />
|<br />
|[[PRG Bank 3|3]]<br />
|0x0C010<br />
|16KB (0x4000)<br />
|[[Towns]](?)<br />
|-<br />
|<br />
|[[PRG Bank 4|4]]<br />
|0x10010<br />
|16KB (0x4000)<br />
|[[Normal Palaces]]<br />
|-<br />
|<br />
|[[PRG Bank 5|5]]<br />
|0x14010<br />
|16KB (0x4000)<br />
|[[Great Palace]]<br />
|-<br />
|<br />
|[[PRG Bank 6|6]]<br />
|0x18010<br />
|16KB (0x4000)<br />
|[[Music]](?)<br />
|-<br />
|<br />
|[[PRG Bank 7|7]]<br />
|0x1C010<br />
|16KB (0x4000)<br />
|Global State (permanently mapped)<br />
|-<br />
|CHR Bank<br />
|[[CHR Bank 0|0]]<br />
|0x20000<br />
|8KB (0x2000)<br />
|-<br />
|<br />
|[[CHR Bank 1|1]]<br />
|0x22000<br />
|8KB (0x2000)<br />
|-<br />
|<br />
|[[CHR Bank 2|2]]<br />
|0x24000<br />
|8KB (0x2000)<br />
|-<br />
|<br />
|[[CHR Bank 3|3]]<br />
|0x26000<br />
|8KB (0x2000)<br />
|-<br />
|<br />
|[[CHR Bank 4|4]]<br />
|0x28000<br />
|8KB (0x2000)<br />
|-<br />
|<br />
|[[CHR Bank 5|5]]<br />
|0x2a000<br />
|8KB (0x2000)<br />
|-<br />
|<br />
|[[CHR Bank 6|6]]<br />
|0x2c000<br />
|8KB (0x2000)<br />
|-<br />
|<br />
|[[CHR Bank 7|7]]<br />
|0x2e000<br />
|8KB (0x2000)<br />
|-<br />
|<br />
|[[CHR Bank 8|8]]<br />
|0x30000<br />
|8KB (0x2000)<br />
|-<br />
|<br />
|[[CHR Bank 9|9]]<br />
|0x32000<br />
|8KB (0x2000)<br />
|-<br />
|<br />
|[[CHR Bank 10|10]]<br />
|0x34000<br />
|8KB (0x2000)<br />
|-<br />
|<br />
|[[CHR Bank 11|11]]<br />
|0x36000<br />
|8KB (0x2000)<br />
|-<br />
|<br />
|[[CHR Bank 12|12]]<br />
|0x38000<br />
|8KB (0x2000)<br />
|-<br />
|<br />
|[[CHR Bank 13|13]]<br />
|0x3a000<br />
|8KB (0x2000)<br />
|-<br />
|<br />
|[[CHR Bank 14|14]]<br />
|0x3c000<br />
|8KB (0x2000)<br />
|-<br />
|<br />
|[[CHR Bank 15|15]]<br />
|0x3e000<br />
|8KB (0x2000)<br />
|}<br />
<br />
=Memory=<br />
<br />
==CPU Memory Map==<br />
<br />
When the game is running, the 16bit address space on the NES is mapped out roughly like so from the [https://wiki.nesdev.com/w/index.php/CPU_memory_map CPU's perspective]:<br />
<br />
{| class="wikitable"<br />
!Offset<br />
!Size<br />
!Area<br />
|-<br />
|0x0000||0x800||RAM<br />
|-<br />
|0x2000||0x2020||Hardware Registers<br />
|-<br />
|0x6000||0x2000||Cartridge SRAM<br />
|-<br />
|0x8000||0x4000||Low PRG Bank (swappable)<br />
|-<br />
|0xC000||0x4000||Upper PRG Bank (fixed to bank 7)<br />
|}<br />
<br />
This memory map, which is dictated by the way the MMC1 memory mapper maps memory, means that the area of memory between 0x8000 and 0xC000 is switchable. Addresses in this range can refer to any of the 8 PRG banks in the ROM (though in practice, will only ever refer to the first 7). Addresses above 0xC000, however, will *always* map to the last bank ([[PRG Bank 7]]).<br />
<br />
==Bank And Offset==<br />
<br />
In order to describe a part of the cartridge's ROM, you can refer to it in terms of its bank number and offset within that bank. An address described this way could look like this:<br />
<br />
5:0x1234 (or bank 5, offset 0x1234)<br />
<br />
This allows for pretty easy conversion to other addressing styles. In order to get the offset into a dumped ROM, you can use the following formula: 0x10+(bank*0x4000)+offset. The above address would be found at 0x15244.<br />
<br />
This is a pretty rarely used way to refer to locations, but is useful to understand anyways. You can always recognize this address format by the fact that it includes a bank number and another number that is less than 0x4000.<br />
<br />
==Bank And Memory Address==<br />
<br />
More convenient for working with addresses in memory, this representation is used a lot by emulator debugging interfaces in particular. As in [[#Bank And Offset]], an address in this format starts with a bank number, but the second number is its address as mapped into RAM at runtime. So, for example, the above address would be:<br />
<br />
5:0x9234<br />
<br />
All addresses in banks 0 through 6 will be represented as within the range 0x8000-0xBFFF in this format, while addresses in bank 7 will be in the range 0xC000-0xFFFF:<br />
<br />
7:0xD234<br />
<br />
Unfortunately, this format is more complicated to convert into ROM file offsets, or vice versa, because you have to know more about how the game maps memory. For Zelda II in particular, the formula for converting to a dumped ROM offset is 0x10+(bank*0x4000)+(address%0x4000) -- where % is modulus (or remainder).<br />
<br />
=Converting=</div>Megmactvhttp://wiki.bindingforce.net/index.php?title=Object_Tables&diff=155Object Tables2021-04-15T06:50:23Z<p>Megmactv: </p>
<hr />
<div>Information about in-game objects ([[Enemies]], [[Collectables]], [[Other Objects]]) is stored in tables in the game's ROM. These tables are indexed by an object ID that can be found in the pages above. The most relevant tables are:<br />
<br />
{| class="wikitable"<br />
![[ROM Addressing|Bank]]<br />
!Game Area<br />
!Table<br />
![[ROM Addressing|ROM Offset]]<br />
![[ROM Addressing|Offset]]<br />
|-<br />
|rowspan="2" | 1<br />
|rowspan="2" | [[Western Hyrule]] <br />
|Hit Points<br />
|0x5430<br />
|0x1420<br />
|-<br />
|[[#Enemy Details]]<br />
|0x54E4<br />
|0x14D4<br />
|-<br />
|rowspan="2" | 2<br />
|rowspan="2" | [[Eastern Hyrule]] <br />
|Hit Points<br />
|0x9431<br />
|0x1420<br />
|-<br />
|[[#Enemy Details]]<br />
|0x94E4<br />
|0x14D4<br />
|-<br />
|rowspan="2" | 3<br />
|rowspan="2" | [[Towns]] <br />
|Hit Points<br />
|0xD420<br />
|0x1420<br />
|-<br />
|[[#Enemy Details]]<br />
|0xD4E4<br />
|0x14D4<br />
|-<br />
|rowspan="2" | 4<br />
|rowspan="2" | [[Palace Group A|Palaces 1,2,5]] <br />
|Hit Points<br />
|0x11431<br />
|0x1420<br />
|-<br />
|[[#Enemy Details]]<br />
|0x114E4<br />
|0x14D4<br />
|-<br />
|rowspan="2" | 4<br />
|rowspan="2" | [[Palace Group B|Palaces 3,4,6]] <br />
|Hit Points<br />
|0x12431<br />
|0x2420<br />
|-<br />
|[[#Enemy Details]]<br />
|0x124E4<br />
|0x24D4<br />
|-<br />
|rowspan="2" | 5<br />
|rowspan="2" | [[Great Palace]] <br />
|Hit Points<br />
|0x15431<br />
|0x1420<br />
|-<br />
|[[#Enemy Details]]<br />
|0x154E4<br />
|0x14D4<br />
|}<br />
<br />
More details on tables can be found at [https://datacrystal.romhacking.net/wiki/Zelda_II:_The_Adventure_of_Link:Enemy_Data Data Crystal]<br />
<br />
=Enemy Details=<br />
<br />
Each entry is a 1 byte bitfield with the following layout (from [https://datacrystal.romhacking.net/wiki/Zelda_II:_The_Adventure_of_Link:Enemy_Data#Enemy_Bits Data Crystal]):<br />
<br />
{| class="wikitable"<br />
|+ Bits<br />
!0<br />
!1<br />
!2<br />
!3<br />
!4<br />
!5<br />
!6<br />
!7<br />
|-<br />
|colspan="2"|[[#Palette Tables|Palette]]<br />
|Sword Immune<br />
|XP Stealer<br />
|colspan="4"|[[#XP Table|XP Index]]<br />
|}<br />
<br />
==Palette Tables==<br />
<br />
(TODO: Where are these palette tables?):<br />
<br />
{| class="wikitable"<br />
!Index<br />
!Palette<br />
|-<br />
|0 || Link's Palette<br />
|-<br />
|1 || Orange Palette<br />
|-<br />
|2 || Red Palette<br />
|-<br />
|3 || Blue Palette<br />
|}<br />
<br />
==XP Table==<br />
<br />
(TODO: Where is XP table?):<br />
<br />
{| class="wikitable"<br />
!Index<br />
!XP<br />
|-<br />
|0x0 || 0<br />
|-<br />
|0x1 || 1<br />
|-<br />
|0x2 || 3<br />
|-<br />
|0x3 || 5<br />
|-<br />
|0x4 || 10<br />
|-<br />
|0x5 || 20<br />
|-<br />
|0x6 || 30<br />
|-<br />
|0x7 || 50<br />
|-<br />
|0x8 || 70<br />
|-<br />
|0x9 || 100<br />
|-<br />
|0xA || 150<br />
|-<br />
|0xB || 200<br />
|-<br />
|0xC || 300<br />
|-<br />
|0xD || 500<br />
|-<br />
|0xE || 700<br />
|-<br />
|0xF || 1000<br />
|}</div>Megmactvhttp://wiki.bindingforce.net/index.php?title=Object_Tables&diff=154Object Tables2021-04-15T06:42:22Z<p>Megmactv: </p>
<hr />
<div>Information about in-game objects ([[Enemies]], [[Collectables]], [[Other Objects]]) is stored in tables in the game's ROM. These tables are indexed by an object ID that can be found in the pages above. The most relevant tables are:<br />
<br />
{| class="wikitable"<br />
![[ROM Addressing|Bank]]<br />
!Game Area<br />
!Table<br />
![[ROM Addressing|ROM Offset]]<br />
![[ROM Addressing|Offset]]<br />
!Details<br />
|-<br />
|1<br />
|[[Western Hyrule|Western]] <br />
|Hit Points<br />
|0x5430<br />
|0x1420<br />
|-<br />
|<br />
|<br />
|Enemy Details<br />
|0x54E4<br />
|0x14D4<br />
|-<br />
|2<br />
|[[Eastern Hyrule|Eastern]] <br />
|Hit Points<br />
|0x9431<br />
|0x1420<br />
|-<br />
|<br />
|Enemy Details<br />
|0x94E4<br />
|0x14D4<br />
|-<br />
|<br />
|3<br />
|[[Towns]] <br />
|Hit Points<br />
|0xD420<br />
|0x1420<br />
|-<br />
|<br />
|Enemy Details<br />
|0xD4E4<br />
|0x14D4<br />
|-<br />
|4<br />
|[[Palace Group A|Palaces 1,2,5]] <br />
|Hit Points<br />
|0x11431<br />
|0x1420<br />
|-<br />
|<br />
|Enemy Details<br />
|0x114E4<br />
|0x14D4<br />
|-<br />
|4<br />
|[[Palace Group B|Palaces 3,4,6]] <br />
|Hit Points<br />
|0x12431<br />
|0x2420<br />
|-<br />
|<br />
|Enemy Details<br />
|0x124E4<br />
|0x24D4<br />
|-<br />
|5<br />
|[[Great Palace]] <br />
|Hit Points<br />
|0x15431<br />
|0x1420<br />
|-<br />
|<br />
|Enemy Details<br />
|0x154E4<br />
|0x14D4<br />
|}<br />
<br />
More details on tables can be found at [https://datacrystal.romhacking.net/wiki/Zelda_II:_The_Adventure_of_Link:Enemy_Data Data Crystal]<br />
<br />
=Enemy Details Format=<br />
<br />
Each entry is a 1 byte bitfield with the following layout (from [https://datacrystal.romhacking.net/wiki/Zelda_II:_The_Adventure_of_Link:Enemy_Data#Enemy_Bits Data Crystal]):<br />
<br />
{| class="wikitable"<br />
|+ Bits<br />
!0<br />
!1<br />
!2<br />
!3<br />
!4<br />
!5<br />
!6<br />
!7<br />
|-<br />
|colspan="2"|Palette<br />
|Sword Immune<br />
|XP Stealer<br />
|colspan="4"|XP Index<br />
|}<br />
<br />
Palettes (TODO: Where are these palette tables?):<br />
<br />
{| class="wikitable"<br />
!Index<br />
!Palette<br />
|-<br />
|0 || Link's Palette<br />
|-<br />
|1 || Orange Palette<br />
|-<br />
|2 || Red Palette<br />
|-<br />
|3 || Blue Palette<br />
|}<br />
<br />
XP Index (TODO: Where are XP tables?):<br />
<br />
{| class="wikitable"<br />
!Index<br />
!XP<br />
|-<br />
|0x0 || 0<br />
|-<br />
|0x1 || 1<br />
|-<br />
|0x2 || 3<br />
|-<br />
|0x3 || 5<br />
|-<br />
|0x4 || 10<br />
|-<br />
|0x5 || 20<br />
|-<br />
|0x6 || 30<br />
|-<br />
|0x7 || 50<br />
|-<br />
|0x8 || 70<br />
|-<br />
|0x9 || 100<br />
|-<br />
|0xA || 150<br />
|-<br />
|0xB || 200<br />
|-<br />
|0xC || 300<br />
|-<br />
|0xD || 500<br />
|-<br />
|0xE || 700<br />
|-<br />
|0xF || 1000<br />
|}</div>Megmactvhttp://wiki.bindingforce.net/index.php?title=Object_Tables&diff=153Object Tables2021-04-15T06:39:22Z<p>Megmactv: </p>
<hr />
<div>Information about in-game objects ([[Enemies]], [[Collectables]], [[Other Objects]]) is stored in tables in the game's ROM. These tables are indexed by an object ID that can be found in the pages above. The most relevant tables are:<br />
<br />
{| class="wikitable"<br />
![[ROM Addressing|Bank]]<br />
!Game Area<br />
!Table<br />
![[ROM Addressing|ROM Offset]]<br />
![[ROM Addressing|Offset]]<br />
!Details<br />
|-<br />
|1<br />
|[[Western Hyrule|Western]] <br />
|Hit Points<br />
|0x5430<br />
|0x1420<br />
|-<br />
|<br />
|<br />
|Enemy Details<br />
|0x54E4<br />
|0x14D4<br />
|-<br />
|2<br />
|[[Eastern Hyrule|Eastern]] <br />
|Hit Points<br />
|0x9431<br />
|0x1420<br />
|-<br />
|3<br />
|[[Towns]] <br />
|Hit Points<br />
|0xD420<br />
|0x1420<br />
|-<br />
|4<br />
|[[Palace Group A|Palaces 1,2,5]] <br />
|Hit Points<br />
|0x11431<br />
|0x1420<br />
|-<br />
|4<br />
|[[Palace Group B|Palaces 3,4,6]] <br />
|Hit Points<br />
|0x12431<br />
|0x2420<br />
|-<br />
|5<br />
|[[Great Palace]] <br />
|Hit Points<br />
|0x15431<br />
|0x1420<br />
|}<br />
<br />
More details on tables can be found at [https://datacrystal.romhacking.net/wiki/Zelda_II:_The_Adventure_of_Link:Enemy_Data Data Crystal]<br />
<br />
=Enemy Details Format=<br />
<br />
Each entry is a 1 byte bitfield with the following layout (from [https://datacrystal.romhacking.net/wiki/Zelda_II:_The_Adventure_of_Link:Enemy_Data#Enemy_Bits Data Crystal]):<br />
<br />
{| class="wikitable"<br />
|+ Bits<br />
!0<br />
!1<br />
!2<br />
!3<br />
!4<br />
!5<br />
!6<br />
!7<br />
|-<br />
|colspan="2"|Palette<br />
|Sword Immune<br />
|XP Stealer<br />
|colspan="4"|XP Index<br />
|}<br />
<br />
Palettes (TODO: Where are these palette tables?):<br />
<br />
{| class="wikitable"<br />
!Index<br />
!Palette<br />
|-<br />
|0 || Link's Palette<br />
|-<br />
|1 || Orange Palette<br />
|-<br />
|2 || Red Palette<br />
|-<br />
|3 || Blue Palette<br />
|}<br />
<br />
XP Index (TODO: Where are XP tables?):<br />
<br />
{| class="wikitable"<br />
!Index<br />
!XP<br />
|-<br />
|0x0 || 0<br />
|-<br />
|0x1 || 1<br />
|-<br />
|0x2 || 3<br />
|-<br />
|0x3 || 5<br />
|-<br />
|0x4 || 10<br />
|-<br />
|0x5 || 20<br />
|-<br />
|0x6 || 30<br />
|-<br />
|0x7 || 50<br />
|-<br />
|0x8 || 70<br />
|-<br />
|0x9 || 100<br />
|-<br />
|0xA || 150<br />
|-<br />
|0xB || 200<br />
|-<br />
|0xC || 300<br />
|-<br />
|0xD || 500<br />
|-<br />
|0xE || 700<br />
|-<br />
|0xF || 1000<br />
|}</div>Megmactvhttp://wiki.bindingforce.net/index.php?title=Object_Tables&diff=152Object Tables2021-04-15T06:25:31Z<p>Megmactv: </p>
<hr />
<div>Information about in-game objects ([[Enemies]], [[Collectables]], [[Other Objects]]) is stored in tables in the game's ROM. These tables are indexed by an object ID that can be found in the pages above. The most relevant tables are:<br />
<br />
{| class="wikitable"<br />
![[ROM Addressing|Bank]]<br />
!Game Area<br />
!Table<br />
![[ROM Addressing|ROM Offset]]<br />
![[ROM Addressing|Offset]]<br />
!Details<br />
|-<br />
|1<br />
|[[Western Hyrule|Western]] <br />
|Hit Points<br />
|0x5430<br />
|0x1420<br />
|-<br />
|<br />
|<br />
|Enemy Details<br />
|0x54E4<br />
|0x14D4<br />
|-<br />
|2<br />
|[[Eastern Hyrule|Eastern]] <br />
|Hit Points<br />
|0x9431<br />
|0x1420<br />
|-<br />
|3<br />
|[[Towns]] <br />
|Hit Points<br />
|0xD420<br />
|0x1420<br />
|-<br />
|4<br />
|[[Palace Group A|Palaces 1,2,5]] <br />
|Hit Points<br />
|0x11431<br />
|0x1420<br />
|-<br />
|4<br />
|[[Palace Group B|Palaces 3,4,6]] <br />
|Hit Points<br />
|0x12431<br />
|0x2420<br />
|-<br />
|5<br />
|[[Great Palace]] <br />
|Hit Points<br />
|0x15431<br />
|0x1420<br />
|}<br />
<br />
More details on tables can be found at [https://datacrystal.romhacking.net/wiki/Zelda_II:_The_Adventure_of_Link:Enemy_Data Data Crystal]</div>Megmactvhttp://wiki.bindingforce.net/index.php?title=ROM_Addressing&diff=151ROM Addressing2021-04-15T06:24:07Z<p>Megmactv: </p>
<hr />
<div>There are several different ways to refer to data in memory in Zelda II. Which one you use depends on your reasoning for doing so. This page will explain where they're useful and how to translate between them.<br />
<br />
=ROM File=<br />
<br />
NES ROM files are in a format generally called iNES. Most ROMs (including Zelda 2 ROMs) are in [https://wiki.nesdev.com/w/index.php/INES iNES 1.0 format]. The layout of a Zelda II ROM file is as follows (an [https://wiki.nesdev.com/w/index.php/MMC1 MMC1] cartridge with 8 PRG ROM banks, 16 CHR-ROM banks, and 4KB of SRAM -- for more details see [https://datacrystal.romhacking.net/wiki/Zelda_II:_The_Adventure_of_Link Data Crystal]):<br />
<br />
{| class="wikitable"<br />
!Type<br />
!Number<br />
!File Offset<br />
!Size<br />
!Contents<br />
|-<br />
|iNES Header<br />
|<br />
|0x00000<br />
|16bytes (0x10)<br />
|-<br />
|PRG Bank<br />
|[[PRG Bank 0|0]]<br />
|0x00010<br />
|16KB (0x4000)<br />
|<br />
|-<br />
|<br />
|[[PRG Bank 1|1]]<br />
|0x04010<br />
|16KB (0x4000)<br />
|[[Western Hyrule]]<br />
|-<br />
|<br />
|[[PRG Bank 2|2]]<br />
|0x08010<br />
|16KB (0x4000)<br />
|[[Eastern Hyrule]]<br />
|-<br />
|<br />
|[[PRG Bank 3|3]]<br />
|0x0C010<br />
|16KB (0x4000)<br />
|[[Towns]](?)<br />
|-<br />
|<br />
|[[PRG Bank 4|4]]<br />
|0x10010<br />
|16KB (0x4000)<br />
|[[Normal Palaces]]<br />
|-<br />
|<br />
|[[PRG Bank 5|5]]<br />
|0x14010<br />
|16KB (0x4000)<br />
|[[Great Palace]]<br />
|-<br />
|<br />
|[[PRG Bank 6|6]]<br />
|0x18010<br />
|16KB (0x4000)<br />
|[[Music]](?)<br />
|-<br />
|<br />
|[[PRG Bank 7|7]]<br />
|0x1C010<br />
|16KB (0x4000)<br />
|Global State (permanently mapped)<br />
|-<br />
|CHR Bank<br />
|[[CHR Bank 0|0]]<br />
|0x20000<br />
|8KB (0x2000)<br />
|-<br />
|<br />
|[[CHR Bank 1|1]]<br />
|0x22000<br />
|8KB (0x2000)<br />
|-<br />
|<br />
|[[CHR Bank 2|2]]<br />
|0x24000<br />
|8KB (0x2000)<br />
|-<br />
|<br />
|[[CHR Bank 3|3]]<br />
|0x26000<br />
|8KB (0x2000)<br />
|-<br />
|<br />
|[[CHR Bank 4|4]]<br />
|0x28000<br />
|8KB (0x2000)<br />
|-<br />
|<br />
|[[CHR Bank 5|5]]<br />
|0x2a000<br />
|8KB (0x2000)<br />
|-<br />
|<br />
|[[CHR Bank 6|6]]<br />
|0x2c000<br />
|8KB (0x2000)<br />
|-<br />
|<br />
|[[CHR Bank 7|7]]<br />
|0x2e000<br />
|8KB (0x2000)<br />
|-<br />
|<br />
|[[CHR Bank 8|8]]<br />
|0x30000<br />
|8KB (0x2000)<br />
|-<br />
|<br />
|[[CHR Bank 9|9]]<br />
|0x32000<br />
|8KB (0x2000)<br />
|-<br />
|<br />
|[[CHR Bank 10|10]]<br />
|0x34000<br />
|8KB (0x2000)<br />
|-<br />
|<br />
|[[CHR Bank 11|11]]<br />
|0x36000<br />
|8KB (0x2000)<br />
|-<br />
|<br />
|[[CHR Bank 12|12]]<br />
|0x38000<br />
|8KB (0x2000)<br />
|-<br />
|<br />
|[[CHR Bank 13|13]]<br />
|0x3a000<br />
|8KB (0x2000)<br />
|-<br />
|<br />
|[[CHR Bank 14|14]]<br />
|0x3c000<br />
|8KB (0x2000)<br />
|-<br />
|<br />
|[[CHR Bank 15|15]]<br />
|0x3e000<br />
|8KB (0x2000)<br />
|}<br />
<br />
=Memory=<br />
<br />
==CPU Memory Map==<br />
<br />
<br />
<br />
==CPU Address==<br />
<br />
==Bank And Offset==<br />
<br />
=Converting=</div>Megmactv