Difference between revisions of "Overworld Walks"
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| + | The following post made by Eunos on Discord 2024-02-03 breaks down how the spawn timers work: | ||
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| + | How do Overworld encounters work in context to speedrunning? | ||
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| + | ROOM TIMER $12 in RAM: cycles from 00 up to FF, by 1 every frame, then resets to 00. Loading any side scroll screen resets it to 00. When you enter the overworld, it does not reset to 00. The Room Timer pauses during magic and level-up menus, and does not advance on lag frames. In every other practical situation, it runs. | ||
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| + | FRAME RULE $500: Just like SMB1. Starts at 0x14 (20) and decreases 1 every frame. After 00, it resets to 0x14. It's 21 frames per cycle. It is always running. I've never observed it resetting. Death animations sync to the frame rule. | ||
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| + | ENCOUNTER TIMER $516: Upon loading the overworld $516 resets to 08, and decreases by 1 every time $500 reaches 00. When $516 reaches 00, encounters will spawn if Link is in unsafe terrain. This includes Grass, Desert, Forest, Swamp, Graveyard, and Lava. If Link is on safe terrain, $516 will hold at 00 until Link steps on unsafe terrain. Spawn will occur the exact pixel/frame Link begins to leave safe terrain. On spawn, $516 resets to a value based on the terrain that was stepped on. Grass/Swamp: 0x20. Forest/Desert: 0x18. Grave: 0x09. Lava: 0x03 | ||
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| + | STEP COUNTER $26: Upon loading the overworld $26 is set to 0x01. Every pixel Link moves increases the value by 1. If Link is standing on unsafe terrain when that counter is 01, monsters are spawned based on the terrain type. If Link is on safe terrain, nothing is spawned and you effectively skip an encounter. Each step is 16 pixels, so this can be viewed as a 16 step cycle per spawn. Since Link spends 2 frames at 01 in swamp, you get two spawns! | ||
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| + | RANDOM WALK CYCLES: When $12 is within 00-3F, encounters move randomly based on RNG. During 40-FF, they will follow a chase pattern. Think of a big around Link. The yellow is 3 Links wide/tall. If they are inside the yellow, they chase Link. Encounters within 16 pixels above or below Link will move sideways instead. | ||
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| + | (see https://discordapp.com/channels/140330435707273216/179410355020103680/1203548714661187625) | ||
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| + | --------------------------------------- | ||
CF207's video about RNG and overworld spawns: https://www.twitch.tv/videos/370452496 | CF207's video about RNG and overworld spawns: https://www.twitch.tv/videos/370452496 | ||
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* [[Reverse Bubble Skip]] | * [[Reverse Bubble Skip]] | ||
* [[Trophy Cave Walk (Post Palace 1)]] | * [[Trophy Cave Walk (Post Palace 1)]] | ||
| + | * [[Bagu Walk (Jump Cave to Bagu)]] | ||
* [[Boulder Dash]] | * [[Boulder Dash]] | ||
* [[Late Shield Tomb Walk]] | * [[Late Shield Tomb Walk]] | ||
* [[Dazzle Walk - From the Maze to Darunia]] | * [[Dazzle Walk - From the Maze to Darunia]] | ||
| + | * [[Maze Return (elzzad) - from Darunia back to Maze]] | ||
* [[Riverdance (Early Fire)]] | * [[Riverdance (Early Fire)]] | ||
* [[River Skip (Late Fire)]] | * [[River Skip (Late Fire)]] | ||
Latest revision as of 06:44, 24 February 2026
Disclaimer
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.
Overworld Spawn Patterns
[needs filling in with text]
The following post made by Eunos on Discord 2024-02-03 breaks down how the spawn timers work:
How do Overworld encounters work in context to speedrunning?
ROOM TIMER $12 in RAM: cycles from 00 up to FF, by 1 every frame, then resets to 00. Loading any side scroll screen resets it to 00. When you enter the overworld, it does not reset to 00. The Room Timer pauses during magic and level-up menus, and does not advance on lag frames. In every other practical situation, it runs.
FRAME RULE $500: Just like SMB1. Starts at 0x14 (20) and decreases 1 every frame. After 00, it resets to 0x14. It's 21 frames per cycle. It is always running. I've never observed it resetting. Death animations sync to the frame rule.
ENCOUNTER TIMER $516: Upon loading the overworld $516 resets to 08, and decreases by 1 every time $500 reaches 00. When $516 reaches 00, encounters will spawn if Link is in unsafe terrain. This includes Grass, Desert, Forest, Swamp, Graveyard, and Lava. If Link is on safe terrain, $516 will hold at 00 until Link steps on unsafe terrain. Spawn will occur the exact pixel/frame Link begins to leave safe terrain. On spawn, $516 resets to a value based on the terrain that was stepped on. Grass/Swamp: 0x20. Forest/Desert: 0x18. Grave: 0x09. Lava: 0x03
STEP COUNTER $26: Upon loading the overworld $26 is set to 0x01. Every pixel Link moves increases the value by 1. If Link is standing on unsafe terrain when that counter is 01, monsters are spawned based on the terrain type. If Link is on safe terrain, nothing is spawned and you effectively skip an encounter. Each step is 16 pixels, so this can be viewed as a 16 step cycle per spawn. Since Link spends 2 frames at 01 in swamp, you get two spawns!
RANDOM WALK CYCLES: When $12 is within 00-3F, encounters move randomly based on RNG. During 40-FF, they will follow a chase pattern. Think of a big around Link. The yellow is 3 Links wide/tall. If they are inside the yellow, they chase Link. Encounters within 16 pixels above or below Link will move sideways instead.
(see https://discordapp.com/channels/140330435707273216/179410355020103680/1203548714661187625)
CF207's video about RNG and overworld spawns: https://www.twitch.tv/videos/370452496
List of Walks
- Parapa Cave Walk (Early Shield)
- Bubble Skip
- Reverse Bubble Skip
- Trophy Cave Walk (Post Palace 1)
- Bagu Walk (Jump Cave to Bagu)
- Boulder Dash
- Late Shield Tomb Walk
- Dazzle Walk - From the Maze to Darunia
- Maze Return (elzzad) - from Darunia back to Maze
- Riverdance (Early Fire)
- River Skip (Late Fire)
- River Skip (Cave Duck)
- Needs to be added to....
Incomplete Walk Guide for 100% All Keys(to be converted to wiki pages)