https://techcrunch.com/2019/01/03/zelda ... nus-world/
You never know what is lurking beneath!
Zelda Minus World
- Jake Armitage
- 16-bit
- Posts: 58
- Joined: Mon Aug 27, 2018 11:37 am
Zelda Minus World
"When I come home from a long day in Hell, there's nothing I'd rather reach for than a fire-brewed bottle of Styx Beer. Made from the filthiest waters from our own River Styx. Styx Beer is a third more toxic than any other regular beer. The worst beer - the filthiest beer - the deadliest beer. It's Styx Beer!"
Re: Zelda Minus World
Wow not a reply about this?! I'm mind blown I guess. I see how it would make a whole lot of sense in such a limited amount of space, and I did know the dungeons were in a master file that kind of interlocked like puzzle pieces. I just didn't know you could get into a -1 minus world like situation. Doesn't seem as cut and dry where anyone can glitch themselves into it like on SMB but still pretty nice.
I doubt I'll bother with it though, time and all, but given I had it I'd love to explore.
I doubt I'll bother with it though, time and all, but given I had it I'd love to explore.
Re: Zelda Minus World
Whoa, this is crazy.
Let strength be granted, so the world might be mended...so the world might be mended.
Re: Zelda Minus World
Awesome! Is there a tutorial explaining how to glitch into this monus world?
Weekend shmupper
Re: Zelda Minus World
From what I understand (very little), it's actually reading data for other things in the game.
Found this guys comment interesting/informative, if a bit negative:
I wonders what the 2nd quest-minus looks like, or if much the same.
Found this guys comment interesting/informative, if a bit negative:
I wonders what the 2nd quest-minus looks like, or if much the same.
...just another lost soul...
Re: Zelda Minus World
nightrnr wrote:Found this guys comment interesting/informative, if a bit negative:
Oh, this is very interesting, and makes much more sense to me. Basically what he's saying is that the minus world is nothing, and therefore, asking what the minus world of the 2nd quest is, is asking the wrong question. So, there would be a subroutine in the program code that loads map tile and other sprite data positions as its inputs, and generates the map screen out of those inputs, which should be placed in specific layouts for specific grids on the map (I assume, as I don't know what they used for an exact algorithm). That comment is describing this as changing the inputs to the map generation subroutine ('subprocess,' if you prefer) from those known/intended tile constructions to some "random" (or garbage) inputs. The input positions would then be essentially random, and not remotely intended. In all likelihood, the input is a pointer, and the glitch is forcing that pointer into data, or ram locations that it shouldn't be accessing, and using that disassociated data as positioning values instead.
Hopefully that makes some sense. There isn't really enough detail for me to say definitively that this is what's happening, but that response just triggered a bit of my general embedded systems knowledge.
Re: Zelda Minus World
Yeah; old games were pretty good about interpreting garbage data as maps. The "hidden worlds" of the original Metroid are well documented examples of this. There's a speedrun of Super Mario Land 2 which ends up loading the game's RAM as level data, and you then maneuver through it to flip a flag in the RAM to make the game think you won.
Re: Zelda Minus World
MrPopo wrote:There's a speedrun of Super Mario Land 2 which ends up loading the game's RAM as level data, and you then maneuver through it to flip a flag in the RAM to make the game think you won.
Oh, I kind of remember seeing that at a GDQ. Was that a TASbot run?
Re: Zelda Minus World
It was at a GDQ, but it wasn't TASbot; it was a runner doing it live. So he had to do it twice, because the first time he screwed up the RAM manipulation.