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Zelda: Link's Awakening: Kennel Glitch

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Re: Zelda: Link's Awakening: Kennel Glitch

#31
post #2

> This glitch can permanently ruin a game file and, in the extreme case, possibly even erase or damage your cartridge. How can this glitch erase the ROM in a cartridge?

I doubt it's implying that. It's maybe possible that you could glitch the save data in a way that the game would crash or misbehave just from trying to read it, though, with no way to fix it short of discharging the save data somehow (I don't recall if gameboy games used battery backup or some kind of flash).

> It's maybe possible that you could glitch the save data in a way that the game would crash or misbehave just from trying to read it, though

Exactly. Most console games tend to treat saved game data as non-hostile, because they assume that only their own code will write it; buggy loaders that crash on corrupted data are not uncommon. (This has changed with more recent consoles, after multiple cases of saved game exploits used for jailbreaking; see, for instance, http://wiibrew.org/wiki/Category:Homebrew_exploits .) Memory-corruption bugs in games can overwrite saved games in ways that lead to such issues.

Re: Zelda: Link's Awakening: Kennel Glitch

#32
Found accidentally another glitch near the end of game, in the dungeon where you carry a big heavy metal ball you can throw around.

It ended up stuck on a wall, completely glitching the game. Reloading didn't help. My save was dead. I was devastated at the time :)

Re: Zelda: Link's Awakening: Kennel Glitch

#35
post #27

Earlier quoted context omitted.

I think most emulators have to simulate all the hardware, including the glitches as some game rely on them in order to work. I wouldn't be surprise if most glitches discovered were also working on an emulator.

The useful features of hardware are emulated. The quirky edge cases, unused opcodes, and more esoteric features are often left out. The programming oversights in the game logic will remain, but the behavior can sometimes vary when you get to the glitches that play around with memory in a way that they normally wouldn't.

I'd only add that for the GB there really aren't tons of quirky edges cases that you can avoid handling. The GB was around in the time when developers pretty much abused the hardware to get what they wanted, and the GB doesn't have tons of logic to emulate in the first place. That said, what you've described is 100% true about more advanced emulators.

Re: Zelda: Link's Awakening: Kennel Glitch

#36
post #17

You can actually use this glitch for an ending warp to finish it in minutes: http://www.speedrun.com/run/9me9l88z

I was wondering whether that would be brought up - that link is actually to a friend's run, as far as I know he still holds the record for fastest finish of that game, although I don't think he actively tries to defend it anymore.

It still is the world record for Any%, yes. I'm surprised that a speedrun on an emulator is accepted though, but it seems most of the GBC runs are ran on an emulator.

Re: Zelda: Link's Awakening: Kennel Glitch

#37

Is there any similar writeups of the fishing glitch where you get the fisherman to sit on the tree and then go fishing? That's one of the two I found as a kid. The other gave me some super item but I never could recreate it.

Didn't know about the fishing glitch, take it you mean this one?

https://www.youtube.com/watch?v=ocEh8PzoUOg

Re: Zelda: Link's Awakening: Kennel Glitch

#38
post #36
post #17

Earlier quoted context omitted.

I was wondering whether that would be brought up - that link is actually to a friend's run, as far as I know he still holds the record for fastest finish of that game, although I don't think he actively tries to defend it anymore.

It still is the world record for Any%, yes. I'm surprised that a speedrun on an emulator is accepted though, but it seems most of the GBC runs are ran on an emulator.

[deleted]

Re: Zelda: Link's Awakening: Kennel Glitch

#39

Earlier quoted context omitted.

Unfortunately that trend didn't continue with the GBA, whose games tended to use semi-volatile memory chips that will die after enough time or read/writes. Many of my old GBA games won't hold a save longer than a day or two anymore, without any viable way to repair them. Too bad, so sad.

But hey on the bright side emulators for GBA and GBC are seemingly perfect and run on anything. If someone makes a Gameboy advance micro clone for emulators that is decent I would buy that in a heartbeat.

If you already have a GBA Micro, or other GBA, you can just get a Everdrive GBA: http://krikzz.com/store/home/42-everdrive-gba-x5.html

Re: Zelda: Link's Awakening: Kennel Glitch

#40

Back in 1993 when this was released, in the pre gamefaqs era, I found a glitch where pausing the game while transitioning to then next screen would warp you all the way to the same position on the next screen. E.g. Leave screen on the left side, appear on next screen all the way to the left instead of the right side of the screen. This allowed you to break the game in all sorts of fun ways :) I assume the internets h…

On a similar note...

I remember discovering the Super Mario Bros 1 up glitch (just rather randomly, wasn't glitch-hunting) a few weeks after getting my NES/SMB and teaching everyone I knew how to do it.

I'm sure many, many people discovered it independently back in the days before the Internet spread this knowledge out nearly instantaneously.

https://www.youtube.com/watch?v=NUx66ZEDjnQ

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