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Author Topic: SuperSwimming (No-Clip Glitch)  (Read 1110 times)
Regular Guay

Posts: 25

« on: April 01, 2015, 02:08:32 am »

Honestly i feel like this glitch deserves its own post since everyone seems to think it shouldnt be allowed into the main category even using the Bass Ruleset. In my opinion superswimming is literally NO DIFFERENT than super jumping in the regards that you can go through walls (superjumps still make you jump over walls so whats the difference in walking through them?) The fact that everyone says no to Superswimming but yes to Superjumping is completely contradictory. the tricks fall in the exact same category: They let you go past walls basically effortlessly.

My Second point is that they don't even have many applications. If we don't allow screen transitions while in the superswimming state (as it practically constitutes a wrong warp) and it follows Bass's OOB rules, then why disallow it? If we don't allow superswimming that follows OOB rules, then we really shouldn't allow SuperJumping either.

My proposal is this:
SuperSwimming can be done, as long as the new OOB rules are followed, and you do not screen transition while in the state of superswimming. This does not allow the 'Game Shattering' affects of the glitch to take place, and only some time saves that are probably >40 seconds.

So the only two choices in my mind are:
1. Allow Superjumping and Superswimming
2. Dont allow SuperJumping or SuperSwimming.

and for the people that would like to see the application of this glitch to alter the route of D4, i have a video here: https://youtu.be/6ysBKtXXrsI

The video was made as a 100% route, but in No S+Q you would do the first half as normal, and then do the SS when you come back at the end of the game.
Deku Scrub

Posts: 11

« Reply #1 on: April 01, 2015, 02:43:12 am »

super jumps = jump OVER walls
super swimming = noclip
that's not the same thing even if it use the same setup, the outcome is not the same.
« Last Edit: April 01, 2015, 02:45:00 am by Deln » Logged
Regular Guay

Posts: 25

« Reply #2 on: April 01, 2015, 02:48:43 am »

You still have to follow OOB rules, its practically the same glitch. Walking through a wall that you aren't supposed to get past in normal gameplay is almost exactly the same as superjumping over it.
Regular Guay

Posts: 22

« Reply #3 on: April 01, 2015, 03:39:54 am »

I'm not against it being used in runs, however there should be more research done about what exactly is happening during this glitch rather than saying SJ and noclip are the same(and please don't call it super swimming). The main thing that is happening is that Link is stuck in a jumping state but isn't forced to follow the horizontal/vertical path that takes place when you actually jump. Therefore, what constitutes Link jumping - the animation or the flag that makes him go through walls?

Also, why not allow Link to transition while this glitch is active; what makes this a wrong warp? I think there should be more reasoning for this ruling...
Regular Guay

Posts: 25

« Reply #4 on: April 01, 2015, 03:53:56 am »

Well I meant Transitioning while inside a wall. which is actually OOB anyway
Regular Guay

Posts: 147

Tompa_1989@hotmail.com Tompalala
« Reply #5 on: April 01, 2015, 08:38:13 pm »

Both of the glitches are activated the same way, based on the same flaw in the game. You push against the wall for a couple of frames to trick the game into thinking you are able to do a cliffjump. Then you push the opposite direction until address C191 has reached 10.

You will then make the cliffjump and activate address C10A, going from 0 to 1. This puts Link in a state where he won't be able to "interact" with obstacles. This is neccesary so that you won't get stuck inside the wall when you make a regular cliffjump. The effects goes back to normal when Link has landed. Which requires that the Z-position goes back to 0.

When you are swimming, as you never leave the water, your Z-position is unchanged. As you are making a normal jump for superjumping, you are sure to land shortly. This is not the case when swimming, therefor you'll keep the state of 1 until you have left the ground and landed.

Exactly why the game will freeze when you go down, I'm not 100% sure of. All I know is that the Y and Z position address will go crazy when you do! But it is probably because when C10A is 1 and you move down a screen, that means you are supposed to keep falling to not get stuck in a wall... Whatever.

So yes, these two glitches are activated the same way for the same reason. Just have two different results. I can probably go into more details if wanted.

May the Triforce be with you.
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