Any% No Up&A overworld route timings
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This spreadsheet is designed to help The Legend of Zelda speedrunning community theorycraft and audit the potential efficiency of overworld pathing screen-by-screen.
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Each route will have a description of its strengths and shortcomings. The route name also has a shorthand to describe its unique level order and candle acquistion.Screen scroll speed adjuster. In an RTA setting, perfectly executed screen scrolls are far from reality.
The TAS spends all of 35 frames to skip a screen, but in RTA the best players take 60+ frames to traverse a screen using a one-frame tap and 50+ using a sword-buffer. This sheet already assumes 25 frames of human error compared to the TAS for every time an overworld clip must be executed, which is still optimistic. This adjuster can let us scale up that value. The default value for both types of scroll is 1.0, which entered in the adjustment box will change nothing. Entering .583 would be TAS speed.
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Darkwing route (527BC)Adjusted TOTALwalkingtransitionmenu
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overworld seconds440.16302.485117.5115.37
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frames26453181797062924
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Overworld Transitions & MenusL/R (105f)U (86f)D (84f)Menu
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784224127
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Screen scroll count & adjustmentRTL124.80sec<-"RTL" 1-frame tap scroll time (right-to-left, up/down, ladder clips)CLIP1.4
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LTR60sec<-"LTR" Sword-buffered scroll time (left-to-right only)CLIP1
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Screensecondswalk (f)transitiontype
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code
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A description of how the current screen is traversedseconds walking (frames/60.0988)# of frames walking# of transition framesUThings this sheet accounts for:
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DAll necessary menus, or potentially expedient menus that may vary by route.
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LGetting Red Candle if necessary
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RMajor changes in enemy formations, e.g. after picking up a red candle.
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ILag frames when entering caves
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OThe glitched timer value affecting the Blue Ring Shop merchant (fixed in JP-cart)
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MHuman limitations of frame perfect techniques. Screen scroll times are adjustable
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Zig-zag walking aka 'pumps'. They are "OOT frame perfect" and expected.
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Transition typesMandatory time differences for varying equipment in dungeons, e.g. white sword vs. bosses
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frames+Things not accounted for:
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Up86This will include Roocorder warps, which transition the screen upwardTime spent collecting needed drops. For example, the double hundo doesn't need to pick up a single rupee drop from enemies.
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Down84Dungeon interior routing. There is no collection of work detailing how fast dungeon rooms in this game should go with optimal strats, mostly because the game is too random.
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Left105Minor changes in dungeon enemy formations
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Right105This will include normal recorder warpsVariable combat time differences, such as white sword vs. wizzrobes (also vulnerable to bombs)
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In cave0Secrets, Hearts, and shopping caves have their transition times included in the whole of the cave timing.Outside of screen scroll adjustment, there is currently no implementation for grading the routes.
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Out of cave0Playing anything but NA PRG0 or NA PRG1 on anything but standard hardware frame rates.
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Menu0Opening and closing the menu takes a minimum of 132 frames total.
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Made by EunosTimed for NTSC English language versions.Japanese-English time differences here.
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special thanks to Saver for laying the groundwork
thanks to everyone who asked questions and came up with ideas
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