Zelda II, palace 4 boss fight "Carrock"
TAS tools + Lua script used to run through every possible RNG seed for Carrock fight. Output of timing calculated for each seed.
- Life 1 displays, but if Link takes damage it switches to Life 4. This is due to the TAS inputs I was using arrived at Carrock at Life 1, but I wanted to simulate a standard Life 4 leveling since that is what is normally achieved in 100% All Keys route. To compensate, the RAM value is manually set at screen entry, but the screen refresh doesn't happen until Link takes damage.
- Right corner strategy is used with no buffering before Carrock spawns. This guarantees the same RNG patterns every time based on seed value.
- Seed value resets at screen entry, and the Lua script updates the seed on the exact entry frame, thus making the entire fight deterministic.
- Seeds skip by 4. Each pattern is repeated 4 times due to the way the algorithm determines Carrock's X position (jump location pattern), along with the way RNG updates. This means there are only 64 total patterns.
Special thanks to Schmidtty_Games for providing the TAS input file.