Escape Ganon glitch/zh: Difference between revisions

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[https://www.reddit.com/r/Breath_of_the_Wild/comments/632yq7/spoilers_you_can_get_out_of_the_final_boss_fight/ '''脫出加儂戰''']是一個程錯。林克拿到光之弓後,可以把光之弓帶出魔獸加儂所在的光牆內。由於遊戲仍然認為林克在和魔獸加儂對戰,光牆外的世界和平常的世界有些許差異。根據版本不同,具體的差異也各有不同。
[https://www.reddit.com/r/Breath_of_the_Wild/comments/632yq7/spoilers_you_can_get_out_of_the_final_boss_fight/ '''脫出加儂戰''']是一個程錯。林克拿到光之弓箭後,可以把光之弓箭帶出魔獸加儂所在的光牆內。由於遊戲仍然認為林克在和魔獸加儂對戰,光牆外的世界和平常的世界有些許差異。根據版本不同,具體的差異也各有不同。


這個條目記載了逃出光牆後外面世界會發生的事情。
這個條目記載了逃出光牆後外面世界會發生的事情。
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== 影響 ==
== 影響 ==


摩托車的檢查雖然不太一樣,但是可以很明顯看出來遊戲設計師先複製貼上 amiibo 的程式碼之後再稍做修改。
=== 存擋、傳送、消磨時間、進入神廟 ===


一旦遊戲到了對戰加儂的階段,玩家就不能再存檔,也不能用減號傳送。
一旦遊戲到了對戰加儂的階段,玩家就不能再存檔,也不能用減號傳送。
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之所以會只有「一部份」不見,是因為 [[Placement]] 的原始碼裡有一段奇怪的邏輯。
之所以會只有「一部份」不見,是因為 [[Placement]] 的原始碼裡有一段奇怪的邏輯。


If:
如果


* [1.0.0-1.2.0] ''FirstInHyruleCastleBossRoom'' is set
* [1.0.0-1.2.0] ''FirstInHyruleCastleBossRoom'' is set
* [1.3.0+] ''FirstInHyruleCastleBossRoom'' '''or''' ''IsPlayed_Demo145_0'' is set
* [1.3.0+] ''FirstInHyruleCastleBossRoom'' '''or''' ''IsPlayed_Demo145_0'' is set


而且一個「東西」
而且一個地圖上的「東西」


* is not ''Enemy_GanonBeast'' and profile<ref>There are different kinds of [[actor]]s (entities) in BotW. Profiles are pretty much categories that allow Nintendo to reuse the same base code internally for different but similar actors.</ref> name is ''Enemy'', ''GelEnemy'', ''SandWorm'' (sic), ''Prey'', ''Dragon'' or ''Guardian'', or contains ''NPC'' (e.g. ''NPC'', ''DemoNPC'')
* is not ''Enemy_GanonBeast'' and profile<ref>There are different kinds of [[actor]]s (entities) in BotW. Profiles are pretty much categories that allow Nintendo to reuse the same base code internally for different but similar actors.</ref> name is ''Enemy'', ''GelEnemy'', ''SandWorm'' (sic), ''Prey'', ''Dragon'' or ''Guardian'', or contains ''NPC'' (e.g. ''NPC'', ''DemoNPC'')
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1.3.0 is the first version on which this trick doesn't work anymore because ''IsPlayed_Demo145_0'' is always saved and loaded properly. Master Mode, Trial of the Sword, dying, killing Ganon, dying, etc. all have no effects. The only way to get out of this state is to reset ''the'' flag, and unfortunately, there is nothing the player can do to reset IsPlayed flags.  
1.3.0 is the first version on which this trick doesn't work anymore because ''IsPlayed_Demo145_0'' is always saved and loaded properly. Master Mode, Trial of the Sword, dying, killing Ganon, dying, etc. all have no effects. The only way to get out of this state is to reset ''the'' flag, and unfortunately, there is nothing the player can do to reset IsPlayed flags.  


=== 希卡石能力(amiibo 跟摩托車)===
=== 希卡石道具(amiibo 跟摩托車)===


amiibo 跟摩托車能不能使用是以 IsPlayed_Demo 系列的 flag 來控制的。下面些介紹各種 Demo。(其中包括任天堂的官方日文名稱。)
amiibo 跟摩托車能不能使用是以 IsPlayed_Demo 系列的 flag 來控制的。下面些介紹各種 Demo。(其中包括任天堂的官方日文名稱。)
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* Demo146_0: Hyrule Field - Beast Ganon Appears  ハイラル平原・魔獣ガノン登場(魔獸加農出現在草原上)
* Demo146_0: Hyrule Field - Beast Ganon Appears  ハイラル平原・魔獣ガノン登場(魔獸加農出現在草原上)


amiibo 功能在 ''Demo146_0''、''Demo141_{0,1,2,3}''、'Demo142_0'' 中的任一個播放過後就不能使用。(簡而言之,一旦開始打加儂就不能用amiibo 補充道具了。)
amiibo 功能在 ''Demo146_0''、''Demo141_{0,1,2,3}''、'Demo142_0'' 中的任一個播放過後就不能使用。(簡而言之,一旦開始打加儂就不能用 amiibo 補充道具了。)


摩托車的檢查雖然不太一樣,但是可以很明顯看出來遊戲設計師先複製貼上 amiibo 的程式碼之後再稍做修改。
摩托車的檢查雖然不太一樣,但是可以很明顯看出來遊戲設計師先複製貼上 amiibo 的程式碼之後再稍做修改。
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如果 Demo146_0 (魔獸加儂)播過,遊戲就不會給你劍之試煉任務跟英傑之詩任務。任天堂在這兩個任務的 code 都放了檢查。
如果 Demo146_0 (魔獸加儂)播過,遊戲就不會給你劍之試煉任務跟英傑之詩任務。任天堂在這兩個任務的 code 都放了檢查。


=== Bow of Light and Master Sword ===
=== 光之弓箭跟大師劍 ===


''LastBossGanonBeastGenerateFlag'' also controls the Bow of Light static spawn. Additionally, the Master Sword will always be in its powered up form ("true form") as long as this flag is set.
''LastBossGanonBeastGenerateFlag'' 出現在大師劍的原始碼裡。在魔獸加儂戰中,大師劍就會一直維持發光狀態(60 攻)。


=== Divine Beast lasers and ancient pillars ===
=== 神獸雷射光跟城堡周圍黑柱 ===


''IsPlayed_Demo145_0'' being set enables "final boss mode" in effect code. The only significant effect is that the divine beast lasers are disabled.
''IsPlayed_Demo145_0'' 的主要效果是,在開始打加儂後把神獸發射的雷射關掉。


''IsPlayed_Demo147_0'' (sealing Ganon cutscene) makes malice disappear and the ancient pillars around Hyrule Castle glow blue.
''IsPlayed_Demo147_0''(薩爾達出現、封印加儂)之後會導致城堡旁的黑色柱子閃著藍色光(本來是紅色)。


=== Instant teleport back to Calamity ===
=== 加儂區 ===


Similarly to ''LastBossGanonBeastGenerateFlag'', ''LastBossIncompleteGanonGenerateFlag'' is set right before entering the Calamity Ganon fight to make him spawn and unset as soon as he's defeated.
''LastBossIncompleteGanonGenerateFlag'' 這個 flag 的功能是記錄林克是不是在主殿內和災厄加儂戰鬥。


This flag results in a strange side effect. Every frame, if this flag is set, and if Link's Y coordinate is lower than 170.0, Link is warped back to (-254.0, 191.0, -1026.0).
它有一個奇怪的後遺症。只要 LastBossIncompleteGanonGenerateFlag 還是開的,而且林克的 Y 座標(海拔)低於 170,林克就會被傳送回 (-254.0, 191.0, -1026.0)(主殿內)。


== The Bird-Man minigame escape exploit ==
== 鳥人小遊戲 ==


The Bird-Man minigame can also be used to escape Ganon. That exploit is the reason why keeping the Bow of Light and still being able to play the game normally was possible on 1.2.0.
鳥人小遊戲曾經可以用來脫出加儂戰(1.2.0 版)。


The way it works is that you start the minigame and then trigger the Calamity Ganon cutscene by landing in the castle sanctum. As soon as the cutscene finishes, the minigame ends and Link has now successfully escaped Ganon, with all of the aforementioned endgame flags still set.
鳥人小遊戲的原理是:在丘陵之塔接受挑戰,然後試圖飛到城堡主殿內。主殿觸發的過場動畫播完了之後,布拓會把你拉回丘陵之塔,以此達成離開主殿的目的。


In versions up to 1.1.2, this causes serious breakage as most of those end-game flags are written to save files (including ''FirstInHyruleCastleBossRoom'').
1.1.2 版及之前,這樣做(讓 NPC 把你帶出主殿)會導致很嚴重的後果:上面那些不能這樣不能那樣的 flag 會被寫進你的存檔裡,同時又沒有已知的方法可以關掉那些 flage,這樣一來存檔就爛了。


Someone made a video about it and Nintendo apparently thought the glitch was serious enough to warrant a special patch.
有人做了一個這個主題的影片。任天堂大概覺得這很嚴重,就把它修掉了。


=== Nintendo's fix ===
=== 任天堂的修理 ===


The simple and easy fix would have been to just not spawn the Calamity trigger while the minigame is active, but that's not how they decided to patch it.
我們以為一個很簡單的修法是:如果你正在鳥人研究任務裡,就不要生成加儂。但是任天堂決定不這麼做。


Because they knew about the effects of the ''FirstInHyruleCastleBossRoom'' flag, they changed GameData configuration to ''not'' save that flag, so NPCs, shrines, enemies and towers wouldn't disappear even after doing the glitch.
任天堂的決定是 ''FirstInHyruleCastleBossRoom''(其中一個被寫入存檔後會導致嚴重後果的 flag)將不會被寫進存檔。也因為如此,NPC 之類的東西在你用上面那個方法脫出之後就不會消失。


They also edited the birdman minigame event (''MiniGame_HillTower_BirdMan'') to always manually reset some effects of landing in the castle sanctum:
They also edited the birdman minigame event (''MiniGame_HillTower_BirdMan'') to always manually reset some effects of landing in the castle sanctum:
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* While the minigame is active, the ''FirstInHyruleCastleBossRoom'' flag is cleared ''every frame''.
* While the minigame is active, the ''FirstInHyruleCastleBossRoom'' flag is cleared ''every frame''.


It's as hacky as it sounds, and unsurprisingly it led to the 1.2.0 spawn glitch and required them to make yet another patch in 1.3.0.
就如同你心裡想的,這種修法一點都不完美。這就導致 1.2.0 版發生了額外的問題,然後任天堂被逼得又更新了 1.3.0 版。


== References ==
== References ==
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<references/>
<references/>


[[Category:Game mechanics]]
[[Category:Game mechanics{{#translation:}}]]
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