i've discovered a spawning displacement glitch in seedling. here's how you do it:
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press R to go back to the title screen (but don't actually restart yet)
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once you see lava in the background map transitions, actually restart the game.
depending on the last warp you took (stairs/hallways/doors/etc) you'll restart spawning in a different area of the starting map. some example pictures below
i'm compiling a google doc of which warps send you to which tiles of the map. the position you are on the screen doesn't matter, just which entrance took you to the room you're in. the most obvious way to use this is to spawn closer to the nest entrance (if you just enter the nest and exit, then do the glitch, you spawn right outside) but i have bigger ideas.
if you spawn out of bounds (pictured above) the game puts you back inbounds. basically, i wanna see if you can spawn out of bounds behind the rock so you can access everything else without a sword. if you just walk from that direction and then do a glitchy restart, you spawn inside the rock and can't move, so i think spawning 1 or more tiles further is necessary.
the legality of this for runs can be figured out later.......... but hopefully someone else is interested enough to investigate this with me ^_^
So, I know this is OLD. However, I've gone ahead and cracked open the Seedling SWF file with JPEXS, and got a position display going. I have been able to verify how this glitch works, as well as a few other things.
The basic idea is that we can take the position of any one warp and apply it to the starting screen. For example, the Oracle Tree west entrance has a position of (288, 160) on top and (288, 176) on bottom. Keep in mind that every tile is 16 units across, and the origin is at the top left. I have yet to find a way to get a position of (304, 176) which would be the magic numbers to spawn behind the rock. I have gotten a few other fun spawns, though it looks like most of them you've found in the google doc. In any case, this makes finding unique spawns a lot easier - and having some hackable text lets me test other stuff too!
A quick addendum to the last post on some other glitches and investigations:
- Skipping the Owl's Nest rock cutscene does let us back into the nest after Underground, but unfortunately the blue rock does check explicitly for the Ghost Sword, so we still need to get into Highest.
- Swimming operates on a drowning timer of ~10 frames, so if you can cross a body of water in 10 frames or less, you can survive it. Keep in mind this timer only resets by dying or by changing screens, which limits us to ~1.5 tiles of water crossed without the flippers. This is really only useful for Forest Skip and early access to Highest - it doesn't let us get the harpoon in Shadow or the chest in the North entrance, for example. I tried playing with the timer in the source files, and indeed if it were a few frames longer it would open up a few bits here and there, but not much.
i'm thrilled this finally has a response! dw you aren't too late, i still very much care about seedling lol
a bit after making this forum post i more or less figured out how the glitch worked, as you explained (though still don't know exactly why it happens lol). found it too tedious to test each individual spawn, though, so i haphazardly went through some ideas before figuring it would be more productive until someone with enough knowledge to peruse the code for stuff could look into it further. would it be possible to verify through hacking that spawning at (304, 176) would actually allow you to warp to the other screen? i theorize that it may not be, if you have to move into the warp to actually warp rather than just spawning into it, similarly to the stairs.
also if you want i'd love if you added me on discord (same as my username) to talk more about this and other seedling investigations :)