@turkenheimer4448
  @turkenheimer4448
Türkenheimer | Ironic Boots @turkenheimer4448 | Uploaded 1 year ago | Updated 3 hours ago
watches:
801DB2F8 Link's x
801DB2FC Link's y
801DB300 Link's z
801DB3A6 Link's angle
8011C5F8 held actor x
8011C5FC held actor y
8011C600 held actor z

This setup only works on NTSC Wii VC 1.2.

I used this heap setup by MrCheeze youtube.com/watch?v=wJjQnPZGDLo
Also credits to Cheeze who came up with this fitting name for the boots :D

We use Light Node SRM here in combination with the position data of the last held actor (in this case a bomb but a chu works equally). The Light Node pointer is glitched to 8011C5F9, so it starts looking for the pointers at the second byte of the y-coordinate of the held actor. So the pointers the position data forms are 800F7CC4 and 7FFF0000 (the data past the position data is zero). So 7FFF is written to 800F7CCC, which is the general movement speed of Iron Boots, and 0000 is written to 800F7CCE, which is the y-acceleration of Iron Boots, usually just referred to as gravity. 7FFF translates to a movement speed of 327.67, which would be insanely fast, but fortunately it is capped at around 10.

I actually only meant to make a proof of concept setup but this doesn't seem too bad already. But if somebody actually likes to use this in speedruns I might get back to it. There are so many more options that could be tested because the held actor can be dropped in so many different ways. Also the setups aren't even that precise because you can simply adjust single bits with side slashes and for most options you have one bit of leniency on the z-coordinate

WARNING: As a side effect we also write to the address 7FFF0004, which is before the normal game memory. I have no idea if this does something bad. Also the setup has not been tested on vanilla yet.

About the setup:
1:02 for the first part you can ignore the x-coordinate until you reset it by sidehopping against the wall to the right.
1:46 you have a 3 frame window to shield drop the bomb or chu. Press shield and bomb/chu at the same time or press shield 1 or 2 frames later.
1:49 you don't need to pause there, I just got confused with the GZ macro because I used it for the first time
2:04 you don't need to wear the boots when you leave. You don't even need them at the time of the setup, in a speedrun you could do this SRM long before you get Iron Boots.

The glitch is active until you reset the console. However you can still do savewarps by dying and going to the title screen.
Ironic BootsHigh Precision Z-Copy WarpsFixing two little oversights lolMajoras Mask Drunk% (SRM) in 6:18 on Wii VC (U)Change all Boss Blue Warps to Purified SwampTDC Route Idea for Blue Warp ManagementMasks & Dungeons - Cycle 3 Part 1Itemless Escape Setup, but this time with Saria CutsceneGaro SRMQuick Putaway + Lunge Storage in Lost WoodsTDC Route Idea: Improved Version of STT/ISTT Last + Warps to Double Magic and Great SpinUpper half of Save Context Setup (Observatory Stairs)

Ironic Boots @turkenheimer4448

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