bowserisbored
TWWHD Invisible Target at Kale Demos
updated
Basically if you have high speed positioned correctly then when link runs into a convex corner where 2 slopes meet that usually link can only stand on if he has chest storage then link can stand there for an additional frame. This lets link potentially climb walls as if he has chest storage but many conditions apply.
In this video I only corner walk for 1 frame and use it to get link around collision that would otherwise prevent him from getting to the platform. However you can even use it to gain height but chaining multiple would be incredibly precise.
The strat shown is a faster version of this youtube.com/watch?v=pNWduzOnDqo
Also for future reference you can charge against the grapple spot directly but it is stupid precise
grapple
1 frame right 655 max grapple turn
Item slide positive into corner (position doesn't seem precise in the corner since it seems to converge when you target out) to over 17000 speed
23 frames target neutral
10 frames left 3k max turns (approximately up-left to down-left)
5 frames right 3k max turns (rightish)
neutral (make sure you hold target the entire time until you start falling or you lose the oddshot)
The method in the video doesn't seem like the best method for rta but it is swag. Here I picked up the moblin on the spike that I weirdshot off (which is a slippery slope) which barely can even work (and not really since the moblin dies soon after before it can be positioned onto the switch).
It makes more sense to maneuver from the spike on the other side to the skull onto the door to the top of the tower and then pick the moblin up from there. This would remove the need for the bomb. That setup comes with its own challenges but probably can be rta viable.
Also haven't tested first person iron boots weirdshots for this.
Now onto the damage cancel chain.
If you are at full running speed of 17, then when link takes damage he will be running hunched forward. To get this speed while running into the spike is weird. Only certain spikes and certain angles let you keep 17 potential speed. You also need to make sure not to grab the spike (which clips you back in bounds).
After 20 frames you can get link to get damaged again by attempting to pull sword (with an empty hand) right before link finishes the hunched over animation. If you attempt to pull sword in the last 3 frames then the damage will stop link from completing the sword pull leaving you empty handed. Since you are still empty handed this can be repeated indefinitely.
This saves about 10 seconds to what WR does. Hopefully this can help TWW break the 44 minute barrier.
x position needs to be 2140.72729 and it is float precise
z is lenient and close to the corner seems to work the best
Then wait until you see the dot freak out a bit
Then crawl forward until link moves a couple units forwards
Then enter first person and item slide forwards out and into the tree (you might want to turn your facing angle before you clip out but you will want to go the direction I face in the video)
From there you would turn to get the correct facing angle and clip to forest haven
Trust me ;)
It has been known for a while that you can place a frozen moblin on a switch instead of medli to complete this room. The issue was getting the moblin up there. The original WW can use a tingle balloon to cross the gap, but the tingle tuner does not exist in TWWHD.
Instead we use a glitch called invisible scalar manipulation or ISM to keep a small portion of our speed after we pick up the moblin. This is because iron boots break at high speeds for many reasons that are out of the scope of this description and is currently only partly understood.
Now this ISM may look easy but it is not. Unfortunately you can only keep a very small portion of your speed. You only need 3000 speed to cross the gap, but you need to start with 7-10 billion (potential speed). If you go over 10 billion the game crashes. This isn't the case in hd and needs more testing. But yeah technically this has a 3 frame window for the speed which makes it not very rta friendly (since there currently isn't a great speed indicator).
After you shoot across the gap you usually have 1 frame to unequip iron boots and then you have a few frames to sidehop. You can then place the moblin on the switch and then leaf over and get on the other switch yourself before the moblin unfreezes.
I barely made it to the switch in time, but if I was more frugal with when I froze the moblin, it wouldn't be tight.
Overall I rate the difficulty of this trick as difficult.
After further testing in HD, ISM is more limited since links animation locks at lower speeds which makes this trick as it currently stands not possible since you cant get enough speed
who knew
I should say that even the precise angle is like over 100 units so its not that bad
Doshoo helped both me and Jeez with the trick
Gymnast initially found stallord skip for tas
Dragonbane found the clawshot actor displacement which makes this skip possible
Clam helped motivate me to glitch hunt twilight princess
And you watched ≤3
Setup:
get into corner (keep angle from the start of the cutscene 32768 and manip stallord to turn correctly)
enter first person hold right for 4 frames (angle of 30720)
hold full up until link looks all the way down
exit first person
keep holding up for 39 to 40 frames (angle of 30864 note you cant really retry this but it is 2 frames)
reenter first person hold left for 58 frames (angle of 60560)
2 dry rolls and then a 2 slash combo
enter first person and hold up until you look all the way down
hold down for 10 frames
pull out hookshot
release hookshot and hold up left
4 frames after you released hookshot target
hold down left
Note:
You can item wheel buffer to get full direction turns and if you go too far you can buffer back
To L-slide you need to hold the direction the frame you target and the frame you finish landing (You can technically hold whatever you want on any other frame)
The up right and down right stick directions are precise but the corner gamecube controller notches aren't. There is no dead zone, so this trick might vary from gamecube controller to gamecube controller (might even need to adjust the setup if the controller is particularly off)
The wall needs to be basically perfectly vertical for this to work
The turn is full left for 6 frames and item slide to around that position (I just hacked my position and waited for as long as I thought it should take to get there)
Mashing was a consistent 14 (with some frame drops tysm dolphin)
Keese manip was meh but thats not the point of this video
Should save 15 seconds in HD and more if a decently fast la skip ever gets found
To get this to skip morth hover on SD you'd need to pg cs with au but still have pg loaded, so not super likely. Also SD mashing would need to be better than 14 since they cant item slide into the position
So have a wall behind you, the item you want to pickup right in front of you, and the destination far away in front of you.
Item slide back with iron boots and then enter third person with positive speed to weird shot (you need a lot of speed to have decent speed at the end like 10 million is a good number to shoot for but like around 200 million you will crash)
So then once link has disappeared for a few frames you can TV/home buffer holding up and A (This causes link to start to turn around his speed angle and you just need to press A before it finishes which is like 3 frames)
Once you finish the pickup animation potential speed will stay low but the calculation for actual speed goes awry giving you thousands of units of actual speed for a few frames
This is going to be useful in a few places in the speedrun
Luke found a precursor to this glitch which got me looking into this youtube.com/watch?v=9IXOEtoFp-s
The mashing is very difficult but can be gotten inconsistently by one runner atm
The bomb turn requires a frame perfect bomb drop and you need to press B the frame after you press leaf. This lets you slide slowly to the left of the bomb. The higher you are on the bomb the faster you slide off
Getting the fairy is janky
If you pull bow and press a, you loose all your speed but reset you vulnerability. However, if you did it early enough, you don't get damaged immediately. This gives you enough time to get back to running speed, which lets you chain the vulnerability resets.
In this video helmaroc gets stuck in the wall when a perfect rng fight finishes the first phase
A more optimized tas might be able to save a little bit of time with this method
This can be gotten around as shown in the video
The beige parts are slippery slopes however the gray part is a normal slope
Unfortunately you can not stand on the gray slope however the beige slope can kind of push you such that you stand on the gray slope
Ideally a setup can be made that clips closer to the load zone and maybe you can clip on the other side since then you can skip climbing with a precise item slide
You can salvage when KoRL's speed is less than 3
This can save a bit of time since you can move while salvaging
So you can hold down grapple like normal
But you can also hold down R for a bit
When cruising KoRL gains 0.1 speed per frame
Due to floats being nice you can hold R for 30 continuous frames getting 2.999 speed
If you go over 3 you can see the grapple arm start to go up so release R asap
As long as KoRL's speed remains above 2 you loose 0.1 speed per frame
Since how long it takes to salvage something is rng it is optimal to hold R for 30 frames then alternate nothing and R (of course it is punishing to go over 3 so for rta you might want to hold R for less than 30 frames)
Finally it is possible to go over 3 speed since it takes a frame for the grapple to start going up and you can still salvage the frame it goes up
This makes the true max speed 3.19999 (which is what I did in the video)
Also I should mention I don't think the spot where you are salvaging changes unless you go over 3 speed but I could be wrong (in case you were worried about missing the salvage spot)
In other news GIM was found but it crashes
youtube.com/watch?v=ok3yFTagGiI
This can potentially avoid the crash since when you move the game loads things and if the game loads to many things it reloads to clear memory
This reload can theoretically avoid the crash and still give the item
However it is slow since you are moving at 3 speed
This storage method is faster
youtube.com/watch?v=LsXbEi8vhTc
Starting with negative is probably better since you would end facing away from the tree, making you back walk which looses speed the fastest out of all the target animations
There is a dip which should be useful for timing purposes and you need about 3000 speed
For this method you need to retarget (while you retarget you need to stay neutral) when link has an angle of 7500 to 2400
(The method that ends facing away from the tree obviously needs different facing angles 39690 to 33800)
After the camera settles I converted to negative and just wait to clip
If you have enough speed and have the correct angle you will always clip
This obviously clips with negative speed allowing you to move for one frame
The speed angle is away from the wall
The speeds (potential speeds) that work are -8360 to -7940
Due to how charging speed works, the trick only work around 1/4 but hopefully you can get it consistent with a consistent ess?
Finally this trick might not even be possible to do out of a charge if the game applies the 1.2 multiplier after you clip (I don't think it does though)
As for after he clips, link always seems to snap up to the ocean and if he is under the pond it takes a while for link to swim back up
I believe it is fastest to swim out from under the pond and then wait for link to resurface at the ocean and then when he swims under the pond again he will snap right up to it
Lep got it proving it works on hd
clips.twitch.tv/BoxyWrongWheelAMPEnergy-fl0wEhYCpdd5qWSj
The beginning part was bad but the mashing made up for it (a consistent 13.33)
RTA seems to just be able to get this high
clips.twitch.tv/SleepyEnticingPicklesPicoMause-5aK7YeT2Tuzh70lX
The keese were very cooperative for me (like I tried for a bit to get them to hit me but when I was low against the top of the roof they wouldn't but if I was halfway above the roof they almost always hit me)
I think the roof messes with their line of sight or something or I just got very lucky
Also the keese tend to clump in a way such that there is almost always at least 1 accessible heart and usually all of them get hit by the bomb (them all not getting hit by the bomb is the main concern)
Avoiding the bomb is pretty lenient but requires decent timing (I only did 1 bomb drop but in theory you can do 2 not sure what will be easier for rta)
Another way to fail is if pg pushes you with his strings while you hover up however with good enough mashing this is rarely a problem
Overall the rng for this isn't that bad probably over 50% but the execution seems very difficult for rta
Overall if you cant get this 100% of the time you should feel bad about yourself :)
The speed angle is just before you slide off the door frame
You untarget after the first dip
You pause buffer a bit after the second dip
Then hold slightly up from where you last held the stick for the speed angle
(I think using a finger as a landmark could be useful but idk)
After 2 frames press A to roll and jump into the door
youtube.com/watch?v=sapghyOX25o&ab_channel=azer67
This lets TWWHD skip bow in TotG which lets the AD TAS skip spoils bag
Chest storage method (SD only)
youtube.com/watch?v=eMm1xf2wfAA&ab_channel=TrogWW
To get oob on the house you can do the beginning of the video below but then leaf to the house after the clip (it is a lot easier than it sounds)
youtube.com/watch?v=lo8fKGZr7fU&t=35s
Then walk along the oob collision to where the video starts and target the wall to get an angle of 2100
Then hold up left ess to slowly get into position
You want to have a X position of approximately -202194.5
I use links left foot as a visual cue. You want it to just have a pixel in between his foot and the wall.
Then I go into first person to change my angle to 2755 and do 3 back flips and a leaf blow
Now you're X position should be approximately -202393
Do 2 bottle swipes to get an angle of 62291
Hold target and wait a few seconds to make sure the camera is perfectly behind link and from now on don't untarget
Sidehop and then homebuffer. If you think you homebuffered late then just fall into the water and reset the setup.
You want to have homebuffered when link's Z position is 320780. Pull leaf and hold as close to perfect up as possible (on sd the up angle is really lenient hopefully this is also true for hd) and from now on keep holding up
When link lands inside the wall and puts away his leaf release up
Turn in first person and then throw bombs to blow up the door
In theory it might be possible to not change the wind direction to skip winds requiem and just do a lot of leaf pumps but that sounds really difficult considering how precise this trick is.
I drop the bomb and start leafing to a precise location. The bomb breaks the top third of the door.
I then meander myself near the correct position before giving up and use hacks to teleport to X:-204677.391 & Z:324641.25 since the position was so precise.
This position is very precise since it allows me to stand in the middle of the wall with normal collision.
This works because walls whose 1 way collision is slanted up can let you stand on it, where as walls whose collision is slanted down do not interact with link, so on certain parts of a wall link can stand (this is super precise though).
Then I use 2 more bombs to break the rest of the door.
This is a faster version of this: youtube.com/watch?v=lo8fKGZr7fU
And similar to this except it doesn't use door cancel: youtube.com/watch?v=O_N4Zm9a83w&t=117s
In hindsight it might be possible to break the entire door out of an item slide by abusing the fact that the bomb timer ticks down during the cs but link doesn't fall, but I don't feel like tasing that right now :)
How Gohma Works:
Gohma has 10 health. When she is at or under 5 health she automatically recoils. This usually prevents a 1 cycle.
How 1 Cylcing Gohma Works:
When you hit Gohma right after you knock her down, she immediately tries to go back up. This lets you knock her down again which prevents the automatic recoil from activating. Then the next hit kills her.
In the Video:
I used boomerang to knock her down. 9 health left
The boomerang then comes back and hits her again making her try to go back up. 8 health left
I then do jump slash quick spin.
I do the jump slash to knock her back down again. 4 health left
I do the quick spin to deplete her remaining health. 0 health left
youtube.com/watch?v=tk-3Tox2Kjw
Make sure the B button is just touching left of the pillar when you enter first person
Make sure to keep holding the direction you side hop and the side hop is 5 frames
Higher speeds make him charge speed and lower speeds make him loose speed
This was figured out by Alberto twitch.tv/mralberto23
I would consider this bad kalle demos rng considering how long it took for the vines to be in targeting range
This is an improvement to youtube.com/watch?v=KCg6AdEq_m8 because you can retry the wind waker pull and it does not require a hover but it does add rng and might not necessarily be faster
Then I roll into the corner and pull grapple
I then use a visual cue to get an angle between 6432 and 6543
Then I charge positive speed into the door to the same speed as normal door clip
Then I pull a bomb which changes my angle back to 3472 but preserves my speed angle
I throw the bomb and fix my camera
When I see link clip, I hold right
You have about 7 frames after he visually clips to do this
To get the miniblin to spawn inside the door, you need to beat phantom ganon and enter the search light
Conveniently, you can avoid the searchlight until after door clip (failing door clip should be fine too)
Right after you door clip, the searchlight can see you
This can cause the miniblin spawn too soon, so make sure you don't door clip when the searchlight is facing the door
I placed a skull by the door so that I could keep the miniblin a proper distance in front of me
If he is too close, he will pull you towards him instead of pushing you into the lz
Hopefully this setup gets improved
Original Video by Azer: youtube.com/watch?v=iLM3nCofWYY


