@SeedBorn
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SeedBorn | MM ACE Angle Setups (1.0, No Cardinals) @SeedBorn | Uploaded 4 years ago | Updated 2 hours ago
This shows how to set up the final two angles required for this ACE implementation youtube.com/watch?v=FO7xezyKoS0. This would replace the setups shown here youtube.com/watch?v=EMQzCaEVEjo. The advantage to the version in this video is that it never snaps to the camera to adjust angle, which means that at no point does it require a perfect cardinal input, which can be difficult on N64. (This was recorded on N64, and you can see from the input display that having a non-zero y input does not mess things up.)

The goal here is to get the word at 80400A74 (this is the watch I have on screen) to read 08141B57. The steps used are
1. Target the wall in front of the rock circle for angle 1078.
2. (Optional) Move into the center of the rock circle. This costs some time, but I find the visual cues from the center to be much better than standing up against the wall.
3. Go into C-up and hold a full left input for 2 frames
4. Exit C-up and press B to aim the deku shooter. Hold a full left input for 13 frames, then a full right input for 12 frames. This will put you at angle 1B57.
5. Cancel out of first-person mode and target. Even though you're already at that angle, the target is required to set the target memory address correctly.
6. Press A to deku spin
7. Press B to go back into aiming mode. Hold a full right input for 8 frames and then switch to a full left input for 3 frames.

I show this setup both with kz's frame advance and with pause buffering. Note that any visual cues will depend at least somewhat on exactly where you stand, so you may be well off finding some cue for a consistent position. Also note that you can practice this setup on kz on VC just as well as N64 if you don't have an everdrive. The equivalent addresses on the other versions are 80400D34 (JP 1.1) and 80400884 (Eng).
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MM ACE Angle Setups (1.0, No Cardinals) @SeedBorn

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