@TJBlakely
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TJ Blakely | [Seizure Warning] Alternative Source Array Warps @TJBlakely | Uploaded March 2017 | Updated October 2024, 12 hours ago.
Name not final. This is the only proper name I can think of right now that accurately explains what's happening without coming into conflict with what is already known (ie: origin warps can be done on vines, trees, poles, etc. calling this vine warping, though accurate, is not always true.)

Since Vines are contained in the Object Model 1 Array, they have 2 bone array structures, just like your character. As you likely know, we've already been able to take advantage of this in terms of Telegrab and Tree/Polewarping. Under certain circumstances, these 2 arrays can be vastly different instead of (very close to) the same, which they are normally meant to be.

When Object Model 1 Array Objects are loaded, they only have 1 of their bone arrays populated, the other bone array is populated on the 2nd visual frame when they are loaded. By having TBS/Void (Instrument, Tag Barrel, Pause Cancel) active, we can prevent objects from having their second array populated when we load them by entering their range + having them on camera.

An example of the bone arrays of a vine in Training Grounds:
Array 1:
Stored X1: 0
Stored Y1: 0
Stored Z1: 0

Array 2:
Stored X2: 1673
Stored Y2: 300
Stored Z2: 1190

Note how one of the arrays is zeroed out. This is a result of having (Pause Cancel) Void active. The model is never actually shown, so the bone arrays never update. The largest effect of this is jumping on the vine will cause your character to warp to each of the Vine's Bone Arrays, alternating each visual frame, which is why you get the visuals that you see in the video.

Jumping or dropping off the vine can send you to different locations, just like with Tree/Polewarping. The difference here is that the X and Z of both locations are taken from the Vine's Bone Array (depending on what frame you leave the vine), and the Y value is taken from your characters Current Location.

One of the stranger things about this is how your character's Y Value is changing each visual frame while on the Vine. It's either normal (where your character actually is on the vine) or it becomes a number between the range of -76.25 and -80 inclusive. This negative Y value is directly influenced by how far you have climbed up the vine. We don't currently know why it always falls between those numbers and nothing about that range is very apparent at the time of writing.

We also don't currently know why the camera takes the path that it does. Observation shows it's roughly the same path everytime, influenced by where you start the warp.
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[Seizure Warning] Alternative Source Array Warps @TJBlakely

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