Special thanks to MrCheeze who worked with me on this.
This video is only a demonstration. There will be better setups and tutorials. I am quite sure that the Bomber Kid can be manipulated in a better way.
What you see in the video:
We make use of Stale Reference Manipulation (SRM), which is an application of Use After Free in the N64 Zelda Games. There are several things in the game that can freeze Link in place, while other actors around him are still updating normally. When you catch a Bomber Kid and close the textbox Link stays frozen for another 3 frames. Now when you charge a bubble and catch the Bomber it will expire, but the pointer to the bubble will not. Like other things that Link can carry around, Link's actor is writing position and angle data to the bubble to create the illusion of carrying it. Since the pointer to the bubble doesn't expire when Link is frozen he will keep writing position and angle data to the memory where the bubble was loaded.
At 2:55 Link catches the Bomber on the same frame that the balloon is hit. The balloon takes another frame to explode, but is frozen for the time the textbox is up. We let the bubble expire and can then close the textbox. When the balloon explodes it spawns a new actor, En_Clear_Tag which is the cloud of smoke. What we care about is the overlay of this actor, it needs to load to the right address relative to the bubble.
The manipulation of the heap is done mostly with the Keaton Grass. Depending on the camera it can spawn and despawn. But first we wait for night. This will make a few actors unload and some new ones load. It will free memory where we want it. Then we despawn the grass and cut the sign (spawns a sign actor), then spawn the grass again. The bubble used for SRM will load after the grass. When we catch the Bomber we will also get just the right camera to despawn the grass again. So the overlay will load lower relative to the bubble.
Now the memory is set up so that angle data from the bubble will line up with the destroy function of the smoke actor. We change the final line of this function with our angle to this:
sd $s7 0xDCE7($s7)
This will corrupt data related to the menu cursor. The value for the row in which the cursor currently is, is set to 0x3FFD (16381). Because this is a positive value the game will allow us to scroll up, decreasing the row number. The value for row is handled as a halfword, however, the game only uses the lower byte to calculate which item the cursor hovers over. When we scroll up 12 times to row 0x3FF1, it behaves as row 0xF1 (-15). For this row the game is looking at the filename. Long story short, you can equip your filename as items. So you can thereby choose your items when you type your filename.
Some more notable things:
- With the corrupted menu cursor, if you scroll to the left or right arrow on the sides the game will crash :)
- The instruction we corrupt is the final jump instruction (JR RA), which is normally used to return to normal procedure. Removing this line will in most cases result in a crash. Luckily for us what follows in memory is some other function in the smoke overly. The game will run that function and then return. To be honest, I don't even know what that function does, but it doesn't crash... good enough :D
- This setup only works on the North American version on Wii (probably also Wii U, but untested and who cares about Wii U anyway hehe). The setup is specifically designed for this ROM. The heap setup to write and execute a line of code might in general work on PAL and GameCube, but they would need different code, and with that a new angle setup. There are several reasons why this setup would crash on N64 (misaligned store, denormal floats, invalid code that Wii just ignores).
Watches I used in the video: 803FFE6E "a", Link's y-angle (facing angle). 804000FC "held-actor", a pointer to the actor you are carrying. With the right heap the SRM-bubble loads to 80424210 804242CC "ACE-Code", if the heap is set up right then this is the xy-angle of the bubble and later the address of the line of code in the overlay that we write to.
Human in First CycleTürkenheimer2021-11-17 | Happy 21st birthday PAL MM
Special thanks to MrCheeze who worked with me on this.
This video is only a demonstration. There will be better setups and tutorials. I am quite sure that the Bomber Kid can be manipulated in a better way.
What you see in the video:
We make use of Stale Reference Manipulation (SRM), which is an application of Use After Free in the N64 Zelda Games. There are several things in the game that can freeze Link in place, while other actors around him are still updating normally. When you catch a Bomber Kid and close the textbox Link stays frozen for another 3 frames. Now when you charge a bubble and catch the Bomber it will expire, but the pointer to the bubble will not. Like other things that Link can carry around, Link's actor is writing position and angle data to the bubble to create the illusion of carrying it. Since the pointer to the bubble doesn't expire when Link is frozen he will keep writing position and angle data to the memory where the bubble was loaded.
At 2:55 Link catches the Bomber on the same frame that the balloon is hit. The balloon takes another frame to explode, but is frozen for the time the textbox is up. We let the bubble expire and can then close the textbox. When the balloon explodes it spawns a new actor, En_Clear_Tag which is the cloud of smoke. What we care about is the overlay of this actor, it needs to load to the right address relative to the bubble.
The manipulation of the heap is done mostly with the Keaton Grass. Depending on the camera it can spawn and despawn. But first we wait for night. This will make a few actors unload and some new ones load. It will free memory where we want it. Then we despawn the grass and cut the sign (spawns a sign actor), then spawn the grass again. The bubble used for SRM will load after the grass. When we catch the Bomber we will also get just the right camera to despawn the grass again. So the overlay will load lower relative to the bubble.
Now the memory is set up so that angle data from the bubble will line up with the destroy function of the smoke actor. We change the final line of this function with our angle to this:
sd $s7 0xDCE7($s7)
This will corrupt data related to the menu cursor. The value for the row in which the cursor currently is, is set to 0x3FFD (16381). Because this is a positive value the game will allow us to scroll up, decreasing the row number. The value for row is handled as a halfword, however, the game only uses the lower byte to calculate which item the cursor hovers over. When we scroll up 12 times to row 0x3FF1, it behaves as row 0xF1 (-15). For this row the game is looking at the filename. Long story short, you can equip your filename as items. So you can thereby choose your items when you type your filename.
Some more notable things:
- With the corrupted menu cursor, if you scroll to the left or right arrow on the sides the game will crash :)
- The instruction we corrupt is the final jump instruction (JR RA), which is normally used to return to normal procedure. Removing this line will in most cases result in a crash. Luckily for us what follows in memory is some other function in the smoke overly. The game will run that function and then return. To be honest, I don't even know what that function does, but it doesn't crash... good enough :D
- This setup only works on the North American version on Wii (probably also Wii U, but untested and who cares about Wii U anyway hehe). The setup is specifically designed for this ROM. The heap setup to write and execute a line of code might in general work on PAL and GameCube, but they would need different code, and with that a new angle setup. There are several reasons why this setup would crash on N64 (misaligned store, denormal floats, invalid code that Wii just ignores).
Watches I used in the video: 803FFE6E "a", Link's y-angle (facing angle). 804000FC "held-actor", a pointer to the actor you are carrying. With the right heap the SRM-bubble loads to 80424210 804242CC "ACE-Code", if the heap is set up right then this is the xy-angle of the bubble and later the address of the line of code in the overlay that we write to.Replication of Goron Roll Door ClipTürkenheimer2023-11-20 | Found by Eumeus14: youtube.com/watch?v=GxZdpZ6TwYwmonkaSTürkenheimer2023-10-17 | Seems to be Japanese onlyLeaving Snowhead Temple fasterTürkenheimer2023-10-15 | This can only be done for SHT because of room numbers and spawn coordinates. Pulling ocarina after Remains Escape triggers the warp to Giants' Chamber. The cutscene would play normally if you wouldn't die but dying results in a void warp instead. You spawn in the Giant's Chamber with the room number and coordinates of your death respawn (i.e. the dungeon entrance). This crashes for WFT and GBT because those Temples's entrance rooms do not have the room number 0, but Giants' Chamber only has room 0. The spawn coordinates for ISTT are unfortunately too low. If it doesn't crash for you or if you spawn at different coordinates it is probably because you warped to the boss with cheats or SRM.
Edit: I did it on KZ with savestates and used cheats to warp to the dungeon entrance. This sometimes crashes and we don't know the reason yet. Nobody got it on vanilla yet. This either is KZ exclusive or there is something done in either context which makes it crash or prevents the crash.Picking up Anju in OoT with that new Hookshot Collection Delay (or something like that?) glitchTürkenheimer2023-10-13 | Based on this by Gigo youtu.be/lleiBwypMw4Songless Remains Escape, but it is actually used to delete a Heart Piece and it also works in OoTTürkenheimer2023-10-13 | Based on this by Gigo youtube.com/watch?v=nCIcPbkh27oSongless Remains Escape with Held Actor WatchTürkenheimer2023-10-13 | Bomb, Hookshot and Blue Warp did not share the same address, so clearly no SRM here.Gohts Remains Escape without playing a songTürkenheimer2023-10-13 | It looks like you still need Hookshot though. I don't know why you pick up the Blue Warp. Looking at the pointers it does not seem to be SRM at least. Edit: Turns out this can be done with a bomb instead of the magic pot. That means it can be done on all remains.Romani Mask in First Cycle - The Hugo SetupTürkenheimer2023-07-01 | Not a hundred percent consistent yet but we are getting there.How to catch a Bomber KidTürkenheimer2023-07-01 | ...First viable setup for Romani Mask in First CycleTürkenheimer2023-06-25 | Tutorial soon™ This setup can technically be done at any time with a Bomber Kid, using Sakon is just so much easier ^^
Even with the Sakon method this should probably already save time in the category "Defeat Majora" (the method used in Any% is not allowed in that category because it uses ACE). All the other SRM categories make use of many English exclusive differences, so I don't see it becoming viable for those any time soon.Garo SRMTürkenheimer2023-06-08 | ...Deku is the SRM KingTürkenheimer2023-06-08 | About a year ago I noticed that this fairy text can be used for deku bubble SRM but for some reason not for Bombchu SRM. This was surprising because I used to think that bubbles and chus behave the same when it comes to the held-actor-pointer. Now I looked into it again and it's not actually the bubbles, it is Deku Link :0STT Bridge Room, Cristal Switch with BombchuTürkenheimer2023-03-22 | Angles between 4850 and 486F work. I don't know if something like this has been found before. Edit: Better setups have indeed been found before - originally by sva youtube.com/watch?v=G1u74RG0sqo - improved by SampleName youtube.com/watch?v=Q02pNHpeUFAIronic BootsTürkenheimer2023-03-14 | 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.Paparazzo GIM BackupTürkenheimer2023-02-26 | The fact that nobody thought of this before says so much about Speedrunners. Rando and casual players would have known.Good Z-Slide-Superswim spot at waterfallsTürkenheimer2023-01-17 | In Majora's Mask you normally cannot hold up your shield while swimming, like you can in OoT. But one exception is when you walk on the ground in water as Zora and enter shallow water while already holding shield. Zora Link will automatically cancel out of walking into swimming and keep holding up shield. However, any kind of movement cancels shielding.Human in First Cycle without ACETürkenheimer2022-10-03 | This is a proof of concept setup. I used the Sakon cutscene here to freeze Link because it is very easy to set up. This is in theory possible with a Bomber Kid, just like in Any%. I hope we can work a setup for that soon.
The SRM application used here is what I call the "01 Thing", because it writes the byte 0x01 somewhere in memory, based on a pointer that we glitch with SRM. You can read the details here pastebin.com/3J2t92vk
An overview of how the heap manip works out pastebin.com/ReV4RQtp 1:43 step 1 + 2 2:00 step 3 2:07 step 4 (the first bubble was on accident) 2:13 step 5 2:38 step 6 3:20 step 7 3:37 step 8
As you might have guessed, we write the 0x01 to the flag that determines that we protected Cremia from the Gorman brothers. It is actually really lucky that the flag is the lowest bit of the byte, and then also that it is possible to get the right y-angle to write to that address. I found how to perform the 0x01 writes eight months ago, but it took me until now to notice that the Cremia flag is possible on the Japanese version. Such a 4Head :p
It is likely that this will be used in the category Defeat Majora. Because this method is JP exclusive, it is unlikely that it will be used in longer categories. The two most useful SRMs done in modern SRM routes are Chest SRM and Light Node SRM. Chest SRM does not work the same way on JP because of different memory alignments (can't make the chest look at your collision angle). The currently common way of performing Light Node SRM is to get a very precise position and angle, and then store that data in memory with a day or night transition. Due to changes to night transitions with Song of Double Time, Doing several Light Node SRMs in a row is significantly faster than on JP.
That being said, that can change quickly if something new is found.Nice SoftlockTürkenheimer2022-09-03 | You need to press Ocarina frame perfectly and Link will be stuck in the walking until he exits the talking range of the scrub.Green Potion EscapeTürkenheimer2022-09-03 | ...Kind of like Remains EscapeTürkenheimer2022-09-03 | Inspired by Kirk who found that you have a frame to pull an item. But this should work with other forms of collection delay as wellAll Masks (SRM) Tutorial (September 2022)Türkenheimer2022-09-02 | Pastebin: pastebin.com/2kBUWPb2
When you give away the masks on the moon, press an empty c-button to cancel the text faster (I keep forgetting about that).
If you SRM hookshot for Captains Hat, you also have to SRM Swamp Deed for equip swap. So I think SRMing chus to just hover up might be better. Witch chus you could also just do the old hover method to open the chest.
Swamp Deed: Target chest, 6 ESS left or right, open the chest. Bombchus: Target chest, 1 ESS left or right, open the chest. Hookshot: Target chest, 4 frames c-up left or right, open the chest.
I don't know what happened to the audio halfway through the video. My audio settings keep getting messed up, even though I don't change anything PepeHands
I misspoke a few times how many slashes or which kind of slashes to use. I hope it will not confuse people.What really happens at the end of Majoras MaskTürkenheimer2022-09-02 | ...Z-Copy Warp Setups for All MasksTürkenheimer2022-07-13 | Low effort video, did all in one take. But I don't have time for a full tutorial right now, so I hope this is good enough to learn the route.
It uses almost all the same LN SRM setups as in the last route, just the setup for H&D warps in Laundry Pool is replaced with the setup for Hight Precision Z-Copy Warps in TF. youtube.com/watch?v=LI_Ilibhqjs
0:00 Zora warp setup in ECT coming from hideout: 1 jumpslash, 1 targeted slash, 3 slashes with shield cancel z = C4DFC909
1:10 Swamp Spider house warp setup from after zora: turn around, 5 target slashes, 1 slash forward + untarget, 1 slash right + untarget, 1 slash targeted + untarget z = 455F2700 (backup: Goron void in the water to get the default position again)
1:44 warp to music box house setup in swamp spider house: target wall next to the exit (angle 0000), bonk against the wall, turn right (angle C000), 3 target slashes, turn right (angle 8001), 1 slash targeted + untarget, 1 neutral slash z = 432EAB00
Graveyard warp setups from music box house: Downstairs, target the wall with angle 8000 (z = C3150000), bonk against the wall (z = C2EA4000)
- 2:16 Optimal strat (from Dampe's house): turn left (angle C000), 1 jump slash, 2 neutral slashes with shield cancel z = C2E34304
- 4:57 Noob strat (watch the cutscene): 1 slash with shield cancel, 1 slash targeted + untarge, turn right (angle 4000), 1 slash with shield cancel, 2 slashes targeted + untarget C2DD4305
- 3:55 backup setup (SCT to graveyard): target box close to the exit to tf (z = 43E50000, angle = 0000), 2 stabs, 2 slashes targeted, turn (angle 8000), 2 forward stabs, turn right (angle 4000), 1 slash right, 1 slash targeted + untarget z = 43B4BD03
5:32 Warp to curiosity shop setup in ikana road: target the rock next to the soldier at angle 0752. roll into the little corner of the rock (z = C38F7AA9), 2 stabs (z = C3ACFEE9). 1 slash targeted, 1 neutral slash + cancel, turn left (angle 4752), 3 slashes targeted, 1 targeted + untarget. z = C3A3F300
6:07 Goron Mask warp setup in WCT: target wall left to the exit to SCT lower (z = C37f0000, angle 8000), 2 stabs, 1 neutral slash, turn right (angle 4000), 1 forward stab, 2 slashes right, 1 slash targeted + untarget z = C344B201
7:09 Warp to ISTT setup in mountain village: go to house, target wall on the left side (z = 4426C000, angle 0), 2 stabs, 3 neutral slashes, turn left (angle 4000), 2 right slashes, turn left (angle 8000), 1 target slash z = 4419E800
7:42 Warp to TF telescope setup in SCT from the position you get after SoT (z = C43C1000, angle = 0000): 1 roll, 1 slash right, turn (angle 8000), 2 neutral slashes, turn right (angle 4000), 2 forward stabs z = C430D30A (backup: enter and exit the clocktower, that gives you the same default position)
8:25 Bunnyhood warp setup in TF from obs: 3 slashes + shield cancel, turn right (angle 6D8D), 1 slash targeted, 1 slash + shield cancel, 1slash right z = 44A7BE01
warp to DK shrine two possible warp setups from east tf (they are basically symetrical):
- 9:00 target wall at the entrance to ct with angle 0000 (z = C3A20000), 2 stabs, 2 targeted slashes, turn left (angle C000), 3 targeted slashes, 1 neutral slash z = C3B4AE00 - 9:11 target wall at the entrance to ct with angle 8000 (z = C3EE0000), 2 stabs, 2 targeted slashes, turn left (angle 4000), 3 targeted slashes, 1 neutral slash z = C3DB5200
9:40 Soar to milk bar setup from deku shrine: target wall behind buttler (z = C4F5C000, angle 8000), turn (angle 0000), 2 slashes + shield cancel, 3 neutral slashes z = C4F21500
10:08 Warp to TF from telescope setup in NCT: target the same wall as for the mask masks setup (z = C4D6C000, angle 0000), 2 stabs, turn (angle 8000), 1 slash + shield cancel, 1 slash right, 1 forward stab z = C4E32D0A
10:39 warp to Gorman Bros setup in TF from obs (default position is z = 44AA8340, angle 4D8F): 1 slash right, turn left (angle ED8D), 2 slashes targeted + untarget, 2 slashes targeted, turn left (angle 2D8D), 2 slashes targeted z = 44AE6A02
11:19 Moonwarp setup in gorman race track: go to the house that is closer to the exit, target the side with angle 8000, roll into it (z = C46149EC), 2 stabs, 4 slashes targeted, stab, 1 slash targeted + untarget, turn (angle 0000), 1 slash + shield cancel, 1 right slash, do 1 shield scoot either with angle 0000 or 8000 z = C44F9900 or C4529900Majoras Mask - Dank% in 2:06 on N64 PAL 1.0Türkenheimer2022-07-13 | ...Itemless Escape Setup, but this time with Saria CutsceneTürkenheimer2022-06-12 | Setup without the Saria cutscene youtube.com/watch?v=3BcqNh1B3lM
watches: 801DB2F8 x 801DB2FC y 801DB300 z 801DB3A6 angleItemless Escape Setup, but this time it is actually good (without Saria cutscene)Türkenheimer2022-06-12 | Setup with the Saria cutscene youtube.com/watch?v=O6TdNIiYerw
watches: 801DB2F8 x 801DB2FC y 801DB300 z 801DB3A6 angleHigh Precision Z-Copy WarpsTürkenheimer2022-06-09 | There is an alternative setup for the SRM angle 3345, explained here by Rylie youtu.be/g8IOuVOL-oU?t=971
watches: 803FFDD4 x 803FFDD8 y 803FFDDC z 803FFE6E angle
When you warp to the South Clocktown owl, the game will look at the last two bytes of a copy of Link's z-position in Link's actor at 803FFDC2. As far as I know that data is normally used for collision checks. The ultimate spreadsheet has that position set named "XYZ (copy)", therefore the name z-copy warps.
The difference to the previous setup for z-copy / LFZ warps is, that this time the game looks at the two lowest bytes instead of just the last byte (therefore high precision). With the low precision warps you could warp to any scene, but always just from entrance 0. With the high precision the first byte determines the scene and the second byte the entrance.
With only this setup it is not possible to chain warp by voiding or dying. For respawning the game only stores your position, room number and the exit value but from entrance 0. Since we technically warped to the South Clocktown owl, our respawn exit value is now South Clocktown from the inside of the clocktower. Therefore we will respawn in South Clocktown. Note that if your respawn room number is not 0, the game would crash since South Clocktown only has one room.
For a category like All Masks, chain warping is not too important, so just these z-copy warps should do. But you can enable chain warping by glitching the entrance of South Clocktown from the clocktower. Conveniently the pointer is in the same region as the one for the Clocktown owl entrance. You can do the same setup as for LFZ-Warps but with a different angle at the end. The chain warps will then only depend on the last byte of z to determine the scene. (Setup: for the angle, start at C000 or C001, ESS left to 68C0/68C1, youtube.com/watch?v=09Vv1LoBl8s)
Note that after SRM I leave the area through hideout. This will trigger the Light Node SRM while Link's actor is unloaded. If you triggered LN SRM by going back to observatory the game would crash due to garbage data written into Link's actor. Unfortunately the setting in Termina Field does not allow the y-position --803FFE. That would result in LFZ-Warps (last frame z). It is simply another option for basically the same type of warp. It points to a position set in Link's actor that stores the position of the last frame. In practice this would be used exactly the same as z-copy. The advantage of LFZ-Warps however is that you can trigger LN SRM by going back to observatory without the game crashing.Itemless Escape Setup [Outdated]Türkenheimer2022-06-09 | This setup sucks I made new setups: with Saria cutscene youtube.com/watch?v=O6TdNIiYerw without Saria cutscene youtube.com/watch?v=3BcqNh1B3lM
watches: 801DB2F8 x 801DB2FC y 801DB300 z 801DB3A6 angleGiants Chamber Pointer SRM for All Dungeons (Version 3)Türkenheimer2022-06-03 | I'm too lazy right now to make a proper description, but note that there are many sword slashes where you let go of target right after the B-press.Low Precision LFZ Warp SetupTürkenheimer2022-05-31 | LFZ stands for "Last Frame Z". With this setup the pointer to the South Clocktown owl is changed to look at an address in Link's actor. This is basically the same as the previous z-copy warps, except it doesn't crash when you leave through obs. The game only looks at the lowest byte of the z-position. This means you can warp to any scene but only from entrance 0. Hence the decription "Low Precision". It is possible to make it look at the two lower bytes for scene and entrance. I will probably work that out soon. If you die or void after in the scene you just warped to, you will either resppawn in clocktown, or, if your respawn room is not 0, you will crash.
Since some parts might be hard to see in the video here a description:
Start in the corner with x-position ending in F1 1 roll up stairs turn to angle 4000 (because of the camera turn right twice) I neutral slash + shield cancel turn left to angle 8000 1 slash targeting and with control stick right 2 slashes with target 1 slash with target + untarget right after your B-press turn to angle 0 1 neutral slash 1 neutral shash with shield cancel backwalk to the wall turn right to angle C000 2 rolls upstairs turn right to angle 8000 1 stab turn to angle 0 and do 1 shield scoot turn to angle 8000 again 3 slashes with target turn right to angle 4000 1 slash with control stick right turn to angle C000 1 neutral slash with shield cancel 1 slash with targeting and untarget after the B-press 1 slash with target and control stick right, untarget after the B-press.[Former WR] Majoras Mask - All Masks (SRM) in 1:20:45 on Wii VC (U)Türkenheimer2022-05-23 | ...Better position setup for masking masks in NCTTürkenheimer2022-05-23 | ...All Masks (SRM) Tutorial (May 2022)Türkenheimer2022-05-20 | TODO clickbait thumbnail with red arrows and circles and stuff
This pastebin sums up the route and also has some more possible angle setups pastebin.com/uHj7w8vd
2:46 I just realised afterwards that starting in the corner and breaking the box is pointless for this new setup. Just target the wall a few steps to the left and do the two stabs. Going into the corner and then backwalking away is redundant. (the older setup, which was used until shortly before I made this tutorial, had to start in this corner, that's why I stuck with it.)
11:00 For this category Fire Arrows work out as equip swap item. Just touch the chest and turn up (control stick down) and open the chest.
watches: 803FFDD4 x-position 803FFDD8 y-position 803FFDDC z-position 803FFE6E current facing angle 80400886 target angleA better look at Parallel Universes in Zelda64Türkenheimer2022-05-13 | I use position cheats to jump back and forth. At 0:24 you can see Link's hitbox while Link himself is actually in a parallel universe at the time. At 0:33 I warp to the parallel universe and dropped bombs. As you can see Link in the real universe can still be hit by the explosions.Parallel Universes in Zelda64Türkenheimer2022-05-13 | Unlike SM64 this kind of parallel universe does not include the collision but instead the colliders of actors. More specifically, the interaction only works with actors that never cull and always keep their colliders active. The ice in North Termina Field is one example of that.
This was played on the practice ROM (KZ) on Wii VC.Invis Wall in ObservatoryTürkenheimer2022-05-12 | Might be known but it was new to me.x-rotation overflow?Türkenheimer2022-05-12 | Seems to only be possible in some scenes. Also in those scenes apparently Link cannot use the C-Up trick to lock below the ground. (The invincibiliy trick still works though.)Deku dodging damage with C-UpTürkenheimer2022-05-11 | Could the height of the hitbox go to zero or negative? I don't know anything about hitboxes.Honey & Darling Warps Position Setup in Laundry Pool (Version 3)Türkenheimer2022-05-10 | I like my new position setup finderOoT Position Setup for MQ All Child DungeonsTürkenheimer2022-05-09 | This is the first setup I used my new position setup finder for :)Weird carry doesnt work in OoTTürkenheimer2022-05-03 | I did the same thing in MM youtube.com/watch?v=-wEuVb6Nn7c&lc=Ugx6rn_Zwe41mdwQPxV4AaABAg In MM it seems that the carried actor is held by the fake hookshot but in OoT Link carries it normally.
Slight difference in setting up the stored bomb pull: In the MM video I pressed bomb on a specific frame before landing in water. In the OoT video I did it by pulling a bomb right when a bombchu spawns, which interrupts the bomb pull because only 3 explosives are allowed to exist at the same time. The chu-bomb-spawn method works equally in MM and I guess the bomb pull in water probably works in OoT, but I didn't test.Remains Escape with Return-ATürkenheimer2022-05-02 | For the Bottle OI method, it is just regular Bottle OI with hookshot. For the Bomb OI you need to press hookshot one frame after pressing cutscene item. You can't pause aftr the cutscene-item input, so you can only partially buffer this.Weird CarryingTürkenheimer2022-05-02 | I guess the box is held by the fake hookshotRemains Escape with Bottle OI from a hoverTürkenheimer2022-05-02 | This method doesn't require Ocarina, so it might open up some route ideas. You do a staire case hover with the bottle already in hand. Then we use the common method to turn around in a hover to get Link to ESS shuffle. From that you can do bottle OI like you would normally do with ESS shuffle n the ground.Weird action value?Türkenheimer2022-05-01 | I am not exactly an expert when it comes to action value stuff, so I don't really know what this is. But it behaves like somehing you hold above your head in that is prevents Link from picking up stuff.Better angle setup for Gorman Bro SRMTürkenheimer2022-04-28 | ...Mask masks to skip Moon Trials - setup in NCTTürkenheimer2022-04-23 | UPDATE: Improved the setup youtube.com/watch?v=1X5m1JnyXHE
Disadvantage to the old setup in observatory is just that you have to give away four more masks and that it is not in observatory. But the position setup is way faster and this time it doesn't actually mask FD. So overall this is much better.Swamp Skulltula SRMTürkenheimer2022-04-20 | ...Gorman Bro Race SRMTürkenheimer2022-04-20 | Your x-position in the end can either be 426D15FE or 426D1602, depending on your initial x-position. But it will result in the same y-position, so it doesn't matter.
This sets: Great Spin rescued DK princess defeated aliens saved cremia on the kart ride Saved Sun mask + gave pendant to Anju (these two flags are sufficient to get Couple's mask)
If this method to obtain Romani mask will be banned, then we couldn't use this.