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    100% FAQ 2

    zfg
    Nov 30th, 2020
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    1. For a complete explanation of everything in the run, I have a commentated demonstration run on youtube that goes over everything https://www.youtube.com/watch?v=R8EE9FXeJnE (there have been slight route changes since this, but nothing major). This FAQ should answer most questions, but that will be the most detailed explanation of everything.
    2. Q: What are the main differences between this route and the previous route?
    3. A: The biggest difference is that we can now do warping anywhere using links angle as adult, where is was previously only possible as child (see the "How are you warping everywhere" question below for more on that). Adult now being able to warp means the adult section gets way faster, and we can also move some of the stuff from the child section back over to adult if adult can do it faster (such as the bosses). Adult still can't get F boots though (it crashes) so that remains child only. There's also a few new SRMs like being able to warp mid way into the light arrow cutscene and meeting zelda cutscene, and a 2nd item chain SRM in lost woods.
    4. Q: What's all this crazy stuff going on with this run
    5. A: This run makes heavy use of Stale Reference Manipulation (SRM) which is a glitch that allows modifying actor data (actors being all the objects in the map that's not just collision). This is done by attempting to pick up something after it gets unloaded, which gives the appearance of link holding nothing. When this is happening, the game is trying to modify the angle of what link is supposed to be holding, to give the illusion that link is actually holding it, but the thing he's trying to carry is no longer there. Instead, something else has loaded into the same place in memory, but the game is still trying to update what used to be that actor's angle value, meaning you can use links angle to directly modify something that loaded into the spot previously taken up by the original thing link tried to pick up. This is an incredibly powerful glitch with many different uses throughout the run.
    6. Q: What's with all the weird random stuff before doing SRM?
    7. A: In order to make sure you're modifying what you want to modify and not something else, you need things to load in specific places in memory. When I'm doing stuff like dropping chus, dropping fish, and going back and forth through areas, that's all setups to make sure that what I'm going to grab and what I'm going to modify load into the right places so they line up.
    8. Q: What's happening in Zora's River?
    9. A: Here, SRM is used to modify a function in a butterfly into a function that gives link items, and it runs every frame, allowing you to collect a bunch of items extremely quickly. What item you get is controlled by a value used by a bombchu for its position relative to the camera, which is a very chaotic value that changes extremely quickly and every time movement change can affect it, but specific setups will give you consistent item chains.
    10. Q: How is this allowed in 100%?
    11. A: 100% has what's known as a source requirement rule, which means that all of the items required for 100% completion must be gotten from the items original source. However, this does not mean that you can't also use glitches to get those items early. So none of the items gotten from using SRM counts towards 100% completion, but having these items early saves a lot of time by opening up routing options early and being able to make use of timesaving options from those items that would otherwise come too late in the run to be useful.
    12. Q: How are you flying???? Gameshark????
    13. A: One of the uses of SRM in this run is to force the game to equip glitched boots. These glitched boots happen to have very unique properties of having 0 gravity, as well as having a slight speed boost compared to Kokiri Boots. The only way to fall is by jumpslashing, which has forced gravity. This also means that if I'm ever in the air and unable to jumpslash, such as in a damage recoil animation, I'm softlocked and there's no way out except for a reset. These glitched boots are referred to as "F Boots", the F referring to the hexadecimal value of the boots being F (15 in decimal, where 1 would be kokiri boots, 2 would be iron boots, and 3 would be hover boots).
    14. Q: How is your tunic blue?
    15. A: When doing the SRM for F boots, you happen to also modify the value for tunic as well. Its actually not the Zora tunic, its a different glitched tunic (hex value C) which is a lighter shade of blue than Zora tunic. This tunic doesn't have any special properties, just a neat little side effect. There are also a bunch of other glitched tunic colors which you can see here https://twitter.com/MrCheeze_/status/1296240471665258503, but currently only C is accessible.
    16. Q: How are you warping everywhere?
    17. A: One of the SRMs done early on is to modify a grotto entrance. The grotto entrance is changed to a glitched value, and this glitched value causes the game to look at links angle when determining where to send link. Once you go somewhere with the glitched entrance, anything that attempts to respawn link using his last entrance will end up using the glitched entrance again, which means these warps can be chained as long as the glitched entrance is still being used. Any time you leave an area normally, your entrance value returns to normal, but if FW is still set with the glitched entrance value then you can just warp back to it and continue warping everywhere.
    18. Q: How come you're sometimes warping without FW?
    19. A: The glitched entrance value means that anything that uses your last entrance value to determine where you should respawn will warp you. Some of these also behave slightly differently.
    20. FW and voiding: Both of these will use links stored reswpan coordinates, and whatever room number is loaded (for void) or wherever room number FW was set at (for FW). This is really useful for warping around in dungeons, because it means you can warp into a dungeon with some room in the middle of the dungeon already loaded. This will often put you far out of bounds, but thanks to F boots, you can just float to inbounds.
    21. Dying and wallmasters: These will always put you at a specific entrance on the map you're warping to, and ignore respawn coordinates or room number. This is good for when room numbers don't line up well, when coordinates are bad for warping in, or if otherwise spawning directly at an entrance is useful. This will also set your respawn coordinate to that entrance, which could be good for the next upcoming warp(s).
    22. Q: How come you're sometimes tilted into the ground?
    23. A: Some of the glitched warp values just happen to tilt links angle due to the game reading some data its not supposed to for these warps. They're actually pretty rare, but it just happens to be that the fastest warp angles for shadow temple and lost woods end up making link tilt.
    24. Q: Does the tilt actually affect anything or is it just visual?
    25. A: This does actually affect how link interacts with things. Links hitbox is not skewed, but it is shrunk vertically to the distance between links head and feet. It does affect how link carries things, with whatever link carries still being where links hands are. It also changes the direction links sword swings. Though for the most part, these don't affect gameplay too much, except sometimes actually making some things harder to hit with your sword.
    26. Q: What are all the other SRMs done in the run?
    27. A: Aside from the the SRMs listed above, the other ones are:
    28. Quest status SRM - this modifies everything on the quest status screen (where songs/medallions etc are stored). Specifically, this gives me: Zelda's Lullaby, Saria's Song, Suns Song, Song of Storms, Minuet, Bolero, Serenade, Nocturne, Prelude, 3 heart pieces, Gerudo Card, no spiritual stones, and fire and water medallions. This is mostly important for early songs. Also, the 3 heart pieces actually means that this run ends with 20 hearts and 3 heart pieces.
    29. Magic SRM - Pretty straight forward, I get magic as soon as I pick up SRMed grass.
    30. Item slot SRM 1 - this glitches 4 item slots im my inventory (light arrow, nayrus love, bottle 1, and bottle 2 slots). The important items gotten from this are:
    31. Quiver 50 - RBAing this modifies fire temple keys so I get 20 keys
    32. bomb bag 20 - RBAing this modifies water temple keys so I get 20
    33. Glitched item (compass) - RBAing this modifies water temple flags, and sets the water level in water temple to the lowest point
    34. Glitched item (shadow medallion) - acts like eyedrops for biggoron
    35. Giants knife - equippable giants knife on a C button. Still breaks after 8 hits like normal. Primarily used for angle setups, but occasionally also for combat (usually with ISG, which doesn't count towards the hit counter)
    36. Talon/Epona flags SRM - sets flags for Talon to be woken up at hyrule castle (to play the cucco game and learn Epona's song at lon lon) and sets the flag for epona being freed, so you don;t have to steal epona as adult.
    37. Carpenter/Zelda escape SRM - This is another SRM done later in the run, and this one sets flags for 3 of the 4 carpenters in gerudo fortress to be freed, so I only have to save 1. The last one is needed to get Gerudo card normally. This also sets the flag for the Zelda escaping hyrule castle cutscene being watched, and if combined with having all 3 spiritual stones, means the ocarina of time will be in the water without having to watch the cutscene.
    38. Adult SRM + cutscene SRM - This is a double SRM with a lot going on. First, SRM is used to become adult. The purpose of this isn't actually to become adult quuickly, but rather to set adult links "stored equips". When this SRM is done and you leave the area, it sets your current equips as the last equips adult had, and when you become adult normally, it will set those equips. The real purpose of this is to set bottle on B as a stored equip, which means bottle adventure can be activated the first time becoming adult normally. This otherwise wouldnt be possible since the game has pre-set equips for the first time you become adult.
    39. Then as the above Adult SRM is still active, we do another SRM to begin modifying the current cutscene value. By setting the current cutscene to a specific value, and combining it with a glitched angle warp, we can warp into the last part of the light arrow cutscene. The light arrow cutscene is a 5 part cutscene, so this skips the other 4 parts and saves ~3 minutes of cutscenes.
    40. Adult grotto warping - pretty much the same as the glitched warping setup as child, but it needs to be set for adult too.
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