Frozen Arrow SRM

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  • Опубликовано: 8 сен 2024

Комментарии • 45

  • @ShaneBeck
    @ShaneBeck 4 года назад +38

    2019: It probably won't see much use.
    202X: Primary movement option is now attaching Link to arrows and shooting him around

  • @goldfishman321
    @goldfishman321 4 года назад +23

    I remember watching this clip over and over the day it happened In Kyle’s stream trying to see if there was any reason for this occurring. Cool to see the answer finally coming up 3 years later

  • @Sypaka
    @Sypaka 4 года назад +8

    I really enjoy the way you explain stuff with all those OBS layers and programs.

  • @TrulyNaN
    @TrulyNaN 4 года назад +5

    3 years later. Awesome.

    • @BruceShankle
      @BruceShankle 4 года назад +1

      TrulyNaN Fig is a genius, we're now living in a zelda64 revolution!!!

  • @bobysayslbobysays6006
    @bobysayslbobysays6006 4 года назад +2

    I really enjoy this level of analysis. You're incredibly knowledgeable, and can explain things so well. This gets a 10/10 from me.

  • @mzxrules
    @mzxrules 4 года назад +7

    nothing I haven't found before, but nice to see it in video form. looking at my old notes, I don't think I ever got around to writing a proper explanation

    • @Fig02
      @Fig02  4 года назад +4

      mzxrules ye people mentioned you looked into but couldn’t show me any explanation, so I had to look into it again

  • @GFLUTOMAN
    @GFLUTOMAN 4 года назад +3

    I love that you're basically the pannenkoek2012 of Zelda haha. Keep up the good work!

  • @modernkennnern
    @modernkennnern 4 года назад +7

    Randomly reloaded RUclips at the right time apparently. 360p, no thumbnail, 13 seconds ago :P

  • @andybaden5158
    @andybaden5158 4 года назад +2

    Super interesting. Thanks for sharing.

  • @TomPVideo
    @TomPVideo 4 года назад +10

    "I dont think this specific type will be very useful"
    Dude...have you seen what people do to this game? I fully expect someone to climb stone tower by respawning the owl warp or something.

    • @Fig02
      @Fig02  4 года назад +5

      It’s a pretty niche instance of the glitch that probably won’t see any practical use. Other forms of SRM, sure, they’ve already seen plenty like the moon warp

  • @erinexplosives
    @erinexplosives 4 года назад +3

    It all comes full circle

  • @L33Tbii
    @L33Tbii 4 года назад

    cool find, i love srm man

  • @wowza.btch__2267
    @wowza.btch__2267 4 года назад

    ily fig :) and your vids make me very happy

  • @breadleywheatler9242
    @breadleywheatler9242 4 года назад

    I completely understand this video.

  • @jongyon7192p
    @jongyon7192p 4 года назад

    Select Speedrun - Time never really passes in Hyrule ... does it

  • @no-no-noku
    @no-no-noku 4 года назад

    this is cool

  • @MichaelObeton
    @MichaelObeton 4 года назад

    ice arrow

  • @BaldorfBreakdowns
    @BaldorfBreakdowns 4 года назад

    So could you accidentally crash if the heap is wrong? I wonder if it's happened and they chalked it up to VC crash...

  • @manusdexter7250
    @manusdexter7250 4 года назад

    Poggy Woggy - Nemz, 2002

  • @obeqwaet1772
    @obeqwaet1772 4 года назад +2

    If only you could attach Link's actor to the arrow.

  • @kirjian
    @kirjian 4 года назад

    So you're saying this is basically Za Warudo? It was a Jojo reference all along

  • @TheUltimateRare
    @TheUltimateRare 4 года назад

    that's pretty cool. accidentally using the game works to spawn a random door from that map, Heh.

  • @minerharry
    @minerharry 4 года назад

    Synchronized wall of arrows inc

  • @kobzinfinity
    @kobzinfinity 4 года назад

    Could you get the door close enough to be interacted with?

    • @Fig02
      @Fig02  4 года назад +2

      youre stuck on the boat and cannot leave the bow mode to interact with it

  • @madghostek3026
    @madghostek3026 4 года назад +3

    Is oot just suddenly being torn apart with new findings

    • @avasam06
      @avasam06 4 года назад +1

      Didn't even know there were pieces left to be torn

    • @alistair2111
      @alistair2111 4 года назад +1

      >oot

    • @Tuxfanturnip
      @Tuxfanturnip 4 года назад +1

      Yep, SRM has huge, huge potential because it's the first chance to manipulate basically arbitrary memory. ACE has already been demonstrated in OoT, MM has moon warp...

    • @Tuxfanturnip
      @Tuxfanturnip 4 года назад

      @@alistair2111 same engine, same difference

    • @madghostek3026
      @madghostek3026 4 года назад +1

      @@alistair2111 ok so basically I just realised Majora's mask isn't same game as ocarina of time, my bad

  • @ZeroKage69
    @ZeroKage69 4 года назад +1

    Whats SRM stand for?

  • @henatio2466
    @henatio2466 4 года назад

    What’s the difference between srm and ace?

    • @magmivire
      @magmivire 4 года назад +2

      tl;dr: ACE uses SRM, but does things that aren't in the game's code by default.
      SRM is, at the most basic level, putting something that's already in the game into a place where it shouldn't be. It's also, more specifically, doing that because the thing that _should_ be there doesn't exist anymore. Usually that's going to be an object, like in this case the door gets put where the target isn't because the target got unloaded by the room changing. The arrow is attached to a *reference* to a target, which gets *stale* once the target is unloaded, but since the arrow still exists, the reference still exists, and when the door gets put where the target no longer is, the reference grabs the door. This can be *manipulated* by forcing different things to load there.
      The reference in question can also be looking for code to execute. Very precise SRM can feed the reference a different value than usual, which makes the game start reading code from a different place, like the "give the player an item" or "change active equipment" functions. These are functions that already exist, but they're just being put into the wrong place. This is SRM.
      ACE is when arbitrary code is executed, as in code made up by the player. ACE is achieved in N64 Zelda by using SRM to point a stale reference to an area fully manipulable by the player, such as the file name or the song memorized by Bonooru. There is no existing code in these games for things like "draw FrankerZ on the B button" or "change the current cutscene value to the credits whenever I feel like it", so doing those things are not purely SRM.
      I could be a little wrong on some of these details. I'm not a superexpert here.

    • @clay2889
      @clay2889 2 года назад

      @@magmivire ty for the explanation

  • @lurgutrenalpak8398
    @lurgutrenalpak8398 4 года назад

    11st