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
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
"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.
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
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...
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.
2019: It probably won't see much use.
202X: Primary movement option is now attaching Link to arrows and shooting him around
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
I really enjoy the way you explain stuff with all those OBS layers and programs.
3 years later. Awesome.
TrulyNaN Fig is a genius, we're now living in a zelda64 revolution!!!
I really enjoy this level of analysis. You're incredibly knowledgeable, and can explain things so well. This gets a 10/10 from me.
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
mzxrules ye people mentioned you looked into but couldn’t show me any explanation, so I had to look into it again
I love that you're basically the pannenkoek2012 of Zelda haha. Keep up the good work!
Randomly reloaded RUclips at the right time apparently. 360p, no thumbnail, 13 seconds ago :P
Super interesting. Thanks for sharing.
"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.
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
It all comes full circle
cool find, i love srm man
ily fig :) and your vids make me very happy
I completely understand this video.
Select Speedrun - Time never really passes in Hyrule ... does it
this is cool
ice arrow
So could you accidentally crash if the heap is wrong? I wonder if it's happened and they chalked it up to VC crash...
Poggy Woggy - Nemz, 2002
If only you could attach Link's actor to the arrow.
So you're saying this is basically Za Warudo? It was a Jojo reference all along
that's pretty cool. accidentally using the game works to spawn a random door from that map, Heh.
Synchronized wall of arrows inc
Could you get the door close enough to be interacted with?
youre stuck on the boat and cannot leave the bow mode to interact with it
Is oot just suddenly being torn apart with new findings
Didn't even know there were pieces left to be torn
>oot
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...
@@alistair2111 same engine, same difference
@@alistair2111 ok so basically I just realised Majora's mask isn't same game as ocarina of time, my bad
Whats SRM stand for?
Stale Reference Manipulation
Peter Schmidt-Nielsen cool, thanks.
What’s the difference between srm and ace?
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.
@@magmivire ty for the explanation
11st