![]() This is easily done by just using the Lamp 3 times quickly, but you can use it less if there are other objects on screen already occupying Slots 3 and/or 4. ![]() This pretty much always involves getting a Lamp Flame in Slot 2 while Link is facing any direction BUT right. In order to Hookpush, we want to do a few different things: Reference the image to see what these values are. This will draw values important to misslotting and Hookpushing on the left side of your HUD. Open the Practice Hack Menu, go to HUD Extras, then Super Watch and toggle to Ancillae. Labeled Ancillae Super WatchTo best learn this and debug problems that may arise, you'll want to use Ancilla Watch in the Practice Hack. Through using other ancillae in specific ways, we can manipulate the data in other slots to get the Hookshot to pull us for extended durations and/or in the incorrect directions. For the first frame of pulling, the Slot 4 counter will be used, but then, because of the Slot 9 block decrementing the value at $039D, the next frame of pulling will read data from Slot 3, the third frame of pulling from Slot 2, then Slot 1, and then finally Slot 0, where it will continually use this counter until it reaches 0. ![]() This means that if we have a Somaria block in Slot 9, and we use the Hookshot with no other ancilla loaded, the Hookshot will spawn in Slot 4 and the counter for Slot 4 will increment until the Hook connects with an object. A Somaria block placed in Slot 9 will decrement the value at this address every frame. $039D is a memory address where the Hookshot's current slot value is stored when we use the Hookshot, and it is used to determine which slot's counter the game should use when Link starts getting pulled. But what if we can get the Hookshot to look at different counters outside of its current ancilla slot? That's how this glitch is gonna work. Link is pulled 4px/frame until this counter gets back to 0. When the Hookshot connects with an object to pull Link to, the counter will decrement every frame as Link is pulled to the object. Normally, when Link uses the Hookshot, a Hookshot ancilla is loaded into Slot 4 and a counter in that slot will immediately be set to 0 and then increment every frame the Hookshot is extending. This article assumes familiarity with the Terminology section at Ancilla glitches, so make sure you read that or you could have trouble making sense of this stuff. 2.1 RAM Values Significant in Hookpushing.
0 Comments
Leave a Reply. |