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GlitchesAndStuff

The Wind Waker glitch - Storage (By GlitchesAndStuff)

Oct 31st, 2012
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  1. --Storage--
  2. Storage is the act of changing the game state to be in cutscene mode, without actually being in a cutscene. This can cause many glitches, some useful in speedruns and some not. To understand storage in The Wind Waker, you must understand how the game handles cutscenes.
  3.  
  4. • To understand storage, we should note the following rules:
  5. [there are two states of gamplay]
  6. [0 means normal gameplay mode, where link is fully controlable]
  7. [1 means cutscene mode, where controls are restricted ]
  8. [whenever we go in or out of a cutscene, the state is changed ]
  9.  
  10. • You can imagine normal cutscenes in the game like this:
  11. ~state of gameplay = 0
  12. ~going into a cutscene - (change state)
  13. ~state of gameplay = 1
  14. ~coming out of a cutscene - (change state)
  15. ~state of gameplay = 0
  16.  
  17. When we do storage, the game is tricked into going into gameplay mode 1 when we're actually not in a cutscene at all. This means that the next cutscene we enter will set our gameplay mode to 0 and the cutscene will be 'stored'. This means that the cutscene wants to play because it has been triggered, but it can't play because it's not in gameplay mode 1. In some instances this will just never allow the cutscene to play. In other instances (such as text storage), the cutscene will play when the gameplay state becomes 1 again and other instances of storage include the cutscene playing but the player having full control over link. You can see some of the useful cutscenes to store under the "Uses" section.
  18.  
  19. There are two current known methods of getting storage: Forest Water storage and Dry storage.
  20.  
  21. ---FOREST WATER STORAGE---
  22. *Found by Klydestorm
  23. (see the start of this video: http://www.youtube.com/watch?v=1N3GDe0eaIE)
  24.  
  25. Forest water is an in-game item obtained at Forest Haven. It has a 20 minute timer which displays a message when the time is up. When we do forest water storage, we pull out the wind waker on the same frame that the forest water message appears onscreen.
  26.  
  27. • You can imagine forest water storage like this:
  28. ~state of gameplay = 0
  29. ~going into the wind waker cutscene - (change state)
  30. ~message from forest water cutscene - [does not change state as it is on the same frame as the above step]
  31. ~state of gameplay = 1
  32. ~closing the forest water message cutscene - (change state)
  33. ~state of gameplay = 0
  34. ~canceling the wind waker - (change state)
  35. ~state of gameplay = 1
  36.  
  37. So here, we have closed all the cutscenes so we are free to control link but the state of gameplay is 1 so we now have storage active.
  38.  
  39. ---DRY STORAGE---
  40. *Found by ForgoneMoose, replicated by Abahbob
  41. (http://www.youtube.com/watch?v=aSVOFHMK-cU)
  42.  
  43. Dry storage is storage out of a wind waker dive, and is much more practical than Forest Water storage as it only requires the wind waker.
  44.  
  45. When wind waker diving off a ledge, cancelling the wind waker will put link into a falling state from a standing state, which you can notice because link's fall speed will suddenly decrease when a wind waker dive is cancelled in the air.
  46.  
  47. Pressing B to cancel the wind waker will only take effect 3 frames after B is pressed. So if B is pressed to cancel wind waker exactly 3 frames away from when link would touch the ground, the game attempts to put link into the falling animation, but link hits the ground on the same frame. This has a side effect of keeping link in the wind waker animation with free camera and removed HUD. Pressing B to cancel the wind waker in this state will cause storage.
  48.  
  49. • You can imagine dry storage like this:
  50. ~state of gameplay = 0
  51. ~going into the wind waker cutscene - (change state)
  52. ~state of gameplay = 1
  53. ~canceling the wind waker when hitting the ground - (change state)
  54. ~state of gameplay = 0 [game is still in glitched wind waker mode though]
  55. ~canceling the glitched state wind waker - (change state)
  56. ~state of gameplay = 1
  57.  
  58. So after cancelling the 'glitched state' HUDless wind waker, state of gameplay is 1, therefore we have storage.
  59.  
  60. ---USING STORAGE---
  61.  
  62. As mentioned above, this glitch can be used to interrupt cutscenes triggered.
  63.  
  64. • First we will take an example of a sign:
  65. ~state of gameplay = 1 [storage is active]
  66. ~reading the sign cutscene - (change state)
  67. ~state of gameplay = 0
  68.  
  69. In this instance, The cutscene consists of the text box from the sign reading cutscene. But this text will not show will not show up, because the state of gameplay is not cutscene mode (1). The game will instead show this text the next time the state of gameplay is put cutscene mode (1). So this text could be triggered by reading another sign, pulling out the wind waker, going through a door, or any other cutscene in the game. We say here that the text is 'stored' because we can trigger it later. Sign reading works the same as speaking to NPCs
  70. (As shown in this video: http://www.youtube.com/watch?v=1N3GDe0eaIE)
  71.  
  72. • Now we will take an example of a chest:
  73. ~state of gameplay = 1 [storage is active]
  74. ~starting the opening chest cutscene - (change state)
  75. ~state of gameplay = 0
  76.  
  77. Normally when a chest is opened, the game puts link into a state of being able to clip partially into things as it needs to push him towards the front chest regardless of any objects in the way. When we store a chest, the thing that we are truly 'storing' is getting the item inside the chest. A side effect of this is actually getting the clipping effect while being able to walk around. This can lead to various skips and tricks for speedrunning.
  78. (Used here to skip a boss key: http://www.youtube.com/watch?v=F2LmSIKcBTU)
  79.  
  80. • Example of wind waker 'camera lock':
  81. ~state of gameplay = 1 [storage is active]
  82. ~taking out the wind waker - (change state)
  83. ~state of gameplay = 0
  84.  
  85. Another use for storage is what we call 'camera lock' which is where we use the wind waker after getting storage to lock the ingame camera so that it is always facing link. The reason this happens is because pulling out the wind waker will store his wind waker animation, but a side effect of this is the camera locking. This can be used to perform superswims in the water, as holding up on the control stick will change link's direction every frame, which builds up extreme backwards speed in the water. This is explained further in the 'Superswim' section.
  86. (http://www.youtube.com/watch?v=VqL9KogfAA0)
  87.  
  88. --SUPERSWIM--
  89.  
  90. When link turns around in the water, the game is told to take link's speed and then reduce it by a little bit so that when he turns around he keeps going. We can abuse this feature of the game as this means that when link turns around several times very quickly, his speed will start decreasing to below 0. this allows for huge backwards speeds to be built up and can be used to travel across the ocean.
  91.  
  92. On console, it is very dificult to change link's direction in the water frequently enough to build this speed, however we can use the camera lock glitch to create this for us. By holding up on the analogue stick in the water, the game will be constantly turning link around every frame as the camera is always locked to be facing the front of him. In speedruns this is used to get places much faster than just using the boat.
  93. (http://www.youtube.com/watch?v=VqL9KogfAA0)
  94.  
  95. --DOUBLE STORAGE--
  96.  
  97. While the player has camera lock active, going into certain cutscenes will softlock their game (create a dead-end where the player can never control link). To avoid this softlock when superswimming to islands with an introduction cutscene, the player must get storage with camera lock already activated so that the introduction cutscene of that island does not play.
  98.  
  99. • How we get double storage:
  100. ~state of gameplay = 1 [storage is active]
  101. ~talking to the boat - (change state) [text is stored]
  102. ~state of gameplay = 0
  103. ~pull out the wind waker- (change state) [text is activated]
  104. ~state of gameplay = 1
  105. ~put away the wind waker - (change state) [but text remains up]
  106. ~state of gameplay = 0
  107. ~get dry storage [you can see a detailed description of dry storage above]
  108. ~state of gameplay = 1
  109. ~pull out the wind waker - (change state) [camera lock is now activated]
  110. ~state of gameplay = 0
  111. ~close the text that has been up - (change state)
  112. ~state of gameplay = 1
  113.  
  114. So at the end of this process we have camera lock which enables superswim but we also have storage activated, which will stop any cutscene we come into.
  115. (This video shows the process: http://www.youtube.com/watch?v=Z2qeXfyvaac)
  116.  
  117. --DOOR STORAGE--
  118.  
  119. When link opens a door, the game must give him the ability to walk through walls, so that he can actually walk into the door (as the game actually keeps the door solid despite it looking like it's open). We can use stored text to interrupt this cutscene which in turn allows link to walk around anywhere on the map while being able to walk through walls, with the drawback of a completely white screen.
  120.  
  121. • How to get door storage:
  122. ~state of gameplay = 0 [text is already stored]
  123. ~pull out the wind waker- (change state) [text is activated]
  124. ~state of gameplay = 1
  125. ~put away the wind waker - (change state) [but text remains up]
  126. ~state of gameplay = 0
  127. ~open the door - (change state)
  128. ~state of gameplay = 1
  129. ~close the text - (change state) [door cutscene is interrupted]
  130. ~state of gameplay = 0
  131.  
  132. This is used in speedruns to get to the pirate ship without finding out the password on Windfall.
  133. (You can see this done in the world record speedrun)
  134.  
  135. ----------------------------------
  136.  
  137. -Links and Info-
  138. http://zeldaspeedruns.com/tww/ - Good for a wide range of wind waker glitches.
  139. http://speedrunslive.com/ - A good place to find wind waker speedruns and runners.
  140. http://www.youtube.com/user/abahbob - Useful and interesting glitch documentation.
  141. http://www.youtube.com/user/Glitches0And0Stuff - My youtube, wind waker glitch videos
  142. http://www.youtube.com/user/KlydeStorm - Lots of old wind waker glitch videos
  143.  
  144. If you have any questions, or don't understand something I've put here then feel free to send me a PM on youtube or twitch, I'll respond to it as soon as I can.
  145. (My twitch username is GlitchesAndStuff)
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