Origin Warp

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Revision as of 03:27, 1 August 2023 by Auride (talk | contribs) (→‎Applications: adding sei-an OW for getting from himiko's palace to commoners' faster)
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Note: This page describes a glitch, trick, or exploit. To see others, click here.

Explanation

After voiding out and certain other actions, Amaterasu will be respawned on the last solid surface she stood on. The exact such list of actions is as follows:

  • Voiding Out (i.e. touching a void plane)
  • Drowning in water
  • Falling into poison water
  • Falling into lava without the Fire Tablet equipped
  • Succumbing to a cursed zone
  • Dying and respawning using a full Astral Pouch

The "last solid surface touched" variable will only be updated when Ammy is in a grounded state on a collision polygon which is labelled internally as normal ground. There are various cases where the respawn point won't update, instead retaining its last value:

  • While Ammy is in the air
  • While swimming
  • While in a cursed zone
  • While standing on non-solid collision, such as most slopes, lilypads, and moving objects
  • If Ammy jumps the first possible frame when landing on the ground. This is called a 1-Frame Jump or "1FJ" for short.

When first loading into a new map (e.g. by going through a loading zone, using a mermaid spring, loading a save, etc.), Amaterasu's respawn point is initialized to (0, 0, 0), called the maps "origin point". If she jumps on the first possible frame, the respawn point will remain at the origin. By then, for example, voiding out, without touching the ground, the game will respawn Ammy at the origin. This is known as an Origin Warp or OW. For most maps, the origin is an out-of-bounds location, but in some cases it is a useful location to be warped to.

In many cases, performing an Origin Warp is as easy as jumping into water near where Ammy loads in. In other cases, KT's or 1FJ's may be used to keep Ammy off the ground while traveling to a place where a respawn can be triggered.

In a similar vein to OW, it is possible to jump on the first frame after a loading zone within a map (e.g. from an interior to the outside, or vice versa), which leaves Ammy's respawn point set in or behind the entered loading zone. This can be used to get behind short loading zones in many houses.

Documentation explaining when to jump to set it up correctly (only useful for TAS as of now) https://youtu.be/SnGqj1KZSmM

Applications

Origin warp is possible in almost every location, but only a few locations have proven to be useful in runs. These are explained in detail, but a nearly-complete list of all origin points can be found here: https://docs.google.com/document/d/11VeokQNVGnWjtICilrUVeSxM6hvfzSDiYu1x-nMfJBA

Gale Shrine Origin Warp

"Darkstep" found by lEternalDarkness

Hold a direction when entering Gale Shrine If you hear footsteps you didn't get the initial jump If you don't hear footsteps you got the right frame

In NG+

This warp is used in NG+ to warp from the entrance of Gale Shrine to the elevator in order to quickly obtain Galestorm. This is done by first entering Gale Shrine to clear the initial cutscene. Exit, re-enter and jump on the first frame. This can be repeated until the jump is successful. Then sleepwalk down the hallway and over the invisible wall to void out. After landing in the elevator, KT up one floor and go toward the balcony. KT over the invisible wall and clip into the bottom of the top platform to obtain Galestorm.

Video tutorial for Gale Shrine origin warp: https://youtu.be/zP8QxOk26E4

In NG

This warp is used in NG to warp from the entrance of Gale Shrine to the elevator in order to quickly obtain Galestorm. This lets you skip the entire dog quest saving around 10 minutes. First you must damage outside of galeshrine. This is so you dont clear the Yastu cutscene. The fastest way to take damage is to do a double jump tackle onto the clover ledge in taka pass. then go to the burning chest and take 8 hits of damage, sometimes 9 depending on how fast you are. Then you enter Gale Shrine to clear the initial cutscene. Exit, re-enter and jump on the first frame. This can be repeated until the jump is successful. Once you get the initial jump, you must do at least 6 1 Frame Jumps all the way to the Yastu cutscene. You then want you do an air tackle into the cutscene right above the ground to trigger Sleepwalking and go to the door and take damage killing ammy. If you did everything correctly, you should warp to the elevator.

Oni Island Origin Warp

This warp is used in NG+ to warp from the entrance of Oni Island to the top of the mountain in order to quickly obtain Thunderstorm. This is done by jumping on the first frame after entering Oni Island, then Sleep Walking across Otohime and jumping into the small lava pool to drown quickly. She will respawn in roughly the center of the volcano and Catapult Jump up near the peak. You can then KT a few times to reach the slope above the Gekigami statue and simply slide down until within range for Rejuvenation.

Demonstration: https://youtu.be/PoVZ93oka28?t=2990

Sei-an Aristocratic Origin Warp

In routes which leave Himiko's Palace and head directly to Sei-an Commoners' (e.g. going to Oni Island after defeating Evil Rao), around 7 seconds can be saved (compared to simply running directly) by performing an Origin Warp from the loading zone from Himiko's Palace. Due to the spawn point being 2.5 units above the ground, there is a 3 frame window for performing the initial jump.

After that, a KT can be used to Sleep Walk a short distance, followed by performing Himiko's Palace Escape, before voiding out in the cursed zone. Ammy will then spawn underground below the bridge. This will initiate a Catapult Jump which is cut short by air tackling as soon as Ammy is above ground (otherwise, she would be stuck to the underside of the bridge until her upwards momentum decayed to zero via gravity).

Demonstration: https://youtu.be/XwV6MJKNAD4

Alternatively, instead of Sleep Walking, you can perform one or two 1 Frame Jumps, to make this possible in NG.

Demonstration: https://twitter.com/legoerofeggos/status/1541187404354052096 (mirror)

History

Origin Warp was first discovered by Raku and demonstrated in this video posted on 08 January 2016: https://youtu.be/935jsU1JsEE, where it's performed in Ezofuji after Ark Escape, removing the need for a frame-perfect initial jump due to spawning in the air.

Further understanding of Origin Warp would begin on 02 February 2018 when Raku posted this Twitter video: https://twitter.com/enraku_E/status/959449278807621632 (mirror), where it's performed in Agata after loading a save at the Origin Mirror in front of Madame Fawn's hut. By 04 February, DriftingPancake (AKA Cerpin/medibisu/zlamp) had determined that the glitch teleports Ammy to coordinate (0, 0, 0).

1 Frame Jumps were discovered by Mungaru on 19 March 2019 and demonstrated in this Twitch video: https://www.twitch.tv/videos/397818040

Gale Shrine Origin Warp from the entrance from Kusa Village via KTs and/or 1FJs was first theorized by Mungaru on 19 March 2019. It was first demonstrated via KT's by Cornchunks on 25 March 2019 in this Twitch video: https://www.twitch.tv/videos/401322489

Oni Island Origin Warp was first determined to be a faster means of reaching Thunderstorm by Cornchunks on 28 March 2019 and documented in this video: https://youtu.be/BXviFVMe0Yg. It was originally performed by KTing over the invisible walls to the sides of Otohime and drowning in the water.

Astral Pouch Origin Warp was first theorized by Groobo on 23 Jan 2021, and first demonstrated by lEternalDarkness on 26 Jan 2021 in this Twitch video: https://clips.twitch.tv/SuaveZealousPoultryResidentSleeper

Using Astral Pouch Origin Warp without KTs using 1 Frame Jumps was first proven to be possible by lEternalDarkness and first demonstrated by him on 17 Mar 2021 when he posted this video: https://www.youtube.com/watch?v=8pjgSRt5MMo