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Copy file name to clipboardExpand all lines: USER_MANUAL.md
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@@ -103,12 +103,13 @@ This menu allows you to change the HP, Max HP, FP, Max FP, held items, and statu
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* Whether you pressed too many buttons in a short period of time for the guard/superguard to be accepted.
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* Whether the attack can be superguarded or not (will only be displayed if you tried to superguard it).
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10.**Art Attack Hitboxes** displays boxes around enemies in battles when using Art Attack. While this display is active, you can hold Y while using Art Attack to pause the timer that is used to check how long you are able to use it for.
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11.**Effs Active** displays the amount of **eff**s active out of the maximum valid amount. In this context, **eff**s are pieces of graphical FX, such as the dust that is created when Mario is walking.
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12.**Yoshi Skip** displays various information about performing this skip. The main timer (labeled YST) is set to reset and start running once you leave a battle, and pauses once you press A. You can also manually reset this timer by holding Y for two seconds.
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13.**Palace Skip** displays various information about performing this skip. The main timer (labeled PST) is set to reset and start once you leave the pause menu, and pauses once you press X. You can also manually reset this timer by holding Y for two seconds. **PhaEmy** keeps track of the Y coordinate for the phantom ember, **ItemTimer** keeps track of the timer for the current item in the field, and **ParY** keeps track of your partner's Y coordinate.
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14.**Bridge Skip** displays various information about performing this skip. The first field in this display is how many frames early/late you were with pressing A. If you press A on the correct frame, then the counter will remain at 0. You can also manually reset this counter by holding Y for two seconds. **HRP** is the pointer to the area of ground in the current room that you will respawn at upon touching a hazard. In order for **Bridge Skip** to work (as well as any other **Hazard Respawn Glitch**), this pointer must not be set, in which the value will be `0x00000000`.
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11.**Memory Usage** displays various memory information about each heap in the game. Each heap will use two lines: One for the **used** portion of the heap, and one for the **free** portion of the heap. The current amount of chunks for each heap will also be displayed, which is labeled as **cks**. It should also be noted that the information for a heap will not be displayed if the heap is corrupt.
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12.**Effs Active** displays the amount of **eff**s active out of the maximum valid amount. In this context, **eff**s are pieces of graphical FX, such as the dust that is created when Mario is walking.
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13.**Yoshi Skip** displays various information about performing this skip. The main timer (labeled YST) is set to reset and start running once you leave a battle, and pauses once you press A. You can also manually reset this timer by holding Y for two seconds.
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14.**Palace Skip** displays various information about performing this skip. The main timer (labeled PST) is set to reset and start once you leave the pause menu, and pauses once you press X. You can also manually reset this timer by holding Y for two seconds. **PhaEmy** keeps track of the Y coordinate for the phantom ember, **ItemTimer** keeps track of the timer for the current item in the field, and **ParY** keeps track of your partner's Y coordinate.
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15.**Bridge Skip** displays various information about performing this skip. The first field in this display is how many frames early/late you were with pressing A. If you press A on the correct frame, then the counter will remain at 0. You can also manually reset this counter by holding Y for two seconds. **HRP** is the pointer to the area of ground in the current room that you will respawn at upon touching a hazard. In order for **Bridge Skip** to work (as well as any other **Hazard Respawn Glitch**), this pointer must not be set, in which the value will be `0x00000000`.
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* Note: **Bridge Skip** will be possible in the PAL version of the game when this display is active.
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15.**Blimp Ticket Skip** displays various information about performing this skip. The up-right timer (labeled **URT**) is set to reset and start running once you leave the pause menu, and pauses once the held stick angle reaches 25 or higher on JP, and 27 or higher on US/EU. The straight-up timer (labeled **SUT**) is set to reset and start running once you leave the pause menu, and pauses once the held stick angle is 0.00. Both of these timers can be manually reset by holding Y for two seconds.
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16.**Blimp Ticket Skip** displays various information about performing this skip. The up-right timer (labeled **URT**) is set to reset and start running once you leave the pause menu, and pauses once the held stick angle reaches 25 or higher on JP, and 27 or higher on US/EU. The straight-up timer (labeled **SUT**) is set to reset and start running once you leave the pause menu, and pauses once the held stick angle is 0.00. Both of these timers can be manually reset by holding Y for two seconds.
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### Warps
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This menu allows you to warp to various places around the game. You have three separate options to choose from:
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