Exodus122
Epona Push into Grotto
updated
You can perform a Deku Spin out of a run to get just enough speed to clip out of bounds in the Laundry Pool using no items. You want to begin holding down on the frame before you clip to kill your forward momentum and start moving you to the out of bounds water as you fall. When you enter the water, you get teleported to the top and start hopping. Then you can fall out of bounds again and go far enough to reach more out of bounds water right next to the loading zone. You once again get teleported to the top of the water and can hop into the loading zone.
By pausing on certain frames of the triple-slash or jumpslash animation, then repeatedly pausing without allowing a frame to advance, the hitbox of you sword increases. If you pause enough times, it can reach Gohma on the ceiling. While on the ground, Gohma can only be stunned by Deku Nuts or the Slingshot. While hanging from the ceiling, however, just about any damage source will stun her. Using this we can defeat Gohma using only a sword.
First, warp away from setting your scarecrow song with a frozen trade item timer. Then pull ocarina and play 20+ notes (making sure to hold the previous note while you input a new note) and the Frog song will be modified. Most of the time you will write invalid values, which crashes the game when you try to start the minigame. If you play exactly 20 notes, as shown in the video, you can write values that form a valid song and don't crash the game.
For reference, the original frog song is:
A L R D L R D A D A D R L A
The song I modified it to is:
D A D R L R A A D A D R L A
Original scarecrow's song corruption video by Hylian Freddy: youtube.com/watch?v=99OANXtFFbc
I tried it on a climbable wall and it gives Down A. Down A is a glitch which allows using restricted items in areas they can't normally be used, such as Farore's Wind in the overworld, so this might be useful somewhere.
I look at textures on the ground as visual cues for where to go to load and unload the rooms: imgur.com/a/Dv8tZGT
In the upper image I look at the top and bottom of the light spot on the ground. You should aim to go past it and that black mark on the ground (above the green arrow) to be fully in the Darunia room. You should aim to go below it (below the orange arrow) to have both rooms loaded. In the second image, you want to roughly aim for the green zone to be fully in the main room, and the orange zone to load both rooms.
This is the order that the rooms need to be loaded:
1. Main room loaded only (this is your initial load from DMT)
2. Walk fully into the Darunia room to unload the main room.
3. Walk back into the load area to have both rooms loaded
4. Walk back fully into the Darunia room.
5. Walk back fully into the main room.
6. Walk back into the load area to have both rooms loaded.
7. Walk back fully into the main room.
8. Walk back into the load area and do one of the 3 position setups below.
-The first setup is two backflips, sideroll, then two horizontal slashes. You need to wait for the first slash to finish before slashing again.
-The second setup is backflip, neutral roll forward, backflip, backflip+pull sword, forward sword lunge, then horizontal slash.
-The third setup is just align link's feet along the very bottom of the light part of the ground (roughly even with the orange arrow) then sword lunge forward. The position to stand before the lunge is somewhat precise. You need to barely be far enough forward that the main room is unloaded (the rolling goron sound effect will stop playing when the main room unloads, so that is a decent audio cue).
The song of time blocks disappear when you enter the black loading plane from the lava room side. By slashing on the very edge of the load trigger, you can load the lava room for one frame, then switch back to the ice arrow room. The game attempts to unload the song of time block's collision, but it ends up unloading a chest's collision instead.
Why this works:
One of the hookshot targets in the lava room disappears when you step into the black loading plane. By slashing on the very edge of the load trigger, you can load the main room for one frame, then switch back to the statue room. The game attempts to unload the hookshot target's collision, but it ends up unloading the goron statue's collision instead.
Tech found by bliny: youtu.be/Ty73U0yhzgs
This trick is performed by climbing a wall, then climbing towards a side wall to get close to it. Then, press Right for 1 frame, then hold Up. Link will clip partially into the wall and, if hit by an explosive on the correct frame of the animation, will go all the way through.
Kossio found this trick and posted in the rando discord and I made a setup. Haven't seen this strat before. Stand in that corner then sidehop into the boulder. Do a horizontal slash then 7 jumpslashes (not holding anything on the control stick) and you should get the token.
For reference, these are the speeds of most hover boots tricks:
-Hoverslide: 18
-Slash boulder + equip hover boots: 10
-Hammerslide: 10
-Slash Armos with Deku Stick or Default Damage: 10
-Take damage + equip hover boots: 7
-Crouch stab recoil: 6
-Slash wall + equip hover boots: 4
Angle setups:
Adult left-side red ice:
-target the wall then sidehop and sideroll to the right, then retarget, and do 1 right ess turn.
Adult right-side red ice:
-target the wall then turn around for the angle
Adult map gate:
-target the wall then turn around for the angle
Child left-side red ice:
-target the wall then sidehop left and sideroll, then retarget, and ess turn right 2 times
Child right-side red ice:
-target the wall, turn around, ess turn right 6 times
Once you have the angle, perform a triple slash (by mashing or timing B), then start holding Z at just about any point during the third slash. When the third slash hits the right wall, look at the color and position of the sparks to know which frame to pull a first person item. It is the frame after they turn bright blue. Sometimes the sparks are offscreen so it can be hard to tell if you are on the right frame. Once you have clipped, hold the first person item button, then release Z, then press A a few times to cancel the first person view. If you don't do that, you might clip back through.
This method uses a different heap manipulation and requires Fairy, Fish, Slingshot, and a Deku Nut. Instead of overwriting the Deku Nut category with a randomly generated fish floating point value, this method uses part of a floating point value in a fairy actor which is consistent and depends on Link's facing angle.
Steps:
1. Enter the Beamos room and let the timer run out to rearrange the actors on the heap to a more desirable order, then kill the Lizalfos.
2. Do the angle setup to get angle 0x3be5. Other angles will work, this was just the first one I found that works.
-target the wall for the initial angle
-go in the corner, do 7 rolls, then target the beamos for angle 0x3315
-untarget and use c-up to look down, then hold z and cancel c-up to keep the angle
-ess turn left 98 times (about 1.75 full rotations) to 0xfe75
-2x sidehop+sideroll left for 0x3cf5
-ess turn left 109 times (about 2 full rotations) to 0x3be5
3. While holding z to keep your angle, get close enough to the beamos so you can stun it with a deku nut throw
4. Shoot a deku seed, then immediately press A then deku nut to throw the nut as the seed is flying. The deku nut needs to be loaded after the slingshot seed. This is pretty precise.
5. The beamos checks which type of actor is hitting it for 12 frames and will begin counting down. When it reaches 5, the deku nut has unloaded. You have a 5 frame window between when the timer is 5 and 1. During this 5 frame window, drop a fish and use a bottled fairy.
6. The beamos is still looking at the value which held the deku nut actor category (which is 8), but it will be overwritten by the fairy actor with the value 3, which corresponds to an explosive actor. The beamos will explode.
Memory addresses:
-Timer for beamos checking which actor is hitting it: instance + 0x11A
-Actor hitting the beamos: instance + 0x4F8
Pausing over and over again gives you extra distance each time you pause. There is a limit to how far you can go though, and I go that distance in this video.
My old Epona Push videos:
youtube.com/watch?v=eqGGy0d1Uqk (bypassing a loading plane in OoT)
youtube.com/watch?v=5F-yEoxla94 (entering a grotto in OoT)
youtube.com/watch?v=5mB-YpFVuGE (entering a grotto in MM)
Angle setup by me, and dotzo came up with the part from clipping to landing in the silver block
Roll straight forward until you get to the edge of the red carpet, then sidehop right and sideroll, and release target as soon as possible during the sideroll (this is a 4 frame window). Turn around and sidehop left twice then backwalk to the corner. Once link is standing up completely, shield drop two bombs when they are completely over link's head. Roll then backflip to clip. Pull the sword during the backflip (optional, but saves frames). When you land, press b to swing, then start holding left during the swing. Switch to holding up on the control stick as soon as link starts to jump and you should land in the silver block.
First I perform a heap manipulation by letting the timer run out to reload the room, then kill the two dinolfos. I drop a fish and wait several seconds until it is about to disappear, then throw a deku nut at the beamos. While the deku nut flash is hitting the beamos, a 12 frame timer starts ticking down (at instance + 0x11A), as the beamos closes its eye. During each frame of the timer, the beamos checks if the actor hitting it (at instance + 0x4F8) is an explosive (value 3), and if so, it explodes.
When this timer reaches 5, the deku nut has unloaded. The fish should also be unloaded at this point if timed correctly. This gives you the remaining 5 frames to load another actor in the deku nut's place. Dropping bugs will overwrite the memory previously used by the deku nut with various data about the bugs, such as position. The timer is frozen during the bug dropping animation.
With this heap manipulation, the beamos will read part of a random floating point number in a bug actor as the type of actor which is hitting it. The value read could be anywhere from 0-255. With good RNG, it can read a 3 on one of those 5 frames and the beamos will explode.
After a few attempts I got it to read the value 3, and showed you can get early explosives in GTG with this, just using deku nuts, a fish, and bugs. There may be a way to do this without RNG in the future, using a different heap manipulation. More research needs to be done.
1. Before obtaining a deku stick for the first time, RBA a fairy to have a non-zero deku stick count.
2. Bottle dupe over the Deku Stick slot using the missile-teigneux glitch. To do this, enter a new area, then use a bottle item, then pause. The cursor will be on the empty Deku Stick slot. You can then equip it to C to dupe over it. Doing this will cause you to have a Stick Capacity of 0, shown here: youtube.com/watch?v=fEGR3hHReHA
3. Savewarp with bottle on B to get a Deku Stick on B.
4. With the deku stick in your hand, collect another stick.
5. The stick in your hand will now be unbreakable when you jumpslash with it. You will not be able to swing it normally.
Why this works:
Sticks cannot be broken if you have a deku stick count of 0. Collecting a deku stick with 0 Capacity will set your count to 0.
Another way to do this is get a Deku Stick, RBA Pocket Egg for 0 Stick Capacity, then get another stick while you have a stick in your hand.
This uses the glitched damage value effect of Quick Putaway I found a few months ago:
youtube.com/watch?v=Rp5j3v29jZk
youtube.com/watch?v=s1hEaNWkNKM
youtube.com/watch?v=Rp5j3v29jZk
youtube.com/watch?v=s1hEaNWkNKM
Press A to put away the stick on the first explosion frame to get quick putaway, then do a broken stick setup for the glitched damage value. Get navi ISG off the torch.
For the staircase hover:
Drop the chu on about the 8th-9th flash, then turn around.
Wait for it to explode, then z target for 1 frame, then backflip with shield on the next frame.
Once link is standing up in the hover, instant shield drop a bombchu, and backflip on the first two frames he has the bombchu out. From there do 1 chu hover against the wall (look at link's breathing to time it) for some additional height (you might need more hovers if you time the hover incorrectly and don't gain much height). Finally, pull stick and backflip.
github.com/Savestate2A03/oot-angle-finder
Normally when a Deku Stick is lit, a two-byte timer gets set to 315 and counts down by one each frame to 0. When it gets close to zero, the stick begins to burn away and disappears.
However, when you quickdraw Deku Stick with Slingshot in hand (recently found with damage in OoT 3D by gabyelnuevo: youtube.com/watch?v=CrisXxy0PGw, and is doable in Dodongo's Cavern without explosives: youtube.com/watch?v=gZI7__zx9QU), then light the stick, you get an effect known as "Deku Spear", which sets the timer to -314 instead. The timer counts down from -314 to -32768, then underflows to 32767, then counts down to 0, and starts to burn away a few seconds before reaching 0. This means at 30 FPS the Deku Spear takes approximately 36 minutes and 14 seconds to burn away. I jumpslash just before it reaches 0 to light two bomb flowers and lower the staircase.
The timer is used to calculate the size of the Stick, so when it is becoming an increasingly large negative number, the Stick is growing downwards, then when it underflows to a large positive number, it becomes very long upwards. The stick cannot light bomb flowers while extremely long because it extends far outside of the map you are standing in, so the tip is too far from the bomb flowers to light them, unless you quickly aim the bottom of the stick at a bomb flower immediately after getting Deku Spear.
The bomb flowers in the staircase room are too far away to do this, so we have to wait the full 36:14 for it to burn away, and become small enough to light the bomb flowers. I cut out the waiting part of the video to show that you can lower the staircase with this.
-Quick Putaway
-Burning Deku Stick
-Blank A (1.0 only)
-Down A (1.0 only)
youtube.com/watch?v=Rp5j3v29jZk
youtube.com/watch?v=s1hEaNWkNKM
I activate timestop, close the music staff, then call Navi right as I go back into range to bring the music staff back up. Then I play a warp song and select Yes to talk to Saria. Saria's Song text can unfreeze stopped timers, so this might be useful somewhere.
How this works:
If you interrupt the Navi call textbox with another textbox, that second textbox will be up, but the game also considers you as "talking to Navi".
Whenever you are "talking to Navi", the game checks if the current text box is a "Choice text box" (one with multiple options, usually Yes and No). If there is a choice text box active and you are talking to Navi, the game assumes you played Saria's Song, and the choices are for talking to Saria or not. So the first option acts as if you are saying yes to talk to Saria.
I figured this out by investigating how this old trick works:
youtube.com/watch?v=yfQ5MqcDm1k
For an in-depth explanation of how the glitched damage value works, check here: pastebin.com/nmNF9698
00000004 Slingshot
00000020 Bow
00000040 Hammer Swing
00000100 Kokiri Sword Slash
00000400 Biggoron Sword Slash
00000800 Fire Arrow
00008000 "Spirit" Arrows (unused weapon leftover from development)
00200000 Light Magic (can activate sun switches and burn Spirit Temple Statue face)
For an in-depth explanation of how the glitched damage value works, check here: pastebin.com/nmNF9698
-Deku Nut
-Deku Stick / Thrown Pot
-Slingshot
-Boomerang
-Master Sword Slash
-Biggoron Sword Slash / Giant's Knife Slash
-Ice Arrow
-Shadow Arrow (unused weapon leftover from development)
-Din's Fire
-Ice Magic
-unknown
-Kokiri Sword Jump Attack / Broken Giant's Knife Jump Attack
-Biggoron Sword Jump Attack / Giant's Knife Jump Attack
-unknown
For an in-depth explanation of how the glitched damage value works, check here: pastebin.com/nmNF9698
These are the attacks it uses (some of these will have a greater priority than others):
-Deku Nut
-Deku Stick / Thrown Pot
-Slingshot
-Boomerang
-Master Sword Slash
-Biggoron Sword Slash / Giant's Knife Slash
-Ice Arrow
-Shadow Arrow (unused weapon leftover from development)
-Din's Fire
-Ice Magic
-unknown
-Kokiri Sword Jump Attack / Broken Giant's Knife Jump Attack
-Biggoron Sword Jump Attack / Giant's Knife Jump Attack
-unknown
pastebin.com/nmNF9698
Quick Putaway video by gabyelnuevo
youtube.com/watch?v=DqRCb--3_B8
Burning a Web with Blank A by Zas
youtube.com/watch?v=wZRZ9IlHWq8
This does not happen when opening the chest in Forest Temple, because that chest uses the chest content value for Fairy Bow, not Quiver 30. You can RBA the Quiver 30 item to modify an unused byte which would correspond to your Small Key Amount in Jabu Jabu's Belly. The slot it goes in depends on the version. I have listed the effects below:
-NTSC 1.0/ NTSC 1.1: Sets your Deku Nut Amount to 74
-NTSC 1.2 / PAL 1.0 / PAL 1.1: Sets your Ocarina Amount to 74 (unused)
-All GameCube versions except the MQ disk: Places Quiver 30 in your Bottle 3 Slot
-MQ Disk - Places Quiver 30 in your Bottle 4 Slot
-iQue - Sets unused flags in Deku Tree
Blini's DMT Heap manip video: youtube.com/watch?v=0lyLx2JJgVo
goron city doors:
d124 plays the door opening cutscene over and over
d330 hides HUD (for the cutscene)
goron:
3370 large red thing
3878 gives spooky mask continuously
67ac locks camera on pot. attempting to pull statue in darunia's room softlocks
7960 stopped rolling goron text (softlock)
7e84 hides HUD
7f44 hides HUD
pot:
c134 keeps showing destroyed pot animation
c3bc keeps showing destroyed pot animation with white smoke
c6dc plays a pot sound effect repeatedly
c6f0 plays a pot sound effect repeatedly
c900 plays sound effect and cant pick up
fairy:
02c0 gives red/green fairy trail
08a8 darkens the area (like during fairy revival cutscene)
sound effect actor:
2df0 plays a sound effect repeatedly
To do this, use the same setup as pot chest:
youtube.com/watch?v=lyfQ8XF_ML0
EE6C = warps you to the web grotto when you jump off a ledge or drop the pot
F020 = attach yourself to the pot (like death hole glitch)
F120 = allows you to pick up and carry around the giant grotto
To do this, use the same setup as pot chest:
youtube.com/watch?v=lyfQ8XF_ML0
-Destroy the right pot.
-Target the wall in the corner.
-Backflip, sidehop right, and sideroll.
-ESS tap to the right twice.
-Turn around.
-Your sideroll will be to the left now so walk forward and tap z to reset it to a right sideroll.
-Sidehop into the corner then neutral roll 3 times.
-Crouch stab the wall and pull out a bombchu.
-Drop the chu on about the 8th red flash and immediately do a sideroll superslide by holding slightly down and mashing A.
-Release Z and R when you are in Darunia's room and continue the rest of the setup: youtube.com/watch?v=gGS-OEBaEvg
-Make sure the pot does not break. If it breaks, you dropped the bombchu too late, so it was too close to the pot.
I made a list of all items we can get from it on the US version here: docs.google.com/spreadsheets/d/1KwuvEWxijcRxigwJZVL3JnB9760FJIIH8tjTKcjck1k/edit#gid=1805927783
Follow the instructions in that video to modify the chest contents with SRM. To get Twinmold's Remains, target that wall then ESS tap 8 times to the right and place the invisible thing you are carrying. Opening the chest will give Twinmold's Remains. This particular item will crash on N64 but works on VC.
Stale Reference Manipulation (SRM) is a glitch which lets you overwrite actor data or code by unloading an actor which is attached to another actor, then loading something else in its place. In this video, I grabbed a rupee with the Zora Fins, unloaded the rupee, and loaded the owl in its place to modify the Owl Statue data. I worked together with Fasch to find Moon Warp.
Using SRM, we can modify a variable in the Owl Statue which keeps track of which owl statue you saved at. In this video, I modified it to be 14, which is not a normal value for an owl statue. Instead, this value will take you to a location depending on how many ocarina notes you played the last time you pulled out the ocarina (from 0 to 8). I played 6 notes, which is an entrance to Majora. Fasch had the idea to manipulate this variable to 14 and warp to the Moon.
In order to accomplish this, I needed to enter the Southern Swamp from the Woods of Mystery. I dropped a bomb and shot two deku bubbles before going past the loading plane to load a rupee at a specific part of memory. Next, I took the rupee to the loading plane and threw the Zora Fins. After the Zora Fins grabbed the rupee, I turned the camera to prevent the rupee from being on screen as I loaded the other room. In that room I dropped a fish and a bomb, in order to load the Owl Statue at another specific part of memory. I reloaded the room with the owl statue with a very precise position and caught the Zora Fins on the same frame I loaded the room. This overwrote the Owl Save Location variable to 14 and also matched the Object Bank ID to be 11, which is required to not unload the statue. Finally, I played 6 notes on the ocarina and saved at the owl. Reloading the save brought me to Majora.
Shoutouts to GlitchesAndStuff for finding the boomerang SRM glitch which made this possible. Also thanks to Fig, Fasch, and others for researching SRM with me.
In order to perform the SRM, enter Southern Swamp from the Woods of Mystery. Before going past the loading plane, drop a bomb and shoot 2 deku bubbles. All three should still be loaded when you load the new room (you can also shoot 3 arrows instead of the bomb and 2 deku bubbles, that also works and is a bit easier). The rupee should load at 80448F30. Bring the rupee over near the loading plane and throw the Zora Fins. Make sure one of the fins grab the rupee then cull it by turning the camera away from it as you load the other room. While in the other room, drop a fish and pull a bomb, Go back into the other room before the Zora Fins reach you and you should overwrite the Owl Statue Parameters. In this video it just disappeared because I did not match the Object Bank ID, 0B. In order to Moon Warp, you need the Z coordinate it writes to be of the form xxxE0Bxx, and you need to play 6 notes on the ocarina (6 corresponds to an entrance to Majora). You also may need to catch the Zora Fin on the first frame you load the area with the Owl Statue.
Also shoutouts to GlitchesAndStuff, Fig02, and others for their SRM research which made this possible. For more SRM videos, check these:
OoT- Edit Chest contents in Dodongo's Cavern:
youtube.com/watch?v=FX_1u7JaYLc
Explanation:
youtube.com/watch?v=_7E4dFD8Bmw
OoT- Edit Chest contents in Ice Cavern:
youtube.com/watch?v=J-cEWfIaKr4
OoT- Arbitrary Code Execution:
youtube.com/watch?v=RoEmGCNsbno&t=1s
For more videos of this concept by Blini and me, check here:
youtube.com/watch?v=OunVyMiqqzU
youtube.com/watch?v=b6_imztR70I
youtube.com/watch?v=5GNgn-M64vk
youtube.com/watch?v=8TyM1lGxpCA
youtube.com/watch?v=ocimEx7Ug_k