natalyahasdied
Forest Temple Gold Skulltula Strat
updated
side note: this also does not remove the fish from your bottle, at all....
i think most people have noticed link mounts from the same Y coordinate as where you're standing but the XZ of epona when you do RCE
you can use death to break out of this mount on the first frame, instead of using SoDT storage like in MM
to die on epona, you need to either drown, or burn to death (from poe flames), but with poe flames, the burning happens so quickly that it's not really very easy to do quickly enough to gain a meaningful Y coordinate difference
Edit: a variation of this is super ancient jaytheham.com/zcw/Ocarina_of_Time_Swordless_Link_-_Under_Zoras_Ice
Read this if you are bored
It's been known for a while that KZ is very particular, you need to have the camera directly facing him to talk. You can Z target while talking to pan it away, and he doesn't finish talking correctly. You can tell because the A button will no longer say Talk if you succeed the glitch. Then just use your favorite "event" textbox, either Saria's Song or the minigame expiry textbox, to trigger text transfer
Camera pan KZ text glitch only works on 1.0/1.1 because they changed his dialogue range, and maybe something else in the code
However, MrCheeze noticed that like rupeeAccumulator, the minigameState variable used for tracking this isn't cleared. This is one of several things in game that carries over between files, including Saria's Song, rupeeAccumulator (the ticking of the rupee counter), and the pause subscreen. There's probably several others, but we haven't found anything else that sticks out so much yet (a lot of stuff gets cleared upon loading the file for example)
This is the same idea as the bombchu scamming buy glitch in MM, but very few shopkeepers allow you to do this. As the price needs to both be large initially to give you time to get through OoT's slow shop textboxes, and the second item bought needs to be small to still have enough after having ticked down so much
Is this useful? Not really, unless you have some obscure challenge you're doing. The scrolling is close to frame perfect
This is very similar to the glitch blini found with various textboxes and likely works on the same mechanic, but that glitch does NOT let you walk around in the textbox and I don't think it works on Ruto's
The second one is brand new. Normally, when you trade for Biggoron's Sword with Broken Knife on B, it will restore the B button to be the full Biggoron's Sword. However, in the code for this, it does a math on your swords in inventory. So if you're missing either Kokiri Sword or Master Sword, it will fail to restore the Biggoron's Sword to B, despite it being full after trading.
This second one was found by MrCheeze today and a snippet of the code can be seen below:
cdn.discordapp.com/attachments/82991320754294784/876233512028626964/unknown.png
Specifically, ALL_EQUIP_VALUE(EQUIP_SWORD) == 0xF ; This condition only triggers if you have all 3 swords plus the "broken giants knife" flag
After doing both glitches, I show what happens if you complete the trade with no glitches (it puts the correct sword on B)
Apparently this should run into the same camera coordinates crash at 32,728 but doesn't because I'm on emulator
This mashing isn't super feasible for a human being to perform on console. It can be performed on Wii U VC using the home menu to buffer the frames
I'm not sure if there's any ledge close enough to a chest in this game, but off the top of my head I don't think there is. Fish push is incredibly small amount of units of push per frame so moving large distances is a no
You need to do Phantom Twinrova, then do DF cancel + shield delay on the HC while burning, then die from the burning and fairy revive
What this does show, is that you can get GID with burning to death instead of enemy recoil, which isn't really super helpful in almost every case but there might be some niche situations. I'm not sure there's actually a room you can GID in and get burned without there being an enemy too
This does not freeze the blue warp but does freeze Twinrova , bombs, and all the other effects of GID
There's no water in here so there's no way to actually GIM, making this mostly just amusing and not particularly useful even with weird rules
Door Params : 0x29C8
Clear Flag 0x0E , Switch Flag x08
This is the same oddity exhibited in BotW. Room progression order in BotW does not force you to clear the switch before the clear in natural gameplay as you can clear all the enemies before falling into the basement. In Shadow Temple, the switch flag room comes first and to witness the bug in action, you need to void warp to it. In this video I used FW set in Jabu Room x0E , having come from Jabu Boss. Fire Trial Room x0E from main trials also works with zombie walk and you can do it with a different kind of void warp without Din's/Timer with BA FW.
Bug in the code here:
github.com/zeldaret/oot/blob/e632b9a1200e0411bbb54c3213682f32665f821e/src/overlays/actors/ovl_Door_Shutter/z_door_shutter.c#L517
Thanks again to Cheeze and HylianFreddy for making me look into it
The answer is: yeah it was LOL
You can use swimming on land or dive cancel with lowering the water to get the glitched underwater state, get Navi ISG, and hover until you reach the key. I used time stop and got ISG in that alcove because the bubble is a little easier to target and I had a savestate over there
From there, you need a place to surface from water onto land, which is a lot more difficult now that you have already lowered the water level. I accomplish this by going to the basement and clipping OOB there. I did this using ladder clip. If you want to do this as child, you likely need to use Down A to climb the slipper slope and get OOB that way (all the other ways OOB I can think of are extremely bad and involve enemy hovering). Down A can be gotten in GID on 1.0 using deku nuts, or on all versions using a cutscene. You would have to use the Flag Glitch probably for an appropriate cutscene + ladder.
I think that double revival might be needed because it's hard to slide onto land without popping up here, but I'm not sure. I did it for convenience anyway
I broke the pots in the basement because pots set Get Item, but I was way more cautious than needed to be. You probably can just avoid them casually and have no issues
Swimming on land GID:
youtube.com/watch?v=Pq1xHkkC7Ts
Dive cancel water lowering GID:
youtube.com/watch?v=MxnnNih9CI0
The inputs for this are to press A+C-up+Z on the same frame and hold forward to climb. You want to press it at around the same height of water in the GnS video.
Sidehop Ladder Clip:
youtube.com/watch?v=EKPURVyQAn4
Down A via cutscenes:
youtube.com/watch?v=HT6fMwKRq24
You would probably do this on the ladder near the entrance after killing either the bubble or the skulltula with the slingshot? Something like that
Shared Flag Glitch:
youtube.com/watch?v=Lw6eiYZMQ-w
Down A Slippery Slope Basement Clip:
youtube.com/watch?v=QG7xkGXISPI
This appears to be a quirk in the Setup function for the Door actor, where the order of operations assumes that you'll be experiencing the case with the switch flag before the clear flag. Strictly speaking, you could call it a bug, especially because the room layout they did makes the conditions they setup not work properly in this case. github.com/zeldaret/oot/blob/e632b9a1200e0411bbb54c3213682f32665f821e/src/overlays/actors/ovl_Door_Shutter/z_door_shutter.c#L517
Thanks to Cheeze for helping narrow down the line from the function I showed
The params on the door are 0x01DF which is transition index "000000" (x00), type "0111" (x07) and switch flag "011111" (x1F). This makes it a /* 0x07 */ SHUTTER_FRONT_SWITCH_BACK_CLEAR type door.
Since it closes before you properly gain control, I'm not sure if you can interrupt it to be able to use it without reloading. Also shown in the video is me getting cutscene Down A off of the door opening CS. Also, you absolutely do NOT need slingshot, I was just being dumb. If you rush you can make it to the ladder before it despawns with just sword
Unknown when or who found this. Asking around people seem to vaguely remember Mzx talking about this 5+ years ago but noone seems to know who found this. There was also supposedly a video on this but maybe there isn't? It isn't findable easily anyway, so here's one
Thank you to HylianFreddy for issuing a correction on an error in made in the description on how it works
This also works here and is the only other place in the game with these door params (but requires void warp): youtube.com/watch?v=AY2SumZMHPc
Just doing the normal shield + enemy damage strat will also lock you out of obtaining the item but not every single area has an enemy to hit you. However trade item timer works for every area.
Edit: You know what also works for every area? Just savewarping LOL
Done as adult because of laziness and this was the first strat I managed to get working
Excuse the awful playing
Is this possible without double fairy revival? Probably with swimming in bounds in a good spot
Is this possible without hookshot clip? There might be a way to push the bubble and death megaflip or recoil off of it in a good way
Doing this as child has some challenges, because you'd need to lower the water to be able to escape the coffin room but low water makes it annoying to repeat GIM. Also, it's hard to get OOB as child in GIM (bubble clip or maybe some ocarina dive then coming back up might work)
It's maybe possible to surface from water and then fall out to interrupt the GIM as child to simplify things, this is probably possible in the lower area you can ocarina dive to
Is this possible on one of the key chests? I think there's a chance it is, if you manage to stun the bubble and push it by sidehopping into it, but I'd be concerned about running out of time / killing the bubble w the explosion, and I wasn't really even able to get very close to pulling it off. It may be possible
There's a grunz clip in the main room you can do to get OOB then you'd extensively hover to the correct room and weirdshot the ball with light arrows (or just hover directly to the ball)
Sadly, this uses doors
It also uses BA, which makes this only relevant in a setting where hammer is banned both on B and on C. It's not relevant in any low% ish setting.
I'm not sure I could even say this is even a bug, as this is mostly intended behavior, but I thought it was amusing so I made a video on it. This situation is only possible with trade item duping/equip swapping, or with BA, so you could say that the code is running as intended.
I did this because I was thinking of an old Zas or Slask video where he had this happen but he didn't do collection delay at all which was bizarre.
If you unload the area and reload it, the gate will be in the state of down, and will not play this cutscene.
This isn't really super useful. You can combine this with the ladder to get Down A, but you already would need an explosive to be able to do the collection delay up top, so it essentially doesn't produce any new result AFAIK
This doesn't seem to stack with the GTG gate opening cs
I don't think you can dupe the skulltula with it, but I'm not 100% su
Post VW, copy the hover in Tharo's video
youtu.be/kbz93Ti29bg?t=532
youtube.com/watch?v=vqmaZw23vWM
It also works with drown revival and other mini-cutscenes.
The Din's Fire Cancel is frame perfect in this case. Drop a bomb 8 frames into 0:04 or otherwise time it with another damage source.
You can use SoS or NL + lens during the flashing magic bar to do Din's Fire Cancel without a quickspin.
The FW return is frame perfect, the B presses during the textbox are 60fps frame perfect (but the trick can maybe? be timed so that you don't need to mash, it seems for now though that you will always need to mash bc it takes too long to regain item access, though that might change on English or PAL languages.
This strategy is helpful for no doors as it is renewable. Previously, we had to consume a blue warp to get this item, which locked out other items
Here I use TAS mashing 60 fps but it might be possible non TAS if the arrow shot is specifically timed
I also noted that just having 10 bean popularity isnt satisfactory and you need RBA in the last video. thats solved here
watches on the screen: Bean popularity x16
Rupee accumulator x32
basically, when you use text transfer glitch to buy a bean, it will use the price based on the popularity you have.
that's as follows:
static s16 sPrices[] = {
10, 20, 30, 40, 50, 60, 70, 80, 90, 100,
};
so a popularity of 0 will produce a price of 10 rupees, etc. everytime you buy a bean from the guy, your popularity will increase by 1.
however, with text transfer or RBA we can use popularities higher than the intended pricing table, therefore reaching out of index prices. This will read past the price table into adjacent data.
that starts with this:
static u16 sOfferTextIDs[] = {
0x405E, 0x405F, 0x4060, 0x4061, 0x4062, 0x4063, 0x4064, 0x4065, 0x4066, 0x4067,
};
static InitChainEntry sInitChain[] = {
ICHAIN_U8(targetMode, 2, ICHAIN_CONTINUE),
ICHAIN_F32(targetArrowOffset, 500, ICHAIN_STOP),
};
just doing text transfer to buy a bean with x10 popularity will read a price 1 entry past the price entries. This results in reading x405E rupees, which is more than your wallet can ever have. So when it tries to subtract it from your wallet, it fails and gives you the rejection textbox.
However, empty bottle RBA ( index x14) gives us a price of 801F, as it reads part of a pointer which comes even after that. the prices in the pricing table are listed as positive, so when it calculates how to change the rupee count, it adds a negative sign. so it being sold results in -x801F rupees and is interpreted as "give link +7FE0 rupees"
other notable values are x15, which you get after buying a bean with empty bottle rba previously. this makes the next bean cost x0002 rupees, or 2 rupees. Another example is bug RBA making them cost 28 rupees. The other RBA contents result in 0.
decomp here: github.com/zeldaret/oot/blob/master/src/overlays/actors/ovl_En_Ms/z_en_ms.c
extensive information here: pastebin.com/3bzxWA6a
used down A + ISG. that cucco was hella uncooperative for like, several dozen seconds LOL
for some reason, without RBA, you can't buy it. plain saria's without bunny hood rba for the popularity will give you the "oh the beans are out of stock" text
also, if you set it up to where it does work, but select no on sarias, he gives you the "you refused to buy my beans" text.
github.com/zeldaret/oot/blob/6a1c1eac88bd94706d243d589f69492b2b8c8872/src/overlays/actors/ovl_Magic_Fire/z_magic_fire.c#L342
When you successfully play a song, it flashes in message mode 0xD for the success for 20 frames and is message mode x11 for 1 frame after
Din's cast takes around 36 frames so you can time your press for spawning Din's to hit this window.
There's a decent likelihood of this being intended to prevent a crash, although it doesn't fully even work. Magic effects (including dins, other spells, elemental arrows, and song stuff) take up a special place on the actor heap Succeeding a song produces a visual effect with the notes scattered around you, and that visual effect is generated from an actor. That actor occupies the same type of actor space as dins does, which will crash if they overlap trying to use that space at the same time. Example here: youtube.com/watch?v=RXQNKT6kxHw and here youtube.com/watch?v=j8bLyyRtfYM . Song special effects actors take ~20 frames to come out after playing the last note of the song, so you need to time the song completion to be part way through the dins cast animation to get empty dins. Otherwise, it will get the crash.
the running man text one is likely very old bc we probably knew gossip stones work for this, as does egg hatch. drown text would prob work but i doubt you have enough time to get to her
the fw thing working is somewhat newer but still a few months old, i just never made a video on it. FW WWT with bonk hookshot jump was found by glank
they share the same flag in event_inf (event inf 0, bit A), but the flag gets unset if you visit lon lon again during the day at the hyrule field entrance coordinates (lon lon has this extremely scuffed check where it looks at the coordinates you entered instead of your entrance for some things). so you can avoid this by visiting at night, hovering into the door, or entering from the wrong coordinates with void warp / wrong warp). alternatively, you can also just enter the stables or tower at night, and suns to day, instead of hovering OOB into the loading zone
wrong warping from the malon race is seemingly the only way to escape it but there might be some RCE nonsense or textbox WWT nonsense you can do. i havent extensively tried
breaking the timer makes it never expire and continually count up. the running man will also not be in lost woods, yet you cannot restart the race as it thinks you're doing it
This might be possible using magic/slingshot seed gid then walking close to the HP to set the get item without picking it up. I will update when I check
Then let the Silver Scale Minigame expire for the textbox needed
Inspired by Kaeru youtube.com/watch?v=5l-tM3eOT4E
who was inspired by Sameno twitter.com/sameno1837/status/1389129269003968512
Works for Carpenter and for Runner Guy. To do Runner Guy, you need to death hole, hover out of death hole, then drown/revive in water and use death hole to get back asap to be able to talk to the dude. Time of day needs to line up. May need a megaflip to be able to talk to him from death hole, blini has done so before. stay tuned for a video from him.
youtube.com/watch?v=OnqGraFBuR0
also inspired by blini showing me tsundere's video here
youtu.be/h9r9nj56MPs
this also works with (swordless or dimmed B with runnerguy expiration text) down A
EDIT: this works as expected with ISG instead of a bomb. blini got it working well with ledge cancel, but it also in theory should work with down A if the cucco cooperates
EDIT 2: as expected by a few people, other multi option textboxes work for this. included are textboxes from having x80 (8) heart pieces and getting a glitched text box on the next HP, which can be obtained via heart piece text glitch (youtube.com/watch?v=tMeOt1X4CmI ).
I used collection delay before doing the rest of the trick to be able to collect the HP from further away to make sure the carpenter boss stayed unculled. You can just talk to the guy normally on the roof, but the camera has to cooperate a bit to face enough towards the boss when u receive the HP or it culls him.
media.discordapp.net/attachments/82991320754294784/836616522666606602/unknown.png
EDIT3: no need for trade item stuff with culling to fix the message context. literally just close the text box, it won't actually clear the "talked" state properly and u can play saria's after still
keeta called a similar concept Text Transfer Protocol in MM and the name is groovy
there are likely other ways to get the weird mismosh of game states going, this is the first i got without cheating conditions though
drowning and other states that work for GIDish things seem strong
allocate fish at 801EA2F0 to push nut flash up to 801EC930. wait for fish to despawn in the navi text. wait 4 frames after closing for the nut flash to despawn. drop bugs, first bug instance+0xF0 needs to be 0x03 (this is straight up RNG based because it's based on bug coordinates). heap can definitely be redone to make it a static 0x03 from an overlay or some other sort of more easily manipulable data section
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nuts work like this: an Arrow actor is spawned for the nut projectile. then when the white flash appears, the nut flash actor is spawned and the arrow is despawned. then, midway through the flashing animation, the nut flash actor is despawned. you can use navi text to break free from the nut animation earlier than normal
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offsets:
fish ovl size: x2140
fish inst size: 280
fish ovl+inst size: 23C0
fish ovl+inst+nut_arrow size: = 2640
bugs ovl size: 2550
bug instance size: 350
bug ovl+1inst size: 28A0
---------------------------------------------------------------------------------------------------------------------------
0x2640-0x2550=0xF0 , so the stale pointer will be 0xF0 into the bug instance
xF0 is projectedW according to decomp but it's basically a Z position that's shifted a bit by a matrix so it can be grinded out
watches on the left: current entrance, stored FW entrance, stored FW room
bottom left watch: link held actor
Steps:
have FW set or set FW as seen in the order in the video.
have BA magic arrow (BA bow or slingshot needs windy B so is worse)
do glitched grotto or otherwise glitch entrance warp to market day child from bombchu bowling
drop blue fire then pull arrow with no magic and walk towards the spawner to get butterfly overlay (AF 001E) allocation 801FA7E0
pull hook, enter 2 skullkids room. spawn 12 needles (4 sets of 3), sidehop into the bush room with hook in hand
bush allocation instance 801FA8B0
superslide off it, NL or no NL doesn't matter
wait out the skullkids / needles to despawn both to be safe (you can avoid doing so if you time walking through the load plane to room 0 when no needles are being spawned)
angle setup for 0xA86C
start at 0x8000
17 ess left to 0xf788
4 ess up to 0xf7ef ***more like 7 ess up due to camera shenanigans***
13 ess left to 0x5357
1 turn left to 0x9354
3 ess left to 0xa86c
walk thru skullkid room, keep him offscreen for him to shoot all 21 needles (7 volleys of 3) and then for him to unload
sidewalk into log, shield drop against wall
get in the corner by the gossip stone, facing bean, sidehop twice, [sideroll], roll forward a bunch depending on the room number needed. number uses in video is x12 for room x12
longshot weirdshot just barely reaches the like like from the bk hallway room
this tech works for spirit BK and water map with the same stuff but a different room number and different facing angle at the end (needs some hovering)
this tech can be repeated ad naseum for any other room number for small chests or room visiting flags or more
shoutouts to blini for starting a search for the butterfly allocation
shoutouts to cheeze for helping finish the butterfly alloc and also for pointing out the issues in my lost woods heap / walking me thru it
shoutouts to tharo for finishing the final steps and checking room stuff
and shoutouts to the whole No Doors Collective, the decomp project, the SRM/glitchhunting channels, OoT players and runners, devs, and everyone who cares
i had to splice 4 times because i ran into some issues with the macro when i was writing it
it might be concerning that I have infinite explosives on; however none of the individual hover sections use more than a max explosive count, so it shouldn't matter. even the very long KD room hover can use both chus and bombs if you properly position yourself above the floor when hovering. I think if this were to be done non cheated it would require more than one RBA to be comfortable.
minor route improvements:
improving the hovering, i literally just took the first attempt which worked
also, duping the DC room should be done using the other load plane with this strategy, it's closer if efficiently hovered
major route improvements:
the new blini void plane bomb push trick to bypass load planes would likely be an oob with less effort than the ss teleport. a ss teleport with the grass positioned on the other side might work to directly hover into the staircase room, however i didn't want to hover over the room or around the loading zone. other oob/FW dive spots might have some chance at being better but currently it doesn't seem likely
it might be better to hover up to darklink's room or connected upper areas. it might even be good to clip back into the main room and rework from there. when i originally planned this route a year ago, it seemed like going through the snakey whirlpool room would use less explosives than hovering up to the darklink area but now i am unsure
setup works for restricted items ww too
press b the frame before link disappears (the last frame before total white w just the textbox)
note: the end i played around in pond. this is working this way bc i had the use items anywhere cheat on, but the Restricted Items from the Wrong Warp would've carried over so anything that was free to use with Down A would've been free to use (so it shouldn't make much of a difference that I can really tell rn)
eg: bow + sword works
rang + fishing rod works
slingshot + sword works
hookshot + hammer does not work
not every combination tested
original instance by skater : clips.twitch.tv/PlainColdPigeonSuperVinlin
action swap google doc :
docs.google.com/spreadsheets/d/1kkTjpibGjiKcjZ_0q8g38tKjG2c2L8aKoBNwEKAElnE/edit#gid=0
ty exodus for finding the obscure skater clip
ty slask for consulting w me on this ( also slask was looking at the same time, and may have recreated it first)
im checking other stuff with it currently, but this minigame really restricts you a lot
on emu because fuck making a file for this xDxDxD
-- www.twitch.tv/natalyahasdied/c/2939381&utm_campaign=archive_export&utm_source=natalyahasdied&utm_medium=youtube
i don't know why this happens -- www.twitch.tv/natalyahasdied/c/2930340&utm_campaign=archive_export&utm_source=natalyahasdied&utm_medium=youtube


