Uploaded September 2019 | Updated September 2026, 4 minutes ago
Here I collect the Hover Boots without opening a single door. This is TAS.
This is Wii Virtual Console exclusive for the time being due to a lack of possibilities for ISG in a grotto with FW on B.
I paused the mushroom timer far more than was necessary in this video, it looks possible without pausing it at all. I just didn't want to get hoverboots-less collapse skip clip only to realise there wasn't enough time left.
See this with collision view on (I do not recommend watching it in full since it lags significantly in multiple areas; if you were curious about any particular segment of this video, scroll through the collision view one for that section)
youtu.be/myOxaTRB7HQ
UPDATE: Hylian Freddy pointed out that getting a Bottle on B sets Temp B to 0, making the form of this strategy shown in the video unusable as there is no way to BA Hammer while keeping FW stored in Temp B.
In this pastebin I outline new prerequisites and steps to obtaining Hover Boots No Doors: pastebin.com/dBKqdavg.
The strategy is largely the same, except Volvagia is already defeated with an earlier Hammer BA, and FW on B is used throughout instead, still storing it in Temp B. A result of this, however, is that deku stick is required for ISG in more places now, making this further exclusive to Virtual Console.
Prerequisites:
Cojiro as Adult Trade Item.
Megaton Hammer on B.
Stored Farore's Wind in Temp B. (Mount Epona with FW on B)
1: We set Farore's Wind in Shadow Temple.
2: We obtain the Odd Mushroom and its timer by trading Cojiro, we do not freeze the timer or bottle dupe over the item slot.
3: We go to fire temple without a warp song to keep the timer from running out.
4: We defeat Volvagia with the Megaton Hammer on B.
5: We wrong warp to Tower Collapse and clip out of bounds, similar to post-1080 collapse skip.
6: We perform a timer expiry void warp back to lost woods, which restores Farore's Wind to the B Button (a result of Temp B).
7: We enter a grotto and perform a Farore's Wind dive to Shadow Temple
8: We hover to dead hand's room and defeat it for the hover boots.
A possible way to make this n64-friendly would be if an FW dive existed in lost woods itself, however this is as of this moment unconfirmed.
Thanks to natalyahasdied for telling me about how Temp B can restore items to B upon timer expiration.
Thanks to everyone who found any glitches used in this strategy.
There may be strange artifacts in the video (such as the map screen displaying areas contrary to areas the game thinks I have visited) however these are just a result of how I set up the starting point of the macro with gz and do not impact the strategy itself.
Here I collect the Hover Boots without opening a single door. This is TAS.
This is Wii Virtual Console exclusive for the time being due to a lack of possibilities for ISG in a grotto with FW on B.
I paused the mushroom timer far more than was necessary in this video, it looks possible without pausing it at all. I just didn't want to get hoverboots-less collapse skip clip only to realise there wasn't enough time left.
See this with collision view on (I do not recommend watching it in full since it lags significantly in multiple areas; if you were curious about any particular segment of this video, scroll through the collision view one for that section)
youtu.be/myOxaTRB7HQ
UPDATE: Hylian Freddy pointed out that getting a Bottle on B sets Temp B to 0, making the form of this strategy shown in the video unusable as there is no way to BA Hammer while keeping FW stored in Temp B.
In this pastebin I outline new prerequisites and steps to obtaining Hover Boots No Doors: pastebin.com/dBKqdavg.
The strategy is largely the same, except Volvagia is already defeated with an earlier Hammer BA, and FW on B is used throughout instead, still storing it in Temp B. A result of this, however, is that deku stick is required for ISG in more places now, making this further exclusive to Virtual Console.
Prerequisites:
Cojiro as Adult Trade Item.
Megaton Hammer on B.
Stored Farore's Wind in Temp B. (Mount Epona with FW on B)
1: We set Farore's Wind in Shadow Temple.
2: We obtain the Odd Mushroom and its timer by trading Cojiro, we do not freeze the timer or bottle dupe over the item slot.
3: We go to fire temple without a warp song to keep the timer from running out.
4: We defeat Volvagia with the Megaton Hammer on B.
5: We wrong warp to Tower Collapse and clip out of bounds, similar to post-1080 collapse skip.
6: We perform a timer expiry void warp back to lost woods, which restores Farore's Wind to the B Button (a result of Temp B).
7: We enter a grotto and perform a Farore's Wind dive to Shadow Temple
8: We hover to dead hand's room and defeat it for the hover boots.
A possible way to make this n64-friendly would be if an FW dive existed in lost woods itself, however this is as of this moment unconfirmed.
Thanks to natalyahasdied for telling me about how Temp B can restore items to B upon timer expiration.
Thanks to everyone who found any glitches used in this strategy.
There may be strange artifacts in the video (such as the map screen displaying areas contrary to areas the game thinks I have visited) however these are just a result of how I set up the starting point of the macro with gz and do not impact the strategy itself.
![[Proof of Concept] ACE Void Warps
Here I show it is possible in the restricted setting of Darunia ACE that it is possible to warp to unintended scenes with very simple ACE. This takes advantage of the Zoneout variables in the games Save Context, the same values used by Void Warp.
The variable I modified here is the Zoneout Respawn Entrance Index (8011B948 on NTSC-1.0), a 2-byte value that stores the index into the entrance table of the scene to return you to when you void out. The value I set it to was 008D, a value for Twinrovas room, so when I void out it took me to Twinrovas room with the room number and coordinates of where I entered Goron City.
Since this makes use of Void Warp related values, similar restrictions apply. That is, void warping to a scene with a room number higher than one available on that scene will crash, and coordinates being bad may end up with you voiding out indefinitely upon arrival or getting stuck.
This is significantly easier than triggering a Wrong Warp, as the only value I strictly must edit is the Zoneout Respawn Entrance Index (but could also possibly modify the Room Number with some additional work) while for an ACE Wrong Warp you would have to modify the Next Entrance Index and the Warp Flag, and to play a Cutscene at your destination you must also modify the Cutscene Setter, which takes specific values FFF0 to FFFC to denote cutscenes 0-C.
As for the ACE process leading up to this, it is much the same as in Figs ACE video, however I shot a second deku seed to store the entrance I want to load as its y-rotation for ease of access. [Proof of Concept] ACE Void Warps](https://i.ytimg.com/vi/p736Py3W41E/mqdefault.jpg)









