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SeedBorn | Majora's Mask — Credits Warp from Graveyard @SeedBorn | Uploaded 4 years ago | Updated 4 hours ago
This is a tool-assisted demonstration of warping to the credits from Ikana Graveyard at the beginning of cycle 2. The only item you'll need to acquire is bombs -- I bought chus for this file but they aren't necessary for any of the tricks. The trick that gets us to the credits is Arbitrary Code Execution (ACE). For an explanation of how that works, see youtube.com/watch?v=xb9yijgukak. The filename used in this run is 8きんYピば0f. This is performed on the Japanese 1.0 version and the setups here will only work on that version.

This video isn't meant for learning to do this trick rta, as we don't have setups for all of the steps yet. However, for people who want to attempt to reproduce it or work on setups, I'll try to give an overview of the steps, especially the parts that might not be obvious from watching.

The chest srm setup (by FullGrownGaming) is
(Begin from a void or entrance after the bad bats have been defeated and the chest spawned)
Load room 0
Load room 1
Allocate bomb
Load room 0
Deallocate all three pots
Allocate bomb
Allocate bomb
Load room 1
Deallocate the pot on the left as you enter and the pot by Flat's door
Load room 0
Allocate bomb
Load room 1

The rupee cluster needs to be handled carefully during this setup. Any time room 0 is entered from room 1, it is assumed that the rupees will load after room 1 has unloaded. This is why I keep my camera facing away from the rupees any time I enter room 0, and make sure that I load them before going back into room 1.

If this setup is done correctly, the pot farthest from the load plane will allocate at 80415C00, and upon reentering the room after SRM the chest will load at 80415AA0. To get zora mask without opening the chest, Link needs an angle of FF86 after SRM.

The heap setup for the credits warp in the graveyard is
Load room 0
Load room 1
Break all of the bushes, collect all their drops
SoDT (night 1)
Reload room 1 twice

There should now be a rock loaded at 80415280 -- this is the one we want to use for SRM (see video for which rock it is). Break the rock loaded at 80414970 (again see video) before doing the superslide. Once the SRM is set up, load room 1. One of the flame gates (Bg_Botihasira, id 01F0) should now be loaded at 801F5200, and you should be writing to its draw function with your angle. Get an angle of BC24 and drop the unloaded rock.

Now the draw function is set correctly, but we have yet to manipulate the data where it's pointing. If you uncull the gate at this point, the game will crash. Certain parts in the northeast corner will uncull the gate, depending on your camera angle. The movement I use in the video is designed to avoid that. Before a fin can load where the draw function is pointing, some space needs to be made on the heap. This is why I hit the lantern, to deallocate the hidden rupee spawner (En_Hit_Tag, id 0265), and then collect the rupees it spawns. After this is done there is space for a fin to load at 8040BC10, so its initial rotation values will be at 8040BC24 (which is exactly where the draw function is pointing).

Next I throw zora fins, making sure that the left fin spawns with an initial rotation of 08141B57 (this jumps to the copy of the file name stored at 80506D5C, not the one in save context). The fins' initial rotations are copied from Link's rotation (Link + 48), except 190 is subtracted from the left fin's horizontal rotation and added to the right fin's. This means Link has to have a rotation of 08141CE7 before throwing fins.

With everything set up, SoT has to be played while the gate is attempting to draw. This actually has to be accomplished while the left fin is still allocated -- if the fin is gone, the SoT effect will load over that fin and destroy the command that we manipulated. I've found that a consistent way to make sure the gate is drawing is to take off zora (so that you have freedom of camera movement), target the wall to the left of the sign and turn left (as usual, see vid). Pulling ocarina from this position/angle seems to put the camera in a good place to keep the gate active.
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Majora's Mask — Credits Warp from Graveyard @SeedBorn

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