Tharo
Bombchu Bowling Alley Clip (Collision View)
updated
Timing starts when the file is opened, timing ends at the end of the fadeout at the exit.
This run was performed on the Ares emulator v135 release (github.com/ares-emulator/ares/releases/tag/v135)
Escape from the Facility is an OoT mod created by CDi-Fails for the Hylian Modding 2023 Competition, it and the other submissions can be found at
hylianmodding.com/competition-2023
Fishing skip
The expectation for entering Fire Temple is to use Nayru's Love to walk through the spike traps, but we have other plans.
The ice arrows method is maybe obvious to those who know ice arrows can freeze these, but it didn't seem to be the intended way by the hack authors so I thought I'd show it as well.
The ice arrows can be found in the Ice Cavern boss room.
The steps are:
- With RCE, position Epona just beyond the loading plane
- Target the Gerudo, pause & unpause, buffer a roll in the unpause lag
- Talk to the Gerudo and quickly dismiss the text, only close the choice textbox once the Gerudo is culled
- Pressing A to talk to the Gerudo teleports you back to Epona, skipping the loading plane
- Position Epona as close to the loading plane as possible for later
- Travel to the ladder near the gate in the unloaded lower area and get Down A
- Walk back to the loading plane, use Epona push (pausing and unpausing duplicates Epona's head hitbox, allowing for large displacements if stacked several times) to bypass the loading zone
- Un-cull the Gerudo and return Farore's Wind to wrong warp
Note that on 1.0, Down A can be obtained using deku nuts while in RCE, which can be used to skip walking back to the upper area and the Epona push to skip the loading plane.
Old video
The bubble has a lot of RNG dependence, only certain random bob heights make the bubble low enough where it can hit you below the floor.
This is part of a strategy for getting the Room 7 Fire Temple Skulltula. All entrances we have access to for Room 7 are out of bounds in Fire Temple. Instead, we use a Room 8 entrance, Ganon's Tower Facing Boss Door, that is in-bounds in Fire Temple and void warp to Forest Temple and do FW Warp Point Manipulation to change the room and coordinates stored in the FW respawn data to Room 7 with coordinates that are in-bounds in Fire Temple.
Thanks to natalyahasdied for explaining how to do the FW Warp Point Manipulation
The reason the rock's hitbox is not active until getting hit is due to ledge cancel. The rock hitbox is disabled until ledge cancel is no longer active, which is deactivated by getting hit when dying to get death hole.
Ledge cancel messes up the camera a lot, so I used the gz free camera to attempt to show a better view of what's going on.
youtube.com/watch?v=s-66puPn368
jbop has a more involved strategy for void warping using a crate which works in the Down A case: youtube.com/watch?v=mRlCpHQYCcA
On VC this dive spot is free as you can use sticks to clip into the potion shop and get ISG at the dive spot itself.
Thanks to Seedborn for testing the Return A ISG on console
This can be done with a void out wrong warp as well, by frame-perfectly mashing the text box until you reach the void, for non-initial coordinates.
Some restrictions are that fw must be in-bounds in Gerudo Fortress and the wrong warp will always use the Gerudo Archery cutscene for the cutscene pointer.
Most of the use-cases for this have been superseded by blini's video on Gerudo Archery wrong warp with Down A restricted items: youtube.com/watch?v=btjRg_XwpLQ
This shows an alternative method to the previous Boomerang No Doors strategy that is compatible with N64 console.
Note that the way I did the Return A ISG in Grottos will crash a real N64 console, however this is not concerning as the way I did it in the Hover Boots No Doors N64 video has been console verified to work. Ideally segments involving very picky tricks like Return A ISG would be recorded on a real console to confirm that it works right away, however I do not have the means to do so at this time.
This strategy was made possible thanks to a new discovery by blini:
youtube.com/watch?v=aam0isvFMks
This allows us to use Gerudo Archery to wrong warp to room numbers higher than 0 and 1. Previously, only the Jabu blue warp let us do this with cutscene 0.
Prerequisites:
Farore's Wind on B.
Have Epona.
Stolen the event_inf[0][8] flag from the super cucco minigame so you can play the Gerudo Archery minigame without having freed the Carpenters.
1: We set Farore's Wind in Jabu and leave.
2: We enter lost woods via sacred forest meadow and enter the grotto.
3: We Farore's Wind Dive from the grotto back to Jabu, which uses the lw from sfm room number and coordinates, and set FW again immediately.
4: We leave Jabu, and make our way to Gerudo Fortress.
5: We use Text Transfer to do a Farore's Wind Wrong Warp from Gerudo Archery to Beta Jabu.
6: We navigate through several unloaded rooms, ground clipping the doors, to reach our desired room where we collect the boomerang.
Thanks to everyone who found any glitches used in this strategy.
Beta Jabu was used instead of regular Jabu because the boomerang is in a different room, which happens to have a lower room number matching that of lw from sfm which also have coordinates that line up so as to place you in-bounds when you void warp back to Jabu.
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.
Was previously SRM only as we could not utilize the Jabu from Boss entrance for void warps due to there being no dive spot in Jabu. This was made possible thanks to new tech from blini youtube.com/watch?v=vqmaZw23vWM
Most of the heavy lifting for this trick was already done by Hylian Freddy in the Chest Storage video: youtube.com/watch?v=JSHppr-zWC8
Instead of using a heat timer to die and move around, I simply let a trade timer run out, then delay the text until the Silver Gauntlets have been obtained, before letting it continue and fade out.
Entering Forest isn't possible without pressing C buttons as it stands, but once you're in you can beat it. If it turns out it's only possible to enter Forest as adult, this strategy is still possible but becomes VC only.
Using quick putaway for Phantom Ganon was done before by blini using bombs (youtu.be/Ah3qEJRtf1I)
I couldn't find a video of this but maybe this has been thought of before?
This would be useful for No C Buttons if there was an itemless way to get past the pit at the start of shadow temple without already having hover boots.
Possibly also applicable to low pause and low%.
It has been known for some time that using the Return A first person glitch can prevent an immediate crash when pulling Deku Sticks as adult (youtu.be/PfeJdJJmcgo) which has been used to get ISG in other places without a crash ( DC: youtu.be/KdgEIhzLz4M?t=20 , Spirit: youtu.be/Rfn0oJWOlWA?t=2 ). It was believed that using Zelda in collapse or the Business Scrubs in grottos wouldn't work as the Z-Target diamond causes weird instabilities which will typically crash (believed to be camera related). By facing away from them while maintaining talk range, we can get ISG with Deku Sticks as adult on N64 in both of these places, removing the requirement of Wii VC for obtaining Hover Boots No Doors (without SRM).
Since we don't have sword/hammer/sticks anymore at the time of doing the wrong warp to collapse, to get out of bounds we need to ledge clip instead, leading to a rather unconventional looking wrong warp.
This has been confirmed to work on console, huge thanks to Seedborn for verifying.
Thanks to natalyahasdied for doing most of the work towards theorising ways to make both this strategy as well as Boomerang N64 console compatible.
This strategy is exclusive to NTSC-1.2 due to the use of glitched entrance.
In my previous video, I stated this was the final unobtainable item for No Doors. However this turned out to be untrue as two of the rooms we needed from room change SRM (rooms 0x12 and 0x16) are not writable with the values we can use. As a result there are still 3 unobtainable items: Fire Temple Skulltula in room 0x12, Water Temple Map in room 0x12, Spirit Temple Boss Key in room 0x16. Stay tuned for those (hopefully)
Prerequisites:
Have a blank B button
Have glitched entrance
Have F Boots
1: We die with angle 0x0602 to obtain the correct room number for the eye switch in Forest Temple.
2: Farore's Wind is set with this room number and is used while facing angle 0x0300 to warp to Forest Temple with the correct room loaded.
3: Float in bounds and shoot the eye switch to set the temp switch flag that untwists the left hallway.
4: Die with angle 0x5B00 to Lost Woods, this preserves the temp switch flag we just set.
5: We do room change SRM for room 0x13, setting Farore's Wind via Down A Restricted Items off the ladder. This saves the temp switch flag to be restored when warping wth Farore's Wind next.
6: Leave Kokiri Forest and re-enter.
7: We do glitched entrance SRM as room change SRM overwrites the Farore's Wind entrance index, to be able to warp around again.
8: Leave Kokiri Forest, get Down A Restricted Items off the vines in Kokiri Forest and warp to Forest Temple.
9: The hallway is untwisted as the temp switch flag is restored by Farore's Wind, and the Boss Key room is loaded. Navigate in bounds and open the chest.
As usual, thanks to blini_plz for the heap setups and natalyahasdied for the steps to perform this SRM.
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.
This strategy is exclusive to NTSC-1.2 due to the use of glitched entrance index.
Before this, there were 8 items unobtainable as there was no location in the game where even the room number was obtainable without doors. With SRM, we write to the void-out respawn data's room number and set Farore's Wind to copy it to our saved Farore's Wind data, bypassing the need to access a room with the required number.
Now, there is 1 item that is still not yet confirmed to be obtainable: the Forest Boss Key. Forest Boss Key requires the twisted hallway to be un-twisted, however this is a temporary flag which resets if you leave the dungeon, posing a different challenge to any other item. We have some ideas though, stay tuned.
Prerequisites:
Have glitched entrance index
Have F boots equipped
Have both Zelda's Lullaby and Saria's Song, or neither
1: We return FW to the Lost Woods entrance
2: Drop a bomb + bugs before loading the ocarina minigame room
3: Enter the ocarina minigame room and collect two rupees in the corners
4: Before entering the room to Goron City, drop a chu, then load the room and drop fish
5: Return to the Lost Woods entrance
6: Do draw function SRM and re-enter the room with angle 0xA480
7: Pick up the invisible bush and face an angle such that the third byte being written is 0x0D
8: Set FW immediately, such that this value is saved to your room number
9: Re-enter lost woods and get glitched entrance again, as the previous SRM overwrote the stored FW entrance
10: Use glitched FW to go to Fire Temple, the room loaded will be 0x0D with the coordinates of the Lost Woods entrance
11: Navigate to the second flare dancer room as it has no ceiling, and ground jump to hammer
Huge thanks to blini_plz for the heap setups and natalyahasdied for the steps to perform room SRM.
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.
The guano walks are for natalyahasdied
I wanted to try using a hookshot jump with this usefully but ceilings block a lot of possibilities. I got some pretty high jumps sometimes while trying for the hovers.
Save file was set up with cheats, this is (low optimised) TAS.
keeta's video on the hookshot hovering trick: youtube.com/watch?v=DB-U3hbZeWU
Thanks to everyone involved in glitch hunting this.
Probably not worth an rta setup since the recoil boost method is free but maybe this can be fast?
This might be old?
Maybe I'll pick this back up sometime if I ever want to subject myself to the pure terror that is Bizhawk TASing again.
The Missing Link is a romhack for Ocarina of Time, you can find out more at tml.z64.me
This is only useful if you skip Monktown chus somehow since they're normally required to get this far anyway, or if you really need chus for some reason I guess.
Very soon after posting this I found out this clip also can be done from the other ledge that is lower down and much faster to get to. Angle for both may be somewhat precise.
This strategy is exclusive to NTSC-1.2 due to the use of corrupted FW entrance index.
This video was originally going to cover the prerequisites listed below as well but the macro recording desynced on me (which is very uncommon for gz macros) so I only salvaged the second half.
Prerequisites:
Have corrupted the Farore's Wind saved entrance index
Have set 3 carpenters free by setting their event_chk_inf flags (video by blini_plz: youtube.com/watch?v=-4oG6rT8QOs, set 3 such that the last carpenter left is in 3-1)
1: We return FW to the Lost Woods entrance.
2: Enter the room with the single skullkid and drop 2 chu, 1 bomb, load the ocarina minigame room before they explode.
3: Shoot 2 slingshot seeds, load the room to Goron City with the second loaded. Drop Fish.
4: We get Down A off the ladder and return FW to the Lost Woods entrance.
5: Drop 2 chus and enter the ocarina minigame room, before going straight to the room to Goron City
6: Break the closest bush and superslide off the farthest back to the ocarina minigame room.
7: Get angle of 0x9330 and re-enter the room.
8: Pick up the invisible bush to begin writing to the Switch Scene Flags of Thieves' Hideout.
9: Write 1 to the 5th bit to unlock the correct cell door.
10: Go to Thieves' Hideout, defeat the Guard and talk to the final Carpenter to receive the Gerudo Card.
Note that you don't have to go to Thieves' right away.
Also note that when setting the event_chk_inf flags, several other unrelated flags will also be set/unset. Ensure this doesn't cause issues with other strategies.
Huge thanks to blini_plz and natalyahasdied for the steps to perform this SRM.
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.
Note that this strategy is obsolete as even though we can set Farore's Wind here, we cannot void warp to the correct room as no such room with good coordinates are accessible. The strategy that would be used is to SRM F Boots for 0 gravity and use Glitched FW (also SRM) to access the Treasure Box Shop with the correct room loaded.
The reason behind making this video is to show just how ridiculous this strategy is. To just be able to set Farore's Wind in the Treasure Box Shop without opening any doors is a complex problem in and of itself and I wanted to showcase this solution as it became much more of a puzzle than I had originally thought going into this.
This strategy is exclusive to NTSC-1.0 due to the use of Hold R
Prerequisites:
Have beaten the Forest Temple
Have a Bottle on B
Have obtained the Odd Mushroom timer, unfrozen, item slot not duped over
Have woken Talon outside Hyrule Castle and obtained Epona's Song
Have spoken to Ingo at least once as adult during the day in Lon Lon Ranch (to clear some text that only appears the first time)
Have obtained the Bolero of Fire
Have obtained the Megaton Hammer (can be substituted for sticks if a VC 1.2 version ever becomes possible)
Have destroyed the two rocks halfway up Death Mountain Trail
Have NOT freed Epona
Have NOT watched the Lake Hylia Intro Cutscene (other cutscenes may be usable instead but require testing)
Have NOT been caught by Gerudo Guards (for the first time with hookshot in inventory)
Have NOT spoken to King Zora as adult
Have NOT obtained the Pocket Egg
The steps are in this pastebin as the description is too short to fit them all: pastebin.com/BRQy0Xiu
To expand on why some steps are the way they are / what makes this such a challenge:
There is no possible wrong warp that wrong warps us directly to the Treasure Box Shop.
The Treasure Box Shop is a B-Restricted scene, meaning Windy B must be active in order to use the B Button there.
Ingo will very commonly unset the event_inf flag required for playing Gerudo Archery, which is necessary to wrong warp with. This is why we must wrong warp into the Ingo race and have spoken to him at least once before, otherwise the flag will be unset.
For the majority of this strategy, FW must be stored in Temp B to prevent it from being lost when doing timer expiry wrong warps. As a result, we absolutely must not dim our B Button by enterig water or climbing vines/ladders at any point after FW is first stored to Temp B.
Big thanks to natalyahasdied who pointed out some issues with my initial solution ideas for this puzzle and for help in resolving them.
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.
This clip is annoying to get, you need to have a good initial position + angle to be at the correct height and be moving in the right direction by the time you reach the wall.
I wasn't sure if it was possible at all so I had to check and thought it was worth documenting.
This strategy is exclusive to NTSC-1.2 due to the specifics on how the glitched entrance index determines which spawn it will place you at (it is only a variable value that we can directly control on 1.2)
See this with collision view on
youtube.com/watch?v=NybA1dgWFqc
Prerequisites:
Have a blank B Button
Have obtained both Saria's Song and Zelda's Lullaby, or Neither
Have a strength upgrade
1: We enter Lost Woods from Kokiri Forest and perform a series of steps to manipulate memory.
2: We get SRM using a superslide off a bush.
3: By dropping SRM with exact angle of 0x9F80 we corrupt the bush to write to a single 4-byte value in our save data, in this case the stored Farore's Wind Entrance Index.
4: By picking up the bush and dropping it to angle 0x06C0 we set our Farore's Wind entrance index to 0x3F7C7BF9, which points far out of bounds of the entrance table (a list that attaches to each entrance a scene and spawn point), allowing us to set our destination scene and spawn point based on Link's current facing angle.
5: We leave Lost Woods (necessary so that the Farore's Wind data is properly updated) and get Down A off the nearby vines for Unrestricted Items and return Farore's Wind with a facing angle of 0x0066, taking us to Deku Tree (Scene 0x00, Spawn 0x66) (Since Spawn 0x66 doesn't exist for the Deku Tree, it reads unrelated data as a spawn point, returning us to the strange coordinates seen in the video)
6: We die in Deku Tree with a facing angle of 0x0A01, taking us to Ganon's Tower from Boss and immediately re-set and return Farore's Wind with angle 0x0300 to go to Forest Temple with the Room and Coordinates of Ganon's Tower from Boss.
7: We navigate the unloaded rooms from the first room of Forest Temple to the Bow room where the first set of Stalfos is defeated.
8: Farore's Wind is again returned to 0x0300 to trigger the upper Stalfos fight, which is also navigated to in the same way.
9: The second set of Stalfos is defeated and the Bow is obtained.
For those curious, No Doors is by no means solved with the Farore's Wind glitched entrance index tech. It cannot reach any room+coordinates arbitrarily, only what happens to already be there. While the possibilities are significant, there are still many things we cannot obtain with this.
Thanks to blini_plz for the Lost Woods heap setup for modifying Farore's Wind entrance index.
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.
Other cutscenes in other scenes that don't overwrite the relevant Fish actor code should also be possible if reachable.
The strategy was devised by blini_plz and natalyahasdied, while this tool-assisted video was created by me to showcase it in full. Huge thanks to blini for explaining all the steps to me, it was invaluable in putting this together.
However, when keeping the sword base and tip locked and attacking an enemy with a hitbox such as a stalchild, the hitbox location is what matters.
It's probably a result of static collision (box, scene geometry) vs dynamic collision (stalchild)
This isn't of any use as far as I know, just something I noticed while messing with the associated values.
Might be old
Included collision view in the hopes that it makes it slightly clearer what's going on.
I decided to keep input view on this time for some reason.
Doorless
RTA Timing (File Select to Credits): 29:04
This Tool Assisted Speedrun (TAS) aims to beat The Legend of Zelda Ocarina of Time (Reach "The End" Screen) without defeating the final boss, Ganon. This involves finding an alternative path to the Credits, in the form of a Wrong Warp.
Special thanks to NAM, Siruox and others in the Zelda TAS Discord for their work on Blue Potion GIM in Bottom of the Well, originally intended for a previous idea for an Any% route.
Also shoutouts to Sam who had previously made the original Ganonless TAS back in 2013, which can be found here: youtube.com/watch?v=EBUIjv2T2Ls
What is a TAS?
en.wikipedia.org/wiki/Tool-assisted_speedrun
Why are the resets so fast and what's with the third file?
This was made on an earlier version of the practice rom (gz), which has instant resets on emulator and the reset command desynced me on this version + the version of Bizhawk I ran it on.
Thanks glank for the practice rom http://practicerom.com
Why no SRM?
I made this TAS several months ago and finished it around the same time we first properly identified SRM (around September 2019) but refrained from posting it at the time.
Why post it now if you made this months ago?
I figured I might as well post it anyway since I lack the motivation to improve it further (since finishing this a few improvements were found, such as a faster way to skip Darunia's cutscene in Fire Temple, and some parts like the Volvagia fight are sloppy on my part) and this category has since become a legacy category ever since the Any% Credits Warp was realised. Even so, I feel like this still has some interesting moments that make it worth uploading.
Check out zeldaspeedruns.com/oot for information on many glitches seen in this TAS and many more not seen here.
Also check out the Ocarina of Time Speedrunning Discord if you want to follow the progress of Ocarina of Time speedruns and maybe even get involved yourself if you are so inclined/have not already done so discord.gg/7FYGh3d
Run length:
- File select to Last Hit on Ganon: 1:17:10.16
- Power on to Last Input: 1:20:30.10
This run aims to beat The Legend of Zelda Ocarina of Time while completing all
dungeons (entering the blue warp at the end of each dungeon and collecting the quest
item reward) and beating the game (reach "The End" screen) before ever becoming Adult.
This challenge poses several very unique issues that challenge the very mechanics the
game relies on and makes for a great showcase of but a few of the more recent discoveries in
Zelda64 glitching and speedrunning.
Watch the commentated version for more insight into what you see in the run as it happens: youtube.com/watch?v=i8wutY2Hpq0
Shoutouts to:
Natalyahasdied, Fasch, Fig02, GlitchesAndStuff, Dannyb21892 and More (SRM & ACE)
Blini_plz (a few tricks specific to this run, routing ideas, SRM)
Tob3000, Psymarth (routing ideas)
The legendary Kaztalek and ZFG (hosting Feb 21st LOTADs)
Download the GZ Macro (.gzm) here: drive.google.com/file/d/1NoAuhgrYjA42EzHYz6tdwaO5H1qXK7n2/view
This macro will only play properly on 0.3.5.1 and possibly newer versions, but no later.
The macro has an issue where it crashes on console when drawing Darunia due to SRM corrupting part of his nose texture. To avoid this, ensure you un-check Show Actors for the duration of Darunia's room in Goron City being loaded (you can check it again at Death Mountain Crater)
This will NOT play back on the Wii Virtual Console.
If there is still anything you may be confused about I will be more than happy to
explain any elements of this run in greater detail.
Continuing the tradition of Zelda64 challenge runs uploaded on February 21st
The timer is possible to obtain without becoming Adult or visiting collapse, but it's a bit of trouble.
I think this works for Child BA, none of what you see here in the video clears Temp B but I'm not sure where you can get a timer from without clearing it.
Incase anyone is wondering where other warp songs can go:
Prelude: Crash (would be Fortress captured second time)
Minuet: Crash (would be Lake Hylia)
Bolero: Hyrule Castle from Castle Courtyard, Thrown Out
Serenade: Crash (would be Sacred Forest Meadow)
Requiem: Crash (would be Desert Colossus)
The crashes are guaranteed due to timer wrong warp weirdness without FW, it tries to load a room beyond the highest room value in the destination scene and crashes.
These are both possible to obtain as Child without becoming Adult or visiting collapse, but it's more trouble than it's worth in practically every case so this is mostly useless.
This strategy is not possible on the Wii Virtual Console due to having to Return to a Farore's Wind point in Back Alley, as this crashes. It may work on other versions than N64 however, but are untested by myself.
Prerequisites:
Have Farore's Wind on Child B with Child BA
1: We set Farore's Wind in Back Alley Night.
2: We play Serenade and take the owl to Hyrule Field, it must be the owl so that our entrance point is in the correct location.
3: We go to the grotto near Gerudo Valley and do the Death Hole glitch.
4: A Death Hole Farore's Wind Dive is performed using a ground-clippable wall and the pull from the grotto.
5: We re-set Farore's Wind in the new location in Back Alley Night and leave to Market to retrieve Richard.
6: With Richard Following, we Return to our Farore's Wind point in Back Alley, which is out of bounds and takes Richard with us.
7: We navigate into the correct house using portions of the floor that are out of bounds and obtain the heart piece.
When you do the FW Dive in Hyrule Field, it must be night.
The owl drop entrance might be replaceable with another very close entrance, but it's probably the easiest.
Returning FW to Back Alley after having retrieved Richard in Market takes Richard with you.
Thanks to Fasch, Benstephens56, natalyahasdied and others for discussing the idea of using FW for Richard.
The Death Hole Dive in Hyrule Field was found by blini, big thanks to him.
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.
A single frame places you where the loading zone would take you but with your next entrance set to wherever the warp song would take you, as shown in the video.
Anything after this just takes you to the loading zone destination, nothing special.
Watch on screen is Link's Y Position.
Not sure if it's realistic to get this much height but it should be, see: youtube.com/watch?v=HSJNBNGlIPA
If you defeat Ganon as child and enter the credits, during the transition from cutscene map (Ganondorf trapped in the sacred realm) to Hyrule Field (Zelda and Link in the "sky") you are turned adult.
This transition from child to adult allows you to do Bottle Adventure in the early credits if you have it set up prior. (Become adult, get bottle on B, go back to child, defeat Ganon)
In this example I use item 157, which crashes on a scene transition, to illustrate that it does in fact BA, as your B button will never become visible during the credits to illustrate it without memory watch.
This is an improvement over the previous strategy, which required setting Farore's Wind after (doorless) Ganondoor and using it to load the correct room and then hovering out of bounds and navigating into the room.
This strategy frees Deku wrong warp and removes hovering, but requires longshot to have been obtained first. It is possible that with the re-addition of hovering that longshot may not strictly be required.
This strategy is not version dependent.
Prerequisites:
Longshot.
Have a fairy for revival after a zombie walk.
1: Set Farore's Wind inside the Deku Tree
2: Go to Shadow Temple and void warp from the first room coming from Graveyard.
3: Zombie sidehop into the Deku Tree basement
4: Climb to the top of the main room and weirdshot into the compass room
5: Weirdshot into the slingshot room (from the alcove that would contain the gold skulltula)
6: Collect the slingshot
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.
youtube.com/watch?v=TXnPDeG2dWQ
twitter.com/TVand/status/1209307953729277952
pastebin.com/s5iYTCEx
The idea is to hijack the "draw" function that all actor instances hold a reference to using Held Actor SRM to point to a different function which may be advantageous to run. One of SeedBorn's examples was changing the draw function of a particular pot in Goron City to point to a function inside a Goron to give an item, which also has the potential to be controlled. I recommend you follow the links to find out more details.
Here I show that such an allocation is possible without cheats. This allocation requires only Bombchus, Ocarina and Zelda's Lullaby.
In this particular allocation, the Goron Overlay idea doesn't work out as it is too far away to modify the draw function to point to it, but this could possibly be achieved with a different allocation or another location or as adult.
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 Twinrova's room, so when I void out it took me to Twinrova's 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 Fig's ACE video, however I shot a second deku seed to store the entrance I want to load as it's y-rotation for ease of access.
Uses some cool tech which abuses zero gravity. Namely, being able to hover after killing your lateral speed with slingshot/similar item.
Also have Mirror Shield equipped, for reasons mostly unrelated.
If item counts or whatever look weird it's because I do almost everything on the title screen file, disregard it.


