@Glitches0and0stuff
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Glitches0and0stuff | OoT: Editing Chest Contents! (With SRM/Stale Reference Manipulation) @Glitches0and0stuff | Uploaded 4 years ago | Updated 1 hour ago
I found a way to edit the contents of a chest using the new stale reference manipulation (SRM)! This is one of the coolest things I've ever found in Zelda games.

Huge thanks to a bunch of people for getting involved with this. Thanks to mzx for spectrum. Thanks to Fig for his wisdom, teaching me how to use these tools and finding out important info about actor culling, pointers and more. Also thanks to Exodus, Spinout, Tharo, Natalyahasdied and a bunch of more people, without whom this trick wouldn't be possible.

The details are pretty complicated to get your head around, here's a video attempting to explain things: youtube.com/watch?v=_7E4dFD8Bmw The basics are the following:

When link carries an object, the game updates the X,Y,Z position of that object to be just above link's head every frame. That XYZ data however can be written to other places, such as the X,Y,Z floats of other objects (for example: here I'm updating the X,Y,Z of a door, making it look like link is carrying it youtube.com/watch?v=UZHK6B9G7S4).

However, the real powerful thing is that you can write this X,Y,Z stuff to other variables in the actor too. That's exactly what I'm doing here. By making link's held object pointer point to 16 bytes before where the chest is loaded in memory, the Z position data gets written to the variable which decides chest contents instead.

Since it's based on position, there are only a few items you can get from the chest in this area (due to the fact that you're limited in how far link can explore his Z coordinate in the tunnel). The items you can get from this are towards the late trade sequence. You can get prescription, poachers saw, bgs, and a few others.

Pretty neat! Please feel free to ask questions as always :)
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OoT: Editing Chest Contents! (With SRM/Stale Reference Manipulation) @Glitches0and0stuff

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