Uploaded March 2026 | Updated September 2026, 3 weeks ago
The game remembers the last item you selected on the inventory screen. When you go back to the screen, there's a single frame you can equip the top or bottom-most item to a c-button where it will instead equip the item you last selected.
Dumping or catching something in a bottle will place the inventory screen cursor on the deku stick slot by default, even if you don't have any deku sticks. This happens because the developers never intended the player would have a bottle before deku sticks. This is seen in the video before the first catch when I equip a corrupted image to c-down where the swinging bottle previously was.
When you swing a bottle, you can pause right before you catch something in it to equip something else over the bottle and the game will just overwrite that item in your inventory as if it was a bottle. This is used in the video to overwrite the deku stick slot.
When you land in water, you can press B right before you do and the game will remember that this is the last button being pressed... Holding shield and a bottle item while Z targeting, then letting go of shield will cause link to swing the bottle and overwrite the B button with a bottled item.
When the B button gets overwritten with a bottled item, it hacks the game with binary writes corresponding to items equipped on c-right. See the image on this page: zeldaspeedruns.com/oot/ba/rba-quick-guide
Adult pocket egg writes into deku capacities. Fairy writes into stick ammo. Bugs writes 0001 1101 which corresponds to 29 as an integer. Stick slot being filled cancels the stick get item animation which would force the stick ammo to 1 instead of performing +1 to the current ammo. Lets you get 30 deku sticks from one deku stick, which isn't useful but I think it is pretty cool! :P Thanks for watching my silly ideas.
The game remembers the last item you selected on the inventory screen. When you go back to the screen, there's a single frame you can equip the top or bottom-most item to a c-button where it will instead equip the item you last selected.
Dumping or catching something in a bottle will place the inventory screen cursor on the deku stick slot by default, even if you don't have any deku sticks. This happens because the developers never intended the player would have a bottle before deku sticks. This is seen in the video before the first catch when I equip a corrupted image to c-down where the swinging bottle previously was.
When you swing a bottle, you can pause right before you catch something in it to equip something else over the bottle and the game will just overwrite that item in your inventory as if it was a bottle. This is used in the video to overwrite the deku stick slot.
When you land in water, you can press B right before you do and the game will remember that this is the last button being pressed... Holding shield and a bottle item while Z targeting, then letting go of shield will cause link to swing the bottle and overwrite the B button with a bottled item.
When the B button gets overwritten with a bottled item, it hacks the game with binary writes corresponding to items equipped on c-right. See the image on this page: zeldaspeedruns.com/oot/ba/rba-quick-guide
Adult pocket egg writes into deku capacities. Fairy writes into stick ammo. Bugs writes 0001 1101 which corresponds to 29 as an integer. Stick slot being filled cancels the stick get item animation which would force the stick ammo to 1 instead of performing +1 to the current ammo. Lets you get 30 deku sticks from one deku stick, which isn't useful but I think it is pretty cool! :P Thanks for watching my silly ideas.










