Uploaded April 2020 | Updated September 2026, 1 week ago
In this video I show a couple of ways to perform unusual types of Void Warp during DH.
While this technique can't really accomplish much, I think this is the first time that the Black Screen Glitch is actually useful for something instead of just being a huge inconvenience.
Explanation:
In order for a Void Warp to happen, you need something to change the Zoneout Type after a fade-out has already started. Usually, when doing a DHVW the loading zone you enter starts the fade-out and returning FW then sets the Zoneout Type to 3, causing you to appear at the FW coordinates. Instead, when doing RDHVW, FW starts the fade-out and the grotto exit then sets the Zoneout Type to 2, causing you to appear at the grotto coordinates.
Normally, attempting to do a RDHVW on loading zones that aren't grotto exits doesn't do anything special, because most loading zones in the game don't actually set the Zoneout Type, and they instead just expect it to be 0 because that's the default value. There are some exceptions though:
- in DMT there's a bunch of loading zones on the OoB cliffs and in the chasm that behave like void planes, setting the Zoneout Type to -1 (Special Void to send you back to the last entrance without restoring a previous position)
- some dungeon loading zones(*) use Zoneout Type -2, which is for preserving the Temporary Flags between scenes (it is also used when playing Sun's Song and continuing after Game Over)
The so-called Black Screen Glitch happens when reaching an alternate scene setup during DH, and it prevents the fade-in from finishing. The fade-in naturally disables loading zones and the Out of Bounds Void Out at y=-4000, but every other warping mechanism works fine. If you use FW or a warp song, the resulting fade-out will override the fade-in, causing loading zones and the OoB void to work again, so that they can set the Zoneout Type and cause a Void Warp.
As a first example, if you DHWW to Desert Colossus (without canceling the Title Screen Mode) and return to a previously set FW point while inside the loading zone for the Spirit Temple entrance, you will trigger a -2 Void Warp and appear at the regular entrance instead of the FW coordinates.
Unfortunately this doesn't work with warp songs, because even though they still cancel the fade-in, the warping animation itself disables the loading zone.
Of course this also works without the black screen glitch, if you go to Tower Collapse and do a normal RDHVW with those loading zones.
By using the loading zones in DMT you can instead do a -1 Void Warp, which effectively accomplishes the same result as the -2 one except it also takes away 1 heart. The interesting thing is that these DMT loading zones act as void plane replacements (actual void planes are a different thing, and they're not disabled during the black screen glitch): for some reason that I don't fully understand, this makes them be active even during death and warping animations, so you can Void Warp even with warp songs. Unfortunately you cannot reach DMT during DH without using FW, so you cannot really use this to do Grotto Alt Exit during DH (please, prove me wrong on this).
Finally, if you can do an Ocarina Dive into OoB during the Black Screen Glitch, then you can do a traditional type 1 Void Warp even if you normally couldn't because of the music staff taking too long. I think the only places where this is possible are Kokiri Forest and Lost Woods.
(*)These are the ones I know: entering and exiting boss rooms, entering and exiting Ganon's Tower, all Tower Collapse loading zones, entering Spirit Temple from Desert Colossus through any of the 3 entrances, exiting Spirit Temple to Desert Colossus through the hands (not the main entrance).
The Desert Colossus/Spirit Temple loading zones probably preserve Temp Flags because you need to exit the dungeon when playing casually to get the Mirror Shield, and nothing should be changed when you go back in. Also, one of the temp flags is for the Mirror Shield chest appearing, so if you go in the dungeon the chest will stay there, but it'll disappear if you leave the area (unless of course you open it, which sets a permanent flag instead).
In this video I show a couple of ways to perform unusual types of Void Warp during DH.
While this technique can't really accomplish much, I think this is the first time that the Black Screen Glitch is actually useful for something instead of just being a huge inconvenience.
Explanation:
In order for a Void Warp to happen, you need something to change the Zoneout Type after a fade-out has already started. Usually, when doing a DHVW the loading zone you enter starts the fade-out and returning FW then sets the Zoneout Type to 3, causing you to appear at the FW coordinates. Instead, when doing RDHVW, FW starts the fade-out and the grotto exit then sets the Zoneout Type to 2, causing you to appear at the grotto coordinates.
Normally, attempting to do a RDHVW on loading zones that aren't grotto exits doesn't do anything special, because most loading zones in the game don't actually set the Zoneout Type, and they instead just expect it to be 0 because that's the default value. There are some exceptions though:
- in DMT there's a bunch of loading zones on the OoB cliffs and in the chasm that behave like void planes, setting the Zoneout Type to -1 (Special Void to send you back to the last entrance without restoring a previous position)
- some dungeon loading zones(*) use Zoneout Type -2, which is for preserving the Temporary Flags between scenes (it is also used when playing Sun's Song and continuing after Game Over)
The so-called Black Screen Glitch happens when reaching an alternate scene setup during DH, and it prevents the fade-in from finishing. The fade-in naturally disables loading zones and the Out of Bounds Void Out at y=-4000, but every other warping mechanism works fine. If you use FW or a warp song, the resulting fade-out will override the fade-in, causing loading zones and the OoB void to work again, so that they can set the Zoneout Type and cause a Void Warp.
As a first example, if you DHWW to Desert Colossus (without canceling the Title Screen Mode) and return to a previously set FW point while inside the loading zone for the Spirit Temple entrance, you will trigger a -2 Void Warp and appear at the regular entrance instead of the FW coordinates.
Unfortunately this doesn't work with warp songs, because even though they still cancel the fade-in, the warping animation itself disables the loading zone.
Of course this also works without the black screen glitch, if you go to Tower Collapse and do a normal RDHVW with those loading zones.
By using the loading zones in DMT you can instead do a -1 Void Warp, which effectively accomplishes the same result as the -2 one except it also takes away 1 heart. The interesting thing is that these DMT loading zones act as void plane replacements (actual void planes are a different thing, and they're not disabled during the black screen glitch): for some reason that I don't fully understand, this makes them be active even during death and warping animations, so you can Void Warp even with warp songs. Unfortunately you cannot reach DMT during DH without using FW, so you cannot really use this to do Grotto Alt Exit during DH (please, prove me wrong on this).
Finally, if you can do an Ocarina Dive into OoB during the Black Screen Glitch, then you can do a traditional type 1 Void Warp even if you normally couldn't because of the music staff taking too long. I think the only places where this is possible are Kokiri Forest and Lost Woods.
(*)These are the ones I know: entering and exiting boss rooms, entering and exiting Ganon's Tower, all Tower Collapse loading zones, entering Spirit Temple from Desert Colossus through any of the 3 entrances, exiting Spirit Temple to Desert Colossus through the hands (not the main entrance).
The Desert Colossus/Spirit Temple loading zones probably preserve Temp Flags because you need to exit the dungeon when playing casually to get the Mirror Shield, and nothing should be changed when you go back in. Also, one of the temp flags is for the Mirror Shield chest appearing, so if you go in the dungeon the chest will stay there, but it'll disappear if you leave the area (unless of course you open it, which sets a permanent flag instead).






![[OoT 1.0] Glitched Damage Value without Deku Stick
This makes QPA possible as adult on N64. It works because of the 1.0 exclusive glitch that lets you use items on the frame the put-away animation starts:
- Press A to put away the sword
- Start falling and press B at the same time on the following frame
The put-away animation gets canceled by the jump-slash, but the sword disappears anyway (like when youre trying to do damage QPA but you get hit too late). The jump-slash then sets the damage value, but Link has no sword in hand anymore, so you get the glitched hitbox.
This works with all swords, hammer and stick. The only requirement is either hover boots + any ledge, or a non-grabbable ledge you can fall off of and still land somewhere.
With hover boots, you have to gain some speed and let Link slide off the edge with no input, otherwise there is not enough hover time for the Put Away to appear on the icon.
Note that you have to press A to put away the item and you cannot, for example, unequip it from the button after jumping: doing that would skip over the frame you need for the 1.0 glitch.
Another thing that works instead of pressing A is burning a stick, but thats obviously pretty useless because you can just do the normal QPA with burning stick then.
Edit: Gabyelnuevo had found this already on the prerelease version 0.9 of OoT https://youtu.be/8P_eV6kTvI4 [OoT 1.0] Glitched Damage Value without Deku Stick](https://i.ytimg.com/vi/kkigDu2vAgU/mqdefault.jpg)


![OoT3D Boss Challenge Wrong Warp [TAS]
Using very precise inputs its possible to get WWT in Links House and use it for a Wrong Warp with the boss challenge option.
TAS tools on Citra are still pretty limited (specifically you cannot use savestates while recording your inputs, you can only frame advance), so I used splices to record this video.
Doing WWT with the bed required solving a lot of problems:
1) Theres no water or crawlspaces around, so Dins Fire Canceling is needed
2) Items are restricted, so you need to do RI multiple times for bombs and DF
3) Deku Nuts are completely non-functional in houses and shops, so damage is needed to unlock movement
4) If you interact with the bed while you have damage invincibility (flashing red), you cant unlock movement with bombs
Detailed explanation of the inputs:
First, I play SoS and use Lens of Truth immediately, which prevents magic usage from the lens letting me use DF.
Then I pull out 2 bombs with RI (about 16-17 frames apart) and place them far from each other so the second one doesnt explode prematurely.
To be able to roll even though Im in range to interact with the bed, I do the equivalent of an OoT buffered A press: changing equipment gets rid of Check A for a frame, so I can use control stick and A button to roll towards the first bomb.
The explosion hits Link, canceling the rolling animation and letting me use items earlier on during the roll invincibility.
I use DF, which deactivates Lens, which in turn despawns and clears whatever memory region is used by magic effects (idk how it works exactly), enabling getting hit and pausing during the DF animation.
On the frame before Link gets hit by the second explosion, I re-equip bombs to make them usable during the following WWT and I press A to interact with the bed (same timing as RI but pressing A instead of the bombs button).
The second explosion hits Link, barely within the roll invincibility window so he doesnt get damage invincibility.
Dins Fire gets canceled and clears the interaction flag, letting me use items with the text on screen.
The text box prevented the bombs button from dimming, so I can pull out a bomb to damage Link and start WWT.
After triggering a fade-out by exiting the house or voiding out, selecting the boss challenge option is frame perfect, because the game mode needs to be set to 4 on the same frame the scene load starts, otherwise the boss menu GameState would be loaded instead of the normal gameplay one.
(Its like when you do BiT, which requires the blue warp to write to the Next Entrance on the frame the load starts, so that the game uses the previous value of -1)
Timestamps:
0:00 Intro text
0:15 First TAS section
1:18 Wrong Warp to SFM
2:40 Setup to warp elsewhere
5:20 Wrong Warp to DC
6:08 Grotto respawns in Links House
7:27 DHWW
7:48 Cutscene Fade-in
8:40 Adult cutscene
Additional information:
- When doing the TSC, you need to do horizontal slashes by tilting the stick because youre targeting the bed, and then use a bomb to put away the sword. The angle is also pretty precise
- Other than the odd exception of the Ganondorf cutscene, the only warps that dont instantly bring you to the Bosses menu are ones that have to do with the Game Mode: you can enter Visions, both from Game Over and Sheikah Stone, and you can quit to the Title Screen or do DHWW.
- Sheikah Stones set the Grotto Exit too, but I didnt show that in the video because the Kokiri Forest one doesnt appear in scene setup 04, and the ToT one is in room 01, so it would crash when returning to Links House.
- I realized that if you do the trick as Adult Link, you can activate Ingo minigame storage to unlock the B button in Links house and use the normal Master Sword for the TSC. Keep in mind that the only items you could use for RI are boots, everything else is restricted during Ingo storage OoT3D Boss Challenge Wrong Warp [TAS]](https://i.ytimg.com/vi/pueVFYqjSmk/mqdefault.jpg)
