@exodus122
  @exodus122
Exodus122 | OoT3D - Early Bombchus in GTG with SRM @exodus122 | Uploaded 3 years ago | Updated 11 hours ago
This trick was found by natalyahasdied in OoT earlier today (youtube.com/watch?v=u6VuhwueOmU). I tested it in OoT3D and it works in this game too. This uses a special type of SRM which causes the beamos to read the wrong value while checking which type of actor is hitting it, causing it to explode.

First I perform a heap manipulation by letting the timer run out to reload the room, then kill the two dinolfos. I drop a fish and wait several seconds until it is about to disappear, then throw a deku nut at the beamos. While the deku nut flash is hitting the beamos, a 12 frame timer starts ticking down (at instance + 0x11A), as the beamos closes its eye. During each frame of the timer, the beamos checks if the actor hitting it (at instance + 0x4F8) is an explosive (value 3), and if so, it explodes.

When this timer reaches 5, the deku nut has unloaded. The fish should also be unloaded at this point if timed correctly. This gives you the remaining 5 frames to load another actor in the deku nut's place. Dropping bugs will overwrite the memory previously used by the deku nut with various data about the bugs, such as position. The timer is frozen during the bug dropping animation.

With this heap manipulation, the beamos will read part of a random floating point number in a bug actor as the type of actor which is hitting it. The value read could be anywhere from 0-255. With good RNG, it can read a 3 on one of those 5 frames and the beamos will explode.

After a few attempts I got it to read the value 3, and showed you can get early explosives in GTG with this, just using deku nuts, a fish, and bugs. There may be a way to do this without RNG in the future, using a different heap manipulation. More research needs to be done.
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OoT3D - Early Bombchus in GTG with SRM @exodus122

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