Uploaded January 2020 | Updated September 2026, 4 hours ago
Anything too early takes you to the warp song destination.
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
Anything too early takes you to the warp song destination.
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


![[Proof of Concept] ACE Void Warps
Here I show it is possible in the restricted setting of Darunia ACE that it is possible to warp to unintended scenes with very simple ACE. This takes advantage of the Zoneout variables in the games Save Context, the same values used by Void Warp.
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 Twinrovas room, so when I void out it took me to Twinrovas 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 Figs ACE video, however I shot a second deku seed to store the entrance I want to load as its y-rotation for ease of access. [Proof of Concept] ACE Void Warps](https://i.ytimg.com/vi/p736Py3W41E/mqdefault.jpg)







