Hylian FreddyThis is a way to initiate Jabu Wrong Warp in vanilla OoT using Din's Fire instead of a fairy revival.
If this worked in OoT3D it would allow to wrong warp pretty easily using Jabu's blue warp. But of course it doesn't, because Ruto comes out of the blue warp way faster than in vanilla OoT.
Using the Din's Fire animation to break free still works though: by dropping a fish near the edge of the warp and casting the spell, if you get lucky you can get pushed inside at the right time so that the animation ends before Link faces Ruto. It relies entirely on the fish RNG movement, which makes for a very low success rate. If a consistent way to do it is found, it'll be possible to play cutscene #00 in any area that has one.
Idea for Jabu WWHylian Freddy2019-08-16 | This is a way to initiate Jabu Wrong Warp in vanilla OoT using Din's Fire instead of a fairy revival.
If this worked in OoT3D it would allow to wrong warp pretty easily using Jabu's blue warp. But of course it doesn't, because Ruto comes out of the blue warp way faster than in vanilla OoT.
Using the Din's Fire animation to break free still works though: by dropping a fish near the edge of the warp and casting the spell, if you get lucky you can get pushed inside at the right time so that the animation ends before Link faces Ruto. It relies entirely on the fish RNG movement, which makes for a very low success rate. If a consistent way to do it is found, it'll be possible to play cutscene #00 in any area that has one.OoT3D Hover Boots No DoorsHylian Freddy2023-07-28 | This is a strategy to get Hover Boots without opening doors (and without BiT).
It requires Longshot, which can currently only be obtained with GIM (youtu.be/g-xWKUGJKsM) after getting Iron Boots (youtu.be/nuK8-RYpQI8). It also requires a lot of Deku sticks, bombs and health, as the Dead Hand fight uses 15 sticks and 12 bombs, without counting mistakes or bad RNG.
Route: Set FW in tower collapse interior, bottom of boss room from the bottom (entr. 0x0134). This entrance can be reached in a few ways, like backtracking after nocturne DHWW, or doing BSVW with FW set at Haunted Wasteland from GF.
DHWW (w/ fairy), play Bolero DHWW again (w/ fairy) in the storms grotto, exit back to castle Skip guards (with ground jump or ledge cancel) OI, get fairy from the gossip stone if you don't have enough, enter market DHVW to Shadow Temple Zombie backflip to land in maze room (w/ fairy) Reach Dead Hand's door OI to unlock screen 4 QPA stick slashes to destroy the hands and lure Dead Hand out Wait for Dead Hand to reach the door, then jumpslash the head (standing up against the door) Repeat x3 Longshot clip to the chest.
Notes: - If Dead Hand spawns too far from the door he'll burrow again before reaching you and the cycle is wasted. - To keep Deku sticks on B during DHWW, you need to have a fairy for every time you die, because resetting the B button (via Game Over) would make it blank.
Timestamps: 00:00 Setting FW 00:24 Reaching Shadow Temple 05:05 Fighting Dead HandOoT3D Steal the Fishing Rod as Child (w/ Bottle on B)Hylian Freddy2023-06-23 | The fishing rod has been found to allow easy Din's Cancel on NPCs (youtu.be/JB2OeLYNzvM), which allows for example to get the bunny hood with TTG and skip the masks quest. Stealing the fishing rod can normally only be done quickly as adult, using RI with Iron or Hover Boots. Doing it as child required very slow setups like Inventory Overstuffing or freezing trade timers. This new method works as child and it seems pretty fast, requiring only a bottled fish on B.
When you press the Save button, if you have a non-sword item on B it will be reverted to the item stored on Temp B. In the fishing pond, after paying the owner, the game will check the B button on every frame and will equip the rod if it's not already there. But this doesn't happen while in the pause screen, and so it's possible to use the stored B item if you press the button on the last frame before the game resumes, similarly to what happens for the Restricted Items glitch.
The only items that are easy and fast to get on Child B are bottles and deku sticks (everything else would require lengthy setups like Child BA or Kiddy Capers). Thankfully a fish released from a bottle, contrarily to the normal fish in the pond, has its own push collider. So it can be used to push Link in the water after casting the rod, which makes him start swimming and break free from the movement lock.OoT3D Sound Effects with Action SwapHylian Freddy2023-03-14 | Action Swap explanation by SeedBorn: youtu.be/CmCHru6FxrI DC staircase trick by Exodus: youtu.be/AuBN-0G9bEM
Additional notes: - The valid sounds are the same across all main versions (USA, EUR, JPN). - The inputs I used to shoot with the stick are: press stick and one frame later press L, holding both buttons; to play the SFX for timer value 0x2E1 (737), start pressing stick at 0xFD2B (-725). Another way to flip the timer is to get into shooting stance by backflipping and pressing stick in mid-air once, then pressing stick when the timer is at -736. Link's shout will cancel the SFX though. - For the staircase, you can't simply trigger the timer flip near the bomb flowers, because going through the door cancels the glitched "ranged weapon" state. - The list of SFX was played by patching the game so it looped over all 32768 values but only showed the valid ones. - At the beginning of the list, the targeting SFX is a mistake and shouldn't have been there. - Value 0x761A gives the light arrow SFX, as you can hear at 5:34, but for some reason it doesn't actually play when doing the glitch for real. - In the game's code, the array for the "empty ammo" SFX is placed earlier than the one for "loading projectile" SFX. With this glitch they end up overlapping, so index 0x75F for the first one is effectively the same as index 1 for the second one (and so on).
Timestamps: 0:00 - Intro 0:35 - Two interesting SFX 1:37 - Lowering DC staircase 2:52 - SFX listOoT3D Boss Challenge EscapeHylian Freddy2022-04-24 | It is finally possible to escape a boss room during the Boss Challenge. This allows us to perform many different exploits, as shown in this video.
For the actual Hookshot Jump trick, here is the setup and explanation: - First, unlock the Boss Gauntlet by re-fighting every boss in the BC (the available bosses depend on which stones/medallions your file has) - Start the Gauntlet normally - After beating Volvagia, open the small chest and hope you find either type of boots; if you don't, you unfortunately have to restart the Gauntlet - At the start of the Bongo fight, immediately go forward, turn around at the edge of the drum and stun the hands (remember to equip Goron Tunic) - Jump off the drum and reach the back wall, then stun Bongo - Stand directly below stunned Bongo, charge hook while targeting him - Go to the Home Menu, release hook and hold Items, advance 2 frames - Release Items, the hook should hit Bongo while the menu opens - Move the boots, then close the menu - Link should do a HJ, clip the ceiling, and touch the loading zone to Shadow Temple; if you get unlucky you can get damaged on the ceiling and fall down, in which case you can just retry after lining up with the center of the drum again.
The jump can also be done with Kokiri Tunic, as shown in the video, but it's really precise. Though in this case you only need Prelude and Shadow Medallion instead of having to unlock the Gauntlet.
Interestingly, this trick can only work in OoT3D because of 3 key differences Grezzo implemented: 1. The ceiling in Bongo's room is completely flat in OoT, and you can't clip through proper ceilings; in OoT3D it's slanted enough that it's considered a skewed wall at the edges of the arena, which can be clipped through. 2. The unused entrance from Bongo's room to Shadow Temple uses Spawn 2, which crashes in OoT but luckily loads fine in OoT3D, placing Link in room 0 at position 0 3. Obviously, the added boots animation which lets us perform the HJ.
Timestamps: 00:00 BCE 00:49 Hookshot Jump details 02:12 Loading Files 03:03 File Duping & MQ shenanigans 05:12 Boss Gauntlet in 3 seconds 06:44 Deku Shield as Adult Link 07:21 Boss glitchesOoT3D DoT Skip without ZL/FW & Double Defense as ChildHylian Freddy2022-02-02 | Using the new Child Ledge Clip, it's finally possible to enter the Kakariko Shooting Gallery as child, without FW. This is significant because a DHWW with the "Kakariko from Gallery" entrance goes to Inside Ganon's Castle.
In the video I show two cool things this allows us to do. Both of them require having explosives before meeting Zelda: they can be obtained either with SRM in GtG (youtu.be/gSBBhH6F6uA), or with GIM in BotW, which for now requires Iron Boots NG+. [Edit: I forgot 2 other methods to get explosives: Bombs can be obtained from source using a series of glitches, like ISG to enter DC, QPA to break the first wall, and waiting 36 minutes with a Deku Spear to lower the staircase (youtu.be/AuBN-0G9bEM). And another place to get bombchus is Spirit Temple, which requires a TAS-only L-Slide over the river of sand]
The first thing is DoT Skip without Zelda's Lullaby/Farore's Wind, by exiting Ganon's Castle after the wrong warp and going to the market. The only method to skip the guards during DHWW is with a Ledge Cancel to make the camera pan out enough to cull the guards. After doing this trick, you could get the Odd Poultice as adult, RBA ZL and get FW. This would let you do a cutscene #07 Wrong Warp from Zelda's Courtyard using FW.
The second thing is Double Defense as Child. By reaching the castle with the wrong warp, you can go to Zelda without clearing the Hyrule Castle entrance cutscene. If you then trigger that entrance during DHWW, you will warp to Outside Ganon's Castle and cutscene #00 will play. I assume this happens because the game tries to play the HC entrance cutscene by indexing cutscene data with a "segment offset", but the scene loaded is different and so stuff is in the wrong place (here's some more info about this: wiki.cloudmodding.com/oot/Entrance_Cutscenes wiki.cloudmodding.com/oot/Addresses#Segment_Addresses). Anyway, once the cutscene ends you can just enter the Fairy Fountain normally.OoT Ledge Clip as Child (Death Ledge Clip)Hylian Freddy2022-02-02 | The Ledge Clip is a very old trick that usually only works as adult, because child Link's body is too short and always clips back up to the floor when he lets go of the ledge. But now I found a way to push Link further beneath the ground using a death, so that he doesn't pop back up as child.
Technical Explanation: While Link is hanging from a ledge, his position is on top of the ledge, but his body model is entirely beneath it. The game has to fix this discrepancy when Link lets go of the ledge: 1. If the player presses A, he quits out of the hanging state and he teleports downwards, so that he visually appears in the same location when he starts falling. 2. If he takes damage, the same as above applies. 3. If he loses all health (e.g. via heat timer) his position doesn't change at all, so he appears to visually teleport on top of the floor and then die.
By abusing all 3 mechanics, it is possible to stack the downwards offset from #1 and #2 together. Usually those two events can't overlap, because if one of them takes Link out of the hanging state, the other can't trigger anymore. But oddly enough, if Link dies from the hit then he doesn't quit the hanging state immediately; instead, he will visually appear hanging in midair below the ledge (because of effect #2), and on the next frame he will pop back up to the correct location (because of #3) and start falling. So, if you press A on the same frame Link takes a hit and dies, he will still be in the hanging state when the button press is processed, and he'll receive the double offset.
This technique can be used pretty much anywhere you can do the normal adult ledge clip. Of course it has the limitation of being dead while falling, so it normally requires a fairy and a floor to land on. As shown at the end of the video, you can also use a recovery heart to replenish health in midair, even if it's on the other side of the wall. In OoT3D, you could also use the 4 HP glitch to get a heart container in midair.
Timestamps: 00:00 DLC 00:24 Technical Explanation 01:44 DLC 3D 02:23 Timing notes 03:08 Floor Clip as Adult 03:44 Without Bombs/BottleOoT3D Lost Woods duping without FW/ISGHylian Freddy2021-12-08 | These dupes were all already possible with other methods, but this one is the easiest and has the fewest requirements.
Setting FW is very easy, see this video for the explanation: youtu.be/4_t9LKDMyes Doing the Song+FW Warp (youtu.be/2E0gZvcpQoQ) is pretty hard in Spirit Temple, but maybe it can be done elsewhere. I think the blue switch in Spirit triggers 2 "One-Point" cutscenes, which makes the first FW input frame-perfect. And QPA OI also requires a frame-perfect input.
Edit: instead of the song void warp, you could use Morpha's Blue Warp by doing the RIWW setup but returning to FW later than usual (after the screen starts fading out). In this case the void warp would be easier, but reaching Morpha's room as child without FW requires overstuffing hover boots (...hoverstuffing?) to do the death mega jump to the boss room, and reaching Water Temple requires doing either the ground clip in lake hylia and swimming under the lakebed (which I've never seen, it may not be possible), or doing the wrong warp chain starting from the death ledge clip into Kak shooting gallery.OoT3D Deaths Door: Setting the Entrance Point with a Game Over or Special VoidHylian Freddy2021-12-07 | This trick allows to set FW at any position in any map with grottos, provided that you can die at that location after doing DH (only in OoT3D though). You can also use it to do Grotto Alt Exit without Wrong Warp (in all versions).
Technical explanation (shoutouts to the oot decompilation):
There is a function called "Gameplay_TriggerRespawn", which is used when you void out with zoneout type -1 ("respawnFlag" in decomp): that includes some special void planes found in DMT, Ice Cavern, Spirit Temple and Tower Collapse Exterior, and other things like Wallmasters and doors in Dampé's grave. For some reason it is also used when you continue on the Game Over screen, even though that uses type -2 (the respawnFlag is just overwritten immediately after the function call). This function does something pretty weird: it sets the Entrance Point to Link's current position (like when you go through a door) and then reloads the current scene, making the EP completely useless as it will be overwritten after Link spawns at the regular entrance.
There is a way to still use this EP though, by exploiting the fact that it cannot be overwritten inside the grotto scene: if Gameplay_TriggerRespawn is called in another scene but it sends Link to the grottos, you'll be able to keep the weird EP and save it with Farore's Wind.
Example #1, with Game Over: OoT3D tries to keep the Next Entrance Index to a default value (-1) by resetting it after every scene load and (mostly) refusing to start another one if it's not negative. If you do Death Hole to set its value and then do a deathwarp, it will be locked to that value (which sends Link to a grotto of course). This lets you call Gameplay_TriggerRespawn to save your current position in the EP, and then respawn in a grotto. You need to enter the Visions before selecting Continue, because otherwise the game doesn't start the scene load and softlocks (when the Next Entrance is already set, only voiding out and changing Game Mode and/or Game State can still work).
Example #2, with special Void Out: When you trigger a special void out, that function is called twice: once when the fade-out starts and once when it ends (and the load starts). The second time happens after the Next Entrance Index has already been copied over to the current entrance index. That means that, if you did DH, the EP will be set at the position Link is when he voids out, but in the grotto scene. For OoT you need a timer warp to trigger the Next Entrance set by the DH, because the value is not locked like in 3D.
Other examples I haven't recorded: - In tower collapse exterior you can set the EP in mid-air if the timer expires and you void out during the screen fade (frame perfect with the height based void, lenient with the -4000 void). It basically softlocks in an endless fall afterwards. - In OoT, if you do the WW to lakeside lab and then die/continue, you'll have the EP in the grotto, at the position you died at.OoT3D: Getting Lon Lon Ranch dungeon itemsHylian Freddy2021-11-28 | When displaying the dungeon map screen, the game checks what the current scene is to determine which slot to index in the dungeon items array. For example, if you're in Fire Temple, it reads slot 4 to see if you have the Map, Compass and Boss Key, and it writes to slot 4 when you obtain one of those items. If you're in a scene that doesn't use any slot, the game will just keep reading the last selected one if it's forced to check dungeon items (for example if you use hacks to spawn a boss door).
Most of the slots are used by more than 1 scene. In fact, they are all linked to at least 1 overworld scene each, even though the dungeon items are never used or obtained in those areas.
Slots #17 and #18 can be modified with Iron Boots and Hover Boots RBA; they correspond to dungeon items for Goron City and Lon Lon Ranch. It is normally impossible to display them, because the map screen doesn't show them outside of dungeons. But thanks to DHWW, you can still force them to appear, because during Title Screen mode the Map screen "type" will not update.
Some additional notes on the Map Screen: - the floor icons depend on the dungeon index, like the items. For indices that don't correspond to any dungeon scene the icons will be glitched. - the area name texture does not seem to depend on the same index, it varies for every scene. In Desert Colossus (where you can't open the Map screen without cheats) Link's Y coordinate affects which portion of the texture is displayed: youtu.be/2gKXElyiv54. - the actual map, with the blue rooms and the chests icons, is not displayed in Title Screen mode because it behaves like the HUD, so I don't know what it would look like outside of dungeons.OoT3D Easy FW WWT & Gerudo Valley TTG documentationHylian Freddy2021-11-17 | In OoT3D only, using hookshot while targeting buffers a shot automatically. So just hold L, press Hookshot and then FW, and if the hookshot hooks onto something you will get FW WWT.
For the TTG, I copied what blini did here from youtu.be/rgvL-d4lK0w, but you don't need to do the buffered roll, just hold forward while targeting the carpenter and press AOoT3D MQ: Jabu Wrong Warp with bottled PoeHylian Freddy2021-11-14 | This is a new way to perform Jabu WW, but it's still inconsistent and unfortunately only works in Master Quest.
In OoT3D, blue warps don't update when Link's health is zero. This is why we can't do Jabu WW the same way it's done in vanilla OoT, because if you die on the frame you touch the blue warp, it doesn't detect that you entered it until after the fairy revives you. But if you can deplete Link's health after he entered, then you can break out of the frozen blue warp.
Normal damage sources don't affect Link while he's locked in a cutscene state, but it's possible to drink a Poe, which has a 33% chance to damage Link. This can only happen if Link's health is more than 1 heart though, because Nintendo wanted to make it impossible to die by drinking a Poe (pastebin.com/y3m5sbz1). Luckily, Grezzo forgot about this detail when implementing the double damage in Master Quest, which means Link can now die because the Poe deals 2 hearts of damage.
Something weird to note: in MQ, wrong warping to cutscene #00 inside Jabu or Ice Cavern crashes the game, probably because Grezzo messed up the cutscene data inside the MQ versions of those scenes. So, don't do Jabu WW to those areas.Insanely high Hookshot Jump (Invisible Death HJ)Hylian Freddy2021-10-16 | Doing a Hookshot Jump while Link is invisible gives him an enormous amount of vertical speed, for some reason. The numbers on the screen are the Y Coordinate and the Y Velocity.
It's a bit difficult to know where the hookshot goes during the invisibility glitch (as it's detached from Link and basically cannot find where he is, so it uses the wrong coordinates to determine how to move), but the first time you pull it out it always spawns where Link is and stays there, shooting downwards the first time you use it. So in the video I placed it on the tree root and then used the egg text to enter water without putting the item away.
I tried doing this in OoT3D, but the speed seems to reset to 0 after being revived, so you can only reach a height of about 300 thousand units instead of 2.5 million. Also, the boots method doesn't seem to work.
Btw, I did not actually wait 1 hour and 41 minutes for Link to fall, I just edited his position manually.[OoT 1.0] Glitched Damage Value without Deku StickHylian Freddy2021-10-01 | 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 you're 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 that's 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 youtu.be/8P_eV6kTvI4OoT3D Enter Grannys Potion Shop as childHylian Freddy2021-09-03 | This is finally possible! Well, probably not RTA though... Max% Child can now get the Odd Poultice, which can be RBA'd to obtain Prelude of Light (new item) and Serenade of Water (already possible with Jabu WW, but this frees up that trick to be used for some other item). [Edit: Pal62 found an easier setup for this trick: youtu.be/ph1DXKB0t7E]
Thanks to the new FW light ball manipulation (youtu.be/OhgdCxWyvns), it's possible to cast FW, interrupt the animation and return to the warp point while it's still moving in the air. In the video I enter Kakariko from the windmill, then perform the trick near the regular potion shop's entrance: the path between that position and the windmill door passes over the loading zone for Granny's shop, so I can drop into it by returning to the warp point at the right time.
Steps: After doing ledge cancel, you need to anger the cucco and cast FW on the same frame (2 frame-perfect inputs, for opening the menu and doing RI). You'll get control while the FW light ball is spawning. Do another frame-perfect RI to bring up the FW text box, then select the first option frame-perfectly. This last input has absolutely no visual cue, especially because the light ball keeps updating while you're in the items menu, so not only you need to close it very quickly to avoid missing the frame, it makes it impossible to know what the right frame is unless you use savestates or somehow count each frame while inside the menu.Farores Wind Light Ball ManipulationHylian Freddy2021-09-02 | Yet another glitch involving Farore's Wind.
The game stores the FW data in 2 places in memory: one of them, the "real FW", is in the respawn data alongside the Entrance Point and the Grotto Exit, and it stores a unique timer for the light ball animation; the other one, the "saved FW", stores a flag to determine if the warp point is currently set. Both of them also store the more obvious stuff, like entrance index, coordinates and room number, temp flags... but each time you load a scene or set the warp point, the real FW is updated with the saved FW data.
In the video I show that in OoT you can pause and savewarp immediately after using FW, and the warp point won't be deleted because the FW flag is only cleared after the light ball disappears. This doesn't work in OoT3D because the light ball still updates while the game is paused. What does work in all versions is abusing this little time window to use FW again. Doing so requires Link to be grounded, which is more challenging than you might think.
When you spawn from a FW warp, Link is placed at the stored FW coords and he's invisible; if FW was placed in mid-air using glitches, Link starts falling while still invisible, even in water. After some time, to make him "appear" out of the FW light ball, the game teleports him upwards by 60 units and makes him visible. At this point he does not start falling until the FW light has disappeared completely. Because of all this, making Link land in the first few frames after he turns visible requires a very specific condition: the stored warp point needs to be in between 2 floors that are close enough to each other, so that Link snaps onto the upper floor when he's moved upward. You can't just place FW beneath a floor, because then Link would fall for more than 60 units before the teleport happens.
Once that's done, you can immediately use FW before it gets cleared to bring up the text box, and then choose to return to the warp point afterwards, when the FW flag is unset. This places you where the light ball was when it faded away completely (because it moves while fading away, changing the real FW location). Additionally, the timer for the light ball animation and the coords for the real FW will be zeroed after the warp, because FW is technically unset at this point. But if you spawn from FW when the timer is 0, the light ball starts the wrong animation: instead of fading away and lowering the timer value, it starts appearing, increasing the timer, and it moves from the (0,0,0) coords to the Entrance Point. Also, this timer is the variable the game checks to determine what should happen when you press the FW button, displaying the FW text if it's positive, casting the spell if it's 0. So you can return to FW infinite times as long as you don't exit the scene (or reload it without FW).
For now I didn't find any actual uses for this technique. Maybe it can help with Wrong/Void Warping, for example setting an entrance point where it wouldn't otherwise be possible.
I found this after one of the OoT3D Randomizer devs, Kewlan, had some problems with the "Keep FW warp point" hack he was making. I looked into those and realized similar things could happen in the base game too.
Timestamps 0:00 FW light ball moving 0:24 FW Savewarp 1:05 In Impa's House 2:24 With Time Block in Forest Temple 2:56 With Armos statue in Spirit Temple 3:51 Entrance Point manipulations 4:25 Example with GtG dialog interruptOoT3D Skulltula Hookshot Jump with water gravity bootsHylian Freddy2021-08-09 | This is one of the highest possible Hookshot Jumps. I don't think it's as high as the one that involves Epona, Saria's Song and a frame-perfect A press (youtu.be/HSJNBNGlIPA), but it's definitely longer because of the decreased gravity.
I'm in DHWW mode because otherwise the skulltula token would dim the buttons. In OoT that doesn't happen and you could also equip bombs to a third item button instead of manipulating the deku baba.
I don't know if someone else has done this already, I just wanted to try it for fun.OoT Zombie Hovering without heat timer (Spirit BK Skip)Hylian Freddy2021-07-22 | Original Zombie Hovering video: youtu.be/JSHppr-zWC8
When doing Chest Storage / Open A, usually you have only a handful of frames to interrupt the chest opening animation before Link puts away the sword, which is why the only (RTA) method until now was to die with a heat timer, severely restricting the areas you could perform Zombie Hovering in.
But I figured out (thanks in part to Blini) that simply by holding the shield button during the DF animation, you can indefinitely delay the Get Item event, keeping Link locked in front of the chest. This lets you interrupt the chest animation by getting hit by an enemy. After that, everything works the same as I showed in the original video.
In OoT3D, this unfortunately doesn't work, because the original game has the exclusivity on the Shield Glitch™ :( For clarity, I'm referring to what's used for Ground Jumps, Super-Slides and Down A in OoT: being able to shield when you're not supposed to is completely patched out in OoT3D.
Without the shield glitch, you can't activate Open A using an enemy because there isn't enough time to wait out the damage invincibility you get from the bomb used for DF Cancel. I'm convinced it should still be possible to do it in a TAS by using roll invincibility, but I don't even want to try doing that on Citra lol, I've had enough of that when I made this video: youtu.be/pueVFYqjSmkOoT3D Faster voids for Back in TimeHylian Freddy2021-07-21 | When doing BiT, it's possible to save some time during the voiding out sequence by blowing yourself up while falling. I thought about this after pal62 made his comparison video about the spawn point (youtu.be/AQIuO0n9Egg). You need to use the fast spawn point for this strat to work.
Getting hit by your own bombs while falling isn't hard, but it's not intuitive: just holding or dropping the bomb will make the explosion never reach Link, so you have to slow down a bit with a jumpslash. - Pull out a bomb and shield drop it immediately (when you pull it out shouldn't matter much, but if you don't drop it quickly it'll probably explode too early for the next step to work) - Hold down on the control pad for about 3 seconds - Do a jumpslash (mash B) - Release everything (if you keep holding a direction the explosion will probably knock you into the water instead of backwards) Remember to wait a bit after each respawn to avoid the fade-in "eating" your button presses.
[EDIT: I forgot to mention this, but button usability doesn't reset when you do BiT (same as DHWW), so to use bombs after BiT you need the X button to be usable in the boss room. This means you need to place FW on Y when you do the RI on the blue warp, so that X can be empty or with a usable item equipped]
If you use this strat, you'll only have 2 bombs left when you reload the save file, which should be enough to avoid losing time afterwards: you can use them for the HESSes and use bombchus for the DH and KD for example, but you can also cut some grass in Kakariko and Graveyard as you pass by to get more bombs. Or you can simply use less than 8 bombs during BiT and save less time there to have a more reliable bomb count afterwards. Note that using the last 2 too during BiT doesn't save any more time, as you can see from the health counter in the video.
________________ At the end I show a very minor optimization for equipping swords, shields and tunics, but it's probably not really worth doing lol. When you're in a menu, holding the touch screen delays and buffers button inputs. So if you hold B and then touch an equippable item, the B input will be re-triggered and the menu will close, skipping the blue box animation. You can start holding B while pressing the item on the touch screen, but it's better to just do it earlier, while the menu is opening. You can't mash the touch screen though, if you miss the item you'll just close the menu without the equip.OoT3D Canceling DHWW anywhereHylian Freddy2021-07-05 | It's been 2 years since I started this "challenge" of canceling DHWW in various areas to be able to trigger the unused loading zones from the alternate scene setups, and now I can say it finally came to an end.
Thanks to a new discovery by Blini (youtu.be/pftZ_12NPD0), I found a way to perform a Void Warp to any destination with zoneout type -3 (warp song entrance). This type of Void Warp was the only one that still had serious limitations: types 1 and -1 (regular and special void) have always been pretty versatile, while types 3 (FW), 2 (Grotto return) and -2 (temp flags preservation) could be done in a lot of places thanks to DHVW, Reverse DHVW and Black Screen VW, respectively.
The new trick involves using a mini-cutscene from, for example, a floor switch to interrupt playing the Ocarina after using Timestop to "store" a warp song effect: this lets you gain control of Link while the warp effect is happening, so you can then use FW to set the Next Entrance and hijack the Zoneout Type from the warp song. By the way, in OoT this either doesn't work or it requires a much more strict timing. I'm always grateful to Grezzo for adding this nice little piece of code that makes it impossible to change the Next Entrance after it's been set already, giving us much more control over the Zoneout Type (in this case the warp song that sets type -3 cannot change the entrance previously set by FW).
Anyway, now that all loading zones in every scene setup #04 are available, I wrote a pastebin with their destinations, I hope it's accurate enough: pastebin.com/NrdaVMH8
Explanation of some specific inputs: - When doing Timestop, the target+shield required for the trick doesn't dim the buttons because the bottom screen is "title screen locked", and afterwards you can't dim buttons because it's "Ocarina locked", but in between those two locked states there is a short window where Link crouches if you're holding R, and that disables all buttons except for boots and hammer. Releasing R very quickly avoids this problem. - The reason why I reloaded the room after Timestop to equip items is that, after playing the warp song and selecting Yes, displaying any text box would cancel the stored warp effect, and the Items Menu has a bunch of text boxes that must be avoided
I used a couple of savestates and splices for this video, but I've also done the trick first try on my 3DS without them, so it's not really that hard. I also have to thank Blini again for making me realize this doesn't require Ledge Cancel as I initially believed. If Ledge Cancel was required, the trick would not be RTA friendly at all (as shown here: youtu.be/3MoUDPhgcSU?t=135).
The next objective is now to find a way to do this as Child Link, so that Max% Child won't require Jabu Wrong Warp for Double Defense anymore.OoT/3D Scarecrows Song CorruptionHylian Freddy2021-06-16 | In this video I show some weird effects you can get by warping away while teaching the scarecrow a song.
When you pull out the Ocarina in front of Bonooru, the game starts recording the notes you play. By triggering a scene load using a frozen trade timer, you can then keep playing notes without the music staff on screen, bypassing certain restrictions like the 8 notes max length.
After the warp, you can pull out the ocarina and start composing the glitchy song. You can also close the ocarina midway through or load other scenes, the recording will not stop. It will stop if one of these conditions occurs though: - You release all buttons when the number of notes you played is a multiple of 4 (if you keep holding the previous button when playing a new note this won't happen) - You play a sequence of notes that makes the recording fail because it overlaps with an existing ocarina song (it seems like this doesn't happen after you played a bunch of notes, I'm not sure) - You play too many notes, which also makes the recording fail. The maximum number seems to be 16 for OoT and about 100 for OoT3D.
When you're done playing, use the first condition to stop the recording and "confirm" the song (if the recording fails the song won't be saved). At this point pressing buttons doesn't play sounds until you put the ocarina away.
To hear the song playback, you can talk to Bonooru or simply replay the first 8 notes. The song works correctly to summon Pierre as Adult Link, but there are some limitations: - As adult, you cannot replay songs longer than 8 notes for Bonooru (well, maybe you can by redoing the glitch idk), so it's best to first save a normal song before using the glitch. In fact, after confirming the scarecrow's song as adult, you can change it as child without having to redo the adult part. - The glitchy song can't be saved permanently, it'll be lost when reloading a file
If the song you play is only 4 notes long, you won't be able to play it on the ocarina unless you're at a spot where the staff appears automatically. Talking to Bonooru still plays the song correctly.
______________________________________
In OoT it's also possible to corrupt the ocarina completely by playing specific sequences of notes. I show an example in the video, but I also got it with other sequences that didn't end with a normal song. I'm not knowledgable enough to be able to find what data is being overwritten to cause this behavior, I'll leave that to more expert people :) Also, I couldn't get the same effect to trigger in OoT3D.
After the corruption, any time you play a note with the ocarina a song will automatically play, often printing the wrong symbols on the staff. The song played depends on which ones you have unlocked; there is a priority order the game follows to find the first song in the list that can actually be played. It would've been cool if you could play songs you don't have, but that doesn't seem to be the case. In the video I use the memory editor to delete scarecrow song in order to show the other songs, but you can also trigger them simply by not having confirmed the scarecrow's song as adult on your file.OoT: Broken Gorons Sword as child [1.0 exclusive]Hylian Freddy2021-04-26 | This allows Max% Child to get a higher upgrade in the adult trade slot and also obtain a new item, Spirit Medallion with RBA. It can only be done on the 1.0 version due to being able to interrupt the put away animation (like for Blank A).
[Edit: it can now be done in any version, even OoT3D (which doesn't need this anyway): youtu.be/p5TobxoMAQc]
I found this while researching the stuff I showed in this video (youtu.be/0sznvpLTwqs), so you can watch that if you're interested.
Basically this works because if you break the Carpenters' boss NPC by interrupting his dialog, he'll keep thinking you're talking to him. Using something that makes a choice selection appear (Saria's Song), you can then tell him you selected the first option, which he can only interpret as "yes I want to trade in the Poacher's saw". This does not work with other NPCs like King Zora or Fado, so you can't get Eyeball Frog or Poacher's Saw the same way.
Explanation of the inputs: 1)Perform DF Canceling normally, so drop a bomb, quickspin, use Din's Fire before the spin disappears, press A the frame before getting hit (2nd explosion frame as child if you shield dropped the bomb). If you use other methods, like Lens of Truth, remember that you need an item in hand for the next step. Important thing to note is that you cannot pause buffer the A press, because you can't talk to NPCs out of a buffer.
2)Use a deku nut the frame after pressing A. This will interrupt the put away animation (1.0 exclusivity), canceling the dialog and letting you move around with "Speak A". Pressing A now will softlock, but you can pause to remove Speak A if you want.
3) Use any trade item or magic beans in such a way that the carpenter will be culled when you close the text box.
4) Uncull the carpenter and play Saria's Song, then select the first option. If you're too far the collection trigger will still spawn, just get close to him to obtain the sword.
This method to get "Speak A" works the same as the "Open A" I had found for chests (Zombie Hovering), so the explanation about the interaction flag is there: youtu.be/JSHppr-zWC8. (Also, you cannot use the 1.0 nut throw to get Zombie Hovering with any chest, because ground jumps disable buttons)Stuck Navi 3DHylian Freddy2021-04-26 | This video shows how to perform the "stuck Navi" glitch in various places and how to exploit broken actors/NPCs for various effects.
Some additional information: WWT can be used to break a lot of actors, like signs, but getting Navi stuck only works if the broken actor uses a text box with an event trigger, or reacts to one.
The ToT altar only breaks as adult in OoT, as child it works properly. This is probably because the adult version of the text box is missing the event trigger control code, while the child text has it.
When doing WWT to break an actor, you need to do different things for different actors. I'm not entirely sure how it works, but for signs/checkable things you just need to close the text with the A button while WWT is active (don't use the B button otherwise WWT will stay active), for some NPCs you have to use a trade item, most other NPCs cannot even be broken. Some actors like the master carpenter even need to be culled when you use the trade item, as shown at the end of the video.
The WWT in ToT was tool-assisted for this video, but it can be done RTA without too much trouble, it requires 4 frame perfect inputs in a row, 3 of which are with RI timing.
I made another video to show how to get the broken goron sword in OoT 1.0: youtu.be/OnqGraFBuR0OoT3D Boss Challenge Wrong Warp [TAS]Hylian Freddy2021-03-19 | Using very precise inputs it's possible to get WWT in Link's 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) There's no water or crawlspaces around, so Din's 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 can't 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 doesn't explode prematurely. To be able to roll even though I'm 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 doesn't get damage invincibility. Din's 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. (It's 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 Link's 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 you're 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 don't 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 didn't show that in the video because the Kokiri Forest one doesn't appear in scene setup 04, and the ToT one is in room 01, so it would crash when returning to Link's House. - I realized that if you do the trick as Adult Link, you can activate Ingo minigame storage to unlock the B button in Link's 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 storageOoT3D MQ Forest Trial without Song of Time (DHVW from Fire Temple)Hylian Freddy2021-03-13 | This seems very slow, but at least it's now possible to skip Song of Time, even if it doesn't end up being done.
Recorded on CitraHow to spawn giant Stalchildren without cheatsHylian Freddy2021-03-10 | I had this idea while I was watching one of the many YouTube videos about Zelda secrets that mention how every 10 Stalchildren you kill in one night, an increasingly bigger one spawns.
Basically, if there's a text box on screen, time of day doesn't advance. You can then use WWT to move around and kill enemies while time is frozen.
I tried to think of a way to use a text box with multiple options, like Saria's Song's or FW's. That would allow to press B to swing the sword without closing the text. Unfortunately I had to settle for Inventory Overstuffing to use No Mask. Obviously this is recorded with Citra, but on my 3DS, starting from Debug file, overstuffing No Mask was kinda long because I also needed to Child BA Zelda's Letter in order to open the Mask Shop.
Also, for original OoT this should work the same, and getting Sold Out on a C button is much easier than equipping No Mask here :) As MrCheeze pointed out, in OoT you could also pause buffer through the entire day to prevent the game from resetting the Stalchildren size, but imagine how tedious it would be to do that not only once, but every 20-30 kills too.OoT3D Shadow Temple skull pot room Skulltula as ChildHylian Freddy2021-03-02 | This is the last Shadow Temple Skulltula for Max% Child. I recorded on Citra but of course everything works on console.
Silver rupee puzzles only check how many you collect without changing room, they don't check which ones you collect. Using Actor Glitch, you can load the Redeads room and then get the silver rupees in the previous room to solve the puzzle and open the door (this also opens the grate to the stone umbrella room).
This of course requires getting the key after the boat first, because you can't get to the stone umbrella room until after the trick with the silver rupees.
Edit: this trick was known already in the OoT community (youtu.be/ihZFAFoUReU), but no one realized it could be used for OoT3D Max% Child (or no one even knew the trick, I personally rediscovered it myself)How to beat the Running Man (Marathon race in 00:00)Hylian Freddy2021-02-14 | Turn on captions. In this video I show a way to finish the race against the Running Man with a time of 00:00. There are other videos on YouTube showing the outcome, but they use cheats to do so, while this method works on a legit 3DS copy without cheats (this recording is done via emulators though).
Timestamps: 00:00 Race in OoT (N64) 02:22 Results in OoT (N64) 03:09 Race in OoT3D 06:33 Results in OoT3D
Explanation: The yellow timer that appears during the race is the same one that's used for Trade Items and the Tower Collapse.
The Running Man doesn't let you start the race if the timer is already in use, and if you get a Trade Item that uses the timer while you are racing, you automatically lose the race.
If you instead go watch the Ganondorf death cutscene, the race isn't canceled even though the timer changes state and starts counting down.
Also, if the race is active, warping with songs or FW will always set the timer value to 3:59, regardless of the current timer state.
This allows you to reach the Lost Woods bridge after the timer expires, getting a recorded time of 00:00.
Going even further, I think it's also possible to get negative timer values: it would require freezing the timer while the race is active, then manipulate it by dying with a heat/underwater timer. It's not even possible to do this on English OoT3D because Gerudo guards are the only way to freeze timers. You could do it on Japanese versions, or on English OoT with Sun's Song, but it would be a hassle. You can already see what underflown timers look like anyway: they either use the wrong symbols or, in the case of the recorded race time in '3D, they go up to 1 hour and count down from there.OoT3D Title Screen Wrong Warp without Death Hole glitchHylian Freddy2020-06-02 | This exploit allows for more freedom when doing Grotto Alt Exit during DH, but it still has a lot of restrictions and you need to set up a lot of things to make it work. This is something I've been wanting to do for a while, and honestly I should've figured it out sooner, given that I had already messed with frozen timers previously.
To start Title Screen Wrong Warping, you need to select "quit" after something else has written a value to the Next Base Entrance Index variable. When doing DH, the grotto sets this variable, but it's also possible to use a frozen timer to start a fade-out and set the variable while on the pause menu. Given that in OoT3D it's not possible to use duped timers to manipulate where the timer warp takes you, the only entrances that can be used are the Mushroom and Frog timer warps: the first one always crashes the game in Title Screen mode, while the second one crashes only if you have freed Epona. If you avoid the crash, the frog timer will lead to Lon Lon Ranch, where for some reason item restrictions will function properly (Wrong Warps usually enable all your buttons), which means that if you have FW equipped, it'll get dimmed.
Here's a breakdown of what I did in the video: Before the video, I got FW on B on a file where Epona and the carpenters haven't been freed, and I placed the FW point in Kakariko Shooting Gallery. I set the Grotto Exit to the position of the Lake Hylia grotto and the entrance index for the Minuet warp. I got the Eyeball Frog to start the trade timer, then I went to Gerudo Fortress, stopping by the fishing pond to place FW on Temp B (you can do this earlier, but you need to wait for the timer anyway) I froze the timer with the guard (more info here: youtu.be/FmV1nTXTcmM), then I used the text box in the Options sub-menu to make it expire, and I quit the game to start the Wrong Warp. The timer expiration resets the B button, so it put FW back on it. I used FW to warp to the grottos area, then I used the grotto exit to warp to Lake Hylia (Wrong Warping with the Minuet entrance usually crashes, but it doesn't if you don't use the regular spawn).
As I've done in my other videos about canceling DHWW in cutscene areas, I showed where the interesting loading zones go to: entering the lab goes to Impa's house, while the fishing pond and Zora's domain entrances are undefined and go to the Deku Tree.
At the end I also show canceling "DH"WW in Lon Lon Ranch, using the combination of Alt Exit and RDHVW found by AATST (youtu.be/Dhp4MEofEHA). There are no interesting loading zones in LLR though, and you can't even get to them anyway because all the doors are locked.OoT3D DHVW with Black Screen GlitchHylian Freddy2020-04-22 | 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).OoT3D Trials without hammerHylian Freddy2020-03-27 | This allows to complete MST without getting the hammer, but it requires an extra key in Forest Temple and Deku Sticks on B. After the Void Warp to the Shadow Trial, you land on the platform where the Like Like usually is. From there, you can probably find a better way to reach the final room than what I did. For Water Trial, you can hess past the red ice and then use the glitched deku stick hitbox to press the switch.OoT3D Wind ArrowsHylian Freddy2020-03-11 | In this video I show some behaviors of the unused Wind Arrow. [Edit: this item is actually the Shadow Arrow, the documentation I used for this video was wrong]
During the development of OoT, 6 magical arrows were created, because the player was supposed to use the medallions to change what arrows the bow would shoot. Later on, the idea was scrapped and the arrows were reduced to 3, but the devs had already written part of the code for the 3 extra ones, which is still in the final game in the form of Action Parameters. Action Parameters are numbers the game uses to know what action Link should perform when you use an item: for example, Master Sword and No Mask share the same value, which is why they act the same.
In the original game, the memory after the Action Parameters table is used for pointers and memory addresses: this is why exploiting BA to use items past 62 results in a cycle of a few Action Parameters repeating themselves (zeldaspeedruns.com/oot/ba/item-chart)
In OoT3D instead, that memory is used to store some other values, which makes it so that 75% of the bytes are zeroed, but the remaining ones can have more variety than in OoT (pastebin.com/4ReepiRU).
One of these values just so happens to be the Action ID for one of the unused elemental arrows. The item is #176, and according to the documentation on wiki.cloudmodding.com/oot/Damage_Charts the arrow is the one that had to be used with the Wind Medallion (now Forest Medallion). The easiest way to use item 176 is to do Poacher's Saw BA while having the Gold Skulltula icon, the Shard of Agony and Zora's Sapphire, and NOT having Gerudo Card, SoT, SoS or the other stones.
All of the unused arrows visually appear as Fire Arrows, but they don't consume magic. You still can't use them while other magic items are active, but you can do the opposite (use magic while the arrow is still visible): this doesn't crash the game as it would do in OoT.
Most enemies in the game react to the Wind Arrows, even though some of them don't receive damage (e.g. armos, spikes, bubbles). Baby Dodongos ignore them completely. As with Light Arrows forcing killed enemies to drop a purple rupee, the unused arrows also force the drop to be a specific one: for Wind Arrows, this is a small Magic Jar. This doesn't apply to every single enemy, but the majority of them will use this forced drop even if they normally can't drop magic.
Some enemies have special weaknesses/special interactions with the Wind Arrow, which are shown in the video: -Skulltulas receive 0 points of damage, but the normal ones still attach themselves to the arrow as they normally do, so you can push them around -Bubbles are invulnerable to it, but the Green Bubble specifically manifests a very weird behavior if struck when its fire is off: it immediately starts falling downwards, ignoring any floor collision in its path -Iron Knuckles receive 15 damage, but they can only get hit by arrows after they lose the armor. Armorless Knuckles have 10 HP, so you cannot one-shot them with any weapon other than a Wind Arrow (also, depleting 10 HP from the enemy's health could be the strongest attack Link can do in the game) -Like Likes die in one hit, because they receive 15 damage. Something you may not know is that they also receive 15 damage from Light Arrows (and also from another unused arrow). These attacks and the one against Iron Knuckles are the only 4 in all of the damage charts to reach 15 points, which is the highest value the damage output can be (because it's stored in a single Hex digit, or nybble)OoT3D ISG without recovery heart / fairyHylian Freddy2020-03-11 | This allows you to get ISG in any place you can reach from Link's house without displaying a text box.
Get GID on the fourth Heart Piece so that you can move around with the text box on screen, then die and savewarp. Your file will then have a full heart in the inventory, which will be added to the health bar as soon as any text box is closed. By using the text in the pause menus, you can get the new heart after dying in mid-air, thus you can get ISG without heart/fairy drops.
Doing it on flat ground is more precise, but it can be done consistently. In the video I show an example of how to do it, but there are other frames that would work for the jump-slash, and the timing for the Start press depends on which frame you jump-slashed on.
Keep in mind that, when moving from Link's house to the location where you want ISG, you cannot use the ocarina or FW, and you can't equip items (you can save with Start though).OoT3D Linked Cutscene Wrong Warp (CS #2 WW in Kokiri Forest)Hylian Freddy2020-01-08 | In this video I show an example of Linked Cutscene Wrong Warp using CS #2. While it is not useful for anything, the way it works is pretty interesting.
In OoT3D instead, there is much more leniency when it comes to Void Warps, and so the coordinate range you can use is larger. The spawn position I used for this WW (DMC from DMT) would not work for OoT (the Y coordinate is at 1360, and the working range is from 1295 to 1324, according to that spreadsheet).
I did not record the entire setup because it's pretty difficult and it uses only known techniques, but these are the steps: -Set FW in Zora's River, land entrance -Get at least one fairy -Get the Odd Mushroom timer -Enter DMC from DMT, then do the ladder clip near Fire Temple and Void Warp with the timer -You will land in bounds in the Lost Woods, near the bridge -Perform the Lost Woods Void Warp -Zombie sidehop left to get back in bounds in Zora's River -Reset FW -Jabu WW
The Zora's River entrance wrong-warps to Kokiri Forest, and CS #0 (Farore's introduction) plays. When the cutscene ends, the game should play CS #2 in the cutscene map (Goddesses creating the Triforce) but, because Link voids out, a new WW happens using the same entrance but with the new cutscene number. CS #2 in Kokiri Forest is the one where you get the Kokiri's Emerald, which should play immediately after the Triforce one: so, the effect of this Linked WW is to skip over one part of the Deku Tree's tale. Because of the spawn point being out of bounds, this WW results in a softlock.
Here's a funny story about one of Grezzo's brilliant ideas: In OoT, if you use a cheat to set the Game Mode to 1 (title screen state), you gain the ability to skip cutscenes that end with a scene load by pressing A, B or Start. This is because the game is programmed to let you skip the title screen demo cutscenes, and it checks the Game Mode to see if you should be able to do it or not. [Example of this: youtu.be/LlSX_WRVtis]
In OoT3D, you don't need cheats to play in the title screen state, but this is apparently not enough to be able to skip cutscenes. Grezzo must have added something else that prevents skipping normal cutscenes even if the Game Mode is 1. That variable is still checked anyway, because if you Wrong Warp into the demo cutscenes during DH (Game Mode=1) you can skip them, but if you Wrong Warp into them during normal gameplay (Game Mode=0) you cannot skip them anymore.
If you could just press a button to skip from a cutscene to the next one, you could do Linked Cutscene Wrong Warps by arbitrarily changing the length of the cutscene instead of having to rely on Link's initial coordinates. Thanks Grezzo!OoT3D Forest Trial without fire source w/ DHVWHylian Freddy2019-12-20 | By doing this DHVW you can complete Forest Trial without Fire Arrows or Din's Fire. For the DH, I equipped FW and Light Arrows on X and Y, while I had hover boots on II. [Edit: You don't actually need to equip hover boots. For the first silver rupee you can jump while the fan is blowing to reach the platform, and then you can use normal jumps to collect the other rupees] My movement in the silver rupees room was bad, if you avoid getting hit by the beamos you don't need to collect the recovery heart as I do in the video. After the cutscene cancels the DH state, voiding out seems the fastest way to reload the area and go back to normal gameplay.OoT3D Chest Storage and Zombie HoveringHylian Freddy2019-12-03 | In this video I show a trick that allows you to move around while opening a chest, using the same exploit that causes the Din's Fire Actor Glitch. Then I show how to use it to get infinite height. Too bad it only works in 2 rooms in the entire game. Also, this works basically the same way even in the original OoT.
Explanation:
The game uses a flag to determine if Link is "interacting" with something: it's used when talking/reading, opening doors, getting items and so on. When the flag is set the majority of the actors freeze and you lose control of Link. When you get damaged while using Din's Fire this flag gets unset, and this allows to do various tricks: the most useful/known one is actor glitch, but 2 other interesting things can be done. The first one is WWT: it's used for Jabu Wrong Warp, but it can also be done when interacting with signs, gossip stones, talking doors and maybe some other stuff too. It does not work with NPCs. The second one is moving around while Link is supposed to be opening a chest. I hoped this could be useful as it activates GID without an item drop, but as of now it only works if you can have a heat timer active when opening the chest.
This is how it works: A chest will set the aforementioned flag 2 times when it's opened: 1) When you press A to open it. This can be canceled by using Din's Fire. 2) When Link starts the opening chest animation, which usually happens on the following frame. However, if Link is holding an item when the chest is opened, the put away animation will cause a delay, and the flag will be reset later.
By doing the DF trick with a chest, the flag will stay unset while Link puts away the sword. If something interrupts Link during this time window, you can regain control while the chest is opening. Unfortunately, I think you can't get hit because you're still invincible from the explosion used for the DF trick. But a heat timer can keep ticking down because the flag is unset, so it can be used to die if it runs out before Link has put away the sword. After being revived by a fairy, the game will be in a weird state (it's reminiscent of the storage glitch in the Wind Waker): - Item buttons and view button don't work - Sidehops and backflips behave like ground jumps - Link can't grab ledges when jumping (he can still hang from them) - Losing all health mid-air instantly activates zombie walking, and you can then get infinite height because all jumps get canceled immediately and you can chain them together (it's basically like zombie hovering in tWW, or moonjump glitch in BotW) - Doors and chests can't be opened - Landing after jumping or falling makes Link stuck (you can fix it by dying again or getting damaged) - Dying and being revived again does not fix the glitch - GID is active, and the get_item variable will be given by the chest (negative value like with GIM) - The get_item value can't change, item drops can't be collected and you can't pick up pots or similar objects (because they normally set the get_item to 0 to make the "Grab" action appear) - Loading other rooms or reloading the one with the chest can sometimes fix the glitch, but not always; GID also stays active
The reason why "zombie hovering" works is that the Chest Storage sets the flag that allows ground jumps (the "holding object over the head" flag) and prevents it from clearing itself as it usually does when you do a ground jump. If this flag is set while Link is in mid-air, he'll switch to grounded state for a frame, and if he's dead then he'll start zombie walking. This is why you can chain jumps to hover infinitely.
Also worth noting is that, while the Din's Fire trick can only get rid of the first setting of the "interaction flag", using the glitched camera from a fairy revival in the water or from exiting a crawlspace could get rid of both settings. I couldn't find any place where this is possible near a chest though.
I recorded 2 more clips that I decided not to include in this video, so I uploaded them as unlisted: doing the trick on the small chest (youtu.be/ZP694ycBrEU), and showing that changing rooms can cancel the glitch (youtu.be/1fSE9ODtR7s)
To time the trick correctly, I try to pull the bomb when the timer is between 3.65s and 3.95s. I calculated these times because in vanilla OoT there are 73 frames between pulling the bomb and opening the chest, and the put away animation lasts 6 frames.OoT3D Easy setup to freeze timersHylian Freddy2019-10-17 | In this video I show a trivial way to get a stopped trade timer that doesn't involve any precisely timed inputs at all.
Basically, if you go to that corner near the gate, sidehop right and keep holding L, the gerudo guard will be unloaded because she's off camera, so you won't get caught even though you're inside the guard's vision range. When the timer expires, the game will stop reading your inputs and the L-targeting will be canceled: this will make the camera pan out enough that the guard will be active again and Link will be caught. This method does not work if you're at critical health, because the critical camera is zoomed in so much that the guard will stay unloaded even if target is released. Also, if you want to do this in vanilla OoT, you'll need to add a backflip before the sidehop; everything else stays the same
There's another way to freeze timers without gerudo guards, which is done by voiding out as the timer expires, but I think it only works in the japanese version (likely being the only version exclusive trick in the game). I'd like to be proven wrong though, so if you manage to do it in other languages, please tell me.OoT3D Songs OdditiesHylian Freddy2019-09-22 | I show a couple of oddities related to the Song of Storms and the Sun's Song. This time I wrote captions on the video instead of explaining everything in the description. Here's some additional information.
Both of these things work the same in vanilla OoT.
Stealing SoS: I have no idea what causes the text box thing [edit: here's the explanation youtu.be/-hBYC7xm9Nw], but it doesn't work as child in vanilla, so I assume it doesn't in 3D either (it would've been so cool if you could do this for Max% Child) The trick only works if you haven't learned SoS normally yet, and you can re-do it infinite times as long as you don't watch the cutscene that starts after the auto-play (but you need to reload the room every time). This makes SoS the fourth song you can learn infinite times I think, the others being Sun's Song, Saria's Song and Epona's Song (because you can learn those ones every time you don't have them in the inventory).
Sun's Song Storage: I mentioned this in the video, this trick only works if you play the song in the corridor and then go to Twinrova's room; it doesn't work if you play the song in the first room and then go to Twinrova because opening the door to the corridor somehow cancels the effect. Every other thing I tried (using spells, dying with a fairy, ...) does not cancel it. Other than Spirit Temple Boss, the only area where the dungeon/overworld state is room dependent is Dampé's grave: the windmill room is considered overworld, the other rooms are considered dungeon. In spite of this, the trick does not work there, probably because it requires a door between the rooms.OoT3D Quick PutAway OIHylian Freddy2019-08-06 | This could be a method to get OI with just a bottle and a shield if there's an enemy in the area, but I don't think it'll be useful.
To do the quick put away, you must press the A button 3 frames before getting hit by a damage source (it doesn't have to be a bomb). Then you jump and use the bottle mid-air, followed by a 1 frame R press: a fairly easy way to do this is to press R and Home at the same time. If done correctly, the bottle will instantly disappear and OI will activate when Link lands. If you press the R button for more than 1 frame, Link will pull out the shield completely, and this will cancel the mini-cutscene, so nothing will happen when Link lands.
You can also do timestop instead of OI with this, if the frame you press R on is the last one before Link touches the ground.OoT3D Canceling DHWW in the GraveyardHylian Freddy2019-06-04 | This is the most difficult and the most unrewarding area to cancel DH in. Every loading zone behaves normally, probably because the graveyard was already in its final form when this scene setup was created.
To reach the OoB area near the graveyard, you need to do a zombie sidehop and then megajump without hitting the vertical wall that extends far above the texture for the fence. There is actually a spawn point in Tower Collapse Exterior that lets you reach the OoB without a zombie sidehop, but it does not put you in bounds in the graveyard scene, so it's not usable.
This time, Grezzo did not change the collision around the graveyard entrance, but they did change the textures. So, to set up the FW dive into the loading zone, you need to do a seamwalk on an invisible seam, which means setting the angle without good visual cues. Also, getting on the seam is tricky, because it meets the floor right where it ends.
If you want more explanations, you can find them in the description of this video: youtube.com/watch?v=54YdLMazor8OoT3D Canceling DHWW in DMTHylian Freddy2019-06-04 | The only interesting loading zone is the fairy fountain one, which is undefined in this scene setup and leads to the Deku Tree. All of the other ones lead to their intended destinations.
I used a combination of DHVW and reverse Wrong Warp to spawn in Kakariko with the coordinates set in Tower Collapse Exterior, which has the highest spawn points of any room #00 in the game. With this, it's possible to reach the OoB area above the DMT entrance. Luckily, Grezzo changed the collision up there, and added slippery slopes that weren't in the original game, so it's possible to do a FW dive into the loading zone.
Sorry for my camera going a bit berserk with the exposure in this video and the next one, I hope it isn't too obnoxious.OoT3D Water Medallion cutscene skip backupHylian Freddy2019-04-14 | When you enter a boss room after the boss is defeated, the blue warp takes a couple of seconds to activate, during which you can enter it and still retain control of Link. Morpha's room is the only one where the warp is close enough to the door to make use of this (besides Jabu, but that one is useless).
When you're inside the warp do RI normally, but if you fail, you can just reopen the inventory and try again. You have at least three attempts to get the RI before the warp activates. Unfortunately, this can only be done when entering the room a second time, so it's only useful as a backup in case you fail the skip the first time.OoT3D Canceling DHWW in burning Kakariko Village (scene setup #04)Hylian Freddy2019-04-05 | I show a way to use loading zones in the scene setup for cutscene #00 in Kakariko Village (first half of the Nocturne cutscene). Most of them are unused/undefined/different from what they should be.
Explanation: When wrong warping to a cutscene area with Death Hole, the black screen glitch prevents loading zones from working. In order to make them usable again, you need to cancel DHWW, which can be done by playing certain types of cutscenes. Things that can be used are warp song animations (e.g. Requiem for the Desert Colossus), cutscene triggers (e.g. meeting Ruto inside Jabu Jabu, playing ZL for Darunia in Goron City), and entrance cutscenes (e.g. entering Temple of Time, used in speedruns to make DoT skip viable).
In Kakariko Village, the only thing you can use is the entrance cutscene, which only activates the first time you trigger the loading zone from Hyrule Field to Kakariko: considering that Hyrule Field is itself a cutscene area, you cannot simply enter the village in DHWW, as the loading zone is disabled. It's possible to store the loading zone with FW, but to do so you need to have already triggered it once.
The solution is to enter for the first time with a Void Warp: spawning in the area with FW prevents the entrance cutscene from playing, so you can then reset FW to have it store the loading zone you need. To do the Void Warp, I used the normal setup for the Hookshot Jump off of Epona (with the ladder near Lake Hylia, I didn't show that part in the video), and used FW when Link was above the slope that's on top of one of the walls surrounding the loading zone, so that after landing, the slope would push him inside. Luckily, the timing for the FW return is lenient in OoT3D, while it's frame perfect (I believe) in OoT N64.
All of the transitions that take to the wrong place are not caused by wrong warping, they're actually coded that way in setup #04. You can learn more about this here: tcrf.net/The_Legend_of_Zelda:_Ocarina_of_Time/Alternate_Scene_SetupsOoT3D Reversed Death Hole Void WarpHylian Freddy2019-03-29 | Using DHVW, you can achieve two different types of void warp:
1) If you return to FW *after* the loading zone activates, you'll warp to the area the loading zone takes you to, but at the coordinates and room number given by FW. This will also set the entrance point and delete the FW point.
2) If the loading zone you're using is a grotto exit, and you return to FW *before* the loading zone activates, you'll warp to the area FW would take you, but at the coordinates and room number of the grotto exit, which is what I show in the video. Doing this will NOT set an entrance point (so if you void out you'll be sent back to the last door/loading zone you crossed) and it will not delete the FW point.OoT3D Death Hole Void Warp with any grottoHylian Freddy2019-03-29 | It's possible to use default, cow, forest stage and fairy fountain grottos to do DHVW, but it has some more limitations to it. You need hammer to enter the DMC grotto with scrubs, and the FW point you want to use for its coordinates must also be in bounds in thieves' hideout. Also, you need to get caught once by the gerudo guards before doing this.
In this demonstration video I void warp to the fishing pond (the entrance required is DMT from the fairy fountain) using the cow grotto.OoT3D Getting Bow without any keysHylian Freddy2019-03-29 | I don't think this is useful. I didn't manage to find an entrance point that brings directly into one of the three rooms in the back, so this is what I came up with.
Some of the water in the underground tunnel of the forest temple is globally loaded (probably because you can change its level multiple times with the red switch), so I used that to get back in bounds after the void warp. Then I went to the western courtyard and did a hookshot jump to reach the poe room.
This was done on a debug file from Back in Time (that's the reason for the weird magic meter and the quick chest opening animation).OoT3D Wrong Warp to Ice Cavern with DHVWHylian Freddy2019-03-25 | DHVW explanation: youtu.be/leWXvcistz0
In DH, entering Lon Lon Ranch from the tower warps to Ice Cavern (an unused entrance), and you can use DHVW to reach the tower.
This can be done as child by replacing the hookshot jump with a precise megaflip over the fence. However, as child you can go for an alternative route if you happen to be near Lon Lon Ranch: youtu.be/JZkgzV_KZbMOoT3D Wrong Warp to Ice Cavern as Child with DHVWHylian Freddy2019-03-25 | DHVW explanation: youtu.be/leWXvcistz0
In DH, entering Lon Lon Ranch from the tower warps to Ice Cavern (an unused entrance), but you need a Void Warp to avoid falling out of bounds and softlock.
There's also another route you can use as both child and adult (as opposed to this one that uses a child-only grotto): youtu.be/8H4zgUhKmqY
There was already another strategy to get into Ice Cavern as Child (youtu.be/MvuOvhYgq6o), but it required overstuffing Hover Boots and was a lot harder.OoT3D Zeldas Courtyard as AdultHylian Freddy2019-03-25 | DHVW explanation: youtu.be/leWXvcistz0
In DH, entering Goron City from the shop warps to Zelda, but usually it also causes a crash, because the main area in Goron City is room #03, and Zelda's Courtyard only has room #00. A Void Warp solves the issue.