bliny
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updated 3 years ago
Memory heap setup requirements and steps: pastebin.com/ByQ4qVTM
Cutscene commands written: pastebin.com/vZFmmaV1
Manipulable cutscene data explanation: pastebin.com/01q7aJeG
set kak grotto as grotto exit prior and warp to dc with 0x1E00 entrance index.
gcj, oot/mq disc
serenade cs data: 803745D0
cutscene pointe gcj: 801CB3C8
facing angle gcj: 801DBC66
ruto cutscene pointer/chu alloc: 801F8800
working angles to pull chu at: 0x7EB4, 0x7EC0, 0x7EC1, 0x7EC2, 0x7EC6
explanation: pastebin.com/01q7aJeG
thanks to charlotte for helping me make the heap setup ^^
youtu.be/ceX-Q4PYWG4
and
youtu.be/m2Q3TnHg560
Explanation: pastebin.com/01q7aJeG
in collaboration with, and most credit to @MrCheeze and @natalyahasdied
I made this just to beat a no logic randomizer. A better setup to get onto the seam can definitely be made.
hold forward as you jumpslash. the forward input is very lenient.
clip by aki
Exodus found that pausing will load another horse head push collider on each pause: youtu.be/MZ-C-ho-sck
Make sure the other horses are culled or else the colliders will reach their max before you get enough push.
edit: leftwards clip works as well but it seems more precise. hold left exactly 2 frames then hold up or down (starting on first explosion frame with this setup)
Thanks to Savestate for the idea of culling gossip stones to delay its text:
youtu.be/OUCGOq5AF4Q
If there was a way to bonk first person item stagger at a proper height to hookshot something in the higher section of gerudo fortress it would speed this up considerably.
Requires blank B for restricted items.
Turns out I was wrong. It's barely possible to clip in bounds on the other side. whoops
*edit: This setup works shieldless if you hold ESS before each slash ends.
easier shieldless setup:
youtu.be/uZO-3UymXss
for the ESS roll part:
-ESS sideroll down (with a rightward sideroll angle, 0x4000)
-Hold down until 4 frames after ledge jump, 3.5 y velocity
-Release everything for a few frames
-Jumpslash and only hold shield to clip (3 frames to jumpslash, starting at 0.5 y velocity without anything in hand)
-Turn left, backflip, jumpslash, navi dive to trigger the load
It's possible to skip the first ledge grab.
v1.0 can just grab the grave ledge instead of using Navi.
for bomb oi without iron boots press cs item at -14 y velocity (pull bomb 1 frame after iron boots bomb oi dive would)
iron boots are required for any floor heights which cap your y velocity. collapse bomb oi dive as child is likely possible on the ramp.
This is fast for TAS but getting the angle and falling between the crates is difficult so it may not be RTA viable.
Facing angle range 0x8950 to 0x8AB0
Cutscene items will cause a crash when used anytime after entering the chu bowling camera spot.
edit: Works on all versions, including OoT3D
qpa: zeldaspeedruns.com/oot/tech/quick-putaway-glitched-damage-value
idk if this setup is consistent. this is just playback of an input macro I made with the practice rom.
frog TTG by kaeru: youtu.be/5l-tM3eOT4E
(sry for confusing double upload, the original video was wrong)
It causes graphical crashes that will be inconsistent for every version. N64 and Wii U VC almost always crash. GC and Wii VC both seem to very randomly crash but not often.
I use Lens of truth just to skip timing the magic quickspin, it's not required. Song of Storms or glitched Nayru's Love can also be used instead of magic quickspin.
Pull bomb 8 frames into second 0:04 and use Din's Fire on the first explosion frame.
in part thanks to Hylian Freddy: youtu.be/jLAwnzZCHL4
This uses shield to delay until an enemy hits Link. Being pushed off a ledge/falling should work as well.
This is a huge improvement versus using an egg textbox due to routing issues. You can also RI FW with ladder instead of using Saria's song to trigger the text transfer glitch.
These inputs cannot be pause buffered or the Speak A player state will be canceled.
Deku nut down A is v1.0 exclusive. Other versions can shield an explosion while climbing instead.
With Down A and Ocarina Items: youtu.be/tUwrMMcdI6Q
Any text similar to egg hatching would work but there isn't much to work with. It just requires any text to close while you're stuck saying nothing to runnerguy.
the warp is 1 frame
requires blank B
Using deku nut for down A with item in hand is v1.0 only. Shielding while targeting with the epona player state active isn't possible, so other versions don't have a way to get down A.
Having any textbox up as you dismount Epona could work for all versions. I've heard runnerguy's text works but I haven't tried.
I warped to beta Jabu where you can get the 39th heart piece: youtu.be/fby5tqaY5Zk?t=852
FW WWT can be done with the closer boxes: youtu.be/Hp-Rs99CRfc
Saria's song isn't required if you get FW WWT a second time instead.
there is another method with hookshot which was found before this: youtu.be/LQDd9a5q1Mg
hookshot jump method with cull during jump:
youtu.be/EQzXcOrKWtY
Windy B for those who are confused: zeldaspeedruns.com/oot/misc/ingo-minigame-state-windy-b
Full video demonstration for Malon wrong warp: youtu.be/usb17YKmGRY
Prior to the video all you need is to perform timestop with a note staff then play a warp song and accept. This sets it to trigger the warp animation the next time you pull ocarina.
spliced because the warp is one frame and I gave up trying to get it unbuffered. there is no visual cue so it took ~2 minutes of advancing one frame and trying each
ESS quickshield with ocarina works instead of ocarina items
player instance + 0x670 must have 0x02000000 set to trigger the warp song
credit to Hylian Freddy
Day/night timestop with the music staff at the top of river works to get the warp song WWT as well.
FW on B is required. (maybe not for OoT3D?)
shoutouts to Gustav for finding the frog WWT through a randomizer glitch
Here is an even more obscure way to get Blank A with the special dialog spot WWT: youtu.be/qnD7pqyxY3U
to freeze a timer just interrupt the text box before it finishes. fairy revive camera from water/out of bounds camera lock also works to interrupt the text
based on natalyahasdied's video: youtu.be/bTmH2kYL1Ss
interrupting the text lets you do other things as well
overlapping these cameras crashes on both N64 and Wii VC, but not on Wii U VC (GC not yet tested)
In case it wasn't clear, picking up the heart piece crashed with bean in hand.
The second clip shows that it preserves Navi cam for whatever reason. This could potentially be used for low% to skip a couple items if someone is cool enough to figure out the camera to slash and cull the rock. It would likely need to be done with a tektite ledge cancel near the fences, or the use of some TAS only text delay.
Dialog spot interrupt oddity found by skater: youtu.be/RKJDu9IuSGE
another example in GTG: youtu.be/r3inu0WYZdQ
with ocarina:
youtu.be/d4kNn87O6wA
inspiration from tsundere rar's death ocarina video:
youtu.be/vqNDYHVldzU
and skater's video of Ledge Cancel OI:
youtu.be/xoMmXKwMTQs
If you interrupt the animation the frame it stores the lunge it never gets a chance to unset the flag. When the flag is set it is only looking for the next slash to start, regardless of what kind. This allows the boost to be added to slashes which normally don't use this lunge such as side-slashes, jump-slash, neutral slashes, and quickspins.
This has definitely been done many times in the past on accident as there are quite a few different ways to interrupt a slash; any you can think of probably works. Falling, grabbing ledge, swimming, damage knockback, and sliding all work for example.
All thrusts regardless of weapon add 10 linear velocity frame one, 5 frame two, 0 frame three.
Hammer doesn't work for whatever reason.