Ocarina of Time

OoT / MQ Trick Research & Discovery Thread

Started by Acryte · 31 Aug 2009 · 977 replies

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Re: OoT / MQ Trick Research & Discovery Thread

#721
Awesome find! Is there anything cool you can do with this?

Re: OoT / MQ Trick Research & Discovery Thread

#722
Posted this on the Q/A thread by mistake...

I figured out why no cutscene will play after certain types of wrong warps (Deku Tree Ganondoor for example).

The game expects two signed 32 bit integers at the start of every cutscene, one representing the number of "commands" that make up the cutscene, the other representing the number of frames (though the actual runtime for a cutscene can be shorter than this). If either number is negative, then no cutscene plays.

Re: OoT / MQ Trick Research & Discovery Thread

#723
Found a way to get a little further for GTG chus on a fresh file.

In the second room on the left path is a five silver rupee puzzle. four are easily gotten, the fifth requires the hookshot to get. If you position yourself just under it and wait, the wallmaster in the room will grab you and bring you up to the rupee, returning to the room should have the door unlocked.

http://www.youtube.com/watch?v=dNdmS4lWXO4

Still need to find a way to get past the flame barriers as child link.

Got it.

http://www.youtube.com/watch?v=-Q1GFnQKxH4&feature=youtu.be

Last edited 28 Dec 2013, 17:20 by BMC.

Re: OoT / MQ Trick Research & Discovery Thread

#724
you can do it with a sidehop at the right angle, it's pretty easy

it's pretty cool that you can do this

Re: OoT / MQ Trick Research & Discovery Thread

#725
So... who wants to pull off that wolfos hover... or some sort of Silver Block skip... or something.

Last edited 20 Aug 2013, 19:26 by r0bd0g.

Re: OoT / MQ Trick Research & Discovery Thread

#726
I came up with this dumb theory.

After you skip a medallion/stone cutscene, there's a brief period of time where loading zones are disabled. One thing that you can do is stand where the exit to the dungeon is and pull up a Farore's Wind menu, and then after a second or two the loading zone will activate with the FW menu on the screen. Then there's the spirit temple, where the Requiem cutscene plays after you leave the first time. I was thinking that you could skip the Spirit Medallion CS, quickly pull up FW where the loading zone is, and warp away at the right time to possibly cause a wrong warp or CS skip or something.

I've tried this a few times, but whenever I did it, it either played the cutscene or took me to the warp point (with no Requiem in inventory, so no CS skip either), so maybe one takes priority. However, I tried it once in the shadow temple (which has no cutscene outside, but I wanted to try it anyway) and it crashed the game with some weird rainbow static screen that I've never seen before, so there's still a possibility that I'm warping away too late or early, if anyone has any ideas.

Re: OoT / MQ Trick Research & Discovery Thread

#727
I tried this with the Shadow Temple as you did but used frame advance to check when I was warping with FW. I got it to crash too, but I didn't find anything interesting, aside from the fact that when it crashed my entrance had successfully changed to 0x0205, which is Shadow Temple -> Graveyard.

Re: OoT / MQ Trick Research & Discovery Thread

#728
Do you think anything would happen if you warped on that same frame when doing it in the Spirit Temple? I guess it would come down to whether or not the Requiem CS loads the same way as kokiri emerald/goron ruby/fire medallion cutscenes, which I know absolutely nothing about. Doing this on console without frame advance and having to fight Twinrova over and over again is loads of fun. :P

Re: OoT / MQ Trick Research & Discovery Thread

#729
I'll check it out  :)

EDIT: Spirit crashed as well :/

Too bad we couldn't get the insta-warp-song effect from time stop here, would be interesting to test the Ocarina (although I see no reason why it wouldn't crash just like FW)

Last edited 24 Aug 2013, 01:26 by Jbop.

Re: OoT / MQ Trick Research & Discovery Thread

#730
Thanks for testing it. The only other thing I can think of is trying a different FW point, but I doubt that would do anything. :(

Also, you can probably get Saria's Song storage with this, lol.

Re: OoT / MQ Trick Research & Discovery Thread

#731
I'm a bit confused on how this trick works. Are you death "wrong warping" to the dungeon entrance with FW stored at some point?

Re: OoT / MQ Trick Research & Discovery Thread

#732

I'm a bit confused on how this trick works. Are you death "wrong warping" to the dungeon entrance with FW stored at some point?


Pretty sure it works with regular blue warp CS skips too, not just wrong warps, doesn't it?

Re: OoT / MQ Trick Research & Discovery Thread

#733

I'm a bit confused on how this trick works. Are you death "wrong warping" to the dungeon entrance with FW stored at some point?


Yeah, you put a FW point somewhere in the dungeon, then skip the medallion CS by dying after doing OI on the blue warp, then you'll be sent back to the entrance and loading zones will be disabled for a few seconds. Then you stand where the loading zone is and pull up FW menu, and warp away as the loading zone activates.

You can also do this with other items like the ocarina or a fish. The loading zone will activate once the white flash from the wrong warp/CS skip has completely disappeared. I wanted to see what would happen if you used FW to warp away as the Requiem CS started outside the Spirit Temple.

Last edited 24 Aug 2013, 15:14 by GJ2323.

Re: OoT / MQ Trick Research & Discovery Thread

#734
the game won't crash that way if you set farore's wind outside a dungeon, but unfortunately the game won't give you requiem this way. the only thing that happens is it takes the coordinates of the fw point and spawns you in desert colossus with those coordinates, and even a set of coordinates that lands you in bounds won't do anything special. if you re-enter the temple from there and exit the requiem cutscene will start as normal

Re: OoT / MQ Trick Research & Discovery Thread

#735

the game won't crash that way if you set farore's wind outside a dungeon, but unfortunately the game won't give you requiem this way. the only thing that happens is it takes the coordinates of the fw point and spawns you in desert colossus with those coordinates, and even a set of coordinates that lands you in bounds won't do anything special. if you re-enter the temple from there and exit the requiem cutscene will start as normal


So it's basically this:
www.youtube.com/watch?v=WIcm6z83CKE&t=0m50s
Except instead of using a gerudo guard zone it uses a loading zone that appears on top of you? What if you like, did Fire -> Tower Collapse WW and then used FW inside the loading zone behind you? Could you teleport to a lower level outside the tower that way? (not that it matters since you could just do void warp anyway)

Re: OoT / MQ Trick Research & Discovery Thread

#736

So it's basically this:
www.youtube.com/watch?v=WIcm6z83CKE&t=0m50s
Except instead of using a gerudo guard zone it uses a loading zone that appears on top of you? What if you like, did Fire -> Tower Collapse WW and then used FW inside the loading zone behind you? Could you teleport to a lower level outside the tower that way? (not that it matters since you could just do void warp anyway)


it's exactly that. I'm not sure about 1080 working the same way. you'd have to have the fw menu up before being lifted up off the ground which I'm not sure the trick would be possible to perform at that point, but someone could try.

Re: OoT / MQ Trick Research & Discovery Thread

#737

So it's basically this: ...


i.e. wrong coordinate warp (or void warp, but it's for situations like this that I didn't like that name)

Re: OoT / MQ Trick Research & Discovery Thread

#738
That's pretty cool. Pointless, but cool. Maybe we could use this in the shadow temple as an overly complicated way to get sun's song without lullaby. We'd just need to find a point with the right coordinates to get under the sun's song grave.

Last edited 26 Aug 2013, 03:38 by GJ2323.

Re: OoT / MQ Trick Research & Discovery Thread

#739
There's probably an obvious reason this doesn't work, but is it possible to weirdslide off the deku baba in the first floor of the Deku Tree and somehow weirdclip through the web and grab the ledge?

Re: OoT / MQ Trick Research & Discovery Thread

#740

There's probably an obvious reason this doesn't work, but is it possible to weirdslide off the deku baba in the first floor of the Deku Tree and somehow weirdclip through the web and grab the ledge?


I could see this working. I know you can weirdslide/weirdshot off the deku babas, but I don't have time to test this now so we'll see  :P

Re: OoT / MQ Trick Research & Discovery Thread

#741
There is an unused value for your "fire arrow ammo" slot. Although this value is invisible, does it still increment when you collect a fire arrow? When you do ass chest on 1.1 or GCN, you can get infinite fire arrows. Can you keep adding to this value by doing that? If so you could do blue fire BA to get any value on B in theory... but maybe it doesn't work like this.

Re: OoT / MQ Trick Research & Discovery Thread

#742
I don't think it works like that, but somebody with MHS could easily test it.

Re: OoT / MQ Trick Research & Discovery Thread

#744

Any item can already be BA'd with odd potion


Oh, for some reason I thought we were still lacking a way to do it... why didn't I notice this before?

Re: OoT / MQ Trick Research & Discovery Thread

#745
Some notes about Navi for Navi Dive stuff.

Navi's appear timer is located at address 11A608.
It takes 600 frames for Navi to appear (30 seconds).
It takes 3000 frames for the Navi Icon to disappear (2.5 minutes).
It takes 25800 frames for the Navi Icon to roll over to 0 (21.5 minutes). This means that it will take 19.5 minutes for Navi to re-appear without resetting the game, unless you talk to Navi.

The timer pauses whenever the Start Menu is open, or on touching an exit from the current scene.
If the timer is less than 3000 frames, it will reset to 0 on entering the next scene.
If you talk to Navi, the timer advances to 3000. If you do not leave the scene, the timer will freeze when it hits 25800 frames.
The timer continues to count up even while in a scene that the Navi Icon will not normally pop up in.

Last edited 27 Aug 2014, 04:54 by mzxrules.

Re: OoT / MQ Trick Research & Discovery Thread

#746
Great, I've been wondering the exact times of Navi for quite some time.

Re: OoT / MQ Trick Research & Discovery Thread

#748
today while fighting Twinrova, i shot the Hookshot at her to make her spin pretty late just when she was gonna move and she stayed on the same platform where she shot the first proyectile. basically, she didn't move and this sped up the battle a bit. i think the timing is frame perfect since i couldn't replicate it.

is this known already?

Re: OoT / MQ Trick Research & Discovery Thread

#749
Yeah I know I've seen that before. Didn't really register in my mind that it would save time tho haha

Re: OoT / MQ Trick Research & Discovery Thread

#750
Not sure if this has been discovered already, but I was looking for a way to get Golden Gauntlets with Din's Fire instead of Fire Arrows and came up with this. Requires Din's Fire, Bombchus, Bombs for ISG, Hookshot, Hover Boots, and a way to get to Ganon's Castle (contortion hovering or Shadow & Spirit Medallions). Might be useful in Bingo.

http://www.youtube.com/watch?v=ibhxEQ_9Das

EDIT: Cafde informed me that this strat is old. I had never seen it before, so at least now a video is out there of it. :P

Last edited 17 Sep 2013, 04:19 by ArmorySons.