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

#871
I think I mentioned this before, but I don't know if anyone else confirmed it, but here you go:
https://www.youtube.com/watch?v=KQd95VTLDCU

Basically you can get a trade item without a timer as long as the NPC is (I think) off-screen when you collect it. This lets you use warp songs without losing the item.

Also unrelated, but I heard that you aren't allowed to buy bombs from shops unless you've completed DC, even if you RBA the Goron's Ruby. Well this isn't true. The game only checks for the ruby. So just clarifying that. The chu shop and bowling still don't open until you complete DC however.

Re: OoT / MQ Trick Research & Discovery Thread

#872
Yeah the buying bombs thing is a common misconception. Cool timerless trick too.

Re: OoT / MQ Trick Research & Discovery Thread

#877
I would be kinda surprised if this wasn't known already, but I never knew this. When you enter the Ganon battle as child Link, he still has his shield out from the CS for a couple seconds (as if he's holding an invisible sword). If you let Ganon hit you during this time, the game crashes. Adult Link also has his shield out but I don't think it crashes. It doesn't seem to crash on VC though, so it might be one of those N64/iQue/emu things (I can confirm it happens consistently on iQue anyway). Literally all you do is just stand there when the fight starts and the game will crash when he hits you, which makes me think this is probably known.

Re: OoT / MQ Trick Research & Discovery Thread

#878
I've seen that happen before so it's "known" but I don't know if anyone knew why it happened.

Re: OoT / MQ Trick Research & Discovery Thread

#879
Unrelated to my last post, but here's something I noticed.

As you might know, with the traditional method of OI (jump, press bottle in mid-air and switch to a new item) if you switch to the shield just as you hit the ground, you get a timestop effect.

However, with the new ESS OI, if you press bottle while ESSing and then quickly switch to shield, it softlocks the game. As far as I know you have to be holding Z the whole time or he doesn't take the shield out. Basically, he puts his hands up to his mouth as if he's gonna play ocarina, but then drops them again and you can't move or anything.

EDIT: if you do this in front of one of the water temple triforce panels (among other places), it does bring up the music staff thingie, but after you play the song, the water never raises or lowers, and it just shows Link standing there and you still can't move.

Last edited 26 May 2014, 23:07 by nathanisbored.

Re: OoT / MQ Trick Research & Discovery Thread

#880
seemes extremely related to the fact that you can softlock like that with time stop when you cancel it with another textbox then oi/play ocarina. i don't know if it happened to be what you did or a related effect, interesting though

Re: OoT / MQ Trick Research & Discovery Thread

#881
Original image

I was told this is known. Clipping through the block and sidehopping leads to the first floor of dodongo's unloaded

I was trying to damage-boost jumpslash with the bomb flower from this side to reach the bomb bag chest

Re: OoT / MQ Trick Research & Discovery Thread

#882

I was trying to damage-boost jumpslash with the bomb flower from this side to reach the bomb bag chest


If you want to reach the bomb bag chest from that side of the room you can just do a chu megaflip or damage boost from the beginning of the room to the pillar with the pot on it. If you don't have chus, it might be possible to megaflip off the bomb flower to reach the pillar, idk.

Re: OoT / MQ Trick Research & Discovery Thread

#883
it's probably possible to toss the bomb from bomb flower to the side that gets blown up (after blowing it up) and then jump and climb the ledge and set up a jump slash damage boost to the pillar

Re: OoT / MQ Trick Research & Discovery Thread

#884
I was wondering about something that was tested awhile back.

After you do a blue warp CS skip, the screen flashes and loading zones are temporarily disabled. Because of this, you can walk into the doorway and have the loading zone appear on top of you.

Awhile back, I suggested trying to stand in the doorway with FW text up and select yes as the loading zone appears. Apparently people tested this and said it causes a void warp in most dungeons (makes sense, loading zone entrance takes priority because it loads later, but FW coords dont get overwritten). However I believe someone said it crashes if you do it in spirit temple.

The only reason I can think of it crashing is because of the requiem cutscene. But the requiem cutscene uses an alternate cutscene setup, so in theory it could have the same effect as the blue warps in deku/dc/fire. If that was the case, then depending on where you had set FW, you could either crash OR you could WW to different places.

Now I'm not sure if requiem cs is cutscene #0 or cutscene #1. If it's cutscene #1, then it would be mostly useless. But either way, has this been looked into? and if it doesn't work, why not?

Re: OoT / MQ Trick Research & Discovery Thread

#885

I was wondering about something that was tested awhile back.

After you do a blue warp CS skip, the screen flashes and loading zones are temporarily disabled. Because of this, you can walk into the doorway and have the loading zone appear on top of you.

Awhile back, I suggested trying to stand in the doorway with FW text up and select yes as the loading zone appears. Apparently people tested this and said it causes a void warp in most dungeons (makes sense, loading zone entrance takes priority because it loads later, but FW coords dont get overwritten). However I believe someone said it crashes if you do it in spirit temple.

The only reason I can think of it crashing is because of the requiem cutscene. But the requiem cutscene uses an alternate cutscene setup, so in theory it could have the same effect as the blue warps in deku/dc/fire. If that was the case, then depending on where you had set FW, you could either crash OR you could WW to different places.

Now I'm not sure if requiem cs is cutscene #0 or cutscene #1. If it's cutscene #1, then it would be mostly useless. But either way, has this been looked into? and if it doesn't work, why not?


I did it with spirit temple a long time ago and it didn't crash. I couldn't get requiem cutscene to play no matter how close of a coordinate I tried though I guess it's completely dependent on that exit or something

Re: OoT / MQ Trick Research & Discovery Thread

#886

I did it with spirit temple a long time ago and it didn't crash. I couldn't get requiem cutscene to play no matter how close of a coordinate I tried though I guess it's completely dependent on that exit or something


maybe the crash was just misinformation then. thats pretty much what i passed it off as anyway. But, I don't understand why the requiem cs wouldnt play... i would have expected it to void warp you during the cutscene, or just play the cutscene normally.

EDIT: where did you set the FW point?

Last edited 04 Jul 2014, 07:34 by nathanisbored.

Re: OoT / MQ Trick Research & Discovery Thread

#887

maybe the crash was just misinformation then. thats pretty much what i passed it off as anyway. But, I don't understand why the requiem cs wouldnt play... i would have expected it to void warp you during the cutscene, or just play the cutscene normally.

EDIT: where did you set the FW point?

It's been so long that I don't remember, sorry

Re: OoT / MQ Trick Research & Discovery Thread

#888
Idk if this is known, but it's just a small thing I thought is worth documenting

Normally, if you shield drop a chu while hovering in mid-air, the chu will appear in front of Link's feet (just like on land). But, if the spot where the chu should appear is closer to the ground than where Link's feet are hovering (close enough that the chu would otherwise latch on), then the chu will get pushed up slightly instead. So the chu explodes like normal, but the explosion takes place a little higher up, and because of this, you can actually just do a straight kokiri backflip hover and the explosion will still hit your shield.

This isn't really useful, because you need to have ground straight in front of you, or at least be above a steep enough incline, and you can just do an angled backflip hover anyway. Also, I'm not positive my explanation is accurate, it just seems that way.

EDIT: doesn't seem to work as child. the chu does appear in the wrong spot, but it can't hit your shield

Last edited 05 Jul 2014, 21:29 by nathanisbored.

Re: OoT / MQ Trick Research & Discovery Thread

#889
Afaik the Requiem cutscene does not set the required variable. Silvers does (I hacked myself into Nayru's Love loading zone and WW'd to credits), and so does Zelda's Escape (I tried falling OoB but triggering the cutscene seems to cause the void not to fire until the last possible frame, resulting in a void warp every time), IDK of any others. Both of those are CS 1. Only hope of CS 0 I think is Jabu.

Re: OoT / MQ Trick Research & Discovery Thread

#890
You can OI/Bottle dupe with the animation where you Z-target as you climb up a ledge and Link turns around when he stands up, found by Fox

Re: OoT / MQ Trick Research & Discovery Thread

#891

You can OI/Bottle dupe with the animation where you Z-target as you climb up a ledge and Link turns around when he stands up, found by Fox


You can also just sideroll and then do the OI inputs while Link is turning to face forward again. lol cool stuff

Re: OoT / MQ Trick Research & Discovery Thread

#892

You can OI/Bottle dupe with the animation where you Z-target as you climb up a ledge and Link turns around when he stands up, found by Fox

Very cool!


Afaik the Requiem cutscene does not set the required variable. Silvers does (I hacked myself into Nayru's Love loading zone and WW'd to credits), and so does Zelda's Escape (I tried falling OoB but triggering the cutscene seems to cause the void not to fire until the last possible frame, resulting in a void warp every time), IDK of any others. Both of those are CS 1. Only hope of CS 0 I think is Jabu.


Don't forget the horse-riding games Kappa Kappa

Also Nathan iirc (and I might not be) the crashing for that thing only seemed to happen on emu and/or if you set FW in a dungeon

Re: OoT / MQ Trick Research & Discovery Thread

#894
Action Swap, found by Zas: https://www.youtube.com/watch?v=uVT21aOA_kI

This glitch uses quick draw to let you swap the action of one item into another. It seems it can really only swap a first-person aiming item with a swingable item (or vice versa, kinda).

SWAP EFFECTS:
Any 1st-person item -> swords/fishing rod (child):
     -shoots deku seeds
     -makes slingshot noise when firing
Any 1st-person item -> stick (child):
     -shoots deku seeds
     -projectile is invisible(?)
     -shot goes upward at an angle
     -makes slingshot noise when firing
Any 1st-person item -> empty bottle (child):
     -shoots deku seeds
     -makes slingshot noise when firing
Any 1st-person item -> hammer (child):
     -shoots deku seeds
     -makes slingshot noise when firing
Any 1st-person item -> swords/fishing rod (adult):
     -shoots arrows
     -no sound when firing
Any 1st-person item -> hammer (adult):
     -shoots arrows
     -bow noise when firing
Any 1st-person item -> stick (adult):
     -shoots fire arrow (no magic required!)
     -shot goes upward at an angle
     -bow sound when firing
Any 1st-person item -> empty bottle (adult):
     -uses arrow count
     -projectile looks like deku nut
     -projectile sounds like deku seed when it hits a wall (doesn't leave arrow behind)
     -no sound when firing
Any swing-able item -> 1st-person item:
     -1st-person item doesn't work anymore

SWAP WHILE AIMING EFFECTS:
Any 1st-person item -> any swing-able item
     -Link holds the item like the 1st-person item you used
Any 1st-person item -> bombs/chus
     -bomb/chu armor (explosive is inside Link's body)
Sling -> rang
     -shoots deku seeds
     -weird 3rd-person aiming
     -makes slingshot noise when firing

SWAP WHILE CHARGING EFFECTS:
Sling/hook/bow -> any swing-able item:
     -wasteland ambiance starts playing
Sling/hook/bow -> rang
     -wasteland ambiance starts playing
Sling/hook/bow -> bombs/chus
     -ground jump/Grab-A

OTHER NOTES:
-all swords, fishing rod, and sold out have the same effects
-need ammo to actually shoot something (it will play wasteland music instead of plucking sound when you try to shoot with 0 ammo)
-crouching, among other things, will cancel the glitch
-deku stick as adult lets you shoot fire without magic, but doesn't seem useful since you need water and you can't aim
-you can ground jump with chus, but again, doesn't seem useful
-if you light the swapped deku stick on fire, its hitbox becomes infinite and it's graphics slowly grows
-if you use the boomerang before drawing the sword you quick drew, when the boomerang comes back, the quick drawn item will look like the boomerang until you pause the game
-the wastleland music is because first-person items make a noise when charging, so wasteland is the equivalent noise for swingable items/rang
-effects are different in MM and oot3d. these games also crash whenever the wasteland sound would happen. both need more testing
-other combinations probably dont have interesting effects, but everything should be double checked
-you can't really aim your shots with this glitch, but you can shoot while backflipping to modify the trajectory
-the deku nut shots dont hurt or stun enemies
-you can use this to shoot the target in lost woods, but can't really aim for the bulls-eye

Last edited 15 Jul 2014, 09:39 by nathanisbored.

Re: OoT / MQ Trick Research & Discovery Thread

#895
I just timed nighttime in hyrule field and it turns about, contrary to popular belief, time does NOT pass slower while in a dark area such as near Hyrule Castle and Lon Lon Ranch. First I made it night with Ganon's Castle. When I timed standing in the dark area near Hyrule Castle, it turned day after 1:26 (from my savestate standing in the market near the exit). When I left the dark area immediately and stood outside Kakariko, it took 1:29 to become day.

The reason why is that leaving or entering a dark area slows down time, not being in or outside of one. To prove this I timed continuously going inside and outside the "dark area" and it turned day after 3:11! This means that the Bottle Dupe method near the castle is NOT slower than the one outside of Kakariko Village, and entering or leaving a dark area wastes roughly 3 seconds.

Re: OoT / MQ Trick Research & Discovery Thread

#896
Found an easier red rupee, extremely consistent yet fast at the same time: https://www.youtube.com/watch?v=Bc1t77kqP2I

1) As shown at 0:11, Z-align the wall anywhere before the waterfall ("Z-align" = face the wall and hit Z to align parallel to it)
2) As soon as you fall off the waterfall and surface, begin holding up-right while mashing B to swim fast. Be sure not to hit B at any time as you're falling down the "first" waterfall or your angle may change.
3) You'll grab the edge right before the waterfall next to the red rupee; release Z as Link climbs up
4) Turn 90 degrees to the right
5) Sidehop right, and hold right on your way down (holding right is essential)
6) Red rupee!

Last edited 17 Jul 2014, 05:02 by RattleMan.

Re: OoT / MQ Trick Research & Discovery Thread

#897
The reason why is that leaving or entering a dark area slows down time stops completely when switching between the "sunny" and "cloudy" skyboxes.


Fixed

Re: OoT / MQ Trick Research & Discovery Thread

#898
I don't know if this has been discovered but I found a new way to get to the shadow temple before getting the nocturne of shadow.

Re: OoT / MQ Trick Research & Discovery Thread

#899
If you explain what the method is, we can tell you if it's known or not.

Re: OoT / MQ Trick Research & Discovery Thread

#900

If you explain what the method is, we can tell you if it's known or not.
The method is by chu hovering on top on dampe's hut. This method does need an earlier way to get to shadow temple early but this definetly works. So I chu hover on top of the hut at a certain positiobn facing the back of the hut and a certain angle facing towards the trees at the back, I then swap the camera back around to face the front of the hut and I chu hover 14 times and backflip with the hover boots on and I got on the very top of the green ledge. I've been practising this for a day now.