It's known that this is possible, but it's not very practical. If you need to hover up there with bombchus, you can hookshot on top of Dampe's hut and hover onto the seam using 2 or 3 chus with sideflip hovers.
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.
Ocarina of Time
OoT / MQ Trick Research & Discovery Thread
Started by Acryte · 31 Aug 2009 · 977 replies
Yes, doing sideflip could be a better idea to get to the seam because of the less amount of chus needed. Have you tried this out yet?
It's known that this is possible, but it's not very practical. If you need to hover up there with bombchus, you can hookshot on top of Dampe's hut and hover onto the seam using 2 or 3 chus with sideflip hovers.
So, it's quite possible this has been documented before, but anyway...
You probably already know that every item has an "ammo" attached to it. Most of them are unused bytes, but some correspond to other things. There's an index of all the ammo slots starting from deku stick and ending with magic bean. After that is the "magic bean popularity" byte, which also corresponds to how many hammers you have. Light arrow amount is linked to tunics&boots, and Nayru's Love amount is linked to swords&shields. Every bottle item is linked to a single unused byte that can be modified with Gerudo Mask RBA. These ammo counts don't actually do anything for items that weren't intended to use them, but at least the bottle item ammo can be displayed using bottle duplication (and others using cheats).
When you have an item in one of the seven "ammo display" slots in the inventory, the game checks the item to determine where in the pause menu to display the number.
For deku stick, fish, and bugs, it chooses the bottom left corner of the deku stick slot. If you have your deku stick ammo and bottle ammo displaying at the same time, the bottle ammo display will overlap the stick ammo display (unless it's only 1 digit, in which case it will only overlap the rightmost digit).
For deku nuts, bombs, arrows, deku seeds, chus, and beans, the display will go where it's supposed to obviously.
For blue fire, the display is interesting. The two digits of the display will be split in two completely different locations on the menu, neither of which are actually overlapping any items. The first digit is sitting on the left edge of the blue border for the item select screen, a few units above the rupee counter. The 2nd digit is sitting at the top of the border just under your 20th heart in the HUD.
For empty bottle and fairy, there doesn't seem to be an ammo display anywhere, but part of the menu will flicker constantly (although sometimes it may not, depending on the value it's trying to display I think). I've seen the flickering turn white when it's trying to display a value of 200 or more (only possible with cheats).
For bomb bag (20) nothing seems to appear, although maybe it's dependent on the value once again (it's obviously linked to a different byte than the bottle items, but I don't know which one).
EDIT: It flickers, but only inside of dungeons.
Here's an example of these glitched displays:
http://i.imgur.com/oDDXJVn.png
In this case, I RBA'd Gerudo Mask with fish on B to change the "bottle item amount" to 25. I also got an empty bottle in my bombs slot, blue fire in my bow slow, and a fish in my slingshot slot. The fish makes the 25 display appear over my deku stick ammo (notice it doesn't match my real deku stick amount on C-down). The blue fire shows the number 25, with the "2" digit on the left above my rupee counter, and the "5" digit above my magic to the right of my hearts. The empty bottle in the bombs slot makes the screen flicker (although you can't see it in the image very well; it's somewhat covering my bugs and ruto's letter).
You probably already know that every item has an "ammo" attached to it. Most of them are unused bytes, but some correspond to other things. There's an index of all the ammo slots starting from deku stick and ending with magic bean. After that is the "magic bean popularity" byte, which also corresponds to how many hammers you have. Light arrow amount is linked to tunics&boots, and Nayru's Love amount is linked to swords&shields. Every bottle item is linked to a single unused byte that can be modified with Gerudo Mask RBA. These ammo counts don't actually do anything for items that weren't intended to use them, but at least the bottle item ammo can be displayed using bottle duplication (and others using cheats).
When you have an item in one of the seven "ammo display" slots in the inventory, the game checks the item to determine where in the pause menu to display the number.
For deku stick, fish, and bugs, it chooses the bottom left corner of the deku stick slot. If you have your deku stick ammo and bottle ammo displaying at the same time, the bottle ammo display will overlap the stick ammo display (unless it's only 1 digit, in which case it will only overlap the rightmost digit).
For deku nuts, bombs, arrows, deku seeds, chus, and beans, the display will go where it's supposed to obviously.
For blue fire, the display is interesting. The two digits of the display will be split in two completely different locations on the menu, neither of which are actually overlapping any items. The first digit is sitting on the left edge of the blue border for the item select screen, a few units above the rupee counter. The 2nd digit is sitting at the top of the border just under your 20th heart in the HUD.
For empty bottle and fairy, there doesn't seem to be an ammo display anywhere, but part of the menu will flicker constantly (although sometimes it may not, depending on the value it's trying to display I think). I've seen the flickering turn white when it's trying to display a value of 200 or more (only possible with cheats).
For bomb bag (20) nothing seems to appear, although maybe it's dependent on the value once again (it's obviously linked to a different byte than the bottle items, but I don't know which one).
EDIT: It flickers, but only inside of dungeons.
Here's an example of these glitched displays:
http://i.imgur.com/oDDXJVn.png
In this case, I RBA'd Gerudo Mask with fish on B to change the "bottle item amount" to 25. I also got an empty bottle in my bombs slot, blue fire in my bow slow, and a fish in my slingshot slot. The fish makes the 25 display appear over my deku stick ammo (notice it doesn't match my real deku stick amount on C-down). The blue fire shows the number 25, with the "2" digit on the left above my rupee counter, and the "5" digit above my magic to the right of my hearts. The empty bottle in the bombs slot makes the screen flicker (although you can't see it in the image very well; it's somewhat covering my bugs and ruto's letter).
Last edited 03 Aug 2014, 01:05 by nathanisbored.
Ever get angry whenever you get this angle when doing the eight backflip Ganondoor?
Original image
The solution as to why that happens is now known, as well as a method of successfully pulling off Ganondoor with it! See my Twitch broadcast: http://www.twitch.tv/tahlorz/c/4803514 (yes, I have a different name there :P)
The full broadcast in which this was discovered is here: http://www.twitch.tv/tahlorz/b/553625077
- The discovery of what exactly causes it begins after 1:21:15, ending around 1:46:35, with main discovery at 1:38:25, and final discoveries 1:42:10-1:46:35, explanation at 1:46:35
- All of what is shown before 1:21:15 is trying to get Ganondoor to work with the "bad angle", without knowing exactly what causes it
Basically, the "alternate angle" is caused by pushing up on the wall right before doing the eight backflips. Yes, that's it.
This method of eight backflip Ganondoor may actually be easier or more consistent for some people.
Original image
The solution as to why that happens is now known, as well as a method of successfully pulling off Ganondoor with it! See my Twitch broadcast: http://www.twitch.tv/tahlorz/c/4803514 (yes, I have a different name there :P)
The full broadcast in which this was discovered is here: http://www.twitch.tv/tahlorz/b/553625077
- The discovery of what exactly causes it begins after 1:21:15, ending around 1:46:35, with main discovery at 1:38:25, and final discoveries 1:42:10-1:46:35, explanation at 1:46:35
- All of what is shown before 1:21:15 is trying to get Ganondoor to work with the "bad angle", without knowing exactly what causes it
Basically, the "alternate angle" is caused by pushing up on the wall right before doing the eight backflips. Yes, that's it.
This method of eight backflip Ganondoor may actually be easier or more consistent for some people.
Last edited 02 Aug 2014, 17:41 by RattleMan.
Horseback Wrong Warp, discovered by Fox: https://www.youtube.com/watch?v=n6zcEglAUuo
Essentially we are using the cutscene value from the start of the minigame on an item timer entrance. You have to store the timer at 0 (void out as it's ending) to get the fadeout during the dialogue. This finally gives us access to cutscene setup 0 (same value that a WW from Jabu would give you). Unfortunately, since we need an item timer, we are limited to odd mushroom timeout entrance, frog/eyedrops timeout entrance, or bottle timeout entrance (last entrance value). And since we can only do the WW in gerudo's fortress or lon lon ranch, our last entrance value is limited to ones from those scenes.
Here's an example using horseback archery: https://www.youtube.com/watch?v=tqkikqlZCtE
Unlike the previous method of Hyrule Castle as Adult, we don't have weird coordinates because we aren't warping with FW.
Wrong warping from horseback archery to pedestal of time should be possible from one of the thieves hideout entrances. Another one should lead to malon's minigame. Unfortunately, there aren't too many options. But I'm sure we'll see more developments with this soon.
Silver gauntlets should also work in theory, but unfortunately, the gauntlets text doesn't activate the frozen timer.
Essentially we are using the cutscene value from the start of the minigame on an item timer entrance. You have to store the timer at 0 (void out as it's ending) to get the fadeout during the dialogue. This finally gives us access to cutscene setup 0 (same value that a WW from Jabu would give you). Unfortunately, since we need an item timer, we are limited to odd mushroom timeout entrance, frog/eyedrops timeout entrance, or bottle timeout entrance (last entrance value). And since we can only do the WW in gerudo's fortress or lon lon ranch, our last entrance value is limited to ones from those scenes.
Here's an example using horseback archery: https://www.youtube.com/watch?v=tqkikqlZCtE
Unlike the previous method of Hyrule Castle as Adult, we don't have weird coordinates because we aren't warping with FW.
Wrong warping from horseback archery to pedestal of time should be possible from one of the thieves hideout entrances. Another one should lead to malon's minigame. Unfortunately, there aren't too many options. But I'm sure we'll see more developments with this soon.
Silver gauntlets should also work in theory, but unfortunately, the gauntlets text doesn't activate the frozen timer.
If the teardrops timeout sent you back to lakeside lab, it would give you infinite wrong warps to tower collapse.
Edit: If you store a Farore's Wind point the second time you get captured, then trigger this new ww, you should wrong warp into a Grotto. I forget what the importance of this is other than for the fun of it.
Also, sadly the wrong warp to the Master Sword pedestal can't be performed as a child what with the Gerudo Horseback thing, since that would trigger the cutscene that plays immediately after talking to Rauru for the first time.
Edit: If you store a Farore's Wind point the second time you get captured, then trigger this new ww, you should wrong warp into a Grotto. I forget what the importance of this is other than for the fun of it.
Also, sadly the wrong warp to the Master Sword pedestal can't be performed as a child what with the Gerudo Horseback thing, since that would trigger the cutscene that plays immediately after talking to Rauru for the first time.
Last edited 05 Aug 2014, 10:41 by mzxrules.
Edit: If you store a Farore's Wind point the second time you get captured, then trigger this new ww, you should wrong warp into a Grotto. I forget what the importance of this is other than for the fun of it.
1st time warps you to child market, 2nd time is cow grotto
Also should post here that you can use the zelda escape cutscene for the new WW method too (again, discovered by Fox): https://www.youtube.com/watch?v=qz11IZHPK18
This uses setup 1, so it has the same effects as deku and DC, but you have to use either frog/mushroom timer, or a duped timer with an entrance somewhere in Hyrule field. This might be useful in 100%, but there are complications.
I'm not sure the exact requirements for getting the timer warp to activate, but for silvers perhaps try opening the chest with the owl still there or with Saria's Song stored. Also somebody please try Jabu, which could ww to fire boss.
Figured out the exact requirements for the Trade Timer to resume.
The dialog that appears when a trade item expires contains a text code at the end (0B for english/french/german, no clue atm for japanese). Haven't figured out the exact purpose of this code, but it appears that the trade item expires immediately when this code is hit by the game's text parser. It doesn't appear in any cutscene dialogs.
Also, I'm curious about something: I think I read somewhere that the timeout dialog box in Japanese is different than English because the Japanese one does not display text instantly. Does this make it easier to store a timer between versions?
The dialog that appears when a trade item expires contains a text code at the end (0B for english/french/german, no clue atm for japanese). Haven't figured out the exact purpose of this code, but it appears that the trade item expires immediately when this code is hit by the game's text parser. It doesn't appear in any cutscene dialogs.
Also, I'm curious about something: I think I read somewhere that the timeout dialog box in Japanese is different than English because the Japanese one does not display text instantly. Does this make it easier to store a timer between versions?
Last edited 06 Aug 2014, 12:45 by mzxrules.
Failing to play a song correctly apparently triggers it. At least it did for requiem. Unfortunately, failing a timer set the cutscene value to 0, so it can't be used to wrong warp in the middle of cutscenes :(.
Figured out the exact requirements for the Trade Timer to resume.
The dialog that appears when a trade item expires contains a text code at the end (0B for english/french/german, no clue atm for japanese). Haven't figured out the exact purpose of this code, but it appears that the trade item expires immediately when this code is hit by the game's text parser. It doesn't appear in any cutscene dialogs.
Also, I'm curious about something: I think I read somewhere that the timeout dialog box in Japanese is different than English because the Japanese one does not display text instantly. Does this make it easier to store a timer between versions?
So only textboxes with this code will activate the fadeout, but it will also only activate when the blue box appears? If you mash through the blue box so it never appears, you won't get the fadeout. With the normal trade item timer textbox, the blue box stays even if you mash, so you can't avoid fadeout this way.
Do we have a list of textboxes that do this, or a way to calculate it?
EDIT: Is this the same code that gives quicktext when you press B?
Last edited 06 Aug 2014, 15:54 by nathanisbored.
Don't forget the horse-riding games Kappa Kappa
Nathanisbored wrote
2014 will be a good year
Ask natalyahasdied about the text boxes, we were looking into them back when I was trying to do FWWW as Child. I can't remember what we found ::)
So only textboxes with this code will activate the fadeout, but it will also only activate when the blue box appears? If you mash through the blue box so it never appears, you won't get the fadeout. With the normal trade item timer textbox, the blue box stays even if you mash, so you can't avoid fadeout this way.
The 0B command seem to appear at the very end of dialog boxes, which is possibly why frame perfect advances skip? the command. But I don't quite understand why that would happen
QuoteDo we have a list of textboxes that do this, or a way to calculate it?
I wrote a custom textbox parser tool that works for all languages but it's not quite to the point where I can easily query/print out all dialogs with this command.
QuoteEDIT: Is this the same code that gives quicktext when you press B?
No. Quicktext is caused by a different set of codes.
Does this Frozen Timer overwrite or pause other [white] timers, such as the Marathon Run?
No, the white and yellow timers are independent.
New ledge grab discovered by Skater: https://www.youtube.com/watch?v=Mgct_fLavgw
Basically you press Z to lock onto a wall in front of you at the same time you grab the ledge (1 frame). Works on all versions, and oot3d and MM. Here's a compilation of random clips to show the magnitude of this: https://www.youtube.com/watch?v=NS_rcDQtotU
Here's a few applications:
Shadow BK skip: https://www.youtube.com/watch?v=h5gVuMZWsjE
Ice Cavern compass early: https://www.youtube.com/watch?v=QRwr6TbCl60
Water Temple compass early: https://www.youtube.com/watch?v=JSAi2WNnisw
GTG without hover boots: https://www.youtube.com/watch?v=czFujoLskO0
Idk if there's a video for it, but you can clip into the sot block in forest with this, to save a little time.
There's a couple in OoT3d and MM too.
There probably will be/is more than this, but yeah. Based skater
Basically you press Z to lock onto a wall in front of you at the same time you grab the ledge (1 frame). Works on all versions, and oot3d and MM. Here's a compilation of random clips to show the magnitude of this: https://www.youtube.com/watch?v=NS_rcDQtotU
Here's a few applications:
Shadow BK skip: https://www.youtube.com/watch?v=h5gVuMZWsjE
Ice Cavern compass early: https://www.youtube.com/watch?v=QRwr6TbCl60
Water Temple compass early: https://www.youtube.com/watch?v=JSAi2WNnisw
GTG without hover boots: https://www.youtube.com/watch?v=czFujoLskO0
Idk if there's a video for it, but you can clip into the sot block in forest with this, to save a little time.
There's a couple in OoT3d and MM too.
There probably will be/is more than this, but yeah. Based skater
It's really one of those glitches we wonder why the hell wasn't it discovered earlier.
Idk if there's a video for it, but you can clip into the sot block in forest with this, to save a little time.
http://youtu.be/bU1v8blaNh4
I just did a "doomjump" in vanilla OoT off a redead freezing me. I forgot if this was already known
edit: confirmed for old
edit: confirmed for old
Last edited 13 Aug 2014, 09:28 by Cosmo.
Found this on accident a week or two ago, finally made a video documenting it.
Quick Draw from Explosives Limit:
http://youtu.be/n3uWFYZBZKU
The only theoretical application of this that I can think of is in situations where you have chus and some sort of actor that can explode, but don't have bombs, and you need to ground jump. Probably won't ever really be useful except for some sort of obscure puzzle or something.
Quick Draw from Explosives Limit:
http://youtu.be/n3uWFYZBZKU
The only theoretical application of this that I can think of is in situations where you have chus and some sort of actor that can explode, but don't have bombs, and you need to ground jump. Probably won't ever really be useful except for some sort of obscure puzzle or something.
Perfect Shadow Block Skip setup: https://www.youtube.com/watch?v=8miZS8KN_OQ
Okay so to go along with my previous post, gaby found a way to quickdraw explosives without an external explosion source, meaning that if you have at least 3 chus, you can ground jump anywhere.
https://www.youtube.com/watch?v=0hPBmyPMLlc
https://www.youtube.com/watch?v=w17IZgvaJC0
Basically, chus actually count toward the explosive limit twice when they explode, because the explosion loads before the chu unloads. This means if you drop 2 chus, then pull a 3rd one right before the 1st one explodes, you can quick draw it. If you already have hookshot/slingshot in your hand, you can do an action swap to store a ground jump.
This seems more applicable in oot3d, because you can't do standard bomb ground jumps in that game. In oot3d, instead of wasting 3 chus per ground jump, you can use a bomb and a chu to reach the limit, and then quickdraw a bomb instead, so you only need 1 chu total.
EDIT: action swap from charged hookshot to bomb doesn't give a ground jump effect in oot3d for some reason, so you need at least 2 chus.
Bombs do not count toward the explosive limit twice, because their explosion seems to actually overwrite them. This is likely the same reason you can do bomb OI with bombs but not chus.
https://www.youtube.com/watch?v=0hPBmyPMLlc
https://www.youtube.com/watch?v=w17IZgvaJC0
Basically, chus actually count toward the explosive limit twice when they explode, because the explosion loads before the chu unloads. This means if you drop 2 chus, then pull a 3rd one right before the 1st one explodes, you can quick draw it. If you already have hookshot/slingshot in your hand, you can do an action swap to store a ground jump.
This seems more applicable in oot3d, because you can't do standard bomb ground jumps in that game. In oot3d, instead of wasting 3 chus per ground jump, you can use a bomb and a chu to reach the limit, and then quickdraw a bomb instead, so you only need 1 chu total.
EDIT: action swap from charged hookshot to bomb doesn't give a ground jump effect in oot3d for some reason, so you need at least 2 chus.
Bombs do not count toward the explosive limit twice, because their explosion seems to actually overwrite them. This is likely the same reason you can do bomb OI with bombs but not chus.
Last edited 23 Aug 2014, 18:42 by nathanisbored.
That is a pretty amazing find, especially the ground jump state happening somehow. I wonder about a fully documented list of all quickdraw effects and possible outcomes? I know you were working on something like that but I wasn't sure how complete it was.
I forgot it was never really properly documented. My last post about action swap pretty much describes all the effects, but doesn't really explain any of the stuff sockfolder investigated, and there's also some differences with timing depending on the items, and some weirdness with hookshot. Maybe I'll make another big post about that later.
Walk underwater and more! It's Blank A! Like Down A, but with crawlspaces!
https://www.youtube.com/watch?v=EwhX1w3RvdU
Basically using a deku nut while on a ladder/crawlspace has the same effect as shield blocking damage on a ladder: it pushes you off without resetting the state. Since you can't shield block damage in a crawlspace (you're invincible), you have to use a deku nut. You can only do this if
a) your deku nut item is unrestricted (dim B)
b) you use the 1.0 PutAway trick to force an item while in the crawling state
Just enter the crawlspace to put away your item at the same time you use a deku nut.
You can also use other items in the crawlspace. Held items will be in Link's hand while crawling. Event items will store a Quick PutAway effect on your current item. First person items will softlock.
You can also use items on a ladder with the same method. Items have same effects as crawlspace, except deku nuts will trigger Down A instead of Blank A.
You can also use items while grabbing a block. Items have the same effect as ladder/crawlspace, except deku nuts won't do anything (?).
The "riding epona" state doesn't prevent items anyway, so as long as they are unrestricted, you can use event items/deku nuts to do RCE even without this glitch. So this glitch doesn't affect RCE.
You can't use items while grabbing a rock or bomb or something, even on 1.0.
https://www.youtube.com/watch?v=EwhX1w3RvdU
Basically using a deku nut while on a ladder/crawlspace has the same effect as shield blocking damage on a ladder: it pushes you off without resetting the state. Since you can't shield block damage in a crawlspace (you're invincible), you have to use a deku nut. You can only do this if
a) your deku nut item is unrestricted (dim B)
b) you use the 1.0 PutAway trick to force an item while in the crawling state
Just enter the crawlspace to put away your item at the same time you use a deku nut.
You can also use other items in the crawlspace. Held items will be in Link's hand while crawling. Event items will store a Quick PutAway effect on your current item. First person items will softlock.
You can also use items on a ladder with the same method. Items have same effects as crawlspace, except deku nuts will trigger Down A instead of Blank A.
You can also use items while grabbing a block. Items have the same effect as ladder/crawlspace, except deku nuts won't do anything (?).
The "riding epona" state doesn't prevent items anyway, so as long as they are unrestricted, you can use event items/deku nuts to do RCE even without this glitch. So this glitch doesn't affect RCE.
You can't use items while grabbing a rock or bomb or something, even on 1.0.
What are the ways to cancel this glitch? At least redeads seem to work.
Super easy forest temple SoT ledge clip https://www.youtube.com/watch?v=qyGFxZiTTmM
edit: found by pit (maybe skater?) first
edit: found by pit (maybe skater?) first
Last edited 31 Aug 2014, 10:31 by Valientlink.
Burn a web without fire: http://youtu.be/wZRZ9IlHWq8
Also regarding blank a, skulltulas still seem to deal damage but link won't die when his health drops to 0. And just for documentation Fox said blank A is cancelled by slippery slopes too.
Also regarding blank a, skulltulas still seem to deal damage but link won't die when his health drops to 0. And just for documentation Fox said blank A is cancelled by slippery slopes too.
Fox found how to skip Dead Hand/vine clip for BotW chus: https://www.youtube.com/watch?v=84Bx3lvTItk
Forest Escape using Blank A:
https://www.youtube.com/watch?v=xZ39PZDwwds
https://www.youtube.com/watch?v=xZ39PZDwwds
