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

#961
Aw, had my hopes up... thanks for quick reply though :)

Re: OoT / MQ Trick Research & Discovery Thread

#962
So in ganondorf transforming into Gannon cutscene, when superaliding I found that it is possible to save a pause. Please look at the ending of my latest run. I am really not advertising myself I just really want to make some dedication to my fav game. So I held r during most of the cutscene, then I let go almost a sec after navi was done talking to me. 4 seconds is a lot.

Re: OoT / MQ Trick Research & Discovery Thread

#964
Some new and easy setups for existing tricks I've discovered:

- Different spot to cross the Haunted Wasteland quicksand using backwalks, as child or adult, without Hovers or Longshot: https://www.youtube.com/watch?v=fn_C8BoZi8c

- Crossing the Haunted Wasteland without Lens, while backwalking, without using the map or the color of the sand: https://www.youtube.com/watch?v=UNlUGceMyHk

- Blowing up the bird statue at the end of the Shadow Temple with a chu: https://www.youtube.com/watch?v=lmNeXbINSWk

Last edited 10 Apr 2015, 05:39 by RattleMan.

Re: OoT / MQ Trick Research & Discovery Thread

#965
Doesn't it save the pause to have to re-equip the master sword. So this way it is already equiped. When I paused out of habit the pause screen was a bit weird though.

Re: OoT / MQ Trick Research & Discovery Thread

#966
Some notes on how zoning out works in Ocarina of Time

At 8011B934 (8011A5D0 + 0x1364) there is a signed 32bit variable that denotes the type of zone out that occurred. Here are a few values I've found so far:

-3Warp SongResets Temp Flags. Uses Respawn type 2's entrance index for loading the next entrance
-2?Preserves Temp Flags. Set when entering a loading zone in tower collapse/playing the sun's song/game over and continuing
-1?Preserves Temp Flags. Warps you back to your last entrance index
0Standard ExitResets Temp Flags
1Standard Out of BoundsReverts to last checkpoint. Preserves Temp Flags. This is the zoneout that occurs with tower collapse void warp
2Grotto ReturnTemp Flags reset
3Return to Farore's WindTemp Flags restored from Farore's Wind data


Values greater than 0 are interesting because they each have their own set of return coordinates when the game reloads.

I now have an educated on how void warp works in tower collapse as well. Void warp works by "touching" an exit on the same frame as you "void out" by falling 300 or 400 units (forget which). What i think happens next is that the game processes the routine for touching the exit first, which causes the next entrance index variable to be changed,  and zoneout type to be set to -2. Then, when the void out is processed, the zoneout type is changed to 1, overriding the normal coordinates for the entrance. One small gap in this theory is that I don't know why the entrance index doesn't change as well.

Edit: someone messed around with zone outs and it helped me re-discover a thing Acryte found. Basically, when you play a warp song, it overwrites zoneout 2's entrance index, rather than writing directly into the next entrance index variable. This means that if you were to play a warp song and wrong warp into a grotto, leaving it would put you somewhere in the scene you'd warp to. You would have to set things up first by entering a grotto though because by default Link's spawn parameter will be set to 0, causing him to be completely invisible and uncontrollable.

Last edited 08 Jul 2015, 17:55 by mzxrules.

Re: OoT / MQ Trick Research & Discovery Thread

#967
Finally figured out how the Chamber of Sages works:

You're simply sent to scene setup 0, where the 5 sages you rescue when completing a dungeon are loaded. Address 8011B9E5 (NTSC 1.0) is set beforehand to values 0-4, which determines the sage that appears. Wrong Warping doesn't occur because you're not going into a proper cutscene setup.

Values:

0 = Saria
1 = Darunia
2 = Ruto
3 = Nabooru
4 = Impa

Re: OoT / MQ Trick Research & Discovery Thread

#968
Found this today

https://youtu.be/mVMUYqu5gRM

I haven't seen this used in runs before? A tiny timesaver when transitioning between catching a GS and warping/sun song as Child. Haven't explored this too much beyond trying FW, which only queues the input so it would only save frames, but I don't see why not to go for it during a 100% run or something. If this has already been discovered is there a reason not to try go for it or w/e?


Re: OoT / MQ Trick Research & Discovery Thread

#969
People do that for skulltula duping with warp songs or suns song

Question about Deku nut Bottle glitch

#971
I just got into speed running (very minor glitches at the moment) and I am very interested in the glitch that Jodenstone showed off at SGDQ2015 with the deku nut.  I would like to know a lot more about how the glitch worked and if it can be applied somewhere else to potentially get a bottle with bugs (or fish) already in it instead of having to make a trip out of the tree to get a bug.

Re: OoT / MQ Trick Research & Discovery Thread

#972
https://docs.google.com/spreadsheets/d/1iC55h-oy3NAIW739yNQ8Cg9QNpDGTyVRys_NLHpnG_o/edit#gid=0 Here is the gdoc about GIM. The col "chest to hump" and "get item" are the most important and tell you what you can get depending on the chest you humped, for example if you want Ice Arrow you need to touch a chest with 20 bombchus inside (of course there is only one chest with 20 chus in the game and there is no water around so... heh)

Re: OoT / MQ Trick Research & Discovery Thread

#974
Hey guys. I may have found something when I was messing around one day that could be useful for max% child and probably works on OoT3D since it doesn't rely on ISG. I found a real-time setup for megaflipping over the rocks in front of the Fire Temple from the DMC Heart Piece as child. It may allow for new routing possibilities.

http://www.youtube.com/watch?v=AuSrYCt4JB4

Re: OoT / MQ Trick Research & Discovery Thread

#976
Really obscure bug time:

This is something I've known for quite some time, but have only recently understood some of the implications of it.

At address 8000 0000, there is a short routine that is used to jump to an exception handler. I don't know if the exception handler is ever called, but from what was explained to me it is jumped to whenever a bad 32 bit address is hit, and that potentially this could be hit if an issue came up when rendering graphics.

Now, when spawning into pre-rendered scenes, the game will sometimes? overwrite the data at 8000 0000 in at least NTSC 1.0 and NTSC 1.2, ruining the code that jumps to the game's exception handler. However, from some limited testing on Master Quest PAL, I've noticed that this address doesn't seem to be written to anymore.

This has got me wondering, because potentially there could be a non-fatal exception thrown that forces the game to execute code at 8000 0000, but crash due to the corrupt code.