Ocarina of Time 3D

OoT3D: Questions & Answer

Started by mzxrules · 07 Jul 2011 · 451 replies

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Re: OoT3D: Questions & Answer

#333

I think navidive works with BGS. But i'm not sure.
The old navidive does work (I think...). TSC doesn't work with BGS, at least you don't get teleported backwards. But the old dive is actually a good idea.

...And when you do NG+ with BGS, you get a glitched master sword, which link is holding backwards. But it seems that not only the grahpic, but the collision is also glitched, since it has an appallingly short range (like a sword handle would have). Is this normal?...



Just DJ :| nah do a JS to a pillar next to the zora shop.
Sounds nice... How do I do it?

Re: OoT3D: Questions & Answer

#338
This sounds incredibly weak but I have so much trouble with the approach to the castle courtyard (I suck, I know). Can anyone give me an easy way to jump the gap to the castle entrance via only one milk crate. I find myself having a great run and that always ruins it because I find my self either doing a little hop onto the ledge or just slide down into the river, filled with shame. It's such a little thin but for some reason it seems harder than the SS (for me atleast). So once again anyone actually use a strat for this or is everyone better than me?

Re: OoT3D: Questions & Answer

#341
some starts I tried were rolling immediatly when on the crate, or waiting a rolling half way. A third thing was to not take a direct angle and jump sideways to the entrance. However none of these are consistant. I hate messing up such a simple thing.

Re: OoT3D: Questions & Answer

#342
ive always rollin though and it works for me but i guess i play that game too much...

Re: OoT3D: Questions & Answer

#343
You gain the most height by rolling right before you jump. However, some others and I have discovered that rolling is actually less consistent for us with this trick. Also just go straight. None of that sideways junk. The straighter you are, the more easily you'll make the jump.

Re: OoT3D: Questions & Answer

#345
The roll trick is only useful if you can't jumpslash. With a jumpslash, you can push the block once less.

Re: OoT3D: Questions & Answer

#346
Still having problems WWing to Nocturne cutscene. I was talking with ZFG for a few lines while he was streaming and he said that chances were I have to view a certain cutscene before the warp works. Also, does it matter if I use gohma's warp or dongo's? I have seen people say to set warp to kakikiro from hyrule field, and some say it from ingo's house. I would like some clarification on this. I'm trying to create a file with all stones, forest, water, shadow, and spirit medalions, and then beat Ganon. I just can't seem to get the WW to nocturne.

If anyone is up to it, a video of WW to nocturne as a child would be very useful.

Re: OoT3D: Questions & Answer

#347
Okay, so I have just a simple question here : why do the guards in Castle Courtyard cheat so much ? They walk through objects to catch you, ok, but they aren't even watching you in the first place !
Everytime I'm in this area, I try to sidehop as fast as I can (except if I obviously can't...), but the 1st guard is more intelligent then me and gets me very often. It's sad because every other trick is kinda easy, but this little thing ruins me up each time I go for ZL. If someone has an idea about what's going on... :)

Re: OoT3D: Questions & Answer

#348
If you do every sidehop frame perfect they wont see you, but, if you mess one up after going through their vision they will get you no matter where you are. Thats how they go through walls.

Re: OoT3D: Questions & Answer

#349

Still having problems WWing to Nocturne cutscene. I was talking with ZFG for a few lines while he was streaming and he said that chances were I have to view a certain cutscene before the warp works. Also, does it matter if I use gohma's warp or dongo's? I have seen people say to set warp to kakikiro from hyrule field, and some say it from ingo's house. I would like some clarification on this. I'm trying to create a file with all stones, forest, water, shadow, and spirit medalions, and then beat Ganon. I just can't seem to get the WW to nocturne.

If anyone is up to it, a video of WW to nocturne as a child would be very useful.
You can use either warp: HF -> Kakariko or Ingo house -> Kakariko. Yes, you can use Gohma or King dodongo warp, it doesnt matter which one. The problem here might be that you time the warp incorrectly. Tap A when the blue warp thing is around 60% big. If you warp to Kakariko normally, you tapped too early, if the game crashes, you tapped too late.

Re: OoT3D: Questions & Answer

#350
I saw a tutorial on youtube for ESS. Here's what it told me to do:
1. Hold circle pad in ESS position
2. Pull out a bomb and hold it
3. When it explodes, quickly press L to start sliding. Then you can release it to turn as usual.

However, the video was called simply "Superslide tutorial", so I'm wondering, does this method result in a hess or normal ess? If it's an ess, how do  you do a hess, and a superslide in general?

Re: OoT3D: Questions & Answer

#351

Still having problems WWing to Nocturne cutscene. I was talking with ZFG for a few lines while he was streaming and he said that chances were I have to view a certain cutscene before the warp works. Also, does it matter if I use gohma's warp or dongo's? I have seen people say to set warp to kakikiro from hyrule field, and some say it from ingo's house. I would like some clarification on this. I'm trying to create a file with all stones, forest, water, shadow, and spirit medalions, and then beat Ganon. I just can't seem to get the WW to nocturne.

If anyone is up to it, a video of WW to nocturne as a child would be very useful.


Lol, if this is true ZFG is dumb :P. What he's talking about is this:

When you wrong warp, you are actually setting the game to play a cutscene. In the 64 version it's possible to wrong warp to an area which has no cutscenes; When this happens the game will try to play the last cutscene (which might not be in memory anymore) and can either succeed, crash, or just not play. But in the 3ds version the game will always crash if you wrong warp to an area which has no cutscenes (unless you Death Hole Wrong Warp as that won't force a cutscene to play), and so the last cutscene won't matter anyway.

This was answered, but to make clearer, wrong warping with Gohma's blue warp is no different than King Dodongo's blue warp because those happen to play a cutscene with the same internal number. However, wrong warping with the Fire Temple blue warp is not the same as wrong warping with those two blue warps.

Last edited 05 Mar 2013, 20:37 by mzxrules.

Re: OoT3D: Questions & Answer

#355
Is there a wrong warp table for the 3ds version? I've had a look at this, in particular making use of the fire temple blue warp as adult Link.
I tried the "Kakariko -> Potion Shop (back door)" warp to see if it would warp to the spirit temple, but it only crashed the game, (which leaves me to suspect that not all the warps in the n64 version work for the 3ds). Just to confirm, I've attempted this several times without using the blue warp before attempting the wrong warp.

Re: OoT3D: Questions & Answer

#356
Yeah, a lot of the blue warp wrong warps crash on the 3ds version.However if you try some warps that crash for blue warps, if you try DHWW's instead of blue warps it works (obviously not all of them) they will warp you to the place you would normally warp to except not in the CS. because DHWW's don't force you into a CS.

Re: OoT3D: Questions & Answer

#357
The key difference between a wrong warp in OoT and one in OoT3D is that if a wrong warp (that isn't Death Hole Wrong Warping) does not put you into a scene level cutscene (a cutscene that plays when immediately loading an area), it crashes the game.

Re: OoT3D: Questions & Answer

#358
Talking about blue warp, it seems that in the 3ds version, the camera angle does not freeze the "invisible timer". Am I wrong ?
(unlike the 64 version when we face the wall to do ganondoor glitch)

Re: OoT3D: Questions & Answer

#359

Talking about blue warp, it seems that in the 3ds version, the camera angle does not freeze the "invisible timer". Am I wrong ?
(unlike the 64 version when we face the wall to do ganondoor glitch)

If I am not mistaken you are absolutely correct which is one of the reasons why ganondoor isn't a thing on the 3ds

Re: OoT3D: Questions & Answer

#360

If I am not mistaken you are absolutely correct which is one of the reasons why ganondoor isn't a thing on the 3ds

It's just the cutscene lol, you cause the ww if you run to the door fast enough. The window for it is huge and not one frame :P