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Originally Posted by TheGreatSea Can someone more familiar with this stuff let me in on a few things? Like why was he suddenly at Ganon? I know it had something to do with the pausing and dying while beating Gohma...but how did that affect it? And what were the bugs about?
This stuff is mighty confusing, but really cool none-the-less. |
This glitch is without a doubt one the most complex glitch found in Ocarina of Time to date. Here's what I've discovered about it.
The glitch in which ZFG and others are using to get to Ganon is known as Wrong Warping. While warping to Ganon is fairly new, this type of warping to the wrong exit was first seen in "Beta Quest".
Internally, there are two variables that the game sets to determine what scene (major areas like a boss room) you spawn at, and what position within that scene. They are your last entrance index, and your stage (also known as scene setup) number.
The last entrance index variable stores a value that represents the entrance you came from. It's generally used to determine where to place Link when a scene reloads after falling OoB.
Stage number is used to determine which cutscene to play. The cutscene chosen depends on the scene that is loaded/will be loaded.
The combination of these two values makes up what I call the "True" entrance index. When a cutscene is set to play, your true entrance ends up being a few values higher than your last entrance index depending on the number of the cutscene to play.
Now here's where things come together. When you walk into a trigger to load a whole new area, your last entrance index variable and your stage number are update. Your "True" entrance index is then calculated, and the scene/entrance you end up at are determined by a table lookup.
Now to the mechanics of the trick. When ZFG backflips on the blue warp and takes out the ocarina, the blue warp is triggered and prepares the Kokiri Emerald cutscene. If you manage to open the door leaving gohma at the right frame, the stage value is set to cutscene 1 (in this case), but the last entrance index changed. This changes the "True" entrance index, and you potentially end up somewhere unexpected.
In this particular case, leaving the boss room sets the last entrance index to 0252. With cutscene 01 set to play, the "True" entrance index ends up being 0257, which falls into the Tower Collapse sequence.
There is one less obvious, but crucial factor though. When the stage value is set to a non 0000 value, the game forces a cutscene to play. However, the tower collapse area does not have a cutscene 01, causing the game to fail to update a pointer which points the cutscene data to play. This means that the last cutscene (or whatever's in the memory where the last cutscene sat) determines if the warp crashes the game. In this case, you must make sure the previous cutscene to play was the Deku Tree intro.