How do you side-hop and then jump-slash in the direction you side-hopped in?
EDIT: Also, I just did ganondoor after double KO'ing on Gohma, and it seems to have worked except it's bugged, as if I had reset the game and thus the cutscene modifier. Except I didn't. Does saving the game act as its own cutscene bychance? Otherwise what else could have caused this?
Cutscene pointer, not modifier.
There are two important components to wrong warping: the cutscene pointer, and the data that the cutscene pointer is actually pointing to (i.e. a cutscene).
The cutscene pointer is set when viewing a certain type of cutscene. The bulk of the cutscenes that set the cutscene pointer before being played are listed here
but to give you the short version, there are only two likely cutscene pointer values to get when performing Ganondoor:
- Deku Tree Intro Cutscene
- Title Screen Cutscene (really only the one part in Hyrule Field as the other parts require manipulation to get as a last cutscene)
The only way a different cutscene pointer could be set would be if you were to enter the Deku Tree, triggering the Deku Tree Intro, then leave and go to other parts of the world. A fairly unlikely scenario.
Now according to my theories on wrong warping...
Saving, Dying, Watching Gohma's fight, puzzle stuff do not set
the cutscene pointer value. They can in some instances change what value the cutscene pointer is set to, but these cutscenes happen to load in the same spot in memory every time so they don't.
Thus what remains is the data that the cutscene pointers point to.
If you watched the Deku Tree Intro Cutscene last (cutscene pointer is pointed to that cutscene), then the outcome of a successful ganondoor wrong warp will always be the same because the cutscene pointer ends up pointing to the same set of data each time. That is to say that if one outcome happens on version x, that outcome will always occur with version x, and an outcome on version y will always occur in version y, but outcome x isn't necessarily the same as outcome y.
If you save and quit or reload a file from a save, you'll end up with the Title Screen Cutscene. This cutscene sets the cutscene pointer such it points to a spot in ram where files related to pausing will load in some cases. This how the pause trick came to be discovered.