ZSR Forums

=> Ocarina of Time => Topic started by: RingRush on February 20, 2012, 11:09:23 AM



Title: Temporary Wrong Warp Archive
Post by: RingRush on February 20, 2012, 11:09:23 AM
Post stuff here as we are discovering it, we'll sort it into a coherent form later.


Title: Re: Temporary Wrong Warp Archive
Post by: Exodus122 on February 20, 2012, 11:11:11 AM
http://www.youtube.com/watch?v=ZplcToQsZZE&feature=channel_video_title


Title: Re: Temporary Wrong Warp Archive
Post by: TimpZ on February 20, 2012, 01:44:19 PM
Maybe you should edit the first post to explain what you need to do to use the glitch so that people may try it for themselves  ::)?

Also: https://docs.google.com/spreadsheet/ccc?key=0ArZNXsrf3f80dHU1NDFobWEweVZmQ29tZlc3aEE1T2c&pli=1#gid=0


Title: Re: Temporary Wrong Warp Archive
Post by: mzxrules on February 20, 2012, 02:13:15 PM
I suggest calling it Cutscene Wrong Warping on the basis that the wrong warping occurs because current cutscene flags are set for the impending upcoming cutscene at the moment farore's wind warps you.

Also, I remembered a variable last night that affects everything that I don't think is being taken into consideration that I believe alters the warp point and determines what crashes and what doesn't.

Lastly, I'd like to mention that I feel we're incredibly close to getting that "always on cutscene" state known as "beta quest", which probably won't be useful at all, but will be fucking fun as shit to do legit.


Title: Re: Temporary Wrong Warp Archive
Post by: Cosmo on February 20, 2012, 03:26:29 PM
http://pastebin.com/uh14vGbY


Title: Re: Temporary Wrong Warp Archive
Post by: mzxrules on February 20, 2012, 04:31:26 PM
Ok to add on what I said earlier and what I've been reading in the chat, I believe for certain that using different portals results in hitting different cutscenes.

Version 1.0 stores this cutscene value at 11A5DA real (11A5D8 if watching an emu). The current portals set the following values.

GohmaKokiri Tree CutsceneFFF1 (01)
DodongoRuby CutsceneFFF1 (01)
BarinadeSapphire CutsceneFFF0 (00)
PhantomTemple of LightFFFD (0D)
VolvagiaKak Volcano CutsceneFFF3 (03)
MorphaTemple of LightFFFD (0D)
BongoTemple of LightFFFD (0D)
TwinrovaTemple of LightFFFD (0D)

The location you cutscene wrong warp is determined by these factors...

0) You MUST be in the cutscene state. This is achieved by getting some sort of race condition going with the blue warp
1a) The entrance value stored in the FW portion of Ram, or the entrance value set upon death. This determines the base scene.
1b) Some unknown offset value. My previous "betaquest" testing seemed to suggest this was an offset of +6 and not +4. The resulting exit is listed in the table here (http://wiki.spinout182.com/w/Debug_ROM:_Exit_List)
2) The cutscene value of the scene being entered while going through the warp?
3) If using Farore's Wind, the X, Y, Z, coordinates and the twist value determine the position and facing of link after the warp, else a table lookup is used.

Edit: I just had an insane theory about Farore's wind. Farores wind stores two other important components: Map number, and temporary scene flags. Map number basically determines which part of a dungeon is loaded, temporary scene values determine things like whether or not a ToT block has been moved. In short I think that using farore's wind to warp from deku tree->dodongo's cavern (if it didn't crash) could result in some crazy stuff.

Edit2: I think I discovered something else. If you time Farore's Wind warp late, you end up getting to the next cutscene but at the farore's wind coords.


Title: Re: Temporary Wrong Warp Archive
Post by: Static on February 20, 2012, 07:20:47 PM
I just confirmed that the wrong warp works in oot3d. I did it in master quest as child using the restricted items for farores wind anywhere. I set the warp point to the entrance of lon-lon ranch in the daytime on a normal file, and went to the deku tree to try it out (it turned night by then, and the dungeon was already completed before, including the cutscene). After too many tries (getting the FW anywhere glitch to work on the same frame you enter is really dumb and tricky with the touchscreen menu), it warped me oob in kokiri forest, forever falling to my doom, but not in a cutscene (I was able to roll/sidehop after all my hearts were depleted). I can test other areas later when I get a good file if there's a need.


Title: Re: Temporary Wrong Warp Archive
Post by: mzxrules on February 21, 2012, 01:14:31 AM
Places I've tested

FromToDekuDCVolv
Lon Lon RanchHyrule FieldOoT CutsceneCrashn/t


The following stuff has not been confirmed as I'm using a cheat to shortcut the effect

Deku portal

Jabu Jabu's mouth entrance -> Sun Song room
Shadow Temple entrance -> Shooting Gallery with wrong sound effects/weird camera cutscene (doesn't work legit)

Volvagia

Royal Tomb -> Castle Market (Night)
Castle Market (coming from main marking, going to drawbridge) (Day) -> Shadow Temple
Hylian Shield Grave -> Malon's house
Know-It-All Bros (impossible) -> Title Screen
Dodongo's Cavern -> Know-It-All Bros


Title: Re: Temporary Wrong Warp Archive
Post by: TimpZ on February 21, 2012, 09:38:53 PM
I guess this is where I post this? I mentioned it several times in the irc but it never wound up in the google document and like idk...

Anyways:
Deku Tree -> Kokiri Forest, DC warp. Resulted in emerald CS as adult from the beginning, glitchy menu afterwards.


Title: Re: Temporary Wrong Warp Archive
Post by: mzxrules on February 24, 2012, 08:20:55 PM
New discovery with Adult Blue Warps. There is actually TWO different windows in which FW WW will work successfully. If you try to warp super late (just before the FW dialog is auto closed), you will perform the wrong warp. The window for this is much greater than the first window, but I'm sort of wondering what sort of variables are being set.

I tested this with Bongo's blue warp

Edit: Wow, I'm surprised at how many different outcomes there are depending on when you return from farore's wind. A list is in order

This is based on testing DC Boss | Volvagia blue warp

StateFrame WindowStarting pointEffect
1MultiplePretty much as soon as you enter the portalNormal Warp
2Single?At some point when the screen begins fading whiteWrong Warp
3MultipleJust afterwardsNormal Cutscene, FW coords (possibly map # to)
4MultipleSome point (usually when the screen is just about fully white but hud is still visible)Wrong Warp
4.1Single?Hud is fully white. A few frames after this point seem to wrong warp you without crash stillCrash
5MultipleSome point after Hud is fully faded, but before FW dialog locksNormal? Cutscene



Title: Re: Temporary Wrong Warp Archive
Post by: Kimimaru on February 25, 2012, 01:42:24 AM
I think we should be more descriptive about the location "Cow." What exactly is it? I've been trying to figure it out because I want to explore BoTW as an Adult.

EDIT: If you mean the exit to the cow in Impa's House, I tried it and got a Fire Temple cutscene instead.


Title: Re: Temporary Wrong Warp Archive
Post by: Kazooie on February 25, 2012, 10:17:01 PM
you need to set FW inside of house, not to kakariko side. And then go to fire temple or DC. Both of them should work. Here is video what I did for botw as adult:
http://www.youtube.com/watch?v=UMn3SVOMaxQ&feature=youtu.be

There was mistake in google doc to say set FW to kakariko side. I fixed it!


Title: Re: Temporary Wrong Warp Archive
Post by: KingOfHeart on February 26, 2012, 02:58:03 AM
Does this only work for dungeon boss rooms...or could it work for any warp...like Grottos for example?


Title: Re: Temporary Wrong Warp Archive
Post by: gamestabled on February 26, 2012, 03:49:43 AM
The wrong warp happens because you activate a cutscene, so it wouldn't work on a grotto.


Title: Re: Temporary Wrong Warp Archive
Post by: Kimimaru on February 26, 2012, 07:14:50 AM
you need to set FW inside of house, not to kakariko side. And then go to fire temple or DC. Both of them should work. Here is video what I did for botw as adult:
http://www.youtube.com/watch?v=UMn3SVOMaxQ&feature=youtu.be

There was mistake in google doc to say set FW to kakariko side. I fixed it!

I did exactly what you did in the video and it didn't work for me. I'm using V1.0 on an emulator. Here's (http://s300.photobucket.com/albums/nn38/Kimimaru4000/?action=view&current=Untitled42.mp4) one of my many attempts. Even if I time it right it just freezes.

Maybe I'll try it in DC and see how it works.


Title: Re: Temporary Wrong Warp Archive
Post by: Kazooie on February 26, 2012, 04:18:37 PM
I did that video on v1.0 as well so it should be same! In video you pressed A button too early. Press it later when you HUD is about to go white. Watch my video more closely and you will get it :)


Title: Re: Temporary Wrong Warp Archive
Post by: mzxrules on February 26, 2012, 08:07:16 PM
Deku Tree "Boss" Door skip via wrong map warp (http://www.youtube.com/watch?v=EYcyokxGthA)


Title: Re: Temporary Wrong Warp Archive
Post by: Kimimaru on February 27, 2012, 12:20:20 AM
I did that video on v1.0 as well so it should be same! In video you pressed A button too early. Press it later when you HUD is about to go white. Watch my video more closely and you will get it :)

I watched your video again and timed it just right multiple times, but the screen always stays white forever. I have concluded that it simply doesn't work on the emulator (PJ64 1.6, at least). Here's (http://s300.photobucket.com/albums/nn38/Kimimaru4000/?action=view&current=Untitled44.mp4) my latest attempt.


Title: Re: Temporary Wrong Warp Archive
Post by: TimpZ on February 27, 2012, 01:23:28 AM
I watched your video again and timed it just right multiple times, but the screen always stays white forever. I have concluded that it simply doesn't work on the emulator (PJ64 1.6, at least). Here's (http://s300.photobucket.com/albums/nn38/Kimimaru4000/?action=view&current=Untitled44.mp4) my latest attempt.


1) I think you should post in the trick help section
2) It's a frame perfect trick, it's going to be hard. But I'm pretty shure it works on pj64 since other people have done it


Title: Re: Temporary Wrong Warp Archive
Post by: Kimimaru on February 27, 2012, 02:42:00 AM
Oh, it's frame perfect? No wonder then, lol. Thanks!


Title: Re: Temporary Wrong Warp Archive
Post by: mzxrules on February 27, 2012, 04:17:40 AM
On the Farore's Wind wrong warp table it says that.

Goron City -> Death Mountain Crater with Deku Tree blue warp causes the Bolero Cutscene start into Title screen, but DC blue warp causes a crash. But when I tested on emu I didn't get a crash... Can someone double check this on console?


Title: Re: Temporary Wrong Warp Archive
Post by: Kimimaru on February 27, 2012, 07:46:35 AM
Is it possible to get to the child market as an adult in the daytime? Is it also possible to use Farore's Wind inside the Child Shooting Gallery? When I use Windy B and go into the child market Link is unable to move.


Title: Re: Temporary Wrong Warp Archive
Post by: Kazooie on February 27, 2012, 09:25:11 AM

1) I think you should post in the trick help section
2) It's a frame perfect trick, it's going to be hard. But I'm pretty shure it works on pj64 since other people have done it

It's frame perfect trick. I have tried it on protect64 1.7 and with U1.2 rom. It worked with that. Then I did it again on console with NTSC n64 and U 1.0 version. Both worked for me. It seems pretty weird to me it doesn't seems to work on you for some reason weird. You are sure about that you set FW inside of impa's house where cow is?


Title: Re: Temporary Wrong Warp Archive
Post by: Kimimaru on February 27, 2012, 08:54:54 PM
I actually got it working after several more attempts, so thanks for that!

EDIT: I still need help getting into the Child Shooting Gallery with Farore's Wind usable. It just doesn't seem possible without cheats (even if I wanted to use cheats I wouldn't be able to do it because my "use any item in any house" cheat doesn't work).


Title: Re: Temporary Wrong Warp Archive
Post by: Jeville on February 29, 2012, 11:20:37 PM
I actually got it working after several more attempts, so thanks for that!

EDIT: I still need help getting into the Child Shooting Gallery with Farore's Wind usable. It just doesn't seem possible without cheats (even if I wanted to use cheats I wouldn't be able to do it because my "use any item in any house" cheat doesn't work).
To be able to use Farore's Wind indoors where the B Button is disabled, you're supposed to pay Ingo for a ride (and must not have gotten Epona yet) and warped off from there. Now you can use it indoors. While under this effect, all c-items are disabled except for the Ocarina, and songs played on it won't do anything. Performing some actions, such as swimming or climbing a ladder, will disable the B button. To return the game state to normal simply return to Lon Lon Ranch during the day.

So, looking at the incomplete Table of Warps (http://zeldaspeedruns.com/oot/majorsb/wrong-warp#table-of-warps), let's not forget to set a warp point where the spoiled trade items (Odd Mushroom, Eyeball Frog, Eyedrops) take you, as well as the end of some cutscenes including the jail. The jail have two different warps, with the jail itself as well as outside the carpenter's tent you are thrown to if you don't have the Hookshot.


Title: Re: Temporary Wrong Warp Archive
Post by: Kimimaru on March 01, 2012, 12:40:16 AM
Yes, I understand that, but whenever I use Windy B and go into the child market, Link is frozen. I can't move or do anything, and I haven't had this problem anywhere else.


Title: Re: Temporary Wrong Warp Archive
Post by: Jeville on March 01, 2012, 02:20:43 AM
So your problem isn't being unable to use it indoors, but being unable to move around in the child Market? See the Table of Warps and try a different combination of getting you there.


Title: Re: Temporary Wrong Warp Archive
Post by: mzxrules on March 04, 2012, 07:16:51 PM
Blargh, we need to figure out how cutscenes are leading to game crashes with wrong warping

Quote
<+sockfolder> iirc with fw in dc boss room, collossus cs was cause it to crash
<+sockfolder> causing
<+sockfolder> (cs for entering that area)
<+sockfolder> I think dmc cs had text that bled into the warp, but the warp did work
<+sockfolder> this was pj64 1.7, oot1.0 btw
<mzxrules> what do you mean
<mzxrules> you watched the collossus cs and then tried fw?
<+sockfolder> so here was my setup where I figured it out
<+sockfolder> set fw in dc boss room (this was my original savestate)
<+sockfolder> run somewhere else and watch an area intro cs
<+sockfolder> fw back to dc, reset fw point
<+sockfolder> then do the fwww and see if you crash or not

Edit: Modifying 1CA208 (I believe it's a long type value), I was able to change which cutscene played when wrong warping from DC Boss -> Gohma from DC. Specifically, I was able to take a savestate that had last scene the gauntlets cutscene and wrong warped into gohma while playing the requiem cutscene, and vice versa.

Edit 2: I've done a considerable amount of testing today, and I have a theory as to why wrong scene cutscenes occurs.

The DC Boss scene does not have any cutscenes listed on the entrance table, so perhaps when the game goes into cutscene mode through the wrong warp, no "next" cutscene is set and the last one is used instead.

One other thing I did discover is that the floor is not solid? during these wrong scene cutscenes. For whatever reason, you get wedged out of bounds if you hit the floor.


Title: Re: Temporary Wrong Warp Archive
Post by: Runnerguy2489 on March 09, 2012, 03:06:04 AM
I discovered something today while doing some 100% route testing that I wanted to at least mention on the forums. It turns out the deku tree wrong warp through a death is possible both as child and adult, and on console.

After seeing sva do the deku tree death warp as an adult (http://www.youtube.com/watch?v=XjrNxePJ3Sw) but where he couldn't do it as a child, I wanted to work it into the 100% route. I found out that it was even giving me the infinite OoB as an adult, but only after I was doing something in the Deku Tree (if I instantly entered the tree, and did the wrong warp it worked). My stream was trying to figure out what was causing it and finally I realized it was likely to be the fact that you save + reset the console. This is why it was believed to not be possible on console, because any console player would have of course saved in the deku tree before testing, and then probably failed their first try before a setup was found, thus needing a reset.

The key is the deku tree entry cutscene. That allows the warp to work. If you have a save + reset, you don't have a prior cutscene watched on that file, so when you try the wrong warp it will give you the infinite OoB. So again this depends on the last cutscene watched just like almost all the others with FW. If you have watched other cutscenes as your last cutscene, you can either get the wrong warp or have your game freeze...depending on which cutscene. But if you do the deku entry cutscene, then do the deku wrong warp, it will not freeze or give you infinite OoB.


Title: Re: Temporary Wrong Warp Archive
Post by: mzxrules on March 09, 2012, 05:38:07 AM
If you have a save + reset, you don't have a prior cutscene watched on that file, so when you try the wrong warp it will give you the infinite OoB.

You are wrong on this point. The prior cutscene stored is the title introduction which plays before file select.


Title: Re: Temporary Wrong Warp Archive
Post by: Pheenoh on March 09, 2012, 07:33:14 AM
You are wrong on this point. The prior cutscene stored is the title introduction which plays before file select.
This is definitely correct.

Sockfolder and I confirmed the theory that the previous cutscene watched before doing a wrong warp (both with a death and with BA Farore's Wind) affects the warp. Some of the previously noted crashes were no longer crashing, meaning that the values of every feasible cutscene need to be recorded and tested with all three warp locations, using every possible location > location combination. I say every feasible cutscene because some cutscenes like Kokori Emerald CS have multiple values (I think it has like 9, the value changes every time it transitions to a new area), so only the end value is going to be important. In an additional note to this, some cutscenes CAN have 2 different values, such as skipping ZL gives you the initial value, while watching the whole cutscene gives you the end value (because you transition to Hyrule Field with Impa). None of the blue warps will have more than one [relevant] value, because you can't skip the cutscene and still get the initial value, because it doesn't actually set it until you get into the Sacred Realm, or wherever.

I'm working on collecting a list of values for every [feasible] cutscene. I'll add it and it's values to the wrong warp page whenever it is finished, and then everyone with working knowledge of MHS can help start testing the locations again with the different cs values. :)

EDIT: The above also explains why it was reported the Deku > DC wrong warp didn't work on console and why the Fire > Forest wrong warp didn't work on emulator. Both were confirmed to work today by simply changing the previously watched cutscene value.


Title: Re: Temporary Wrong Warp Archive
Post by: Runnerguy2489 on March 09, 2012, 12:51:59 PM
You are wrong on this point. The prior cutscene stored is the title introduction which plays before file select.
To be honest I was expecting to be technically incorrect in that post, I had no values or anything up while testing and I knew there were other guys like sockfolder that could do it better or find out more about it. But I wanted to at least make this part clear: If you do save + reset then the deku wrong warp will give you the infinite OoB and if you enter deku tree, watch the entry cutscene, and then do it it works. And that's what was confusing a lot of people. So now they could do it in races or include it in routes and know for sure it was going to work or not.

But that brings up an interesting point: What if you start your file from the bolero or nabooru title cutscenes? Are they different? I would think they are but they might also cause infinite OoBs.


Title: Re: Temporary Wrong Warp Archive
Post by: mzxrules on March 09, 2012, 03:32:59 PM
I was thinking the same thing last night when you made your previous post, but IIRC you can't reach the file select during those "demo" cutscenes without going back to the title intro.


Title: Re: Temporary Wrong Warp Archive
Post by: Pheenoh on March 09, 2012, 09:28:29 PM
I was thinking the same thing last night when you made your previous post, but IIRC you can't reach the file select during those "demo" cutscenes without going back to the title intro.
Again, correct. It makes the "file loaded" sound, but takes you back to the main cutscene where you're riding around on Epona before you actually advance to file select.


Title: Re: Temporary Wrong Warp Archive
Post by: gamestabled on March 10, 2012, 03:20:48 AM
Has aleckermit or anybody tested this stuff on iQue? i really want that to be the optimal speedrunning version for some strange reason  ;D


Title: Re: Temporary Wrong Warp Archive
Post by: Pheenoh on March 18, 2012, 10:09:55 AM
https://docs.google.com/spreadsheet/ccc?key=0AtgJVCF3CU3vdE9rRFV4dmVneWl2M3JVLTVQb1lRcnc#gid=0

I had planned on finishing this, but there's still some unknown factors that affect the wrong warping other than the previously watched cutscene (both rg and I have somehow managed to make deku cs warp work after a savewarp before), so I'm just gonna leave it be for now. There's some cs values and a little bit of fwww testing sock did in there if anyone is interested.


Title: Re: Temporary Wrong Warp Archive
Post by: mzxrules on March 18, 2012, 07:27:44 PM
Man, this should have been obvious from the start.

801CA208 contains a pointer value that points to the cutscene LOADED INTO RAM. This means that when wrong warping to an undefined cutscene, there's the potential that the game can crash because the old cutscene data has become corrupt simply by playing the game.

From this, I have also discovered why DT and DC do not result in the same warps. Entering the DC boss chamber overwrites the cutscene data for the intro.

Edit: Interesting... The weird Jabu Jabu wrong warp sets the pointer value to 80376F60, but doesn't actually load it's own cutscene, it's just the Jabu Jabu Fountain scene data cutscenes are loaded on scene entry so scratch that.

EDIT2: Big discovery here. The cutscene data (the data being pointed by 1CA208) is loaded depending on which map of some scene is loaded. This means a few things

  • Entering a different scene can overwrite the cutscene data. For example, loading the DC boss room overwrites the block of ram where the title screen cutscene data is written to, which explains why DC wrong warp crashes when DT doesn't on the FW table
  • Entering a different map (room) on the same scene can overwrite the cutscene data. I observed this with the "Is that... the Master Sword" cutscene in the Temple of Time
  • If cutscene data is overwritten, it can be restored by re-entering the same map (room) in a scene, meaning that cutscene data is loaded with the map (room) itself.
  • All cutscenes for a map should be loaded at the same time, presumably in a table of some sorts


Title: Re: Temporary Wrong Warp Archive
Post by: mzxrules on May 08, 2012, 08:52:29 PM
Fatalis did some assembly dumpings, but sadly I don't read MIPS http://dl.dropbox.com/u/422005/ww_re.zip

Edit: Slightly different theory on how the game calculates which entrance to use when playing a cutscene. Instead of adding a constant +4, I believe a constant +20 is added instead, and the cutscene offset is treated as a signed short. This would mean that if you were to fwww with the Deku Tree entrance stored in FW and use the Gohma blue warp, the math works like so...

0000h + 0014h + FFF1h = 0005h


Did more testing, and the last digit of this number determines what cutscene is set up.


Title: Re: Temporary Wrong Warp Archive
Post by: mzxrules on September 04, 2012, 06:39:56 AM
More fun stuff.

One thing that I've discovered that is causing a few crashes with some wrong warp combinations is invalid scene setups.

Scene setups are basically collections of actors. Different actor collections are used to differentiate between day/night and child/adult areas.

When 8011A5DA (the cutscene / entrance offset) is set between FFF0-FFFF, the scene setup is typically set to a value between 04 and 13, depending on what the last digit of the cutscene / entrance offset is. 

Now, what I've discovered is that Zora's River -> Zora's Domain wrong warp with Fire Temple (which sets FFF3) fails not because Zora's Domain only has so many cutscenes, but that  but because there is no 07 scene setup for Zora's Fountain.

Another thing I discovered, is that when you leave Kokiri Forest to go to the bridge for the first time, you end up going to the normal Lost Woods entrance in order to play that cutscene.