I helped by bringing up the relationship between entrance tables and wrong warps, as well as helping r0bd0g understand what I knew at that point (which was better than nothing, but admittedly had a lot of flaws to it vs what we know now), but the concept of Ganondoor was completely off my radar at the time.
I kind of feel like I failed on many levels when it came to discovering the big tricks to wrong warping, because I had a bit more than a feeling that this was possible but never fully explored the possibilities.
Wrong warping really starts back as far as the beta quest code from years ago.
Later on Acryte came insanely close to triggering wrong warp years ago, and actually in 2006 had like the first part to Ganondoor (pulling out an Ocarina on a blue warp). The FW and Frog Timer cutscene skips were discovered later on by him, but he only tested the Forest Temple warps I think.
I went back to Acryte's stuff one time when I was starting to learn MHS, and this led me to realized that wrong warping (under the notion of Beta Quest) was possible, but I never fully tested all the possibilities. I have like a save state from 2011 with Adult Link, ocarina out, on the DC blue warp. I was trying to time things super late which is why it never worked. It was about here that I discovered the relationship between the entrance table found by rom hackers long before me on spinout's wiki, and with this information I thought I knew a good portion of how beta quest/wrong warping worked, and came up with the Nocturne -> Tower Collapse theory.
Then death hole wrong warp was discovered in Ocarina of Time 3D within days of it's release, but nobody actually knew it for certain until much later since dhww puts you in a rather unplayable state.
Wrong warp's discovery caught me at a bad time since I was taking classes. Nocturne -> Tower Collapse via FWWW turned out to be a failure because of the cutscene pointer, a factor I had only recently observed a few weeks/months before FWWW was discovered.
From there I just worked on figuring out why things weren't working the way I thought they should, but didn't figure it all out until much later after Ganondoor was discovered when I finally got around to starting to learn how to reverse engineer scene/room files.
That led to a number of minor discoveries, both related and unrelated to wrong warping
- Wrong warps into scenes with alt setups = same cutscene or always crash vs wrong warps into scenes with no alt setups = cutscene pointer dependence
- Ganondoor wrong warp with Deku Tree intro cutscene pointer having only one possible outcome across all n64 versions (i.e. outcome can't be changed by Links actions rather than it won't crash on any version)
- Developed the ganondoor pause trick backup strat