This is an incredibly well crafted explanation. The absolute mastery of the topic required to distill it into such a crystal clear, thorough, concise and accessible breakdown is something I could only ever dream to achieve.
Now this is sufficiently advanced technology, because it’s really starting to resemble magic. You’re telling me that you can summon a portal using the sound of a lizard, the jaw of a dinosaur, the last thing you remember seeing, and walking into the same room four times?
I used to think tricks that require specific floating-point character positions were crazy. I could never imagine one that required a specific row of 8 pixels in a 480p frame to be the exact colors you need. And it only works if the frame was stored in an odd tick.
Funnily enough, the setup that's used during this trick to clip out of bounds in Dodongo's Cavern to get behind the fog loading plane to dupe the room is actually requires a float-perfect position to clip
i remember thinking to myself "there's no way it could get more insane" when ganondoor was found. in the entire decade since then I've watched this game get disassembled down to the atomic level. OoT glitch hunters have proven that there are still things to be found, and still keeping this amazing game alive after all these years. we really went from trials skip and RBA to creating polygons that have loading zones.
It's 2080: Zelda speedrunners built an atomic bomb through ACE and a new glitch "Materialization of assets to physical world", in a statement they said "we can end world hunger or end the world".
@@renakunisaki Not even as crazy as it sounds, it's just that the energy levels needed would be on par with the conditions present at the Big Bang, so that might be bad for your console. And the galaxy you are playing in. And maybe a few of the neighboring galaxies too. 😆
Despite the fact I have no specific interest in OoT speedrunning, this was fantastic to watch. It's a small thing, but going through the process in reverse at first made it relatively very easy to understand (that and the very tight script of course). You also managed to strike a great balance between being intriguing, informative, and lightly comedic. I'm really impressed and eager to check out more stuff you've done!
21:21 some trivia: Though theoretically a scene could have a single sector, the smallest scenes (typically small rooms) subdivide collision into a 2 by 2 by 2 grid of sectors. The typical number of subdivisions for most scenes (including Dodongo's Cavern) is 16 by 4 by 16. Sectors don't just include polys that intersect their boundaries. They also include polys that fall within +- 50 units beyond the box's boundaries. The polys within a sector list are actually intended to be sorted in ascending order by minimum y value of their vertices (though there is a bug that breaks this on rare occasions with normally defined collision). When it's not sorted, the polys appearing after the miss-sorted element may end up being skipped over.
Holy moly, what an incredibly well put together video. Fantastic and clear narration, but most importantly the pacing of delivering the complex information is *perfect*. The core blocks of how things work are set out clearly without being a massive infodump, the order in which they're presented is logical and clear and the tangents both aren't too long and understandable in how they relate to the concept - Everything about the presentation of the information for an incredibly complex glitch is perfect. I've watched a *lot* of technical explanations of glitches in various games over the years, and genuinely this is one of, if not the, clearest and most digestible videos I've ever watched. Genuinely awesome work. Really looking forward to seeing what the community can do with this new toy!
Your intelligent but straightforward narration, combined with the depth of topic and explanatory visuals, put this right up with the original Half A-Press video for best glitch breakdown videos IMO. Love this!
It is amazing how much stuff had to come together for this to work. Not only was the sound value needed, it also happened to be that one of the options was the frame buffer, that is controllable only on certain consoles. That besides just the craziness of finding a way to control the duping of polygons. The glitch hunting on this game never seizes to amaze me
This is really beyond glitch hunting once you get past the out-of-bounds bomb jumps, it's now active hacking performed from within the system. Exploiting buffer overflow reads is how a huge number of real-world attacks work (or at least used to work -- operating systems are a lot more memory-safe these days than in the 80s and 90s). I think glitch speedrunners are the same type of people who beat copy protection software for fun, just with a different focus. Hats off to them, I'm always entertained by these in-depth breakdowns.
can't wait for speed runs that use this to get to the level of optimization that runners will have to yolo the pause being on an odd frame buffer frame in order to get WR
That's pretty easy threshold to meet, since it's just a 50% chance of tossing the run. The real spice is going to be not waiting for the Z targeting to settle
@@KaneYork i don't think that will be a thing unless they find out that multiple frames on the zoom in work for the color palette needed for the warp. The zoom in isn't just to see if you have the right positioning. it's straight up part of the positioning for the color palette.
A discovery as insane as this would be the highlight of another game's history, yet in OoT, it is not even the only major discovery of 2024. That's what I love about this game.
I had watched a number of videos on this as it was developing over the last few months, but this is the first time I've understood why the pausing happens-to interact with "frame buffer" data in the pause menu. I thought it was just to get a perfect position or angle or something. Great video!
You and the rest of the OoT speedrunners / glitch hunters are the absolute biggest group of nerds that I have ever seen. ...Never, ever change. (Thanks for this video, love how in-depth it went! Really goes to show how hard everyone works to come up with glitches like this one.)
To game designers, this just goes to show that it is ok if there are any ridiculous manner of glitches in your game, but they have to be hidden such that normal players won't find them.
@@mushykiller782 Yeah, poor choice of words potentially-Zelda devs also didn't hide their glitches (you don't hide glitches, that's not how game development works), but their glitches are "hidden" in the sense that they can be found, but not through regular play. In the interest of being more than technically correct though, let's reword it to avoid confusion: "To game designers..." blah blah blah "...but they have to be undiscoverable such that regular play won't reveal them." It goes without saying that if competent testers for the game can't discover them, then normal players will also likely not discover them, and that's all you need.
10/10 explanation, visualization AND storytelling. Beautiful video! It's crazy that it went under the radar for 6 years, imagine what else is out there!
Hacking OOT in the past and utilizing the whole entrance and exit table really makes this a lot easier to understand. But I do feel like you made it as understandable as possible for someone who wouldn't have any experience in that.
Are you freaking kidding me??? I'm absolutely blown away by all of this, especially the pixel color shenanigans... I've been following your videos and the discoveries that have been made, but really understanding what's going on behind the scenes is just mind-blowing. Also, this video is extremely well done and made it very easy to understand. Amazing job Danny, thanks for making it digestible us lowly observer folk ;)
Incredible video, man. It's amazing how OoT keeps coming even farther. I've been casually interested in the speedrun for over a decade now, and always loved seeing the new discoveries and explanations soon after. Now, having studied computer science and programming, I can appreciate even more how well constructed and informative videos like this are and the work that goes into making them so. Keep up the good work
Wonderful video explaining everything in a way that isn’t too confusing for people new to the subject and not too boring for those more aware!! Well done
Incredible to see new things being developed! Great job to everyone involved with this glitch! I love how you structured the video, working backward made it very easy to follow along!
I just came here from a hint you gave at your speedrun from Summer Games Done Quick 24. This is mind bending! As an computer scientist and AI researcher myself (and also an OG OOT player from '98), I have to give you kudos for breaking down and delivering such a difficult nested problem so perfectly - a lot of rabbit holes avoided at the perfect layer of abstraction! I'll love this game for ever. It makes my life better knowing that there are people out there who (still) dedicated themself to it. Looking forward to new content from you. Just subbed 🗡️🛡️
Awesome video! I know this is breaking open long-optimized speedrunning categories, but I'm personally excited for what the LOTAD guys will do with it for some bonkers challenge route like No Doors.
Found you yesterday cause I was interested in BA and RBA, saw this video was to premiere shortly after, I'm glad to have found you cause this is another technical video, which I love so much
This is a phenomenal video explaining this brand new warp. Some of it definitely went over my head, but I feel like I actually have a very solid understanding of how this works! OOT will never die, and at this rate we're approaching just raw computer magic. Just learning the complexity of how some of the most basic things in the game work so you can run around and play hero is absolutely fascinating! Thank you for sharing!! ❤
I remember when the wrong warp from gohma to tower colapse was found and then the void warp to skip colapse. I remember it being absolute insanity and I never could have imagined everything that’s happened since then
8:11 curious, is Nintendo generally considered to be aware of such designs like this? like how did they choose which table values lead to which scenes? OF COURSE the convenient one leads to tower collapse, i wonder if that feels too coincidental. what is it about OoT routes that just feel like the devs wanted us to find it at some point
The scenes and exits are in an almost random order that has no real meaning. Some of them are related to how the game was developed; for example it's likely the entries for GTG and Ganon's Tower are so early in the list because those were some very early-developed areas of the game, with images of them appearing in the oldest prototypes and already fleshed out to a large degree in builds/data we have access to like the overdump and gigaleak. Nothing about how the game's wrong warps end up using this reveals any intent on Nintendo's part. The game doesn't care about the overall order of the entrance data so there's no patterns to it besides how it was output by Nintendo's editing tools.
unloading collisions kinda reminds me of how in the GameCube version, my sister somehow couldn't pick up one of the silver rupees in one of the rooms in ganons castle. maybe she somehow unloaded that. even after reloading the game, the silver rupee was still unpickable, so i had to teach her a glitch to skip those rooms and just get into the center tower. that silver rupee is still unpickable. i wonder how that happened. maybe the hitboxes position changed
if it's still like that, maybe post some footage and/or see if you can get the save data dumped so someone can take a look! much like in fields like mathematics, you never really know what might become useful in the future
Fantastic explanation of an absolutely mind-blowing glitch. I did have one question though, how practical is this? Since there's already a warp to the end of the game from the great deku tree, i assume it doesnt change any%. Would it help with 100% or some other category that im not aware of?
Any% hasn't used the deku warp for 4 years now, it uses an even more powerful glitch to do a credits warp in under 4 minutes without ever leaving kokiri forest village. This new Dynawarp is indeed faster than the deku tree warp if your goal is to get to Ganon, and faster by over 2 minutes to boot. The Defeat Ganon speedrun category (formerly any% as you remembered it) now uses dynawarp instead of the deku tree warp like before. We are currently routing longer categories like MST, All Dungeons, and 100% to use it as well, but the longer runs are doozies to figure out what's optimal. And ty for the compliments!
@@dannyb21892 Dang, I am much further behind in OoT speedrunning news than I thought I was. Makes this trick so much more interesting than I thought it was.
Awesome discoveries and a fantastic explanation, but you mention earlier in the video how link can call an OOBR to warp to other locations by dying and the video summary skips over that. Is that part something that needs a future video to explain, or is it something like that the screen transition polygon we created in that scene follows link to the next scene?
When you die (or void or play suns song (indoors)), you go back to the last entrance you came from. Since the last entrance you came from is still enemy volume, all you have to do is go near an enemy to manipulate the volume and die again to warp somewhere new! The montage at the start where I mentioned that shows me doing just that. It's that simple, for as long as you continue warping to areas that have enemies which play this music, you can keep chaining the glitch. And farores wind works similarly to death, but also saves it for later. So if you set farores wind after coming from the glitched entrance, you can safely break the chain and then return to it whenever you like.
@@dannyb21892 Oh holy crap, that's awesome. So you can pop out dodongo's and then warp to a location, then take a second setup to reset the warp, die on your own time, and warp to a second destination predetermined. I'm guessing that moving through enough 'room transitions' would kinda mess this up, but essentially you could find some jank to let you transition from dodongo's to anywhere with entrance 0 and keep warping until the memory refills.
That must be part of the reason why when I did this in Majora's Mask with the separate swamp parts, going through the loading zone crashes the game. Guess the memory overflowed and did something major.
Another game that I feel has a similar vibe is the original FF7. The list of known exploits is comically long, and the list of known glitches is an order of magnitude longer. Players are still consistently finding new glitches, and combinations of old ones that create entirely new metas and speedrunning categories. It's absolutely a marvel to behold.
It allows chain warping on Gamecube atm (if you manipulate which enemies you face and your distances when killing them, you can continue warping to other places when you die/void/etc, until you break the chain) This much is already explained in the video Can't do anything else yet (but who knows what will get discovered in the future?)
27:10 - I work on Dolphin on graphics stuff. It makes sense for Dolphin to have different results (as different host GPUs behave slightly differently), but I'm curious on the differences that might be encountered on GameCube versus Wii hardware (with the same version of the game; Wii VC would probably behave differently). The only differences I can think of is that the Wii's GPU can access the Wii's extended memory (while the GC GPU can't access ARAM), though I'm not sure if that even applies on a Wii in gamecube mode. Are you maybe referring to the copy/deflicker filter or interlaced vs progressive mode or something like that? (I'd also hope that it would work correctly on Dolphin with the software renderer, as that's *supposed* to be more accurate by avoiding the host GPU entirely, though it's way too slow to be used in real time. However it's likely that there's still some slight incorrectness that would break it.)
@@Pokechu22 software renderer worked for us exactly as you guessed. Much more accurate but still having the occasional small difference. As for the GameCube stuff, we did no testing on actual GameCubes from what I remember, only Wiis running the GameCube discs. That behaved differently from a WiiVC version of the game, and setting the wii settings between 480i and 480p also yielded different results.
If I understood well, when you pause on an even frame, nothing will happen? And therefore you just need to pause then pause-advance one frame to ensure an odd-frame pause?
Nothing will happen related to our glitch when you pause on even frames, correct. However it's not as simple as just pause buffering one frame. It's not counting even/odd unpaused frames. It's even/odd frames overall. So frames in the pause menu count too. Luckily for us one perfect pause+unpause pairing lasts an odd number of frames. So doing that twice in a row guarantees the pauses cover both odd and even once.
This is an incredibly well crafted explanation. The absolute mastery of the topic required to distill it into such a crystal clear, thorough, concise and accessible breakdown is something I could only ever dream to achieve.
This from anyone would be high praise but coming from Bismuth is incredibly high praise.
this is like when goron ramsey says that your rock roast is the best he's ever had
I'm convinced speedrunners will never let this game be until they've broken it at the molecular level
They'll turn the N64 into a quantum computer
Quantum level. They aren't making headlines about speed runners losing their minds yet like what happens to mathematicians and such... yet.
@@ManuFortis Idk some people go pretty hard when trying new routes lol
I mean they kinda did that already
You right about that, though I think you meant to say atomic level.
Now this is sufficiently advanced technology, because it’s really starting to resemble magic. You’re telling me that you can summon a portal using the sound of a lizard, the jaw of a dinosaur, the last thing you remember seeing, and walking into the same room four times?
Don't forget that you can just jump through the floor if you did this enough times and get ported wherever you want.
This comment is pure poetry.
Walking into the same room without ever leaving it, that is. Gotta get some of that non-Euclidean horror in there.
This is possibly my favourite RUclips comment ever
I also love that, as part of this, you are visited by an entity known only as THE VAST INSCRUTABLE TRIANGLE THAT LIVES BENEATH US ALL
idk why but I laughed out loud when I saw you'd be reading the color data from 8 random pixels on a low res version of the pause screen image
And there was me thinking it was named "Dino" polys... Because, yknow... Dodongos are dinosaurs and you jump through the jaw of one.
I love this!
I used to think tricks that require specific floating-point character positions were crazy.
I could never imagine one that required a specific row of 8 pixels in a 480p frame to be the exact colors you need. And it only works if the frame was stored in an odd tick.
Funnily enough, the setup that's used during this trick to clip out of bounds in Dodongo's Cavern to get behind the fog loading plane to dupe the room is actually requires a float-perfect position to clip
i remember thinking to myself "there's no way it could get more insane" when ganondoor was found. in the entire decade since then I've watched this game get disassembled down to the atomic level. OoT glitch hunters have proven that there are still things to be found, and still keeping this amazing game alive after all these years.
we really went from trials skip and RBA to creating polygons that have loading zones.
i believe that the ultimate love for a game is to speedrun and glitch-hunt it.
it takes amazing dedication.
Many glitches are found by accident. Some games have glitches waiting to be stumbled upon, but not enough players to have found them yet.
True but its also a good way to hate a game you once loved. For me that game is banjo kazooie
It's 2080: Zelda speedrunners built an atomic bomb through ACE and a new glitch "Materialization of assets to physical world", in a statement they said "we can end world hunger or end the world".
Arranging the data just right, so that the energy in the circuits spontaneously creates matter...
@@renakunisaki Not even as crazy as it sounds, it's just that the energy levels needed would be on par with the conditions present at the Big Bang, so that might be bad for your console. And the galaxy you are playing in. And maybe a few of the neighboring galaxies too. 😆
By uploading player inputs from SRM to a GPT seed program, it is possible to produce any AI through Kolmogorov complexity.
Despite the fact I have no specific interest in OoT speedrunning, this was fantastic to watch. It's a small thing, but going through the process in reverse at first made it relatively very easy to understand (that and the very tight script of course). You also managed to strike a great balance between being intriguing, informative, and lightly comedic. I'm really impressed and eager to check out more stuff you've done!
21:21 some trivia:
Though theoretically a scene could have a single sector, the smallest scenes (typically small rooms) subdivide collision into a 2 by 2 by 2 grid of sectors. The typical number of subdivisions for most scenes (including Dodongo's Cavern) is 16 by 4 by 16.
Sectors don't just include polys that intersect their boundaries. They also include polys that fall within +- 50 units beyond the box's boundaries.
The polys within a sector list are actually intended to be sorted in ascending order by minimum y value of their vertices (though there is a bug that breaks this on rare occasions with normally defined collision). When it's not sorted, the polys appearing after the miss-sorted element may end up being skipped over.
Holy moly, what an incredibly well put together video.
Fantastic and clear narration, but most importantly the pacing of delivering the complex information is *perfect*. The core blocks of how things work are set out clearly without being a massive infodump, the order in which they're presented is logical and clear and the tangents both aren't too long and understandable in how they relate to the concept - Everything about the presentation of the information for an incredibly complex glitch is perfect.
I've watched a *lot* of technical explanations of glitches in various games over the years, and genuinely this is one of, if not the, clearest and most digestible videos I've ever watched. Genuinely awesome work.
Really looking forward to seeing what the community can do with this new toy!
Your intelligent but straightforward narration, combined with the depth of topic and explanatory visuals, put this right up with the original Half A-Press video for best glitch breakdown videos IMO. Love this!
It is amazing how much stuff had to come together for this to work. Not only was the sound value needed, it also happened to be that one of the options was the frame buffer, that is controllable only on certain consoles.
That besides just the craziness of finding a way to control the duping of polygons.
The glitch hunting on this game never seizes to amaze me
This is really beyond glitch hunting once you get past the out-of-bounds bomb jumps, it's now active hacking performed from within the system. Exploiting buffer overflow reads is how a huge number of real-world attacks work (or at least used to work -- operating systems are a lot more memory-safe these days than in the 80s and 90s).
I think glitch speedrunners are the same type of people who beat copy protection software for fun, just with a different focus. Hats off to them, I'm always entertained by these in-depth breakdowns.
can't wait for speed runs that use this to get to the level of optimization that runners will have to yolo the pause being on an odd frame buffer frame in order to get WR
That's pretty easy threshold to meet, since it's just a 50% chance of tossing the run.
The real spice is going to be not waiting for the Z targeting to settle
@@KaneYork i don't think that will be a thing unless they find out that multiple frames on the zoom in work for the color palette needed for the warp. The zoom in isn't just to see if you have the right positioning. it's straight up part of the positioning for the color palette.
Honestly one of the best vids I've seen on RUclips in a long time. I could listen to you describe every major OoT discovery to date!
Nice work at Ludwig’s event!
A discovery as insane as this would be the highlight of another game's history, yet in OoT, it is not even the only major discovery of 2024. That's what I love about this game.
I had watched a number of videos on this as it was developing over the last few months, but this is the first time I've understood why the pausing happens-to interact with "frame buffer" data in the pause menu. I thought it was just to get a perfect position or angle or something. Great video!
You and the rest of the OoT speedrunners / glitch hunters are the absolute biggest group of nerds that I have ever seen.
...Never, ever change.
(Thanks for this video, love how in-depth it went! Really goes to show how hard everyone works to come up with glitches like this one.)
To game designers, this just goes to show that it is ok if there are any ridiculous manner of glitches in your game, but they have to be hidden such that normal players won't find them.
You don't hide glitches, that's not how game development works
@@mushykiller782 Yeah, poor choice of words potentially-Zelda devs also didn't hide their glitches (you don't hide glitches, that's not how game development works), but their glitches are "hidden" in the sense that they can be found, but not through regular play.
In the interest of being more than technically correct though, let's reword it to avoid confusion:
"To game designers..." blah blah blah "...but they have to be undiscoverable such that regular play won't reveal them."
It goes without saying that if competent testers for the game can't discover them, then normal players will also likely not discover them, and that's all you need.
10/10 explanation, visualization AND storytelling. Beautiful video! It's crazy that it went under the radar for 6 years, imagine what else is out there!
OoT is my favorite case study for computer science concepts and data vulnerabilities
Hacking OOT in the past and utilizing the whole entrance and exit table really makes this a lot easier to understand. But I do feel like you made it as understandable as possible for someone who wouldn't have any experience in that.
I had no clue how any of this was going on during the SGDQ run. Now I have almost no clue but know enough to be extremely impressed.
Are you freaking kidding me??? I'm absolutely blown away by all of this, especially the pixel color shenanigans...
I've been following your videos and the discoveries that have been made, but really understanding what's going on behind the scenes is just mind-blowing.
Also, this video is extremely well done and made it very easy to understand. Amazing job Danny, thanks for making it digestible us lowly observer folk ;)
Great vid, the explanation made lots of sense and the music was an absolute bop.
Glad to have been there for the premiere.
Great SGDQ run! Glad you mentioned this video, it’s great to see it after your run.
@@tex1138 thank you!
Incredible video, man. It's amazing how OoT keeps coming even farther. I've been casually interested in the speedrun for over a decade now, and always loved seeing the new discoveries and explanations soon after. Now, having studied computer science and programming, I can appreciate even more how well constructed and informative videos like this are and the work that goes into making them so. Keep up the good work
This is a fantastic video! Your explanations and visuals made it much easier to understand what's actually going on with this glitch. Thank you!
What an excellent video. You have the eye for it! Hope to see more OoT deep dives!
Great exhibit at Fast50! This new oot stuff is so cool
Wonderful video explaining everything in a way that isn’t too confusing for people new to the subject and not too boring for those more aware!! Well done
I like how this gives some insights into how the Farore's Wind warp anywhere SRM works
Incredible to see new things being developed! Great job to everyone involved with this glitch!
I love how you structured the video, working backward made it very easy to follow along!
I just came here from a hint you gave at your speedrun from Summer Games Done Quick 24. This is mind bending! As an computer scientist and AI researcher myself (and also an OG OOT player from '98), I have to give you kudos for breaking down and delivering such a difficult nested problem so perfectly - a lot of rabbit holes avoided at the perfect layer of abstraction! I'll love this game for ever. It makes my life better knowing that there are people out there who (still) dedicated themself to it. Looking forward to new content from you. Just subbed 🗡️🛡️
Oot glitches is my favourite kind of puzzle.
Enough research has gone into OoT speedrunning to open a whole University... it just never ends.
Amazing video and explanation btw.
Awesome video!
I know this is breaking open long-optimized speedrunning categories, but I'm personally excited for what the LOTAD guys will do with it for some bonkers challenge route like No Doors.
Found you yesterday cause I was interested in BA and RBA, saw this video was to premiere shortly after, I'm glad to have found you cause this is another technical video, which I love so much
This is such a good video! The way you explained everything with visuals made perfect sense to me, someone with no knowledge of OoT. So well crafted!
That was amazing, thanks a lot for making it so digestible
Wow the speedrunner community will never cease to impress me with their technical retroengineering knowledge
This video is so satisfying to whatever neurodivergency I have .. thank you
Completely agree
Same LOL 😂❤ MY AUTISM EXPLODES THE MORE IN DEPTH SOMEONE GOES HAHAHA 😮🎉
This is a phenomenal video explaining this brand new warp. Some of it definitely went over my head, but I feel like I actually have a very solid understanding of how this works! OOT will never die, and at this rate we're approaching just raw computer magic. Just learning the complexity of how some of the most basic things in the game work so you can run around and play hero is absolutely fascinating! Thank you for sharing!! ❤
i love watching videos that explain glitches in video games because we get banger lines such as "what's a room?"
came from ludwigs speedrun event. Super cool tech
Absolutely incredible, I love learning about things like this
i like your funny words, magic man
great video, new OoT discoveries are still so cool after all this time
what a wild discovery, its super cool seeing all the new glitches and tech still coming out of such an old game
I remember when the wrong warp from gohma to tower colapse was found and then the void warp to skip colapse. I remember it being absolute insanity and I never could have imagined everything that’s happened since then
Appreciate the effort put into number details of possible warp destinations.
8:11 curious, is Nintendo generally considered to be aware of such designs like this? like how did they choose which table values lead to which scenes? OF COURSE the convenient one leads to tower collapse, i wonder if that feels too coincidental. what is it about OoT routes that just feel like the devs wanted us to find it at some point
The scenes and exits are in an almost random order that has no real meaning. Some of them are related to how the game was developed; for example it's likely the entries for GTG and Ganon's Tower are so early in the list because those were some very early-developed areas of the game, with images of them appearing in the oldest prototypes and already fleshed out to a large degree in builds/data we have access to like the overdump and gigaleak. Nothing about how the game's wrong warps end up using this reveals any intent on Nintendo's part. The game doesn't care about the overall order of the entrance data so there's no patterns to it besides how it was output by Nintendo's editing tools.
Subscribed, would be hella down for more high quality low-level analysis like this!
unloading collisions kinda reminds me of how in the GameCube version, my sister somehow couldn't pick up one of the silver rupees in one of the rooms in ganons castle. maybe she somehow unloaded that. even after reloading the game, the silver rupee was still unpickable, so i had to teach her a glitch to skip those rooms and just get into the center tower. that silver rupee is still unpickable. i wonder how that happened. maybe the hitboxes position changed
if it's still like that, maybe post some footage and/or see if you can get the save data dumped so someone can take a look! much like in fields like mathematics, you never really know what might become useful in the future
As always, your vids are very well-explained and make those complex topics really understandable. Good job on this one
Next up:
How Ocarina of Time Speedrunners found a glitch inside OoT that cures cancer
Excellent video
I love how, even though this sounds insane, the only part technically not working as intended is the getting out of bounds
Absolutely incredible ❤ you explain this so well
okay but where does the fabled 0xBEEFBEEF take us now that you've flashed it on screen skfjsjfjjdjddj
Amazing video Danny! Well explained
Fantastic explanation of an absolutely mind-blowing glitch. I did have one question though, how practical is this? Since there's already a warp to the end of the game from the great deku tree, i assume it doesnt change any%. Would it help with 100% or some other category that im not aware of?
Any% hasn't used the deku warp for 4 years now, it uses an even more powerful glitch to do a credits warp in under 4 minutes without ever leaving kokiri forest village. This new Dynawarp is indeed faster than the deku tree warp if your goal is to get to Ganon, and faster by over 2 minutes to boot. The Defeat Ganon speedrun category (formerly any% as you remembered it) now uses dynawarp instead of the deku tree warp like before. We are currently routing longer categories like MST, All Dungeons, and 100% to use it as well, but the longer runs are doozies to figure out what's optimal. And ty for the compliments!
@@dannyb21892 Dang, I am much further behind in OoT speedrunning news than I thought I was. Makes this trick so much more interesting than I thought it was.
incredible video, thanks for making it.
amazing video dannyb!
At some point oot spedrunners are going to find out how to alter reality at some point using the game
Maybe they already did and that's why the world is insane
I can't wait for the next video in 20 years being
How oot speedrunners beat the game in record time while also fighting off an ai army or something
every time you think that the shattered remains of this game can't get any smaller, some nerd shows up with a shiny new hammer. without fail
Can dynapoly help with tax evasion?
asking for a friend
this made my head hurt but I think if I watched this it 2012 it would have straight up killed me
Awesome discoveries and a fantastic explanation, but you mention earlier in the video how link can call an OOBR to warp to other locations by dying and the video summary skips over that. Is that part something that needs a future video to explain, or is it something like that the screen transition polygon we created in that scene follows link to the next scene?
When you die (or void or play suns song (indoors)), you go back to the last entrance you came from. Since the last entrance you came from is still enemy volume, all you have to do is go near an enemy to manipulate the volume and die again to warp somewhere new! The montage at the start where I mentioned that shows me doing just that. It's that simple, for as long as you continue warping to areas that have enemies which play this music, you can keep chaining the glitch. And farores wind works similarly to death, but also saves it for later. So if you set farores wind after coming from the glitched entrance, you can safely break the chain and then return to it whenever you like.
@@dannyb21892 Oh holy crap, that's awesome. So you can pop out dodongo's and then warp to a location, then take a second setup to reset the warp, die on your own time, and warp to a second destination predetermined. I'm guessing that moving through enough 'room transitions' would kinda mess this up, but essentially you could find some jank to let you transition from dodongo's to anywhere with entrance 0 and keep warping until the memory refills.
awesome video! great explanation!
26:10 Can you point me to a full list of these flags anywhere? I'd be curious to look at them.
Scroll down to "Polygon Types" and it shows the bit packed info
wiki.cloudmodding.com/oot/Collision_Mesh_Format
@@dannyb21892 thanks!
6:12 Me wondering when the first time it will come up in this video :o
Can’t wait until it gets to where you can just put a certain set of characters in as your name and it credit warps
That must be part of the reason why when I did this in Majora's Mask with the separate swamp parts, going through the loading zone crashes the game. Guess the memory overflowed and did something major.
Another game that I feel has a similar vibe is the original FF7. The list of known exploits is comically long, and the list of known glitches is an order of magnitude longer. Players are still consistently finding new glitches, and combinations of old ones that create entirely new metas and speedrunning categories. It's absolutely a marvel to behold.
so ganonfloor became the new op glitch? at what lvl is it at since i cant image it being stronger then ace but for sure its stronger then rba
It allows chain warping on Gamecube atm (if you manipulate which enemies you face and your distances when killing them, you can continue warping to other places when you die/void/etc, until you break the chain)
This much is already explained in the video
Can't do anything else yet (but who knows what will get discovered in the future?)
danny is always goonin. great video
This glitch definitely should have been found during testing.. especially with it being so simple and easy to replicate.
Very good, well explained
Ok wow, I wanna hear more about the chain warping!
This is an insane video, and in a year this will have hundreds of thousands of views.
27:10 - I work on Dolphin on graphics stuff. It makes sense for Dolphin to have different results (as different host GPUs behave slightly differently), but I'm curious on the differences that might be encountered on GameCube versus Wii hardware (with the same version of the game; Wii VC would probably behave differently). The only differences I can think of is that the Wii's GPU can access the Wii's extended memory (while the GC GPU can't access ARAM), though I'm not sure if that even applies on a Wii in gamecube mode. Are you maybe referring to the copy/deflicker filter or interlaced vs progressive mode or something like that?
(I'd also hope that it would work correctly on Dolphin with the software renderer, as that's *supposed* to be more accurate by avoiding the host GPU entirely, though it's way too slow to be used in real time. However it's likely that there's still some slight incorrectness that would break it.)
@@Pokechu22 software renderer worked for us exactly as you guessed. Much more accurate but still having the occasional small difference. As for the GameCube stuff, we did no testing on actual GameCubes from what I remember, only Wiis running the GameCube discs. That behaved differently from a WiiVC version of the game, and setting the wii settings between 480i and 480p also yielded different results.
This is beyond brilliant. This is _ascension._
Good video, great ending, and yes i did!
Fascinating. Some day people will be able to look at OoT gameplay and "just see the Matrix" haha.
"OoT never dies" that is so savage
THIS, children, is why we should teach you data structure on a bit-by-bit level.
Yoooo this will definitely make my day!!!
this is some pannenkoek level shit (complimentary)
I give it a year before someone out there gets comfy enough with it to use it in randos for the heck of it.
Idk what you just said but good job.
Every 4 years the game gets utterly revolutionized
If I understood well, when you pause on an even frame, nothing will happen? And therefore you just need to pause then pause-advance one frame to ensure an odd-frame pause?
Nothing will happen related to our glitch when you pause on even frames, correct. However it's not as simple as just pause buffering one frame. It's not counting even/odd unpaused frames. It's even/odd frames overall. So frames in the pause menu count too. Luckily for us one perfect pause+unpause pairing lasts an odd number of frames. So doing that twice in a row guarantees the pauses cover both odd and even once.
Wow absolutely incredible
What a fantastic video!!!
I gotta ask what you use to make your mic sound so crispy, the narration is the backbone of the video and it’s flawless
Recently upgraded from a Blue Yeti to the Shure MV7, it just sounds like that! And thank you!
"We have learned to write directly to the machine code without leaving the title screen."