Quote:
Originally Posted by Dan
Games are done with switches and variables. When action X happens, switch A turns on. If switch A is on, then object 1 acts as ____. Variables are when you have X of an item, A happens, when you have Y of an item, B happens. His actions of using the bottles, to release and re-catch the bug, are triggering switches; that tell that door exit (which doesn't exist) to move to a new location.
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I do know about that.
The bottle is used so the game thinks it's an ocarina the very moment he touches the warp light, so he can 'stop playing' and move around out of it, nothing to do with the door. The glitch with the door has to do with the game having in memory the kokiri emerald cutscene and unexpectedly having it combined with the opening of the door loading a different area, probably the combination of those values equals that of the castle room.
And a cutscene or event is treated like a location in OoT.
Still don't understand how after using the 'ocarina' he needed to approach the door in that very specific way. I've watched other speedruns of this, including some already improved by the same guy, and the steps taken are always the same, walk, pause to turn at the exact frame, face wall at 90º, walk, open door still facing at 90º