The Wind Waker
Fountain Idol Manipulation
Description
If you place a Fountain Idol at a pedestal, then remove it and immediately replace it, the game can crash. This happens because when replacing the Fountain Idol, the game looks for data that was in the same location than the previously placed Fountain Idol in the GAME heap. So if the heap has shifted for any reason, for example because of the mapfish creating the water pillar actor, or because you pulled a bomb or shot an arrow, the game will instantly crash as you attempt to place the new Fountain Idol. As it turns out, this crash is highly abusable, and is exclusive to the Fountain Idol item.
Abusing this glitch is highly technical. This page is thus split into multiple parts. The technical details are explained first for documentation purposes. If you are just interested in executing this glitch, you can jump straight to the setup sections.
Technical Explanation
Explanation by LagoLunatic
The fountain idol uses BCK animations. BCK animations are attached to joints (usually the root joint), which are part of the model data, and not the model itself. A model data is shared by all actors that use that model, since in theory it's supposed to just be the data loaded off the disk. But in practice animations attaching themselves to joints breaks this rule, meaning that any model data that has ever had a BCK animation attached to it has a pointer to that animation, even though the BCK animation is specific to the actor that last used it. This means that if any actor that used the model data attached a BCK to it, then that actor was deleted, and then a different actor uses the model data again, the model data now has a dangling pointer to the deleted BCK animation for the old actor.
Normally, the new actor would overwrite the dangling pointer with a pointer to its own new BCK animation. This is done by calling mBckAnm.entry(mpModel->getModelData());. as long as you call that before mpModel->calc(); gets called, the dangling pointer is usually not used, thus why this quirk of the animation system doesn't matter for 99% of actors. Alternatively, calling mBckAnm.remove(mpModel->getModelData()); after mpModel->calc() would also avoid all issues. Pedestal items correctly call entry before calc in the draw function, but the CreateInit function is a different story. The pinwheel and the fountain idol have their own special init code that calls calc, but they never called entry first. The bug doesn't happen for pinwheels because they don't use any BCK animation to begin with, so the pointer to the BCK is correctly null for all instances of pinwheel models, but it does occur with Fountain Idols.
The crash occurs inside J3DJoint::calcIn. It is caused by a stale pointer: this->mpMtxCalc in J3DJoint::calcIn(J3DJoint *this). Its exact address will be somewhere inside the memory the Fountain Idol object (Fobj00) takes up in the Game heap the first time we place the fountain idol, either at offset 0x6E8 or at offset 0x6D8, depending on padding.
This glitch is thus a use-after-free exploit, and it can thus be used for very powerful exploits, including Arbitrary Code Execution.
Function Pointer Manipulation (FPM)
Description
Discovered by LegendofLinkk, explained by ShadowQCD
One application of this glitch is to use this stale pointer to perform a jump to code that already exists within the game and make the game run that function. If we call the word that lives at that stale pointer address A, and A is a valid address in RAM, the game will read the word that lives at that address + an offset of 0x14, let's call this word B. If B is also a valid address, the game will jump there and attempt to execute whatever bytes are there as code. This will generally crash the game unless this is carefully manipulated. The crash can be avoided if the following statements are true:
- A is a valid address (it starts with 0x8 or 0xC)
- The word B found at A+0x14 is also a valid address
- Address B contains code that:
- Ideally performs some useful action (otherwise this glitch is useless)
- Can handle the current register values without crashing (r3 holds the address mpMtxCalc, r4 is 0)
- Returns to the address in the link register (LR) when done
To avoid a crash, we essentially just need to branch somewhere that handles the link register properly, so jumping to the start of basically any function that doesn't take inputs should work (some functions that take inputs can also work, but if a function incorrectly expects an input register pointing to a specific data structure, odds are pretty high that it'll crash trying to navigate the structure).
Item Functions
The main use for Function Pointer Manipulation is to simply write an address A so that A+0x14 contains the pointer to a get item function. Every item in the game has both such a function and a corresponding pointer to it, thus this glitch can be used to obtain any item in the game. The following table shows the address needed to reach each of these functions:
For example, in order to obtain the hookshot (item ID 0x2F) on the japanese version with this glitch, you want to write 0x8037BE10 at the address the stale pointer from the Fountain Idol points to. If you can do this, the game will jump execution to 0x8037BE10 + 0x14 which is address 0x8037BE24, which corresponds to the pointer to item_func_hookshot as seen in the table above. The game will then proceed to execute the hookshot get item function, giving you the hookshot.
Instead of writing 0x8037BE10 at the required address, you can also use the uncached MEM1 space adress, so writing 0xC037BE10 instead also works. This is a much easier number to write using floats, so it is quite useful and is pretty much always the used method.
Notes:
- On some emulators, 0xC2xxxxxx, 0xC4xxxxxx, and 0xC6xxxxxx also map to uncached MEM1 spaces and thus also work as target addresses to branch to. These do not exist on console however, and the game will crash there if used.
- The Japanese Switch 2 version of the game is a new build of the game, which means the standard JP addresses don't work for it. The get item function addresses for the JP NSO version are currently unknown.
Other Uses
Other functions can also be interesting to branch to.
gameStart
The first one is the following function:
| Function Name | JP Address | US Address | PAL Address |
|---|---|---|---|
| d_com_inf_game::dComIfGs_gameStart | 0x800533C8 | 0x80054C70 | 0x80058A50 |
This function triggers a load back to your save location, just like if you started your file from the file selection screen. This is useful because it allows you to save in any stage, then by performing Fountain Idol Manipulation to trigger this function you can instantly warp back to the stage you last saved in, which in use is very similar to a Farore's Wind warp in Ocarina of Time.
Sv_info::reinit
The following function sets all the flags that a NG+ save would, without deleting any of your progress. It will grant you the deluxe pictobox, some progress related to the Nintendo Gallery, and completes the quest to become Lenzo's assistant. It basically turns your file into a NG+ file on the spot.
| Function Name | JP Address | US Address | PAL Address |
|---|---|---|---|
| d_save::dSv_info_c::reinit | 0x8005B480 | 0x8005D660 | 0x80061440 |
onEventBit
The next useful functions are the following pair, which do mostly the same thing (so you can pick whichever is more convenient):
| Function Name | JP Address | US Address | PAL Address |
|---|---|---|---|
| d_com_inf_game::dComIfGs_onEventBit | 0x800EDDA4 | 0x800F0DF4 | 0x800F4B34 |
| d_lib::dLib_setFirstMsg | 0x80055CB8 | 0x80057EC0 | 0x8005BCA0 |
Both of these functions set event flags depending on what is found in r3, which will always be the fountain idol stale pointer address with this glitch. Thus, if the stale pointer lives at address 0x8xxxYYZZ, branching to one of these functions will set event flag 0xYYZZ, which are actually all the event bits contained in 0xZZ at offset 0xYY in the event flag array. Eventhough in theory branching to these functions could potentially allow us to write any event bit we want, in practice this isn't the case. This is because the game does some padding in the heap for everything to stay 0x20 aligned, and thus the stale pointer won't be able to reach every possible memory address. Only event bits that end with 0x80, 0x40, 0x20 or 0x08 are accessible with this method. This still allows raising the Tower of the Gods, beating Forsaken Fortress 1, and opening up the light portal to Hyrule 3 in the TotG sector early.
There is one difference between these two functions. The first one will always set the flags. The second one will not set any of them if you already have one of the flags you're attempting to set.
Letter send, stock, read
Another set of useful functions is the following:
| Function Name | JP Address | US Address | PAL Address |
|---|---|---|---|
| d_letter::dLetter_send | 0x801959F0 | 0x80199108 | 0x8019F62C |
| d_letter::dLetter_stock | 0x80195A64 | 0x8019917C | 0x8019F6A0 |
| d_letter::dLetter_read | 0x80195AD8 | 0x801991F0 | 0x8019F714 |
These functions also set event flags according to where the stale pointer is in memory. If the stale pointer lives at address 0x8xxxYYxx, branching to these functions would set event flags 0xYY0Z, where Z is 1 for send, 2 for stock, and 3 for read. This allows reaching event flags that end with 0x01 or 0x02. This is useful to set Animation Set 2, to set the Ganondorf Cutscene as watched, to open the dark portal to Ganon's Tower, or to open the 2nd warp pots early inside dungeons for example.
Miscellaneous
The following functions are not particularly useful but they do have some fun effects.
- d_save::dSv_player_item_record_c::resetTimer pauses the forest water timer until you reload the area.
- d_kankyo::dKy_instant_timechg changes the current time of day according to some unrelated data from the placed fountain idol. You can make time of day turn negative, which has a very drastic impact on the colour palette.
- d_kankyo::dKy_instant_rainchg starts a rain event, which will quickly stop.
- d_a_tag_island::daTag_Island_c::demoInitProc can set some specific event flags if manipulated correctly on Windfall Island, such as putting Makar or Medli inside Gale or Headstone Island. This is really difficult to make work due to requiring a specific heap setup, and also being a function inside a REL meaning it is dynamically loaded. There are also other easier methods to do the same thing.
- d_a_player_bow::daPy_lk_c::makeArrow creates an arrow stuck to Link's hand, similarly to what the arrow duping glitch does.
- m_Do_graphic::mDoGph_gInf_c::onMonotone will set the black and white graphical filter effect from Hyrule 1.
Complications
In practice, branching to functions such as these is more difficult than to item functions as there is no pointer to them by default anywhere in RAM. This means you must first write that pointer with data you control, then write the pointer to that other pointer at the address of the fountain idol stale pointer itself. Thus this generally requires two position setups instead of one. Also, the heap setups will often need to be exact (as in, you need full control over everything that is currently loaded) because the constructed pointer will often end up in dynamic memory. With item functions, the heap setup is relative (what has already loaded before is not important because the function pointer is a static).
Partial Function Calls (PFC)
Discovered by ShadowQCD
A Partial Function Call is branching directly into the middle of functions, instead of branching to the start of one. This can allow bypassing "if" statements that exist within a function, or using instructions within a function to perform something specific, disregarding the overall function structure, for example in order to perform arbitrary writes in memory (by skipping the game setting offsets correctly). This is a much more broken use of the stale pointer.
In order for a PFC not to crash, you either need to branch close enough to a blr instruction, or make sure the function has the following instruction ending pattern in order not to mangle the stack:
lwz r0, 0x0014 (sp)
mtlr r0
addi sp, sp, 16
blr
Even when this pattern is correct, the game might still crash if the function expects specific register values, or if it modifies important register values on the way.
PFC in the Wind Waker has a couple known uses. It can be used to write data anywhere in memory, leading to applications such as Credits Warp or overwriting Link's HIO data (increasing his max swimming speed, increasing jump height etc...) among many other things. There are many different ways to perform such arbitrary writes, the most common being by branching to a set of instructions that looks like this:
lwz rD offsetY (r3)
stb/stw rE offsetZ (rD)
blr
This set of instructions exists in many places throughout the code, thus it is mostly a matter of picking the one that has the most convenient set of offsets, especially offsetY.
The current most efficient known method accounting for heap manips is by branching to the end of d_meter::dMeter_clockHide :
- Have the fountain idol stale pointer contain a valid address (call it A).
- Have A+0x14 contain 0x801FA070 on JP (middle of d_meter::dMeter_clockHide, call this word B).
- Have the word (call it C) at the fountain idol stale address + offset 0x1948 contain the address you want to modify - offset 0xAA (something like 0x802321C2 for credits warp on the JP version for example).
Once this setup is done, perform the fountain idol manipulation glitch. The game will jump to the address A + offset 0x14, then read the word B found there and jump to address B (the middle of the function). Due to the instructions found within that function, this will cause the word found in r0 to get written at C+0xAA, which could be anywhere you want in memory if C is manipulated correctly.
This is however just one example of this. There are many other functions that can do the same thing, simply with different offsets. Here are a couple examples with their respective offsets:
| Function Name | Target Branch Address (JP) | offsetY | offsetZ |
|---|---|---|---|
| dMenu_Fmap_c::backClothDispInit | 0x801AD500 | 0x26F4 | 0xAA † |
| d_meter::dMeter_clockHide | 0x801FA070 | 0x1948 | 0xAA |
| dMenu_Fmap2_c::cSelCursorInit | 0x801BF9B4 | 0xEC4 | 0xAA |
| dMenu_Fmap2_c::cSelCursorHide | 0x801BFAF0 | 0xEC4 | 0xAA |
| d_scope::dScp_mesgPaneShow | 0x80236808 | 0x618 | 0xAA |
| JAInter::SeMgr::releaseSeParameterPointer †† | 0x80292198 | 0x440 | 0x43C |
| d_msg::dMsg_rubySet | 0x8020C1B4 | 0x1C4 | 0xAA |
† The reason why this 0xAA offset is so common is because it comes from these functions all calling either hide() or show() in J2DPane, which are inlined functions which simply set a bool found at offset 0xAA to either true or false.
†† This function uses a stw instruction instead of a stb instruction. The consequence of this is that it writes a full word at the target address: it will always write the word corresponding to the fountain idol stale address.
The value of the written word is found in r0 when the glitch is performed. It is loaded into the register from 0x803E0F68 on JP which is J3DGraphBase::j3dSys.mpCurMtxCalc. This value can however be predicted accurately: it is the word corresponding to the address of the unnamed block found in the GAME heap that is size 23888, + offset 0x45B8. This is the address of a pointer to the J3DMtxCalcMaya vtable, used for the fountain idol animations. For most applications of this glitch, what this word actually is doesn't matter all that much, but it can be useful for others, for example when you need specific bits to set flags.
Arbitrary writes has an endless amount of possibilities. Here are some funny things to do with it:
- Overwriting the word at 0x8023226C on the japanese version will remove the "if" instruction that checks if the credits should play, which will lead to a credits warp when entering a loading zone.
- Overwriting the float found at 0x80350AD0 on the japanese version will change Link's max swimming speed, allowing superswimming anywhere by just swimming normally.
- Overwriting the word at 0x800000F8 will modify the clock speed. This will make the game run slower of faster depending on the value found there. The smaller the word found at this clock speed address is, the faster the game will run. It's also possible to make the game send an error message if this value is too small. Ideally, only the first byte is modified and set to 0x00.
- Setting the byte at 0x803B8546 on the JP version to 0x01 opens the light portal to the TotG big key room, skipping the 2nd floor. Arbitrary writes can obviously be used to edit scene flag and event flag progression, but there are better ways to edit event flags as seen earlier. Scene flags are harder to edit with just one branch and this flag saves quite a lot of time specifically.
Heap Setups
Important Information
Heap Parity
Before explaining the heap setups, it is important to know about a quirk of the Wind Waker heap management. The actor heap sizes may seem inconsistent at first glance, but this is because the game does some padding to make sure everything stays 0x20 aligned. We say that the heap is "even" if the first free byte in the GAME heap is 0x8xxxxxY0 with Y even, and that the heap is "odd" if the first free byte is 0x8xxxxxY0 with Y odd. Many actors will have a different size in the heap depending on if it loads when the heap is even or odd (they will differ either by 16 bytes or 32 bytes).
Thus, if the actor sizes don't seem to be the ones you were expecting, then you may need to first flip the heap "parity" by either placing an extra town flower, or creating an odd amount of footprints in the sand first. These actions flip the heap parity, then you can proceed with the heap setup normally. Some actors also guarantee a specific parity, for example pulling a bomb will always guarantee an odd heap afterwards. Most setups only work with a specific heap parity in mind.
Mapfish and Lightning
There are two possible actors that can make heap setups more complicated, especially outside.
The first one is the mapfish. The mapfish jumping creates a water pillar actor in the GAME heap which makes controlling it for a heap setup much more difficult. It is generally best to completely avoid having to deal with this by making sure the mapfish is not spawned yet onto the overworld. The trigger to spawn the mapfish is meeting KoRL (after beating FF1) + spawning the warp portal after defeating Gohma in DRC.
Lightning also load in the GAME heap. While random thunderstrikes shouldn't happen, during endless night they will always occur. The amount of created lightning instances and how often they are created is mostly random. Whether they produce sound is also rng. However, after a series of lightning has occured, you have about 2 second where a new series of thunderstrikes cannot happen, as there is a cooldown timer before the randomness checks start again. Thus, one way to deal with thunderstrikes is to wait for a thunder to occur and end between each step. To make this easier, it is generally recommended to get Nayru's Pearl quickly to get rid of endless night.
Setup 1 - With a Sea Flower
Discovered by ShadowQCD
This first setup has the amazing upside that it doesn't require any item you wouldn't already have by the point you obtain the Fountain Idol. It will have the stale pointer pointing to the X coordinate of a demo item (an item held over Link's head). Thus by standing at a float perfect position and pulling out a town flower or the sail, you can perform a Stale Pointer Manipulation to jump anywhere you want in memory.
It requires having one Town Flower, one Sea Flower and one Fountain Idol in your inventory, and the setup must be performed at Windfall Island so that you have access to the beach in order to load footprints. The steps are the following:
- Start with the heap "odd".
- Place a Sea Flower (size 1872).
- Place a Town Flower (size 2000).
- Place the Fountain Idol (size 1872).
- Remove all 3 pedestal items.
- Make exactly 2 footprints (size 1712 x2)
- Perform the position setup to jump to the wanted function.
- Pull a Town Flower or the Sail over Link's head so that its X coordinate maps to the address you want.
- Place the Fountain Idol again.
Setup 2 - With a Bomb
Setup by minimini352
This setup will also have the stale pointer pointing to the X coordinate of a demo item (an item held over Link's head). This method is fast and uses one bomb. It can also be performed inside buildings by using Item Swap. Note that instead of the bomb, a tingle bomb can also be used.
The setup is the following:
- Start with the heap "even".
- Place down a Bomb (size 2448).
- Use the R button. Do not throw it onto ground, which creates a dust particle actor and messes up the heap setup. Alternatively, you can throw the bomb towards water or use a tingle bomb instead.
- Place the Fountain Idol (size 1872).
- Wait for the Bomb to unload.
- If you threw the Bomb into water to make it unload faster, you have to wait a second for the sploosh/water pillar to unload here.
- Remove the Fountain Idol.
- Place a Town Flower (size 2000).
- If you had to place a Town Flower to make the heap even, you can pick it up now (you might need it later).
- Perform the position setup to jump to the wanted function.
- Pull a Town Flower or the Sail over Link's head so that its X coordinate maps to the address you want.
- Place the Fountain Idol again.
Setup 3 - With Bow & Grappling Hook
Discovered by LegendofLinkk
For this setup, start by shooting 5 arrows then place the Fountain Idol and take it back. By pulling out the grappling hook, we will be able to make the game read some camera data related to the grappling hook as the pointer to jump instruction to. This setup is generally not used RTA.
Position Setups
Item Setups
The table below contains position setups for the most interesting items. To obtain items, perform one of these setups after having done the heap setup of your liking. Setups are mostly for the japanese version. Click on the setup names to collapse them.
| Item ID | Item Name | Setups (click to collapse) |
|---|---|---|
| 21 | Tingle Tuner |
» Sploosh Room (JP)Get a perfect 180° angle by sidling the wall near the door and letting go of A. Go in front of the door and backflip into the door frame corner (left as you enter the room) to settle into the consistent initial position (X, Z, angle) = (-39.999947, 780.25, 32768). C Up Turn +91 (-39.999947, 780.25, 26837) Roll R (9.477343, 702.90656, 26837) Crawl (16.025852, 692.66974, 26837) C Up Turn -60 (16.025852, 692.66974, 53073) Crawl (4.7219195, 697.13007, 53073) Pull out overhead item |
| 25 | Grappling Hook |
» Windfall (JP)Target the tree near Sam's bench (angle 32046), then dry roll into the corner between the tree and the rock and instantly backflip for the initial position (X, Z, angle) = (-228.23212, -204015.22, 32046). ESS Right Turn (-228.23212, -204015.22, 15672) Combo NtUt (-129.44469, -204009.55, 15672) Combo NtRt+R (-41.973385, -204005.98, 15672) C Up Turn +77 (-41.973385, -204005.98, 571) Combo NtUt (-35.15934, -203901.17, 571) Crawl R (-33.90101, -203877.75, 571) Pull out overhead item » Sploosh Room (JP)Get a perfect 180° angle by sidling the wall near the door and letting go of A. Go in front of the door and backflip into the door frame corner (left as you enter the room) to settle into the consistent initial position (X, Z, angle) = (-39.999947, 780.25, 32768). Roll (-39.999947, 690.25, 32768) C Up Turn +91 (-39.999947, 690.25, 26837) Roll R (9.477339, 612.90656, 26837) Crawl (16.025848, 602.66974, 26837) C Up Turn -60 (16.025848, 602.66974, 53073) Crawl (4.7219157, 607.13007, 53073) Pull out overhead item |
| 27 | Hero's Bow |
» Windfall 1 (JP)Target the tree near Sam's bench (angle 32046), then dry roll into the corner between the tree and the rock and instantly backflip for the initial position (X, Z, angle) = (-228.23212, -204015.22, 32046). C Up Turn +91 (-228.23212, -204015.22, 26115) Roll R (-181.78583, -204077.72, 26115) L + C Down Turnaround (-181.78583, -204077.72, 58890) ESS Left Turn (-181.78583, -204077.72, 9743) Combo NtLt+R (-112.48062, -204026.34, 9743) Roll R no L (-36.80609, -203970.16, 9743) Pull out overhead item » Windfall 2 (JP)Target the tree near Sam's bench (angle 32046), then dry roll into the corner between the tree and the rock and instantly backflip for the initial position (X, Z, angle) = (-228.23212, -204015.22, 32046). Roll R (-221.76158, -204106.72, 32046) C Up Turn -33 (-221.76158, -204106.72, 10431) C Up C Down Turnaround (-221.76158, -204106.72, 43216) Roll R no L (-304.9098, -204159.81, 43216) C Up B Settle Turnaround (-304.9098, -204159.81, 10447) Roll (-240.5529, -204118.47, 10447) Roll R (-174.96602, -204076.34, 10447) Roll R (-109.37128, -204034.2, 10447) Roll R (-35.907207, -203987.02, 10447) Pull out overhead item » Sploosh Room (JP)Target the pillar on the right side as you enter the room, then dry roll into the right corner and backflip for the initial position (X, Z, angle) = (209.62948608398438, 549.9795532226562, 7018). C Up Turn -36 (209.62948608398438, 549.9795532226562, 48974) Roll (119.64485168457031, 548.3228149414062, 48974) Roll R (27.845327377319336, 546.6326904296875, 48974) Roll R (-63.95418930053711, 544.9425659179688, 48974) Turnaround (-63.95418930053711, 544.9425659179688, 16221) C Up Turn -20 (-63.95418930053711, 544.9425659179688, 3121) Roll (-37.4325065612793, 630.9457397460938, 3121) Pull out overhead item |
| 28 | Power Bracelets |
» Windfall 1 (JP)Target the stairs wall behind Sam's bench for angle 8384, then move to the corner on the right with that angle, inside the bush. Dry roll into the corner then jumpslash up twice for a consistent initial position of (X, Z, angle) = (-230.36258, -203410.3, 8384). Combo NtLt+QS (-144.5001, -203321.12, 8384) Untargeted slash R (-118.84156, -203294.67, 8384) Slash R (-80.69532, -203259.66, 8384) C Up Turn +28 (-80.69532, -203259.66, 26724) Combo NtRt+QS (-12.706194, -203359.58, 26724) Untargeted slash (4.6095304, -203384.3, 26724) Crawl (11.267588, -203394.48, 26724) Pull out overhead item » Windfall 2 (JP)Target Zunari's counter behind the pedestal, then dry roll into the corner nearest the stairs to the cafe and backflip for the initial position (X, Z, angle) = (448.18738, -204098.03, 27533). C Up Turn +36 (448.18738, -204098.03, 51113) Combo NN+R (375.3081, -204086.78, 51113) Combo NUt+R (273.90698, -204067.58, 51113) Combo NN+R (201.02768, -204056.33, 51113) Roll (112.59924, -204039.45, 51113) Combo NUt+R (11.198155, -204020.25, 51113) Pull out overhead item » Sploosh Room (JP)Target the door frame on the left side as you enter the room (angle 112), then turnaround and backflip into the left door frame corner then immediately sidehop into the other corner for the initial position (X, Z, angle) = (40.7782, 777.2745, 32871). Roll R no L (39.86943, 678.54535, 32871) Crawl R (39.653614, 655.0977, 32871) C Up Turn +9 (39.653614, 655.0977, 38766) Crawl R (26.926878, 635.4033, 38766) Roll (-21.920702, 559.813, 38766) C Up Turn +84 (-21.920702, 559.813, 28250) Roll (15.9341135, 478.16125, 28250) Pull out overhead item |
| 29 | Iron Boots |
» Windfall (JP)Target the stairs wall behind Sam's bench for angle 8384, then move to the corner on the right with that angle, inside the bush. Dry roll into the corner then jumpslash up twice for a consistent initial position of (X, Z, angle) = (-230.36258, -203410.3, 8384). Combo NtUt+R (-143.56937, -203330.14, 8384) Combo NtNt (-77.14498, -203267.77, 8384) Crawl (-68.39545, -203259.33, 8384) C Up Turn +32 (-68.39545, -203259.33, 29344) Combo NNt+QS (-25.039597, -203372.22, 29344) C Up B Settle Turnaround (-25.039597, -203372.22, 62192) Pull out overhead item » Sploosh Room (JP)Target the side of the pillar on the left side as you enter the room (angle 7018), then dry roll into the right corner of that same pillar and sidehop left for the initial position (X, Z, angle) = (-408.9514, 539.1362, 7018). Roll (-352.92993, 609.5751, 7018) Roll R (-295.7787, 681.4344, 7018) Roll R (-238.62738, 753.29376, 7018) C Up Turn +20 (-238.62738, 753.29376, 20118) Roll R no L (-146.13388, 718.75165, 20118) Roll R no L (-53.64042, 684.2096, 20118) Crawl R (-31.673706, 676.00604, 20118) C Up Turn -4 (-31.673706, 676.00604, 17498) Crawl (-19.589624, 674.7221, 17498) Pull out overhead item |
| 2D | Boomerang |
» Windfall (JP)Target the tree near Sam's bench (angle 32046), then dry roll into the corner between the tree and the rock and instantly backflip for the initial position (X, Z, angle) = (-228.23212, -204015.22, 32046). C Up Turn -26 (-228.23212, -204015.22, 15016) Roll R no L (-145.29788, -204004.16, 15016) Untargeted slash R (-108.979164, -203998.06, 15016) Combo NtNt (-18.49392, -203987.23, 15016) ESS Right Turn (-18.49392, -203987.23, 64179) Combo NtLt+R (-30.01594, -203899.34, 64179) Pull out overhead item » Sploosh Room (JP)Target the pillar on the right side as you enter the room, then dry roll into the right corner and backflip for the initial position (X, Z, angle) = (209.62948608398438, 549.9795532226562, 7018). C Up Turn -22 (209.62949, 549.97955, 58144) Roll (151.0534, 618.3079, 58144) Crawl R (135.792, 636.1103, 58144) Crawl R (120.530594, 653.91266, 58144) Crawl (112.62145, 663.1387, 58144) C Up Turn -19 (112.62145, 663.1387, 45699) Roll R (25.800476, 633.2707, 45699) Pull out overhead item |
| 2F | Hookshot |
» Windfall 1 (JP)Target the tree near Sam's bench (angle 32046), then dry roll into the corner between the tree and the rock and instantly backflip for the initial position (X, Z, angle) = (-228.23212, -204015.22, 32046). Combo NtNt (-222.98224, -204106.2, 32046) Slash (-220.12764, -204145.45, 32046) C Up Turn -38 (-220.12764, -204145.45, 7156) Combo NtRtRt+QS (-120.967606, -204022.89, 7156) Combo NtNtRt (-38.754593, -203926.23, 7156) Pull out overhead item » Windfall 2 (JP)Target the tree near Sam's bench (angle 32046), then dry roll into the corner between the tree and the rock and instantly backflip for the initial position (X, Z, angle) = (-228.23212, -204015.22, 32046). ESS Right Turn (-228.23212, -204015.22, 15672) Combo NtUt+QS (-82.80303, -204003.02, 15672) Combo NRt (-21.75916, -203997.45, 15672) ESS Right Turn (-21.75916, -203997.45, 64834) Combo NtUt (-27.713642, -203891.9, 64834) Untargeted slash R (-31.45379, -203855.22, 64834) Pull out overhead item » Sploosh Room (JP)Target the pillar near the stairs to get an initial angle of 25750, then move towards the door while keeping this angle, and sidehop into the door frame for a consistent initial position of (X, Z, angle) = (40.000053, 780.25, 25750). C Up Turn +30 (40.000053, 780.25, 45400) Roll (-44.21526, 748.5039, 45400) Roll R (-130.12897, 716.1176, 45400) C Up Turn -47 (-130.12897, 716.1176, 14615) Roll R (-39.64161, 731.67535, 14615) Crawl (-27.665257, 733.73456, 14615) Pull out overhead item |
| 31 | Bombs |
» Windfall 1 (JP)Target the tree near Sam's bench (angle 32046), then dry roll into the corner between the tree and the rock and instantly backflip for the initial position (X, Z, angle) = (-228.23212, -204015.22, 32046). Roll R no L (-221.27875, -204113.56, 32046) C Up B Settle Turnaround (-221.27875, -204113.56, 64824) Crawl (-222.11694, -204101.44, 64824) Roll R no L (-227.88689, -204018.06, 64824) C Up Turn +26 (-227.88689, -204018.06, 16318) Roll (-151.41316, -204017.5, 16318) Roll (-72.684654, -204016.94, 16318) Roll (17.312717, -204016.38, 16318) C Up B Early Turnaround (17.312717, -204016.38, 49091) Pull out overhead item » Windfall 2 (JP)Target the very slim wall on the right side of the ladder (leading to the switch activating the windmill) in order to get angle 58120. Dry roll into the corner that is right of the ladder then sidehop right and perform a sideroll as you land. Release the stick before this sideroll ends. This should give you the the consistent initial position (X, Z, angle) = (5.3983803, -203773.94, 58120). Crawl R (-9.917593, -203756.19, 58120) Crawl (-17.855007, -203746.98, 58120) Crawl (-25.792412, -203737.78, 58120) Crawl (-33.729813, -203728.58, 58120) C Up Turn +16 (-33.729813, -203728.58, 3064) Crawl (-30.220093, -203716.94, 3064) C Up Turn +16 (-30.220093, -203716.94, 13544) Pull out overhead item » Sploosh Room (JP)Get a perfect 180° angle by sidling the wall near the door and letting go of A. Go in front of the door and backflip into the door frame corner (left as you enter the room) to settle into the consistent initial position (X, Z, angle) = (-39.999947, 780.25, 32768). Roll R (-39.999947, 688.435, 32768) C Up Turn +73 (-39.999947, 688.435, 15047) Crawl (-27.948603, 689.99646, 15047) C Up Turn -77 (-27.948603, 689.99646, 30148) Roll R no L (-3.3712244, 594.37164, 30148) Roll R no L (21.206137, 498.74683, 30148) Pull out overhead item Note that it is in practice very difficult to get bombs inside the Sploosh room because bombs usually are used for the heap setup in the first place inside buildings. |
| 33 | Skull Hammer |
» Windfall (JP)Target the tree near Sam's bench (angle 32046), then dry roll into the corner between the tree and the rock and instantly backflip for the initial position (X, Z, angle) = (-228.23212, -204015.22, 32046). C Up Turn -22 (-228.23212, -204015.22, 17636) Combo NtRt (-155.02977, -204025.19, 17636) Crawl R (-131.74883, -204027.98, 17636) Roll R no L (-42.669895, -204038.6, 17636) ESS Right Turn (-42.669895, -204038.6, 1247) Combo NNt (-35.01879, -203962.75, 1247) Pull out overhead item » Sploosh Room (JP)Get a perfect 180° angle by sidling the wall near the door and letting go of A. Go in front of the door and backflip into the door frame corner (left as you enter the room) to settle into the consistent initial position (X, Z, angle) = (-39.999947, 780.25, 32768). Roll (-39.999947, 690.25, 32768) C Up Turn +70 (-39.999947, 690.25, 13082) Crawl R (-17.723604, 697.57135, 13082) Roll R no L (76.07358, 728.39777, 13082) C Up Turn +38 (76.07358, 728.39777, 37972) Roll (33.040356, 649.35223, 37972) Pull out overhead item |
| 34 | Deku Leaf |
» Windfall (JP)Target Zunari's counter behind the pedestal, then dry roll into the corner nearest the stairs to the cafe and backflip for the initial position (X, Z, angle) = (448.18738, -204098.03, 27533). L + C Down, x1 L Turnaround (448.18738, -204098.03, 60324) C Up Turn -12 (448.18738, -204098.03, 52464) Combo NtNt+R (350.61072, -204063.28, 52464) Combo NUt+R (252.5669, -204031.03, 52464) Combo NtUt+QS (106.81743, -203985.31, 52464) Combo NtUt (6.762437, -203951.14, 52464) Pull out overhead item » Sploosh Room (JP)Target the door frame on the left side as you enter the room (angle 112), then turnaround and backflip into the left door frame corner then immediately sidehop into the other corner for the initial position (X, Z, angle) = (40.7782, 777.2745, 32871). Roll (39.949806, 687.27783, 32871) Roll R (39.104733, 595.4661, 32871) Roll R (38.25966, 503.65442, 32871) ESS Left Turn (38.25966, 503.65442, 49254) Crawl R (14.812075, 503.87027, 49254) Roll R no L (-83.91671, 504.77902, 49254) C Up Turn -42 (-83.91671, 504.77902, 21744) Roll (-5.540931, 460.53818, 21744) Pull out overhead item |
| 36 | Light Arrows |
» Windfall (JP)Target one of the walls left of the sploosh door for angle 41730, then dry roll into the corner further way from the door and immediately sidehop left for the initial position (X, Z, angle) = (301.9742, -202026.75, 41730). Combo NtRt+QS (209.58586, -202109.27, 41730) Combo NtNt+R (129.54286, -202175.02, 41730) Combo NRt+R (73.77211, -202223.12, 41730) Slash (45.754795, -202247.39, 41730) C Up Turn -85 (45.754795, -202247.39, 51591) Untargeted slash R (9.656062, -202240.11, 51591) Pull out overhead item » Sploosh Room (JP)Get a perfect 180° angle by sidling the wall near the door and letting go of A. Go in front of the door and backflip into the door frame corner (left as you enter the room) to settle into the consistent initial position (X, Z, angle) = (-39.999947, 780.25, 32768). C Up Turn +98 (-39.999947, 780.25, 31422) Crawl R (-36.951183, 757.00055, 31422) Crawl (-35.37118, 744.9517, 31422) Crawl (-33.791183, 732.9029, 31422) C Up Turn -5 (-33.791183, 732.9029, 28147) Roll R (5.592101, 649.9633, 28147) Crawl R (15.6501665, 628.78143, 28147) Pull out overhead item |
| 3A | Master Sword (Half Power) |
» Windfall (Sword, JP)Target one of the walls left of the sploosh door for angle 41730, then dry roll into the corner further way from the door and immediately sidehop left for the initial position (X, Z, angle) = (301.9742, -202026.75, 41730). Combo NtRt+QS (209.58586, -202109.27, 41730) Combo NtNt+R (129.54286, -202175.02, 41730) Combo NRt (84.047554, -202216.02, 41730) Slash R (45.75479, -202247.39, 41730) C Up Turn -85 (45.75479, -202247.39, 51591) Untargeted slash R (9.656058, -202240.11, 51591) Pull out overhead item » Sploosh Room (JP)Target the pillar on the right side as you enter the room, then dry roll into the right corner and backflip for the initial position (X, Z, angle) = (209.62948608398438, 549.9795532226562, 7018). Crawl (217.19371, 559.49054, 7018) C Up B Settle Turnaround (217.19371, 559.49054, 39786) Roll R (160.04242, 487.6313, 39786) Roll R (102.8911, 415.77237, 39786) Crawl (95.3269, 406.26154, 39786) C Up C Down Turnaround (95.3269, 406.26154, 7011) C Up Turn -31 (95.3269, 406.26154, 52242) Roll R (7.506321, 433.04895, 52242) Pull out overhead item |
| 3C | Mirror Shield |
» Sploosh Room (JP)Get a perfect 180° angle by sidling the wall near the door and letting go of A. Go in front of the door and backflip into the door frame corner (left as you enter the room) to settle into the consistent initial position (X, Z, angle) = (-39.999947, 780.25, 32768). Crawl R (-39.999947, 756.8015, 32768) C Up Turn -8 (-39.999947, 756.8015, 27528) Roll R no L (7.6074324, 670.30426, 27528) Crawl (13.466971, 659.65814, 27528) Crawl R (24.77349, 639.1155, 27528) Roll (68.17004, 560.2688, 27528) Roll (111.56658, 481.42233, 27528) C Up Turn +36 (111.56658, 481.42233, 51108) Roll (23.138039, 498.16714, 51108) Crawl (11.198136, 500.42804, 51108) Pull out overhead item |
| 3E | Master Sword (Full Power) |
» Windfall (Sword, JP)Target the stairs wall behind Sam's bench for angle 8384, then move to the corner on the right with that angle, inside the bush. Dry roll into the corner then jumpslash up twice for a consistent initial position of (X, Z, angle) = (-230.36258, -203410.3, 8384). Combo NtNt+QS (-132.02324, -203312.56, 8384) Slash QS (-71.830086, -203249.84, 8384) C Up B Early Turnaround (-71.830086, -203249.84, 41157) Roll (-126.90716, -203303, 41157) C Up Turn -32 (-126.90716, -203303, 20197) Slash (-90.543, -203316.84, 20197) Combo NtRt+R (-10.841907, -203350.06, 20197) Pull out overhead item » Sploosh Room (JP)Get a perfect 180° angle by sidling the wall near the door and letting go of A. Go in front of the door and backflip into the door frame corner (left as you enter the room) to settle into the consistent initial position (X, Z, angle) = (-39.999947, 780.25, 32768). Roll R (-39.999947, 688.435, 32768) C Up Turn -11 (-39.999947, 688.435, 25563) Roll R (18.572891, 617.73, 25563) C Up Turn -12 (18.572891, 617.73, 17703) Roll (107.86181, 606.43933, 17703) Roll R no L (205.81474, 594.053, 17703) C Up C Down, x1 L Turnaround (205.81474, 594.053, 50439) Crawl (193.75406, 595.5404, 50439) Roll R (102.629425, 606.77966, 50439) Roll (13.306279, 617.79675, 50439) Pull out overhead item |
| 50 | Empty Bottle |
» Windfall (JP)Target Zunari's counter behind the pedestal, then dry roll into the corner nearest the stairs to the cafe and backflip for the initial position (X, Z, angle) = (448.18738, -204098.03, 27533). C Up Turn -61 (448.18738, -204098.03, 53114) Combo NRt+QS (345.85773, -204062.25, 53114) Combo NtNt (261.63406, -204027.36, 53114) Roll R no L (169.89853, -203990.92, 53114) Combo NUt+R (74.01519, -203952.72, 53114) Combo NN+R (4.613702, -203927.78, 53114) Pull out overhead item » Sploosh Room (JP)Target the pillar on the right side as you enter the room, then dry roll into the right corner and backflip for the initial position (X, Z, angle) = (209.62948608398438, 549.9795532226562, 7018). C Up B Settle Turnaround (209.62949, 549.97955, 39786) Roll R no L (148.17206, 472.7061, 39786) Roll R (91.02076, 400.8472, 39786) Crawl R (76.42492, 382.49515, 39786) Roll R (19.273615, 310.63626, 39786) C Up B Early Turnaround (19.273615, 310.63626, 7017) Crawl R (33.869446, 328.9883, 7017) Roll R no L (95.32687, 406.2615, 7017) C Up Turn -31 (95.32687, 406.2615, 52248) Roll R (7.5063, 433.04892, 52248) Pull out overhead item |
| 61 | Triforce Shard 1 |
» Windfall (JP)Target the stairs wall behind Sam's bench for angle 8384, then move to the corner on the right with that angle, inside the bush. Dry roll into the corner then jumpslash up twice for a consistent initial position of (X, Z, angle) = (-230.36258, -203410.3, 8384). Combo NtNt+QS (-132.02324, -203312.56, 8384) Combo NtRt+QS (-44.425854, -203225.19, 8384) C Up Turn +44 (-44.425854, -203225.19, 37204) Combo NUt+R (-85.108284, -203315.05, 37204) ESS Right Turn (-85.108284, -203315.05, 20805) Roll R no L (-8.779846, -203349.52, 20805) Pull out overhead item » Sploosh Room (JP)Target the pillar near the stairs to get an initial angle of 25750, then move towards the pillar that is on the left side (as you enter the room). Backflip into the left corner to get an initial consistent position of (X, Z, angle) = (-447.95892, 758.1215, 25750). C Up Turn -14 (-447.95892, 758.1215, 16580) Roll (-357.9743, 756.4648, 16580) Roll (-267.9897, 754.80804, 16580) Roll (-178.00507, 753.1513, 16580) Crawl (-165.85501, 752.9276, 16580) C Up Turn +2 (-165.85501, 752.9276, 17890) Roll (-76.78904, 739.9956, 17890) Crawl R (-53.583813, 736.6262, 17890) Crawl R (-30.378582, 733.25684, 17890) Crawl (-18.352612, 731.5107, 17890) Pull out overhead item |
| 62 | Triforce Shard 2 |
» Windfall (JP)Target one of the walls left of the sploosh door for angle 41730, then dry roll into the corner further way from the door and immediately sidehop left for the initial position (X, Z, angle) = (301.9742, -202026.75, 41730). Combo NtRt+QS (209.58586, -202109.27, 41730) Combo NtRt+R (140.84042, -202165.27, 41730) Slash (111.09435, -202191.03, 41730) Combo NtLt+R (45.754753, -202247.39, 41730) C Up Turn -85 (45.754753, -202247.39, 51591) Untargeted slash R (9.65602, -202240.11, 51591) Pull out overhead item » Sploosh Room (JP)Get a perfect 180° angle by sidling the wall near the door and letting go of A. Go in front of the door and backflip into the door frame corner (left as you enter the room) to settle into the consistent initial position (X, Z, angle) = (-39.999947, 780.25, 32768). Roll (-39.999947, 690.25, 32768) C Up Turn +32 (-39.999947, 690.25, 53728) Roll R (-123.1198, 729.2512, 53728) C Up B Early Turnaround (-123.1198, 729.2512, 20956) Roll R (-39.940155, 690.37775, 20956) Crawl R (-18.696974, 680.44995, 20956) Crawl R (2.5462055, 670.52216, 20956) C Up B Settle Turnaround (2.5462055 670.52216 53717) Pull out overhead item » Potion Shop (JP)Setup coming soon |
| 63 | Triforce Shard 3 |
» Windfall (JP)Target the tree near Sam's bench (angle 32046), then dry roll into the corner between the tree and the rock and instantly backflip for the initial position (X, Z, angle) = (-228.23212, -204015.22, 32046). C Up Turn -31 (-228.23212, -204015.22, 11741) Crawl R (-207.08122, -204005.08, 11741) Combo NtLt (-135.09128, -203970.97, 11741) Roll R (-54.98519, -203932.67, 11741) Crawl R (-33.834286, -203922.53, 11741) ESS Up Turn (-33.834286, -203922.53, 11745) Pull out overhead item » Sploosh Room (JP)Target the pillar on the right side as you enter the room, then dry roll into the right corner and backflip for the initial position (X, Z, angle) = (209.62948608398438, 549.9795532226562, 7018). C Up Turn -36 (209.62949, 549.97955, 48974) Roll R (117.83003, 548.2894, 48974) Roll R (26.03051, 546.5993, 48974) Roll (-63.954247, 544.94257, 48974) C Up Turn -70 (-63.954247, 544.94257, 3124) Roll (-37.432564, 630.94574, 3124) Pull out overhead item |
| 64 | Triforce Shard 4 |
» Windfall (JP)Target Zunari's counter behind the pedestal, then dry roll into the corner nearest the stairs to the cafe and backflip for the initial position (X, Z, angle) = (448.18738, -204098.03, 27533). C Up Turn -61 (448.18738, -204098.03, 53114) Combo NNt+R (365.8546, -204065.2, 53114) Combo NtUt (268.08038, -204024.94, 53114) Roll R no L (176.34624, -203988.5, 53114) Combo NN+R (106.94477, -203963.56, 53114) Combo NRt+QS (4.6136827, -203927.78, 53114) Pull out overhead item » Sploosh Room (JP)Target the pillar on the right side as you enter the room, then dry roll into the right corner and backflip for the initial position (X, Z, angle) = (209.62948608398438, 549.9795532226562, 7018). C Up Turn -53 (209.62949, 549.97955, 37839) Roll R (166.84587, 468.7417, 37839) Roll (124.908035, 389.11005, 37839) Crawl R (113.98155, 368.36276, 37839) Crawl (108.31897, 357.6106, 37839) Crawl (102.65639, 346.85843, 37839) C Up Turn +23 (102.65639, 346.85843, 52904) Roll R (16.693079, 379.1125, 52904) Crawl (5.3154984, 383.3814, 52904) Pull out overhead item |
| 65 | Triforce Shard 5 |
» Windfall (JP)Target the stairs wall behind Sam's bench for angle 8384, then move to the corner on the right with that angle, inside the bush. Dry roll into the corner then jumpslash up twice for a consistent initial position of (X, Z, angle) = (-230.36258, -203410.3, 8384). Combo NtRt+QS (-142.76524, -203322.92, 8384) Combo NtNt (-76.34086, -203260.55, 8384) Combo NN+R (-25.02377, -203207.64, 8384) C Up Turn +11 (-25.02377, -203207.64, 15589) ESS Up (from C Up L) (-25.02377, -203207.64, 15621) Pull out overhead item » Sploosh Room (JP)Get a perfect 180° angle by sidling the wall near the door and letting go of A. Go in front of the door and backflip into the door frame corner (left as you enter the room) to settle into the consistent initial position (X, Z, angle) = (-39.999947, 780.25, 32768). Roll R no L (-39.999947, 681.5171, 32768) C Up Turn +25 (-39.999947, 681.5171, 49143) Crawl (-52.152016, 681.49835, 49143) Roll (-142.1519, 681.3599, 49143) Roll R (-233.96701, 681.21875, 49143) C Up Turn +49 (-233.96701, 681.21875, 15702) Roll R no L (-135.44885, 687.7269, 15702) Roll R no L (-36.93059, 694.2351, 15702) Crawl (-24.804932, 695.0362, 15702) Pull out overhead item » Potion Shop (JP)Setup coming soon |
| 66 | Triforce Shard 6 |
» Windfall (JP)Target one of the walls left of the sploosh door for angle 41730, then dry roll into the corner further way from the door and immediately sidehop left for the initial position (X, Z, angle) = (301.9742, -202026.75, 41730). Combo NtUt+R (204.31483, -202106.66, 41730) Combo NtUt+R (113.227936, -202181.92, 41730) Untargeted slash (90.95663, -202202.36, 41730) C Up Turn +27 (90.95663, -202202.36, 59415) Combo NtRt+QS (22.197302, -202102.89, 59415) Combo NN (-16.754772, -202048.36, 59415) Pull out overhead item » Sploosh Room (JP)Get a perfect 180° angle by sidling the wall near the door and letting go of A. Go in front of the door and backflip into the door frame corner (left as you enter the room) to settle into the consistent initial position (X, Z, angle) = (-39.999947, 780.25, 32768). Roll (-39.999947, 690.25, 32768) C Up Turn -78 (-39.999947, 690.25, 47214) Backflip (225.28564, 740.4846, 47214) C Up Turn +21 (225.28564, 740.4846, 60969) Sidehop R (-67.37203, 603.165, 60969) C Up B Settle Turnaround (-67.37203, 603.165, 28204) Roll R (-28.370804, 520.0449, 28204) Roll R (10.630327, 436.92505, 28204) Crawl (15.792283, 425.92383, 28204) |
| 67 | Triforce Shard 7 |
» Windfall (JP)Target the tree near Sam's bench (angle 32046), then dry roll into the corner between the tree and the rock and instantly backflip for the initial position (X, Z, angle) = (-228.23212, -204015.22, 32046). C Up Turn -47 (-228.23212, -204015.22, 1261) Combo NtNt (-216.73149, -203929.39, 1261) ESS Left Turn (-216.73149, -203929.39, 17642) Combo NN+QS (-108.49028, -203935.17, 17642) Combo NN+R (-35.01884, -203941.42, 17642) ESS Right Turn (-35.01884, -203941.42, 1257) ESS Up (-35.01884, -203941.42, 1247) Pull out overhead item » Sploosh Room (JP)Get a perfect 180° angle by sidling the wall near the door and letting go of A. Go in front of the door and backflip into the door frame corner (left as you enter the room) to settle into the consistent initial position (X, Z, angle) = (-39.999947, 780.25, 32768). Roll R (-39.999947, 688.435, 32768) C Up Turn -73 (-39.999947, 688.435, 50489) Roll R (-131.07184, 700.09344, 50489) C Up B Early Turnaround (-131.07184, 700.09344, 17711) Roll R (-39.98218, 688.575, 17711) Crawl R (-16.71886, 685.6334, 17711) Crawl R (6.544459, 682.69183, 17711) Roll R no L (104.49738, 670.30554, 17711) C Up B Settle Turnaround (104.49738, 670.30554, 50419) Roll R (13.35565, 681.4048, 50419) Pull out overhead item » Potion Shop (JP)Setup coming soon |
| 68 | Triforce Shard 8 |
» Windfall (JP)Target Zunari's counter behind the pedestal, then dry roll into the corner nearest the stairs to the cafe and backflip for the initial position (X, Z, angle) = (448.18738, -204098.03, 27533). C Up Turn -64 (448.18738, -204098.03, 51149) Combo NRt+R (375.81848, -204084.08, 51149) Roll R no L (278.8642, -204065.28, 51149) Combo NtNt (189.60817, -204046.84, 51149) Combo NtNt (100.35217, -204028.4, 51149) Combo NtNt (11.096181, -204009.97, 51149) Pull out overhead item » Sploosh Room (JP)Target the pillar on the right side of the sploosh kaboom minigame for an initial angle of 25750, then sidehop right into the canon corner and backflip immediately for a consistent initial position (X, Z, angle) = (45.30681, 264.02316, 25750) Roll (101.436264, 193.67056, 25750) Crawl (109.01506, 187.5403, 25750) C Up C Down Turnaround (109.01506, 187.5403, 58525) Roll R no L (TARGET OUT OF C-UP TO AVOID NPC) (47.43922, 264.7194, 58525) Crawl (39.860447, 247.76517, 58525) C Up Turn +66 (39.860447, 247.76517, 36219) Crawl (35.924885, 260.9176, 36219) Crawl (31.989317, 260.95383, 36219) Pull out overhead item |
| 69 | Nayru's Pearl |
» Windfall (Sword, JP)Target the tree near Sam's bench (angle 32046), then dry roll into the corner between the tree and the rock and instantly backflip for the initial position (X, Z, angle) = (-228.23212, -204015.22, 32046). C Up Turn +73 (-228.23212, -204015.22, 14325) Combo NtUt+R (-118.55293, -203995.86, 14325) Combo NUt (-29.800602, -203976.72, 14325) Crawl R (-6.8096223, -203972.11, 14325) Untargeted slash (22.636501, -203965.27, 14325) C Up B Early Turnaround (22.636501, -203965.27, 47101) Pull out overhead item » Windfall (Swordless, JP)Target the tree near Sam's bench (angle 32046), then dry roll into the corner between the tree and the rock and instantly backflip for the initial position (X, Z, angle) = (-228.23212, -204015.22, 32046). C Up B Settle Turnaround (-228.23212, -204015.22, 64824) Roll (-233.6638, -203936.75, 64824) ESS Left Turn (-233.6638, -203936.75, 15672) Roll R (-155.56705, -203931.28, 15672) Roll R no L (-60.067783, -203924.69, 15672) C Up Turn +23 (-60.067783, -203924.69, 30737) Roll R no L (-41.1174, -204020.75, 30737) Roll (-26.308105, -204095.84, 30737) C Up B Settle Turnaround (-26.308105, -204095.84, 63573) Crawl (-28.587374, -204083.9, 63573) Pull out overhead item » Sploosh Room (JP)Target the door frame on the left side as you enter the room (angle 112), then turnaround and backflip into the left door frame corner then immediately sidehop into the other corner for the initial position (X, Z, angle) = (40.7782, 777.2745, 32871). C Up Turn -5 (40.778175, 777.27454, 29596) Crawl (44.43041, 765.6843, 29596) Roll R no L (74.103935, 671.5157, 29596) Crawl (77.756165, 659.9255, 29596) Roll R no L (107.429695, 565.7568, 29596) ESS Left Turn (107.429695, 565.7568, 45994) Roll R (19.817232, 538.2964, 45994) ESS Right Turn (19.817232, 538.2964, 29618) Pull out overhead item |
| 6A | Din's Pearl |
» Windfall (JP)Target Zunari's counter behind the pedestal, then dry roll into the corner nearest the stairs to the cafe and backflip for the initial position (X, Z, angle) = (448.18738, -204098.03, 27533). C Up Turn -61 (448.18738, -204098.03, 53114) Combo NN+R (378.78595, -204073.1, 53114) Combo NRt+QS (276.4563, -204037.31, 53114) Roll R no L (184.72072, -204000.88, 53114) Combo NtLt+R (102.3879, -203968.05, 53114) Combo NtUt (4.613677, -203927.78, 53114) Pull out overhead item » Sploosh Room (JP)Target the pillar near the stairs to get an initial angle of 25750, then move towards the door while keeping this angle, and backflip into the door frame for a consistent initial position of (X, Z, angle) = (-39.9999466, 780.25, 25750). Roll (16.129547, 709.89795, 25750) C Up Turn -63 (16.129547, 709.89795, 50021) Roll R no L (-82.264915, 718.0671, 50021) C Up Turn -18 (-82.264915, 718.0671, 38231) Crawl (-88.335594, 707.53986, 38231) C Up Turn +74 (-88.335594, 707.53986, 21165) Roll (-7.57638, 667.8166, 21165) Pull out overhead item |
| 6B | Farore's Pearl |
» Windfall 1 (JP)Target the stairs wall behind Sam's bench for angle 8384, then move to the corner on the right with that angle, inside the bush. Dry roll into the corner then jumpslash up twice for a consistent initial position of (X, Z, angle) = (-230.36258, -203410.3, 8384). Combo NtUt+QS (-121.522446, -203302.44, 8384) Combo NtNt+R (-45.229984, -203232.4, 8384) Combo NtLt (14.025466, -203175.77, 8384) C Up Turn -64 (14.025466, -203175.77, 32000) Combo NtUt+R (19.708914, -203287.03, 32000) Combo NtUt+R (25.576393, -203400.8, 32000) Pull out overhead item » Windfall 2 (JP)Target the stairs wall behind Sam's bench for angle 8384, then move to the corner on the right with that angle, inside the bush. Dry roll into the corner then jumpslash up twice for a consistent initial position of (X, Z, angle) = (-230.36258, -203410.3, 8384). Combo NtRt+QS (-142.76524, -203322.92, 8384) Combo NtNt+QS (-44.42587, -203225.19, 8384) C Up Turn -55 (-44.42587, -203225.19, 37895) Combo NtLt+R (-85.102455, -203301.3, 37895) C Up C Down Turnaround (-85.102455, -203301.3, 5117) Roll R no L (-38.751198, -203214.38, 5117) Pull out overhead item » Sploosh Room (JP)Target the pillar on the right side as you enter the room, then dry roll into the left corner and backflip for the initial position (X, Z, angle) = (294.1237, 483.22815, 7018). Crawl (301.68793, 492.73898, 7018) C Up Turn +65 (301.68793, 492.73898, 49593) Roll R (209.95143, 496.5407, 49593) Crawl (197.80975, 497.04385, 49593) C Up Turn -5 (197.80975, 497.04385, 46318) Roll (111.14386, 472.77396, 46318) Roll (24.478073, 448.50406, 46318) Pull out overhead item » Potion Shop (JP)Setup coming soon |
| 6D | Wind's Requiem |
» Sploosh Room (JP)Target the side of the pillar on the left side as you enter the room (angle 7018), then dry roll into the right corner of that same pillar and sidehop left for the initial position (X, Z, angle) = (-408.9514, 539.1362, 7018). Crawl R (-394.35556, 557.4884, 7018) Crawl R (-379.7597, 575.8406, 7018) C Up Turn +6 (-379.7597, 575.8406, 10948) Roll R no L (-294.15363, 625.0322, 10948) C Up Turn +6 (-294.15363, 625.0322, 14878) Roll (-205.10762, 638.10156, 14878) Roll (-116.06151, 651.1709, 14878) Roll (-27.015427, 664.24023, 14878) Pull out overhead item |
| 6E | Ballad of Gales |
» Windfall (JP)Target the tree near Sam's bench (angle 32046), then dry roll into the corner between the tree and the rock and instantly backflip for the initial position (X, Z, angle) = (-228.23212, -204015.22, 32046). ESS Right Turn (-228.23212, -204015.22, 15672) Combo NtUt (-129.44469, -204009.55, 15672) Combo NtNt+R (-27.088913, -204004.94, 15672) Combo NUt+R (75.8684, -203997.8, 15672) C Up Turn +64 (75.8684, -203997.8, 57592) Combo NtRt+QS (-10.753676, -203910.14, 57592) Pull out overhead item » Sploosh Room (JP)Target the pillar near the stairs to get an initial angle of 25750, then move towards the pillar that is on the left side (as you enter the room). Backflip into the left corner to get an initial consistent position of (X, Z, angle) = (-447.95892, 758.1215, 25750). Roll (-391.82922, 687.7695, 25750) Roll R no L (-330.25317, 610.5909, 25750) Roll R no L (-268.6772, 533.4124, 25750) Roll R no L (-207.10126, 456.23343, 25750) C Up Turn -26 (-207.10126, 456.23343, 8720) Roll R no L (-133.84338, 522.42615, 8720) Roll R (-65.71843, 583.98096, 8720) Crawl R (-48.320045, 599.7014, 8720) C Up Turn +27 (-48.320045, 599.7014, 26405) Roll (3.2766953, 525.9601, 26405) Crawl (10.243451, 516.0032, 26405) Pull out overhead item |
| 6F | Command Melody |
» Windfall (JP)Target the tree near Sam's bench (angle 32046), then dry roll into the corner between the tree and the rock and instantly backflip for the initial position (X, Z, angle) = (-228.23212, -204015.22, 32046). C Up Turn -20 (-228.23212, -204015.22, 18946) Combo NNt (-156.24933, -204031.84, 18946) Roll R no L (-75.006165, -204052.17, 18946) Slash (-36.812958, -204061.62, 18946) ESS Right Turn (-36.812958, -204061.62, 2546) Pull out overhead item » Sploosh Room (JP)Target the pillar on the right side as you enter the room, then dry roll into the right corner and backflip for the initial position (X, Z, angle) = (209.62948608398438, 549.9795532226562, 7018). C Up Turn -42 (209.62949, 549.97955, 45044) Roll R no L (118.470116, 512.05664, 45044) C Up Turn -2 (118.470116, 512.05664, 43734) Roll R no L (32.788673, 462.99634, 43734) C Up Turn -5 (32.788673, 462.99634, 40459) Pull out overhead item » Potion Shop (JP)Setup coming soon |
| 71 | Wind God's Aria |
» Windfall (JP)Target the tree near Sam's bench (angle 32046), then dry roll into the corner between the tree and the rock and instantly backflip for the initial position (X, Z, angle) = (-228.23212, -204015.22, 32046). C Up Turn +73 (-228.23212, -204015.22, 14325) Combo NtUt+R (-118.55293, -203995.86, 14325) Crawl R (-95.56196, -203991.25, 14325) Untargeted slash (-66.115845, -203984.4, 14325) Combo NUt (22.636494, -203965.27, 14325) C Up B Early Turnaround (22.636494, -203965.27, 47101) Pull out overhead item » Sploosh Room (JP)Get a perfect 180° angle by sidling the wall near the door and letting go of A. Go in front of the door and backflip into the door frame corner (left as you enter the room) to settle into the consistent initial position (X, Z, angle) = (-39.999947, 780.25, 32768). C Up Turn -9 (-39.999947, 780.25, 26873) Roll R (9.239825, 702.75525, 26873) Crawl (15.756903, 692.4985, 26873) Crawl (22.273977, 682.2417, 26873) Crawl (28.791054, 671.9849, 26873) Crawl (35.308132, 661.72815, 26873) C Up Turn +10 (35.308132, 661.72815, 33423) Roll (29.789272, 571.89734, 33423) Crawl (29.044096, 559.7682, 33423) Crawl (28.29892, 547.63904, 33423) Pull out overhead item |
| 97 | Shop Guru Statue |
» Windfall (JP)Target the stairs wall behind Sam's bench for angle 8384, then move to the corner on the right with that angle, inside the bush. Dry roll into the corner then jumpslash up twice for a consistent initial position of (X, Z, angle) = (-230.36258, -203410.3, 8384). Combo NtRt+QS (-142.76524, -203322.92, 8384) Combo NtRt (-87.08285, -203270.9, 8384) Combo NtRt (-31.400444, -203218.89, 8384) C Up Turn +37 (-31.400444, -203218.89, 32619) Combo NtRt+R (-32.59211, -203305.2, 32619) C Up B Settle Turnaround (-32.59211, -203305.2, 65393) Pull out overhead item » Sploosh Room (JP)Get a perfect 180° angle by sidling the wall near the door and letting go of A. Go in front of the door and backflip into the door frame corner (right as you enter the room) to settle into the consistent initial position (X, Z, angle) = (40.000053, 780.25, 32768). Roll (40.000053, 690.25, 32768) C Up Turn +8 (40.000053, 690.25, 38008) Roll (-3.2754974, 611.3374, 38008) Roll R (-47.42391, 530.8331, 38008) C Up Turn -23 (-47.42391, 530.8331, 22943) Crawl (-37.586098, 523.6992, 22943) C Up Turn -30 (-37.586098, 523.6992, 3293) Pull out overhead item |
| 99 | Note to Mom |
» Windfall (JP)Target the stairs wall behind Sam's bench for angle 8384, then move to the corner on the right with that angle, inside the bush. Dry roll into the corner then jumpslash up twice for a consistent initial position of (X, Z, angle) = (-230.36258, -203410.3, 8384). Combo NtUt+R (-143.56937, -203330.14, 8384) Combo NtNt+QS (-45.229992, -203232.4, 8384) Crawl R (-28.346954, -203216.12, 8384) C Up Turn +31 (-28.346954, -203216.12, 28689) Combo NN+R (2.0427341, -203283.19, 28689) Untargeted slash R (17.23758, -203316.72, 28689) Pull out overhead item » Sploosh Room (JP)Target the pillar on the right side as you enter the room, then dry roll into the right corner and backflip for the initial position (X, Z, angle) = (209.62948608398438, 549.9795532226562, 7018). Crawl (217.19371, 559.49054, 7018) C Up B Settle Turnaround (217.19371, 559.49054, 39786) ESS Up (217.19371, 559.49054, 39761) Roll R no L (155.85493, 482.12277, 39761) Roll (99.941574, 411.59824, 39761) C Up Turn +3 (99.941574, 411.59824, 41726) Roll (31.883055, 352.70822, 41726) |
| 9B | Moblin's Letter |
» Windfall (JP)Target the stairs wall behind Sam's bench for angle 8384, then move to the corner on the right with that angle, inside the bush. Dry roll into the corner then jumpslash up twice for a consistent initial position of (X, Z, angle) = (-230.36258, -203410.3, 8384). Combo NtNt+QS (-132.02324, -203312.56, 8384) Roll R no L (-60.952034, -203244.08, 8384) Combo NN (-14.184735, -203196, 8384) C Up Turn -56 (-14.184735, -203196, 37240) Combo N+QS (-38.448143, -203263.38, 37240) C Up B Settle Turnaround (-38.448143, -203263.38, 4438) Pull out overhead item » Sploosh Room (JP)Target the pillar on the right side as you enter the room, then dry roll into the right corner and backflip for the initial position (X, Z, angle) = (209.62948608398438, 549.9795532226562, 7018). Roll (265.65097, 620.4184, 7018) C Up B Settle Turnaround (265.65097, 620.4184, 39786) Crawl (258.08673, 610.9074, 39786) Roll R (200.93536, 539.0479, 39786) Crawl (193.37114, 529.5369, 39786) C Up B Early Turnaround (193.37114, 529.5369, 7017) Crawl R (207.967, 547.8891, 7017) C Up Turn +60 (207.967, 547.8891, 46317) Roll R no L (112.89166, 521.2642, 46317) Roll R (24.478027, 496.50482, 46317) Pull out overhead item |
| AB | 1000 Rupee Wallet |
» Windfall (JP)Target the stairs wall behind Sam's bench for angle 8384, then move to the corner on the right with that angle, inside the bush. Dry roll into the corner then jumpslash up twice for a consistent initial position of (X, Z, angle) = (-230.36258, -203410.3, 8384). Combo NtUt+R (-143.56937, -203330.14, 8384) Combo NtUt (-66.6442, -203257.64, 8384) Combo NNt (-12.70705, -203203.83, 8384) C Up Turn +34 (-12.70705, -203203.83, 30654) Combo NNt+R (4.7751217, -203288.33, 30654) Combo NtNt+R (22.454567, -203386.2, 30654) Pull out overhead item » Sploosh Room (JP)Get a perfect 180° angle by sidling the wall near the door and letting go of A. Go in front of the door and backflip into the door frame corner (right as you enter the room) to settle into the consistent initial position (X, Z, angle) = (40.000053, 780.25, 32768). Roll (40.000053, 690.25, 32768) C Up Turn +8 (40.000053, 690.25, 38008) Crawl R (28.725058, 669.69025, 38008) Roll (-14.550489, 590.77765, 38008) C Up Turn +2 (-14.550489, 590.77765, 39318) Roll (-67.38415, 517.9174, 39318) Backflip (91.116745, 736.49774, 39318) Roll R no L (33.15644, 656.5676, 39318) Pull out overhead item » Potion Shop (JP)Setup coming soon |
| AC | 5000 Rupee Wallet | |
| AE | 99 Bomb Bag |
» Windfall (JP)Target one of the walls left of the sploosh door for angle 41730, then dry roll into the corner further way from the door and immediately sidehop left for the initial position (X, Z, angle) = (301.9742, -202026.75, 41730). Combo NtRt+QS (209.58586, -202109.27, 41730) Combo NtUt+QS (94.971756, -202210.94, 41730) Crawl (85.77009, -202218.88, 41730) C Up Turn +26 (85.77009, -202218.88, 58760) Combo NNt+QS (8.893791, -202125.5, 58760) C Up B Settle Turnaround (8.893791, -202125.5, 25997) Pull out overhead item |
| AF | 60 Arrow Quiver |
» Windfall (JP)Target the tree near Sam's bench (angle 32046), then dry roll into the corner between the tree and the rock and instantly backflip for the initial position (X, Z, angle) = (-228.23212, -204015.22, 32046). C Up Turn -19 (-228.23212, -204015.22, 19601) Combo NtUt (-134.30981, -204046.39, 19601) Untargeted slash (-105.27385, -204054.66, 19601) C Up Turn -17 (-105.27385, -204054.66, 8466) Roll R no L (-38.030037, -203990.89, 8466) Pull out overhead item » Sploosh Room (JP)Target the pillar on the right side as you enter the room, then dry roll into the right corner and backflip for the initial position (X, Z, angle) = (209.62948608398438, 549.9795532226562, 7018). Crawl R (224.22534, 568.3317, 7018) Roll (280.24683, 638.77057, 7018) Crawl R (294.84268, 657.12274, 7018) Crawl R (309.43854, 675.4749, 7018) C Up B Settle Turnaround (309.43854, 675.4749, 39786) C Up Turn -83 (309.43854, 675.4749, 50957) Crawl R (286.3351, 679.4838, 50957) Roll R no L (189.05565, 696.3632, 50957) Roll (100.3806, 711.7496, 50957) Roll (11.705593, 727.1359, 50957) Pull out overhead item |
| B0 | 99 Arrow Quiver |
» Windfall (JP)Target the stairs wall behind Sam's bench for angle 8384, then move to the corner on the right with that angle, inside the bush. Dry roll into the corner then jumpslash up twice for a consistent initial position of (X, Z, angle) = (-230.36258, -203410.3, 8384). Combo NtRt+QS (-142.76524, -203322.92, 8384) Combo NtNt+QS (-44.42587, -203225.19, 8384) C Up Turn -20 (-44.42587, -203225.19, 60820) C Up C Down Turnaround (-44.42587, -203225.19, 28063) Combo NtUt (-2.225141, -203314.7, 28063) C Up Turn -1 (-2.225141, -203314.7, 27408) Untargeted slash (13.422906, -203340.5, 27408) Pull out overhead item » Sploosh Room (JP)Target the pillar on the right side as you enter the room, then dry roll into the left corner and backflip for the initial position (X, Z, angle) = (294.1237, 483.22815, 7018). C Up Turn -15 (294.1237, 483.22815, 62729) Roll R (269.63553, 571.7176, 62729) C Up Turn +31 (269.63553, 571.7176, 17498) Crawl R (292.95282, 569.24023, 17498) C Up B Early Turnaround (292.95282, 569.24023, 50258) Roll (203.45654, 578.7489, 50258) Roll R no L (105.27609, 589.1802, 50258) ESS Up Turn (105.27609, 589.1802, 50238) Roll R (13.945487, 598.60034, 50238) Pull out overhead item |
| B8 | 500 Rupees (Ankle Reward) |
» Windfall (JP)Target Zunari's counter behind the pedestal, then dry roll into the corner nearest the stairs to the cafe and backflip for the initial position (X, Z, angle) = (448.18738, -204098.03, 27533). C Up Turn -64 (448.18738, -204098.03, 51149) Combo NNt (373.10663, -204084.9, 51149) Combo NtRt (298.50146, -204069.3, 51149) Combo NtNt+R (197.30635, -204047.2, 51149) Roll R no L (100.3521, -204028.42, 51149) Combo NtNt (11.096105, -204009.98, 51149) Pull out overhead item » Sploosh Room (JP)Target the pillar on the right side as you enter the room, then dry roll into the left corner and backflip for the initial position (X, Z, angle) = (294.1237, 483.22815, 7018). ESS Right Turn (294.1237, 483.22815, 56170) Roll R no L (216.85037, 544.6856, 56170) Roll R (144.99124, 601.8369, 56170) Roll R (73.13212, 658.9882, 56170) C Up B Settle Turnaround (73.13212, 658.9882, 23402) C Up Turn -74 (73.13212, 658.9882, 40468) Crawl (64.95747, 649.9967, 40468) C Up Turn +25 (64.95747, 649.9967, 56843) Roll R no L (-8.198862, 716.30164, 56843) Pull out overhead item |
| DB | Ghost Ship Chart |
» Windfall (JP)Target the tree near Sam's bench (angle 32046), then dry roll into the corner between the tree and the rock and instantly backflip for the initial position (X, Z, angle) = (-228.23212, -204015.22, 32046). C Up B Settle Turnaround (-228.23212, -204015.22, 64824) Crawl (-229.07031, -204003.1, 64824) C Up Turn -75 (-229.07031, -204003.1, 15699) Combo NN (-162.38177, -203996.55, 15699) Untargeted slash (-132.33427, -203993.66, 15699) Combo NN+QS (-24.805044, -203979.42, 15699) Pull out overhead item |
Other Functions Setups
To jump to functions that are not item functions, you also need to construct a pointer, so it requires two position setups instead of only one. These position setups here are for the JP version.
In addition to the extra position setup, the functions that set flags (dComIfGs_onEventBit, dLib_setFirstMsg, dLetter_read) also require an additional step prior to the heap setup, called the initial padding. If you're not calling one of these functions, skip this step. This initial padding step determines what flag will be set. The following table shows various possible initial padding setups for each flag. Note that many things can mess with this heap padding step, most notably what stage you are on, and on what layer. All the following setups that occur on Windfall are done at night-time without the mapfish, with a master sword equipped, and 2 Zunari stands (so no further trading past the fountain idol). The additional important things that matter that can change the heap are:
- KoRL vs No KoRL,
- Animation Set 1 vs Animation Set 2,
- Having None, Either or Both, of Mirror Shield and/or Power Bracelets.
Note: Having a sword, shield or power bracelets will permanently affect the heap until you hard reset. If you simply soft reset or load another file that doesn't have those items anymore, the heap will stay affected. Hero's Sword, Hero's Shield and Hero's Charm also have an impact on the heap, but for simplicity reasons it is recommended to ignore these items.
These setups generally involve arrow duping.
| Flag | Function to call | Requirements | Padding Setup |
|---|---|---|---|
| Complete Withered Tree Quest (0102) | dLetter_read | Windfall No KoRL Anim Set 1 Both | Town Flower 4× Ice Arrow + Cone Light Arrow + Cone Ice Arrow + Cone |
| Windfall No KoRL Anim Set 2 None | Town Flower Arrow Fire Arrow + Cone 3x Ice Arrow + Cone | ||
| Windfall KoRL Anim Set 1 Either | Sea Flower 2x Arrow Ice Arrow + Cone | ||
| Meet King of Red Lions (0F80) | dComIfGs_onEventBit dLib_setFirstMsg | Potion Shop Either No Rupee Collected | Sea Flower Town Flower Sea Flower Town Flower Sea Flower |
| Raise Tower of the Gods (1E40) | dComIfGs_onEventBit | Windfall No KoRL Anim Set 1 Either | Sea Flower 2x Arrow 2× Fire Arrow + Cone Ice Arrow + Cone 2× Light Arrow + Cone Ice Arrow + Cone |
| Windfall No KoRL Anim Set 1 Both | Sea Flower Arrow 2× Light Arrow + Cone | ||
| Windfall No KoRL Anim Set 2 Either | Bomb Arrow Town Flower | ||
| Windfall No KoRL Anim Set 2 Either | 5× Fire Arrow + Cone | ||
| Windfall KoRL Anim Set 1 None | Town Flower Ice Arrow + Cone Town Flower Ice Arrow + Cone | ||
| Windfall KoRL Anim Set 1 Either | Town Flower Bomb Fire Arrow + Cone Ice Arrow + Cone | ||
| Helmaroc Cutscene + Tetra to Zelda Cutscene (2D03) | dLetter_read | Windfall KoRL Anim Set 1 Both | 3x Light Arrow + Cone Town Flower |
| Windfall KoRL Anim Set 2 Either | Bomb Light Arrow + Cone Town Flower | ||
| Windfall KoRL Anim Set 2 Both | Town Flower Ice Arrow + Cone | ||
| Hyrule 3 Warp (2D08) | dComIfGs_onEventBit dLib_setFirstMsg | Windfall No KoRL Anim Set 1 None | Arrow Town Flower Light Arrow + Cone Ice Arrow + Cone |
| Windfall No KoRL Anim Set 1 Either | 2× Bomb Fire Arrow + Cone Ice Arrow + Cone | ||
| Windfall KoRL Anim Set 2 Either | 3x Arrow Sea Flower | ||
| Open Dark Portal (3D02) | dLetter_read | Windfall No KoRL Anim Set 1 Both | Sea Flower 2x Arrow Light Arrow + Cone Ice Arrow + Cone |
| Windfall KoRL Anim Set 2 Both | Arrow Town Flower Light Arrow + Cone Town Flower | ||
| Ganondorf Cutscene (4002) | dLetter_read | Windfall KoRL Anim Set 1 None | Sea Flower 2x Arrow Fire Arrow + Cone Ice Arrow + Cone |
| Windfall KoRL Anim Set 2 Both | Arrow Town Flower Ice Arrow + Cone | ||
| Open 2nd WT Warp Pot (9F02) | dLetter_read | Windfall No KoRL Anim Set 1 Both | Town Flower Arrow + Cone 2x Ice Arrow + Cone Light Arrow + Cone Ice Arrow + Cone |
| Windfall No KoRL Anim Set 2 None | Arrow Town Flower Arrow Fire Arrow + Cone Ice Arrow + Cone | ||
| Windfall KoRL Anim Set 1 None | Town Flower Arrow 4x Ice Arrow + Cone | ||
| Windfall KoRL Anim Set 2 Both | Town Flower Arrow 2x Light Arrow + Cone Ice Arrow + Cone |
Once this padding is done, you can move on to doing the Fountain Idol Manipulation glitch as normal.
First, start with the traditional heap setup of your liking (although if you're setting a flag and you've done an initial padding setup, then you have to use the bomb heap setup). After the heap setup, perform the following two position setups. The first one is always the same, it will construct a pointer by writing 0xC03B7B02 at the address of the fountain idol stale pointer. This word corresponds to the address of the last two bytes of Link's Z position and two bytes of facing angle - offset 0x14.
Position Setup 1
» Windfall (JP)Target the stairs wall behind Sam's bench for angle 8384, then move to the corner on the right with that angle, inside the bush. Dry roll into the corner then jumpslash up twice for a consistent initial position of (X, Z, angle) = (-230.36258, -203410.3, 8384). Combo NtRt+QS (-142.76524, -203322.92, 8384) Combo NtUt (-65.84008, -203250.42, 8384) C Up B Early Turnaround (-65.84008, -203250.42, 41157) C Up Turn -11 (-65.84008, -203250.42, 33952) Untargeted slash R (-68.759254, -203287.11, 33952) C Up Turn -15 (-68.759254, -203287.11, 24127) Combo NtNt+R (2.5624118, -203355.77, 24127) Pull out overhead item » Sploosh Room (JP)Target the pillar near the stairs to get an initial angle of 25750, then move towards the door while keeping this angle, and sidehop into the door frame for a consistent initial position of (X, Z, angle) = (40.000053, 780.25, 25750). C Up Turn -78 (40.000053, 780.25, 40196) Roll R (-19.97106, 710.7264, 40196) Roll (-78.756615, 642.5771, 40196) C Up Turn -31 (-78.756615, 642.5771, 19891) Roll R (7.9260535, 612.3091, 19891) Roll (92.895096, 582.6394, 19891) Roll R no L (186.10902, 550.0909, 19891) C Up B Early Turnaround (186.10902, 550.0909, 52651) Roll R no L (92.84538 582.4961, 52651) Roll R (6.1164136, 612.63074, 52651) Pull out overhead item » Potion Shop (JP)In the potion shop, go to the left wall as you enter the room and sidle it for one frame in order to get angle 40960, then move to door frame. Sidehop left into the left corner of the door frame, then immediately sidehop right for the consistent initial position (X, Z, angle) = (164.5578, 377.72052, 40960). C Up Turn -5 (164.5578, 377.72052, 37685) Crawl R (153.91878, 356.82446, 37685) Crawl R (143.27975, 335.9284, 37685) Crawl R (132.64073, 315.03235, 37685) C Up C Down, x1 L Turnaround (132.64073, 315.03235, 4893) Roll (173.2289 395.36053, 4893) ESS Right Turn (173.2289, 395.36053, 54045) Roll R no L (85.10644, 439.8874, 54045) Crawl R (64.177795, 450.46228, 54045) Crawl R (43.24915, 461.03717, 54045) Crawl R (22.320503, 471.61206, 54045) Crawl R (1.3918576, 482.18695, 54045) Pull out overhead item |
After this position setup, it is time to write another word using a combination of Link's Z position and facing angle, near a pedestal. This word will determine which function you want to run, and thus the position setup will change depending on what you want to do exactly.
| Application | Word to write | Setup (click to collapse) |
|---|---|---|
| dComIfGs_gameStart | 0x800533C8 |
Position Setup 2
» Windfall (JP)Target Zunari's counter behind the pedestal, then dry roll into the corner nearest the stairs to the cafe and backflip for the initial position (X, Z, angle) = (448.18738, -204098.03, 27533). Crawl (454.04694, -204108.67, 27533) Combo NN (488.30856, -204166.36, 27533) C Up Turn -94 (488.30856, -204166.36, 31499) Combo NNt+QS (507.99243, -204288.08, 31499) ESS Up Turn (507.99243, -204288.08, 31501) !! Do this ESS Up Turn out of L or C-Up very quickly, don't wait for the camera to settle !! C Up C Down Turnaround (507.99243, -204288.08, 64279) C Up Turn -51 (507.99243, -204288.08, 30874) ESS Down (507.99243, -204288.08, 63691) C Up Turn -77 (507.99243, -204288.08, 13256) Place Fountain Idol » Potion Shop (JP)In the potion shop, sidle the wall next to the door to get angle 32768, then backflip into the right-side of the door frame to get into the consistent initial position (X, Z, angle) = (11.937953, 616.077026, 32768). Roll (11.947446, 526.077, 32768) C Up Turn -29 (11.947446, 526.077, 13773) C Up C Down Turnaround (11.947446, 526.077, 46558) Crawl R (-10.771949, 520.27484, 46558) C Up B Settle Turnaround (-10.771949, 520.27484, 13789) Crawl (1.0022411, 523.2818, 13789) Roll R (89.96218, 546.0003, 13789) C Up Turn -27 (89.96218, 546.0003, 61640) C Up C Down, x1 L Turnaround (89.96218, 546.0003, 28901) C Up Turn -22 (89.96218, 546.0003, 14491) ESS Up Turn (89.96218, 546.0003, 14510) ESS Up Turn (89.96218, 546.0003, 14530) C Up Turn -102 (89.96218, 546.0003, 13256) Place Fountain Idol |
| dSv_info_c::reinit | 0x8005B480 | Position Setup 2 |
| dComIfGs_onEventBit | 0x800EDDA4 |
Position Setup 2
» Windfall (JP)Target the wall (very close to the corner) of the doorway near the Windfall arch for angle 35665. Then dry roll into the left corner for the initial position (X, Z, angle) = (904.6107, -200367.5469, 35665). C Up C Down Turnaround (904.6107, -200367.5469, 2888) Jumpslash x3 (1199.0406, -199328.7969, 2888) Slash (1209.6918, -199290.89, 2888) Roll R (1234.7301, -199202.5, 2888) Crawl (1238.0431, -199190.8, 2888) Crawl R (1244.4357, -199168.22, 2888) C Up Turn +10 (1244.4357, -199168.22, 9438) C Up B Early Turnaround + Hold ESS Down (1244.4357, -199168.22, 42304) Turnaround (don't move camera) (1244.4357, -199168.22, 9536) Turnaround (don't move camera) (1244.4357, -199168.22, 42330) C Up Turn +22 (1244.4357, -199168.22, 56740) Place Fountain Idol |
| dLib_setFirstMsg | 0x80055CB8 |
Position Setup 2
» Windfall (JP)Target Zunari's counter behind the pedestal, then dry roll into the corner nearest the stairs to the cafe and backflip for the initial position (X, Z, angle) = (448.18738, -204098.03, 27533). Crawl (454.04694, -204108.67, 27533) Combo NN (488.30856, -204166.36, 27533) C Up Turn -94 (488.30856, -204166.36, 31499) Combo NNt+QS (507.99243, -204288.08, 31499) ESS Up Turn (507.99243, -204288.08, 31501) !! Do this ESS Up Turn out of L or C-Up very quickly, don't wait for the camera to settle !! C Up C Down Turnaround (507.99243, -204288.08, 64279) C Up Turn -51 (507.99243, -204288.08, 30874) ESS Down (507.99243, -204288.08, 63691) C Up Turn -61 (507.99243, -204288.08, 23736) Place Fountain Idol » Potion Shop (JP)In the potion shop, sidle the wall next to the door to get angle 32768, then backflip into the right-side of the door frame to get into the consistent initial position (X, Z, angle) = (11.937953, 616.077026, 32768). Roll (11.947446, 526.077, 32768) C Up Turn -29 (11.947446, 526.077, 13773) C Up C Down Turnaround (11.947446, 526.077, 46558) Crawl R (-10.771949, 520.27484, 46558) C Up B Settle Turnaround (-10.771949, 520.27484, 13789) Crawl (1.0022411, 523.2818, 13789) Roll R (89.96218, 546.0003, 13789) C Up Turn -27 (89.96218, 546.0003, 61640) C Up C Down, x1 L Turnaround (89.96218, 546.0003, 28901) C Up Turn -22 (89.96218, 546.0003, 14491) ESS Up Turn (89.96218, 546.0003, 14510) ESS Up Turn (89.96218, 546.0003, 14530) C Up Turn -86 (89.96218, 546.0003, 23736) Place Fountain Idol |
| dLetter_read | 0x80195AD8 |
Position Setup 2
» Windfall (JP)Target the tree near Sam's bench (angle 32046), then dry roll into the corner between the tree and the rock and instantly sidehop left for the initial position (X, Z, angle) = (-544.0676, -204281.1719, 32046). Untargeted slash (-541.003, -204311.23, 32046) C Up B Settle Turnaround (-541.003, -204311.23, 64824) C Up Turn -77 (-541.003, -204311.23, 14389) Roll (-465.9367, -204296.61, 14389) Slash R (-417.1217, -204288.39, 14389) Shield Turn Left (-417.1217, -204288.39, 17389) ESS Up Turn (-417.1217, -204288.39, 17380) C Up Turn +34 (-417.1217, -204288.39, 39650) ESS Right Turn (-417.1217, -204288.39, 23256) Place Fountain Idol |
Placing the fountain idol now will run the targeted function.
Arbitrary Memory Write Setups (PFC)
This application of the glitch allows writing data at any memory address of our chosing. This must be performed anywhere there are pedestals, with one town flower, one sea flower, and one fountain idol in inventory. You also need the bombs, and the tingle tuner if doing it inside a building. Because this setup requires control over 3 different words in memory, it has its own unique heap setup to follow. The full setup (including the heap setup) is the following, depending on if the heap is even or odd:
| Even heap | Odd heap |
|---|---|
|
|
You are now ready to perform the first position setup, which is going to write the address that you want to modify in RAM - offset 0xAA, using the town flower overhead X position which will now coincide with the address of the fountain idol stale pointer + offset 0x1948. Thus, this setup will change depending on what you want to achieve with it.
Note: Some of the applications edit code instructions directly in the main DOL. This is highlighted when this is the case.
| Application | Word to write | Setup (click to collapse) |
|---|---|---|
| All Scene Flags (DOL) | 0xC005A180 |
Position Setup 1
» Windfall (JP)Target the tree near Sam's bench (angle 32046), then dry roll into the corner between the tree and the rock and instantly backflip for the initial position (X, Z, angle) = (-228.23212, -204015.22, 32046). Combo NUt (-220.49658, -204105.69, 32046) C Up Turn -34 (-220.49658, -204105.69, 9776) Combo NRt+R (-161.17299, -204062.1, 9776) Combo NtUt+R (-67.18105, -203996.19, 9776) Combo NN (-14.426264, -203954.72, 9776) ESS Right Turn (-14.426264, -203954.72, 58936) Throw 1 bomb or 2 bombs (if town flower was removed), pull out overhead item |
| All Dungeons Flags (DOL) | 0xC005A638 |
Position Setup 1
» Windfall (JP)Target the tree near Sam's bench (angle 32046), then dry roll into the corner between the tree and the rock and instantly backflip for the initial position (X, Z, angle) = (-228.23212, -204015.22, 32046). ESS Right Turn (-228.23212, -204015.22, 15672) Combo NtRt+R (-141.97798, -204011.75, 15672) Combo NtUt+R (-25.791435, -204006.19, 15672) Crawl (-13.668291, -204005.34, 15672) C Up Turn +74 (-13.668291, -204005.34, 64142) Combo N+QS (-29.123743, -203935.36, 64142) Throw 1 bomb or 2 bombs (if town flower was removed), pull out overhead item |
| All Event Flags (DOL) | 0xC005A8BC |
Position Setup 1
» Windfall (JP)Target the stairs wall behind Sam's bench for angle 8384, then move to the corner on the right with that angle, inside the bush. Dry roll into the corner then jumpslash up twice for a consistent initial position of (X, Z, angle) = (-230.36258, -203410.3, 8384). Combo NtLt+QS (-144.5001, -203321.12, 8384) Combo NtRt (-88.81771, -203269.11, 8384) Slash (-60.53956, -203241.75, 8384) C Up Turn +15 (-60.53956, -203241.75, 18209) Combo NNt (12.437662, -203253.33, 18209) C Up B Settle Turnaround (12.437662, -203253.33, 50968) Throw 1 bomb or 2 bombs (if town flower was removed), pull out overhead item |
| All Event Registers (DOL) | 0xC005A900 |
Position Setup 1
» Windfall (JP)Target the tree near Sam's bench (angle 32046), then dry roll into the corner between the tree and the rock and instantly backflip for the initial position (X, Z, angle) = (-228.23212, -204015.22, 32046). C Up Turn -26 (-228.23212, -204015.22, 15016) Slash (-191.49858, -204010.25, 15016) Untargeted slash R (-155.17987, -204004.16, 15016) Roll R no L (-66.99077, -203992.4, 15016) C Up Turn +5 (-66.99077, -203992.4, 18291) Slash R (-16.31019, -204003.06, 18291) Throw 1 bomb or 2 bombs (if town flower was removed), pull out overhead item |
| Demo Unload Every Cutscene (DOL) | 0xC0068AD6 |
Position Setup 1
» Windfall (JP)Target the stairs wall behind Sam's bench for angle 8384, then move to the corner on the right with that angle, inside the bush. Dry roll into the corner then jumpslash up twice for a consistent initial position of (X, Z, angle) = (-230.36258, -203410.3, 8384). Slash (-202.08444, -203382.94, 8384) Roll R no L (-131.00154, -203314.44, 8384) Roll (-66.20404, -203252, 8384) C Up Turn +60 (-66.20404, -203252, 47684) Crawl (-78.2353, -203253.7, 47684) C Up Turn +60 (-78.2353, -203253.7, 21448) ESS Up Turn (-78.2353, -203253.7, 21438) Roll R (-5.8738785, -203291.62, 21438) Throw 1 bomb or 2 bombs (if town flower was removed), pull out overhead item |
| Credits Warp (DOL) | 0xC02321C0 (JP) 0xC0239C5C (PAL) |
Position Setup 1
» Windfall (JP)Target the tree near Sam's bench (angle 32046), then dry roll into the corner between the tree and the rock and instantly backflip for the initial position (X, Z, angle) = (-228.23212, -204015.22, 32046). C Up Turn -25 (-228.23212, -204015.22, 15671) Slash (-191.25975, -204012.58, 15671) Roll R no L (-107.74919, -204006.73, 15671) C Up Turn +3 (-107.74919, -204006.73, 17636) Roll R (-18.824982, -204017.36, 17636) Throw 1 bomb or 2 bombs (if town flower was removed), pull out overhead item » Sploosh Room (JP)Target the door frame on the left side as you enter the room (angle 112), then turnaround and backflip into the left door frame corner then immediately sidehop into the other corner for the initial position (X, Z, angle) = (40.7782, 777.2745, 32871). Roll (39.949806, 687.27783, 32871) Roll (39.121437, 597.2811, 32871) Crawl R (38.90562, 573.8335, 32871) Crawl R (38.689804, 550.38586, 32871) C Up Turn -39 (38.689804, 550.38586, 7326) Roll (96.74019, 619.1625, 7326) C Up C Down, x2 L Turnaround (96.74019, 619.1625, 40060) Roll R no L (33.288826, 543.5183, 40060) Throw 1 bomb or 2 bombs (if town flower was removed), pull out overhead item » Sploosh Room (PAL)On PAL, the target word to write here is 0xC0239C5C.Get a perfect 180° angle by sidling the wall near the door and letting go of A. Go in front of the door and backflip into the door frame corner (left as you enter the room) to settle into the consistent initial position (X, Z, angle) = (-39.999947, 780.25, 32768). Roll R (-39.999947, 688.435, 32768) C Up Turn +37 (-39.999947, 688.435, 57003) Roll (-105.75073, 749.88184, 57003) C Up Turn -54 (-105.75073, 749.88184, 21633) Roll (-26.90446, 706.48584, 21633) Crawl (-16.258383, 700.6264, 21633) Crawl (-5.6123037, 694.76697, 21633) Throw 1 bomb or 2 bombs (if town flower was removed), pull out overhead item |
| No Swimming Speed Cap | 0xC0350A28 |
Position Setup 1
» Windfall (JP)Target the stairs wall behind Sam's bench for angle 8384, then move to the corner on the right with that angle, inside the bush. Dry roll into the corner then jumpslash up twice for a consistent initial position of (X, Z, angle) = (-230.36258, -203410.3, 8384). Combo NtLt+QS (-144.5001, -203321.12, 8384) Slash R (-106.353874, -203286.11, 8384) Combo NN+R (-55.03679, -203233.2, 8384) Slash (-26.75864, -203205.84, 8384) C Up Turn -71 (-26.75864, -203205.84, 27415) Combo NtRt+R (13.46526, -203282.19, 27415) Throw 1 bomb or 2 bombs (if town flower was removed), pull out overhead item » Sploosh Room (JP)Target the pillar on the right side as you enter the room, then dry roll into the right corner and backflip for the initial position (X, Z, angle) = (209.62948608398438, 549.9795532226562, 7018). Roll R (266.7808, 621.8389, 7018) C Up Turn +6 (266.7808, 621.8389, 10948) Roll R (346.3887, 667.5839, 10948) C Up B Early Turnaround (346.3887, 667.5839, 43723) Roll (268.35446, 622.7432, 43723) Roll R (188.74648, 576.9982, 43723) Roll (110.712265, 532.15753, 43723) C Up Turn +1 (110.712265, 532.15753, 44378) Roll R (28.386595, 491.50653, 44378) Throw 1 bomb or 2 bombs (if town flower was removed), pull out overhead item |
| Zero Gravity Sidehops | 0xC0350F2A |
Position Setup 1
» Sploosh Room (JP)Target the door frame on the left side as you enter the room (angle 112), then turnaround and backflip into the left door frame corner then immediately sidehop into the other corner for the initial position (X, Z, angle) = (40.7782, 777.2745, 32871). Roll R (39.9331, 685.4628, 32871) ESS Up Turn (39.9331, 685.4628, 32870) C Up Turn -57 (39.9331, 685.4628, 61071) Crawl (34.872616, 696.51117, 61071) ESS Up Turn (34.872616, 696.51117, 61073) Roll R (-3.2337928, 780.0448, 61073) C Up Turn -9 (-3.2337928, 780.0448, 55178) C Up B Early Turnaround (-3.2337928, 780.0448, 22405) Throw 1 bomb or 2 bombs (if town flower was removed), pull out overhead item |
| Tower of the Gods Scene Flags (Light Portal to Floor 3) | 0xC03B8497 |
Position Setup 1» Windfall (JP)For this setup, you need a little bit of control over the written word. This should be performed on Windfall Island, with no KoRL, animation set 1, with a sword but no shield or power bracelets on Link.Target the very slim wall on the right side of the ladder (leading to the switch activating the windmill) in order to get angle 58120. Dry roll into the corner that is right of the ladder then sidehop right and perform a sideroll as you land. Release the stick before this sideroll ends. This should give you the the consistent initial position (X, Z, angle) = (5.3983803, -203773.94, 58120). C Up Turn -53 (5.3983803, -203773.94, 23405) Crawl (14.909217, -203781.5, 23405) C Up Turn +6 (14.909217, -203781.5, 27335) Untargeted slash (30.77729, -203807.25, 27335) Untargeted slash (46.645363, -203833, 27335) Slash R (71.34759, -203878.5, 27335) C Up Turn -60 (71.34759, -203878.5, 53571) Crawl R (49.969376, -203868.88, 53571) Slash (14.057974, -203852.8, 53571) Crawl (2.978844, -203847.81, 53571) Throw 1 bomb or 2 bombs (if town flower was removed), pull out overhead item |
| DRC + ET + WT Boss Warp Pots | 0xC03B8722 |
Position Setup 1» Sploosh Room (JP)For this setup, you need a little bit of control over the written word. The best way to do this is by doing the glitch in the Sploosh Room, with the three yellow rupees previously collected, and no sword, shield or power bracelets on Link.Target the pillar on the right side as you enter the room, then dry roll into the right corner and backflip for the initial position (X, Z, angle) = (209.62948608398438, 549.9795532226562, 7018). C Up Turn +19 (209.62949, 549.97955, 19463) C Up C Down Turnaround (209.62949, 549.97955, 52219) Roll (123.46482, 575.9732, 52219) Roll R (35.562546, 602.4911, 52219) C Up Turn +4 (35.562546, 602.4911, 54839) Crawl R (15.505718, 614.6386, 54839) Crawl R (-4.55111, 626.78613, 54839) C Up C Down Turnaround (-4.55111, 626.78613, 22063) Throw 1 bomb or 2 bombs (if town flower was removed), pull out overhead item |
| Raise TotG | 0xC03B86A1 |
Position Setup 1
» Windfall (JP)Target the stairs wall behind Sam's bench for angle 8384, then move to the corner on the right with that angle, inside the bush. Dry roll into the corner then jumpslash up twice for a consistent initial position of (X, Z, angle) = (-230.36258, -203410.3, 8384). Combo NtRt (-174.68022, -203358.28, 8384) Combo NtUt+QS (-65.84005, -203250.42, 8384) Slash (-37.561905, -203223.06, 8384) C Up Turn +93 (-37.561905, -203223.06, 3763) Crawl (-33.275513, -203211.69, 3763) C Up Turn +8 (-33.275513, -203211.69, 9003) Slash R (6.8466344, -203178.94, 9003) C Up Turn -16 (6.8466344, -203178.94, 64059) Slash R (0.7315345, -203127.53, 64059) C Up Turn -15 (0.7315345 -203127.53 54234) Throw 1 bomb or 2 bombs (if town flower was removed), pull out overhead item |
After this first position setup, perform the next following heap setup:
| Even heap | Odd heap |
|---|---|
|
|
Now you must perform the 2nd position setup. This one will write 0xC03B7B02 at the address of the fountain idol stale pointer. This word corresponds to the address of the last two bytes of Link's Z position and two bytes of facing angle - offset 0x14.
Position Setup 2
» Windfall (JP)Target the stairs wall behind Sam's bench for angle 8384, then move to the corner on the right with that angle, inside the bush. Dry roll into the corner then jumpslash up twice for a consistent initial position of (X, Z, angle) = (-230.36258, -203410.3, 8384). Combo NtRt+QS (-142.76524, -203322.92, 8384) Combo NtUt (-65.84008, -203250.42, 8384) C Up B Early Turnaround (-65.84008, -203250.42, 41157) C Up Turn -11 (-65.84008, -203250.42, 33952) Untargeted slash R (-68.759254, -203287.11, 33952) C Up Turn -15 (-68.759254, -203287.11, 24127) Combo NtNt+R (2.5624118, -203355.77, 24127) Pull out overhead item » Sploosh Room (JP)Target the pillar near the stairs to get an initial angle of 25750, then move towards the door while keeping this angle, and sidehop into the door frame for a consistent initial position of (X, Z, angle) = (40.000053, 780.25, 25750). C Up Turn -78 (40.000053, 780.25, 40196) Roll R (-19.97106, 710.7264, 40196) Roll (-78.756615, 642.5771, 40196) C Up Turn -31 (-78.756615, 642.5771, 19891) Roll R (7.9260535, 612.3091, 19891) Roll (92.895096, 582.6394, 19891) Roll R no L (186.10902, 550.0909, 19891) C Up B Early Turnaround (186.10902, 550.0909, 52651) Roll R no L (92.84538 582.4961, 52651) Roll R (6.1164136, 612.63074, 52651) Pull out overhead item » Potion Shop (JP)In the potion shop, go to the left wall as you enter the room and sidle it for one frame in order to get angle 40960, then move to door frame. Sidehop left into the left corner of the door frame, then immediately sidehop right for the consistent initial position (X, Z, angle) = (164.5578, 377.72052, 40960). C Up Turn -5 (164.5578, 377.72052, 37685) Crawl R (153.91878, 356.82446, 37685) Crawl R (143.27975, 335.9284, 37685) Crawl R (132.64073, 315.03235, 37685) C Up C Down, x1 L Turnaround (132.64073, 315.03235, 4893) Roll (173.2289 395.36053, 4893) ESS Right Turn (173.2289, 395.36053, 54045) Roll R no L (85.10644, 439.8874, 54045) Crawl R (64.177795, 450.46228, 54045) Crawl R (43.24915, 461.03717, 54045) Crawl R (22.320503, 471.61206, 54045) Crawl R (1.3918576, 482.18695, 54045) Pull out overhead item » Sploosh Room (PAL)On PAL, the target word to write here is 0xC03CB31A.Target the door frame on the left side as you enter the room (angle 112), then turnaround and backflip into the left door frame corner then immediately sidehop into the other corner for the initial position (X, Z, angle) = (40.7782, 777.2745, 32871). C Up Turn +10 (40.778175, 777.27454, 39421) Crawl (33.55416, 767.50275, 39421) Crawl R (19.614758, 748.6472, 39421) Roll R no L (-39.078674, 669.2536, 39421) Crawl R (-53.01807, 650.3981, 39421) Crawl (-60.24208, 640.6263, 39421) C Up B Early Turnaround (-60.24208, 640.6263, 6646) Roll (-6.740104, 712.9976, 6646) C Up Turn +176 (ccw 1.5 turns) (-6.740104, 712.9976, 56390) Pull out overhead item |
After this, remove the town flower if the heap was odd. You are ready to perform the 3rd position setup, which has for goal to write 0x801FA070 (the target branch address for PFC) using a combination of Link's Z position and facing angle, near a pedestal.
Position Setup 3
» Windfall (JP)Target the wall (very close to the corner) of the doorway near the Windfall arch for angle 35665. Then dry roll into the left corner for the initial position (X, Z, angle) = (904.6107, -200367.5469, 35665). C Up C Down Turnaround (904.6107, -200367.5469, 2888) Jumpslash x3 (1199.0406, -199328.7969, 2888) Roll (1223.5775, -199242.17, 2888) Slash (1234.2286, -199204.27, 2888) Untargeted slash R (1243.0645, -199168.48, 2888) C Up Turn +12 (1243.0645, -199168.48, 10748) ESS Down+Up fast + ESS Up x3 (1243.0645, -199168.48, 10924) C Up B Early Turnaround (1243.0645, -199168.48, 43692) C Up Turn -4 (1243.0645, -199168.48, 41072) Place Fountain Idol » Sploosh Room (JP)Target the far corner of the pillar on the left side as you enter the room (angle 16384), then dry roll into that same corner and sidehop left for the initial position (X, Z, angle) = (-622.84955, 441.72736, 16384). C Up Turn -25 (-622.84955, 441.72736, 9) Crawl (-622.84955, 453.8795, 9) C Up Turn -18 (-622.84955, 453.8795, 53755) Roll R (-705.90906, 493.00793, 53755) Crawl R (-727.12177, 503.00095, 53755) C Right 3 frames ESS Down (-727.12177, 503.00095, 25340) C-Up C-Down then all the way up ESS Up (-727.12177, 503.00095, 25352) C-Up Turn +24 (-727.12177, 503.00095, 41072) Place Fountain Idol » Sploosh Room (PAL)On PAL, the target word to write here is 0x80201C60.Target the wall on the right side of the stairs (angle 16384), then dry roll into the pillar corner and sidehop right for the initial position (X, Z, angle) = (-622.480408, 313.97287, 16384). C Up B Settle Turnaround (-622.4804, 313.97284, 49152) Crawl (-634.6324, 313.97284, 49152) Crawl R (-658.0809, 313.97284, 49152) C Up Turn +8 (-658.0809, 313.97284, 54392) Crawl (-668.7358, 319.81607, 54392) Crawl (-679.3907, 325.6593, 54392) ESS Up Turn (-679.3907, 325.6593, 54380) Roll R no L (-766.03375, 373.00098, 54380) C Up Turn -35 (-766.03375, 373.00098, 31455) ESS Up Turn (-766.03375, 373.00098, 31471) C Up B Early Turnaround (-766.03375, 373.00098, 64249) C Up Turn -87 (-766.03375, 373.00098, 7264) Place Fountain Idol |
Placing the Fountain Idol will now perform the targeted memory write.
