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Edit history:
Kazooie: 2007-11-27 08:29:48 am
Zelda Rulez!
I started play oot yesterday. So I need practise more and plan things out. But I have problem, my DVD recorder stopped reading dvds. I need to get it to fixing to shop where I bought it Roll Eyes

Sorry my bad english Tongue
All what i'm trying to say is that my dvd is broken right now.
Edit history:
Cs1987: 2007-11-27 09:47:35 am
Some guy
^NOOOOOOOO! I really hope you get it fixed soon. I've been patiently waiting for new videos from you, especially a BA run. No pressure, though.  Smiley
Catchin' them all
Okay, I have a few questions about BA.

I'm guessing the BA run is pretty much the same upto Dodongo Cavern, only getting the bottle as an extra item and skipping the Spirit Temple song.

You'd need to visit the Gerudos for the Odd Potion.

Would it be useful to steal the rod as a child or doesn't that effect anything?
Edit history:
AKA: 2007-11-27 05:56:53 pm
He's back!
Quote:
Okay, I have a few questions about BA.

I'm guessing the BA run is pretty much the same upto Dodongo Cavern, only getting the bottle as an extra item and skipping the Spirit Temple song.

You'd need to visit the Gerudos for the Odd Potion.

Would it be useful to steal the rod as a child or doesn't that effect anything?


It would be very useful to steal the rod as a child if bombchus or stones could be written into the inventory but its unlikely since Link's quest status is affected by adult trade items.

All your questions about the route and tricks are covered in this AVI I linked a few pages back. The only thing different is that the superflip will be implemented in a few places.

Quote:
For anyone who want to know the upto to date route, I have a vid of the rejected TAS which pretty much shows the main route and tricks, of course super flips aren't used and some of the strategies are ineffient, but it demonstrates how RBA will be implemented. Also the best way to put the bottle on B is to use a side step instead of a backflip.

http://files.filefront.com/ootpdotfavi/;9049659;/fileinfo.html

Note: You'll have to download the video since it won't be watchable in flash format.

Catchin' them all
Yeah, figured so. I've seen the vid and it gave me a nice idea on what to do. One segment is gonna be hell.
Zelda Rulez!
My DVD recorder is send to fixing now and I have heard it will take much time. I have heard it could be there month or two, so don't except new videos from me for awhile and my OoT run plan is moved because of this. I still play oot and continue  planning and practising Roll Eyes
MrGrunz is a guay
Quote:
My DVD recorder is send to fixing now and I have heard it will take much time. I have heard it could be there month or two, so don't except new videos from me for awhile and my OoT run plan is moved because of this. I still play oot and continue  planning and practising Roll Eyes

Dang, I hope it gets fixed soon :).  I Hope I can get my dvd recorder soon.  Kazooie working on OoT BA and me on MQ BA.  Its gonna be awesome ;D!

I've been eperimenting with BA a lot this weekend and found some cool things(20 arrow quiver, learn sarias song twice, black gauntlets = gold, etc. probably already found though) and I was wondering; does anything in the biggorons sword trading quest from prescription - claim check do anything with BA?  I've been trying and haven't gotten any results :-/
Edit history:
Acryte: 2007-12-04 03:12:14 am
Zelda Scientist®
zfg, the easiest way to determine everything you can get with ba is this:
http://zso.krahs-emag.com/codes/codeinfo.html#itemmod

Now, look at this (one of the pages from my BA guide):





here is the same thing for equips. (Note i forgot to add memory addresses for equips, but that is easy. Notice the code for it... where it says alternative method, that is the actual method used by the game. 6D, and 6C are the 2 places in memory. There are many slots but only 2 places in memory, 1 for swords and shields, and 1  for tunics and boots. Wanna see what item will get you that memory address??? 6D - 44 (these are hex) = 29. And what is 29? Go check Zelda's Secret Ocarina in that link i posted. OOOH IT'S ZORA MASK. WHAT DO YOU KNOW. And the other? Goron Mask. And you see how I drew a line linking each digit in the code to either swords, or shields, etc? That is because what you have in each one of those digits is the binary from that row...


Basically BA is using that code with the last few digits appended to determine what Hex values are stored where.

also, notice that the hex values stored to that memory address is the hex value of the item that is on B. What is on C-right determines WHERE the hex for the item that is currently on B is stored.

For example, you have deku nut on C-right. It has 00 as its hex. so, 00+44 = 44. Now look at the picture, what place in memory is 44? The deku nut spot, as you can see, so that is where the hex value for whatever is on B is stored.

Want to edit equips? Just make sure that the item on C-right is a high enough hex value to point to the memory address for equips and not for items. See, it's that easy. BUT, when you deal with equips, it is slightly different.

Normally when you change an item that is in the items section, only the hex for a bottled item can be on B (because that's the only way bottle adventure will be working), and therefore, only the hex for a bottled item can be stored to those memory addresses. AND when it pulls the value from that memory address, it just reads it as hex for an item. SO, you can only get bottles into the items spot because you can only have bottles on B to do BA. BUT, even though you can only have bottles on B and can only store a bottled items hex to a location in memory, you can still do other things when it comes to equips. You see, the hex stored in memory for equips isn't read as the hex for an item, it is read as a binary number. This is because each place of the equips you can either have something, or not have something. so they use ones and zeros to determine if yu have stuff. Take the medallions for example. They would take the hex 19 (bottled fish) and store it to the medallions spot in memory (if the c-right item's hex + 44 = that spot in memory). When it pulls that hex 19 from memory, it then turns it into a binary number. the binary equivalent (you can convert these using the scientific calculator on any windows comp if you don't know how to do that) is 11001. Now look at what you get in medallions...

just play round with that. Oh, sorry but i need to find my BA guide page for the quest status screen, but quest status and equips work the same way because both things turn it into binary. Just remember for swords and shields it reads the binary mirrored. It's reverse binary.


That means that since only bottle items on B trigger the glitch (because they use pointers) that only a bottle
Zelda Rulez!
Very good picture's acryte. If I remember corretly, you said you will use those picture's in your BA guide. That would be awesome because BA doesn't have big guide at all Roll Eyes
He's back!
I noticed from reading through the BA guide that it might be possible to use warp songs to warp to a completely unrelated place in game. For example if you were to play either the prelude or nocturne and have BA pointing to either Memory Addresses 14-19 then you could in theory warp to Ganon's castle while its burning, also in theory you could play the requiem and also have the Memory Addresses point between 76-7A but then how would that be possible. Better still learn the Bolero and have BA pointing to 20 in memory address and warp to the final battle. I think its worth testing to see if its possible.
It's time to use the HEALING TOUCH
That's really, really interesting. Would it be possible to beat the game in 1:20 or lower if this worked?
Everybody loves Hypnotoad!
have BA pointing to 20 in memory address and warp to the final battle. I think its worth testing to see if its possible.

20?  If that's hex, that's bombchu count, and if that's decimal, that's bottle 1.  I think you have your numbers wrong.
Edit history:
Acryte: 2007-12-05 03:16:48 pm
Zelda Scientist®
This is the problem, look at my images. When we do bottle adventure, the code (place in memory) we alter is this (and almost always this [except for a possible 1 digit overflow if higher digits get inserted])

8011A6 _ _   |   _ _ _ _

This is the header that comes before all bottle adventure stuff.

Technically since it gets +44 added to the hex of what is on c-right, if C-right is a high enough value, you can have digits roll it up to

8011A7 _ _   |   _ _ _ _

But i looked down the list and A7 is rarely used and is not useful. NOTE THAT WHEN A SHIELD IS ON C-BUTTON FROM BA THAT THE DIGITS FOR SHIELD ON C-BUTTONS IS 8011A7 SO WE ARE ACTUALLY GETTING THAT OVERFLOW!

The header that comes before the code for Ocarina song and warp locations can be found in Zelda's Secret Ocarina on this page:

http://zso.krahs-emag.com/codes/z10codes.html

(Note that this page is useful for looking at all the different codes starting with 8011A6 and 8011A7. It is a great way to find critical areas to be modified.)

The code is:

8111B965 00_ _


Now, i have studied all of these bits before to try and deduce meaning.

This code may look different but there are similarities...
Firstoff the 8 in the first digit is very common (the only other digits used are D, E, F which are like 3% of the total codes)

So 8 will be in the 1st place.

The 2nd digit actually determines how the memory and bits are used... and groups the next 2 places in memory into the memory locations where crap is stored. What i mean is this....

Take a look on my picture for equipment.

I show the code that the game uses, 8011A66C 00 a b and 8011A66D 00 c d. (a, b, c, and d are _ _ _ _ im just using as variables to help reference the next example)

But if we change the 2nd digit to a 1 then it groups the declared location in memory AND the next one too. As shown in that picture the code is:

8111A66C a b c d


So as you can see, the code for Ocarina songs could probably be entered as:

8011B965 and it would still probably work, which means now we have the first 4 digits matching the BA code...

But the next 2 digits generally seem to determine what type of action is being done. Whether its physics, or variables determining rates, or item editing, or referencing what is on a button etc.

Unfortunately, though we can get A6 to roll over into A7, there is NO WAY we will ever get to B9 when we are restricted to 2 Hexadecimal digits being added to a hex +44. So unless we can actually make it so we can insert an incredibly large number into this and have it roll over, which is unfeasible for me since we can only put 2 hex digits into the memory space for the c-right button, then I'm not seeing how it would be possible... unless we could magically insert a large number.

_________________________

If you want to break bottle adventure wide open, then you have to figure out how to manipulate it so that we can have the potion appear on a different place in the menu. Because if that potion is moved somehow to another place in that menu (and that menu place is for an item that is useable as a kid) then you can equip it to a c-button and skip all the stones as a kid.

Here is another idea, since from the above example you can see that it is possible to get shield on c-buttons by overflowing into A7, it is theoretically possible to get "giant's knife always equipped" to deal damage quickly in a segmented run and we could manipulate savestates to make sure the sword doesnt break.

___________________________

Let me now describe the limits of what we currently can and cannot do with bottle adventure because of the area of access we have to memory locations.

C-right's Hex + 44 = Location that the Hex for the item on B is stored. (Some say it's not done with +44. IT IS. I'll explain that later with pointers which are integral in understanding the internal workings of BA)

This means that in 8011A6 e f   |   a b c d
The lowest numbers that we can reach for "e f" is 4 4.
What does this mean? That means that in that code list where C-buttons are (39, 3A, 3B) we can never reach those because it is less than 44. So 44 is as low as we can get. All 8011A6ef codes where ef is lower than 44 we cannot currently do. This is our lower limit.

*take for example you cant use BA to get magic since the code for that is 8011A603 abcd  and 03 is less than 44.


Now, 8011A6ef abcd is the header we have, and if we have an overflow from (ef +44) then we can get to A7.

This means that (A644 + FF) = A743.

8011A743 abcd is our Maximum Limit.

These are our code limitations for BA as defined by the collective knowledge we have of it. If new ways are found to manipulate it then this may change, but these are our current limitations.

Also our limitations for Editing Item Menu are as follows:

Only Bottle on B has a pointer and can therefore be on B for BA to work.

The Hex of what is on B is stored to C-right+44.

Therefore no matter where we are storing information, at this time we can only get the Hex of bottled items to be stored in a given location.

Since the menu reads the hex stored there as hex for items, then we are limited to only being able to put bottles in places on our inventory.

These are the limitations we face in the Item menu. If we can manage to change the way it reads the value stored there (which is probably hard coded into the gamp :p) then we could theoretically surpass this obstacle and break BA open completely.

Our Limitations for the Equipment screen are as follows:

The hex we store is read as binary which means we can manipulate this section of our inventory EXTREMELY effectively. The fact that we also have access to the items that provide us with the complementary hex values that when added to 44 point to those memory addresses means that we can manipulate this section at will.

Also because of the link between the buttons and addresses, when equipment is linked to B (through bottle and proper mask item) , it checks for what is to be put on B and is pointed to the shield/sword or boot/tunic section and thus reads the value there and puts it on B. What is put on B? The binary value of what is on the equipment screen (reversed) and converted to hex. (I believe this will work with many things, even medallions, etc). Proof of further manipulation is from the milk bottle test from TASvideos (dont want to elaborate, you cna go find it if you want :p).

So Equipment and Quest Status both work VERY WELL and are not limited by much. Only by which items you can obtain to achieve the required hex+44 to get to the memory location you want to edit, and if there is an item for it.

_______________________


Also note that those BA pictures are not finished. The items one is, but the Equips one needs left hand side equips to be finished. Also, here is another unfinished one that is for quest status, all that need to be added are the Memory locations. :p



Arg, maybe ill finish these 2 pictures soon. I'm about to take next term off so I'll have alot more free-time.

________________________

Now, if you can understand that, then here is the easiest way to find what needs to be on C-right in order to edit a specific memory address of choice.

look down this list for a code from 8011A644 xxxx to 8011A743 xxxx.

Find one you want. Now in order to find out which item needs to be on C-right in order to edit that location in memory do the following.

Take the 2 digits after A6/A7 and subtract 44 from it. Then look at the list of hex values for items and see what item has that hex... that is the item that needs to be on C-right to access that space in memory. Here's that item list again:

http://zso.krahs-emag.com/codes/z10codes.html


For example, this could save time if it was possible:
you could take 8011A699 xxxx which is infinite small keys. Then you take 99-44(remember this is hexadecimal subtraction or you'll windup not getting the expected results sometimes :p) = 55.

On the item list it says Goron Knife (broken). now, if you can get that onto C-right, then you could theoretically get infinite small keys. Etc.

Or 8011A64F xxxx can be used to get farores wind right?. But only if you have longshot on C-right and have the correct hex stored to the location which is D i believe but D is not a bottled item so you'd have to see if it works with bottled items at all or if it doesnt work at all using those values.

____________________________

What is an easy way to test values like these?

GAMESHARK or EMULATOR that has gameshark capabilities.

Just open it up and type in the code. 8011A6 _ _  |   _ _ _  ... and it works just like BA does because its the exact same thing. BA is just an in-game way to interrupt and mess with memory locations, which is the exact same way that gamesharks / Action-Replay, etc mess with the game. These are just action replay codes.

also, see on that list where is shows codes.. the ones that say "infinite bombs, or have infinite sticks" etc. have 2 codes. Notice in my items picture the code for these is given in the "Memory Address" in red. This is because they give themself the item with the 1st code in case they dont have it yet. The 2nd code is the Memory Address for the amounts of the item... Notice is picks up where the memory addresses left off in my Items Picture. 5C, then 5D, then 5E... etc. In the same Item order as that picture when it comes to items with amounts.

Note that if you use bottled milk let's say to refresh your bomb count. If you dont have bombs in your inventory you still cant use them even though you have a positive count, because you have no way to equip them to C. And even if your bomb count is positive you cannot find bomb drops unless you have a bombbag.
Edit history:
Acryte: 2007-12-05 03:25:18 pm
Zelda Scientist®
Okay so now to explain the relation between C-right and B and how/why Bottle Adventure works (mostly).

Basically, when you put a bottle on a C-button, or an item on B, then the item's slot (memory location [just the last 2 bits, what i have referred to as "ef" in 8011A6ef abcd]) is stored to the index for that button, and then the memory address for the button itself has the items HEX value stored there.

Here are the memory addresses:

Quote:
8011A638 - B item
8011A639 - C-left item
8011A63A - C-down item
8011A63B - C-right item
8011A63C - C-left index
8011A63D - C-down index
8011A63E - C-right index


Now, I'll soon give Kuwaga's explanation of how it all links together. Beforehand, I will try to simplify it a little and then give you the content of his post to help clarify the basics. I'll do so after I have explained it since it can be hard to understand without proper clarification.

Firstoff, only bottles use Pointers. The reason for this is because you have 4 of the same item (same item hex value), but each one has it's own place in the inventory and is separate from the others. None of the other items are like this.

So let's say you equip the 3rd bottle to C-left. If you weren't using pointers, then you'd just write the HEX for an empty bottle to the place in memory for C-left (8011A639 0014 [14 is HEX for an empty bottle]). Now, when you catch a fish in that bottle, and it decides it wants to update the bottle that is in your inventory as well as the one on the C-button, how does it know that it needs to update the 3rd bottle? All the game knows is that one of the bottles is on C-left and it is now a fish, but it has no idea which bottle it came from. Now the game could possibly just have 4 item HEX values for each type of bottle but that would waste lots of space to have lets say, 14 EMPTY BOTTLE #1, 15 EMPTY BOTTLE #2, etc because you have to do that for every type of bottle (milk, bugs, etc). So they decided to use pointers. Basically it just points to which slot the item being updated came from.

So when you put the bottle on a button, they store the individual item's Menu location (memory address) to the index (Index's Memory locations are listed above) in memory, and then they store the item's HEX value to the memory location FOR THE SPECIFIC BUTTON. So that when you catch that fish, it writes 19 (hex for a fish) to the place in memory for C-left (8011A639 0019) and then it checks the index for C-left, which should read 8011A63C 0058. (where 58 is the 3rd bottle's menu location. Note that it is a menu location technically because if you put values into 8011A658 00_ _ then you can replace that bottle with a given item of that hex value. Any item can be at any spot on that menu)

Now, after it checked the index it sees that it was the 3rd bottle that was on C-left which is now a fish, and from there, they store the HEX value of a fish (19) into the 3rd bottles menu location. Like this: 8011AC58 0019.

That is how Ocarina of Time uses Pointers for bottles. It is very important to realize that Bottles are the only things that can be used for BA. No other item on B will produce results.

Now that I have explained how and why OoT uses pointers, I will give you the bulk of Kuwaga's observations and explanations regarding bottle adventure which is a near complete analysis regarding the subject aside from the fact that the cause of the "glitchy behavior" is still undetermined. Only the nature of the aftereffects are explained here in full:

Quote:
So I'll just use made up addresses. The addresses and the order are maybe different in reality, not like it matters much though. I'll try to use easy numbers. You don't have to use hex to understand how it works.

Somewhere in memory: (Equipped items on your buttons)
x+00: Value of the item on the B button
x+01: Value of the item on C-Left
x+02: Value of the item on C-Down
x+03: Value of the item on C-Right
x+04: Space for pointer to your inventory of the item on C-Left
x+05: Space for pointer to your inventory of the item on C-Down
x+06: Space for pointer to your inventory of the item on C-Right

Somwhere else in memory: (Your inventory)
y+00: Value of item on slot one
y+01: Value of item on slot two
y+02: Value of item on slot three
....
y+18: Value of item on slot 19
y+19: Value of item on slot 20
y+20: Value of item on slot 21
y+21: Value of item on slot 22
(There's normally bottles at these slots)
....

Now, you move to slot 21 and equip that item to C-Left. The game copies the value at y+20 to x+01. You now have the item on C-Left. What it also does is this: You selected the item at y+20, it stores that 20 to x+01+03=x+04.
What you equipped to C-Left was in this case an empty bottle. Now you use that bottle and catch a fish. The game writes that new value to x+01, so you have it on C-Left. Then it looks at x+01+03=x+04 There's a 20 there. It also writes that same new value to y+20. y is the base pointer as you can see.

Now you do the Ocarina items glitch to get Bottle B. The game glitches up and writes an empty bottle to x+00 instead of x+01. It now looks for the pointer at x+00+03=x+03=value of item on C-Right! Lets say, you got Nayru's Love there. Its value is 19. It writes the empty bottle also to y+19=20th slot.

If you could equip a bottle to B from your inventory menu, this would happen: We equip a bottle from slot 20 (y+19) to B: Game writes 20 (empty bottle) to x+00, game writes 19 to x+00+03. This would theoretically give you Nayru's Love on C-Right.

For MM: Nintendo has reserved memory for a pointer here, which never gets used. They probably planned to make you able to equip bottles to B in this game at some point.
x+00: Value of the item on the B button
x+01: Value of the item on C-Left
x+02: Value of the item on C-Down
x+03: Value of the item on C-Right
x+04: Space for pointer to your inventory of the item on B
x+05: Space for pointer to your inventory of the item on C-Left
x+06: Space for pointer to your inventory of the item on C-Down
x+07: Space for pointer to your inventory of the item on C-Right

You do Ocarina items glitch. The game writes 20 to x+00. Then it looks for the pointer at x+00+04 (+04 in MM because there's that additional space inbetween). There's a 00 there because it never gets used. It writes the bottle to y+00 (first slot always).


I will break this down a little more in a sec and make it easier to understand exactly what is happening in this explanation.

I am also currently studying BA again (as of now) and looking for the Exact cause of the glitch (Why it writes bottle to B), which is no doubt linked to Ocarina Items...
Edit history:
Acryte: 2007-12-05 03:43:56 pm
Zelda Scientist®
THIS IS FUCKING RETARDED. YABB HATES TABS AND SPACES. I WILL UPLOAD THIS TO MY FILEFRONT FOR ANYONE WHO WANTS TO GET ANY SORT OF LEGIBILITY OUT OF THIS!

http://files.filefront.com/BA+UNDERSTANDING+AND+ANALSrtf/;9195483;/fileinfo.html<-- THIS IS MUCH NICER LOOKING. IF YOU GET THIS DON'T READ THE FOLLOWING CRAP IT'S THE EXACT SAME THING BUT WITH CRAPPIER FORMATTING.

View it in Wordpad with "wrap to window" option for best results.

Kuwaga said it didn't have anything to do with adding HEX 44 to what was on C-right however, but he was wrong. I realized he actually overlooked the fact that +44 is included in the process. I could not overlook the fact that the 1st spot in the inventory was HEX 44 and that it was the exact same number that was seemingly added to each HEX number for the item on C-right to give a location in memory. I actually didnt prove the +44 until I sat down today and figured it out but here goes... I will explain pointers and +44 and how it all works with BA.

Here goes (Kind of step-by-step as to what game is doing):

Notes: Instead of x+00 or y+00 I write the base. For x+00 it is whatever the button asking for a pointer is, and for y+00 it is 44 because it's the base HEX number for the 1st position in the menu (deku stick 44).

for the x+00 + 03, no matter the x+00 it is always +03 because the difference in distance between each button and pointer is 03. So I will write the button's memory location +03. For example the B button would be 38+03 or 8011A638+03 = 8011A63B (if you write it all out).

As for y+18 for example (it is the 19th slot in the menu [we start at 0 not 1]) I would write 44+12 (Decimal 18 is 12 HEX). Because 44 is the base menu location at +00 and each menu location afterwards is +1, +2, +3, etc. Therefore the hex of the base menu plus the change in the menu location in decimal converted to hex added together gives the current menu location. This is important later.

======================================
MY BA EXPLANATION AND ANALYSIS:
======================================

Im sure they dont say "Get" or "Set" I am just acknowleging whether or not they are checking a value or changing one because the way the machine calls it can do either im sure.
_______________________________________________________________


1ST SECTION: Placing Bottles on C-Buttons (Same goes for emptying and filling Bottles, it sets new value and then updates the Index). If you are filling or emptying though you will add a "Get" step. This doesnt change the outcome at all.

Put Empty Bottle # 3 on C-Left                    <-- C-Left's Memory Address is 8011A639  
EquipItem( ) {                         <-- Bottle # 3's Menu Location is [44+14 = 58] (That is HEX)                        
Set ( 8011A639 0014 )                    <--Empty Bottle's HEX is 14

Index updates for C-Left                    <-- [39+03 = 3C] = 8011A63C = C-left Index
Set ( 8011A63C 0058 )                    <-- that 58 is Bottle #3's Menu Location.
                                                           <-- Note there is also probably a check to see if the item being equipped is a bottle since it uses pointers...
                                                           <-- however we will assume this model will update pointers for all objects since we are only using bottles anyways,
                                                           <-- though in reality OoT doesn't update indexes for any items except bottles, meaning bottles have their own equip function,  
}                                            <-- or most likely, there is a small check to see if the item being equipped is a bottle.
                 
END OF 1ST SECTION
_______________________________________________________________

(Unsure of exact glitching action but I will elaborate on all actions from putting the Bottle on B and onward)
Note that for the next section I assume a fish is placed in a bottle and then Ocarina Items is used on an item that cannot be pulled out (most commonly a dekustick when you have 0 sticks left).
I will also use Nayrus Love on C-Right.
_______________________________________________________________


2ND SECTION: Bottle Adventure

Glitch Bottle to B-button            <-- B-Button's Memory Adress is 8011A638  
Set ( 8011A638 0019 )            <-- 19 is HEX for bottled fish. It always adds a bottled fish to B and then empties it so i add this step here.
                       <-- It will most likely update B after adding the bottle but we cannot tell until it is empty,
                       <-- therefore I will mention it here but discuss updating later, just keep in mind. If it updates now it just means it does the steps listed 2 times, but it doesnt change any results at all.
Index updates for B-Button      <--Most likely. If it does indeed add the bottle then empty it then this is so. If it adds an empty bottle then this is not so. Neither way does it affect the outcome differently.

EmptyBottle( ) {            <-- Pseudocode for a function emptying a Bottle at specified Memory Address
           Set ( 8011A638 0014 ) 
                       <-- Note that the following steps could be included or placed outside the function for emptying bottles,  
                       <-- either way will work similarly according to how they handle updating,  
                       <-- though it seems to be that way however since RBA doesn't take effect until a bottle is emptied or filled.  


Index updates for B-Button      <-- [38+03 = 3B] = 8011A63B = C-Right Item


Checks C-right's Item Memory Address and receives a HEX for an item instead of HEX for a pointer that is usually stored at an Index.

Get ( 8011A63B 00?? )            <-- ?? is value it is grabbing from location it believes holds a pointer.
                       <-- For this Example ?? = Nayrus Love  
                       <-- NL was in it's original Menu Location [44+11=55]
                       <-- 13 is HEX item number for NL so: ?? = 13  

It now believes that the retrieved value of 13 is a Pointer referencing where it came from in the Menu. As with any Pointer using Menu Locations, it adds the base 44 + 13.  
This is where the 44 becomes important! [44+13 = 57] = 8011A657 = Bottle # 2 Menu Location. Thus it now assigns the Bottle being updated (Which is now empty) to Menu Location 57, also known as Memory Address 8011A657 00xx.

Set ( 8011A657 0014 )

}

An empty bottle has now been created in that location. This is how BA/RBA functions. We now have a bottle on B that has been updated to change our inventory according to what was on C-Right. The value placed there is the current value at 8011A638 (the B-Button) and thus and Empty Bottle's HEX (14) is stored to the Menu spot where the Empty Bottle #2 is, regardless of whether or not it was empty or what was there beforehand.

END OF 2ND SECTION.
==================================

I will update this post with an explanation of how it works when travelling through time (w/ or w/out cutscenes) in order to change the B button according to what is on C-right and how it theoretically processes it.
This statue's one-eyed gaze pierces into your mind
good shit Acryte
Acryte, you are absolutely amazing.

edit: You truly live up to your name as a zelda scientist.  Smiley
MrGrunz is a guay
Me head asplode now
Food goes in here
True zelda master.
Catchin' them all
Wow, incredibly awesome. I'll read it through some time later.
Nicely done Acryte. =)
Edit history:
YautjaElder: 2007-12-09 08:05:02 pm
Speed is the key.
Does anybody know if Mp16's 100% route for the young Link section was faster than the one I used? As I understand it, nobody ever compared them, right?

It would be nice to know, someday I might even have another go at OoT 100%.
Acryte is BS'ing.  He just made all that stuff up and figured no one would actually go through and read it and call him out.

Seriously though.... wow.
Some guy
Quote:
Does anybody know if Mp16's 100% route for the young Link section was faster than the one I used? As I understand it, nobody ever compared them, right?


Good question. I have never seen Mp16's route, and his YouTube videos end quite early in the run. I don't know where else to find it.

Quote:
It would be nice to know, someday I might even have another go at OoT 100%.


Are you insane?  Tongue

Seriously, though, that would be cool. Especially if you think you might be able to get close to 6 hours.
Some guy
Oh, there it is.

http://speeddemosarchive.com/yabb/YaBB.pl?board=consoles_older;action=display;num=1163964639;start=2130

I think it might take a fair bit of testing to work out which route is quicker.