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dragonbane

BiTE Stuff

Jan 9th, 2017
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  1. -Areas in TP are called Stages. Different chunks of maps and rooms in Dungeons are called Rooms. Rooms are part of Stages. For example Hyrule Field is one big Stage which is split into several Rooms (South, Gorge, Lanayru etc.)
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  3. -If you bring up the title screen during a void in BiT the void is still executed in the background and your next load is set to respawn. Respawn is a special mode where the Stage is not loaded again since you are already on it. This reduces the loading times usually during a void or after a game over. The load process is stalled however until you load a file and clear the title screen. Doing so loads all the story progression flags obviously, but also sets your current Stage, Room and Spawn Point to the ones where you should be after loading the savefile
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  5. -Now since you are in respawn mode the Stage is ignored. If this wouldnt be the case it would load your savefile location normally and the glitch would end here. But since it keeps the current Stage data, it will just load the room ID and Spawn Point from your savefile
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  7. -Title Screen/Bublin map has Room ID 0. If the Room you are saved in doesnt have ID 0 you softlock since the Stage Title Screen only contains the one Room (the big field) which has ID 0. Thus any other IDs result in a missing file error
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  9. -Since the game still thinks you are supposed to be on the Stage that your savefile points to some game functions will return information from those areas now which the game then tries to apply to the Title Screen map. For example the area state of the Room you are saved in will be applied to the Bublin map. If the state ID is not supported by the Title Screen map you also softlock. The only exception so far is Kakariko, where every state is supported. This is perhaps due the fact that Kakariko directly links to the Bublin map and vice versa
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  11. The Stage Title Screen supports the following states:
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  13. 0 = Bublin Phase 1 (Field)
  14. 4 = Bublin Phase 2 (Bridge)
  15. 8 = Bublin Defeated Cutscene
  16. 9 = Ganondorf Flashback Cutscene after the Mirror was raised post AG
  17. a = Title Screen/BiT
  18. b = Credits (segment where King Bublin rides across Eldin Field)
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  20. -Areas that are in Twilight at some point usually have State 0 once the Twilight is cleared. This makes South Faron after clearing the Twilight work for example
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  22. -If state 0, 4, 8 or a gets loaded the Bublin map will try to render Epona. If she isnt available (with BiT never, without BiT between Sewers and taming her) the game cant render her and you softlock
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  24. -State 0 and 4 will autostart the Bublin fight (Phase 1 and 2 respectively) as soon as you enter regardless of your spawn location. Every other Room state requires a specific spawn point to activate the intended cutscene
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  26. -Every Room in the game has its own static list of spawn points. Each number in the list holds the ID of a spawn point in the room. Your savefile points to one of those IDs. Its a small number like 01 (hexademizal)
  27.  
  28. -Once you do BiTE, the game will take the spawn point list of the Bublin map instead and try to find a match for the number. If no match is found you hard crash
  29.  
  30. -Bublin Spawn Point List (incomplete):
  31.  
  32. Spawn Point IDs:
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  34. ID: 00 (Field spawn with instant cs ability, used to start Bublin Phase 1)
  35. ID: 01 (Bridge spawn with instant cs ability, used to start Bublin Phase 2)
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  37. ID: 02 (Bridge normal spawn, used for Bublin Phase 2)
  38. ID: 03 (Field normal spawn, used for Bublin Phase 1)
  39.  
  40. ID: 04 (Wooden Bridge normal spawn, no known uses)
  41. ID: 05 (Near Kakariko normal spawn, no known uses)
  42.  
  43. ID: 14 (Bridge spawn, used to start Bublin Defeated Cutscene)
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  45. ID: 35 (Bridge spawn, used to start Ganondorf Cutscene)
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  47. ID: 64 (Bridge spawn, used to initialize the Title Screen sequence, is called after every reset)
  48. ID: 65 (Bridge spawn, used to start the Credits segment)
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  50.  
  51. -If Link's spawn state is set to respawn (after void or game over) the spawn point won't start any cutscenes associated with it. This is why BiT works, normally your reset spawns Link normally inside the spawn point, which immediately launches the Title Sequence. If his spawn state is set to respawn from the void however, the spawn point wont trigger the cutscene and instead only plays Link's respawn animation. You get BiT
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  53. -If the spawn point is schedulded to play a cs, but the Room is not in the right state, the cs cant play correctly as cutscene actors are missing. The cutscene will be aborted. However, if the end of the cs normally results in the loading of another area, this task will still be carried out, but immediately instead. This happens for example during the White Midna Glitch. The spawn point in the fountain can't play the Zant cs, as the Room is still in Twilight. But the loading after the cs happens regardless and you still get taken to Hyrule Field, just with the intial cs skipped
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  55. -This means if you spawn inside the spawn point that handles the Ganondorf cs on the Bublin map, but the Room is not in State 9 (=the Ganondorf cs state), the cs will be skipped, but you still get taken to the Mirror Chamber for the next cutscene
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  57. -Wrong Warps to the Mirror Chamber and Credits are possible with this method, but you need compatible savefiles. The following properties are required to not crash when entering the Title Screen Map:
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  59. Room ID: 0
  60. Spawn Point: 00,01,02,03,04,05,14,32,64,65
  61. State IDs: 0,4,8,9,a,b
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  63. -For the Ganon Wrong Warp a Spawn ID of 32 would be required. For Credits its 65. There is no save location in the game that provides ID 32 thus the warp is impossible. There is one location that provides 65 which is after beating Temple of Time. However the Room ID is not 0 resulting in a crash
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