Escape Ganon glitch: Difference between revisions

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(Created page with "The [https://www.reddit.com/r/Breath_of_the_Wild/comments/632yq7/spoilers_you_can_get_out_of_the_final_boss_fight/ '''Escape Ganon glitch'''] is a glitch that lets Link keep t...")
 
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=== Blood moons ===
=== Blood moons ===


As explained in the article on BotW's [[Time]] system and [[WorldMgr]], ''LastBossGanonBeastGenerateFlag'' prevents the blood moon cutscene from being triggered at midnight. However, the Blood Moon timer still advances and blood moons are still scheduled as usual, which is why malice particles still appear before abruptly disappearing.
As explained in the article on BotW's [[Time]] system and [[WorldMgr]], ''LastBossGanonBeastGenerateFlag'' prevents the [[blood moon]] cutscene from being triggered at midnight. However, the blood moon timer still advances and blood moons are still scheduled as usual, which is why malice particles still appear before abruptly disappearing.


Unfortunately, nothing ever unsets the ''LastBossGanonBeastGenerateFlag'' flag so it is not possible to get blood moons to occur naturally. The only way to get a blood moon to trigger is to advance time manually by sleeping or waiting at a campfire, as none of the blood moon inhibiting flags are checked when the player does so. Probably an oversight.
Unfortunately, nothing ever unsets the ''LastBossGanonBeastGenerateFlag'' flag so it is not possible to get blood moons to occur naturally. The only way to get a blood moon to trigger is to advance time manually by sleeping or waiting at a campfire, as none of the blood moon inhibiting flags are checked when the player does so. Probably an oversight.
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This is the most noticeable effect. After performing the glitch, shrines, most NPCs and enemies and towers either only spawn partly or not at all.
This is the most noticeable effect. After performing the glitch, shrines, most NPCs and enemies and towers either only spawn partly or not at all.


This is explained by a quirk in the Placement code. The ''exact'' spawn logic is as follows:
This is explained by a quirk in the [[Placement]] code. The ''exact'' spawn logic is as follows:


If:
If:
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then it is not spawned.
then it is not spawned.


Moreover, if that object belongs to a placement group (i.e. if it is linked to other map objects), that entire group is not spawned.
Moreover, if that object belongs to a placement group (i.e. if it is linked to other map objects in the [[map unit]]), that entire group is not spawned.


==== Explanation ====
==== Explanation ====
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This explains why NPCs, most enemies and shrines do not spawn after escaping the battle -- they're specifically excluded.
This explains why NPCs, most enemies and shrines do not spawn after escaping the battle -- they're specifically excluded.


This is also why towers look strange -- they are always tied to ''FldObj_DownloadTerminal_A_01'' (Sheikah download terminal) and ''DgnObj_WarpPoint_A_01'' (warp pad) objects, so the majority of the map objects that make up a Sheikah Tower end up being *not* spawned either. This is a side effect of removing shrines.
This is also why towers look strange -- they are always tied to ''FldObj_DownloadTerminal_A_01'' (Sheikah download terminal) and ''DgnObj_WarpPoint_A_01'' (warp pad) objects, so the majority of the map objects that make up a Sheikah Tower end up being ''not'' spawned either. This is a side effect of removing shrines.


Similarly, shrine interiors are invisible because the entire shrine model is a single object that is linked to the shrine's Sheikah monk, who is an NPC.
Similarly, shrine interiors are invisible because the entire shrine model is a single object that is linked to the shrine's Sheikah monk, who is an NPC.
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=== Runes (amiibo, Master Cycle Zero) ===
=== Runes (amiibo, Master Cycle Zero) ===


Just like other parts of the game, the amiibo and Master Cycle Zero runes use IsPlayed flags to decide whether rune usage should be restricted. So let's start with a list of relevant cutscenes and their descriptions (translated + Nintendo's internal official description in Japanese):
Just like other parts of the game, the amiibo and Master Cycle Zero runes use IsPlayed_Demo flags to decide whether rune usage should be restricted. So let's start with a list of relevant [[Demo]] cutscenes and their descriptions (translated + Nintendo's internal official description in Japanese):


* Demo141_0: Hyrule Castle Citadel - Windblight Ganon Appears ハイラル城本丸・カースガノン(風)登場
* Demo141_0: Hyrule Castle Citadel - Windblight Ganon Appears ハイラル城本丸・カースガノン(風)登場
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== References ==
== References ==
* GameData configuration
* [[GameData]] configuration
* [[PlacementMgr]]
* [[Versions]]
* [[Versions]]
<references/>
<references/>


[[Category:Game mechanics]]
[[Category:Game mechanics]]

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