people have done a lot of data-diving into how glitches in pokemon work, and how glitches in Mario 64 work. Has anyone done the same for Ocarina of Time? I'd love to read details on exactly what coding oddities made BA and RBA work, as well as ocarina items or *ESS.
@Dex yeah it's the why that I'm curious about--why does this work
@Dex hmm, interesting, that page doesn't mention weirdshots, which are another glitch I'm interested in knowing more about
@Felthry my guess on hessing is that holding the control stick in that particular spot sets Link's speed to what it currently is, assuming it's typically 0 or so he can do the sidle thing on a moving platform
but if he's already moving quickly, it'd make him stay fast
probably no cap on it like there would be for general movespeed
@queerzel yeah that's our current guess too, it would make sense
@Felthry http://tasvideos.org/GameResources/N64/ZeldaOcarinaOfTime.html has an explanation of RBA and a few others, but it's mostly how and not why