(Update from the future: The idea doesn't work when done in real Brawl, sadly. The code that we're trying to edit with ACE here remains in the VC cache and so trying to edit it does nothing.)
An interesting challenge is whether it's possible to beat the Brawl demo of Ocarina of Time, which has a 5 minute time limit. It doesn't appear to be possible with non-SRM glitches. If we create a new file with an arbitrary filename, the intro uses almost all of our 5 minutes and we have no time to do anything. So the only hope is to find a way to get a useful SRM effect without using our filename at all.
The method shown in this video is a form of LightNode SRM ([ Ссылка ]), but unlike all previous LNSRM, we use our Controller 1 value instead of our filename to determine where to write to. Doing this has the restriction where we can only write the value 00000000, but this is surprisingly still enough to beat the game. It also has the practical difficulty where we have to cross a loading plane while holding an exact joystick value.
0:00 Load the JP Brawl child save. Note that their are minor differences between the JP/US/PAL save files - each one has different permanent rupees collected, and therefore needs a different heap manip than the others. But apart from needing a different heap manip, this should work on the US version too. Also, all versions have sword, shield, 50 rupees, and no nuts, so we do have to buy nuts first.
00:48 Heap manip is as shown for the JP version. Note that you must get low enough on hearts to enable critical camera. It's also important that you use navi here before getting return A.
02:43 Drop the rock with angle DDF8, DE58, or DE5C. This makes it so that the lightnode ramwrite will look at your controller 1 inputs and then write the value 00000000 wherever they point.
2:56 Cross the load plane while holding the following inputs on Controller (from the N64's point of view): A, C-Up, C-Right, X=8, Y=-36 (unless your angle was DE5C, in which case it will be Y=-40). Normally when holding these inputs Link will move downwards towards the camera. Also if Navi wasn't cleared earlier then this will call her and softlock the game. (To work around this softlock I used the tas-only workaround of crossing the load plane while Link is slashing, which makes the C-Up input not call her.)
2:58 Now that the ram write has occurred, we have made it so that whenever you game over and return to title, instead of loading the title screen, it will play cutscene FFF3 at the current entrance. There are a few specific entrances where this will warp to credits. One of these is Death Mountain Trail from Kakariko Village, so that's where we want to go next. We can't get there normally without going over the time limit, though. Fortunately there's an indirect path: If we enter deku tree and die, Deku Tree with cutscene FFF3 will wrong warp us to Dondongo's Cavern.
3:37 Now that we are in DC (and also in title file, incidentally), we have two goals: go to kak and back to set our current entrance to entering DMT, and die and return to title after doing so. We can work on both of these goals at the same time, and take advantage of the 50 bombchus that title file has to die as quickly as possible. Timing is extremely tight, but if all goes well, we can see the DMT credits and enjoy our victory... for a couple seconds, before the 5 minute timer expires and kicks us out again.
If you consider the Brawl premade files to be a valid starting state for OoT, then this is technically the fastest way to beat the game. :D
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