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Majora's Mask: Reverse Bottle Adventure Challenge by Jimmie1717 and ProbablyButter

Reverse Bottle Adventure (RBA) is a glitch where using a bottle on the B button allows the player to write values to places in memory they wouldn't normally have access to based on what Item they have placed on the C-Right button. Normally in Majora's Mask there are only two bytes possible to be written to which is very limiting and has nothing to do with the Item on the C-Right button. In Ocarina of Time, however, there are many bytes that can be written to allowing for manipulating the inventory, ammo counts, quest status, and much more. For this challenge we have re-done how RBA works in Majora's Mask to be the same as Ocarina of Time. This means that based on what Item has been placed on the C-Right button will affect where you write to. If you don't already know or understand how RBA works here is a video tutorial made by Dannyb21892. This tutorial goes over how it all works and we recommend you watch it if you don't fully understand it.

Differences:

In Ocarina of Time there is only one byte used for the B button. And it is used for both Child and Adult Link. In Majora's Mask this is similar in that both Child and Fierce Deity Link use the same B button as well. However Deku, Goron, and Zora Link also have their own respective B buttons. This means in Majora's Mask there are a total of four B buttons and each individual one can be potentially useful. The approach we took for this challenge is that each B button starts at an offset eight bytes apart. Meaning that Child Link starts at offset 0, Goron Link starts at offset 8, Zora Link starts at offset 16, and Deku Link starts at offset 24. By doing this it allows for reaching more bytes in memory.

Bottle Adventure:

Bottle Adventure (BA) is another glitch where catching Hotspring Water (HSW) in a bottle can write data to bytes the player wouldn't normally have access to either. When catching HSW in a bottle there is a timestamp and a timer written into memory. Similar to RBA this also uses an offset to know where to write the data. With RBA catching HSW will write the data based on the offset of the Item you are using on C-Right for the RBA. BA can have beneficial side-effects as well as it can have bad side-effects. So be cautious when preforming RBA with HSW as you may end up doing something you didn't want or expect.

Items:

As you may already know not every item can be placed on a C button. This means that there will simply be some bytes of memory you can't ever write to.

Resources:

Below you will find some resources to help you plan and route how you might complete the goal. Probably the most useful resource is the RAM Map. This will allow you to tell what is where even if you don't know much about how it all works. It also shows what offset each byte is at for all the different forms of Link. Keep in mind that a negative offset means you won't be able to use it in that form. Same goes for an offset over 255.