A table of wrong warps is listed here.
In Ocarina of Time, a wrong warp is an incredibly complex glitch that allows you to enter different scenes (areas) than one expected. It is done by stepping into a blue warp, using ocarina items to maintain control of Link, then changing your location on a certain frame.
An unusual side effect of wrong warping is that with every wrong warp, the game attempts to play a cutscene. This can either play a cutscene that normally plays in the area being warped to, play the previous cutscene, lock link up, play no cutscene, or crash the game.
Currently, wrong warping can only be done with the Deku Tree, Dodongo's Cavern, and Fire Temple's blue warps. The Jabu Jabu warp can't be used because Princess Ruto's dialog already interrupts the blue warp, while the other adult temple warps can't be used because they place Link in the Chamber of Sages.
Nicknamed Ganondoor, this wrong warp allows you to travel from the Deku Tree to the tower collapse after Ganondorf as either an adult or child, effectively skipping the entire game! If done as a child, it is still possible to beat Ganon as the Master Sword is automatically equipped when retrieving it during the fight.
Setting up the the warp is somewhat tricky. When Gohma is alive a wall drops down, blocking access to the door out, so the boss room must be reset after Gohma is beaten. Save warping is not a reasonable option to do this because the last cutscene watched affects the warp; If the last cutscene is the intro to the Deku Tree the warp works, but if the last cutscene is the intro the game will crash. Therefore, the best method for resetting the boss room is performing a double k.o. on Gohma, resulting in a death warp. To do this, simply get close to Gohma before dealing the final hit, then jumpslash into her. After the death continue playing and go back to the boss room.
From here, you must perform the Ocarina Items trick with a bottled item, and backflip so you land JUST on the edge of the blue warp. This will set the blue warp off, but pulling out an "Ocarina" will prevent the blue warp from pulling you up as long as it's out, and you can then control Link by pressing B to cancel the Ocarina. At this point work your way back to the door and open it on the very precise frame.
By entering these blue warps and dying at the correct time, it is possible to be warped away to another dungeon/temple when you continue playing after the death. Note that you will still receive the medallion/stone of the temple you had died from. In order to do this, damage yourself down to one hit left from a bomb, then drop a bomb near the warp. Perform the Ocarina Items trick with a bottled item, and backflip so you land JUST on the edge of the blue warp. If done correctly, you will put out the item you would be playing as an ocarina, and the camera will be a bit funny. Now you must time when to cancel the Ocarina Items so that you die at the right frame. It is a frame perfect trick so it is very hard to pull off. If done in the Deku Tree, this warps to Dodongo's Cavern. If done in Dodongo's Cavern, it warps to Gerudo Training Grounds. And if performed in the Fire Temple, it leads to the Forest Temple. Note also for the Fire Temple this trick could be performed by dying from the heat timer. Scene entrance values as well as Cutscene Pointer Values can affect whether or not a warp is successful.
This method is far more extensive and flexible than other methods. By using a combination of Bottle Adventure to get Farore's Wind on B, and then a Medallion/Stone Cutscene Skip, it is possible to warp to different areas in the game. Not only this, but you can even get some warps into cutscenes, and even more, some of those cutscenes are part of the final credits, skipping the Ganon battle completely! Some warps will crash the game or lead to weird OoB as well, so this trick is massive in what the possibilities are!
By using Bottle Adventure and getting Farore's Wind on your B button, it is possible to cast it anywhere in the game, provided you have magic.
Coupling this trick with Farore's Wind Medallion/Stone Cutscene Skip, it is possible to get some very strange warps, based on which temple/dungeon blue warp you used, the entrance that FW was cast, and the last cutscene watched. Note that the way you entered a scene matters; Setting a Farore's Wind point in Hyrule Field while entering from Kakariko results in a different warp than if Hyrule Field was entered from the Lost Woods.
NOTE: The explanation is no longer up to date with the latest wrong warp discoveries.
There are a considerably large number of factors which determine the outcome of a wrong warp, but some affect the warp more significantly than others.
The most important is the scene entrance table, which can be found here. This table ultimately dictates which scene to load with a given index value, and it also typically (but not always) determines what map (room) to load and the coordinates to place Link at when loading a new scene. Entrance indexes are a two byte value used to refer to a specific entrance within the table.
Understanding how the game loads a scene and where it places Link is an important part of Wrong Warping because the method used to change your entrance at the last frame determines what map is loaded and where Link is positioned. There are four situations in which a scene is loaded.
Touching a new scene trigger pushes an entrance index into the “Last Entrance†portion of the ram, which is read later on when the game calculates which entrance to go to. The game then sets Link’s x, y, z coordinates, and the map loaded is based on the results of the table look-up.
When entering a scene via Farore’s Wind, the process is slightly different. The scene loaded is still determined by the “Last Entrance†(pushed in by Farore’s Wind), but Link’s coordinates and which map is loaded are determined by the values stored in Farore’s Wind. Farore’s Wind also restores a number of temporary flags, typically used to position things like Song of Time blocks.
Falling out of bounds acts much like returning from Farore’s Wind. The game loads the scene based on whatever index stored in the “Last Entrance†portion of ram, but the coordinates and map are set based on the last door (if any) used.
Finally, there’s death. Dying sets everything based on the “Last Entrance†portion of ram. However, if you die within a dungeon, the “Last Entrance†value changes to the dungeon entrance.
The second most significant factor is the active cutscene state. When in this state, a value called the cutscene entrance offset acts as a modifier to the “Last Entrance†index, changing the effective entrance index used to place Link during a cutscene that starts after a scene transition. The cutscene entrance offset also determines which cutscene plays (under normal circumstances) depending on its value. The possible values for the cutscene offset range from FFF0 (cutscene 0) to FFFF (cutscene 15), and 0000 for no cutscene, but only FFF1 and FFF3 are accessible for wrong warping.
When loading a scene that plays a cutscene immediately, the effective entrance index is calculated by the taking the entrance index passed into the “Last Entrance†part of ram, adding a constant value of 4 to it, and then finally adding the cutscene number represented by the cutscene offset. For example, if the game wanted to play the title screen cutscene under normal conditions, it would set the current entrance value to CD (the first entrance) and a cutscene entrance offset of FFF3 (cutscene index 3), making the actual entrance value D4. This is the magic that makes wrong warping possible; By pushing in a different “Last Entrance†at the last moment while the game is setting up a cutscene, we are able to end up at a different entrance.
The constant +4 is added because of the order that entrances are stored in the table. Each normal entrance has 4 different indexes for Adult/Child and Day/Night entrances even though most scenes only use the first listed entrance index. Cutscene entrances typically follow after the first entrance to a scene listed in the table.
An important thing to note here is that the “Last Entrance†does NOT store the effective entrance when wrong warping, meaning that falling OoBs will take you back to the entrance you should have ended up originally, but with the map and coordinates determined by the last door used.
The final element to wrong warping is possibly the most complex: the resulting cutscene. Every successful wrong warp will attempt to play a cutscene. After the effective entrance index is calculated and the game determines which scene to load, the game performs another table lookup, this time to set a value known as the cutscene pointer. This value points to a spot in ram that contains/will contain data that drives the follow-up cutscene.
If the cutscene offset corresponds to a cutscene the destination scene has, the cutscene pointer is updated normally. However, two scenarios can occur when this happens.
If the effective entrance index ends up placing Link at the normal cutscene entrance, the cutscene will play “normallyâ€, though the wrong map/coordinates may be set based on your set-up. For example, if you have a “Last Entrance†of 53h (Temple of Time) and a cutscene offset of FFF1h (Dodongo’s Cavern), the cutscene where Link returns back in Time will play normally, but the wrong map will be loaded when warping with Farore’s Wind.
If the effective entrance index does not place Link at a cutscene entrance, the cutscene pointer will still be updated to point at the cutscene represented by the cutscene entrance offset, but the ram where the cutscene should sit is not refreshed, potentially leading to a game crash.
However, if the scene loaded after the wrong warp does not have any cutscene entrances, the cutscene pointer is never updated, and there is the potential that a wrong warp can play a “garbage†cutscene. If the last cutscene remains relatively untouched, it should play out mostly ok. If it becomes overwritten, attempting to play the “cutscene†will most likely result in a crash, though in some cases the warp can succeed.
An important thing to note about the cutscene data is that it’s tied in with either the scene itself, or a specific map, meaning that every time a scene (or map) loads, the cutscene data loads with it. Because of this, it’s possible to restore the cutscene by returning to the scene it is part of, or even load a completely different cutscene without ever watching it if the two cutscenes share the same pointer value.