A table of wrong warps is listed here.
A more thorough explanation can be found here.
In Ocarina of Time, a wrong warp is a complex glitch that allows you to enter different scenes (areas) than one expected.
There are two key variables that determine where Link spawns in Hyrule.
The "Base Entrance Index" can be thought of as being a reference to an entry point into Hyrule, and acts a "pointer" to the start of an array of possible scene file/spawn locations. The "Scene Setup Index" resolves this array of potential spawns into one specific spawn, letting you load into the game. For example, the "Base Entrance Index" would determine that you are spawning in the Market Town Entrance, having come from Hyrule Field, while the "Scene Setup Index" determines whether you spawn in the Child Day, Child Night, or Adult variation of the Market.
Typically, the Scene Setup Index's value will range between 0-3 during normal play, which usually (but not always) denotes that the Child Day, Child Night, Adult Day, or Adult Night variation (if the scene supports such variations) should be loaded. Furthermore, most "Base Entrance Index" values "point" to an array of 4 scene file/spawn locations. However, whenever the game plays a certain set of cutscenes (ones which are defined entirely by a given scene), the Scene Setup Index's value will be set to 4-12, representing cutscenes 0 to 8, and load a special variation of that scene used solely for that cutscene.
If we change the "Base Entrance Index" variable to an unintended value when the "Scene Setup Index" variable should be set to 4+, it's possible to either warp into an unintended cutscene, or jump past the array of scene file/spawn locations and spawn in a different scene entirely (or both).
Wrong Warping will crash due to a number of situations. In many instances, the game crashes simply because the game fails to resolve to a valid spawn. However, the most common reason is due to the fact that every wrong warp attempts to trigger a cutscene, specifically a cutscene that should be defined by the destination scene. This splits wrong warps into two scenarios.
If the destination scene defines alternate variations (alternate scene setups) of itself, then a wrong warp into that scene will either always work (as long as the spawn resolves), or it will always crash (because the scene setup index references an undefined cutscene setup).
If the destination scene doesn't define alternate scene setups (and in turn, doesn't define a cutscene to play), then the cutscene pointer variable comes an issue. The cutscene pointer is intended to reference data that makes up the currently playing cutscene. However, there is a glitch where whenever a cutscene finishes, the pointer's value is never nulled, meaning that it's value is determined by the last cutscene watched. This means that even if the destination is the same, for some wrong warps (e.g. Ganondoor) you must take extra care to manipulate what cutscene you watched last and sometimes even where the cutscene was loaded, or what data is loaded where the cutscene use to be, otherwise you will end up with an undesirable result.
The Warp Results By Scene page has a list of all wrong warp destinations that are/are not affected by the cutscene pointer.
Wrong warping can be achieved by manipulating the following blue warps:
When you enter the above blue warps without having obtained their respective spiritual stone or medallion yet, they set two important variables:
While it's possible to change the Next Base Entrance Index set by any blue warp (which results in a cutscene skip), only the above blue warps will trigger a wrong warp due to the fact that they set this "Next Cutscene Number" variable.
There are currently four different techniques to modifying the Next Base Entrance Index value after the blue warp has set the Next Cutscene Number variable.
All boss rooms have a fully functional exit back to the main dungeon. Boss Room Doors warp you back to a set position.
|Deku Tree||Tower Collapse Interior|
|Dodongo's Cavern||Know-It-All-Brothers (in Kokiri Forest)|
|Fire Temple||Tower Collapse Interior|
If you die within a boss room, your entrance is set back to the dungeon start. Oddly enough, all 3 wrong warps spawn you at the start of a dungeon or mini-dungeon.
|Deku Tree||Dodongo's Cavern Entrance|
|Dodongo's Cavern||Gerudo Training Grounds Entrance|
|Fire Temple||Forest Temple Entrance|
The Adult Trade Timer has a nifty behavior to it. If the timer expires while the Adult Trade Item slot has an item that must normally be delivered in time, you will end up back where you got that item. But, if the Adult Trade Item slot contains an item that can't be recognized, the game will simply warp you back to the last entrance used. Furthermore, it's important to note that the Tower Collapse Timer is the same timer as the Adult Trade Item Timer. If you leave Tower Collapse, the timer will behave as if it were a trade item timer.
|Dungeon||Warp Destination (Odd Mushroom)|
|Lost Woods (Always Crashes)|
|Fire Temple||Lost Woods (Always Crashes)|
|Dungeon||Warp Destination (Eyeball Frog/Eye Drops)|
|Lon Lon Ranch (Epona's Song Cutscene)|
|Fire Temple||Lon Lon Ranch (Credits cutscene)|
|Dungeon||Warp Destination (Invalid Trade Item)|
|Deku Tree||Bongo Bongo's Boss Room|
|Dodongo's Cavern||Gohma's Boss Room|
|Fire Temple||Lake Hylia (Always Crashes)|
By equipping Farore's Wind on B or performing similar tricks that allow you to cast Farore's Wind without restrictions, you can change your entrance index to almost every entrance in the game, giving you the most options for wrong warping. This is achieved by setting a Farore's Wind point somewhere, then using Farore's Wind just as you touch the edge of a blue Warp to pull up a menu. The timing for returning back depends on whether the blue warp is a child or adult blue warp. Child warps you can simply return once you start rising from the ground, while Adult warps require frame perfect precision.
The main disadvantage to Farore's Wind wrong warp is that returning to a Farore's Wind point will set your coordinates base to where it was cast, rather than spawning you based on a table lookup. This can result in spawning out of bounds (either infinitely falling into a void or stuck within the geometry of an "unloaded" room), or crashing due to the saved coordinates forcing the game to load a room that doesn't exist.
Because the cutscene number set by the blue warp cannot be manipulated (outside of simply using a different dungeon's blue warp), wrong warping from Deku Tree or Dodongo's Cavern will always take you to the same location, though the setups to avoid crashes due to the cutscene pointer may differ.
Once you warp to a location and things haven't outright crashed, the game ends up in an interesting state.
When you wrong warp, the base entrance index you used to overwrite the one set by the blue warp is stored as your last entrance for when you fall out of bounds or touch an out of bounds zone.This means that once the cutscene after the wrong warp finishes (if there's one to begin with), you will be sent back to that entrance if you end up falling out of bounds, die, or are captured by Wallmasters until you load a new area. Furthermore, if you open any doors in a dungeon for example, then instead of spawning back at the entrance used to wrong warp, you will spawn in the scene referenced by the entrance, but with the coordinates set when going through the door, a result similar to a void warp. Fortunately, if you save within a dungeon after wrong warping, you will respawn at that dungeon's entrance.
Lastly, an odd side effect to wrong warping is that a set of flags used to store temporary game states (stuff that resets when re-entering a dungeon like blue switches, time blocks, pot contents) is preserved when wrong warping, resulting in some odd side effects. For example, if you shoot down the ladder in the Deku Tree (which is set to a temporary flag for some reason), and wrong warp to Tower Collapse, one of the gates will already be open when you climb down the tower.