From CloudModding OoT Wiki
Actor 0x009E
ovl_Magic_Wind
Version VRom VRam Size
Debug 00F39D20 00F3BC70 {{{ram-start}}} {{{ram-end}}} 1F50
NTSC 1.0 00CF9120 00CFAE20 {{{ram-start}}} {{{ram-end}}} 1D00
PAL MQ 00ECE050 00ECFD50 {{{ram-start}}} {{{ram-end}}} 1D00

ovl_Magic_Wind is the actor for Farore's Wind.

Mechanics

When setting a return point with Farore's Wind, the following things are saved:

  1. An Entrance Index and Room number
  2. Coordinates and Direction
  3. Temporary Flags (Switch and Collectible Items)

To prevent being able to warp anywhere, the game keeps track of these variables elsewhere in memory before a return point is cast. Also, their values are updated when you either first enter a scene, OR when you pass through a door actor (ovl_En_Door 0x0009, ovl_Door_Shutter 0x002E). Thus returning to a Farore's Wind point set earlier on will revert the temporary flags to the state they where at when the player entered the scene or last opened a door prior to the return point's creation.

The entrance index used primarily to determine which scene to load, not for placing Link. The entrance index value stored will always be that of your last entrance, unless the return point was set inside a Grotto (scene 62); in this case it will store your last entrance before having entered that grotto. The stored room number determines what room to load.

The return point is lost when traveling through time. This includes the Light Arrow Cutscene, which forces you to go back in time as a child.

Console Output Strings

Original Text Translation
Magic_Wind_Actor_ct():コンストラクト失敗 Magic_Wind_Actor_ct(): FAILURE TO CONSTRUCT
../z_magic_wind.c ../z_magic_wind.c
表示開始 = %s DISPLAY START = %s
表示開始 DISPLAY START
../z_magic_wind.c ../z_magic_wind.c
消滅 = %s VANISH = %s
消滅 VANISH
../z_magic_wind.c ../z_magic_wind.c
表示開始 = %s DISPLAY START = %s
表示開始 DISPLAY START
../z_magic_wind.c ../z_magic_wind.c
../z_magic_wind.c ../z_magic_wind.c
../z_magic_wind.c ../z_magic_wind.c
../z_magic_wind.c ../z_magic_wind.c