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The idea that I had was to corrupt the *game code itself* that is used to detect whether Link is standing in a loading zone or not. (This is possible because the N64 loads all code to ram before executing it, it doesn't execute from ROM.)

If you remember my explanation earlier about what Lightnode SRM lets us do - we can write to two different precisely chosen memory addresses, as long as we're not choosy about what VALUE we're writing there.

So, the hope is that by writing any random junk value into the "detect if standing in a loading zone" function, that will effectively NOP out one of its instructions and cause it to detect a useful loading zone.

That would be one of the addresses we write to. The other address would simply be the "current cutscene number" variable.