either way I prefer getting out of kokiri early, glitching into ToT, rebooting, leaving castle, bombchu hovering over to ganons castle, glitching in under the floor, getting into tower early, beating ganon, can be done in under 20 minutes ^^"
And how do you expect to beat Ganondorf with that route?
You need light arrows to defeat Ganondorf. You either have to RBA medallions and watch the light arrow cutscene (unlocking the bridge in the process), or BA light arrows... but if you BA light arrows you can't isg, meaning you can't hover with chus, plus you need magic and arrows as well
Unless there's some way to get into tower collapse without doing that dance in the Deku Tree boss room, not seeing how you can get past Ganondorf
the "sword ocarina messed upw arps" is a glitch known as Wrong Warping, or "Beta Quest" as I like to call it for fun.
The sword ocarina part of it is the famous Ocarina Items glitch. It's purpose is to be able to tag the blue warp, and still have full control.
As for the rest of the glitch it's like this: when you touch the blue warp in the first two child dungeons, a special value is set once the blue warp starts to pull Link up. The purpose of this value is to push the number of the next cutscene in when the next scene is loaded. PJ64 has the lower byte of this value listed under "Beta Quest\World" I believe.
When the cutscene number is set, the game uses a different algorithm to determine which entrance point to use to place Link. Normally there are 4 records to one entrance point for the different combinations of Day/Night Child/Adult, but only the index value to the first is passed around regardless of the time or link's age.
Then, if an area has a number of cutscenes that it will play when the area is immediately loaded, it will have extra entrance points that follow in the table.
So, when you touch the blue warp in Gohma's Room for the first time, it pushes 00EE into the next entrance index (for Kokiri Forest), and then sets the next cutscene value to FFF1 (for cutscene 01).
The trick then is this: If you modify the value set for the next entrance index (done with either Farore's Wind, death, or by opening the door leading back to the Deku Tree) while the next cutscene number is set, you can end up at someplace completely different because of how the entrance table is.
It gets quite a bit more complicated, because setting the cutscene number causes the game to attempt to play a cutscene, and the cutscene pointer isn't properly nulled so you can end up playing cutscenes in different areas, or crash the game, or not play a cutscene at all. And then there are temporary flags that can persist depending on how Farore's Wind is used.