Copied-and-pasted from my post at PureZC, with some minor changes:

Quote Originally Posted by Matthew
Olay, Update! Guess what? You get to find out what most of the variables do now!! Yay!!! But the rest will remain a secret until they're done. And again, I'm erasing what those variables do, but not the variables themselves. OH, HOW FUN IT IS TAUNTING YOU GUYS WITH THIS SCRIPT! XD
Code:
// Warp Machine- When used, this Item will warp Link to a random location on the current screen. If used on certain combos, however, this
// item will warp you to a specific location on the current screen, or to a new screen altogether, depending on the combo you're on.
// Variables:
// Magic- Magic required to use, in 32nds of a Container.
// ComboO1- Special Warp Combo 1- Overworld Use. Warps to another combo on same screen.
// ComboO2- Special Warp Combo 2- Overworld Use. See above.
// ComboO3- Special Warp Combo 3- Overworld Use. Again, see above.
// ComboO4- Special Warp Combo 4- Overworld Use.
// ComboO5- Special Warp Combo 5- Overworld Use.
// ComboO6- Special Warp Combo 6- Overworld Use.
// ComboD1- Special Warp Combo 1- Dungeon Use. Same as Overworld Use.
// ComboD2- Special Warp Combo 2- Dungeon Use. See above.
// ComboD3- Special Warp Combo 3- Dungeon Use. Again, see above.
// ComboD4- Special Warp Combo 4- Dungeon Use.
// ComboD5- Special Warp Combo 5- Dungeon Use.
// ComboD6- Special Warp Combo 6- Dungeon Use.
// LinkXOld- Link's X-coordinate before warping. Leave this alone.
// LinkYOld- Link's Y-coordinate before warping. Leave this alone, too.
// LinkXY- Self explanatory.
// RandomX- Randomized X-position. Changing this has no effect on anything. :P
// RandomY- Randomized Y-position. Leave this alone.
// RandomXY- Stay away from this.

import "std.zh"
item script Warper
{
	int Magic = 128;
	int ComboO1 = 0;
	int ComboO2 = 0;
	int ComboO3 = 0;
	int ComboO4 = 0;
	int ComboO5 = 0;
	int ComboO6 = 0;
	int ComboONS1 = 0;
	int ComboONS2 = 0;
	int ComboONS3 = 0;
	int ComboD1 = 0;
	int ComboD2 = 0;
	int ComboD3 = 0;
	int ComboD4 = 0;
	int ComboD5 = 0;
	int ComboD6 = 0;
	int ComboDNS1 = 0;
	int ComboDNS2 = 0;
	int ComboDNS3 = 0;
	int LinkXOld = 0;
	int LinkYOld = 0;
	int LinkXY = 0;
	int RandomX = 0;
	int RandomY = 0;
	int RandomXY = 0;

	void run()
	{
		
		ffc FFC1 = Screen->LoadFFC(32);
		ffc FFC2 = Screen->LoadFFC(31);
		ffc FFC3 = Screen->LoadFFC(30);
		ffc FFC4 = Screen->LoadFFC(29);
		ffc FFC5 = Screen->LoadFFC(28);
		ffc FFC6 = Screen->LoadFFC(27);
		if (Screen->ComboD [LinkXY] != ComboO1 || Screen->ComboD [LinkXY] != ComboO2 || Screen->ComboD [LinkXY] != ComboO3 || Screen->ComboD [LinkXY] != ComboO4 || Screen->ComboD [LinkXY] != ComboO5 || Screen->ComboD [LinkXY] != ComboO6 || Screen->ComboD [LinkXY] != ComboD1 || Screen->ComboD [LinkXY] != ComboD2 || Screen->ComboD [LinkXY] != ComboD3 || Screen->ComboD [LinkXY] != ComboD4 || Screen->ComboD [LinkXY] != ComboD5 || Screen->ComboD [LinkXY] != ComboD6 || Screen->ComboD [LinkXY] != ComboONS1 || Screen->ComboD [LinkXY] != ComboONS2 || Screen->ComboD [LinkXY] != ComboONS3 || Screen->ComboD [LinkXY] != ComboDNS1 || Screen->ComboD [LinkXY] != ComboDNS2 || Screen->ComboD [LinkXY] != ComboDNS3)
		{
			if (Link->MP >= Magic)
			{
				LinkXOld = Link->X;
				LinkYOld = Link->Y;
				RandomX = Floor(Rand(1) * 241);
				RandomY = Floor(Rand(1) * 161);
				float remainder = RandomX % 16;
				if (remainder <= 8)
				{
					RandomX = RandomX - remainder;
				}
				else
				{ 
					RandomX = RandomX + 16 - remainder;
				}
				float remainderY = RandomY % 16;
				if (remainderY <= 8)
				{
					RandomY = RandomY - remainderY;
				}
				else
				{
					RandomY = RandomY + 16 - remainderY;
				}
				RandomXY = (RandomY & 240)+(RandomX>>4);
				LinkXY = (LinkYOld & 240)+(LinkXOld>>4);
				if (Screen->ComboD [LinkXY] != ComboO1 || Screen->ComboD [LinkXY] != ComboO2 || Screen->ComboD [LinkXY] != ComboO3 || Screen->ComboD [LinkXY] != ComboO4 || Screen->ComboD [LinkXY] != ComboO5 || Screen->ComboD [LinkXY] != ComboO6 || Screen->ComboD [LinkXY] != ComboD1 || Screen->ComboD [LinkXY] != ComboD2 || Screen->ComboD [LinkXY] != ComboD3 || Screen->ComboD [LinkXY] != ComboD4 || Screen->ComboD [LinkXY] != ComboD5 || Screen->ComboD [LinkXY] != ComboD6 || Screen->ComboD [LinkXY] != ComboONS1 || Screen->ComboD [LinkXY] != ComboONS2 || Screen->ComboD [LinkXY] != ComboONS3 || Screen->ComboD [LinkXY] != ComboDNS1 || Screen->ComboD [LinkXY] != ComboDNS2 || Screen->ComboD [LinkXY] != ComboDNS3)
				{
					if (Screen->ComboS [RandomXY] != 0)
					{
						Link->X = LinkXOld;
						Link->Y = LinkYOld;
					}
					else if (Screen->ComboS [RandomXY] == 0)
					{
						Link->X = RandomX;
						Link->Y = RandomY;
						Link->MP -= Magic;
						Quit();
					}
				}
			}
		}
		if (Screen->ComboD [LinkXY] == ComboO1 || Screen->ComboD [LinkXY] == ComboD1)
		{
			Link->X = FFC1->X;
			Link->Y = FFC1->Y;
		}
		else if (Screen->ComboD [LinkXY] == ComboO2 || Screen->ComboD [LinkXY] == ComboD2)
		{
			Link->X = FFC2->X;
			Link->Y = FFC2->Y;
		}
			else if (Screen->ComboD [LinkXY] == ComboO3 || Screen->ComboD [LinkXY] == ComboD3)
		{
			Link->X = FFC3->X;
			Link->Y = FFC3->Y;
		}
		else if (Screen->ComboD [LinkXY] == ComboO4 || Screen->ComboD [LinkXY] == ComboD4)
		{
			Link->X = FFC4->X;
			Link->Y = FFC4->Y;
		}
		else if (Screen->ComboD [LinkXY] == ComboO5 || Screen->ComboD [LinkXY] == ComboD5)
		{
			Link->X = FFC5->X;
			Link->Y = FFC5->Y;
		}
		else if (Screen->ComboD [LinkXY] == ComboO6 || Screen->ComboD [LinkXY] == ComboD6)
		{
			Link->X = FFC6->X;
			Link->Y = FFC6->Y;
		}
	}
}
Okay, the ComboO(x) variables are overworld combos for warping to select locations. Take note that ComboOE, ComboDE, ComboOT1-T3, and ComboDT1-T3 are all missing. They have been replaced with ComboO4-6 and ComboD4-6. Yes, I know there would be seven of those combos of each type if I replaced them ALL. I simply dropped the "E" variables because they wouldn't really have an impact on anything. They were supposed to be Exit combos, but... Well, how would I be able to tell where they were? FFCs. The FFCs made the variables useless. The "T" ones were dropped because I had the HARDEST time trying to find a solution to making them work. I mean, they were supposed to be two-way warps, but the only way I could think of to make them work would be to place the FFC at Link's old position after warping, but...What if it was at your present location already? That would make for a nasty problem. Plus, you could achieve the same effect with the ComboO1-6 and ComboD1-6 variables anyways, so I just replaced them with more of the warp combos. :)

Now, the only bugs left are that sometimes, when you're on a Warp combo (That is, one of the "Combo" variables), you'll warp to the wrong FFC. And the other bug is that sometimes, when you're on a Warp combo, instead of warping to an FFC, you'll sometimes warp to a random location, which isn't supposed to happen. Perhaps changing the order of things would counteract that? I'll try, and if that works, then I'll edit this post to update that. Anyways, have fun. Oh, and as for a test quest...

I uploaded one here for some help here, but you can open it up and take a look at what I did with it. If you need more Magic, Level-1 cheat is 4. Have a nice day.