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Three_Pendants

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Three_Pendants last won the day on May 5 2017

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  1. Wow! I am glad to see that small little page I put some notes on long ago have blossomed into this! As cool as Rebonack is (I never caught the similarities between Rebonack and Phantom Ganon before this, both fight half of the battle on their mount... hah.) you may want to add some custom matters to his boss fight. Strangely enough thirdquest.wordpress where I had placed my notes reset itself and those notes are again lost, (or they're here somewhere). As for where Phantom Ganon is concerned I did find some interesting matters about his actor... Well, I'll repost my Phantom Ganon notes as I'm sure you would want a somewhat different fight. CDE341 Damage of Phantom Ganon's Energy Ball Attack CDE36D Damage of Phantom Ganon's Spear Attack ROM - F1A778 (There might be more to boss building than what's in their file, because this is Far outside of the boss file, proper) RAM - 234C98 - SLTI, ST, T6, 0x0019 - 29C10019 - The amount of HP Damage that Phantom Ganon will have to take to jump off of his horse. Change accordingly if you plan on changing Phanton Ganon's base HP. ROM - CDD4BC RAM - 2308AC - ADDIU, T0, T9, 0xFFFE - 2728FFFE - (Negative Hex!) The damage a projectile will do to Phantom Ganon during the first phase. Change accordingly keeping Negative Hex in mind) ROM - CDD3C4 RAM - 2307B4 - JAL 0x635D0 - 0C018D74 Jump to Link's Generic Weapons Routine. ROM - CDD3E0 RAM - 2307D0 - ADDIU A0, R0, 0x0002 - 24040002 If it is a weapon, deal 2 Damage. RAM - 2307D4 - ADDIU, A1, R0, 0x0001 - 24050001 If it is a sword, deal damage based by the Generic Weapons Routine. RAM - 232658 - Phantom Ganon's Shock effect timer. RAM - 232660 - Phantom Ganon's AI Pattern Timer (00 - On Horseback, 01 - Close Range Energy Shots, 02 - Long Range Energy Shots, 03 - Longer Range Energy Shots, 04 - Spear Attack) ROM - CDD45C RAM - 23084C - ADDIU T3, Ro, 0x0078 - 240B0078 - Phantom Ganon's Stun Duration in his second phase. ROM - CDD360 RAM - 230750 - LUI, AT, 0x0001 - 3C010001 - Add 1 to Phantom Ganon's Defense Mode (guarding against Spirit Arrows/Unused Arrow 3) ROM - CDD364 RAM - 230754 - ORI AT, AT, 0x0000 - 3421F8A4 - Add F8A4 to Phantom Ganon's Defense Mode (See below) ROM - CDD49C RAM - 23088C - 3C010001 3421F8A4 - Except it is reversed to what is above. These are the only Damage Identifier Bytes that can damage him. As you can see only the Boomerang cannot hit him. Again this works only for projectiles in the first place. 1F8A4 is the answer. It is a kind of... "let only numbers that don't equal these bit values through". (Refer to Damage Identifier Bytes) 4 is Slingshot. 20 is Arrow, 80 is Hookshot = A0 800 is Fire Arrow F takes care of Ice/Light/Wind/Shadow Arrows... And the 1 takes care of Spirit Arrows. One at first glance might think this makes Phantom Ganon vulnerable to a lot of things, but his Defense Mode only activates with projectiles. If you wish to change his defenses, (like say, take away his vulnerability to Boomerangs) you would add a 10 to the overall value. And to remove them just take away in accordance with the Damage Identifier Bytes.
  2. As I recall, isn't that a function of ZLE2 which allows you to import and export textures? JSA would know more about that then I would though.
  3. This looks wonderful! I wish I had time to beta test, but I'm afraid time is not on my side recently (work to school, work to school, ad infinitum), I will say from what I've seen this mod looks fantastic!
  4. Wow, you've even changed Link's sprite to look more inline with his TP counterpart! And those angles on that gate looks almost beyond the art of the N64! Fantastic shading and wonderful presentation!
  5. Ah, now this sounds like a neat idea to create a compendium for a collection of maps and models which will then be freely distributed and, for the best part, to be put in one place. I would love to help but art has never been my forte, I wish you the best in this though.
  6. Hmm, I wonder if that is a generic damage table, perhaps? I know when I was doing some disassembly research on enemies a while back several enemies lacked unique damage tables (Ghoma Larvae come distinctly to mind, hinting that they were originally supposed to be use uniquely in the boss fight.) which are also used by a fair amount of the bosses. I wonder if this damage table in code is something similar?
  7. Oh those aren't addresses, they are bizarrely the length of the weapons. The third and fourth bytes don't appear to be related to the length, but the first two bytes are. The actual swipes can barely be seen at 4300 and the normal Master Sword is 457A, You can have a sword up to any conceivable length, but past 48A0 the game treats slashes in a strange fashion and the collision box for the blade is in a lot of places when swung.
  8. That looks pretty good! I find some of these internal names as rather interesting. Maple for Irene makes a ton of sense, for instance. Is there any interesting beta in ALBW since you've decrypted the ROM?
  9. Hmm, how about Sahasrahla and the Priest if you have the time? Also did you make these name labels or is this what they are when extracted?
  10. Glad to see my work is as innocuous as ever, eh heh... https://www.the-gcn.com/topic/3001-zelda-oot-boss-modification-and-documentation/?do=findComment&comment=47254 Also with your weapon modifications you can alter the actual swing length to them if you'd like as well... https://www.the-gcn.com/topic/2976-equipped-weapon-collision-size/
  11. Don't forget that you can also freely change some of the specifics about bosses! I'm looking forward to seeing progress on this and with an actual controller, rather than a button locking keyboard I should be able to play it freely.
  12. An impressive feat! I am glad to see that you figured this all out.
  13. Hmm... have you tried Nemu64? It may have been designed for that possibly.
  14. https://www.the-gcn.com/topic/565-useful-hacks-for-mods-debug-rom/ About halfway down the first page (though there's plenty of good stuff in there) is a post by giadrosich who mentions explicitly how to start up the game in another location.
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