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Everything posted by Three_Pendants
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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.
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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.
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The Legend of Zelda: Ruinous Shards- Updated 02/24/2015
Three_Pendants replied to haddockd's topic in Modifications
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! -
The Sheikah's Apprentice [UPDATE:7/18/15]
Three_Pendants replied to sairugoth's topic in Community Projects
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! -
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.
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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?
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Fixing up my complete mod for OoT - anyone interested?
Three_Pendants replied to haddockd's topic in Community Projects
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. -
Request (textureless) A Link Between Worlds models here!
Three_Pendants replied to Twili's topic in Community Projects
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? -
Request (textureless) A Link Between Worlds models here!
Three_Pendants replied to Twili's topic in Community Projects
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? -
Fixing up my complete mod for OoT - anyone interested?
Three_Pendants replied to haddockd's topic in Community Projects
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/ -
Fixing up my complete mod for OoT - anyone interested?
Three_Pendants replied to haddockd's topic in Community Projects
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. -
An impressive feat! I am glad to see that you figured this all out.
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Hmm... have you tried Nemu64? It may have been designed for that possibly.
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SceneNavi - A simple Ocarina of Time level editor
Three_Pendants replied to xdaniel's topic in Modifications
Looking pretty good! A nice change I would say. -
How to make OoT start without the intro cutscene?
Three_Pendants replied to Ideka's question in Q & A
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. -
Zelda OoT - Boss Modification and Documentation
Three_Pendants replied to Three_Pendants's topic in Modifications
Well after a bit of time I finally finished my preliminary information on Ganon! There is a lot in here and a lot that... unfortunately isn't in here. I feel his attack animations likely have their speed set by their own internal timer and since Ganon is the largest actor in the game (in terms of data) that would be like searching for a needle in a haystack unfortunately. What is here however is many timers, damage dealing capacity, stunning vulnerabilities, and his HP amount before the Master Sword can be retrieved! And for those challenge oriented I even included a hack that makes it so Ganon no longer takes damage from Deku Nuts! ---------------------------------Ganon----------------------------------------- ROM - B0ECF0 - (241900FF) RAM - 97B50 - ADDIU - T9, R0, 0x00FF (Replace Master Sword with Nothing when knocked away) ROM - B0ECF8 - (A0790068) RAM - 97B58 - SB - T9, 0x0068(v1) (Store in B Button Slot (V1 in this case is 15E660+68 which is the B Button Slot) You may change this as you like.) ROM - CCAFF0 - (240F0028) RAM - 235300 - ADDIU - T7, R0, 0x0028 (The amount of time Ganon will be idle if he is not attacking or has exhausted his chasing. Changing this value will also change how quickly he reacts to rolling under him.) ROM - CCB144 - (240F0028) RAM - 234454 - ADDIU - T7, R0, 0x0028 (The amount of time Ganon will be shaken by a projectile that is not the Light Arrows if it hits his face.) ROM - CCB314 - (240F0050) RAM - 235624 - ADDIU - T7, R0, 0x0050 (How long Ganon will stay stunned by Light Arrows.) ROM - CCB484 - (240F0064) RAM - 235794 - ADDIU - T7, R0, 0x0064 (How long Ganon will keep chasing Link without taking a breather. (the 28 at CCAFF0) ROM - CCBC84 - (240D012C) RAM - 235F94 - ADDIU - T5, R0, 0x12C (Amount of Time the game gives Link to grab the Master Sword before Ganon gets back up. ROM - CCC0E8 - (24190028) RAM - 2363F8 - ADDIU - T9, R0, 0x0028 (Amount of Time it takes Ganon to get back up after time has elapsed or Master Sword has been retrieved. (After completion starts another animation)) ROM - CCC164 - (240A0019) RAM - 236474 - ADDIU, T3, R0, 0x0019 Amount of HP Ganon will restore to if allowed back up without grabbing the Master Sword when he first falls. ROM - CCCB88 - (24010003) RAM - 236E98 - ADDIU, AT, R0, 0x0003 When Ganon is wounded this looks for the Master Sword to deliver the final blow (Please refer to Action Parameters) Note: While this can be changed to any swung weapon. Link will still draw the Master Sword in the animation. ROM - CCD780 - (30882000) RAM - 237A90 - ANDI, T0, A0, 0x2000 The Check for the Light Arrows being able to Stun Ganon. (If you wish to change what does this please refer to the Damage Identifier Bytes.) ROM -CCD7D0 - (3C010900) (34210200) RAM -237AE0 - LUI - AT, 0x900 (As below.) RAM -237AE4 - LUI - AT, AT, 0x0200 (As below) - Used to check if slashing Ganon's face with Master Sword/Jump Slash/Deku Stick Jump Slash/or Master Sword Blue Spin ROM - CCD80C - (25AEFFFE) RAM - 237B1C - T6, T5, 0xFFFE - If the Master Sword is striking Ganon's face than deal 2 Damage to Ganon (only can be really used when you first get the Master Sword back) (Negative Hex!) ROM - CCD8E8 - (3C010900) (34210200) RAM - 237BF8 - LuI - AT, 0x900 - (0800(0000))Red Spin Attack/Master Sword Jump Attack (0100(0000)) Master Sword Blue Spin Attack. RAM - 237BFC - ORI - AT, AT, 0x200 (0000)(0200)) Master Sword Attack. ROM - CCD8F4 - (24030001) RAM - 237C04 - ADDIU - V1, R0, 0x0001 All Items that are not Master Sword deal 1 damage to Ganon. ROM - CCD908 - (24030002) RAM - 237C18 - ADDIU - V1, R0, 0x0002 Master Sword normal attack deals 2 damage to Ganon. ROM - CCD910 - (24030004) RAM - 237C20 - ADDIU - V1, R0, 0x0004 Master Sword Jump Attack/Blue Spin Attack/Red Spin Attack deal 4 Damage to Ganon. ROM - CCD928 - (28410015) RAM - 237C38 - SLTI, AT, V0, 0x0015 - This will check how much HP Ganon has left before activating the Retrieving Master Sword cutscene. If lower than 15 the cutscene begins. ---------------------Ganon No Longer Vulnerable to Deku Nuts Hack--------------------- (Also makes the Master Sword Jump Slash/Deku Stick Jump Slash/Red Spin Attack/Blue Spin Attack deal 2 damage.) ROM - CCD8EC - (34210201) RAM - 237BFC - ORI - AT, AT, 0x201 (34210201) Looks to see if the Master Sword Swing or a Deku Nut is being used.) ROM - CCD900 - (00000000) RAM - 237C10 - NOP - 00000000 Serves no purpose in this hack. ROM - CCD904 - (14640003) RAM - 237C14 - BNE - V1, A0, 0x802372C4 - (14640003) checks to see if the Damage Identifier (00000001) and A0 (00000001 at the moment because of the initial damage reading - (Also the Damage Identifier of the Deku Nut) are equal if not branch to the 0002 damage and go from there. ROM - CCD910 - (24030000) RAM - 237C20 - ADDIU - V1, R0, 0x0000 - Deal 0 Damage with Deku Nuts. And there you have it! I wanted a cleaner solution like JALing to another instruction. but unfortunately I'm not skilled enough for that yet. Ah well, this solution does have a damage indication, when Ganon is not actually hurt his tail does not flicker red. Old Damage notes CD2155 Ganon's Attack - (40) CD2179 Ganon's Second Attack (40) That is all the bosses of OoT taken over with a preliminary look! I learned a great ton of knowledge for my own hacking experience in doing this along with more efficient ways to find data that I had previously given up on. In the coming weeks you can expect to see revisits of several of the bosses and maybe even some info. on normal foes. -
Zelda OoT - Boss Modification and Documentation
Three_Pendants replied to Three_Pendants's topic in Modifications
So next is Ganondorf! I discovered every single timer of his, how to change what he is vulnerable to when stunned (light arrows), his HP Conditional on using his Dark Spell, and more! ROM - CE8B64 - RAM - 233BE4 - ADDIU - T4, R0, 0x043F - Ganondorf's "Set Exit" as he dies. ROM - CB0834 - (240A007D) RAM - 23B8B4 - ADDIU - T2, R0, 0x007D (Ganondorf's Idle Timer after Energy Ball collides with Link) ROM - CA9C64 - (240A000A) RAM - 234CE4 - ADDIU - T2, R0, 0x000A (Ganondorf's Ground Pound Timer) ROM - CAA188 - (24080064) RAM - 235208 - ADDIU, T0, R0, 0x0064 (Ganondorf's Dark Spell Charge Up Time) (How long it takes to fully charge, you can change this to 00 or anything low without consequence and he will simply toss 5 energy bolts at you) ROM - CAA854 - (2509001E) RAM - 2358D4 - ADDIU, T1, T0, 0x001E (Set Part of Ganondorf's Idle Timer) (One part of the value comes from a random number, and this 001E is added to it. you can null or change this 1E to make his idleness more or less) ROM - CAA99C (2B010014) RAM - 235A1C - SLTI - AT, T8, 0x0014 (Checking if Ganondorf has less than 14 HP. If so the option to use his Dark Spell appears.) ROM - CAAC10 (240F0019) RAM - 235C90 - T7, R0, 0x0019 (Ganondorf's Energy Ball Timer (How long it takes to charge up, you can change this to 00 to just have him lob them without charging up at all.) ROM - CAB3B4 - (240E0046) RAM - 236434 - T6, R0, 0x0046 (Ganondorf's Timer when he is stunned by his Energy Ball) ROM - CABA94 - (240E0046) RAM - 236B14 - T6, R0, 0x0046 (Ganondorf's Vulnerability Timer) ROM - CABF80 - (312A2000) RAM - 237000 - T2, T1, 0x2000 (Ganondorf's Vulnerability to Light Arrows when stunned or charging up for Dark Spell. Please refer to Damage Identifier Bytes.) ROM - CAC07C - (24030002) RAM - 2370FC - ADDIU, V1, R0, 0x0002 (Damage all non-swung weapons will do to Ganondorf) -
Zelda OoT - Boss Modification and Documentation
Three_Pendants replied to Three_Pendants's topic in Modifications
Next up is Morpha with... nothing. I could not find anything of interest in Morpha's file. It was a little strange, but then again Morpha Really isn't that interesting of a boss. With only a single damage check in its file and no timers that I could locate I didn't really have a lot to go on with Morpha, let me check my old damage notes though and see if I have anything on it at least... No dice. Alright then... well I found a bit of information Bongo-Bongo but most importantly on him is that he Uses His Damage Table through and through which you can find on the wiki. He wasn't that complicated of a boss in terms of timers and actions that I could locate either, I'm afraid. -------------------------------------Bongo Bongo-------------------------------------------- ROM - CF2684 - RAM - 22E5F4 - ADDIU - T6, R0, 0x007F - Bongo Bongo's Timer before one of the hands attacks (240E007F) ROM - CF3348 - RAM - 22F2B8 - ADDIU - T5, R0, 0x0032 - Bongo Bongo's Stun Timer (240D0032) ROM - CF3600 - RAM - 22F570 - Bongo Bongo turning himself invisible. (240B0001) (Change it to 0000 to keep him visible after the initial hit) He is worthy of a revisit though and I plan on it eventually. Old Damage Notes CFC189- Bongo Bongo's Damage? (30) CFC1AD- Bongo Bongo's Damage?2 (30) Enemies (Special Case) Knockback 00 20 00 00 00 04 CFC359- Bongo Bongo's Attack? (10) ------------------------------------------------------------------------------------------- Now I stumbled upon the Motherlode with Twinrova and I have a lot of information to show for my efforts here not just including the Witches and their fused form, but also in their spawned effects and some easy ways to make her more challenging. -------------------------------------Koume/Kotake-------------------------------------------- ROM - CFEA78 - RAM - 22E328 - ADDIU - T9, R0, 0x0028 - Koume/Kotake's "Avoidance" Timer (Trying to fly around to avoid Link as the others shoots Magic.) (24190028) ROM - CFEA84 RAM - 22E334 - ADDIU - T0, R0, 0x003C - Koume/Kotake's Idle Timer (When she's not the one casting the spell) (2408003C) ROM - CFED64 RAM - 22E614 - ADDIU - T4, R0, 0x00C8 - Koume/Kotake's Idle Timer 2? (240C00C8) ROM - CFF03C RAM - 22E8EC - ADDIU - T9, R0, 0x0046 - Koume/Kotake's Charge Time for her spell. (This can be safely changed, it is the glyph that appears when they go to cast the spell.) (24190046) ROM - CFFE88 RAM - 22F738 - ADDIU - T8, R0, 0x0046 - Koume/Kotake's Casting Time (When this is changed, and Link is too far away, the spell is no longer cast. Change at your own risk.) (24180046) ROM - D00804 RAM - 2300B4 - ADDIU - T8, R0, 0x0014 - Koume/Kotake's Length of Time that she uses the spell. (24180014) ROM - D00C34 RAM - 2304E4 - ADDIU - T5, T4, 0x0001 - Amount of damage Koume/Kotake take from their own attacks (This section may be important to further study) (258D0001) ROM - D013C0 - RAM - 230C70 - SLTI - AT, T1, 0x0004 - Checks to see whether Koume&Kotake's HP has reached 04 in total(when they take damage their HP goes up for the purposes of fusion) (29210004) -----------------------Magic Effects---------------------------------------------- These effects occur when the beam of magic has a chance to touch the floor Or when one of Twinrova's magic balls touch the ground or the opposite effect is absorbed into the Shield. ROM - CFE338 RAM - 22DBE8 - ADDIU - T7, R0, 0x0096 - Ice/Fire Effect Timer (240F0096) ROM - CFF2A4 RAM - 22EB54 - ADDIU - T0, R0, 0x0032 - Fire Timer (24080032) ROM - cFF394 RAM - 22EC44 - ADDIU - T5, R0, 0x0032 - Ice Timer (240D0032) By changing these timers you can make the second phase of Twinrova more interesting as the missed attacks would then act as "traps" that could stay there until another spell hits the ground. ---------------------------------------------Twinrova-------------------------------- ROM - D05ECC - RAM - 23577C - ADDIU - A2, R0, 0x0002 - How much damage non-swung weapons do to Twinrova when vulnerable. (24060002) ROM - D0B534 - RAM - 23ADE4 - SLTI - AT, V0, 0x0003 - How many Shield Absorbs until the magic glows (aesthetic) (28410003) ROM - D0B53C - RAM - 23ADEC - T2, R0, 0x0050 - Amount of time the Shield will expel the magic back at Twinrova. (240A0050) ROM - D0B54C - RAM - 23ADFC - SLTI - AT, T1, 0x0003 - How many Shield Absorbs until the magic is expelled (actual counter) (29210003) ROM - D0E090 - RAM - 23D940 - ADDIU - T9, R0, 0x0019 - Twinrova's Timer for moving to the next platform. (24190019) ROM - D0E328 - RAM - 23DBD8 - SLTI - AT, T6, 0x000A - If Twinrova's HP is under 0A (10) she will start to randomize her magic patterns you may change this to what you will to have her start this earlier or even at the start. (29C1000A) ROM - D0E744 - RAM - 23DFF4 - ADDIU - T7, R0, 0x003C - Twinrova's Idle Timer after she shoots a ball of magic. (240F003C) ROM - D0E840 - RAM - 23E0F0 - ADDIU - T8, R0, 0x0096 - Twinrova's Stun Timer. (24180096) ROM - D0E844 - RAM - 23E0F4 - ADDIU - T9, R0, 0x0014 - ?? (Right after stun timer) (24190014) ROM - D0EC1C - RAM - 23E4CC - ADDIU - T7, R0, 0x0032 - Twinrova's Idle Timer after recovering from being hit. (240F0032) Old Damage Notes DOF322- Twinrova's Magic Ball Direct Hits (3 Hearts) D0F335- Koume/Kotake's Magic Beams Direct Hits (2 Hearts) -------------------------------------------------- And there you have it! Next I'll be tackling Ganondorf and Ganon and that will be the preliminary research on bosses complete! -
Here's a little update on items, I've located the range of the Boomerang and the extending range of Din's Fire, so each of these items can be made less or more powerful in an easy to shift manner that is independent of its damage byte. Din's Fire - ROM - F37C10 - RAM - 29AF40 - Part of Din's Fire Timer - Size of the Fire Ball (240F001E) ROM - F37CE8 - RAM - 29B018 - 2nd Part of Din's Fire Timer - How long the Fire Ball hovers around Link (24080019) ROM - F37D00 RAM - 29B030 - 3rd Part of Din's Fire Timer - ??? (240C000F) Boomerang - ROM - C04998 RAM - 3D5C98 - 24190014 (Range of the Boomerang, change the value to make its range higher or lower)
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Zelda OoT - Boss Modification and Documentation
Three_Pendants replied to Three_Pendants's topic in Modifications
Thank you for the kind words Airikita, JSA, I'll try to keep that confidence moving forward. Next up we have Volvagia who turned out to be a much more interesting actor than I had originally thought and some instructions in the actor will make me rethink my previous entries and probably take another look at them. Of note in Volvagia I found a hidden weakness to Ice Arrows. In the ground phase they are the only non-swung weapon to deal 4 damage to him and in flight form it also deals 4 damage (in a different manner). Because Volvagia is such a timer heavy boss and has a lot of HP Conditionals I located what I could but I was unable to locate the amount of HP before he starts his rock slide or when he starts to fake Link out when emerging from the fire pits. So without further ado here is the information on Volvagia. ROM - CA1974 - RAM - 23AA34- ADDIU T4, R0, 0x000A - Volvagia Inactive Timer 1 (240C000A) ROM - CA2074 RAM - 23B134 - ADDIU T8, R0, 0x0019 - Volvagia Inactive Timer 2 (24180019) ROM - CA1B24 RAM - 23ABE4 - ADDIU V0, R0, 0x001E - The amount of time it takes for Volvagia to emerge from hole. (2402001E) ------------------------------------------------------------------------------------------- Important Section on SLTI's and "Before Shooting Fire" Phase. ROM - CA1DDC RAM - 23AE9C - LB - V0, 0x00AF (T9) - Load Volvagia's HP (Only Flying Form has HP and any damage to the Ground form goes to that form) (832200AF) ROM - CA1DE4 RAM - 23AEA4 SLTI - AT, V0, 0x0012 - (Set On Less Than Immediate) If Volvagia's HP is below 12 (18) then add a 1 to AT. This will load a different time before Volvagia Shoots Fire. (28410012) ROM - CA1DEC RAM - 23AEAC - ADDIU - V0, R0, 0x0032 - The amount of time it takes before Volvagia shoots fire (12 (18) HP+) (24020032) ROM - CA1DF0 - RAM - 23AEB0 - SLTI - AT, V0, 0x0012 - (Looks to be a repeat of Data and doesn't seem to be used since if the value above reads less than 12 already it will jump past this in the first place. I guess they were just covering their bases? If this is altered but the one above is not, this one is still used, it may be safe to change both though) (28410012) ROM - CA1DF8 - RAM - 23AEB8 - SLTI - AT, V0, 0x000C - If Volvagia's HP is below 0C (12) then add a 1 to AT. This will load a different time before Volvagia Shoots Fire. (2841000C) ROM - CA1E00 RAM - 23AEC0 - ADDIU - V0, R0, 0x0028 - The amount of time it takes before Volvagia shoots fire (Less than 12 (18) HP) (24020028) ROM - CA1E04 RAM - 23AEC4 - SLTI - AT, V0, 0x000C - (Repeat, read other repeat entry) (2841000C) ROM - CA1E0C - RAM - 23AECC - SLTI - AT, V0, 0x0006 - If volvagia's HP is below 06 (06) then add a 1 to AT. This will load a different time before Volvagia Shoots Fire. (28410006) ROM - CA1E14 RAM - 23AED4 - ADDIU - V0, R0, 0x0028 - I could find no instance of this being used, but it is suggested that you also switch this to whatever you changed the 28 to. (24020028) ROM - CA1E18 - RAM - 23AED8 - SLTI - AT, V0, 0x0006 (Repeat, read other repeat entry) (28410006) ROM - CA1E20 - RAM - 23AEE0 - ADDIU - V0, R0, 0x0014 - The Amount of Time it takes before Volvagia shoots fire (Less than 06 (06) HP) (24020014) ROm - CA1E28 - RAM - 23AEE8 - ADDIU - V0, R0, 0x001E - The amount of time it takes before volvagia shoots fire (Less than 0C (12) HP) (2402001E) ----------------------------------------------------------------------------- ROM - CA3590 RAM - 23C650 - LUI, AT, 0x4000 - Loading the Hammer Jump Attack damage byte check. (Refer to Damage Identifier Bytes) (3C014000) ROM - CA3594 RAM - 23C654 - AT, AT, 0x0040 - Loading both the Hammer Jump Attack damage byte check from above and the Hammer check, if either succeed then it is a successful stun. (Refer to Damage Identifier Bytes)(34210040) ROM - CA35B0 - RAM - 23C670 - ADDIU - T5, T, 0xFFFE - Damage done by the Megaton Hammer on the initial stunning hit to Volvagia) (258DFFFE) ROM - CA29C0 RAM - 23BA80 - ADDIU - T2, R0, 0x003C - Volvagia's Stun Time after being hit with the Megaton Hammer. (240A003C) ROM - CA370C - RAM - 23C7CC - JAL - 635D0 - Generic Weapon Routine, is checking to see whether the weapon is a swung weapon or something else. (0C018D74) (Likely should not change! Only mentioned for the purposes of logical progression) ROM - CA3720 - RAM - 23C7E0 - ANDI - T5, V0, 0x1000 - Is the Weapon Ice Arrows? (Refer to Damage Identifier Bytes) (304D1000) ROM - CA3730 - RAM - 23C7F0 - ADDIU - S1, R0, 0x0004 - Then deal 4 Damage to Volvagia. (24110004) ROM - CA3738 RAM - 23C7F8 - ADDIU - S1, R0, 0x0002 - If it is a normal item deal 2 Damage to Volvagia. (24110002) ROM - CA373C - RAM - 23C7FC - ADDIU - S1, R0, 0x0001 - If it is a Swung Weapon defer to damage done through Generic Weapon Routine. (241200001) RAM - 23C680 - SLTI - AT, T7, 0x0003 - Check for Volvagia's HP to see if it 3 or below? -------------------------------------------------Flying Volvagia------------------------- ROM - C9B530 - RAM - 22F630 - ADDIU - T4, R0, 0x012C - Timer for Volvagia's Flight in Flight form (240C012C) ROM - C9B4CC - RAM - 22F5CC - ADDIU - T6, R0, 0x0014 - Timer for Volvagia's preparation for diving and rising. (240E0014) ROM - C9B5E0 - RAM - 22F6E0 - ADDIU - T1, R0, 0x0096 - Timer for Volvagia's diving (24090096) ROM - C9B708 - RAM - 22F808 - ADDIU - T1, R0, 0x0032 - Timer for Volvagia's Emergence from hole (240D0032) ROM - C9D978 - RAM - 231A78 - ADDIU - T9, T8, 0xFFFE - Deal 2 Damage (Negative Hex) to Volvagia while in Flight Form. (2719FFFE) ROM - C9D98C - RAM - 231A8C - ANDI - T1, T0, 0x1000 - Is the Weapon Ice Arrows? (Refer to Damage Identifier Bytes) (31091000) ROM - C9D998 - RAM - 231A98 - ADDIU - T9, T8, 0xFFFE - Then deal an additional 2 Damage (Negative Hex) to Volvagia while in Flight Form. (272BFFFE) ROM - C9D9A4 - RAM - 231AA4 - ADDIU - T5, R0, 0x0002 - Amount of HP Volvagia recovers if he was to be killed while in the air. (240D0002) And there you have it! Next will be Morpha, who I am not confident what I will find, Morpha is an odd boss, make no mistake about it. Then I will probably revisit the first few and see if I can't find any HP conditionals. -
Zelda OoT - Boss Modification and Documentation
Three_Pendants replied to Three_Pendants's topic in Modifications
Thanks Airikita. Also a last minute update on a component that was meant to be in the original post but was lost when the post was lost. I've reinserted it, it's the Generic Weapon Damage routine. -
That looked exactly like I thought it would! But with the Ocarina Pedestal there, there's one odd frame of Link lying unconscious on it which I don't believe is in the normal game. In any case great testing there Airikita!
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Here are my notes on Zelda Bosses up until Phantom Ganon, sorry for the relative lack of a description or explanation, but I just lost the original post which was much longer and more detailed than this will end up being. In any case with this you will have a much greater control over the covered bosses and make them as challenging or as simple as you may like. Some bosses are more moddable than others as you can see. I must also point you towards Zeldazelda's Notes... for a greater understanding and ability in modification of bosses and in his case, normal enemies as well. Please find these noteshere May 30th Update - I lost this in the initial post yesterday but I took the time to find the values in ROM again this morning (I know, how careless of me to record it here than in my notes in the first place...) this is 635D0, the Generic Damage Routine that all weapons go through if there is no Damage Table present and is used for the vast majority of bosses as every boss but Final Phase-Barinade and possibly Bongo-Bongo do not have Damage Tables. I have the values in RAM and ROM. Keep in mind that these values are Universal meaning if you make the Kokiri Sword deal 3 damage instead of 1 it will deal 3 damage to Every Boss (except those aforementioned) May 31st Update - I realized that I had forgotten to find the Slingshot's stun duration on Ghoma so I went back to find it. --------------------------------------------------Generic Damage Routine------------------------------------------------- Mapping 635D0 ROM -ADA77C RAM -635DC - BEQ - T6, R0 - 11C00003 Checking Weapon Used, if it is the Kokiri Sword (0100=Kokiri Sword Swing) it is not branched. ROM -ADA784 RAM -635E4 - BEQ - R0, R0 - 10000011 RAM -635E8 - ADDIU - V1, R0, 0x0001- 24030001 = Clear V1 and make it 0001. This is the generic damage of the Kokiri Sword. ROM -ADA798 RAM -635F8 - BEQ - T7, R0 - 11E00003 - Checking Weapon Used, if it is the Master Sword/Kokiri Sword Jump Attack/Kokiri Sword Spin Red it is not branched. ROM -ADA7A0 RAM -63600 - BEQ - R0, R0 - 1000000A RAM -63604 - ADDIU - V1, R0, 0x0002 - 24030002 = Clear V1 and make it 0002. This is the generic damage of the Master Sword/Kokiri Sword Jump Attack/Kokiri Sword Spin Red. ROM -ADA7B0 RAM -63610 - BEQ - T8, R0 - 13000003 - Checking Weapon Used, if it the Master Sword Spin Attack/Biggoron Sword Swing/Master Sword Jump Attack it is not branched. RAM -63614 - SLL - Shift Left Logical T9, A0, - 0004C940- Used to clear T9 so it isn't used later. RAM -63618 - BEQ, R0, R0 - 10000004 RAM -6361C - ADDIU - V1, R0, 0x0004 - 24030004 = Clear V1 and make it 0004. This is the generic damage of the Master Sword Spin Attack/Master Sword Jump Attack/Biggoron Sword Swing RAM -63620 - BGEZ - T9 (If T9 is greater than Zero, don't branch) - 07210002 ROM -ADA7C8 RAM -63628 - ADDIU - V1, R0, 0x0008 - 24030008 = Clear V1 and make it 0008 this is the generic damage of the Biggoron Red Spin Attack/Biggoron Sword Jump Attack -----------------------------------Queen Ghoma--------------------------------- ROM - CDF9D8 - RAM - 22D9F8 - ADDIU - T7, R0, 0x0046 Stun Time Possibility while she is spawning Larva ROM - CE26F4 RAM - 230714 - ADDIU - T7, R0, 0x0096 Amount of Stun Time when Ghoma falls when her spawning is interrupted ROM - CE377C RAM - 23179C - ADDIU - T2, R0, 0x005A Amount of Stun Time when Ghoma is hit with a Slingshot during her attack phase. ROM - CE379C RAM - 2317BC -ADDIU - T1, R0, 0x0028 24090028 = Amount of Stun Time when Ghoma is stunned by Deku Nuts during her attack phase. ROM - CE3744 RAM - 231764 - 318D0005 = A check of Ghoma's Stun. The range of 0005 means that the Deku Nut (0001) and the Fairy Slingshot (0004) will be the only things to stun her, please refer to the Damage Identifier Bytes here for better understanding of this. It is only two bytes so you are limited in minor manners. You can't have any sword strike, for instance, stun Ghoma, nor can you have her be stunned by Din's Fire, Shadow Arrows, or any of the unused magic. ---------------------------King Dodongo---------------------------- ROM - C91B78 RAM - 22F8A8 - ADDIU T3, T2, 0xFFFE - 254BFFFE - Amount of damage Bomb will do to King Dodongo when it explodes inside of him. ROM - C9199C RAM - 22F5CC - ADDIU T8, R0, 0x0064 - 24160064 - How long it takes for him to breathe fire. ROM - C91C8C RAM - 22F9BC - ADDIU T8, R0, 0x0064 - 24180064 - Stun Duration after King Dodongo swallows a bomb. ---------------------------Barinade------------------------------------- D1E059 Barinade's direct attacks Enemies (Special Case) Lightning 00 20 00 00 00 03 D1E090- Barinade's Flash Bolts (04) --------------------------Phantom Ganon----------------------------------------- CDE341 Phantom Ganon's Energy Ball Attack CDE36D 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. ROM - CDD45C RAM - 23084C - ADDIU T3, R0, 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 here 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. And that's all for now! But next week I plan to tackle Volvagia and the rest of the bosses! If you also happen to have any boss information that isn't here then please by all means, share in the knowledge.
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The Sheikah's Apprentice [UPDATE:7/18/15]
Three_Pendants replied to sairugoth's topic in Community Projects
Haha! By the end of this project you're going to have more unused maps than used ones! It sort of reminds me of Nintendo's own creative process in making OoT. In any case your new Forest Gale Ruins is amazing! I literally gasped when I saw what you had done with it. As for those unused maps and dungeons... I think we could find a use for them in ZB2, almost without a doubt. -
Well just earlier today I found the answer to this! I ironically found the Broken Giant's Knife first, which is lucky because I never would have found it otherwise... In RAM at... 13E94C - Location of Broken Giant's Knife Swing 126080 - Pointer to Slashes 1260E4 - 457A0000 - Master Sword Slashes 1260E8 - 453B8000 - Kokiri Sword Slashes 1260EC - 45ABE000 - Giant's Knife Slashes 1260F0 - 00000000 - ??? 1260F4 - 451C4000 - Megaton Hammer In Rom at... BB5AEC - 44BB8000 - Location of Broken Giant's Knife Swing 3BD284 - 457A0000 - Master Sword Slashes 3BD288 - 453B8000 - Kokiri Sword Slashes 3BD28C - 45ABE000 - Giant's Knife Slashes 3BD290 - 00000000 - ??? 3BD294 - 451C4000 - Megaton Hammer Deku Sticks, as per fkualol's findings would show, are special and their length is the actual length of their swing. Now you can Actually make new weapons that don't have to be the same size as the original! Enjoy.