Boss Patch

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Post by Euclid Sat 15 Oct 2016 - 16:30

All done, get the latest patch from the last post

DONE:
- Casino's Mouldrum - go faster earlier + more hp
- Mansion's Lamolas - no warning spawns, halved underground time.
- Retro land armos knights - gangs up on you.
- Vaati's Agahfuzz - slight range buff - I think players may consider backtracking after one ring with this buff.
- Heaven's Mothula - upped all reaction rates
- Clocktower Viteous - reaction rate up for the big eye so people can't abuse arrow, small eyes come at you quicker.
- Tardis Agahnim - homing lightning
- Blind - more hp, homing shooters.
- Kholdstare - will surprise, no HP values touched.
- Any bosses in underverse, PW ruins will also be affected by the above changes.
- helmasaur - his tail whack should be a bit quicker
- Final Ganon - spinning bats are slightly faster.
- Triforce Shrine Trinexx - massively buffed HP and increased shoot rate for the middle head (?)

HOW TO QUICKLY TEST BOSS:
Clear dungeon SRM by wiping 00s throughout 7EF000 to 7EF200
Find a hole in the right quadrant, preferablely hole in the middle.
Modify RAM address 7EC000 to the ROOM number of the boss room (7EC001 for stair 1)
Fall into the hole
You'll be at the boss room.

Note for Blind you need to set 7EF159 to 02 before falling into the hole No longer required after superskuj asm fix from this thread.


Last edited by Euclid on Sun 16 Oct 2016 - 5:11; edited 2 times in total
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Post by Euclid Sun 16 Oct 2016 - 2:38

Since you're coming up to blind and kholdstare soon.

This one should have both buffed.

blind has more hp.
kholdstare will surprise!
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Post by Euclid Sun 16 Oct 2016 - 3:17

All done!

Let me know if you need HP values tinkered, those should just be hex edits.

I avoided touching bosses's hp a majority of the time because I don't want the boss fights to drag on. However if there's a need (eg/ so the MSU track plays for longer) I can bump up some boss HPs to artificially make the fight last longer.
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Post by Floki Sun 16 Oct 2016 - 4:22

Awesome!

I just finished khodstare and he was good too!

Blind was also easy enough with the one ring!

I only encoutered one problem and it might be due to skuj blind asm.

When you fall in his boss room, his monologue doesn't appears and the msu-1 boss music neither starts Sad

Aside that everything seems fine so far.

Might need to tweak a few boss so they have more hp, like blind perhaps, but will first finish my playthrough.

Have to go hunt for those underverse keys now Razz

Will do these multiple boss rooms then attack helmasaur and the final ganon and later go to trinexx!

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Post by Euclid Sun 16 Oct 2016 - 4:34

blind's hp already went up to 8 hits per head, and it's still easy? Pretty sure the magic meter ran out if I use it all the time like any normal player.
; blind hp
ORG $1DA314
CMP #$08 ; 03 -> 08

Here's the fix for blind.

Guess Superskuj's asm didn't work after all and I have to hook it off the hole drop code (to tag link to you) - might want to like edit his monologue because he'll appear behind you as soon appear in the blind room.

Maybe squeeze in All your base are belong to us somewhere in that dialogue
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Post by Euclid Sun 16 Oct 2016 - 5:47

Blind's hp is a hit counter, so unless you're literally dashing within him he doesn't go down that quickly.

Anyway I think blind is fine as is, i was debating against
- 8 hits 3 heads, same shooting frequency
- 4 hits 6 heads, quarter shooting frequency

I went with the top but the asm is easily tinkerable to the second config - check the following in the asm in the text file

; blind hp
ORG $1DA314
CMP #$08 ; 03 -> 08 <--- 04 here

; blind head count (4 has too much lag)
ORG $1DA32D
CMP #$03 ; 03 -> 03 <--- 6 here

; blind fireball delay
ORG $1DA16E
LDA #$1F ; 1F -> 1F ; too low lags the screen, too high the heads are just flying around lagging the screen <--- 7F here.
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Post by Floki Sun 16 Oct 2016 - 6:52

Alright beat up the bosses of the underverse and made it to Ganon!

Do you think you could investigate why Ganon lags so much?

I'm trying to beat him with the first lightsaber, it seems to hit him when I do a charge spin, but the game lags so much, its almost impossible to not get hit by his bats!

Perhaps reduce the number of bats on screen if possible. I have no idea why its so much laggy!

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Post by Euclid Sun 16 Oct 2016 - 7:06

Ganon loses 2 bats, which should significantly reduce the lag

In replacement for his lost powers, he gets a higher reaction rate.

Also added a final touchup to add difficulty in general.

EDIT: i'm done for the weekend! Anything else I have to do in slower time.
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Post by Floki Sun 16 Oct 2016 - 7:40

Much quicker fight!

Had some mini mini lag but barely noticeable!

A drastic improvement, thanks!

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Post by Euclid Sun 16 Oct 2016 - 7:42

The last line on that patch lowers conker's invincible frames by 50% after getting hit (I tried lowering by 75% but you get double hit too often just running into things)

It should make the game a lot more interesting for those who abuse the invincible frames a lot (like me) - also means those eye laser rooms are double as deadly.
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Post by Conn Sun 16 Oct 2016 - 13:07

Could you place a monologue somewhere (obvious telepathic stone in D7) that says "If someone wishes to be a fairy use Angel Dust" or whatever? - if this doesn't already exist. You could also extend Tingle monologue "I wish I was a fairy... Oh Man. I'm having a Cold Turkey - mind to gimme some Angel Dust?"
Tingle fairy is not optional and we, as Zelda veterans know about it, but I think many newbies might have problems with that and get to Ganon without having found Eden crossbow.

I already suggested this in Erock thread with Galaxy Book, but... lol* this is a paradox if the galaxy book is still in Tingle store and you get it after turning him into a fairy Smile if it is moved you can place that message inside the book of course.

Sounds great everything!


Last edited by Conn on Sun 16 Oct 2016 - 14:00; edited 1 time in total
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Post by Euclid Sun 16 Oct 2016 - 13:27

I think seph moved the book to the subway. At least in the rom I have it's in the subway.

I personally think the HP of the bosses are fine as they are, the only ones with HP ups are blind (2.5x), moldrum (1.5x) and Trinexx (4x).

The only ones I would consider upping HP are:
- armos knights (have to be careful because it bumps the substation one higher as well) - maybe 1.5x, or I do some fancy ASM work for HP to be bumped up purely for retro. (0x30 -> 0x48)
- Moth - (0x20 to 0x60-0x80) - I find it a very fun battle.
- helmasaur - 2x (this one might be hard to tinker)

The only reason for prologing a fight is for the MSU to play out more.
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Post by Floki Sun 16 Oct 2016 - 18:11

Similar to modern games otherwise!

The screen could be:

-Game difficulty-


>Normal
Easy


I'm sure Euclid can come up with something like that which wouldn't be too hard, his bosses patches just modifies some hex values mostly!

But yeah great idea indeed.

There's still two weekends left if he wants to implements something like that.

He is also mostly done with his tasks already, so lets see how he takes this idea!

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Post by Conn Sun 16 Oct 2016 - 19:32

Cool Very Happy If Euclid agrees on taking this challenge as well, I'd squeeze that into the text Speed screen and call it options instead of a complete new slide.

But then there's a space problem, maybe it is then better to make the selections scroll sidewards and you can navigate up down to the options Text speed and Difficulty and press left right to make the option appear, like

Options

Text Speed
<->Default <-> Faster <->...<->Speedrun<->Default<->

Boss Difficulty
<->easy<->normal<->easy<->
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Post by Euclid Mon 17 Oct 2016 - 12:30

Hmm. I'm reluctant to do it in the same menu.

Also most of these boss fixes are one byte fixes - changing them all to be a based off ram value is do-able but it'll increase lag (especially in the middle of AI code)

If you want a band-aid solution:

The bosses themselves aren't hard even with the fix, it's how much damage conker takes that people usually rate "difficulty". If a boss is beefy, with recoverable magic and running around like a madman it's pretty hard to die.

I would also prefer making the difficulty mode selection perma - That dialog box needs to be somewhere near the beginning of the game - for example in a cave before hitting lost woods area, make a room where you set the difficulty via a select box.

The selections can be something like
- I'm normal
- Piss Easy

Then after that it's done, no more changes, except maybe me adding the difficulty in the credits which can be done with some quick tweaks.

Piss Easy is where everything does 1 damage (or half damage if you think that's too generous) to conker, and it can easily done by hijack the damage taken asm.
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Post by Floki Mon 17 Oct 2016 - 12:34

Sounds good then!

I'll add a cave in the first area you warp as Conker in the very beginning as you can't return there ever.

Does the monologue needs to have choices like the other choice monologues?


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Post by Euclid Mon 17 Oct 2016 - 12:38

Let me clarify - I have no issue tweaking the boss patch to be ram dependent and doing it your way with the menu, in fact it won't even be hard to add an extra menu screen for it.

It just feels too cheap to be able to tone down a boss on the fly - why I want the speed runners to actually beat them without legit cheating. Not to mention the thwomps ganging up on you is more funny than hard (I loled so hard when i finally got it working, it was so funny seeing them getting pissed when one of them dies)

Preferably choices which loads another text message if that's do-able - that way I can hook the difficulty off loading of the new message
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Post by Floki Mon 17 Oct 2016 - 12:47

I'm with you here, I like the new AI of the bosses, those thwomps is really funny and mothula is great too...not to forget the kholdstare one omg, but this feature is just to be on the safe side!

So yeah your idea with the option to not be changeable is greater than ours.

Conn already made multiple monologue message so maybe he could get out of his early retirement for this feature since hes the one that proposed it! Razz

It will basically need three monologues like that poster one.


Eg. monologue 222 =

Please select the difficulty level

-Normal (loads monologue 223)
-Piss easy (loads monologue 224)

222-223-224 are unused

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Post by Euclid Mon 17 Oct 2016 - 12:58

I haven't looked at what RAM value to use yet, but a quick check shows 7EF32E isn't used*

*based on 2EF37E searches in the rom, which shows up if $7EF32E is used in any code.

0 for normal mode (if they X out of the message it'll be normal mode, if you can't be bothered to fix that)
1 for easy mode

i'll take care of the other ASMs part
- HP taken divided by 2 (makes more sense, otherwise armor is useless)
- Seph if there are particular bosses which you want the HP lowered and/or easy mode to change behavior let me know.
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Post by Floki Mon 17 Oct 2016 - 13:00

Okay give me 30 minutes to check this!

Here's what I've done with the monologues Wink


222:

Please select the[2]
bosses difficulty[3]
level for the rest[Scroll]
of the game![Waitkey][Scroll]
> Normal[Scroll]
Piss easy![Choose]


223:

Narrator: Ah!
So you chose normal
difficulty, eh?
You are in for
a trippy experience!
May the force
be with you!


224:

Narrator: What's the
matter dog?
You're afraid of
challenging bosses?
Pussy!

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Post by Euclid Mon 17 Oct 2016 - 13:04

I was going to mention since Ganon no longer requires silver arrows for the X button, shouldn't the message also change?

I'll make the HP buffs to the bosses from earlier this post tomorrow.

If Conn doesn't want to come out of retirement for it then i'll see if i can figure out his code.

EDIT: just so the message is clear - Conn only need to come out of retirement to do the multi-select dialog thingy, the actual message hooking to save the ram value I can do based off the lost woods/beach combo asm.


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Post by Floki Mon 17 Oct 2016 - 13:09

Yeah it's already changed.

In fact my only tasks left before releasing the beta is:

1 - fixing some monologues (+sending you my monologues 0-199 rom)

2 - compass asm for two rooms (because I moved the big chest in the very first dungeon so that you comply avoid backtracking three times to get to the hard optional puzzle) + telling you which room to change in the maps

3- ? not much really (been awake for 24 hours so...fixed pretty much everything there was to fix already)

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Post by Euclid Mon 17 Oct 2016 - 13:11

If Conn doesn't want to do it, Seph can optionally make the room to have an entrance message going "take the left warp and talk to the guy there for easy, take the right door and talk to the guy there for hard" (can't think of a movie reference here to use - i'm sure you can come up with something)

That way the multi-select dialog thing doesn't need to be done.

Edit:

Or you can make it one way, "go to the room to the right and talk to the guy there to make this game easy, remember once it's done it's done, you'll forever be known as a deadbeat!"

Double edit: GO TO SLEEP!
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Post by Floki Mon 17 Oct 2016 - 13:28

LOL Conn will have to do it, I already inserted my dialogs lol

It's his idea, so he can make this small exception, he just has to respond (hes probably working or something)!

Have to finish my last heineken before going to sleep lol Razz

for easier difficulty here some things that could be toned down:


; moth reaction rate up up up
ORG $1EBF18
LDA #$08 ; 3F -> 08
ORG $1EBFD0
CMP #$04 ; 20 -> 04



; Lamolas underground wait time
ORG $05A4E9
LDA #$40 ; 80 -> 40



; blind hp
ORG $1DA314
CMP #$08 ; 03 -> 08


; Kholdstare ice drop mania
ORG $1E94E3
AND #$0F ; 7F -> 0F



; helmasaur - tail swing
ORG $1E8276
LDA #$08 ; A0 -> 20


; Trinexx
ORG $1DB27B
LDA #$04 ; 50 -> 04
ORG $1DB25A
AND #$03 ; 7F -> 03


; GANON reaction rate bats phase
ORG $1D925E
LDA #$0F ; 7F -> 7F

; GANON bats come out quicker bats phase
ORG $1D9224
CMP #$F0 ; C0 -> F0

; GANON bats expand quicker bats phase
ORG $1D92B5
LDA #$9F ; FF -> 9F

; GANON Bats spawn
ORG $1D8E7E
LDY #$06 ; 08 -> 6

Arghus
; mini eyeball ganging up on you
ORG $9DE5E0
AND #$1F ; 3F -> 1F

; Mouldrum HP
ORG $0DB17C
db $18 ; 0C -> 18


; THE ULTIMATE OMPH? ------probably keep as is (this is the flashing delay when getting hit right?
ORG $0780B9
LDA #$1D ; 3A -> 1D


mouldrum hp to normal

arghus mini eyes balls less ganging on you

moth reaction to normal, static wait time is fine to leave as is

lanmolas underground time to normal

blind hp restored to default

make kholdstare drop less ice

restore helmasaur tail to default

restore trinexx original health

for the final boss maybe spawn four bats maximum and restore his reaction to default values

^^that should be it.

will go to sleep when my tasks are mostly done! I'll sleep better Very Happy

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Post by Conn Mon 17 Oct 2016 - 14:51

Yepp, University started today.
No worries, getting me out of retirement, but I need to have an exact instruction what you want me to do (in a boy like explaining style for non-native speakers that is Razz). It's apparently no 3-way select screen, so do you only need me to have a 0/1 stored to 7ef32e based on the decision you made? And/or the switch to the correct responce monologue 223/224? Can do both in 10 minutes.
Which decision causes which monologue and which value/flag (00/01)?

And of course I need a fresh rom with the monologues already implemented...


Last edited by Conn on Mon 17 Oct 2016 - 17:17; edited 4 times in total
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