Agahnim Boss Mods

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Post by Euclid Mon 30 Nov 2015 - 7:58


Agahnim in room 12 = superboss (1 phase only, I can make it multiple phase but the same text is going to popup so it'll look weird) - very do-able with 20 hearts and 4 fairies.

Agahnim in room 32 - a bit beefed up version of the old Agahnim as stated in the other thread - somewhat a pushover if you don't stick too close to him for that lightning XD

Code:



lorom

ORG $1DF6A3
JSL MYSTERY_1

ORG $1ED691
CMP #$04 ; MYSTERY_2

ORG $1ED695
JSL MYSTERY_3
NOP

ORG $2F8700
MYSTERY_1:
; spare ram spot
LDA $09
CMP #$55
BNE NO_MYSTERY_1
STZ $02
LDA $23
STA $01
LDA $A0
; check room
CMP #$0C
BNE NO_MYSTERY_1
LDA $22
STA $00
NO_MYSTERY_1:
JSL $8DB818
RTL
MYSTERY_3:
LDA $1A
AND #$03
STA $0E30,x
LDA #$55
; spare ram spot
STA $09
LDA #$26
RTL
MYSTERY_6:
STZ $0EF0,x
STZ $0B89,x
CPX #$03
BCS MYSTERY_6_END
LDA $A0
CMP #$0C ; check room
BNE MYSTERY_6_END
LDA $0DF0,x
; A0 -> 80
; 60 -> 40
CMP #$A0
BEQ MYSTERY_6_GOOD
CMP #$60
BNE MYSTERY_6_END
MYSTERY_6_GOOD:
JSR RAND
AND #$1F
STA $00
LDA $0DF0,x
SEC
SBC $00
STA $0DF0,x
CPX #$00
; exclude main body
BEQ MYSTERY_6_END
; 25% chance a clone will shoot.
CMP #$98
BCC MYSTERY_6_END
; Mystery 6
LDA #$04
STA $0E30,x
MYSTERY_6_END:
RTL
RAND:
PHX
INX
LDA $1A
RAND_REP:
LSR
DEX
CPX #$00
BNE RAND_REP
PLX
RTS

; MYSTERY_4
ORG $2F842D
SEP #$20
LDA $A0
; check room
CMP #$0C
BNE MYSTERY_4_END
LDA $0E51
CMP #$60
BEQ MYSTERY_4_END
LDA #$07
STA $0D80
LDA #$50
STA $0DF0
; MYSTERY 5
LDA #$F0
STA $0E50
MYSTERY_4_END:
REP #$20
LDA $1CF0
ASL A
RTL


; MYSTERY_6
ORG $068496
NOP
NOP
JSL MYSTERY_6


Last edited by Euclid on Fri 11 Dec 2015 - 5:26; edited 4 times in total
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Post by Founder Mon 30 Nov 2015 - 11:15

Brilliant and evil! But, maybe if I added a fairy in the first room of the dungeon and added that guy who gives you a bottle in it, it would take the players a few times to defeat him.

Option A: Would it be possible to make the first ganon fight not using that technique and the second fight enabling it? Otherwise, I gotta fix those lightning graphics!

Option B: Keep it as such but make it so the first ganon takes three hits to kill and the other one that would be six.

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Post by Euclid Mon 30 Nov 2015 - 14:23

So basically the 3 hacks:

1. Lightning starts from the top of the screen from the location where link is.
2. Lightning starts from shot #4 so you can't predict the lightning.
3. Lightning is randomised from $1A so the counter is reset to 0-3 (then counts up to 4 again)

The second ganon you mean the second version where he splits into 3? problem with that one is that he never uses lightning (not that I remember but I can double check if I have a snes9x save state in front of the fight)
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Post by Founder Mon 30 Nov 2015 - 16:59



No he doesnt. I'll think of an alternative.

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Post by Conn Mon 30 Nov 2015 - 19:01

diabolic plan conspiracies going on here Razz

I try to pull something off with the intro and need complete pc bank 1f as well ^^
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Post by Euclid Mon 30 Nov 2015 - 20:51

If you have a snes9x save state right in front of the fight I might be able to do something about it.

If it uses the same routine (which I would think so) I should be able to hook it up Smile
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Post by Euclid Tue 1 Dec 2015 - 3:10

I was actually thinking to making his casting speed change as well so you can't predict when the shot is coming.

I need to think of more boss mods to make them cooler.

I think I might do something with helmasaur next.

EDIT: I always thought the beefed up version of Agahnim is based on room number, but i guess only the ganon bat event is...
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Post by Founder Tue 1 Dec 2015 - 12:26

You may make him harder as much as you want since I was considering making him optional to fight.

Helmasaur is a good choice since hes going to be the last boss of the 2nd quest!

More details will follow!


Last edited by હેદρમ™ on Tue 1 Dec 2015 - 13:04; edited 1 time in total

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Post by Euclid Tue 1 Dec 2015 - 14:51

Bit confusing but i'm sure I'll get it if I'm not reading in a rush.

Still need that save state before the second Agahnim so I can see if I can make the second one tougher (or split this version)

EDIT: I should probably do it on a vanilla rom to find what the trigger is.
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Post by Euclid Thu 3 Dec 2015 - 4:57

I'll leave this here, work in progress, i'm tired.

--- Moved to the top thread ---


Last edited by Euclid on Fri 4 Dec 2015 - 6:42; edited 1 time in total
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Post by Founder Thu 3 Dec 2015 - 9:19

Will check it out after work! Is it still for the first agahnim or the second one?

Thanks!!

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Post by Euclid Thu 3 Dec 2015 - 14:24

Don't think it'll work yet as I'm just posting it there so I don't lose my notes.

But first fight.
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Post by Euclid Fri 4 Dec 2015 - 8:08

Alright the superboss is done!

Tell me if i need to tone him down - I consider him too hard for PW standards, and that's a pretty high standard
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Post by Founder Fri 4 Dec 2015 - 9:32

I'll check that out tonight!

No worries if hes too hard, thatll be perfect for the 2nd quest where Im reserving all the harder puzzles n' stuff!

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Post by Euclid Sat 5 Dec 2015 - 5:55

There's 6 different hacks in there. Thus the 6 labels

; Mystery 1 - homing lightning
; Mystery 2 - lightning on 4th shot rather than 5th
; Mystery 3 - random lightning interval (1-3) after shooting
; Mystery 4 - Split!
; Mystery 5 - HP from 60 -> F0 (6 hits -> 16 hits)
; Mystery 6 - Clones do lightning (homing due to same code) and timing changes.

I have to admit he is pretty awesome, but the lightning is a bit on the unfair side.

Back to the maps...
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Post by Founder Sat 5 Dec 2015 - 16:19

Thats amazing!

I wonder how many players will defeat him without cheating!

Can't wait to see lets plays of the game!!

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Post by Euclid Sat 5 Dec 2015 - 18:10

I think he is pretty managable without the split - maybe what we should do is make a version which doesn't split as a 1st quest boss.
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Post by Founder Sun 6 Dec 2015 - 1:12

Actually here are my plans.

1st quest:

In room 13, make it so he doesnt split and has like three phases at most.

I dont want to have the hardest challenge in the first quest because of the majority of players that will play this will be casual players.

2nd quest:

The second quest begins when you find the Triforce medal in the optional puzzle of the very first dungeon. Once you have open that specific chest in that specific room, defeated the boss and exit the dungeon, the next time you enter, it will be a different dungeon (entrance change #1).

If you haven't open that Triforce medal chest, defeated the boss, exit and enter again, it will be a different entrance again (entrance change #2).




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Post by Euclid Fri 11 Dec 2015 - 1:52

Boss mods done!

The superboss in room 12 has also been toned down to 1 phase (so as soon as the textbox pops up in fight he'll be dead)
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Post by Founder Fri 11 Dec 2015 - 2:35

^^This on the other hand...

Agahnim Boss Mods Image12_zpsydwzlqbg

^^ My xkas version is probably outdated at this rate!


I'll check it out more tomorrow after work!

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Post by Euclid Fri 11 Dec 2015 - 5:28

Your xkas is the same as mine - I have a feeling there's some symbols which doesn't get copied and pasted correctly from the forums.

I'll use webspace for patches next time and we'll see if it's better.
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Post by Floki Wed 23 Jan 2019 - 19:47

Euclid wrote:
Agahnim in room 12 = superboss (1 phase only, I can make it multiple phase but the same text is going to popup so it'll look weird) - very do-able with 20 hearts and 4 fairies.
I'll soon remove all extra bosses messages and also try to find the hooks for the msu1 boss themes so they can be disabled *wishes conn had documented this*!

Because the msu-1 boss themes are currently hooked to the boss messages, if I disable the boss messages the bosses msu1 music tracks won't play.

Qwertymodo was kind enough to provide an alternative way to hook the themes elsewhere, but I would like to know if there are bad things that could come from leaving those hooks by Conn still in the code even though they lead nowhere.

Now about that agahnim superboss in question, what if we disable his boss message? Would he still work and change phases? If memory serves right and hopefully you remember, the very first and original asm patch of this boss was super tedious and super long and had like 6 phases... but as you stated his same boss monologue would keep popping between the phases and it was weird...but what if its disabled...

I'd really like to include that really harder superboss in the game that is!

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Post by Euclid Thu 24 Jan 2019 - 5:25

The agahnim boss shouldn't matter (unless the original game relies on the message, which I've never checked)

As for how to make it stronger - aside from HP which drags the fight out, I'll play with it on a weekend and see whether I can get it to shoot other stuff aside from lightning, bouncing balls and shooter bundles.
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Post by Floki Sun 27 Jan 2019 - 10:32

Sounds good if you need a fresh rom to test him out, just let me know! I could make you exit near him so you don't have to go through the whole game!

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Post by Euclid Mon 11 Feb 2019 - 4:54

Making him shoot different things is not a problem, too much glitched graphics to deal with unfortunately.

I'll tweak his AI speed instead - I'll dig out the speed mod which I tried in PW but never really made it in it (except soldiers) and put the stuff he shoots on steroids.

I can also make it so the main body never shoots the rebound stuff (you have to rely on the clones) - too unfair perhaps?

I can also make it so you can only rebound it with a spin strike?
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