Mirror Shield vs. Wizzrobe's projectile

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Post by wizzrobemaster Tue 7 Feb 2017 - 7:08

Why does the Mirror Shield reflect Wizzrobe's projectiles, but not damage them? I don't understand why it does not disappear like blocking any other projectile?

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Post by Puzzledude Tue 7 Feb 2017 - 7:11

Why does the Mirror Shield reflect Wizzrobe's projectiles, but not damage them?
I don't understand why it does not disappear like blocking any other projectile?
Because this is how they have programed it.
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Post by Conn Tue 7 Feb 2017 - 9:15

Actually,I was disturbed by that as well and thought about hacking a reflection damage. But the wizards are so scarce that it doesn't really pay off, as this, as you can't imagine, requires lots asm. Easier is to make the projectiles vanish, but it's mirror reflection, so the purpose of the shield loses sense. I'm happy with how it is in the end.
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Post by wizzrobemaster Tue 7 Feb 2017 - 16:38

Wizzrobes are also Glass canons. They can die in one hit from a level 1 sword so I guess the Mirror Shield reflecting them is pointless. As a shield upgrade, it can block lasers, Wizzrobe projectiles, and large fireballs from Lynels (which I surprised that only 3 appear on one square in the entire game) and Red Copies. It cannot block Beamos, which is why I find them to be the most obnoxious incarnation in the series. The Book of Mudora ASM (although unsafe due to Link remaining vulnerable to hits) to warp them away makes it much easier to simply get rid of them.

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Post by Conn Tue 7 Feb 2017 - 17:05

Beamos warp is not a bad idea, as in contrast to palace guards, it can be used to block indoor areas, and is a real great help.
If you read my patch description, you surely find out how to change palace guards to beamos Wink
https://www.zeldix.net/t393-warp-away-palace-guards-with-book-mudora
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Post by SunGodPortal Tue 7 Feb 2017 - 18:35

Being able to warp away the beamos would make things way too easy. Really, it makes it pointless to even have beamos in the game in the first place. What's the challenge in being able to simply warp away enemies? Why not just make something to warp away all the bosses so you don't have to deal with them either? Or make a non-disposable item that will refill your life and magic to the max any time you want...
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Post by Conn Tue 7 Feb 2017 - 21:01

Confused Oh my... it warps away one enemy, and if you give the book later in the game you can employ plenty of beamos in previous dungeons. I think it's fun finally having a weapon against them Very Happy
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Post by SunGodPortal Wed 8 Feb 2017 - 0:09

They had to make concessions for the "participation award" generation. Sad...
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Post by wizzrobemaster Wed 8 Feb 2017 - 6:35

SGP, try warping away Ganon.

I hate Beamos with a passion because they attack really fast, cannot be blocked with the Shield and cause absurd knockback that always takes away a full heart.

Anyway Conn, can the Book warp away death mountain boulders because they are still an enemy category sprite?

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Post by Conn Wed 8 Feb 2017 - 9:25

My patch can easily be rewritten to warp away any sprite, that should be fun playing through the game like this Razz

Wizz, if you look into the patch folder you will find a list with sprite codes. Your boulder should be part of that list.
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Post by SunGodPortal Wed 8 Feb 2017 - 18:48

wizzrobemaster wrote:I hate Beamos with a passion because they attack really fast, cannot be blocked...

Dude, all you have to do is get behind something or just pay attention to them so you can dodge their beam when it comes your way. These "enemies" are 100% predictable so there's really no excuse for having this much trouble with them unless the player is deliberately put into a situation where they have extremely limited mobility.
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Post by Conn Wed 8 Feb 2017 - 19:22

unless the player is deliberately put into a situation where they have extremely limited mobility.
Pw for example, but I guess you can calm down, it's quite unlikely that qwerty will add that feature to 1.3 Wink
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Post by wizzrobemaster Thu 9 Feb 2017 - 6:34

SunGodPortal wrote:
wizzrobemaster wrote:I hate Beamos with a passion because they attack really fast, cannot be blocked...

Dude, all you have to do is get behind something or just pay attention to them so you can dodge their beam when it comes your way. These "enemies" are 100% predictable so there's really no excuse for having this much trouble with them unless the player is deliberately put into a situation where they have extremely limited mobility.

What about the Desert Temple where you have 2 Beamos and pots everywhere. You cannot even see one of them where they can cheap shot you.

Also boulders and deadrocks in death mountain when escorting the old man while being frozen from the cutscene is fake difficulty.

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Post by Puzzledude Thu 9 Feb 2017 - 6:43

What about the Desert Temple where you have 2 Beamos and pots everywhere. You cannot even see one of them where they can cheap shot you.

Also boulders and deadrocks in death mountain when escorting the old man while being frozen from the cutscene is fake difficulty.
Yes, I believe you said both of these things a thousand times, however you should know that you basically addressing the actual original game made by a company. And we also explained to you a thousand times why beamos is invoulnerable and why Link can not move and boulders can. The first one is a result of original authors wanting a strong enemy, but which is stationary and pedictable (and even then the game is easy), the boulders however are a techinacal problem: the old man must go in, so you can not freeze the sprites, but link must not go on until receiving the Mirror (so the code must freeze him). This is a techincal programing problem which you can not undo.

Like said, if you dislike the boulders hitting you, just put them to NOP, ie sprite 1D. That's the only alternative to the this.
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Post by wizzrobemaster Thu 9 Feb 2017 - 8:02

It is not the immobility that is the problem. It is the fact that Link should not take damage when he is immobile during a cutscene. Later titles did not have this issue.

Beamos is sometimes impossible to dodge depending on the terrain which is why I warp them away. I also removed the flamebars in Turtle Rock and replaced them with the fireballs in the dark room.

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Post by Conn Thu 9 Feb 2017 - 8:13

The Link freezes has a ram flag, you could code an asm workaround that he doesn't get hit in freeze mode. But I'm with puzzle here, 1000 times.... Sad
And this is so small and nitpicking...
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Post by SunGodPortal Thu 9 Feb 2017 - 18:57

I'm gonna go ahead and lock this thread. All it will amount to at this point is Wizz repeating himself with 1) complaints that we have heard 1000 times before and 2) suggesting ASM hacks that he has yet to show any inclination to tackle himself. I'm doing it because this thread only exists to drive us crazy. If nearly every similar thread previously created by Wizz is any example, then nothing more will come from it.
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Post by Conn Thu 9 Feb 2017 - 19:58

No complains, I'm tired, too. Though topics will be forgotten either way if no one replies, and the initial idea of warping beamos really isn't bad in my eyes - however, it is not that new as SePH implemented something similar already in Conker with Obi's ghost (in function to block a way in dungeons).
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