Project Phoenix!

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Post by Orochimaru on Wed 20 Mar 2019 - 13:24

Couldn't help but laugh at the new armos boss lol

Project Phoenix! - Page 8 Lol

I wouldn't say its impossible to beat, but with no sword and boomerang its definately challenging!

Orochimaru

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Post by Euclid on Sat 20 Apr 2019 - 0:15

Alright lazy ass me has (first taken a break and) finally come up with a compromise for kholdstare.

Hard mode only - Slowed the ice drops by half to reduce the lag, but everything in the room goes double speed (the ice doesn't drop twice as fast, but the things it splits off covers double the distance as a result). I think the main body also moves twice as fast.

Doesn't make him hard-hard on hard mode but at least it's less laggy compare to hard mode in conker's.

I was thinking about changing it so he's immune to the fiery blaze/bombos but gave up finding the code for it. If you can make him immune from the damage editor it'll be great, otherwise I'll try digging it up at a later date.

Code:

;
; XKAS module - Euclid 2019
;
; Phoenix Boss Patch
; - Agahnim
; - Ganon + Full Darkness hard mode
; - Armos Knights buff for hard mode (room 222 and 90)
; - kholdstare fix
;

lorom

; hooks.

ORG $9EDB27
BRA $1A ; remove shooting ball shadow from agahnim (less lag), looks less pretty but meh.

ORG $9ED6EE
NOP
JSL AGAHNIM_NOT_SO_RANDOM_BALLS_2
BCC $12
JSL AGAHNIM_NOT_SO_RANDOM_BALLS

ORG $9EDB9C
NOP
JSL BLUE_BALLS_NUMER_CHANGE

ORG $9EDBAB
JSL BLUE_BALLS_SPAWN

ORG $9EDBC3
JSL BLUE_BALLS_SPAWN_LOCATION
NOP

ORG $2F842D
JSL TARDIS_AGAHNIM_BUFF

ORG $9ED4BF
JSL TARDIS_SPLIT_MOD

ORG $9ED52F
NOP
JSL SUPER_FAST_AGAHNIM

ORG $9EFF48
JSL FAST_BALLS

ORG $9DE971
JSL SUPER_FAST_GANON

ORG $9D9179
JSL GANON_BATS_HARD
NOP
NOP
NOP
NOP
NOP

; full darkness ganon
ORG $9D92EC
JSL FULL_DARKNESS_GANON_1
ORG $9D9082
JSL FULL_DARKNESS_GANON_2
ORG $9D900B
JSL FULL_DARKNESS_GANON_3 ; backup just in case of torch timers.

; GANON Bats spawn
ORG $1D8E7E
LDY #$08

; ALL MODES: Ganon remove expanding bats.
ORG $9D9220
STZ $0DF0,x

; ALL MODES: Ganon bats move off screen quicker
ORG $9D9241
db $08, $10, $08, $40, $08, $20, $08

; HARD MODE; faster reaction
ORG $9D8E80
JSL GANON_FASTER_REACTION

; armos knights gets pissed off at 3 (all modes)
ORG $85A136
CMP #$04 ; 01 (lttp) -> 06 (conker) -> 04 (phoenix)

ORG $85FA14
JSL ARMOS_FASTER

ORG $9DF04F
JSL ARMOS_ANGRYER_1
NOP

ORG $9DF04F
JSL ARMOS_ANGRYER_2
NOP

ORG $45D12C ; REQUIRES BOSS PATCH FROM CONKER ALREADY APPLIED
AND #$1F ; kholdstare - half the amount of ice to combat lag.


; programming location
ORG $45F000

AGAHNIM_NOT_SO_RANDOM_BALLS_2:
LDA $7EF32E
BEQ $06
LDA $0E30,x
CMP #$02
RTL
SEC
RTL

AGAHNIM_NOT_SO_RANDOM_BALLS:
;CPU State envMXdizC
LDA $7EF32E
BEQ AGAHNIM_NOT_SO_RANDOM_BALLS_FOR_HARD_MODE
; original code
JSL $8DBA71 ; basically if this returns 0 = blue, 1 = bouncy.
RTL
AGAHNIM_NOT_SO_RANDOM_BALLS_FOR_HARD_MODE:
JSL $8DBA71 ; ~25% bouncy
AND #$06  ; so we're comparing to a specific number
BEQ $03
LDA #$00 ; blue
RTL
LDA $7EF36E
CMP #$20
BCS DMAGIC2
LDA #$00
STA $7EF36E
LDA #$01 ; bouncy
RTL
DMAGIC2:
SEC
SBC #$20
STA $7EF36E
LDA #$01 ; bouncy
RTL




BLUE_BALLS_NUMER_CHANGE:
; CPU state envMXdizC
LDA $7EF32E
BEQ AGAHNIM_BLUE_BALLS_NUMBER_FOR_HARD_MODE
LDA #$05
BRA $02
AGAHNIM_BLUE_BALLS_NUMBER_FOR_HARD_MODE:
LDA #$01
STA $0FB5
RTL

BLUE_BALLS_SPAWN:
LDA $7EF32E
BEQ AGAHNIM_BLUE_BALLS_SPAWN_FOR_HARD_MODE
LDA #$55
JSL $9DF65D
RTL
AGAHNIM_BLUE_BALLS_SPAWN_FOR_HARD_MODE:
LDA #$BF
JSL $9DF65D
LDA #$26
STA $012F
RTL

BLUE_BALLS_SPAWN_LOCATION:
ADC #$04
STA $0D00,y
LDA $7EF32E
BEQ $01
RTL
LDA #$00
STA $0D00,y ; location change.
RTL

TARDIS_AGAHNIM_BUFF:
SEP #$20
LDA $A0
CMP #$0D
BEQ IS_TARDIS
RTL
IS_TARDIS:
LDA $0E51
CMP #$60
BEQ MYSTERY_4_END
LDA #$07
STA $0D80
LDA #$50
STA $0DF0
MYSTERY_4_END:
LDA $A0
RTL

TARDIS_SPLIT_MOD:
LDA $A0
CMP #$0D
BEQ TARDIS_SPLIT_LESS
NORMAL_SPLIT:
LDA #$7A
LDY #$02
RTL
TARDIS_SPLIT_LESS:
STZ $0FB5
LDA #$7A
LDY #$01
RTL

SUPER_FAST_AGAHNIM:
LDA $7EF32E
BEQ $06
ORIGINAL_CODE_AGAHNIM:
; original code
LDA #$FF
STA $0DF0,x
RTL
LDA $A0
CMP #$0C
BNE ORIGINAL_CODE_AGAHNIM
JSL $8DBA71 ; random interval
AND #$7F
ORA #$80 ; above 80
STA $0DF0,x
RTL

FAST_BALLS:
PHA
LDA $7EF32E
BNE NOT_FAST
LDA $A0
CMP #$0C
BEQ VERY_FAST
CMP #$0D
BEQ HALF_FAST
CMP #$20
BEQ HALF_FAST
CMP #$90
BEQ VERY_FAST ; kholdstare fast
NOT_FAST:
PLA
LSR A
LSR A
LSR A
LSR A
RTL
HALF_FAST:
LDA $1A
AND #$01
BEQ NOT_FAST
VERY_FAST:
PLA
LSR A
LSR A
LSR A
RTL
SUPER_FAST_GANON:
ARMOS_FASTER:
PHA
LDA $7EF32E
BNE NOT_FAST
LDA $A0
CMP #$00
BEQ VERY_FAST ; ganon
CMP #$5A
BEQ VERY_FAST ; group of 6 armos
CMP #$DE
BEQ VERY_FAST ; dungeon 2
BRA NOT_FAST



GANON_BATS_HARD:
;envMXdiZC
LDA $0FB5
STA $0EC0,y
STA $0BA0,y
LDA $7EF32E
BEQ $01
NORMAL_BATS:
RTL
LDA $0FB5
CMP #$03 ; tile break
BEQ BATS_HARD
CMP #$05 ; final form
BNE NORMAL_BATS
BATS_HARD:
JSL $8DBA71
AND #$03 ; ~25% code 2
BEQ BATS_CODE_2
LDA #$05
BRA $02
BATS_CODE_2:
LDA #$03
STA $0EC0,y
STA $0BA0,y
RTL

GANON_FASTER_REACTION:
LDA $7EF32E
BEQ $07
LDA #$C9
JSL $9DF65F
RTL
LDA #$C9
JSL $9DF65F
BMI $01
RTL
PHP ; save the minus flag
STZ $0DF0,x
PLP
RTL

FULL_DARKNESS_GANON_1:
LDA $7EF32E
BNE FDG_NOT_HARD_MODE
LDA #$00
STA $7EC005
FDG_NOT_HARD_MODE:
JSL $85FA8E
RTL
FULL_DARKNESS_GANON_2:
LDA $7EF32E
BNE FDG_NOT_HARD_MODE
LDA #$01
STA $7EC005
BRA FDG_NOT_HARD_MODE
FULL_DARKNESS_GANON_3:
LDA $7EF32E
BNE FDG_3_NOT_HARD_MODE
LDA #$01
STA $7EC005
FDG_3_NOT_HARD_MODE:
JSL $308400
RTL



ARMOS_ANGRYER_1:
LDA $7EF32E
BEQ $06
LDA #$20
STA $0DF0,x
RTL
LDA #$0A
STA $0DF0,x
RTL

ARMOS_ANGRYER_2:
LDA $7EF32E
BEQ $06
LDA #$10
STA $0DF0,x
RTL
LDA #$01
STA $0DF0,x
RTL

Euclid
Euclid

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Post by Orochimaru on Wed 24 Apr 2019 - 4:23

I had some time to test out your kholdstare fix and it is quite effective as is actually, there's no longer lag and its more difficult to dodge and predict where the ice will fall compared to the original that had a much regular pattern.

I'll remove the fire medallion vulnerability tommorow after work and maybe work on a task or two, worked on something else tonight lol

Orochimaru

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Since : 2012-06-19

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Post by Orochimaru on Mon 13 May 2019 - 23:28

Alright Euclid, after changing a couple of bosses weaknesses already, I've now changed Kholdstare's shell so its immune against all items except the icerod. That should fool some players haha. To accomodate the change, I'll add iceblocks in front of the entrance of the dungeon and change the boss into a fireball!

Orochimaru

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Since : 2012-06-19

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Post by Euclid on Tue 14 May 2019 - 7:20

Very Happy

Now i just need to be less lazy and get to work.

On the other hand is the 4th dungeon/spencer all done? I don't think I have the latest rom to check the layout/make maps from.
Euclid
Euclid

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Post by Orochimaru on Sun 2 Feb 2020 - 5:23

Hello Euclid, everyone who tested the agahnim superboss complained about the difficulty being too dumb, so they will need to be nerfed. On Patty's chat however several people have given suggestions to make it beatable. Here they are:

Spoiler:
seph: so what should we do to nerf him down in a way that would be accepted by mosts here?

chronoquairium: Here's my ideas:

1. The shot speed and charge time are too inconsistent, I think that's a bug.

2. Blue Ball rate should change in some way, or you can do vanilla Aga1 logic and make some forced.

3. Magic is only drained on contact with a clone or taking damage from a ring.

4. Make there be a tell, no matter how small, to know who to aim at.

3 isn't as needed as the others.

Darkblood935: increase the ring spawn rate

tylotungsten: well we aren't 100% clear how the mana drain is working here, but it seems inconsistent and impossible to avoid with skill
if you raise ring rate, the magic drain needs to change

Smithy4224: A tell for the real Dorf seems like the most necessary change.

Falkon: I think just raising the ring rate is all that’s needed, personally

IM_Mustela: Maybe a tiny visual indicator of which one it is? something hard to see

interpol_freeze: I think the inconsistent shot speed comes from the lightning lagging the game.

tylotungsten: since invincibility solves lightning anyway, low ring rate just makes the fight longer with nothing happening

zthoop64: even if it didnt drain magic the speed of the shots and the ratio between balls, circles and lightning is ridiculous

seph: thanks all for your suggestions, they will be implemented in time for the open beta, in a few weeks time if y'all lucky
chronoquairium: Alright, thanks for listening! Again, I'm not trying to be unthankful. Also I think the lightning is fine on this difficulty personally.

I also got a seizure warning from one guy about his brother that has seizures to if you could somehow disable the flashing white screen of the lightning on the screen, it would maybe prevent us from making seizures for people with serious health conditions Razz

Thanks will post a full suggestions and bugs list once I'm done watching all playthroughs!

Patty just finished agahnim superboss on livestream with savestates and it took 16 hits or so...and the game crashed when getting warp on overworlds, so there might be something broken.

Orochimaru

Project Phoenix! - Page 8 Image212

Since : 2012-06-19

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