stronger sword beam

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Post by wizzrobemaster Sun 3 Jan 2016 - 3:33

well one thing I also did not like was how late you normally got the blue mail. in zelda1 you could get the blue ring before getting the sword (although extremely difficult to do).

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Post by SunGodPortal Sun 3 Jan 2016 - 15:24

I agree that the armor upgrades come a little late, but they aren't altogether necessary. This game is pretty easy since you can carry 4 bottles of fairies and typically have enemies around that can be turned into fairies with magic powder.
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Post by wizzrobemaster Sun 3 Jan 2016 - 17:12

I like to play the game without using potions or fairies in bottles. in fact all 4 bottles are optional. ocarina of time, majora's mask and the wind waker all give you at least one bottle during the main quest. anyway this is derailing the thread, and to get back on track, I would want to know what the sword beam address is. that is the range sword magic when at full health.

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Post by assassin17 Mon 4 Jan 2016 - 1:03

06/EC7E is a table of damage classes for many attacks.  0Ch is the sword beam's index into that (at least when using the L4 sword).
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Post by wizzrobemaster Mon 4 Jan 2016 - 4:02

is this headered or unheadered? when I went to that address the hex value is 99.

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Post by assassin17 Mon 4 Jan 2016 - 6:36

that's the CPU address.  to convert, i recommend Lunar Address:
http://fusoya.eludevisibility.org/la/index.html
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Post by wizzrobemaster Mon 4 Jan 2016 - 14:04

did I go to the correct address? also I don't understand what lunar address does.

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Post by Puzzledude Mon 4 Jan 2016 - 15:16

wizrobemaster wrote:did I go to the correct address?  also I don't understand what lunar address does.  
If you don't know how to convert a Snes address to hex address, and don't know what lunar address does, then forget about learning ASM, coding and sprite editing.

By the way 06EC7E (Snes Lorom CPU address) is calculated by Lunar address into 036C7E (PC/hex address). Header is of course excluded. When ASM coding you need to write all addresses in Snes CPU.
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Post by wizzrobemaster Mon 4 Jan 2016 - 16:19

I am using a basic hex editor. so the sword beam damage class is more complicated?

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Post by SunGodPortal Mon 4 Jan 2016 - 17:42

I am using a basic hex editor. so the sword beam damage class is more complicated?

Sounds to me like it's in a group with a bunch of other damage properties beginning at 36C7E (the real address, what you see in a hex editor, not what the SNES reads as the address).

It's hard for me to give you any more info than that because I've never studied this and therefore am not aware of how this particular cluster of data is structured/organized. I assume it would be like a list of values that the game looks up when this or that happens so that it knows what result to produce. Again, I haven't looked into this yet, but I assume that each entry would be a byte a-piece.
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Post by wizzrobemaster Mon 4 Jan 2016 - 18:57

well the sword beam always deals the same damage regardless of upgrade. in Zelda 1 its attack power was equal to the sword

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Post by Puzzledude Tue 5 Jan 2016 - 7:43

I don't understand why this question is repeating, when it was answered on the previous page:
Unheadered 0x36D3B - 01 01 02 03 -> 01 02 03 04
This will make the sword beam match the normal sword attack.



And all the sword attacks are here:
After studying the bytes which control the sword's power, I've come accross something interesting. Aside the normal damage values, there are also some other possibilities. A lot of them are not actually recommended for use, but some are.

Like the 0B value, which makes the enemies burn. It is the same as they were hit by a fire rod. With this knowledge the implementation of the Fire sword is possible, but spin attack must be redefined to normal damage 03 or above, to be able to beat Ganon and some other flame resisting enemies.


address 36D33 = start

order = sword 1, 2, 3, 4;
spin attack with sword 1, 2, 3, 4
stab with sword 1, 2, 3, 4
= 12 bytes all together.

values:
00 - enemy freezes, but on second hit Link freezes (not recomended), but it is recommended for spin attack (same effect as hookshot = freeze, + no effect on second hit)
01 - damage level 1
02 - damage level 2
03 - damage level 3
04 - damage level 4
05 - damage level 5
06 - damage level 2
07 - enemy freezes, but on second hit Link freezes (not recomended)
08 - damage level 2
09 - damage level 5
0A - enemies will change into a hoping thing (but will display bug before that), no effect on strong enemies
0B - fire sword! = same as hitting the enemy with fire rod
0C - ice sword! = same as hitting the enemy with ice rod (some enemies are suddenly defeated, but dont get iced)
0D - fire sword
0E - ice sword
0F - enemies will change into a hoping thing (but will display bug before that), no effect on strong enemies
10 - sword can not hit the enemy

0B - no effect on Ganon
minimum for ganon is level-3 damage = 03

logical combination = 0B normal hit sword4
----------------------03 spin for sword4
----------------------01 stab for sword4

10 - sword can not hit the enemy
11 - sword can not hit the enemy
12 - sword makes half of level 1 damage, enemy is not bounced back
13 - sword makes half of level 1 damage, enemy is not bounced back
14 - sword can not hit the enemy
15 - level 2 damage, enemy is not bounced back
16 - sword makes half of level 1 damage, enemy is not bounced back
17 - sword makes half of level 1 damage, enemy is not bounced back
18 - sword can not hit the enemy
19 - sword can not hit the enemy
1A to 1F - sword can not hit the enemy
20 - enemy freezes, but on second hit Link freezes (not recomended)
21 - damage level 1, enemy is not bounced back
22 - damage level 2, enemy is not bounced back

further values to FF are supposed to be repeated or irrelevant (not recommended or not used).

With this info you can edit any action with any of the 4 sword levels as well as the power of the sword beam.

But obviously the sword beam can not become stronger when the sword becomes stronger without ASM. The level of the sword beam is static and it is completely logical for the beam to have the sword level 1 power, since you don't want it to be to powerful.
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Post by assassin17 Tue 5 Jan 2016 - 8:33

- the 4 bytes at Unheadered 0x36D3B are for drawn swords, not sword beam.
- as i explained in my 14 Mar 2015 post, assigning any damage class above 0Fh is complete nonsense.  so that neverending list going up to 22h is pointless and confusing.
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Post by Puzzledude Tue 5 Jan 2016 - 10:17

the 4 bytes at Unheadered 0x36D3B are for drawn swords, not sword beam
Yes I know.

as i explained in my 14 Mar 2015 post, assigning any damage class above 0Fh is complete nonsense. so that neverending list going up to 22h is pointless and confusing.
True, but nevertheless I decided to test this out back in the day, since I didn't know what might be expected. And I've seen that most values cause bugs.


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Post by wizzrobemaster Tue 5 Jan 2016 - 16:40

I went to the address and the sword beam was not affected at all. I think level 2 would be better than level 1 attack power. sometimes when I strike with the sword beam, the enemy takes level 1 damage while taking invincibility frames.

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Post by Puzzledude Tue 5 Jan 2016 - 17:32

I tested this out and the change:
Unheadered 0x36D3B - 01 01 02 03 -> 01 02 03 04
doesn't seem to have any effect.

In this case you will have to find the address for the beam power yourself (this is usually done with ASM tracing with Geigers adopted Snes9x emulator/debugger).


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Post by assassin17 Wed 6 Jan 2016 - 3:04

i already posted the beam's location:

assassin17 wrote:06/EC7E is a table of damage classes for many attacks.  0Ch is the sword beam's index into that (at least when using the L4 sword).
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Post by assassin17 Wed 6 Jan 2016 - 3:18

Puzzledude wrote:I tested this out and the change:
Unheadered 0x36D3B - 01 01 02 03 -> 01 02 03 04
doesn't seem to have any effect.

sure it does:

Puzzledude wrote:
me wrote:the 4 bytes at Unheadered 0x36D3B are for drawn swords, not sword beam

Yes I know.
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Post by Puzzledude Wed 6 Jan 2016 - 7:50

assassin17 wrote:
Puzzledude wrote:I tested this out and the change:
Unheadered 0x36D3B - 01 01 02 03 -> 01 02 03 04
doesn't seem to have any effect.

sure it does:

Puzzledude wrote:
me wrote:the 4 bytes at Unheadered 0x36D3B are for drawn swords, not sword beam

Yes I know.
That Euclid's post got me all confused. It's all cleared out now, since I was testing for beam but edited the sword attacks.

My conclusion:
-beam is at 36C8A (tested),
-sword attacks are at 36D33 (12 bytes, attack 4 bytes, spin attack 4 bytes and stabbing 4 bytes).

36D33-36D36 is attack
36D37-36D3A is spin
36D3B-36D3E is stab

So 36D3B should be sword stab (ie hold sword and let the enemy bounce into it). And the original values were 01 01 02 03, which suggests this attack was less powerful. 01 02 03 04 brings this attack equal to normal sword swing.


Last edited by Puzzledude on Wed 6 Jan 2016 - 13:47; edited 1 time in total
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Post by Puzzledude Wed 6 Jan 2016 - 10:58

I tested this further.
The actual address for the Sword beam strength is at
36C8A (PC address no header). Default value is 01.

If you put this to 02 it is stronger, if 00 it is stun.
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Post by wizzrobemaster Wed 6 Jan 2016 - 13:56

I just tested it out too and it works. thank you.

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Post by assassin17 Thu 7 Jan 2016 - 4:57

SunGodPortal: here are the known indices into the 06/EC7E table:

Red/Blue boomerang = 05
Hookshot = 1F
Ice rod = 0B
Fire Rod = 02
Bomb = 07
Sword beam = 0C
Bombos = 19
Ether = 18
Quake = 1C
Cane of Somaria block = 2C
Somarian missile = 01
Normal/Silver arrow = 09
Cane of Byrna forcefield = 31

just looking at it, the table might run thru 06/ECB6.  i have no idea what most of it is used for, particularly the scores of 01s.  it's yet to be used when throwing rocks/bushes/etc., and there no 03s in there at all.


Last edited by assassin17 on Fri 8 Jan 2016 - 5:01; edited 1 time in total
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Post by wizzrobemaster Thu 7 Jan 2016 - 12:37

the somarian missile I managed to edit and it is much more useful when it is stronger.

I just discovered that the somarian block is 36CAA.

36C7F for the missile.


Last edited by wizzrobemaster on Tue 30 Mar 2021 - 22:04; edited 1 time in total

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Post by wizzrobemaster Sat 18 Nov 2017 - 5:22

36D79 is the damage output from the Hammer.

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