Jump to content

Zelda OoT - Boss Modification and Documentation


Three_Pendants
 Share

Recommended Posts

Here are my notes on Zelda Bosses up until Phantom Ganon, sorry for the relative lack of a description or explanation, but I just lost the original post which was much longer and more detailed than this will end up being.

 

In any case with this you will have a much greater control over the covered bosses and make them as challenging or as simple as you may like. Some bosses are more moddable than others as you can see.

 

 

I must also point you towards Zeldazelda's Notes... for a greater understanding and ability in modification of bosses and in his case, normal enemies as well. Please find these noteshere

 

May 30th Update - I lost this in the initial post yesterday but I took the time to find the values in ROM again this morning (I know, how careless of me to record it here than in my notes in the first place...) this is 635D0, the Generic Damage Routine that all weapons go through if there is no Damage Table present and is used for the vast majority of bosses as every boss but Final Phase-Barinade and possibly Bongo-Bongo do not have Damage Tables. I have the values in RAM and ROM. Keep in mind that these values are Universal meaning if you make the Kokiri Sword deal 3 damage instead of 1 it will deal 3 damage to Every Boss (except those aforementioned)

 

May 31st Update - I realized that I had forgotten to find the Slingshot's stun duration on Ghoma so I went back to find it.

 

 

--------------------------------------------------Generic Damage Routine-------------------------------------------------

 

 

Mapping 635D0

 

ROM -ADA77C

RAM -635DC - BEQ - T6, R0 - 11C00003 Checking Weapon Used, if it is the Kokiri Sword (0100=Kokiri Sword Swing) it is not branched.

 

ROM -ADA784

RAM -635E4 - BEQ - R0, R0 - 10000011

RAM -635E8 - ADDIU - V1, R0, 0x0001- 24030001 = Clear V1 and make it 0001. This is the generic damage of the Kokiri Sword.

 

ROM -ADA798

RAM -635F8 - BEQ - T7, R0 - 11E00003 - Checking Weapon Used, if it is the Master Sword/Kokiri Sword Jump Attack/Kokiri Sword Spin Red it is not branched.

 

ROM -ADA7A0

RAM -63600 - BEQ - R0, R0 - 1000000A

RAM -63604 - ADDIU - V1, R0, 0x0002 - 24030002 = Clear V1 and make it 0002. This is the generic damage of the Master Sword/Kokiri Sword Jump Attack/Kokiri Sword Spin Red.

 

ROM -ADA7B0

RAM -63610 - BEQ - T8, R0 - 13000003 - Checking Weapon Used, if it the Master Sword Spin Attack/Biggoron Sword Swing/Master Sword Jump Attack it is not branched.

RAM -63614 - SLL - Shift Left Logical T9, A0, - 0004C940- Used to clear T9 so it isn't used later.

RAM -63618 - BEQ, R0, R0 - 10000004

RAM -6361C - ADDIU - V1, R0, 0x0004 - 24030004 = Clear V1 and make it 0004. This is the generic damage of the Master Sword Spin Attack/Master Sword Jump Attack/Biggoron Sword Swing

RAM -63620 - BGEZ - T9 (If T9 is greater than Zero, don't branch) - 07210002

 

ROM -ADA7C8

RAM -63628 - ADDIU - V1, R0, 0x0008 - 24030008 = Clear V1 and make it 0008 this is the generic damage of the Biggoron Red Spin Attack/Biggoron Sword Jump Attack

 

 

-----------------------------------Queen Ghoma---------------------------------

ROM - CDF9D8 -

RAM - 22D9F8 - ADDIU - T7, R0, 0x0046 Stun Time Possibility while she is spawning Larva

 

 

ROM - CE26F4

RAM - 230714 - ADDIU - T7, R0, 0x0096 Amount of Stun Time when Ghoma falls when her spawning is interrupted

 

ROM - CE377C

RAM - 23179C - ADDIU - T2, R0, 0x005A Amount of Stun Time when Ghoma is hit with a Slingshot during her attack phase.

 

ROM - CE379C

RAM - 2317BC -ADDIU - T1, R0, 0x0028 24090028 = Amount of Stun Time when Ghoma is stunned by Deku Nuts during her attack phase.

 

 

ROM - CE3744

RAM - 231764 - 318D0005 = A check of Ghoma's Stun. The range of 0005 means that the Deku Nut (0001) and the Fairy Slingshot (0004) will be the only things to stun her, please refer to the Damage Identifier Bytes here for better understanding of this.

 

It is only two bytes so you are limited in minor manners. You can't have any sword strike, for instance, stun Ghoma, nor can you have her be stunned by Din's Fire, Shadow Arrows, or any of the unused magic.

 

---------------------------King Dodongo----------------------------

 

ROM - C91B78

RAM - 22F8A8 - ADDIU T3, T2, 0xFFFE - 254BFFFE - Amount of damage Bomb will do to King Dodongo when it explodes inside of him.

 

ROM - C9199C

RAM - 22F5CC - ADDIU T8, R0, 0x0064 - 24160064 - How long it takes for him to breathe fire.

 

ROM - C91C8C

RAM - 22F9BC - ADDIU T8, R0, 0x0064 - 24180064 - Stun Duration after King Dodongo swallows a bomb.

 

---------------------------Barinade-------------------------------------

D1E059 Barinade's direct attacks

 

Enemies (Special Case) Lightning 00 20 00 00 00 03

D1E090- Barinade's Flash Bolts (04)

--------------------------Phantom Ganon-----------------------------------------

 

 

 

CDE341 Phantom Ganon's Energy Ball Attack

CDE36D Phantom Ganon's Spear Attack

 

 

 

ROM - F1A778 (There might be more to boss building than what's in their file, because this is Far outside of the boss file, proper)

 

RAM - 234C98 - SLTI, ST, T6, 0x0019 - 29C10019 - The amount of HP Damage that Phantom Ganon will have to take to jump off of his horse. Change accordingly if you plan on changing Phanton Ganon's base HP.

 

ROM - CDD4BC

RAM - 2308AC - ADDIU, T0, T9, 0xFFFE - 2728FFFE - (Negative Hex!) The damage a projectile will do to Phantom Ganon during the first phase. Change accordingly keeping Negative Hex in mind)

 

 

ROM - CDD3C4

RAM - 2307B4 - JAL 0x635D0 - 0C018D74 Jump to Link's Generic Weapons Routine.

 

ROM - CDD3E0

RAM - 2307D0 - ADDIU A0, R0, 0x0002 - 24040002 If it is a weapon, deal 2 Damage.

RAM - 2307D4 - ADDIU, A1, R0, 0x0001 - 24050001 If it is a sword, deal damage based by the Generic Weapons Routine.

 

 

ROM - CDD45C

RAM - 23084C - ADDIU T3, R0, 0x0078 - 240B0078 - Phantom Ganon's Stun Duration in his second phase.

 

ROM - CDD360

RAM - 230750 - LUI, AT, 0x0001 - 3C010001 - Add 1 to Phantom Ganon's Defense Mode (guarding against Spirit Arrows/Unused Arrow 3)

 

ROM - CDD364

RAM - 230754 - ORI AT, AT, 0x0000 - 3421F8A4 - Add F8A4 to Phantom Ganon's Defense Mode (See below)

 

ROM - CDD49C

RAM - 23088C - 3C010001 3421F8A4 - Except it is reversed to what is above. These are the only Damage Identifier Bytes that can damage him. As you can see only the Boomerang cannot hit him. Again this works only for projectiles in the first place.

 

1F8A4 is the answer. It is a kind of... "let only numbers that don't equal these bit values through". (Refer to Damage Identifier Bytes here

 

4 is Slingshot.

20 is Arrow, 80 is Hookshot = A0

800 is Fire Arrow

F takes care of Ice/Light/Wind/Shadow Arrows...

And the 1 takes care of Spirit Arrows. One at first glance might think this makes Phantom Ganon vulnerable to a lot of things, but his Defense Mode only activates with projectiles.If you wish to change his defenses, (like say, take away his vulnerability to Boomerangs) you would add a 10 to the overall value. And to remove them just take away in accordance with the Damage Identifier Bytes.

 

And that's all for now! But next week I plan to tackle Volvagia and the rest of the bosses!

 

If you also happen to have any boss information that isn't here then please by all means, share in the knowledge.

  • Like 3
Link to comment
Share on other sites

Thank you for the kind words Airikita, JSA, I'll try to keep that confidence moving forward.

 

Next up we have Volvagia who turned out to be a much more interesting actor than I had originally thought and some instructions in the actor will make me rethink my previous entries and probably take another look at them.

 

Of note in Volvagia I found a hidden weakness to Ice Arrows. In the ground phase they are the only non-swung weapon to deal 4 damage to him and in flight form it also deals 4 damage (in a different manner). Because Volvagia is such a timer heavy boss and has a lot of HP Conditionals I located what I could but I was unable to locate the amount of HP before he starts his rock slide or when he starts to fake Link out when emerging from the fire pits. So without further ado here is the information on Volvagia.

 

 

ROM - CA1974 -

RAM - 23AA34- ADDIU T4, R0, 0x000A - Volvagia Inactive Timer 1 (240C000A)

 

ROM - CA2074

RAM - 23B134 - ADDIU T8, R0, 0x0019 - Volvagia Inactive Timer 2 (24180019)

 

ROM - CA1B24

RAM - 23ABE4 - ADDIU V0, R0, 0x001E - The amount of time it takes for Volvagia to emerge from hole. (2402001E)

-------------------------------------------------------------------------------------------

 

Important Section on SLTI's and "Before Shooting Fire" Phase.

 

ROM - CA1DDC

RAM - 23AE9C - LB - V0, 0x00AF (T9) - Load Volvagia's HP (Only Flying Form has HP and any damage to the Ground form goes to that form) (832200AF)

 

ROM - CA1DE4

RAM - 23AEA4 SLTI - AT, V0, 0x0012 - (Set On Less Than Immediate) If Volvagia's HP is below 12 (18) then add a 1 to AT. This will load a different time before Volvagia Shoots Fire.

 

(28410012)

 

ROM - CA1DEC

RAM - 23AEAC - ADDIU - V0, R0, 0x0032 - The amount of time it takes before Volvagia shoots fire (12 (18) HP+) (24020032)

 

ROM - CA1DF0 -

RAM - 23AEB0 - SLTI - AT, V0, 0x0012 - (Looks to be a repeat of Data and doesn't seem to be used since if the value above reads less than 12 already it will jump past this in the first place. I guess they were just covering their bases? If this is altered but the one above is not, this one is still used, it may be safe to change both though) (28410012)

 

ROM - CA1DF8 -

RAM - 23AEB8 - SLTI - AT, V0, 0x000C - If Volvagia's HP is below 0C (12) then add a 1 to AT. This will load a different time before Volvagia Shoots Fire. (2841000C)

 

ROM - CA1E00

RAM - 23AEC0 - ADDIU - V0, R0, 0x0028 - The amount of time it takes before Volvagia shoots fire (Less than 12 (18) HP) (24020028)

 

ROM - CA1E04

RAM - 23AEC4 - SLTI - AT, V0, 0x000C - (Repeat, read other repeat entry) (2841000C)

 

ROM - CA1E0C -

RAM - 23AECC - SLTI - AT, V0, 0x0006 - If volvagia's HP is below 06 (06) then add a 1 to AT. This will load a different time before Volvagia Shoots Fire. (28410006)

 

ROM - CA1E14

RAM - 23AED4 - ADDIU - V0, R0, 0x0028 - I could find no instance of this being used, but it is

suggested that you also switch this to whatever you changed the 28 to. (24020028)

 

ROM - CA1E18 -

RAM - 23AED8 - SLTI - AT, V0, 0x0006 (Repeat, read other repeat entry) (28410006)

 

ROM - CA1E20 -

RAM - 23AEE0 - ADDIU - V0, R0, 0x0014 - The Amount of Time it takes before Volvagia shoots

fire (Less than 06 (06) HP) (24020014)

 

ROm - CA1E28 -

RAM - 23AEE8 - ADDIU - V0, R0, 0x001E - The amount of time it takes before volvagia shoots

fire (Less than 0C (12) HP) (2402001E)

 

-----------------------------------------------------------------------------

 

ROM - CA3590

RAM - 23C650 - LUI, AT, 0x4000 - Loading the Hammer Jump Attack damage byte check. (Refer to Damage Identifier Bytes) (3C014000)

 

ROM - CA3594

RAM - 23C654 - AT, AT, 0x0040 - Loading both the Hammer Jump Attack damage byte check from above and the Hammer check, if either succeed then it is a successful stun. (Refer to Damage Identifier Bytes)(34210040)

 

ROM - CA35B0 -

RAM - 23C670 - ADDIU - T5, T, 0xFFFE - Damage done by the Megaton Hammer on the initial stunning hit to Volvagia) (258DFFFE)

 

 

 

ROM - CA29C0

RAM - 23BA80 - ADDIU - T2, R0, 0x003C - Volvagia's Stun Time after being hit with the Megaton Hammer. (240A003C)

 

ROM - CA370C -

RAM - 23C7CC - JAL - 635D0 - Generic Weapon Routine, is checking to see whether the weapon is

a swung weapon or something else. (0C018D74) (Likely should not change! Only mentioned for the purposes of logical progression)

 

ROM - CA3720 -

RAM - 23C7E0 - ANDI - T5, V0, 0x1000 - Is the Weapon Ice Arrows? (Refer to Damage Identifier Bytes) (304D1000)

 

ROM - CA3730 -

RAM - 23C7F0 - ADDIU - S1, R0, 0x0004 - Then deal 4 Damage to Volvagia. (24110004)

 

ROM - CA3738

RAM - 23C7F8 - ADDIU - S1, R0, 0x0002 - If it is a normal item deal 2 Damage to Volvagia.

 

(24110002)

 

ROM - CA373C -

RAM - 23C7FC - ADDIU - S1, R0, 0x0001 - If it is a Swung Weapon defer to damage done through Generic Weapon Routine. (241200001)

 

RAM - 23C680 - SLTI - AT, T7, 0x0003 - Check for Volvagia's HP to see if it 3 or below?

 

-------------------------------------------------Flying Volvagia-------------------------

 

ROM - C9B530 -

RAM - 22F630 - ADDIU - T4, R0, 0x012C - Timer for Volvagia's Flight in Flight form (240C012C)

 

ROM - C9B4CC -

RAM - 22F5CC - ADDIU - T6, R0, 0x0014 - Timer for Volvagia's preparation for diving and rising. (240E0014)

 

ROM - C9B5E0 -

RAM - 22F6E0 - ADDIU - T1, R0, 0x0096 - Timer for Volvagia's diving (24090096)

 

ROM - C9B708 -

RAM - 22F808 - ADDIU - T1, R0, 0x0032 - Timer for Volvagia's Emergence from hole (240D0032)

 

ROM - C9D978 -

RAM - 231A78 - ADDIU - T9, T8, 0xFFFE - Deal 2 Damage (Negative Hex) to Volvagia while in

Flight Form. (2719FFFE)

 

ROM - C9D98C -

RAM - 231A8C - ANDI - T1, T0, 0x1000 - Is the Weapon Ice Arrows? (Refer to Damage Identifier Bytes) (31091000)

 

ROM - C9D998 -

RAM - 231A98 - ADDIU - T9, T8, 0xFFFE - Then deal an additional 2 Damage (Negative Hex) to Volvagia while in Flight Form. (272BFFFE)

 

ROM - C9D9A4 -

RAM - 231AA4 - ADDIU - T5, R0, 0x0002 - Amount of HP Volvagia recovers if he was to be killed while in the air. (240D0002)

 

 

And there you have it! Next will be Morpha, who I am not confident what I will find, Morpha is an odd boss, make no mistake about it. Then I will probably revisit the first few and see if I can't find any HP conditionals.

Link to comment
Share on other sites

Next up is Morpha with... nothing. I could not find anything of interest in Morpha's file. It was a little strange, but then again Morpha Really isn't that interesting of a boss. With only a single damage check in its file and no timers that I could locate I didn't really have a lot to go on with Morpha, let me check my old damage notes though and see if I have anything on it at least... No dice. Alright then... well I found a bit of information Bongo-Bongo but most importantly on him is that he Uses His Damage Table through and through which you can find on the wiki.

 

 

He wasn't that complicated of a boss in terms of timers and actions that I could locate either, I'm afraid.

 

 

-------------------------------------Bongo Bongo--------------------------------------------

 

ROM - CF2684 -

RAM - 22E5F4 - ADDIU - T6, R0, 0x007F - Bongo Bongo's Timer before one of the hands attacks (240E007F)

 

ROM - CF3348 -

RAM - 22F2B8 - ADDIU - T5, R0, 0x0032 - Bongo Bongo's Stun Timer (240D0032)

 

ROM - CF3600 -

RAM - 22F570 - Bongo Bongo turning himself invisible. (240B0001) (Change it to 0000 to keep him visible after the initial hit)

 

He is worthy of a revisit though and I plan on it eventually.

 

Old Damage Notes

 

CFC189- Bongo Bongo's Damage? (30)

CFC1AD- Bongo Bongo's Damage?2 (30)

 

Enemies (Special Case) Knockback 00 20 00 00 00 04

CFC359- Bongo Bongo's Attack? (10)

 

 

-------------------------------------------------------------------------------------------

 

Now I stumbled upon the Motherlode with Twinrova and I have a lot of information to show for my efforts here not just including the Witches and their fused form, but also in their spawned effects and some easy ways to make her more challenging.

 

 

-------------------------------------Koume/Kotake--------------------------------------------

 

ROM - CFEA78 -

RAM - 22E328 - ADDIU - T9, R0, 0x0028 - Koume/Kotake's "Avoidance" Timer (Trying to fly around to avoid Link as the others shoots Magic.) (24190028)

 

ROM - CFEA84

RAM - 22E334 - ADDIU - T0, R0, 0x003C - Koume/Kotake's Idle Timer (When she's not the one casting the spell) (2408003C)

 

ROM - CFED64

RAM - 22E614 - ADDIU - T4, R0, 0x00C8 - Koume/Kotake's Idle Timer 2? (240C00C8)

 

ROM - CFF03C

RAM - 22E8EC - ADDIU - T9, R0, 0x0046 - Koume/Kotake's Charge Time for her spell. (This can be safely changed, it is the glyph that appears when they go to cast the spell.) (24190046)

 

ROM - CFFE88

RAM - 22F738 - ADDIU - T8, R0, 0x0046 - Koume/Kotake's Casting Time (When this is changed, and Link is too far away, the spell is no longer cast. Change at your own risk.) (24180046)

 

ROM - D00804

RAM - 2300B4 - ADDIU - T8, R0, 0x0014 - Koume/Kotake's Length of Time that she uses the spell. (24180014)

 

ROM - D00C34

RAM - 2304E4 - ADDIU - T5, T4, 0x0001 - Amount of damage Koume/Kotake take from their own attacks (This section may be important to further study) (258D0001)

 

ROM - D013C0 -

RAM - 230C70 - SLTI - AT, T1, 0x0004 - Checks to see whether Koume&Kotake's HP has reached 04 in total(when they take damage their HP goes up for the purposes of fusion) (29210004)

 

-----------------------Magic Effects----------------------------------------------

These effects occur when the beam of magic has a chance to touch the floor Or when one of Twinrova's magic balls touch the ground or the opposite effect is absorbed into the Shield.

 

ROM - CFE338

RAM - 22DBE8 - ADDIU - T7, R0, 0x0096 - Ice/Fire Effect Timer (240F0096)

 

ROM - CFF2A4

RAM - 22EB54 - ADDIU - T0, R0, 0x0032 - Fire Timer (24080032)

 

ROM - cFF394

RAM - 22EC44 - ADDIU - T5, R0, 0x0032 - Ice Timer (240D0032)

 

By changing these timers you can make the second phase of Twinrova more interesting as the missed attacks would then act as "traps" that could stay there until another spell hits the ground.

---------------------------------------------Twinrova--------------------------------

 

 

ROM - D05ECC -

RAM - 23577C - ADDIU - A2, R0, 0x0002 - How much damage non-swung weapons do to Twinrova when vulnerable. (24060002)

 

ROM - D0B534 -

RAM - 23ADE4 - SLTI - AT, V0, 0x0003 - How many Shield Absorbs until the magic glows (aesthetic) (28410003)

 

ROM - D0B53C -

RAM - 23ADEC - T2, R0, 0x0050 - Amount of time the Shield will expel the magic back at Twinrova. (240A0050)

 

ROM - D0B54C -

RAM - 23ADFC - SLTI - AT, T1, 0x0003 - How many Shield Absorbs until the magic is expelled (actual counter) (29210003)

 

ROM - D0E090 -

RAM - 23D940 - ADDIU - T9, R0, 0x0019 - Twinrova's Timer for moving to the next platform. (24190019)

 

ROM - D0E328 -

RAM - 23DBD8 - SLTI - AT, T6, 0x000A - If Twinrova's HP is under 0A (10) she will start to randomize her magic patterns you may change this to what you will to have her start this earlier or even at the start. (29C1000A)

 

ROM - D0E744 -

RAM - 23DFF4 - ADDIU - T7, R0, 0x003C - Twinrova's Idle Timer after she shoots a ball of magic. (240F003C)

 

ROM - D0E840 -

RAM - 23E0F0 - ADDIU - T8, R0, 0x0096 - Twinrova's Stun Timer. (24180096)

 

ROM - D0E844 -

RAM - 23E0F4 - ADDIU - T9, R0, 0x0014 - ?? (Right after stun timer) (24190014)

 

ROM - D0EC1C -

RAM - 23E4CC - ADDIU - T7, R0, 0x0032 - Twinrova's Idle Timer after recovering from being hit. (240F0032)

 

Old Damage Notes

 

DOF322- Twinrova's Magic Ball Direct Hits (3 Hearts)

D0F335- Koume/Kotake's Magic Beams Direct Hits (2 Hearts)

 

--------------------------------------------------

 

And there you have it! Next I'll be tackling Ganondorf and Ganon and that will be the preliminary research on bosses complete!

  • Like 1
Link to comment
Share on other sites

So next is Ganondorf! I discovered every single timer of his, how to change what he is vulnerable to when stunned (light arrows), his HP Conditional on using his Dark Spell, and more!

 

ROM - CE8B64 -

RAM - 233BE4 - ADDIU - T4, R0, 0x043F - Ganondorf's "Set Exit" as he dies.

 

ROM - CB0834 - (240A007D)

RAM - 23B8B4 - ADDIU - T2, R0, 0x007D (Ganondorf's Idle Timer after Energy Ball collides with Link)

 

ROM - CA9C64 - (240A000A)

RAM - 234CE4 - ADDIU - T2, R0, 0x000A (Ganondorf's Ground Pound Timer)

 

ROM - CAA188 - (24080064)

RAM - 235208 - ADDIU, T0, R0, 0x0064 (Ganondorf's Dark Spell Charge Up Time) (How long it takes to fully charge, you can change this to 00 or anything low without consequence and he will simply toss 5 energy bolts at you)

 

ROM - CAA854 - (2509001E)

RAM - 2358D4 - ADDIU, T1, T0, 0x001E (Set Part of Ganondorf's Idle Timer) (One part of the value comes from a random number, and this 001E is added to it. you can null or change this 1E to make his idleness more or less)

 

ROM - CAA99C (2B010014)

RAM - 235A1C - SLTI - AT, T8, 0x0014 (Checking if Ganondorf has less than 14 HP. If so the option to use his Dark Spell appears.)

 

ROM - CAAC10 (240F0019)

RAM - 235C90 - T7, R0, 0x0019 (Ganondorf's Energy Ball Timer (How long it takes to charge up, you can change this to 00 to just have him lob them without charging up at all.)

 

ROM - CAB3B4 - (240E0046)

RAM - 236434 - T6, R0, 0x0046 (Ganondorf's Timer when he is stunned by his Energy Ball)

 

ROM - CABA94 - (240E0046)

RAM - 236B14 - T6, R0, 0x0046 (Ganondorf's Vulnerability Timer)

 

ROM - CABF80 - (312A2000)

RAM - 237000 - T2, T1, 0x2000 (Ganondorf's Vulnerability to Light Arrows when stunned or charging up for Dark Spell. Please refer to Damage Identifier Bytes.)

 

ROM - CAC07C - (24030002)

RAM - 2370FC - ADDIU, V1, R0, 0x0002 (Damage all non-swung weapons will do to Ganondorf)

  • Like 2
Link to comment
Share on other sites

Well after a bit of time I finally finished my preliminary information on Ganon! There is a lot in here and a lot that... unfortunately isn't in here. I feel his attack animations likely have their speed set by their own internal timer and since Ganon is the largest actor in the game (in terms of data) that would be like searching for a needle in a haystack unfortunately. What is here however is many timers, damage dealing capacity, stunning vulnerabilities, and his HP amount before the Master Sword can be retrieved!

 

And for those challenge oriented I even included a hack that makes it so Ganon no longer takes damage from Deku Nuts!

 

---------------------------------Ganon-----------------------------------------

ROM - B0ECF0 - (241900FF)

RAM - 97B50 - ADDIU - T9, R0, 0x00FF (Replace Master Sword with Nothing when knocked away)

 

ROM - B0ECF8 - (A0790068)

RAM - 97B58 - SB - T9, 0x0068(v1) (Store in B Button Slot (V1 in this case is 15E660+68 which is the B Button Slot) You may change this as you like.)

 

 

 

ROM - CCAFF0 - (240F0028)

RAM - 235300 - ADDIU - T7, R0, 0x0028 (The amount of time Ganon will be idle if he is not attacking or has exhausted his chasing. Changing this value will also change how quickly he reacts to rolling under him.)

 

ROM - CCB144 - (240F0028)

RAM - 234454 - ADDIU - T7, R0, 0x0028 (The amount of time Ganon will be shaken by a projectile that is not the Light Arrows if it hits his face.)

 

ROM - CCB314 - (240F0050)

RAM - 235624 - ADDIU - T7, R0, 0x0050 (How long Ganon will stay stunned by Light Arrows.)

 

ROM - CCB484 - (240F0064)

RAM - 235794 - ADDIU - T7, R0, 0x0064 (How long Ganon will keep chasing Link without taking a breather. (the 28 at CCAFF0)

 

ROM - CCBC84 - (240D012C)

RAM - 235F94 - ADDIU - T5, R0, 0x12C (Amount of Time the game gives Link to grab the Master Sword before Ganon gets back up.

 

ROM - CCC0E8 - (24190028)

RAM - 2363F8 - ADDIU - T9, R0, 0x0028 (Amount of Time it takes Ganon to get back up after time has elapsed or Master Sword has been retrieved. (After completion starts another animation))

 

ROM - CCC164 - (240A0019)

RAM - 236474 - ADDIU, T3, R0, 0x0019 Amount of HP Ganon will restore to if allowed back up without grabbing the Master Sword when he first falls.

 

ROM - CCCB88 - (24010003)

RAM - 236E98 - ADDIU, AT, R0, 0x0003 When Ganon is wounded this looks for the Master Sword to deliver the final blow (Please refer to Action Parameters) Note: While this can be changed to any swung weapon. Link will still draw the Master Sword in the animation.

 

ROM - CCD780 - (30882000)

RAM - 237A90 - ANDI, T0, A0, 0x2000 The Check for the Light Arrows being able to Stun Ganon. (If you wish to change what does this please refer to the Damage Identifier Bytes.)

 

ROM -CCD7D0 - (3C010900) (34210200)

RAM -237AE0 - LUI - AT, 0x900 (As below.)

RAM -237AE4 - LUI - AT, AT, 0x0200 (As below) - Used to check if slashing Ganon's face with Master Sword/Jump Slash/Deku Stick Jump Slash/or Master Sword Blue Spin

 

ROM - CCD80C - (25AEFFFE)

RAM - 237B1C - T6, T5, 0xFFFE - If the Master Sword is striking Ganon's face than deal 2 Damage to Ganon (only can be really used when you first get the Master Sword back) (Negative Hex!)

 

ROM - CCD8E8 - (3C010900) (34210200)

RAM - 237BF8 - LuI - AT, 0x900 - (0800(0000))Red Spin Attack/Master Sword Jump Attack (0100(0000)) Master Sword Blue Spin Attack.

 

RAM - 237BFC - ORI - AT, AT, 0x200 (0000)(0200)) Master Sword Attack.

 

ROM - CCD8F4 - (24030001)

RAM - 237C04 - ADDIU - V1, R0, 0x0001 All Items that are not Master Sword deal 1 damage to Ganon.

 

ROM - CCD908 - (24030002)

RAM - 237C18 - ADDIU - V1, R0, 0x0002 Master Sword normal attack deals 2 damage to Ganon.

 

ROM - CCD910 - (24030004)

RAM - 237C20 - ADDIU - V1, R0, 0x0004 Master Sword Jump Attack/Blue Spin Attack/Red Spin Attack deal 4 Damage to Ganon.

 

ROM - CCD928 - (28410015)

RAM - 237C38 - SLTI, AT, V0, 0x0015 - This will check how much HP Ganon has left before activating the Retrieving Master Sword cutscene. If lower than 15 the cutscene begins.

 

---------------------Ganon No Longer Vulnerable to Deku Nuts Hack---------------------

(Also makes the Master Sword Jump Slash/Deku Stick Jump Slash/Red Spin Attack/Blue Spin Attack deal 2 damage.)

 

ROM - CCD8EC - (34210201)

RAM - 237BFC - ORI - AT, AT, 0x201 (34210201) Looks to see if the Master Sword Swing or a Deku Nut is being used.)

 

ROM - CCD900 - (00000000)

RAM - 237C10 - NOP - 00000000 Serves no purpose in this hack.

 

 

ROM - CCD904 - (14640003)

RAM - 237C14 - BNE - V1, A0, 0x802372C4 - (14640003) checks to see if the Damage Identifier (00000001) and A0 (00000001 at the moment because of the initial damage reading - (Also the Damage Identifier of the Deku Nut) are equal if not branch to the 0002 damage and go from there.

 

ROM - CCD910 - (24030000)

RAM - 237C20 - ADDIU - V1, R0, 0x0000 - Deal 0 Damage with Deku Nuts.

 

And there you have it! I wanted a cleaner solution like JALing to another instruction. but unfortunately I'm not skilled enough for that yet. Ah well, this solution does have a damage indication, when Ganon is not actually hurt his tail does not flicker red.

 

Old Damage notes

 

CD2155 Ganon's Attack - (40)

CD2179 Ganon's Second Attack (40)

 

That is all the bosses of OoT taken over with a preliminary look! I learned a great ton of knowledge for my own hacking experience in doing this along with more efficient ways to find data that I had previously given up on. In the coming weeks you can expect to see revisits of several of the bosses and maybe even some info. on normal foes.

Link to comment
Share on other sites

 Share

×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.