AR Codes for Ocarina of Time / Master Quest / Majora's Mask
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Yeah sure, I am not sure those are that correctly, but anyway.
The Legend of Zelda: Ocarina of Time - Master Quest (D43E01 - NTSC-U) Have Quiver (Adult) 00be1889 00000001 This code should be found be default in the AR Code database. Have Quiver (30 Slot) ??? 00be188a 00000002 Causes you to obtain the Silver Scale and converts the Quiver (50 Slot) into the Quiver (30 Slot). Works weirdly? It won't give you the Quiver (30 Slot) if you don't have a Quiver already. Most likely you need the Quiver (50 Slot). EDIT: Welp... So I actually played through the game more or less as intended. Skipping the Fairy Slingshot, go straight to Adult Link, obtain the Fairy Bow, upgrade it to the 40 slot version, beat the Forest Temple and go back to Child Link in order to dump the icon for the 40 slot Quiver when unavailable. The problem only is, you don't get to see any of the Quivers on the equipment screen as Child Link. The game expects you to have a Deku Seed Bag by this point. So yeah, while the icons can be dumped through the use of AR Codes, you will actually never encounter these icons in-game. The Quiver icons should always shown in their available form. As said, I do have icons for the 30 Slot and 50 Slot Quivers dumped as unavailable icons, sadly not the 40 Slot Quiver yet. Through it may be completely pointless, as mentioned. Just for the sake of completeness. Doing it in Majora's Mask won't help either. The same icons are used, but the Quiver icons are always presented as available there. 02-27-2019, 02:24 PM
(This post was last modified: 02-28-2019, 02:03 PM by darkludx.
Edit Reason: I added some zeros, sorry about that.
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[color=#3333ff]The Legend of Zelda: Collector's Edition NTSC-U (PZLE01)[/color]
[color=#339933][color=#339933][color=#339933]AR Code [/color][/color]Majora's Mask All Bosses Have 1 HP (Health Point)[/color] 0AE7F8F6 0000FE14 02E7F8F6 0000FE01 0AE7FFA6 0000FF1E 02E7FFA6 0000FF01 0AE7F536 0000FE0A 02E7F536 0000FE01 0AE7E066 0000FE14 02E7E066 0000FE01 0AE85AB6 0000FE14 02E85AB6 0000FE01 0AE8B9F6 0000FE0E 02E8B9F6 0000FE01 0AEA3916 0000FE05 02EA3916 0000FE01 0AEB9176 0000FE05 02EB9176 0000FE01 0AEAE546 0000FE05 02EAE546 0000FE01 0AEC3DA6 0000FE05 02EC3DA6 0000FE01 0AECE9D6 0000FE1E 02ECE9D6 0000FE01 0AE8B9F6 0000FE28 02E8B9F6 0000FE01
Lol, that's nice. Now you can insta-hit bosses. Are minibosses included as well?
Does the reverse also work? Like say, having two or three times the original health? That would make yet another perfect day for me! EDIT 1: I have been testing the reduced damage dealing code on the first boss Odolwa, using your code below: AR Code Majora's Mask Every Attack Deal 1 Point of Damage 04B8CE7C 24020001 Some of my findings: Code: Enemy Hits without One Damage Code Hits with One Damage Code Attack Attack Value For some reason, the code doesn't affect Odolwa. Taking the Like-Like for example, it proves that the One Hit Damage code definitely works, just not on Odolwa. Perhaps it fails for more bosses than just Odolwa. Do bosses have a separate system to track their HP? EDIT 2: So I found a way to increase Odolwa's HP. With the 1 HP for bosses code darkludx posted adobe, change this line 02e7f8f6 0000fe01 to 02e7f8f6 0000fe2f and Odolwa requires about 8 hits to kill (x2) with the Fierce Deity Sword. Change it to 02e7f8f6 0000fe44 instead for Odolwa to take 16 hits to kill (x3) with the Fierce Deity Sword. I should go check the other bosses and see if I can increase their HP as well.
I tested further on Goth. The "Every Attack Deal 1 Point of Damage" works on Goth. The Fierce Deity Sword normally requires 10 hits to kill Goth, and takes a lot (and a lot more) to kill with the code enabled. However, Goth is normally killed by rolling into him with the Spiked Goron Roll... Which deals already only one damage. Time to beef up Goth as well.
Trippling Goth's HP didn't seem to work that well. Using the value 0000ff3f and Goth already requires more than 30 hits to kill. Hmm? Something similar with Odolwa too, as using the value 0000feff would make him kill with just one hit. The Zora Barrier should be worth 3 points of damage, doing the same amount of damage as the Gilded Sword. This would require Gyorg to be killed with 15 hits with the Zora Barrier with the One Hit Damage code enabled, however, I can confirm Gyorg is not affected by the One Damage Hit code as well. Modified Code The Legend of Zelda: Collector's Edition NTSC-U (PZLE01) Code: $AR Code Majora's Mask All Bosses Have Increased HP (Approximately Doubled) Only Odolwa, Goth and Gyorg have been increased. The remaining bosses will be modified later. Data List Code: Enemy Hits without One Damage Code Hits with One Damage Code Attack Attack Value Code: Enemy Fierce Deity Hits (default) Fierce Deity Hits (modified) Code Address Code Value I am continuing this tomorrow again. I will check out Twinmold and Majora's three phases later. And I still have to port the remainder of Great Bay of course. EDIT Soooo... I have been completely taking this modified code in the wrong approach... Bosses can be well... Unbeatable at times. No worries through, it is nothing permanent that affects your save files. For comparison: 0AE7F8F6 0000FE14 0AE7F8F6 0000FE2F Can be interpreted as: If Odolwa's HP is equal to 20 then set Odolwa's HP to 47. Obviously each time Odolwa reaches 20 HP his HP increases back to 47. The value 47 isn't correct either. It is a little over double the original value. I am still not sure what the whole value FE14 implies (read: 65044). It seems that only the last two digits make up the HP of the boss. Allowing for a potential maximum of 255 HP (= FF).
If I am correctly this time, the following codes should work:
The Legend of Zelda: Collector's Edition NTSC-U (PZLE01) Code: $Majora's Mask -> All Bosses Have 2x HP (AR Code) Code: $Majora's Mask -> All Bosses Have 3x HP (AR Code) Data Chart for Boss HP Code: Boss Code Address HP (Default) HP (Double) HP (Triple) I re-tested Odolwa, Goth, Gyorg and both Twinmolds. These bosses can now be killed using the Double HP code. I used to Triple HP code, which also works. EDIT 1: Adjusted the code for Goth, which has been test now as well. While Goth technically worked, he had some bug while staying frozen (before starting the fight). Now Goth needs to be hit with least one damage before activating his increased HP. EDIT 2: Adjusted the code for Goth once more. While Goth could be defeated, his death scene would not proceed (because his health was brought back) and leaves you unable to exit the boss room. Hopefully this resolves all the issues for real. EDIT 3: Oops, small typo mistake. Fixed. Goth is fixed for real now. I might make Goth a bit more interesting in the future. Right now, Goth is throwing in more attacks into the mix the lower his HP gets (lightning bolts when Link is far away or being struck, boulders, falling spikes, bombs). Normally his HP is 30. I guess at around 20 HP he starts dropping the spikes from the ceiling and at 10 HP starts throwing bombs at you. If Goth's HP is increased to (for example) 40 or 60 he won't start to drop spikes until he reaches 20 HP or throwing bombs until he reaches 10 HP. One trick would be to keep him longer in each phase. That would be achieved by leaving starting HP untouched at 30 but to restore 10 HP each time he loses 10 HP (only once, so he when he reaches 20 HP for the first time he would restore back to 30 HP once and when he reaches 10 HP he would restore back to 20 HP once). It might definitely make the fight more interesting so that he doesn't refer to his complete arsenal of attack near the end of the fight. Goth is definitely unique here, since he has been to be quite problematic. He is also one of the few (if not the only?) for is affected by the One Damage Hit code. Normally when a boss introduced the fight starts immediately, but Goth is differently as you have to unfreeze him first, which made him a bit tricky in order to increase his HP. But hey, it worked in the end. Let's hope Twinmold and Majora are just as easy as Odolwa and Gyorg. EDIT 4: Both Twinmolds confirmed working. EDIT 5: As expected, Majora and the Boss Masks assistents aren't affected by the One Hit Damage code either. The Increase HP code works perfectly through. And that's it. Every boss works with the Increased HP code, either double or triple. Only Goth seems to have been affected by the One Damage Hit code. Not that it matters, since you primary attack is the Spiked Goron Roll which already does 1 point of damage.
So, now that I am finished modifying darkludx's amazing "All Bosses Have 1 HP" code, let me share some of my thoughts on how to "perfect" the experience any further.
(Thank you darkludx for finding these code addresses, which is the real difficult task here, all I did was modify the values and apply conditions, everyone can do that) Majora's Mask If you want a harder game or Hero Mode, my recommendation would be to use the "Every Attack Deal 1 Point of Damage" (which essentially increases the HP of all non-boss monsters, by only doing 1 point worth of damage at a time), the "All Bosses Have 2x HP" or "All Bosses Have 3x HP" (depending on how long you want the boss battles to last), and of the the "Damage Received = X & Hearts Recovered = X" codes (you can essentially double the damage you receive by 4 times and stop Recovery Hearts from healing you). Well, that's basicially it for your Hero Mode. The only improvement to Majora's Hero Mode would be to have a "All Monsters Have 2X HP" similar as to the "All Bosses Have 2X HP" code. Increasing the HP of monsters is a better method than by reducing the damage you can do. While it does make the game harder (+), it does remove the reward and incentive to go out of your ways to upgrade your sword and to use different attack methods. Also, the until you cleared Snowhead, you won't see much benefit from the One Damage Hit code, since you get the Gilded Sword after you cleared Snowhead. Basically in short:
Some future idea's:
Ocarina of Time As for Ocarina of Time, some of these awesome Hero Mode codes for Majora's Mask got backported to Ocarina of Time as Well. Obviously Master Quest is the mode to go and enhance further, since it already makes the dungeons more difficult with more monsters and bigger puzzles. So far Ocarina of Time supports the same "Damage Received = X & Hearts Recovered = X" concept, with as the code implies let's you receive more damage and can prevent you can recovering through Heart drops. Recently, "Use any unlocked sword and shield" proved to be an useful addition too, where specifically you use the Kokiri Sword as Adult Link instead of the Master Sword which let's you deal one 1 point worth of damage instead of 2, and the sword has a shorter range too. This essentially means that all fights (monsters and bosses) become twice as long after you cleared the first three dungeons. You should be able to beat Ganon with the Kokiri Sword as well, oddly. The devs probably only thought of preventing the Giant's Knife, Biggoron Sword and Megaton Hammer from dealing the final blow. They never considered the Kokiri Sword. Since the Kokiri Sword is already the weakest sword, you can't make the fights as Child Link any longer... yet. I don't suppose the Kokiri Sword can be made any weaker. Alternatively, the Master Sword could deal 1 point of damge instead of 2, in order to avoid using the Kokiri Sword as Adult Link (which clearly isn't intended). Basically in short:
Some future idea's:
(These are just my thoughts, please don't see those as a must-do).
Admentus, it seems that you are having a lot of fun
Thanks for your time and your efforts to make the battles with all the bosses in Majora's Mask, a lot harder. I like all the information that you share about the bosses too. I am playing with your codes to increase the HP of all the bosses to 2x and I am enjoying the long battles, and as you said, in most of the time during the battles, all the bosses are in their easy stage, when they have less HP is when they use their best attacks. (02-28-2019, 11:39 PM)Admentus Wrote: (Thank you darkludx for finding these code addresses, which is the real difficult tasks here, all I did was modify the values and apply conditions, everyone can do that) You're welcome, but believe me, not everyone can modify the codes in the way that you do it, you need creativity to find the solutions when the codes don't work. Do you know where can I find a list of all the mini-bosses and the rooms where can I face them? (03-01-2019, 02:36 PM)darkludx Wrote: I am playing with your codes to increase the HP of all the bosses to 2x and I am enjoying the long battles, and as you said, in most of the time during the battles, all the bosses are in their easy stage, when they have less HP is when they use their best attacks. Goth is the biggest offender here, who definitely gets harder at low HP. Twinmold for example stays just as hard regardless of it's HP. But I have some idea's on how to make Goth a bit more difficult. (03-01-2019, 02:36 PM)darkludx Wrote: Do you know where can I find a list of all the mini-bosses and the rooms where can I face them? Sure, I can compile a list for you. Just give me a couple of hours (or days). Woodfall Temple Spoiler: Snowhead Temple Spoiler: Great Bay Temple Spoiler: Stone Tower Temple - Regular Spoiler: Stone Tower Temple - Inverted Spoiler: Pirate's Fortress Spoiler: Ikana Graveyard Spoiler: Ikana Canyon Spoiler: Beneath the Well Spoiler: Ancient Castle of Ikana Spoiler: Secret Shrine Behind the Waterfall in Ikana Canyon - Requires Light Arrows to continue Spoiler: On The Moon Spoiler: Unlike Ocarina of Time which usually only has a single Mini-Boss encounter per dungeon, Majora's Mask usually has two Mini-Boss encounters per dungeon. Fun trivia: The Dinofols is misspelled, which should be Dinolfos instead. This was fixed in the 3DS Port of Majora's Mask. Well... Those are basically all the Mini-Bosses and Unique encounters. The Eyegore isn't really considered a Mini-Bosses, but it is an Unique encounter (meaning it does not respawn, unless the time is reset). Both Big Poes are also Unique encounters. The Dinofols is a unique situation here, since it is a Mini-Boss within Woodfall Temple. The Mini-Boss is being re-used in the Secret Shrine, but now you got three of them simultaneously. There are also two Dinofols within Snowhead Temple on the fourth floor (the left room), but these respawn each time your re-enter the room. Each of them drops a Stray Fairy too. What could I say about the Wizzrobe. It definitely is used as a Mini-Boss each time it is encountered (the mini-boss theme always starts), but he is re-used, a lot. Through the Wizzrobes encountered within The Ancient Castle of Ikana and Stone Tower Temple are the Fire type instead of the Ice type first encountered within Snowhead Temple. The Fire type has more HP and is weak to the Ice element instead of the Fire element. Nintendo did try to make him a bit more challenging each time, usually by giving him more portals and harder to reach spots. During his encounter within Stone Tower Temple there is also a constant rain of fire rocks, which is probably part of the environment rather than the Mini-Boss himself. As for the Gerudo Pirate. All three encounters within the Pirate's Fortress are identical (except for their coloring). The same damage, the same HP, the same tactics. Out of all the Mini-Bosses Gomess and Igos du Ikana are definitely the most interesting. I could compile a list for Ocarina of Time - Master Quest as well, if you need one for that as well. I should take a look into improving Goth now.
Thanks for the complete and detailed list, and with screenshots, I'm impressed!
There are a lot of mini-bosses, will take me a lot of time to find the addresses where the game store their HP. Is time to have a lot of fun Edit I think that this information about the bosses that you kindly shared, have a lot of value for future referencies. I took the liberty to make some small corrections, I hope you do not feel bad about this. The Legend of Zelda: Collector's Edition NTSC-U (PZLE01) Majora's Mask Data Chart for Boss HP Code: Boss Code Address HP (Default) HP (Double) HP (Triple) *Only the last two digits of the value in every address make up the HP of the bosses. |
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