Works perfectly darkludx, my thanks!
I will be testing the next area tomorrow again.
Off-Topic Request Incoming
Yeah... I know... I keep asking it way too many times, and everyone is probably getting tired of hearing it. But Majora's Mask really needs a Hero Mode code (receive double damage, or even higher, and no recovery heart drops similar to Wind Waker HD). Nevertheless, I and most likely many others would be extremely grateful for it. The 30 FPS code is really starting to get perfectly on track. And the Control of Flow of Time control code also does wonders to streamline the process. And there is even a widescreen and an Extended Draw Distance code. All these enhancements do wonders to the game and makes it worth to completely replay it all over again.
You did make an AR Code that modifies the damage you receive from monsters, but sadly the damage your receive isn't dynamic. Each attack that damages you will causes a static amount of damage, which is unfortunate. So for example is you used the value 00002AC3 you always lose four hearts regardless of the strength of the monster.
There is a Hero Mode code available for Majora's Mask (NTSC-U) for the Nintendo 64 (Project 64) which doubles the damage you receive by four times and make recovery hearts half as effective by deathbasket found at http://glitchkill.proboards.com/thread/4...-hard-mode:
The ASM code shown below should reflect the GameShark code above (I believe it is in the GameShark format?):
Could this somehow be converted into an AR Code for Majora's Mask (NTSC-U) for the Collector's Edition disc?
This might seem even more ridiculous and perhaps too far stretched, but it would also be awesome if monsters and bosses could have even more health, for example twice as much or perhaps even more. That would be the ultimate Hero Mode. I still like to think it is possible since monsters have different amounts of health. There are quite a few monsters which takes two hits with the Kokiri Sword but only a single hit with the Gilded Sword.
Off-Topic Request Ending
Best I can do so far is keep testing area's, keep porting Nerrel's new 4K texture pack and modifying AR/Gecko codes so far it is possible within my grasp. There are not many games I would like to see perfected, but the N64 Zelda games and Super Mario 64 are definitely among them.
I am still hoping for Nintendo to eventually bring many of these classic N64 games to the latest console in full HD, 60 FPS, additional difficulty options and usability improvements. Breath of the Wild is actually the first Zelda game I experienced which truly had dynamic difficulty setting. Find the game too easy? Just beat Ganon before doing the Divine Beasts? Stay alive too long? Try it with weaker armor. Doing too much damage? Lot of weapon choices for you. Need a real difficulty setting? Use the Master Mode where not enemy only do more damage but even have more HP. I tend sometimes to not pickup the sword upgrade (you still need the Master Sword in both games, but the Lvl 3 and Lvl 4 sword aren't mandatory at least) in A Link to the Past and A Link Between Worlds just so that enemies are tougher to take down. Still, it goes against my OCD to not collect every form of power-up (I don't feel the need to collect every Korok Seed, just half of them until it stops providing me with upgrades, which is a perfect system).
I will be testing the next area tomorrow again.
Off-Topic Request Incoming
Yeah... I know... I keep asking it way too many times, and everyone is probably getting tired of hearing it. But Majora's Mask really needs a Hero Mode code (receive double damage, or even higher, and no recovery heart drops similar to Wind Waker HD). Nevertheless, I and most likely many others would be extremely grateful for it. The 30 FPS code is really starting to get perfectly on track. And the Control of Flow of Time control code also does wonders to streamline the process. And there is even a widescreen and an Extended Draw Distance code. All these enhancements do wonders to the game and makes it worth to completely replay it all over again.
You did make an AR Code that modifies the damage you receive from monsters, but sadly the damage your receive isn't dynamic. Each attack that damages you will causes a static amount of damage, which is unfortunate. So for example is you used the value 00002AC3 you always lose four hearts regardless of the strength of the monster.
Spoiler:
Code:
81115970 081D
81115972 0000
81115974 2400
81740000 58A0
81740002 0002
81740004 0005
81740006 2880
81740008 0005
8174000A 2842
8174000C 01E5
8174000E C021
81740010 A498
81740012 0036
81740014 0804
81740016 565E
81740018 2400
The ASM code shown below should reflect the GameShark code above (I believe it is in the GameShark format?):
Code:
.org 0x80115970
j 0x80740000 ;anyone know if this area of RAM is always unused?
nop
.org 0x80740000
blezl a1, store ;if amount to add to health is negative
sll a1, a1, 0x0002 ;*4 (<<2)
srl a1, a1, 0x0001 ;else /2 (>>1)
store:
addu t8, t7, a1 ;calculate new health
sh t8, 0x0036(a0) ;store health
j 0x80115978
nop
Could this somehow be converted into an AR Code for Majora's Mask (NTSC-U) for the Collector's Edition disc?
This might seem even more ridiculous and perhaps too far stretched, but it would also be awesome if monsters and bosses could have even more health, for example twice as much or perhaps even more. That would be the ultimate Hero Mode. I still like to think it is possible since monsters have different amounts of health. There are quite a few monsters which takes two hits with the Kokiri Sword but only a single hit with the Gilded Sword.
Off-Topic Request Ending
Best I can do so far is keep testing area's, keep porting Nerrel's new 4K texture pack and modifying AR/Gecko codes so far it is possible within my grasp. There are not many games I would like to see perfected, but the N64 Zelda games and Super Mario 64 are definitely among them.
I am still hoping for Nintendo to eventually bring many of these classic N64 games to the latest console in full HD, 60 FPS, additional difficulty options and usability improvements. Breath of the Wild is actually the first Zelda game I experienced which truly had dynamic difficulty setting. Find the game too easy? Just beat Ganon before doing the Divine Beasts? Stay alive too long? Try it with weaker armor. Doing too much damage? Lot of weapon choices for you. Need a real difficulty setting? Use the Master Mode where not enemy only do more damage but even have more HP. I tend sometimes to not pickup the sword upgrade (you still need the Master Sword in both games, but the Lvl 3 and Lvl 4 sword aren't mandatory at least) in A Link to the Past and A Link Between Worlds just so that enemies are tougher to take down. Still, it goes against my OCD to not collect every form of power-up (I don't feel the need to collect every Korok Seed, just half of them until it stops providing me with upgrades, which is a perfect system).