Nah, I don't mind. I wasn't really sure for example which of the Twinmold code addresses referred to the Red and Blue one, so I just referred them to Twinmold (1) and Twinmold (2). The same goes for the Boss Masks Remains. So it is actually easier now I know which code address goes to which boss (in case there are multiple bosses at once). So it definitely helps me too. I should update me original post to reflect these alterations as well.
I have been testing Goth in the meantime, some of my findings:
Phases:
- Spikes from the ceiling are falling when Goth is below 20 (14) HP.
- Goth's starts malfunctioning (electricity shortcut) when is below 16 (10) HP.
- Bombs are being thrown when Goth is below 10 (0A) HP.
- Severely Damaged: 0 (00) HP <-> 6 (06) HP
- Greatly Damaged: 7 (07) HP <-> 9 (09) HP
- Badly Damaged: 10 (0A) HP <-> 12 (0C) HP
- Slightly Damaged: 13 (0D) HP <-> 15 (0F) HP
The idea is for example to let Goth start on 40 (28) HP and to restore some health once he reaches the intervals of 6 (06), 9 (09), 12 (0C), 15 (1F), 18 (12) and 20 (14).
I think I have a pretty good idea on how to apply that to the AR Codes. It shouldn't be that difficult, I hope.
EDIT
I will try to implement the fix for Goth tomorrow. If it is successfully, I might continue it for Gyorg as well and Majora's Mask (first phase).
The other bosses don't matter that much, they don't really get any more difficult as their HP lowers. Odolwa actually adds new attacks through a timer, and not due reaching a certain amount of HP. In 30 FPS mode those timers expire a bit faster. His extra attacks include dropping rocks on the ceiling, summoning Moths and Insect Minions and rings of fire. Odolwa does use a spin attack at some point, which is perhaps his only attack affected by reaching a lower amount of HP.
Gyorg will occasionally unleash a swarm of Piranha's once his HP gets low enough. Majora's Mask (first phase) activates the four Boss Mask Remains which assist him in the fight (and continue to assist in the subsequent phases as well if not killed off) once it's HP get low enough too.
Twinmold doesn't really seem to do anything new. Neither do Majora's Incarnation and Majora's Wrath change much. You could basicially already consider all three phases of the Majora fight to be part of one boss battle, with each new phase introducing new attacks and patterns. The Twinmold fight was changed in the 3DS remake through which divided the battle into two phases. The difficult part about the Twinmold fight (especially with Triple HP) is the length of the fight. Since your usual method is to use the Giant's Mask which drains magic over time, time is of the essence. Each time your magic is about to run out you will have to try and break some of the pillars (or let Twinmold do that) so that it drops Magic Jars to replenish your magic. But those pillars are limited as well. So make the best use of your magic here.
I have been testing Goth in the meantime, some of my findings:
Phases:
- Spikes from the ceiling are falling when Goth is below 20 (14) HP.
- Goth's starts malfunctioning (electricity shortcut) when is below 16 (10) HP.
- Bombs are being thrown when Goth is below 10 (0A) HP.
- Severely Damaged: 0 (00) HP <-> 6 (06) HP
- Greatly Damaged: 7 (07) HP <-> 9 (09) HP
- Badly Damaged: 10 (0A) HP <-> 12 (0C) HP
- Slightly Damaged: 13 (0D) HP <-> 15 (0F) HP
The idea is for example to let Goth start on 40 (28) HP and to restore some health once he reaches the intervals of 6 (06), 9 (09), 12 (0C), 15 (1F), 18 (12) and 20 (14).
I think I have a pretty good idea on how to apply that to the AR Codes. It shouldn't be that difficult, I hope.
EDIT
I will try to implement the fix for Goth tomorrow. If it is successfully, I might continue it for Gyorg as well and Majora's Mask (first phase).
The other bosses don't matter that much, they don't really get any more difficult as their HP lowers. Odolwa actually adds new attacks through a timer, and not due reaching a certain amount of HP. In 30 FPS mode those timers expire a bit faster. His extra attacks include dropping rocks on the ceiling, summoning Moths and Insect Minions and rings of fire. Odolwa does use a spin attack at some point, which is perhaps his only attack affected by reaching a lower amount of HP.
Gyorg will occasionally unleash a swarm of Piranha's once his HP gets low enough. Majora's Mask (first phase) activates the four Boss Mask Remains which assist him in the fight (and continue to assist in the subsequent phases as well if not killed off) once it's HP get low enough too.
Twinmold doesn't really seem to do anything new. Neither do Majora's Incarnation and Majora's Wrath change much. You could basicially already consider all three phases of the Majora fight to be part of one boss battle, with each new phase introducing new attacks and patterns. The Twinmold fight was changed in the 3DS remake through which divided the battle into two phases. The difficult part about the Twinmold fight (especially with Triple HP) is the length of the fight. Since your usual method is to use the Giant's Mask which drains magic over time, time is of the essence. Each time your magic is about to run out you will have to try and break some of the pillars (or let Twinmold do that) so that it drops Magic Jars to replenish your magic. But those pillars are limited as well. So make the best use of your magic here.