Electric Barrier Documentation (video)

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Post by Erockbrox Sat 26 Oct 2013 - 3:06

I learned some new things with the electric barrier fence that you need to use the master sword to get past.

Its all in the video.



Also FYI Ether will not do damage to an enemy if the enemy is in the stunned state (hit with the boomerang). Bombos and Quake do, do damage even if the enemy is in a stunned state.

And what's so special about the spikes in the hammer dungeon boss room? Is like those spikes behave different from any other spike.

And I'm just curious, what is the probably of getting items like rupees and bombs and such when you cut grass and cut bushes? Also for when you kill enemies what's the probability for them dropping a heart, rupee, ect?

I'm noticing something very strange with the Mothera Boss (Fire-Rod) dungeon. On the boss room while fighting the boss if you lay down two bombs you then cannot use bombos, ether, or quake. If bombs are not present then you can use bombos, ether and quake. Anyone have an explanation?

[edit]It turns out that apparently you can't use bombos anywhere when you have already set off two bombs.

Also did you know that you can kill Trinex second stage boss with the hammer?


Last edited by Erockbrox on Sat 26 Oct 2013 - 5:42; edited 1 time in total
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Post by Puzzledude Sat 26 Oct 2013 - 5:32

That's very useful. I knew about the Byrna and Cape, but not the Hammer.

Regarding the items under bushes. Unless there's a item placed on the bush, it is random (similar to the dig up treasure code).
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Post by Tompala Sat 26 Oct 2013 - 8:48

Which items, and often, you can get from bushes/grass depends on the bush/grass, as they are "all" different.

For an example, let's use the second bush to the left from Link's house entrance, upper one. When you lift a bush, the RNG value will change (Unless there is a 100% chance drop). For values 0-7, you'll get a rupee, 8-15 nothing, 16-23 rupee, 24-31 nothing etc. 128 values for a rupee, 128 for nothing, 50% chance as there are 256 different RNG values.

Though with the first bush on the left, it works differently. In that case there aren't specific values that will give you the rupee. Instead it seems to be running off a timer. And the chance to actually get the rupee is a lot less than 50%.

I have yet not gone into more depth with bushes that can drop more than 1 item. So I'm currently unsure how they behave. Though I can easily test if you want to.

As for enemy drops... All enemies that can drop an item are divided in different Prize Packs and follow these drop orders: http://notesmash.org/krystal/alttp/prizepacks.png (Some enemies missing). And for each prize back, except for #3, the chance is 50%. All even RNG values will give you the drop and uneven won't give you anything.
And if you freeze an enemy and hit it with the hammer, you'll get a 100% drop from #2. Using a boomerang on an enemy and then killing it won't effect the drop order and is the same for all prize packs.

Hope that explains stuff Smile.

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Post by Conn Sat 26 Oct 2013 - 9:03

The explanation for the 2 bombs/bombos not possible is easy. The game can only handle limited explosions, so 2 bombs + bombos explosion may extend the limited snes engine - they made a code to prevent this I guess.

I was implementing a random treasure dropper for digging... and I think Euclid made once a randomized treasure drop on lifting bushes for PW. Maybe he can share his code and explain how this works.

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Post by Erockbrox Sat 26 Oct 2013 - 14:42

Wow Tompala, very interesting to see the prize packs. Had no idea how this worked, but thanks to that nice chart it's now pretty clear.
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Post by Tompala Sat 26 Oct 2013 - 15:52

Guess I should specify, about the prize packs, that the items always drop in that order. So while it's random, most of the cases, if you get an item. It is never random which item it is.

The drop order is reset once you Save and Quit/Reset the game.

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