Zelda 64: Damage Charts
Contents |
Information
Arrows 6, 7, and 8 are not simply repeats of the fire arrow. The fire arrow animation may act as a place holder, but these arrows have their own damage mappings within the enemy damage charts.
Also the 3 additional arrows don't use magic when used.
Damage chart example
Like Like (C) 00 F2 F1 F2 10 F2 F2 10 F1 F2 F4 24 34 BF D4 CF EF 24 33 4A 00 00 F1 F4 F2 F2 F8 F4 EA 00 00 00 00 00 Deku Nuts 01 F2 Deku Sticks 02 F1 Slingshot 03 F2 Explosions 04 10 Boomerang 05 F2 Arrow 06 F2 Hammer normal swing 07 10 Hookshot 08 F1 Kokiri Sword Attack 09 F2 Kokiri Spin/Jump Attack * Master Sword Swing 0A F4 Biggoron's Sword Standard Attack 0B 24 Fire Arrows 0C 34 Ice Arrows 0D BF Light Arrows 0E D4 <--- "Wind" Arrows 0F CF <--- "Spirit" Arrows 10 EF <--- "Shadow" Arrows 11 24 Fire Magic 12 33 Ice Magic (Confirmed) 13 4A Light Magic (Confirmed) 14 00 ? 15 00 ? 16 F1 Kokiri Sword Blue Spin Attack 17 F4 Giant's Knife Blue Spin Attack 18 F2 Master Sword Blue Spin Attack 19 F2 Broken Giant's Knife Jump Attack 1A F8 Giant's Knife Jump Attack/Fully Charged Spin 1B F4 Master Sword Jump Attack/Fully Charged Spin 1C EA ? 1D 00 ? 1E 00 Hammer Jump Attack 1F 00 ?
Item drops
Like Likes only give the large purple rupee when defeated with light arrows. So? Well, all 3 beta arrows give unique items when used to defeat the like like.
Light Arrow : Huge Purple Rupee
"Wind" Arrow : Magic Jar
"Spirit" Arrow : Arrow
"Shadow" Arrow : Fairy
Loading the arrows in-game
The arrows can be loaded by modifying function 80834380 in ovl_player_actor, or by execute breakpointing 80032458 in RAM and changing the variable before the ActorSpawn function is called.
Credits
jsa - Testing the arrows and their effects in-game, most of the text here
DeathBasket - Providing jsa with a way to load the beta arrows