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11-02-05 12:59 PM
1 user currently in Rom Hacking: hukka | 2 guests
Acmlm's Board - I2 Archive - Rom Hacking - Mega Man 6 debugging stuff!
  
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BMF98567
Posts: 716/1261
I forgot I was supposed to update my post with an IPS patch, but Game Genie codes are just as good and less permanent.

Mega Man 6:
EZKKIVKG
LLVKATOL
AXEGLVTU

I haven't made codes for MM7 yet. I don't have the cart, so I never had a reason to.

Note that on a real NES, MM6's sprite test will always (?) show some kind of pattern in the background (I think it's because the game never gets the chance to clear out VRAM like it's supposed to). However, if you play around with the current pattern value, sometimes it will disappear.
Grinto
Posts: 35/43
Is there any way to get these patch codes to work with a Game Genie (the MM7 ones specifically.)? I'd like to try it out on the real cart sometime.
HyperLamer
Posts: 3738/8210
Indeed, considering how cool debugging features are, it's surprising they aren't more popular. But then it does take a good bit of work to find them sometimes. Gotta find references to their resources (especially difficult if they don't have any ), figure out where they're loaded, and trace backward until you find the routine that activates it, then hack stuff up to make it all work. Then it usually turns out to have been a lot easier than you expected, and you wish you'd noticed a few little details earlier. (The one I did in Pok
Grinto
Posts: 34/43
Thanks a lot, I knew I saw this somewhere before.
BMF98567
Posts: 683/1261
Certainly! Luckily, I still had the codes stored in a ZNES .CHT file.



Sprite test: C00620:02



Music test: C00620:04

I don't remember all the controls, but I know you can do stuff with both controllers in the sprite viewer. Also, the cursor tends to not show up in the sound test for some reason. As far as I know, this is the "proper" way to activate these features, so perhaps they were always this buggy.

Trashykins: MM6 was driving me nuts for the longest time, as I had already activated its debug code sometime last year, but either lost my notes or didn't write anything down. I had to do one last thing before I could truly take a break.

For me, unlocking debug modes is one of the last largely unexplored frontiers of ROM hacking. There are tons of games out there that have this stuff locked away inside, without so much as a button code left to unlock it (MM6 almost never loads the ROM bank the sprite viewer is stored in). Most of the time, you have to dig really deep and sometimes even rewrite a few routines to make this "forbidden" code work. Debugging features offer a fascinating look behind the scenes at a game's development process, and sometimes even make hacking easier (like the SMW cheats). Besides, I've never been one to pass up a good easter egg hunt...I'm a big fan of secrets.
Proto K
Posts: 235/279
There is a debug mode much like this one for MM7, but for some reason it's not on BMF's site, and the post containing it was lost in the board crash last year (I think).

BMF: Can you repost that if possible? I can't seem to find it anywhere.
Parasyte
Posts: 362/514
There is text in MegaMan 7. But as far as I am aware, no one has ever hacked it. I looked into it briefly at one point, then got quite bored and moved on.
Grinto
Posts: 33/43
There was a debug mode found for Mega Man 7?
Proto K
Posts: 234/279
This seems very similar to the debug mode you found in MMVII for SNES.

Perhaps one exists for some other Mega Man games, maybe Rockman and Forte?
Kasper
Posts: 38/108
This is really awsome! I salute you, sir. God bless you & Bbitmaster's FCEUXD!

Xkeeper
Posts: -2390/-863
This is the shit.

No, really. Debug shit is the wow.

Now if only you updated your page with this
Imzogelmo
Posts: 33/41
Very cool.
The Kins
Posts: 332/595
Yeah, extended hiatus, okay.

Nice work!
BMF98567
Posts: 682/1261
Finally, after a looooooong night's work (and thanks to the wonderful FCEUXD), I've figured out a way to access MM6's hidden character viewer and sound test. Behold:



This nifty little feature lets you look at all the various animation frames every sprite in the game has. The controls are like so:

- Control pad moves cursor (Mega Man head) up and down
- A selects the current value for modification, B cancels:
-- SEQ = sequence (current animation sequence)
-- COL = color (current palette)
-- TBL = table (current pattern table)
-- TMR = timer (animation timer)
-- SOUND = sound test
- Start changes "PLAYER" between 0, 1, and 2 (Mega Man, enemy, item?)
- Select exits (don't do this)

When you initially enter the code, the screen will be grey, and the game will appear to be frozen (this is actually supposed to be a menu that pops up in-game, but I squeezed it into the game's startup routines instead). Press A to make the above screen appear. You can also move an invisible cursor to the left or right to select a second option, but this was originally intended to close the menu, and will only freeze the game here. So don't do that.

I'll make an IPS patch available tomorrow, but for right now, you can just change the following bytes:

$7C65D: A0
$7C678: 33
$7C693: 28


Enjoy!
Acmlm's Board - I2 Archive - Rom Hacking - Mega Man 6 debugging stuff!


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