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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 - Having difficulty creating enemies with VISINE Megaman2 editor
  
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infidelity
Posts: 89/164
but could you show me the easiest turtorial on step by step ASM? I've located way too many, and all of them are different in explaining. I want to do this the right way. Thank You. :-)

EDIT - Anybody?!? :-(

EDIT - Also, i'm trying to use "nesasm" and I dont have the file "infile.asm" i have no idea where it is, or how to create one. Please help?!? I'm really trying to learn.
Is this site legit, cause this is where I'm learning.

http://k2pts.home.comcast.net/gbaguy/day1n.htm
Fx3
Posts: 30/80
Err... I'll speak a bit of RockNES but... as educational purposes, not promotional sh*t.
About your issue with visine, there's nothing more from me. Please, re-read the posts, carefully, including that picture that illustrates the scrolling (from DurfarC).

About ASM, quite easy - you must study about the 6502 itself a bit... and then, grab a disassembler and log its output to disk (game source). It's NOT so easy with 2 words:

a. You must know which mapper the game uses - except map#0, all others do bankswitching.

b. You cannot disassemble the entire game without assistance. I mean, there's a ENTRY POINT to begin the ASM code execution. There are 3 'vectors' or addresses - NMI/RESET/IRQ. You trace by following the RESET address.

c. I have 2 tools to make the task - RockNES and RockDASM (unreleased?). RockNES can identify the actual ROM banks in the 8000-FFFF space, with optional disassembling to text file. RockDASM is the RockNES disassembler that does the same, but for a 'piece of data'.

d. There's no magic, you must trap a certain portion of ASM code to start hacking. For example... Megaman2 uses a command 'lda #xx, lsr 8xxx' as sound effect triggering. If you examine the ASM piece, you might change a few properties linked with the event, where the sound plays during gameplay.

e. RockNES has a nice feature for this - real time patching. Once you know the ROM offset, you can patch the ROM and see the real changes while in gameplay (if any effect).
infidelity
Posts: 88/164
there's a problem though. on scroll 3, I have a sniper joe. his graphics get all fucked up. this occurs when i change the graphcis for scroll 5 only. strange.

EDIT - forget about sniper joe, I'll just replace him with the springy guy that's included with the blocks.

But why is it, when I enter the new room, that it takes literaly 15 seconds for the invisible blocks to kick in?? How can I fix this?

Also - I'd would extremely appreciate some help with understanding ASM. I've read all sorts of guides, but I can't figure them out. I'm a complete NooB to ASM. I honestly want to learn how to hack with ASM. I'd like to know, if anyone knows a very friendly readme, or any type of very easy understanding guide to ASM. I only want to learn it for NES, not SNES. I played that Rock Man Elite hack, and it has all megaman gameboy music in it, instead of the regular songs. What I want to do with my hack, is to replace the songs, with ones from Megaman 3-5. I honestly want to learn, and do not want to waste anyones time. My hack so far is coming out great, and I want to further it's development. Please help a fellow hacker?!? :-)
Fx3
Posts: 28/80
Well, I'm with broken MM2 support on visine/win32, but... Be sure to get 'popping blocks' gfx loaded at correct row, and NOT simply loaded in any row. Check the 2nd scroll (right after the 1st ladder) for the correct BANK ID of addresses, and PASTE the BANK ID on scroll 'right before Heatman'. :|
infidelity
Posts: 87/164
hmm, not sure I understand this correctly. But I've got an issue that I can't figure out.

on the 5th scrool. "The Room Just Before HeatMan" I want to add the invisible/visible blocks. the id is 0D700. Now I have that as the sixth address, and when I click preview gfx, it shows the pieces in the sixth row. Now, the first five rows, are all the pieces for the mechjoe/sniper joe. Got it so far? Now my problem. When I enter the room where the invisible blocks are, 2 things are wrong.

1. It takes almost 15 seconds for the blocks to kick in.

2. The blocks that appear, are all garbage pieces, it looks like pieces of joes helmet put together as the blocks.

I have the address "0D700" in the sixth column. The Slot is 5, and I changed the Bank to 1. Any Ideas? Thank You! :-)
Fx3
Posts: 24/80
No clue about replacing music data.

About the slots - There's a sequence of bytes that are accessed every time the scroll changes. You start at slot #0 that might uses bank #7 (for example) within the address 15C00, responsible for CHR data loading. When Rock go down in the ladder at end of this "corridor", the scroll changes and points to slot #1, fetching another byte (bank id) and the address that bank id points. It's sequential access every time the scroll changes.

In a more clear example (each set has 6 addresses):

slots - [33 available]

bank IDs - 00 02 00 03 01
addresses - [first set] [second set] ...

So, the initial slot (0) will use bank 00 (first set of addresses).
(on scroll change) The next slot (1) will use bank 02 (THIRD set of addresses).
(on scroll change) The next slot (2) will use bank 00 too (first set of address again).
(on scroll change) The next slot (3) will use bank 03 (FOURTH set of addresses).

See? You can modify the bank order for proper enemy placement. Kinda, at first scroll, you want to place Sniper Joe, then a Giant Crusher on next scroll, then Sniper Joe again. You know (for example, unreal) that Sniper Joe data is at bank 06 and Giant at bank 04. So, you'll setup the banks to 06 04 06. Got it? [takes a breath]


infidelity
Posts: 86/164
i'll give this a shot. Thank you for your detailed response!! :-)

EDIT - Ok. I'm really understanding your explanation on the CHR addresses. I've been messing around with those, trying to get an idea of what your talking about. Everything, except the free bank slot, I understand. Now, if I'm going to paste someting in a blank slot, I must make that slot available in the level, by making a slots to reach that particular slot? like you start at 0 and lets say a level has only a1. I have it pasted in a5. Do I need to create 3 more slots in the level, to reach this point?

Now, another thing. I've noticed that there is a sniper joe in heatman, but he's in his mech. No problem. I added him right in the beginning of the level. But his colors are all screwed up. This I'm about to ask, I have no idea, and I hope you go into detail as you did before. How do I make his colors correct? I'd really like to know. Thank You for your time. I'll be waiting for your repsonse! :-)

EDIT 2 - Also, can someone please teach me how to replace the music? I'd like to put in different megaman music. I'd like to put in music files from Megaman1 and 3-6 I'd extremely appreciate any help. Please tell me how to rip the nsf music files from those games. And if it deals with asm. I'm sorry I have no idea how to do it. But maybe if you could tell me what direction to look for the music files, and replace them?!? I've got some great ideas. I hope you guys can help me with this!! Thank You!!!
Fx3
Posts: 21/80
It's been a long time... here we go.
How to access the sprite menu: F6 -> Advanced -> Stats -> Sprites

Here you have the following:

SLOT ** Bank
00 0

(Slot cannot be changed, Bank can)

Okay, understand "SLOT" as each scroll area. Example - in Heatman, you're on slot #0. When you go down the ladder, you're on slot #1. It's per scroll change - every time the screen locks & Megaman goes up/down (ladders) or goes right (like passing a boss door), the slot changes.

Now, understand "Bank" as a "collection" of CHR addresses. Each "Bank" is linked with a set of addresses (6), which each address corresponds to a row of tiles (2, to be exact). If the address is 15E00, you're able to change the first 3 (or 15E to any other); the lower 00 cannot be changed. Click on "View gfx" to update the gfx bank viewer.

If mind doesn't fail, 33 slots are available. You must identify a level where Sniper Joe appears (Flashman, correct?). Locate the respective Bank number by following the scroll data and get only the addresses. Paste them in another level (choose a free slot!) and try to place a Sniper Joe in the level.

Quite confusing? Give a try. I might publish screenshots of this example, as more people wanna place a Sniper Joe in Heatman level.
infidelity
Posts: 85/164
DAMN!!

It totally screwed up the rest of the sprite graphics in slot 0. that entire top floor is screwed up. damnit. it didn't work.

just after i posted, your post came up. what you said did happen. I have no idea what to do.I thank you for your time trying to help. Does anybody know why ican't put a number 1 in bank? i'm so confused now.
DurfarC
Posts: 373/483
I'm clueless now. Just keep in mind, that changing his graphics in that way will mess up other enemies later in the level.

I can't help you more, I'm sorry. I don't have that much knowledge.
infidelity
Posts: 84/164
ok i got it sort of. but not the way you told me to. I have it set as slot 0, bank 0 and what i did was, i wrote down the values for joes graphics which were "0D100-0D200-0D300-0D400-0D500-0DF00" and i replaced the orignal values with the ones I just showed you here. Joe appears, but he's all blue and white. I'd still like to know, why can't I put a number 1 in the bank section?!?

and yes- i'm using the exact same editor your pointing me to. :-)
DurfarC
Posts: 372/483
Hmmm, what a bug. Strange, indeed. Never happened to me before. Other than making sure you have the latest version (Click here to get it), I guess you have to wait for a reply from Fx3, or send a private message to him.

Originally posted by Kawahless the Forgettable
Originally posted by DurfarC

I suck at drawing.
Actually, I think it serves it's purpose well.
At least, let's hope that.
Kyoufu Kawa
Posts: 1560/2481
Originally posted by DurfarC

I suck at drawing.
Actually, I think it serves it's purpose well.
infidelity
Posts: 83/164
ok that makes sense. but my problem is, in slot 0 it wont let me put a number 1 in the bank section. unless there's a special way of placing that number in there?? thank you for taking the time to do that, that design and explanation really helps! any ideas as to why i cant put the 1 in bank??
DurfarC
Posts: 371/483
Not sure if I understood everything of that, but I made an explanation for you what to do:

Image hosted by TinyPic.com

I suck at drawing.
infidelity
Posts: 82/164
it doesnt seem to be working nothign has changed. for a moment when i clicked on "viewgfx" i saw bits and pieces of joe, and his machine, but now i try doing the same thing again, and all i see in the viewgfx, is the regular heatman stage gfx. also, the bank would not let me put the number 1 for slot00 i had to goto slot 03 to put a number 1 in. still nothing is happening. any other ideas? I appreciate all the help! :-) and also. joe is not on the same screen with another enemy. when megaman teleports to the level, i have joe placed right near the end of the screen, before it starts scrolling. any ideas ?!?!? thank you for the replies!!

EDIT - i can see the joe sprite pieces in slot 03 bank 1. I don't know what else to do.

EDIT 2 - I got rid of joe, and decided to put in the crab crawler from bubble mans stage. the crabs graphics are garbbled springy graphics, you know, that spring guy that falls from the celling and jumps across places. now does anybody know why this is happening? thank you!! :-)
DurfarC
Posts: 370/483
Somewhat right. The sprites CHR is changed everytime the screen scrolls in a new direction (scrolls fast). Joe cannot be on the same screen as the enemies on the first (=top) floor.
Dish
Posts: 404/596
My guess is the wrong CHR is swapped in? (or written in -- since it's CHR-RAM).

I think Joe is never used on the same screen with any other enemy (other than that mech he rides in -- like in Flash Man's stage). Looking at the pattern tables, it seems that Megaman, Joe, and his mech take up almost the entire sprite sheet -- so I doubt you'll be able to put Joe on a screen that has other enemies (except for maybe that little metal springy thing that crawls on the ground -- that seems to be in the patterns as well -- at least on Flash Man's stage).

I don't know for sure -- but I doubt MM2 changes much of the CHR in middle of the map -- so I'd guess you'd have to somehow tell the game to put in the Joe graphics in for the map. I don't have any experience with VISINE, but does it have anything like a "CHR page" or "sprite pattern tables" or something to that effect for the map?

EDIT - bah -- I'm too slow -- 2 replies before mine gets posted XD
infidelity
Posts: 81/164
thanks for the speedy reply, i'll try it out! thank you very much
DurfarC
Posts: 369/483
Don't worry - all you have to do is to press F6 when in Heat Man's stage, then click advanced, then stats, then sprites. Here you select the sprite graphics that are used for each scroll. Press view gfx to see them. In your case, you have to change slot 0's bank to 1.

Everything in this window may look confusing for the first time, but you'll figure it out afterwards.

Not sure if that was understandable, English is my second language.
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Acmlm's Board - I2 Archive - Rom Hacking - Having difficulty creating enemies with VISINE Megaman2 editor


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