Acmlm's Board - I2 Archive - Rom Hacking - Megaman 4 offsets
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Ragnara
Posts: 22/28 |
I could give you Ãndividual HP's for the bosses... but I need some free/unused space between 6A000 and 6BFFF, which is the main problem.I already tried to find some by myself, but I alway f*cked up a boss battle.
I would write a small asm routine that takes the HP value out of a table. Ram adress 317 stores which boss you are fighting against.
71: Skull Man 75: Ring Man 79: Dust Man 7C: Dive Man 7E: Drill Man 84: Pharaoh Man 8B: Bright Man 8D: Toad Man
Also used for other bosses (e.g. 87 for Cossack 1). |
infidelity
Posts: 151/164 |
Thanks for the replies guys! I just wanted to share this stuff with everybody here. I want to prove the the community that I want to learn asm, and I feel that this is just 1 step closer to understanding it. There's still alot of other stuff I wanted to find in this game, but it's probably stuff I'm unaware of. For instance...
All 8 original bosses share the same HP at, 6a8a3. I'm trying to figure out, if each of them can have their own individual HP?
I want to find the weapon settings for each weapon, when Megaman has obtained it. I'd like to learn how to alter it's speed, direction, damage it does to things?
If these findings I want to know, are different from what I've been looking at, could someone explain this to me? I'm a firm believer in getting your own hands dirty, and trying to figure it out, but I've constatnly been searching through 0-5ff, with no luck. Any ideas? Thanks again for the replies! I'm glad you enjoy my findings! |
Ragnara
Posts: 21/28 |
Is there a ram adress which tells me what boss you are fighting? Something that would be 1 for Ring Man and 2 for the next boss etc.?
I might have a solution for your boss problem, but I will need something like that for sure. |
kuja killer
Posts: 29/80 |
Nice. I'm sure that'll prove to be very helpful for anyone who decides to work on megaman 4 anytime. I may try it out sometime...but i'm focusing on megaman 3 still obviously.
Oh and I finally managed to find out how to hack the number of lives deal WITH megaman 4 just as testing purposes with the debugger.... ..And I knew absolutely nothing until last night. :-p ...
Not sure if it'll matter to you or not, but I found the data for the number of lives you start off with if you'd like to add to your list. ...or do you already know it ?
0x07c54a - number of lives you start off with
$C539:A9 02 LDA #$02 $C53B:85 A1 STA $A1 = #$00 $C53D:A9 9C LDA #$9C So that's what determines the number of lives you start off with ? ..now i figured it out ..the "A" register is where the value is stored if i understood correctly. I don't know how to deal with the X and Y yet though. ..but i've been learning on my own. this is probably the most BASIC thing huh ? |
Vurano
Posts: 36/42 |
This is an awsome find, good job. |
infidelity
Posts: 150/164 |
I've spent over 4 days gathering this information. I'm doing this to help myself in the learning process of searching for things. But I'm still confused in one thing in my previous thread. Enjoy Megafans!
Megaman 4 offsets by: infidelity
******* Dustman ******* 6a8a3 - Dustman's HP 70e3f - Time till Dustman does his next attack 70de1 - Dustman's jump height 70df8 - How long Dustman sucks
Level Objects ------------- 7af0c - How far trash compactor crushes 7b09f - Red block timer, *counts down until the red block breaks apart* 7b0a4 - How many times the timer for the Red block starts over, *default 02*
Enemies ------- 77a74 - Big red spike guy's jump rest speed 70402 - Big red spike guy's HP 7668d - Spinning Hard Hat's rest time 70411 - Spinning Hard Hat's HP 7765d - Fanmouth's HP, *the little guy that comes out of the pits* 776d9 - Fanmouth right drift distance 77677 - Fanmouth speed, *set it to 00, hundreds come up* 7043d - Big red gumball guy's HP 774ae - Time between gumballs red bullets 7754c - Time until next type of gumball shot is shot 77591 - How many red bullets the gumball shoots 774ed - Gumball red bullet distance 70403 - Flying red shield's HP 7641a - Flying red shield's LEFT distance 7643a - Flying red shield's RIGHT distance 7040b - Jumping hard hat's HP 7668d - Jumping hard hat's rest time 703cf - RedBlack Perpellar's HP 7040a - Walking Hard Hat's HP 7668d - Walking Hard Hat's rest time 7042b - Bat's HP
******** Drillman ******** 6a8a3 - Drillman's HP 711ff - Time until Drillman comes up from the ground, *anything below 1F, he'll never come up* 71296 - Time between jumps 71089 - Time until he shoots 711b7 - How quick Drillman dives into the ground 7123b - Different ways Drillman comes out of the ground, *sometimes at an angle towards you* 71143 - Drillman's jump height 7116d - Drillman's jump height, *before he drills into the ground*
Level Objects ------------- 7adcf - Handle movement for invisible ground 76221 - Boulder's HP 76266 - Boulder Pieces HP 7620d - Time until next Boulder comes down
Enemies ------- 7041b - Blue Prepeller's HP 76e24 - Time until Blue Prepeller's next shot 70441 - Gunshield's HP 7762e - Time between Gunshield's next shots 7762d - Time between Gunshield's shots/shield closes 7043a - Wheeleshield's HP 773bc - Wheeleshield's LEFT distance 773f4 - Wheeleshield's RIGHT distance 773e4 - Wheeleshield's sight attack time 7743b - Wheeleshield's standstill spin time, until he spins into his next direction
******* Toadman ******* 6a8a3 - Toadman's HP 7175d - Time until Toadman's next attack 71803 - How long acid rain lasts
Enemies ------- 703e3 - Unbrella Guy's HP 703d4 - Flying Penguin's HP 7573a - Flying Baby Penguin's HP 703e0 - Jumping Catfish's HP 75aac - Time until Jumping Catfish jumps again 70416 - Jellyfish's HP 76a0d - Time until Jellyfish on celing, moves 7041c - Small Mechanical Fish's HP 76e95 - Small Mechanical Fish's jump type 703ed - Giant Snail's HP 7a66b - Time until Giant Snail's very first attack, *right when you land* 7a6c2 - Effects Giant Snail's bombs 7a7ad - Time until Giant Snail's eye's return 7a7ca - Time until Giant Snail's eye's attack
********** Pharaohman ********** 6a8a3 - Pharaohman's HP 71432 - Time until Pharaohman's next attack 71422 - Pharaohman's attack times 1 7153a - Pharaohman's attack times 2 71536 - Pharaohman's attack time, *fireball 1* 71537 - Pharaohman's attack time, *fireball 2* 71533 - Pharaohman's jump height, *non attack* 71534 - Pharaohman's jump height
Enemies ------- 75403 - Green Drill's HP 754f *2,3,4,5* - Green Drill's movement? *unable to find timer, that tells the Green Drill, when to come up* 703e2 - Red Bee's HP 75d53 - Red Bee's shot methods 75cb9 - Time until Red Bee shoots 75ce7 - How many times Red Bee goes back and forth on current screen 70436 - Mummy Skeleton's HP 77231 - Time until Mummy Skeleton goes into wall 7722b - Time until Mummy Skeleton comes out of wall, *"03" looks the best w/ fastness*
******* Ringman ******* 6a8a3 - Ringman's HP 70bab - Ringman's first attack time 70a8a - Ringman's jump height 70c4f - Effects ring toss?
Enemies ------- 703d5 - Wallgun's HP 75814 - Wallgun's bullet time 1 75825 - Wallgun's bullet time 2 7588a - Wallgun's multiple shots 70418 - Saturn's HP 703e7 - Hippo's HP 7a467 - Hippo's Missiles HP 7a4f4 - Time until Hippo's platfom pieces come back 70448 - Wheelesaw's HP 70e31 - Slinky Eye's HP 75b1d - Slinky Eye's attack time
******* Diveman ******* 6a8a3 - Diveman's HP 70fcb - Diveman's attack time 70f59 - Diveman's missile time 70f8b - Diveman's missile HP
Enemies ------- 70419 - Water Hard Hat's HP 76876 - Time until Water Hard Hat comes up 767d9 - Time until Water Hard Hat shoots 768a3 - Water Hard Hat time? 70407 - Whale's HP 7abff - Whale attack time 7abb3 - Whale missile time 7042c - Orange Fish's HP
******** Skullman ******** 6a8a3 - Skullman's HP 70a6 *c,d,e,f* - Skullman's shield times 70a7 *0,1,2,3* - Skullman's shield times 70a2 *8,9,a,b* - Skullman's jump heights 70929 - Skullman's attack time, *once shield goes down*
Enemies ------- 703fe - Green Gun's HP 76163 - Green Gun Bullet's HP 77909 - Green Spike's HP 70417 - Skeleton Joe's HP, *This is where it points to, default is 03* *I've tried setting it to other values, and there is no change when giving damage to Skeleton Joe????* 76b2c - Skeleton Joe's attack time 76bbc - Skeleton Joe's recovery time 70415 - Orange Gun's HP 76cff - Orange Gun's bullet time 70437 - Green Snake's HP
********* Brightman ********* 6a8a3 - Brightman's HP 71636 - Time until Brightman's next attack 715f8 - How many bullets Brightman shoots 7162c - Time between Brightman's shots 715a4 - Brightman's jump height 716b4 - Brightman's Flash Flicker time?
Level Objects ------------- 7a94c - Red Lift time 7aa16 - Time until Green Lift turns the other way
Enemies ------- 703e4 - Firework Guy's HP 703df - Rednight Guy's HP 759ec - Rednight Guy's bullet time 70405 - Totempoles HP 76483 & 7653f - Totempoles bullet time 76096 - Green Cutter's HP 7605c - Green Cutter's ground movement time 7564 *1,5* - Grasshoppers jump time 7562 *6,7,8,9,a,b,c,d* - Grasshoppers jump heights 7560 *6,a,c,d* - Number of times Grasshoppers jump in one direction
********* Cossack 1 ********* 70426 - Cossack 1's HP 7b2d0 - Multiple Cossack bullets 7b275 - Time until Cossack 1 moves to the other side of the screen, *when it's already against 1 side* 7b29f & 7b39e - How quick Cossack 1's drill comes down 7b186 - Time until Cossack 1 fades in before fight, *01-0f are awesome color changes* 7b4cf - Cossack 1's Drill comes down twice in a row, *01-10 seem to be the best* 7b42c - Time until Cossack's drill comes back up 7b342 - Time until Cossack 1 comes back up, *non drill attack* 7b5e *e,f* - Cossack 1's movements 7b5f *0,1,2,3,4,5,6,7* - Cossack 1's movements
Level Objects ------------- 77b7 *1,6,9* - Ladder Claw clamp time
Enemies ------- 703d1 - Slinky's HP 7523d - Slinky's speed
********* Cossack 2 ********* 70430 - Cossack 2's HP 7bb88 - How long Cossack 2 stays closed 7bbec - Cossack 2 multiple bullets 7bd90 & 7bd9d - Cossack 2 platform movements
Enemies ------- 7041d - Skulldropper's HP 7783b - Skullwheele's HP 77826 - How fast Skulldropper, drops Skullwheeles 77806 - Time until more Skullwheeles come out 779ad - Spike Platform times
********* Cossack 3 ********* 70438 - 1'st Cossack Spider's HP 719e *7,8,9,a* - 1'st Cossack Spider's movements 7195c - 1'st Cossack Spider multiple shots 6b2ea - 2'nd Cossack Spider's HP 719ea - 2'nd Cossack Spider's 1'st attack time *right when it comes through the door* 71b40 - 2'nd Cossack Spider's movement time *after shot fired* 6b35b - Time until white platforms fall "pretty useless, even if you set it high, they still fall after your energy meter fills up*
********* Cossack 4 ********* 7042d - Cossack 4's HP 7b69b - Time until Cossack 4 fades in before fight, *01-0f are awesome color changes* 7ba8 *6,7* - Different Cossack movement's, and bullet effects 7b8ba - How long Cossack 4 holds you, before bringing you up 7b90a - How long Cossack 4 holds you, before letting you go 7b93a - Cossack 4's movement time, once he lets you go 7ba23 - Time until Protoman & Kalinka teleport down, after you defeat Cossack 4 6aa01 - How long Protoman stays, after bringing Kalinka, *set it to 00, and he'll stay forever*
****** Wily 1 ****** 7043b - Giant Hard Hat's HP 6a0a6 - Time until Giant Hard Hat fades in before fight, *01-0f are awesome color changes* 6a31f - Falling Hard Hat's HP 6a1e5 - Giant Hard Hat's ground shake time, *Also effects the timing, of the falling Hard Hat's* 6a394 - Giant Hard Hat's straight up jump height 6a39 *5,6* - Giant Hard Hat's angled jump heights 6a36 *2,3,4,5* - How long Giant Hard Hat hides 6a120 - How fast Giant Hard Hat closes, *00-Fastest, 05-Slowest* *missing how fast hard hat opens, cannot find correct INC*
Level Objects ------------- 6b488 - Invisible Block timer 6b414 - Time when invisible blocks begin to appear, *when you first get on the screen*
****** Wily 2 ****** 7043e - Boss's HP 6a532 - Multiple fireballs/balls
****** Wily 3 ****** 70422 - 1'st Wily Ship's HP 6ab0f - Fireball timer 6aee *c,d,e* - Fireball timer 6ab3b - Movement 6ac52 - 2'nd Wily Ship's HP 6ad72 - Fireball timer 6af9 *b,c,d,e,f* - Movement 6afa *0,1,* - Movement
****** Wily 4 ****** 7044e - Wily's HP 6b655 - Formed fireballs attack timer. 6b92 *2,3,4,5* - How fast fireballs form in between eachother
**** Misc **** 7863e - Megaman's hit recovery time 77bea - Time till items fade away, *the ones you get, when you kill enemies* 7f31c - Gravity, *probably effects everything* 76309 - Time until Eddie teleports away, after giving you and item 78f8c - Balloon life time 7205a - How many times, it tells the Main Title song to loop, *now you can hear the complete song* 7c462 - Fade in timer, for all fade in sequences, *some text, some non-text*
I'm trying to also figure out how to find the weapon energy settings, what kind of damage they can do, other type of jump settings, etc. If I can find something else, I'll add it to the list. Enjoy!
EDIT - Yeah, the other thing, it seems that the 8 bosses share the HP values. All 8 bosses are at "6a8a3" I'm unaware on how to set individual HP's for them. Thankfuly, the cossack, and wily bosses, are all individual.
Any Ideas?!? |
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