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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 - mmx3 data
  
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SePH
Posts: 179/459
OH, thanks! And angelfire always work for me.. I'll take a look at it through.
Chickenlump
Posts: 345/722
It's something I'm always working on, so it's a bit messy, and out of date, I need to update it tonight sometime, it's a rather large update. It's about 13 megs big though.

http://www.angelfire.com/in3/chickenlump/offsetsarchive.zip

I'm not sure about angelfire letting anyone get to it, with it's restrictive buttheaded-ness lately, I'll try to find another host. Just try right clicking, save as, or paste in a new browser window or something.

Some of the data is mine, but like 99% is the work of others. I hope it has what your looking for.
SePH
Posts: 176/459
Originally posted by Chickenlump
Here is what I have so far in my Megaman X 3 folder

Does that means you also have data for MegaMan X and X2 in a separate folder? Mind to share with us ? (Since it's relatively hard to find decent data since the crash)..

Originally posted by Squash Monster
You'd better hurry up and get your copy of VB6 working, Elixer, or I might steal that editor project of yours.

hehe, there's nothing that keeps you away from making one! The first one that ever makes a MMX series working editor will be my life-time hero! Since I loved the series so much; almost as much as the zelda series if not better... so yeah, the more people that gets busy coding an editor (doesn't have to show graphics..), the more happy i'll be. Since they is not even one hack of MMX series, released except the cancelled/ice project at DES... So yeah, those 3D scrollers gotta have a working editor.
Squash Monster
Posts: 332/677
Oooh, look at all the pretty data!

Has anyone found the data about what screen is used where and such?

You'd better hurry up and get your copy of VB6 working, Elixer, or I might steal that editor project of yours.
Chickenlump
Posts: 342/722
Lurking perhaps. I'm not sure, it's been so long since I've last spoken to him.

All of that is just taken from message boards like this one, and pasted into text files. I have no dates on any of my files, but I'm so far in, I don't think I'll start now. But most of this is from the board before the crash...which I wish would be put back up sometime soon.
dormento
Posts: 42/99
That's a good bunch of data you got there ChickenLump.
Does Vagla still go online? Lurking maybe or something?
Chickenlump
Posts: 341/722
I collect offsets of all kinds and keep them backed up on cd, in an ever growing collection.

Here is what I have so far in my Megaman X 3 folder

---------------------------------------------------------------------------------------------------------------------------
between 1e2200 and 1f2200 is enemy stuff, boss stuff, and scroll stuff

well the text in mmx3 is in ascii, it's starts very close to 1CC4B0


Originally posted by Vagla

Where, exactly, is this data that you deleted that caused you to fall through everything? My guess is that this is TSA data (Tile Squaroid Assembler), a very important find. Well, at least it would be important in the NES MM games. Because of the limited amount of structures that can be used in the NES MM games, TSA data is almost required to make a good level because it allows you to make your own structures. If you don't have a structure with the right stuff, you overwrite an old one with the new stuff you want. But in MMX3, the amount of structures is so large (As you said, 512-768) that it would be almost impossible to not find what you're looking for. Unless water and ice are allowed in more than just the levels they are already in, in which case TSA is a great find.


Atma -
it's located at A5200.
-----------------------------------------------------------------------------------------------------------------------

1C0B00-1C0??? Intro Level Data! Apparently very long. Still haven't found the end of the level.

Originally posted by Weasel
-----------------------------------------------------------------------------------------------------------------------

Level Data

I just found this. Have fun kiddies.

$B0208

Originally posted by Rockman
------------------------------------------------------------------------------------------------------------------------

I'm sure Vagla and Atma know about this, since they did attempt to make a MMX3 hack. But I think people need something simpler than just taking the level offset right out of Weasel's tutorial. So I've hacked and hacked and figured out how MMX3 levels work. I tried to make a level editor, but I can't figure out any way to import graphics from the MMX3 ROM (compressed or uncompressed, I can't do it). So without further ado, the simplification of the intro level.

NOTE: Each tile is 2 bits and each screen is 8x8.

SCREEN SETUP
-------------------------
Example: Screen 1

1C03**

[00 & 01][02 & 03][04 & 05][06 & 07][08 & 09][0A & 0B][0C & 0D][0E & 0F]
[10 & 11][12 & 13][14 & 15][16 & 17][18 & 19][1A & 1B][1C & 1D][1E & 1F]
[20 & 21][22 & 23][24 & 25][26 & 27][28 & 29][2A & 2B][2C & 2D][2E & 2F]
[30 & 31][32 & 33][34 & 35][36 & 37][38 & 39][3A & 3B][3C & 3D][3E & 3F]
[40 & 41][42 & 43][44 & 45][46 & 47][48 & 49][4A & 4B][4C & 4D][4E & 4F]
[50 & 51][52 & 53][54 & 55][56 & 57][58 & 59][5A & 5B][5C & 5D][5E & 5F]
[60 & 61][62 & 63][64 & 65][66 & 67][68 & 69][6A & 6B][6C & 6D][6E & 6F]
[70 & 71][72 & 73][74 & 75][76 & 77][78 & 79][7A & 7B][7C & 7D][7E & 7F]


INTRO LEVEL
---------------------

EDIT:

- Screen 0 = [1C0200] - [1C027F] (unused)
- Screen 1 = [1C0280] - [1C02FF] (unused)
- Screen 2 = [1C0300] - [1C037F]
- Screen 3 = [1C0380] - [1C03FF]
- Screen 4 = [1C0400] - [1C047F] (unused)
- Screen 5 = [1C0480] - [1C04FF]
- Screen 6 = [1C0500] - [1C057F]
- Screen 7 = [1C0580] - [1C05FF]
- Screen 8 = [1C0600] - [1C067F]
- Screen 9 = [1C0680] - [1C06FF]
- Screen 10 = [1C0700] - [1C077F]
- Screen 11 = [1C0780] - [1C07FF]
- Screen 12 = [1C0800] - [1C087F]
- Screen 13 = [1C0880] - [1C08FF] (unused)
- Screen 14 = [1C0900] - [1C097F]
- Screen 15 = [1C0980] - [1C09FF] (unused)
- Screen 16 = [1C0A00] - [1C0A7F]
- Screen 17 = [1C0A80] - [1C0AFF] (Actual Intro 1)
- Screen 18 = [1C0B00] - [1C0B7F]
- Screen 19 = [1C0B80] - [1C0BFF]
- Screen 20 = [1C0C00] - [1C0C7F]
- Screen 21 = [1C0C80] - [1C0CFF]
- Screen 22 = [1C0D00] - [1C0D7F] (unused)
- Screen 23 = [1C0D80] - [1C0DFF]
- Screen 24 = [1C0E00] - [1C0E7F]
- Screen 25 = [1C0E80] - [1C0EFF]
- Screen 26 = [1C0F00] - [1C0F7F]
- Screen 27 = [1C0F80] - [1C0FFF] (unused)
- Screen 28 = [1C1000] - [1C107F]
- Screen 29 = [1C1080] - [1C10FF]
- Screen 30 = [1C1100] - [1C117F]
- Screen 31 = [1C1180] - [1C11FF]
- Screen 32 = [1C1200] - [1C127F]
- Screen 33 = [1C1280] - [1C12FF]
- Screen 34 = [1C1300] - [1C137F]
- Screen 35 = [1C1380] - [1C13FF]

Originally posted by Nestea
---------------------------------------------------------------------------------------------------------------------

woa i didnt get that last part but heres what im looking at right now which changes the intro level when i edit it
asm:
96/82E9: 0189 ORA ($89,X)
96/82EB: 00B4 BRK #$B4
96/82ED: 006F BRK #$6F
96/82EF: 0384 ORA $84,S
96/82F1: 000A BRK #$0A
96/82F3: 000E BRK #$0E
96/82F5: 000F BRK #$0F
96/82F7: 000B BRK #$0B
96/82F9: 000C BRK #$0C
96/82FB: 000E BRK #$0E
96/82FD: 000F BRK #$0F
96/82FF: 000D BRK #$0D
96/8301: 000A BRK #$0A

Originally posted by elixernova

-----------------------------------------------------------------------------------------------------------------------
elixirnova
Posts: 28/177
Hrm was lookin for my old mmx3 data i had and cant find most of it! anyone save any from the old board? or have any... if ya do itd be very appreciated heres what i have currently

Menu Text
201fc
large chunk of level attributes ??? a5200-a7c52

a5201-a5203 level 1 data (wierd invisibal places to walk)
a5206-a520d level 1 data (?????????)
a8200-
ac1fc-aef38 ????????????
af21c-afe10 bottom right bosses pre pic jumbled
b0700 sprites in beginning start to change
intro level sprite chart
bo732
b8204-c7420 level tile association ??
60000-68000(pallets)
b0000-bb000(tile data intro)
c8208-cfcef(level tile association topright level and bottom levels except tiger)
d0a34-10c070 compressed graphics
$31115-3117C Capcom Licence intro text (first screen)
1c0ad0=intro level data
screens are 8x7 or 8x8 if you count the floor you dont see
1c0b64-1c0b69 = bottom of first screen
so not much so uhh im sure someone is bound to have some more hope someone can help me!
Acmlm's Board - I2 Archive - Rom Hacking - mmx3 data


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