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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 - I finally found them!(Megaman X3 data inside)
  
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ZhaDe
Posts: 6/9
maybe the capsule need more than 1 object to work.

I did some testing with the 02 type objects but still I cant figure how it works.. im pretty sure it affects the scrolling tho because when I replace them with an enemy for example the screen stops to advance. I also noticed that it affects the background image and background projectors in intro level.

and for the 8th byte, yeah its always in order (if u break it the level crashes) I know it affects where u need to be for them to appear (seems to be an horizontal coord) and when there is no 8th byte all the objects with 7 bytes appear at the same time as the last 8 byte one.

did u find some objects with 3rd byte > 80 ? since it is the equivalent of 7th byte, maybe it also has something like it.

Edit:

I made a small object editor ,try it, it really helps to deal with enemies bytes :
http://zhade.quebec-power.com/ObjEd.exe
Jigglysaint
Posts: 114/215
Ah, that explains the 8th byte and the +80 on some locations. My guess is that it's a bitflag that's set that adds that last byte. From what I saw, when there was an 8th byte, it seemd to go in order, sometimes skipping a couple of bytes, almost like it's a memory byte or somthing.

I am having trouble with the capsules. The enemy type is 03, and the enemy byte is 4D, with special tag that differs. For the armor chip in Crush Crawfish, it's 40, for the helmet part, it's 10. I did some changing and I couldn't change what capsle contents are, nore could I put a capsule anywhere else, or even change the on screen location.
ZhaDe
Posts: 5/9
My memory was wrong with thoses bytes meaning.. so wrong : /
here is what I have now :

------------------1_ 2_ 3_ 4_ 5_ 6_ 7_ 8_
0x1E50B0 : 03 B0 04 08 01 9E 8B 60 -
elixirnova
Posts: 111/177
sorry for my lack of response O_o too much swimming for me lol. Anyhow remember what you called that editor k0lpa? i might have it somewhere and this weekend im picking up my editor again...So maybe some new stuff i dont really know what 4 days may bring oh and k0lpa either get on msn or aim or pm me and ill send ya a link
ZhaDe
Posts: 4/9
"purple" cannon enemy (that kind of purple ball with feets and a canon on the head)
some of them do move (intro level for example) and I am sure this is X3
Jigglysaint
Posts: 113/215
Originally posted by ZhaDe
hum, maybe u didnt find the same datas as me cuz I am pretty sure that the 1st byte is 01 when it is an enemy...


EDIT :

I cant refind the location of the enemy datas for the intro level... u guys know it ?

btw ElixirNova, do u still have that lil program I sent u to edit the enemy datas ?


Are you sure your data was for X3 and not X2? X3's blue cannons don't move around. Maybe what you did find was enemy ASM?
windwaker
Posts: 317/1797
This is great, I'm starting MM3X hacking. Perhaps I'll just look for data for a while.

Too bad the "data isn't understood", guess I'll just mess around with it.

Thanks .
ZhaDe
Posts: 3/9
hum, maybe u didnt find the same datas as me cuz I am pretty sure that the 1st byte is 01 when it is an enemy...


EDIT :

I cant refind the location of the enemy datas for the intro level... u guys know it ?

btw ElixirNova, do u still have that lil program I sent u to edit the enemy datas ?
Jigglysaint
Posts: 112/215
Actually, it's like this: First byte is enemy type. 00 is an item, 03 is an enemy, 02 does somthing to the scrolling. The second and third bytes are the vertical postion on the map, more specifically the second is the y on screen, and the 3th is the y on the entire map. The 4th and 5th bytes are the enemy data. I found that items like energy tanks and heart tanks have a bit set for each of the 8 levels. The top 4 levels have bits 01 to 08 set for each tank, and the lower 4 levels has 10 to 80 set. The next two bytes are the horizontal positions.
ZhaDe
Posts: 2/9
no, I didnt even find the sprites data : /
I had another problem that maybe u guys can help me with :
every levels seems to have sprites it can use, like if I try to put blast hornet at the beginning of the intro level (lol) the gfx is all corrupted, it has parts of other enemies on the normal intro level with weird colors instead of the hornet gfx.
I guess they wanted to save speed/ram so they uncompress only the needed graphics when the map loads but I need to find where to specify which sprites to uncompress.. maybe ill need to find how it is compressed : / or maybe it is just like the tiles like, for example 8 bytes would specify the sprites the level use, and each byte is the number of a sprite.

also.. elixirnova... I NEED to test that editor :O

---Edit---
I had found all the meaning of the enemy datas but lost my documents, ill try to help u a little (with what I remember) and will come back with more later:

example : the purple cannon enemy

1st byte -
Jigglysaint
Posts: 111/215
Well don;t I look like a fool now?

If you found the enemy data before, you might have noticed that some scrolling functions are in the sprite data, like some breakable walls and junk.
ZhaDe
Posts: 1/9
I already found the enemy data location a long time ago... I never found the level "path" (transition between screens) tho.. and thats why I stopped working on my level hack..

btw, I was known as k0lpA in here at that time
Jigglysaint
Posts: 108/215
Actually the enemy data goes from top to bottom, left to right. Each sprite has a position on the map, and a position on the screen. If the sprites are put out of order, they don't appear, or might suddenly appear out of nowhere.
elixirnova
Posts: 105/177
Ah room order i have an idea of where it is though dont understand it its a very wierd format its in its located at
1afa00-1b00a8 starting positions and maybe screen pos
" " screens are in wrong places in levels***********
'so jigglysaint do you know the format in which the bytes are stored like which controlls its position and what item/enemy/scroll it is?
*edit: If its any help the rooms know how you said they shift entire rows of them they are read in a matrix
t u v w x y z
x x x x x x x

tuvwxyz would be screens 1-7 in that order for the enemy data prolly hope that helps
Jigglysaint
Posts: 107/215
Ya, the main mistake I was making was assuming that only graphics data is at the end of the rom. When I found the pointers to the room order data, I saw it was near the end of the rom. I continued on and found I changed a ton of sprites and stuff.

I figured out that each sprite is 7 bytes long. Among enemies and items, what else is affected are the scroll data(not yet figured out), and graphics changes. Enemy data still needs to be fully documented, as my guess is that there are very many amounts of sprites and stuff.
MathOnNapkins
Posts: 755/2189
Heh, I told you Jiggly was your man... er saint.
elixirnova
Posts: 103/177
XD!!!! I can't wait to get home now! I think i found that data also though I never looked into it because i wasnt sure. Ill take a look at it when I get home and help figure out how its stored if ya don't find it by then. A bit of bad news about the gfx though... seams it uses a difrent compression than in MMX which FuSoYa knew so gonna have to trot out into some more new territory
SePH
Posts: 232/459
Nice! Now If elixirnova add those to it's editor it'll make editing a tad easier!
I'm beta testing it but it's kinda hard when you don't have the rooms order.. It's pretty much trial and error. Well neither way, I hope you find more in the next following days
Jigglysaint
Posts: 106/215
Enemy data, and also room order data.

First of all, I have to say that I haven't fully cracked them yet, but I'm still checking it out. Second, it appears as if scroll data is part of the enemy data, wheras room order is somewhere different.

Now, the offsets:

(note the room order data is for Crush Crawfish)

1AFD68(there is a pointer to this data at 30bc5). I am not sure exactly how it works, but my guess is that it grabs entire rows of screens at a time. More testing is needed.

Enemy datanote that much of the data is yet to be understood)

Tunnel Rhino: 1E6BA5 I don't know if this the start of an enemy, but this contains the y postion, room, data, and x position for the heart tank in Tunnel Rhino stage. 0B 40 seems to be the heart tank index. 05 40 is for the sub tank, BTW. The sprite before that is for the boulder, and it's 34 00. I am unsure exactly what the rest of the data does, but I'll keep looking.

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