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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 - How Can I Disable Megaman From Going Behind Objects In Airman's Level???? | |
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NetSplit

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Posted on 07-28-05 04:24 PM Link | Quote
As far as I know, you can either have the stage be entirely foreground or entirely background; you can't have both without doing a bit of recoding. I don't think anyone has yet found the data you're looking for, but I might do a little work on it before I go to bed; if I find anything, I'll let you know.

Edit: 3CCF8. Change it to the ID of the stage that you want to have foreground stuff in. If you don't want foreground stuff in any stage, F0 should be a pretty safe value.


(edited by NetSplit on 07-28-05 07:45 AM)
NetSplit

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Posted on 07-28-05 04:59 PM Link | Quote
No. No no no no no. You didn't read my post. I said to set it to the ID of the stage you want foreground stuff in. Since you seem to not want foreground stuff at all, change it to the value I suggested. 00 will make it so Heat Man's stage uses foreground stuff, which appears to not be what you're aiming for.
NetSplit

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Posted on 07-29-05 03:14 AM Link | Quote
Yes, but when you got the address from my edit, you should have also gotten the rest of the information, as well. As for why F0 is a good choice, I find it highly unlikely that F0 is the ID of any sort of stage in the game, and it's random enough that it won't have anything assigned. FF would also be a good solution, but this works just as well.

Anyway, glad to be of help.
NetSplit

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Posted on 07-30-05 04:00 AM Link | Quote
If I understand you correctly, you want to swap spike and ladder TSA defs for that stage. That's simple enough, and Bitmaster already pretty much told you how to do it in this thread, but I'll elaborate.

I just took a very quick look at the data and have established based on Bitmaster's post in that thread that the data starts at $3CC57. In order to find the data for the particular stage you want, take the stage ID, multiply it by 2, and add that to $3CC57 in order to get the address for TSA type 02 for the stage you want (and type 03 is the next byte). So, since you want ladders to replace the spikes in TSA slot 03 in Bubble Man's stage, change $3CC5E to $02. This should give you the desired effects.

A little warning: if I recall correctly from my work with MM2 in the past, ladders, when you're not climbing them, act as air, so you can't use them properly underwater unless you don't mind them acting as air (which you probably should mind, since it's definitely not a good thing).

Hope that helps!
Deathknight

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Posted on 08-01-05 04:03 AM Link | Quote
MegaMan hacks rock but someone should do a MegaMan 3 hack, there are no good ones. I would do it myself but I have to finish my Zelda 2 hack first.
NetSplit

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Posted on 08-01-05 06:20 AM Link | Quote
Bah. Do a Mega Man 1 hack. The game is so ridiculously easy to edit that it's a wonder to me why more people aren't hacking it. Granted, the limited level data space is a little annoying, but it's not too major an issue so long as you're repeating screens in a smart way. Beside that, it's pretty simple. *shrugs* I'd have a complete and amazing hack out by now if I had the willpower to do more than a few levels.

Edit: Oh, and what's the Wily 1 issue?


(edited by NetSplit on 07-31-05 09:21 PM)
NetSplit

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Posted on 08-02-05 06:15 AM Link | Quote
Well, since I don't have your hack, nor can I get the videos from that thread showing the problem because the site is too busy, I can't really help. I just suggest doing a write breakpoint on $48 and going to the problem area in Wily 1 and seeing what happens. Just follow what Bitmaster did in the last section of the process (where $48 comes into play) and see if you can replicate what he did. If not, then just ask him and he'll probably be able to do it quickly and easily when he gets around to it.
NetSplit

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Posted on 08-03-05 02:36 AM Link | Quote
I can't help you with that since I don't have the necessary materials. Again, bitmaster may be able to do it, but in case he doesn't do it, I recommend grabbing a 6502 ASM reference document (I recommend this one) and one of those terrible (but somewhat effective, I guess) 6502 ASM tutorials some newbies have made. You probably won't have to learn much to be able to figure this stuff out; just fiddle around with it and you should be fine. I won't be able to help you any further for the time being since I'm going on a trip and won't have access to a computer. Good luck.
dan

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Posted on 08-03-05 04:31 PM Link | Quote
After some experimentation, those values at $3B1C, aren't the screen number to start on for each checkpoint for heat man. If you notice, $49 (in RAM) is the position of the counter that is used to load in the enemy data. The values at $3B1C, are the values to tell the game where to start loading the enemy data from, at each checkpoint for heat man's stage. Mega man 1 uses a similar system.
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