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elixirnova

Red Paratroopa
Level: 22

Posts: 171/177
EXP: 56507
For next: 1843

Since: 04-05-04
From: Midgar

Since last post: 1 day
Last activity: 1 day
Posted on 10-03-05 08:43 AM Link | Quote
Ok here it goes, I'm just posting it all here since I dont have a reliable server to throw it on. And If you have any questions about this large mess uhh just ask . I'm sure its all tidy in my head still.

And big note! If anyone knowlegeable wants to help with the gfx compression in X,X2,X3 or 7 I'd be more than happy to finish an editor for any of them in C++ this time

------------Mega Man X-------------
Given to me by DxEdge

--------------------???????????_----------------------

$37582 - Sprite bank?

$17757 - Cars in Intro Stage? 05 default



--------------------STATUS DATA-----------------------


$33c70 > X's Walking speed; Left

$33c7E > X's Walking speed; right

$33C6C > X's walking speed; Left

$33C6A > X's walking speed; right


$33c73 > X's fully charged bullet.
01 = bullet.
02 = mid charged bullet.
08 = normal fully charged bullet.
03 > Zeros Buster Upgrade.

$33C77 > Mid charged bullet. Weapon.
14 = Fully charged Wind

$33C7A > Fully Charged bullet. weapon.
01 - bullet
02 - mid bullet
03 - full bullet
04 - Hadoken
05 - ETC
-----------------------
$37020 = Y Button < 40 = Shoot 80 = Jump 01 = Start>

$37021 = B Button < 80 = Jump 40 = Shoot 01 = Start>

$37025 = START Button < 01 = Start 80 = Jump 40 = Shoot>

--------------------ENEMY DATA------------------------

$34E20 - Intro Sage; HeliBug stuff

--------------------GRAPICHS--------------------------

$65200 - $66200

$F4b1e - > Intro Level GFX

$15AC07 - $164C0C

$168200 - $17A200


--------------------PALETTE DATA----------------------

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

---Layer 2---

$2D76A

---Layer 1---

$2D758 - Light Yellow 1
$2D75E - Light Yellow 2


--------------------TEXT DATA-------------------------

$24AD4 - $27330 <--- start, end.)

$24CFF - $24D47 (" You worthless piece of scrap metal, did you think you could defeat me? ")

--------------------LEVEL DATA-----------------------

---------------------------->
{
130000-140000> Item/Pause Screen Data
}
}

'// Each screen is $7F.
--WIP Tiles--

E5, E6, E7,
E8, E9, EA,
EF, F0, F1, F2
<< Right Slope

C0
C3
--------------<
$30AB0 > Intro Stage; Music Poitner

$90340 > Intro Stage; Starting Screen.

$AE425 - $AE444> Intro Level; What 16x16 tiles are. (solid, water, spikes etc..)

$96400 - $97361> Intro Stage; Level Data 32 x 32 Tiles (' Level Data Lenght $F61 ') <" 4: 16x16 tiles makes 1 32x32 tile. ">

$98200 - $987F4> Intro Level; Layer 2 Data 32 x 32 Tiles

$B4628 - > Intro Stage; TSA Data 16 x 16 Tiles <" 4: 16x16 tiles makes 1 32x32 tile. ">

$C8200 - > Intro Stage; TSA Data 8 x 8 Tiles <" 4: 8x8 tiles makes 1 16x16 tile. ">

}
$99280 - > Flame Mammoth; Level Data 32 x 32 Tiles
{

}
$9B110 - > Launch Octopus; Level Data 32 x 32 Tiles
{



-------------------MUSIC DATA------------------------

$48F50 - $48F58 > Bullet sound channels?

-------------------GAME GENIE CODES---------------------

CODE KEY IN . . . EFFECT . . .
1 DBBE-446F Start with 10 lives
2 D1BE-446F Start with 7 lives
3 D0BE-446F Start with 5 lives
4 DDBE-446F Start with 1 life
5 C2B9-3404 Infinite lives
6 D6BE-47AF Start with less energy
7 4DBE-47AF Start with more energy
8 C2B9-1FF7 Infinite energy
9 6DB5-CD97 Most enemies are defeated with one shot
10 23BD-3F07 Start with all weapons and all enemies
defeated--EXCEPT SIGMA(tm)
11 C9B3-4769 Infinite weapons once you have them
SOMETIMES JUMPS WILL GO BACK TO NORMAL
12 D08A-1FBC Bogus jump
13 D58A-1FBC Super jump
14 DB8A-1FBC Mega-jump
15 DDB0-4FA1 Disable weapon charging
16 DDB1-4F61 Weapon charges to 1st power level faster

------------Mega Man X3-------------
k0lpa has helped with some of this data, just to mention him for credit
---GFX SPECIFIC---
----------------------------
Enemy Data/Item Data------
--------------------------
In previous megaman games this data was stored:
Screen #,x-coordinate,y-coordinate,enemy/obj ID
---------------------------------
Next is a list of corruptions I did that resulted in either gfx changes or enemy/screen changes most are gfx changes unless noted...
---------------------------------
///---adresses of corruption---\\\
///---corrupted with random bytes---\\\
---------------------------------------
af21c-afe10 bottom right bosses pre pic jumbled
1c000-1d000 crash at certain screen #
1d000-1e000 crash on 5-6 screen and missing objects at that screen
1e000-1f000 odd crashing durring first few screens
1f000-20000 stops scrolling on certain screen in each level
20000-21000 screen blacks out after READY sign
2d000-2e000 messy gfx everywhere including MMX3 logo gamestart
2e000-2f000 some intro level sprites are garbled
2f000-31000 crash at start
31115-3117C Capcom Licence intro text (first screen)
--------------------------------------
-----enemy data maybe----
--------------------------------------
36000-37000 password screen starting numbers and baddies are invisible or wrong sprite
37000-38000 ?????? nothing noticable
38000-39000 intro and bee stage freeze on 2nd screen
39000-3a000 crash durring some levels
3a000-3b000 crash durring some levels
3b000-3c000 crash durring intro level scene
3c000-3d000 crash farther into intro scene
3d000-3e000 ???????????????
3e000-3f000 crashes at certain screens
3f000-40000 """" ********* could be enemy/screen data
--------------------------------------
--------------------
--------------------------------------
d0000-d1000 bee level doesnt load and gfx in intro level are garbled
when it did load some enemy gfx and x's gfx were garbled and same for intro level and certain levels have garbled X gfx but not all
d1000-d2000 X's/Zero's sprite glitches on intro/ice/rafters levels
d2000-d3000 x/zero's gfx messy and levels wont load on random corrupt
d3000-d4000 same as above
d4100-d4200 ice level gfx are garbled?!?!? gfx data maybe
d4000-d5000 ice level doesnt load??? only level that doesnt...
d5000-d6000 ice level doesnt load again... maybe mroe gfx
d6000-d7000 more ice level gfx maybe? still doesnt load
d7000-d8000 all ice level gfx are corrupt
d8000-d9000 level doesnt load again and gfx are a little corrupt
d9000-da000 rafters level doesnt load maybe gfx again?
da000-ff000 level/text/mmx3,capcom logo/baddies/x's sprites tsa/gfx??
d0a34-10c070 compressed graphics maybe
----------
104000-105000 crash after pword screen before level selct comes up
105000-106000 " " " " " " " " "
106000-107000 overworld gfx corrupt
107000-108000 " " " " " " "
108000-109000 " " " " "
109000-10a000 lots of enemy and x/zero gfx screwy???
10a000-10b000 some level objects screwy gfx and such
--------------------
100000-110000 some levels dont load pword crashes game... and lotsa wrong gfx for enemys and objects O_o
--------------------
120000-130000 vile stage gfx gumbled
140000-150000 x zero boss gfx glitched
150000-160000 some glitched gfx
-------------4BPP GFX-----------
-----------160300 Graphics start
------------197400 graphics end
--------------------------------
----Maybe Compressed GFX here?-------*****
1f1000-1f2000 ?????????????
1f2000-1f3000 ?????????????
1f3000-1f4000 ?????????????
1f4000-1f5000 ?????????????
1f5000-1f6000 shield gfx
1f6000-1f7000 ?????????????
1f7000-1f8000 ?????????????
1f8000-1f9000 title/intro gfx screwy
1f9000-1fa000 bizare enemys and such
1fa000-1fb000 stage select gfx screwy
1fb000-1fc000 ?????????????
1fc000-1fd000 crashing weapons ?!
1fd000-1fe000 ?????????????

---The Rest of It---(takes deep breath)
MMX3 HACKING DOC /
----------------/
````````````````

(FuSoYa Info)
gfx compression------------MMX not X3. X3 uses the C4 chip which im still researching
There is no length information at all. Each bit in the control byte represents a single byte; either it's the repeat byte (bit=0) or the next byte in the compressed data (bit=1).

With the following example data:
$88 $08 $00 $01 $02 $03 $04 $05 $06 $07

$88 is the control byte, $08 is the repeat byte. 88(1000 1000), so the decompressed data will be $00 $08 $08 $08 $01 $08 $08 $08. Then $02 is our next control byte, and $03 is our next repeat byte, and it keeps going.
-----18200 last test for gfx
---------------------------------------------

----------------------------------------
OBJECT DATA STORAGE---------------------
----------------------------------------
k0lpa managed all the object data from what i recall
1 2 3 4 5 6 7 8
0x1E50B0 : 03 B0 04 08 01 9E 8B 60 -­> first enemy in the intro level

1st ­- Type
03 = enemy
00 =

2nd - Y Location (still needs testing)
B0 = a location..
60 =

3rd - Y Loc of the room (starting from the top)
04 = 4th
04 =

4th - Obj
08 = Purple cannon
0b = Wall shooter
09 =

5th - Tag
01 = The purple cannon dude can jump around
00 =

6th - X Location (also needs testing)
9E = a location...
00 =

7th - X Loc of the room (starting from top
8B = second room of the intro level (first indoor room)
note : 0B = 8B (the byte is incremented of 80 when there is a 8th byte)
8c =

8th - Spawn location ?
62 =
this seems to be the X coord that has to be in the screen for it to appear
note : if the 7th byte is > than 80 , there is no 8th byte and it uses the spawn coord of the last object
-----------------------------------------
`b
-----------------------------------------

TEXT USED
|$311E8-311F2 ||$31214-3121E ||$31240-3124A | GAME START |

|$311F7-311FF ||$31223-3122B ||$3124F-31257 | PASS WORD |

|$313AB-313B4 ||$3143E-31447 ||$ONLY SELECTED | KEY CONFIG |

|$31532-3153B ||$314D1-314DA ||$ "" | SOUND MODE |

|$3160E-31611 ||$31605-31608 ||$ "" | EXIT |

09ff memmory for megaman/zero energy
0d7f enemy1 energy value
0d3f boss one energy location
09ef sprite end climb
09f4 jump location
09f5 jump up speed?
0a8e zero/megaman selector
20fc4 02 = zero switches when called 01= zero stays when switched
--------------------------
23cb-23cf Default Starting health(LDA A0 STA 09FF)
--------------------------
28 is norm max energy
asm 95/FFFC: intro level data


70000-a0000 sprite gfx
minitile attributes a0200-?
a8200-
ac1fc-aef38 ????????????
af21c-afe10 bottom right bosses pre pic jumbled
bo732 first is the Minitile data for Megatiles

|hex value/____________________
|of tile/______________ NORMAL\
| /\__/ DESCRIPTION \ SIZEOF|
| /\/\_/\/\/\/\/\/\/\__/\_TILE_/
00=blank tile 1x1
01=top boss door 1x1
02=middle boss door 1x1
03=bottem boss door 1x1
04=brown stripe bg 1x1
05=blank(sometimes other) 1x1
06=greenwall(left piece1) 1x1
07=greenwall(left piece2) 1x1
08=greenwall(left piece3) 1x1
09=darkblue bottem stripe 1x1
0a=celing left tile 1x1
0b=celing center tile 1x1
0c=celing right tile 1x1
0d=celing (l/r)end tile 1x1
0e=celing bg tile (left) 1x1
0f=celing bg tile (right) 1x1
10=upward stripe brown bg 1x1
11=vent brown bg 1x1
12=flashingredstripe bg(L)1x1
13=flashingredstripe bg(R)1x1
14=tv top left corner bg 1x1
15=tv top center bg 1x1
16=tv topright corner bg 1x1
17=connector strip bg 1x1
18=left face floor crack 1x1
19=right face floor crack 1x1
1a=wall w/crack on right 1x1
1b=wall w/crack on left 1x1
1c=tv bottemleft cornerbg 1x1
1d=tv bottem center bg 1x1
1e=tv bottemrightcornerbg 1x1
1f=topleft windowborder1 bg
20=topleft windowborder2 bg
21=topmiddle windowborder1 bg
22=topmiddle windowborder2 bg
23=brown dotted stripe(vert) bg

5b=bluegray tile 1x1

e8=celing dividor w/crack(R)

tiles:
b0c90 floor tile intro
map data as follows
01,02|05,06|09,10|13,14
03,04|07,08|11,12|15,16

$81C0-81D5 Checksum Name
A000-B000 frozen when using sp weapons
B000-C000 powered up sp weapons freeze game
c000-d000 freeze on last sp weapon
F000-FA00 nothing happens but music on level load
10000-11000 dash button freezes game
15000-16000 game crashes at gamestart/pword/opt screen
16000-17000 game crashes on 2nd screen of each level
17000-18000 game crashes after mm lands or at intro
18000-19000 burn baby burn more crashin
19000-1a000 crash'n
1a000-1b000 crash at miniboss on vilestage1
1b000-1c000 ?!?!?!
1c000-1d000 crash at certain screen #
1d000-1e000 crash on 5-6 screen and missing objects at that screen
1e000-1f000 odd crashing durring first few screens
1f000-20000 stops scrolling on certain screen in each level
20000-21000 screen blacks out after READY sign
21000-22000 screen freezes on teleport in
22000-23000 """"""
23000-24000 crash after intro text and at level select
24000-25000 """""""""""""""""""""""""""""" as 21000
25000-26000 crash at load rom
26000-27000 sometimes in gameplay it crashes
27000-28000 teleport doesnt happen just appears
28000-29000 pallets in levels are screwy and alternate odd
29000-2a000 nothing noticiable
2a000-2b000 ????????????????????
2b000-2c000 screen freezes at certain location
2c000-2d000 ?!!??!?! dunno nothing i can see
2d000-2e000 messy gfx everywhere including MMX3 logo gamestart
2e000-2f000 some intro level sprites are garbled
2f000-31000 crash at start
31115-3117C Capcom Licence intro text (first screen)
31000-32000 level preview pic flys way off screen O_o
32000-33000 oddddddd starting location
33000-34000 crazy x physics! and some gfx garbled and sprites appear in odd places
34000-35000 nothing noticable
35000-36000 some sliding gfx are garbled
--------------------------------------
-----enemy data maybe----
--------------------------------------
36000-37000 password screen starting numbers and baddies are invisible or wrong sprite
37000-38000 ?????? nothing noticable
38000-39000 intro and bee stage freeze on 2nd screen
39000-3a000 crash durring some levels
3a000-3b000 crash durring some levels
3b000-3c000 crash durring intro level scene
3c000-3d000 crash farther into intro scene
3d000-3e000 ???????????????
3e000-3f000 crashes at certain screens
3f000-40000 """" ********* could be enemy/screen data
-------------------------
40000-40a00 crash on load.../enemy pallets screwy
40a00-41000 pallets screwy and bee level gfx garbled and intro level crash
41000-42000 enemy gfx/pallets screwy
42000-43000 ????????????????????
43000-44000 ?????????????????????
44000-45000 ????????????????????
45000-46000 all gfx have wrong tiles?!?! pointers maybe...
46000-47000 ???????????????????????????????
47000-48000 ???????????????????????????
48000-49000 spc stall detected
49000-4a000 funky sounds and sound effects messed up
4a000-4b000 intro stage sounds and sfx messy
4b000-4c000 ????????????????????????????
4c000-4d000 some music in intro is corrupt
4d000-4e000 some sfx are messyed up
4e000-4f000 more sfx/music messy
4f000-50000 ???????????????
50000-51000 ??????????????
51000-52000 crash/nothing?
52000-53000 levels dont load
53000-54000 construction level no music?
54000-55000 some levels crash on load
55000-56000 catfish level no sound
56000-57000 catfish level doesnt load
57000-58000 ????????????????
58000-59000 crashed!
59000-5a000 ?>???????? crash on gamestart
5a000-5b000 some sound pitches change
5b000-5c000 more sound?
5c000-5d000 crash after levels intro wont load..?
5d000-5e000 ??????????????
5e000-5f000 ??????????????
5f000-60000 ??????????????
60000-61000 bee level doesnt load
61000-62000 ice level doesnt load
62500-62700 x/blast palettes
62000-63000 x,text,blasts,menu palettes
63000-64000 lots of palettes
60000-68000(pallets)
64000-65000 first four stages palettes
65000-66000 last 4 and vile stages palettes
66000-67000 objects/baddies palettes
67000-68000 palettes
68000-69000 wierd tiles show up everywhere on certain actions
69000-6a000 for most any action random tiles appear everywhere
6a000-6b000 """"""
6b000-6c000 """"" but wiht X's sprite
6c000-6d000 """""" but with X's sprite and the MegaMan X3 Logo
6d000-6e000 """""" but with explosions
6e000-6f000 """"""""" but with charged shots
6f000-70000 """""" same but with enemy weapons and other stuff
70000-71000 """""""" same with enemy weapons and such
71000-72000 """""""" same with weapons and other actions
72000-80000 same stuff
80000-81000 ????????????
81000-82000 more garbly tiles
82000-89000 more garbly tiles
89000-8a000 more garbly!!!!$AWEFDFAS
90000-91000 MOREA!@%)!&@#%*)(@!*%)@ *how can i bear living...
9c000-9d000 ??????????????? nothing happened
9d000-9f000 crashes when near an upgrade capsule
9f000-a0000 FFFFFFFF(blank space)
a0000-a1000 sky rafters/sky level megatiles?
a1000-a2000 sky rafters/sky level megatiles/bg megatiles
a2000-a3000 mole/dirt level megatiles or screen data?????**
a3000-a4000 more mole/dirt level megatiles..?
a4000-a5000 mole/dirt megatiles/bg megatiles
a5000-a6000 intro/first 2 levels tile settings? die on blank tiles/ladders
a6000-a7000 same thing as a5-a6 only with the rest of levels
a7000-a8000 same but with vile stages
a8000-a9000 ice level megatiles
a9000-aa000 ice level megatiles
aa000-ab000 ice level megatiles/air base megatiles
ab000-ac000 air base level megatiles
ac1fc-aef38 sky/rafters level megatiles?
aE000-b0000 (af21c-afe10)bottom right bosses mini prepic jumbled
b0000-bb000 (minitile data)
c0200 end of tile data?
bo732 first is the Minitile data for Megatiles
b8204-c7420 level tile association ??
c0000-c1000 intro level tiles gfx set are wrong but react normal
c1000-c2000 more of the intro level tilegfx are wrong but boss's too
c2000-c3000 same tiles gfx problem but with bee level
c3000-c4000 more tiles gfx problems on bee level
c4000-c5000 same tiles gfx problems but with ice level
c5000-c6000 same tiles gfx problems but in ice level and airport level
c6000-c7000 same tiles gfx problems but only in airport level
c7000-c8000 same tiles gfx problems in airport level followed by a field of FFFFF's
c8000-c9000 same tiles gfx problems only in the sewer level
c9000-ca000 same tiles gfx problems but in sewer and catfish level
ca000-cb000 same tiles gfx problems but in catfish and rafters level
cb000-cc000 same tiles gfx problems but only in rafters level
cc000-cd000 same tiles gfx problem but in dirt level
cd000-ce000 same tiles gfx problem and in dirt level only
ce000-cf000 same tiles gfx problem in dirt level again
cf000-d0000 ??????????????????????? nothing i noticed
c8208-cfcef (level tile association topright level and bottom levels except tiger)
d0000-d1000 bee level doesnt load and gfx in intro level are garbled
when it did load some enemy gfx and x's gfx were garbled and same for intro level and certain levels have garbled X gfx but not all
d1000-d2000 X's/Zero's sprite glitches on intro/ice/rafters levels
--------d0200 new block of data starts---------
d2000-d3000 x/zero's gfx messy and levels wont load on random corrupt
d3000-d4000 same as above
d4100-d4200 ice level gfx are garbled?!?!? gfx data maybe
d4000-d5000 ice level doesnt load??? only level that doesnt...
d5000-d6000 ice level doesnt load again... maybe mroe gfx
d6000-d7000 more ice level gfx maybe? still doesnt load
d7000-d8000 all ice level gfx are corrupt
d8000-d9000 level doesnt load again and gfx are a little corrupt
d9000-da000 rafters level doesnt load maybe gfx again?
da000-ff000 level/text/mmx3,capcom logo/baddies/x's sprites tsa/gfx??
d0a34-10c070 compressed graphics
100000-101000 bee level's gfx are screwy? and x's and enemys/boss
101000-102000 same stuff as above only less messy
102000-103000 ?????????????
103000-104000 character sprites screwy on airbase stage
104000-105000 crash after pword screen before level selct comes up
105000-106000 " " " " " " " " "
106000-107000 overworld gfx corrupt
107000-108000 " " " " " " "
108000-109000 " " " " "
109000-10a000 lots of enemy and x/zero gfx screwy???
10a000-10b000 some level objects screwy gfx and such
10b000-10c000 ?????????????????????
10c000-10d000 game freezes at first confront of vile in intro
10D000-10e000 " " "
10e000-10f000 password screen/pause screen gfx messy
10f000-110000 pausescreen tsa?
--------------------
100000-110000 some levels dont load pword crashes game... and lotsa wrong gfx for enemys and objects O_o
--------------------
110000-111000
110000-120000 odd tile placement on menus and intro level bg on airbase pause menu doesnt show; dirt stage level tiles messy

compressed gfx?--------------------
1197fd = starting byte after ffffff's
120000-130000 vile stage gfx gumbled
140000-150000 x zero boss gfx glitched
150000-160000 some glitched gfx
------------------------
-----------160300 Graphics start
------------197400 graphics end
-------------------------------
160000-170000 mmx and weapons and lifebar gfx
170000-180000 zero more gfx stuff
180000-190000 zero's sprite is corrupt
190000-1a0000 vile stages 8x8 tsa?
1a0000-1a746b vile stages megatiles positioning
1a8000-1af400 vile stages minitiles positioning?
1afa00-1b00a8 starting positions and maybe screen pos
" " screens are in wrong places in levels***********
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.
1b00b1-1b5f00 catfish stage tiles messy
1b6000-1b8000 neon tiger minitiles messy MINITILES
1b8000-1bfa00 many stages wierd minitiles
1bfa00-1c9200 intro stage and other???maybe
1CC4B0ish text
1c9200-1d0000 ???
---------------------------
---------------1d0000-1e2000 gfx uncompressed
---------------------------
1e2200-1e8090 some levels crash? no objects/enemys
1e6000-1e7000 catfish stage enemy/objects gone!?/effects
1E62f0-1e6320 catfish stage missing items and scrolling
1e6e1a-1e631d catfish stage missing items on scr5-7 and no scroll
1e8200-1ec000 airport bg tiles moved sewer megatiles moved
1eBC00-??? sewer stage
1ef9f6-1f016d stages crash? at beginning
---------------------------
---------------1F0300-1F6980 gfx uncompressed
---------------------------
1f1000-1f2000 ?????????????
1f2000-1f3000 ?????????????
1f3000-1f4000 ?????????????
1f4000-1f5000 ?????????????
1f5000-1f6000 shield gfx
1f69a0 wierd data starts
wierd data--------------0=repeat 1=next byte
1f7780 data starts
18(0001 0010)04 19 04
------------------------
1f6000-1f7000 ?????????????
1f7000-1f8000 ?????????????
1f8200-1f9000 title/intro gfx screwy(looks like pattern in hex editor)
1f9000-1fa000 bizare enemys and such
1fa000-1fb000 stage select gfx screwy
1fb000-1fc000 ?????????????
1fc000-1fd000 crashing weapons ?!
1fd000-1fe000 ?????????????

SCREEN DATA:
1afa00-1b00a8
intro level (1afa00-1afa95?)
bee level (1afa95-
First Byte = 00 starts scrolling in middle of level? and i start in sky..same for FF is usualy a small number...?
10= screen full of 01 tiles...
11= land on top of screen with celing
12= fall down a screen and land on screen full of 01 tiles
13= screens are under where you cant see...
14= land on gray screen
15=
16= land on boss platform with door on left..
17= land on celing of somewhere in the level
18= land on screen full of 01 tiles
19= land on screen under where you cant see only one of them though
1a= hole
1b= hole
1c= normal level

2nd byte = the next screen when i scrolled up was a dif one
3rd byte = changes row/column?
4th byte = Screen Index 8c-92 are screens...99 entire level is on the bottom of the screen
5th byte usually 00 or 01 sometimes


ENEMY/ITEM DATA:
stored as followed(y postion[1byte], room[1byte], sprite[2bytes],x position[1byte])
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.
------------
1E6BA5 norm-58 **seams to be Y-Position of sprite
90 = about one block lower than orig


LEVEL DATA:
*not true*between 1e2200 and 1f2200 is enemy stuff, boss stuff, and scroll stuff
screens are 8x7 or 8x8 if you count the floor you dont see
tile data continues directly on to next screen with no break
level data is held 2 bytes per tile
1st byte object number
2nd byte object set

background tile data comes after foreground tile data

1c0ad0=intro level data and opening sequence level data
- Screen 0 = [1C0200] - [1C027F] (unused)
- Screen 1 = [1C0280] - [1C02FF] (unused)
- Screen 2 = [1C0300] - [1C037F] Looped as sky bg
- Screen 3 = [1C0380] - [1C03FF] Looped as sky bg
- 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] (Start Screen for X)
- 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] (end)

TILES:

set(00)
00=blank
01=solid with crevis on edges
02=black
03=sky piece1
04=sky piece2
05=sky piece3
06=sky piece4
07=sky piece5
08=sky piece6
09=sky piece7
0a=sky piece8
0b=sky piece9
0c=sky piece10
0d=sky piece11
0e=sky piece12
0f=dark gray block w/stripe in 1st row
10=dark gray block w/stripe in 2nd row
11=dark gray block
12=dark gray block w/stripe in 3rd row and center streak
13=dark gray block w/stripe in 3rd row
14=dark gray block w/stripe in 1st row w/circut1
15=dark gray block w/stripe in 1st row w/circut2
16=left corner celing piece
17=right corner celing piece w/crack on right
18=middle celing piece w/crack on left
19=left celing piece
1a=right celing piece
1b=green pedastal right border
1c=dark gray block w/stripe in 2nd row w/circut1
1d=dark gray block w/stripe in 2nd row right corner piece w/circut1
1e=window topleft corner w/broken glass
1f=window middle top piece
20=window middle top piece w/crack on wall
21=window topright corner w/broken glass
22=window topright corner2
23=dark gray block w/circut1 (vert)
24=dark gray block w/circut1 (vert) right end w/tear on right
25=window left side w/broken glass(top)
26=window right side w/broken glass(bottem)
27=window right side border(no glass)
28=green wall right face
29=dark gray block w/circut1end (vert)
2a=dark gray block w/circut1end (vert) right end w/tear on right
2b=window bottemleft corner w/broken glass
2c=window bottem middle border
2d=window bottem middle border w/broken glass
2e=window bottemright corner w/broken glass
2f=window bottemright corner2 w/crack in wall
30=top boss door face right
31=dark gray block w/circutend(top) (vert)

01 set

54=top of green floor

70=left celing w/red flashing lights bg
71=right celing w/redflashing lights bg
90=floor going into next tile
91=left face wall with crack going into floor
bd=wall w/crack on right


(edited by elixirnova on 10-04-05 01:37 PM)
XcomGS

Red Paragoomba
Level: 14

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Posted on 10-03-05 10:12 AM Link | Quote
Wow....do you mind if i add that to WikiRAM? Or you could..you dont have to though. I could add it and give you credit.


(edited by XcomGS on 10-03-05 01:24 AM)
SePH

Geldman
Level: 33

Posts: 425/459
EXP: 219339
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Since: 06-23-04
From: Québec
Caliss de libéraux

Since last post: 6 days
Last activity: 14 hours
Posted on 10-03-05 06:37 PM Link | Quote
Amazing If only there was as much dedication for this game as the major players right now (Super Mario 64, Super Mario World)...

I did liked the X episodes till X6... X7 in semi 3D/2D mode... real crap.. then X8 at least goes back to the roots but still not enough. I'd really like to hack MMX1/2/3 by any means. We need more games in that unique style.

Anyways keep it up mate. That editor of yours shed light to a few select, but imagine the possibilities if the gfx decompression/compression methods were found... I'd be a new man for my part. Just kidding
elixirnova

Red Paratroopa
Level: 22

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Since: 04-05-04
From: Midgar

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Posted on 10-03-05 11:14 PM Link | Quote
Although I don't think there are many RAM value explanations in there but I think I'll go look for them next and make up a list. It is more fun to hack when ya know lotsa ram values .

Anyone from DES happen to have any info on the graphics data in Megaman 7 or X/X3 from parasyte, vagla, or atma?


(edited by elixirnova on 10-03-05 02:24 PM)
Insomnia DMX

Level: 7

Posts: 20/23
EXP: 1125
For next: 323

Since: 07-21-05
From: East Cleveland, OH

Since last post: 11 days
Last activity: 1 day
Posted on 10-04-05 02:10 AM Link | Quote
Although I don't have any level data, You can read the notes I took off of an earlier thread, most of the stuff is for status, and If anyone knows where in ram, it tells what weapon you have equipped, I'd appreciate it. I'm working on some weapon hacks, including a punch weapon, and making the X-Saber an equippable. I'm drawing new armor sprites, and a long time ago, before I came into the scene, I used to draw sprites, Here's an expample...

Zerox, Pronounced 'Xerox'

Amagine this in a hack, or something similar, I think it would be possible. Just need to figure out where the pointers for graphics of equipped armors are, and make new graphics in the same format as the original armor graphics.
DxEdge

Micro-Goomba
Level: 7

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Posted on 10-04-05 02:41 PM Link | Quote
Originally posted by XcomGS
Wow....do you mind if i add that to WikiRAM? Or you could..you dont have to though. I could add it and give you credit.


I wouldnt mind you adding the MMX data as long as you give me credit for it. Since it was I who gave it to him some months ago.. the MMX3 data on the other hand, is his own.
XcomGS

Red Paragoomba
Level: 14

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Posted on 10-05-05 03:22 AM Link | Quote
Ok, sounds good. I will add it under your name. http://www.infinines.net/wikiram/index.php/MegaMan_X
elixirnova

Red Paratroopa
Level: 22

Posts: 174/177
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Since: 04-05-04
From: Midgar

Since last post: 1 day
Last activity: 1 day
Posted on 10-05-05 07:51 AM Link | Quote
Could you add mine and k0lpa's x3 data also?... you can transform it into one name if you must btw.
...elixirk0pa,k0lva,k0lpan0va,el1x1rN0lpa...............
or just elixirnova/k0lpa
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