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11-02-05 12:59 PM
Acmlm's Board - I2 Archive - - Posts by kuja killer
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kuja killer

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Posted on 10-05-05 04:37 AM, in Need refresher in using FCEUXD Tracer. My html's no longer work Link
Originally posted by infidelity


WOO HOO! it's working. I'm now able to edit enemies HP with the plasma gun. I started tinkering with Megaman4's HP for enemies, they have it in a different part of the rom, but I found it. I also found something else. $77bea, this lets you edit the time left for an item that appears when you kill an enemy. set to FF, and your weapon,health,large/small,extra life, will never disappear! or, you could set it so you have like a split second to grab it, lol! awesome!


Ohh, that's cool. Nice job. Just curious where the beginning of that data starts at for hp values of sprites (mm3 wise)? Better for me to learn that now rather than not at all, for my own info. Only thing I've found so far and understand for enemies is this:

(within per level)
$B10 ($100): Sprite Data: Screen Position for each Enemy
$C10 ($100): Sprite Data: X Position for each Enemy
$D10 ($100): Sprite Data: Y Position for each Enemy
$E10 ($100): Sprite Data: Type for each Enemy




(edited by kuja killer on 10-04-05 09:25 PM)
(edited by kuja killer on 10-04-05 11:03 PM)
kuja killer

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Posted on 10-06-05 09:19 PM, in Need refresher in using FCEUXD Tracer. My html's no longer work Link
Originally posted by infidelity
I'm finding a shitload of offsets thoughout Megaman 4. I'm basicly going through every level, and trying to find every possible offset, for every enemy that comes up on the screen, weather it's their HP, jumping distance, traveling distance, projectile distance, time until their next attacks, etc..


Got a question if I may ask. Concerning Megaman 3 though. Since you know alot and understand much more. I'm working on the snakeman level on my hack, and there's an issue i want to figure out how to resolve concerning those giant snakes found through the level...there's only 2 of them right? I don't really need to know anything about the 1st one, it's just the 2nd one.

First of all the snakeman level data is between 0x0A000 - 0x0BFFF in the rom memory ...i'm guessing there's probably even more somewhere..
But I can't seem to get part of the 2nd giant snake's body OFF the screen so that I can push it back a few screens before. It's on screen position $0E
So that'd be right around 0x0AB10 (around that area) for what enemies are on what screen position they're on. I'm trying to get the whole thing moved to screen 0B which is just a couple backwards. I've moved all the instances of the giant snake sprites to it...edited the maps..reused the same screen preset from the 1st snake ...tried other screen presets ...and it's not working. I mean I can fight the thing ...it's just that the body won't move. ..and it's still stuck on screen 0E

Is there some type of controller or pointer that I have to find and change to get the whole body thing transfered to the screen/scroll postion/preset that I want it to be on? I've tred changing every instance of $0E to $0B between the snakeman level data just to see what happens (and i did make backups first) in the hex editor ...and still no luck.

I guess it's not stage specific? It's only this one particular enemy. I've got all the sprites right..it's just that the body part that animates and jiggles up and down ...is stuck a few screens away and not on the screen I want it to be.
Here's an example:

This is all fine and dandy ...body doesn't move up and down so where's that happening?

It's happening over here just a bit further away. ..
That's why i need to know if there's really some type of controller in the ROM memory of some sort that's pointing to a specific area that makes what's happening on the 2nd image, being on that screen.


(edited by kuja killer on 10-06-05 12:22 PM)
(edited by kuja killer on 10-06-05 12:35 PM)
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(edited by kuja killer on 10-06-05 12:41 PM)
kuja killer

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Posted on 10-06-05 11:10 PM, in Need refresher in using FCEUXD Tracer. My html's no longer work Link
Well, something like that. I mean that in the 2nd image ..that little part of the body just sits in mid air doing nothing except jiggling up and down ...that's the default screen it happens on originally..but i'm trying to get it pushed back a few screens earlier.

Now I've also messed around once by just forgetting about that idea, and put them all on that particular screen (sprites and stuff), edited the maps to reflect it ...and it works absolutely fine. Just that I don't want it on that screen though.

Oh and just a little more info, I understand all the stage data between $A10 - $1FFF ...but I don't know what anything means yet between $000 - $999. I'm thinking this sort of pointer thing (if it even is) is between 000 - 999 either that...or somewhere else completely. it'd take me way too long to go through every single value one by one to figure it out. Still going to try though.



(edited by kuja killer on 10-06-05 02:14 PM)
(edited by kuja killer on 10-06-05 02:16 PM)
(edited by kuja killer on 10-06-05 02:16 PM)
(edited by kuja killer on 10-06-05 02:31 PM)
kuja killer

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Posted on 10-07-05 02:02 AM, in Does this website.... Link
or this whole entire forum, have it's own type of "search" thing where I can search for specified terms in forum posts on whichever board? ..cause I can't find one....
kuja killer

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Posted on 10-07-05 03:31 PM, in Does this website.... Link
Originally posted by Snika
Erm, this belongs in Help/Suggestions. But, due to past bandwidth problems, there is no current search feature. I have heard rumors about brining the Search feature back, but I don't know if its true.


Oops, sorry for posting on the wrong board. ...
Bummer that there isn't one currently I guess. ..but thanks for the info.
kuja killer

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Posted on 10-07-05 03:45 PM, in Need refresher in using FCEUXD Tracer. My html's no longer work Link
gah, i gotta figure out how to really use the debugger. ..im not too familiar with it yet. I'm just used to using the hex editor in fceuxd most of the time now that I've been using it more often recently.
kuja killer

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Posted on 10-07-05 11:14 PM, in Excuse me if this has been asked already but.. Link
Are there any in-depth tutorials for using the 6502 debugger with FCEUXD ? ...I can't find any exactly...i've found only just 1 link to some website...but it was broken.

...just trying to ask for a little reference if that's not too much to ask for....


(edited by kuja killer on 10-07-05 02:15 PM)
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(edited by kuja killer on 10-08-05 10:35 AM)
kuja killer

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Posted on 10-08-05 09:45 AM, in Excuse me if this has been asked already but.. Link
Omg, thanks...i feel so embarrassed that I wasn't able to find any documents myself earlier today. Sorry.

EDIT: okay so i've been reading them and wanted to try out the infinite lives thing from http://www.geocities.com/bjb138/rockmanXasm/asm1.html ..since it talks about doing it on super mario brothers...i wanted to try it out on Megaman 4 and I'm getting the hang of it now. ...but i'm just curious to find out exactly to REALLY make sure if i've been doing it right cause some odd things have happened in the process...

So on megaman 4 ...the number of lives you start off with is 2 (just like in super mario bros) ...i open the cheat search ...click reset...enter "02" in known value box and click known value...comes to 19 possibilities ....i go die...hit it again and comes down to like 6 possibilities or something.. one of them that caught my attention was "$00A1" ..i think that's the one that controls the number of lives cause i set it to the cheat list...go die and my lives never go down. ...

Now the complicated part which I'm hoping i'm understanding correctly. ..
I find it in the debugger by setting a a write breakpoint to 00A1 ..die...it snaps at the following:
$C833:C6 A1 DEC $A1 = #$02
and a 2 lines below it ...
$C835:A9 00 LDA #$00
$C837:85 9A STA $9A = #$00

It said on the site that if i wanted the lives to never go down ..i would change the C6 part to "AD" in the hex editor ..within these few values:
C6 A1 A9 85 9A .....am i right ? ....so i did it to test it out...reset the game ..play...die...and lives never go down ..

BUT ...sometimes the game will actually just crash...sometimes it won't....that's what I don't understand.. ..umm ?? ...
And about setting the default number of lives to whatever I want...well i couldn't find any "02" around the area in the hex editor.. 0x07C843 and the guide said how I should NOT touch the address which in this case would be the "00" and "A1" ... ...or is it safe to do so ? ..like changing either one of those to say ... 05 for example...am i getting my facts straight here ? .
I change the value number with the cheat search to any number i want on 00A1 ...like i put 04...update..i have 4 lives...6...6 lives..but when i go look at the lines in the debugger..i don't see any information changed at all except for the "=#$04 or whatever part ...so i don't get exactly what numbers changed it to make it so 04 ..im a little confused.



(edited by kuja killer on 10-08-05 03:16 AM)
(edited by kuja killer on 10-08-05 03:36 AM)
(edited by kuja killer on 10-08-05 03:51 AM)
kuja killer

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Posted on 10-09-05 03:45 AM, in Megaman 4 offsets Link
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 ?


(edited by kuja killer on 10-08-05 06:51 PM)
kuja killer

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Posted on 10-10-05 06:15 AM, in What's the deal with the trace logger for fceuxd? Link
I don't get how I'm suppose to find what I'm looking for when I use it ..what i mean is ...when i start using the trace logger on a rom ...and i have the thing set to so it logs the last 10,000 instructions to window...i check the "update window option and start it...and it's ridiculous. :-\ ..goes like 100 lines of code per second or two ...and within about a minute or less...it's already did over 10,000 ...any way i can slow the thing down?

I tried logging it to a text file...and even after 30 seconds ....i already have an insane 70+ MB text file that won't even run on my comp because the darn thing's too huge.

What's the deal with that? ..is that completely normal ?
kuja killer

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Posted on 10-10-05 08:24 AM, in What's the deal with the trace logger for fceuxd? Link
Ahh, well the case that I was going to investigate was what's happening in this screenshot.
http://www.alienaa.com/members/108/blah2.PNG
...i wanted to log exactly what'd happen on that screen when i'd enter it to so i can figure out how that bit of a snake body is appearing there when i don't want it to be on. ..but it's a bit hard to find the info im looking for when the trace logger speeds like a 1000 MPH (exageration, i don't mean that seriously..just what it feels like)

I could only come up with an idea of this .. but it's just part of HP value.

$81C3:BD E0 04 LDA $04E0,X @ $04F5 = #$0A
$81C6:38 SEC
$81C7:F1 00 SBC ($00),Y @ $A189 = #$0A
$81C9:B0 02 BCS $81CD
$81CB:A9 00 LDA #$00
$81CD:9D E0 04 STA $04E0,X @ $04F5 = #$0A
$81D0: D0 35 BNE $8207

Anything between $04F5 - $04F9 when setting a write breakpoint to it will snap or halt on me when i fight the giant snake a few screens earlier ...i'm trying to get the important part of it's body OFF that screen its stuck on which the debugger doesn't seem to detect anything on ..i haven't figured it out yet. (in other words, moving it to a different screen)


(edited by kuja killer on 10-09-05 11:24 PM)
(edited by kuja killer on 10-09-05 11:29 PM)
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(edited by kuja killer on 10-09-05 11:36 PM)
kuja killer

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Since: 09-22-05
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Posted on 10-10-05 07:51 PM, in Megaman 3 Remix 0.10 Beta (unoffical name) Link
Originally posted by Heian-794
Hey Kuja, what's that font you're using for "The Machine" and "69 to..." in the bottom left? I like that.


Oh, noo..that has nothing to do with megaman or anything I'm doing what so ever. It's just a Internet Explorer window behind all the windows because I was logged into my account on the website, http://www.alienaa.com. I'm an Administrator on there. And I upload all my screenshots or IPS patches or whatever else to my own personal webspace which is located at www.alienaa.com/members/108/

Oh and if anyone knows about this...i was messing arond trying to find out the offsets for how the boss doors on megaman 3 open and close....it seems that the debugger goes off snapping all the time ANYWHERE setting a write breakpoint to $0600 - $0729 ...i'm not sure which one is the right one. .... ?? I've just begin to learn how to use it ..and i've only found out how to hack the amount of damage caused by the P cannon to enemies and bosses, and the lives counter. Both for Megaman 4


(edited by kuja killer on 10-10-05 10:56 AM)
(edited by kuja killer on 10-10-05 10:57 AM)
(edited by kuja killer on 10-10-05 11:01 AM)
kuja killer

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Posted on 10-12-05 02:01 AM, in I feel like starting to do what ifidelity did. Link
(I felt like wanting to post this because I'm feeling better right now than I did when I knew absolutely none of this stuff)

So I've been getting more and more into really wanting to learn 6502 ASM in the past couple weeks. And I'm getting a little bit better a small bit at a time per day. i'm feeling dedicated to keep going and understand more. I've been reading the 6502.txt document from Zophars Domain, but I've found another guide of this IRC chat log of one person wanting to learn how to do asm, and people being very generous in teaching the guy. It's been helping me A TON ..and i'm not even half way done yet reading it as i'm just taking things slow, not rush, learn, etc.

http://66.102.7.104/search?q=cache:6fkZsq8k6FkJ:dahrkdaiz.panicus.org/asmlog.txt+megaman+fceud+cheat+search&hl=en
Since this portion of the site doesn't exist anymore..thankfully i got it off of googles Cache. ..I never tried out any of the games they were using for examples, so i reverted to doing my own examples (following along) with megaman obviously and I've been succeeding. I am of course jotting down important notes that are discussed so that I can keep a copy of for myself in case I forget something. And I'm still reading over the 6502.txt much to get the grasp of things.

Anyway, sorry for babbling on ...but I'm going to try doing what infedilty(is that how its spelt??) when he found as much offset info as he could for megaman 4 ..but i'm doing it for megaman 3. ..here's what I've found on my own currently:

It's not a whole lot yet..but it's for stuff i've found...not based on other documents out there.
So ..i'm going to keep learning.
__________________________________________________________________
Damage tables, HP, enemy IDs in RAM
HP Tables start at $A400 (RAM)
$0410 - $050F in ROM

Robot Eye HP: $0446
$A107 (RAM) damage wise [p cannon]
$14117 - damage dealt by P cannon
$14517 - damage dealt by Hard Knuckle
$14917 - damage dealt by Shadow Blade

Spark Trap HP: $0474
$3C90C: Lives Counter
_________________________________________________________________
CHR (graphics?) Offsets:

???? (might be sprites and other objects): $40010 - $5000F
Snakeman $50010 - $51000F
Magnetman $51010 - $5200F
Needleman/Dark Needleman: $52010 - $5300F
Geminiman/Dark Geminiman: $53010 - $5400F
Hardman: $54010 - $5500F
Sparkman/Dark Sparkman: $55010 - $5600F
Topman: $56010 - $5700F
Shadowman/Dark Shadowman: $57010 - $5800F

Note: dr wily stages may be incorrect
Dr Wily #1 and 4: $58010 - $5900F
Dr Wily #2 and 6: $59010 - $5A00F (????)
Dr Wily #3, 5: ????
???? (it looks like some are for the stage select screen, dr wily's fortress, title screen, etc: $5A010 - $5F010 (????)

kuja killer

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Posted on 10-12-05 02:45 AM, in What the heck is up with our usernames? Link
I don't have the time to read through 8 entire pages for that sticky thread *WARNING* ...but i only looked at a few posts cause it's taking too long.

So an administrator on this website is screwing around with things that he/she should NOT be doing ?? ..

Are our names going to be back to normal soon?

- Mike (aka kuja killer for this forum)
kuja killer

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Posted on 10-12-05 02:52 AM, in What the heck is up with our usernames? Link
Originally posted by KATW
Perhaps looking at the forum announcement would be good?

In short... someone went crazy with power... again XD


The one that said "whoops" right? ..that didn't make sense to me.

But oh well ....now it looks like it's back to normal ..heh ..weird.
thanks though.
kuja killer

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Posted on 10-12-05 07:00 AM, in I feel like starting to do what ifidelity did. Link
Originally posted by PSlugworth
Hmm... all this Mega Man data flooding in makes me want to steal -- I mean -- borrow it and make some kind of simplistic enemy stats editor or something...



Ahh, I apoligize if megaman seems to be like the only thing I ever talk about. ..I don't mean to ..as long as I'm learning ASM in the process I guess that's the most important thing. I'm just a real big fan of that type of game..but honestly, I have a bigger passion for the whole Final Fantasy Series which I love much more. Heck ..I own all the PS1 FF's, FF X and X-2 for PS2 .....i wish i had 11 but i don't have a credit card yet and my computer can't handle it. ..i don't got a gamecube though so that's out of the question. ...

I've played enough MM hacks that people have made..and I think Rockman Exile from Kuwatas website (japanese) is the most awsome one I've played. While most others just had lots of small glitches or problems, etc. So that's what gave me the desire to try one day making my own type of megaman game ....wether it's nes that is "so 15 years ago" ...or even if it were for PS3 and Xbox 360 ...so ...i thought that starting on the NES would be the best choice for me for now until I can move up to something harder to try. I don't really have the greatest mind of ideas...so that's why I'm just going to just go with re-creating the gameboy version for nes, ...since they are different from each other.

And one question for you guys...6502 ASM is considered "low level" programming right ? ..and one of my friends told me that low level is more difficult then something that would be considered "high level" programming ...is that true ? ....so like.....the NES's type of ASM is much harder to learn then say..... the Super Nintendo or even Gameboy Advance ???
And just for the hell of it ..wanted to take 1 more screenshot of my workspace from earlier. ..can't fit everything on the screen though because I have my monitors screen resolution set to 800 x 600 because of my somewhat bad eyesight.
http://www.alienaa.com/members/108/myworkspace.PNG


(edited by kuja killer on 10-11-05 10:20 PM)
kuja killer

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Posted on 10-13-05 04:27 AM, in I feel like starting to do what ifidelity did. Link
Originally posted by interdpth
Actually, Low Level refers to working with the processor directly. Where as High level refers as to stuff needing library files to make the application rely on them. High level doesn't really need runtimes. 6502 is actually easy to learn compared to ARM, Disch taught me 6502 in 4 hours on IRC.


Okay so in other words I got mixed up?? ..all i just wanted to know was if the NES's type of ASM is harder or easier learning, then the Super Nintendo or other consoles ..

I searched for ARM programming on google..and it came up with stuff about Palms.


(edited by kuja killer on 10-12-05 07:28 PM)
kuja killer

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Posted on 10-16-05 11:19 AM, in Megaman Ultra RELEASED! Screenshots, IPS included! Link
I just now played your hack entirly and I liked it. You did a pretty good job on it.

Except there were still a few problems which I'm sure you already know about but let's see here hmm...

On the quickman stage, whenever you pause to bring up the weapon screen...sometimes it'll show other areas of the stage in the background ...even though that's not the current screen your on ..it's kinda strange actually..does it for about half of the entire way through.

When I beat Wily (the alien form) ..wow freaked me out that all of a sudden the game just resetted like that. ...bleh ...
Couple other glitches I noticed that I forgot where they were.

Only problem I had was just that most of the stages just kept reusing the same enemy over and over without mixing in at least 3 or 4 different types ...but don't worry that's okay. (not bashing you in any way) ...Overall it was pretty easy, the first 8 stages...some parts were difficult ...the wily stages were challenging which is also good.

I'd have to say I really loved Woodmans stage how you start off as if you were in the first level of super mario bros ...then going to Bowsers lair half way through. Hehe.

EDIT: Ohhhh ..just remembered....what the heck was up with the Dragon (the boss for Wily 1) ..I must of had to keep restarting that over and over about 5 times until I was able to start fighting him.
Basically his life bar wouldn't appear ..until a few seconds later than it should have when the boss music starts playing...and no weapons would do damage..

Then after trying 3 more times from dieing...i use bubble lead....and with 1 single hit...the dragon is dead...before his life bar would even appear on the screen... ..is that another glitch ??

Still, great job on the entire project.


(edited by kuja killer on 10-16-05 02:21 AM)
(edited by kuja killer on 10-16-05 02:23 AM)
kuja killer

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Posted on 10-18-05 01:24 AM, in I've got alot of information gathered now Link
For Megaman 3. Been real busy and spending a TON of time on learning ASM, and finding out whatever data I can for that game. I've come up with a set of guides to include any possible offset data I can find. It's by no means complete as there's still lots much to figure out, but I've been putting the knowledge i've gained so far to use, to gather whatever information I could.

Some of it was taken off other guides, just the common stuff, BUUUUT ..i HAVE been finding alot on my "OWN" including:
- Damage data tables
- Energy recovery from weapon/energy capsules (I just figured that out today..even if it took me 2 hours, it was still worth it)
- Weapon energy usage
- HP Tables for sprites
- Lives Counter

And a few other things.

DahrkDiaz - I'm SO thankful that I found this from your website. ..
http://dahrkdaiz.panicus.org/asmlog.txt
That's been helping me alot reading along. Took me over a week to read that entire log a little bit a day, but it's worth my time.

As far as progress on my megaman 3 hack so far, i've only got 3 stages done now, and working on the next. But there's still things I really need to know if anyone's willing to figure out the offset data for..

- The way the boss doors function ..because my stages are longer than they originally are. And now that I understand how to work with screen positions/presets and stuff, I'm just wondering how to get a boss door to function on a "different" screen rather than setting it as "background"

- Oh, and the way that those little appearing/disappearing blocks work ..like how to insert them and stuff cause I couldn't find them as "sprites" unless I'm looking in the wrong places or something.

Umm, i'll think of more things eventually when I need to know.

Anyways, ..here's a link to these guides I've created if anyone's interested. ..I want to share it with you guys..if ANYTHING is incorrect ..please tell me what is wrong.
If anyone has anything to contribute to it that they know of, feel free to.

http://www.alienaa.com/members/108/Megaman3ROMdata.zip
These documents will open in Wordpad.

- Mike


(edited by kuja killer on 10-17-05 04:25 PM)
(edited by kuja killer on 10-17-05 04:55 PM)
kuja killer

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Posted on 10-19-05 12:45 AM, in I've got alot of information gathered now Link
Originally posted by Don Killmi
GRATE.
I would seriously think about contributing this to the wikiRAM, or the crystal thingie.


Okay, sounds good. You're referring to these 2 threads right ?
http://board.acmlm.org/thread.php?id=19478
and/or
http://board.acmlm.org/thread.php?id=19816
or something else ?
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