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Acmlm's Board - I2 Archive - - Posts by infidelity |
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infidelity Red Paratroopa Level: 21 Posts: 141/164 EXP: 42804 For next: 7139 Since: 09-13-04 From: U.S.A. Since last post: 2 days Last activity: 6 hours |
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Well, it's been awhile since I've played the GB games. I remember those being harder than the nes versions. You've succeeded in keeping the "hard" aspect of the level. I only came across 2 timed jumps, and some difficult parts, with the falling blocks, that you have to shot in order to pass,unlike the nes version, where you can just hop over the first one to fall to the floor. Like I said, it's been awhile. My only gripes over this, is the backround design. I can understand your going from a tiny GB screen, and briging the action to a full screen version. The only thing is the blue fence backround. Sometimes it looks like you just put it here and there. Some of the shadows are too much, or not needed at all. Other than that, it's tough, just like the GB version, I like tough Megaman games, good translation, good enemy placements. Nice job. (edited by infidelity on 10-03-05 06:34 PM) |
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infidelity Red Paratroopa Level: 21 Posts: 142/164 EXP: 42804 For next: 7139 Since: 09-13-04 From: U.S.A. Since last post: 2 days Last activity: 6 hours |
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For the hell of it, I was messing around with Megaman 3, sparkmans level. At the very beginning, there's the little red thing with 2 legs, walking back and forth. I wanted to screw around with how many shots it can take to kill him. For the plasma gun, it takes 3 shots to kill him. You can clearly see this at address $4FF. ="03" Now here's what I'm doing. add/write breakpoint to 4FF start Tracer i shot the guy, and everything stops i click Step Into about 6 times i start looking for DEC, and the only close one i see says, $FF89:C6 F6 DEC $F6 = #$01 i goto address $FF89 in the Debuger, and it says, $FF89:C6 F6 DEC $F6 = #$00 i then goto it in hex which is $3ff99 i try messing around with the values before it, after it, all 1 at a time, and nothing happens. I wouldn;'t ask, but my html notes do not work anymore, so i'll the notes i got from bbitmaster are lost. what steps am i doing wrong? thanks :-) Oh, and what i'm trying to do, is increase the amount of damage the little guy can take. just for the hell of it. Thanks |
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infidelity Red Paratroopa Level: 21 Posts: 143/164 EXP: 42804 For next: 7139 Since: 09-13-04 From: U.S.A. Since last post: 2 days Last activity: 6 hours |
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well, when the breakpoint kicks in for this, it automatcily stops at address, $81CD:9D E0 04 STA $04E0,X @ $04FF = #$03 A:02 X:1F Y:07 P:nvUBdizC now, when I scroll up a bit in the 6502 debugger, it shows "LDA" at this address, $81C3:BD E0 04 LDA $04E0,X @ $04FF = #$03 A:00 X:1F Y:07 P:nvUBdizc and if i scroll up somemore, i see the same LDA at, $81B6:BD E0 04 LDA $04E0,X @ $04FF = #$03 A:00 X:1F Y:07 P:NvUBdizc i dont konw if i'm supposed to look for a "LDX" or "LDA" I want to say it's the X register, but nothing is working. I don't want to take the cheap way out, cause this from of knowledge can apply to anything, not just Megaman 3, what I'm doing is learning, I'm just looking in the wrong place..... I'm including a lengthy list of Tracer. Because I keep thinking the "X" value is what I need to look for. The "X" value I start this list at is "X:1F" Before that is "X:01" Like I said, I'm probably wrong, and I would like it if someone could point out where I'm screwed up. The list will end where the amount of hits are left are #$02 at $8218 Also, when 1 or a number of sprites appear, they usually fill up $4FF to like $4FA, I guess this is where they load the sprite order or something? $F8B2:60 RTS A:01 X:1F Y:02 P:nvUBdizC $8149:A5 F5 LDA $F5 = #$1D A:01 X:1F Y:02 P:nvUBdizC $814B:48 PHA A:1D X:1F Y:02 P:nvUBdizC $814C:86 0F STX $0F = #$00 A:1D X:1F Y:02 P:nvUBdizC $814E:A9 0A LDA #$0A A:1D X:1F Y:02 P:nvUBdizC $8150:85 F5 STA $F5 = #$1D A:0A X:1F Y:02 P:nvUBdizC $8152:20 6B FF JSR $FF6B A:0A X:1F Y:02 P:nvUBdizC $FF6B:E6 F6 INC $F6 = #$00 A:0A X:1F Y:02 P:nvUBdizC $FF6D:A9 06 LDA #$06 A:0A X:1F Y:02 P:nvUBdizC $FF6F:85 F0 STA $F0 = #$07 A:06 X:1F Y:02 P:nvUBdizC $FF71:8D 00 80 STA $8000 = #$4C A:06 X:1F Y:02 P:nvUBdizC $FF74:A5 F4 LDA $F4 = #$1C A:06 X:1F Y:02 P:nvUBdizC $FF76:85 F2 STA $F2 = #$1C A:1C X:1F Y:02 P:nvUBdizC $FF78:8D 01 80 STA $8001 = #$0C A:1C X:1F Y:02 P:nvUBdizC $FF7B:A9 07 LDA #$07 A:1C X:1F Y:02 P:nvUBdizC $FF7D:85 F0 STA $F0 = #$06 A:07 X:1F Y:02 P:nvUBdizC $FF7F:8D 00 80 STA $8000 = #$4C A:07 X:1F Y:02 P:nvUBdizC $FF82:A5 F5 LDA $F5 = #$0A A:07 X:1F Y:02 P:nvUBdizC $FF84:85 F3 STA $F3 = #$1D A:0A X:1F Y:02 P:nvUBdizC $FF86:8D 01 80 STA $8001 = #$0C A:0A X:1F Y:02 P:nvUBdizC $FF89:C6 F6 DEC $F6 = #$01 A:0A X:1F Y:02 P:nvUBdizC $FF8B:A5 F7 LDA $F7 = #$00 A:0A X:1F Y:02 P:nvUBdiZC $FF8D:d0 01 BNE $FF90 A:00 X:1F Y:02 P:nvUBdiZC $FF8F:60 RTS A:00 X:1F Y:02 P:nvUBdiZC $8155:A6 0F LDX $0F = #$1F A:00 X:1F Y:02 P:nvUBdiZC $8157:A4 A0 LDY $A0 = #$00 A:00 X:1F Y:02 P:nvUBdizC $8159:B9 AF 83 LDA $83AF,Y @ $83AF = #$00 A:00 X:1F Y:00 P:nvUBdiZC $815C:85 00 STA $00 = #$1F A:00 X:1F Y:00 P:nvUBdiZC $815E:B9 BB 83 LDA $83BB,Y @ $83BB = #$A1 A:00 X:1F Y:00 P:nvUBdiZC $8161:85 01 STA $01 = #$18 A:A1 X:1F Y:00 P:NvUBdizC $8163:BC 20 03 LDY $0320,X @ $033F = #$07 A:A1 X:1F Y:00 P:NvUBdizC $8166:B1 00 LDA ($00),Y @ $A107 = #$01 A:A1 X:1F Y:07 P:nvUBdizC $8168:d0 06 BNE $8170 A:01 X:1F Y:07 P:nvUBdizC $8170:A5 A0 LDA $A0 = #$00 A:01 X:1F Y:07 P:nvUBdizC $8172:C9 08 CMP #$08 A:00 X:1F Y:07 P:nvUBdiZC $8174:d0 40 BNE $81B6 A:00 X:1F Y:07 P:NvUBdizc $81B6:BD E0 04 LDA $04E0,X @ $04FF = #$03 A:00 X:1F Y:07 P:NvUBdizc $81B9:29 E0 AND #$E0 A:03 X:1F Y:07 P:nvUBdizc $81BB:F0 03 BEQ $81C0 A:00 X:1F Y:07 P:nvUBdiZc $81C0:BC 20 03 LDY $0320,X @ $033F = #$07 A:00 X:1F Y:07 P:nvUBdiZc $81C3:BD E0 04 LDA $04E0,X @ $04FF = #$03 A:00 X:1F Y:07 P:nvUBdizc $81C6:38 SEC A:03 X:1F Y:07 P:nvUBdizc $81C7:F1 00 SBC ($00),Y @ $A107 = #$01 A:03 X:1F Y:07 P:nvUBdizC $81C9:B0 02 BCS $81CD A:02 X:1F Y:07 P:nvUBdizC $81CD:9D E0 04 STA $04E0,X @ $04FF = #$03 A:02 X:1F Y:07 P:nvUBdizC $81D0:d0 35 BNE $8207 A:02 X:1F Y:07 P:nvUBdizC $8207:BD E0 04 LDA $04E0,X @ $04FF = #$02 A:02 X:1F Y:07 P:nvUBdizC $820A:F0 23 BEQ $822F A:02 X:1F Y:07 P:nvUBdizC $820C:BD 00 03 LDA $0300,X @ $031F = #$80 A:02 X:1F Y:07 P:nvUBdizC $820F:29 40 AND #$40 A:80 X:1F Y:07 P:NvUBdizC $8211:d0 0A BNE $821D A:00 X:1F Y:07 P:nvUBdiZC $8213:BD E0 04 LDA $04E0,X @ $04FF = #$02 A:00 X:1F Y:07 P:nvUBdiZC $8216:09 20 ORA #$20 A:02 X:1F Y:07 P:nvUBdizC $8218:9D E0 04 STA $04E0,X @ $04FF = #$02 A:22 X:1F Y:07 P:nvUBdizC Thanks. |
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infidelity Red Paratroopa Level: 21 Posts: 144/164 EXP: 42804 For next: 7139 Since: 09-13-04 From: U.S.A. Since last post: 2 days Last activity: 6 hours |
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damn it, i can't find an LDA #$03 i can only find $F838:A9 00 LDA #$00 $F869:A9 01 LDA #$01 $F87D:A9 02 LDA #$02 $9CF1:B9 00 A4 LDA $A400,Y @ $A436 = #$03 i notice that $9CF1 is showing #$03, but I'm looking further up as well, to see where A is, but I cant find it. am i looking correctly? i went to $A400 but couldn't find any values that edit the HP for him. *sigh* i'm making triple backups of my notes from now on. EDIT - Wait, think I got it. brb EDIT - Got it. my problem was, i wasn't refreshing the screen with the changes I made. I did this with megaman2, and the effects were immediate, right on the spot. I didn't know that I had to refresh the screen for the changes to take effect. Thank You! 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! (edited by infidelity on 10-04-05 12:54 PM) (edited by infidelity on 10-04-05 12:56 PM) (edited by infidelity on 10-04-05 01:04 PM) (edited by infidelity on 10-04-05 01:09 PM) (edited by infidelity on 10-04-05 01:37 PM) (edited by infidelity on 10-04-05 03:15 PM) (edited by infidelity on 10-04-05 03:15 PM) |
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infidelity Red Paratroopa Level: 21 Posts: 145/164 EXP: 42804 For next: 7139 Since: 09-13-04 From: U.S.A. Since last post: 2 days Last activity: 6 hours |
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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. So far, I've torn through Dustman, Drillman, & Toadman. The other things i'm trying to figure out, are speed values. I've tried messing with some jumping distances for some enemies, but when I edit them, it edits all jumping for everyone, including megaman. I've also tried finding what cause the rain effect in Toadman's stage *when megaman jumps straight up, he gets pushed back* I'm trying to find the offset for that, so I can screw around with how light/hard, the rain pushes him. Going back to my idea on tyring to find the speed values, no luck. For the hell of it, i'm tyring to see if I can increase movement speed of certain enemies, and shorten the length time it takes to charge your mega buster. I've been searching through 300-3FF and trying to find a counter for when you hold the B button down. Must be something else that's doing this. (edited by infidelity on 10-06-05 09:26 AM) (edited by infidelity on 10-06-05 11:38 AM) (edited by infidelity on 10-06-05 11:41 AM) |
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infidelity Red Paratroopa Level: 21 Posts: 146/164 EXP: 42804 For next: 7139 Since: 09-13-04 From: U.S.A. Since last post: 2 days Last activity: 6 hours |
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dang, honestly I don't know. your not trying to have the giant snake head appear while your scrolling are you? moving stuff around, i'm not aware of. sounds like a cool idea though, let me know if you have any luck. | |||
infidelity Red Paratroopa Level: 21 Posts: 147/164 EXP: 42804 For next: 7139 Since: 09-13-04 From: U.S.A. Since last post: 2 days Last activity: 6 hours |
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I've finished grabbing as many offsets from the 8 levels os Megaman 4 as I could. I'm currently working on Cossack's castle. But there is another method I'm unaware of doing. The slinky in the very beginning of the castle, has an INC that goes from 0 to 9 at "4C7" and resets back to 0 and increases to 9. I'm thinking that this is the speed the graphics move. I'd like to know, how do I properly search for the value of INC? I want to change the "9" value, to whatever. Thank You. (edited by infidelity on 10-06-05 06:29 PM) (edited by infidelity on 10-06-05 06:29 PM) |
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infidelity Red Paratroopa Level: 21 Posts: 148/164 EXP: 42804 For next: 7139 Since: 09-13-04 From: U.S.A. Since last post: 2 days Last activity: 6 hours |
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well, i think i found it. the CMP has a value of 08, yet when viewing the INC by clicking run over and over, it increments all the way up to 9, and resets back to 0. But for some reason, the CMP is 1 byte lower? I edited that number, and to my suprise and luck, it edited the slinkies speed! only problem, anything lower than it's default, the thing takes off like a bastard, and you migh as well set it's HP to 1 hit, cause it's that fast. I can make it even slower if I wanted to, but I guess I'll just leave it at it's default, but I'm hoping this will now help me find INC's for other offsets that I may have missed before. Thank you Disch! (edited by infidelity on 10-07-05 06:35 AM) (edited by infidelity on 10-07-05 06:38 AM) |
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infidelity Red Paratroopa Level: 21 Posts: 149/164 EXP: 42804 For next: 7139 Since: 09-13-04 From: U.S.A. Since last post: 2 days Last activity: 6 hours |
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something weird. i forgot to write down where the slinky speed was, so i did everything again, and when the INC kicked in, it pointed me to another place, that did nothing. I was scratching my head, and decided to go through the INC 0-9 just once, and when it reseted itself, I went back to the debugger, and then, it took me to where I can actually edit the speed as I did before. I have no idea why that happend. Yes, I'd like to know, why I had to go through the INC first, in order to get to the actuall value to edit? Thanks EDIT I'm trying to find the DEC that is at "497" I'm currently at Cossack 3, the 2nd spider enemy. The debugger snaps, when the enemy hits the screen. This DEC I'm looking for, tells the game how much time the enemy has left, until it stops movement. The DEC goes from FF to 00. I've tried looking at the debugger right when the value starts at #$FF, but I think I'm doing it wrong, and looking in the wrong place. Here's what I've been doing. $BABD:dE 80 04 DEC $0480,X @ $0497 = #$00 clicked up 11 times to this address $BAB2:05 A9 ORA $A9 = #$FF is this right, and if so, where do i look? I'm lost looking for the beginning of the decimal i click run, and then this address is here $BABD:dE 80 04 DEC $0480,X @ $0497 = #$FF i click run again $BABD:dE 80 04 DEC $0480,X @ $0497 = #$FE an so on... I appreciate the help, cause now I know about INC, and I hope I, or someone, can explain the DEC aspect of this. When I finish, I'll post all my findings, to show my devotion to learning this. Any ideas? Thank You. (edited by infidelity on 10-07-05 09:57 AM) (edited by infidelity on 10-07-05 09:58 AM) (edited by infidelity on 10-07-05 09:59 AM) |
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infidelity Red Paratroopa Level: 21 Posts: 150/164 EXP: 42804 For next: 7139 Since: 09-13-04 From: U.S.A. Since last post: 2 days Last activity: 6 hours |
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I've spent over 4 days gathering this information. I'm doing this to help myself in the learning process of searching for things. But I'm still confused in one thing in my previous thread. Enjoy Megafans! Megaman 4 offsets by: infidelity ******* Dustman ******* 6a8a3 - Dustman's HP 70e3f - Time till Dustman does his next attack 70de1 - Dustman's jump height 70df8 - How long Dustman sucks Level Objects ------------- 7af0c - How far trash compactor crushes 7b09f - Red block timer, *counts down until the red block breaks apart* 7b0a4 - How many times the timer for the Red block starts over, *default 02* Enemies ------- 77a74 - Big red spike guy's jump rest speed 70402 - Big red spike guy's HP 7668d - Spinning Hard Hat's rest time 70411 - Spinning Hard Hat's HP 7765d - Fanmouth's HP, *the little guy that comes out of the pits* 776d9 - Fanmouth right drift distance 77677 - Fanmouth speed, *set it to 00, hundreds come up* 7043d - Big red gumball guy's HP 774ae - Time between gumballs red bullets 7754c - Time until next type of gumball shot is shot 77591 - How many red bullets the gumball shoots 774ed - Gumball red bullet distance 70403 - Flying red shield's HP 7641a - Flying red shield's LEFT distance 7643a - Flying red shield's RIGHT distance 7040b - Jumping hard hat's HP 7668d - Jumping hard hat's rest time 703cf - RedBlack Perpellar's HP 7040a - Walking Hard Hat's HP 7668d - Walking Hard Hat's rest time 7042b - Bat's HP ******** Drillman ******** 6a8a3 - Drillman's HP 711ff - Time until Drillman comes up from the ground, *anything below 1F, he'll never come up* 71296 - Time between jumps 71089 - Time until he shoots 711b7 - How quick Drillman dives into the ground 7123b - Different ways Drillman comes out of the ground, *sometimes at an angle towards you* 71143 - Drillman's jump height 7116d - Drillman's jump height, *before he drills into the ground* Level Objects ------------- 7adcf - Handle movement for invisible ground 76221 - Boulder's HP 76266 - Boulder Pieces HP 7620d - Time until next Boulder comes down Enemies ------- 7041b - Blue Prepeller's HP 76e24 - Time until Blue Prepeller's next shot 70441 - Gunshield's HP 7762e - Time between Gunshield's next shots 7762d - Time between Gunshield's shots/shield closes 7043a - Wheeleshield's HP 773bc - Wheeleshield's LEFT distance 773f4 - Wheeleshield's RIGHT distance 773e4 - Wheeleshield's sight attack time 7743b - Wheeleshield's standstill spin time, until he spins into his next direction ******* Toadman ******* 6a8a3 - Toadman's HP 7175d - Time until Toadman's next attack 71803 - How long acid rain lasts Enemies ------- 703e3 - Unbrella Guy's HP 703d4 - Flying Penguin's HP 7573a - Flying Baby Penguin's HP 703e0 - Jumping Catfish's HP 75aac - Time until Jumping Catfish jumps again 70416 - Jellyfish's HP 76a0d - Time until Jellyfish on celing, moves 7041c - Small Mechanical Fish's HP 76e95 - Small Mechanical Fish's jump type 703ed - Giant Snail's HP 7a66b - Time until Giant Snail's very first attack, *right when you land* 7a6c2 - Effects Giant Snail's bombs 7a7ad - Time until Giant Snail's eye's return 7a7ca - Time until Giant Snail's eye's attack ********** Pharaohman ********** 6a8a3 - Pharaohman's HP 71432 - Time until Pharaohman's next attack 71422 - Pharaohman's attack times 1 7153a - Pharaohman's attack times 2 71536 - Pharaohman's attack time, *fireball 1* 71537 - Pharaohman's attack time, *fireball 2* 71533 - Pharaohman's jump height, *non attack* 71534 - Pharaohman's jump height Enemies ------- 75403 - Green Drill's HP 754f *2,3,4,5* - Green Drill's movement? *unable to find timer, that tells the Green Drill, when to come up* 703e2 - Red Bee's HP 75d53 - Red Bee's shot methods 75cb9 - Time until Red Bee shoots 75ce7 - How many times Red Bee goes back and forth on current screen 70436 - Mummy Skeleton's HP 77231 - Time until Mummy Skeleton goes into wall 7722b - Time until Mummy Skeleton comes out of wall, *"03" looks the best w/ fastness* ******* Ringman ******* 6a8a3 - Ringman's HP 70bab - Ringman's first attack time 70a8a - Ringman's jump height 70c4f - Effects ring toss? Enemies ------- 703d5 - Wallgun's HP 75814 - Wallgun's bullet time 1 75825 - Wallgun's bullet time 2 7588a - Wallgun's multiple shots 70418 - Saturn's HP 703e7 - Hippo's HP 7a467 - Hippo's Missiles HP 7a4f4 - Time until Hippo's platfom pieces come back 70448 - Wheelesaw's HP 70e31 - Slinky Eye's HP 75b1d - Slinky Eye's attack time ******* Diveman ******* 6a8a3 - Diveman's HP 70fcb - Diveman's attack time 70f59 - Diveman's missile time 70f8b - Diveman's missile HP Enemies ------- 70419 - Water Hard Hat's HP 76876 - Time until Water Hard Hat comes up 767d9 - Time until Water Hard Hat shoots 768a3 - Water Hard Hat time? 70407 - Whale's HP 7abff - Whale attack time 7abb3 - Whale missile time 7042c - Orange Fish's HP ******** Skullman ******** 6a8a3 - Skullman's HP 70a6 *c,d,e,f* - Skullman's shield times 70a7 *0,1,2,3* - Skullman's shield times 70a2 *8,9,a,b* - Skullman's jump heights 70929 - Skullman's attack time, *once shield goes down* Enemies ------- 703fe - Green Gun's HP 76163 - Green Gun Bullet's HP 77909 - Green Spike's HP 70417 - Skeleton Joe's HP, *This is where it points to, default is 03* *I've tried setting it to other values, and there is no change when giving damage to Skeleton Joe????* 76b2c - Skeleton Joe's attack time 76bbc - Skeleton Joe's recovery time 70415 - Orange Gun's HP 76cff - Orange Gun's bullet time 70437 - Green Snake's HP ********* Brightman ********* 6a8a3 - Brightman's HP 71636 - Time until Brightman's next attack 715f8 - How many bullets Brightman shoots 7162c - Time between Brightman's shots 715a4 - Brightman's jump height 716b4 - Brightman's Flash Flicker time? Level Objects ------------- 7a94c - Red Lift time 7aa16 - Time until Green Lift turns the other way Enemies ------- 703e4 - Firework Guy's HP 703df - Rednight Guy's HP 759ec - Rednight Guy's bullet time 70405 - Totempoles HP 76483 & 7653f - Totempoles bullet time 76096 - Green Cutter's HP 7605c - Green Cutter's ground movement time 7564 *1,5* - Grasshoppers jump time 7562 *6,7,8,9,a,b,c,d* - Grasshoppers jump heights 7560 *6,a,c,d* - Number of times Grasshoppers jump in one direction ********* Cossack 1 ********* 70426 - Cossack 1's HP 7b2d0 - Multiple Cossack bullets 7b275 - Time until Cossack 1 moves to the other side of the screen, *when it's already against 1 side* 7b29f & 7b39e - How quick Cossack 1's drill comes down 7b186 - Time until Cossack 1 fades in before fight, *01-0f are awesome color changes* 7b4cf - Cossack 1's Drill comes down twice in a row, *01-10 seem to be the best* 7b42c - Time until Cossack's drill comes back up 7b342 - Time until Cossack 1 comes back up, *non drill attack* 7b5e *e,f* - Cossack 1's movements 7b5f *0,1,2,3,4,5,6,7* - Cossack 1's movements Level Objects ------------- 77b7 *1,6,9* - Ladder Claw clamp time Enemies ------- 703d1 - Slinky's HP 7523d - Slinky's speed ********* Cossack 2 ********* 70430 - Cossack 2's HP 7bb88 - How long Cossack 2 stays closed 7bbec - Cossack 2 multiple bullets 7bd90 & 7bd9d - Cossack 2 platform movements Enemies ------- 7041d - Skulldropper's HP 7783b - Skullwheele's HP 77826 - How fast Skulldropper, drops Skullwheeles 77806 - Time until more Skullwheeles come out 779ad - Spike Platform times ********* Cossack 3 ********* 70438 - 1'st Cossack Spider's HP 719e *7,8,9,a* - 1'st Cossack Spider's movements 7195c - 1'st Cossack Spider multiple shots 6b2ea - 2'nd Cossack Spider's HP 719ea - 2'nd Cossack Spider's 1'st attack time *right when it comes through the door* 71b40 - 2'nd Cossack Spider's movement time *after shot fired* 6b35b - Time until white platforms fall "pretty useless, even if you set it high, they still fall after your energy meter fills up* ********* Cossack 4 ********* 7042d - Cossack 4's HP 7b69b - Time until Cossack 4 fades in before fight, *01-0f are awesome color changes* 7ba8 *6,7* - Different Cossack movement's, and bullet effects 7b8ba - How long Cossack 4 holds you, before bringing you up 7b90a - How long Cossack 4 holds you, before letting you go 7b93a - Cossack 4's movement time, once he lets you go 7ba23 - Time until Protoman & Kalinka teleport down, after you defeat Cossack 4 6aa01 - How long Protoman stays, after bringing Kalinka, *set it to 00, and he'll stay forever* ****** Wily 1 ****** 7043b - Giant Hard Hat's HP 6a0a6 - Time until Giant Hard Hat fades in before fight, *01-0f are awesome color changes* 6a31f - Falling Hard Hat's HP 6a1e5 - Giant Hard Hat's ground shake time, *Also effects the timing, of the falling Hard Hat's* 6a394 - Giant Hard Hat's straight up jump height 6a39 *5,6* - Giant Hard Hat's angled jump heights 6a36 *2,3,4,5* - How long Giant Hard Hat hides 6a120 - How fast Giant Hard Hat closes, *00-Fastest, 05-Slowest* *missing how fast hard hat opens, cannot find correct INC* Level Objects ------------- 6b488 - Invisible Block timer 6b414 - Time when invisible blocks begin to appear, *when you first get on the screen* ****** Wily 2 ****** 7043e - Boss's HP 6a532 - Multiple fireballs/balls ****** Wily 3 ****** 70422 - 1'st Wily Ship's HP 6ab0f - Fireball timer 6aee *c,d,e* - Fireball timer 6ab3b - Movement 6ac52 - 2'nd Wily Ship's HP 6ad72 - Fireball timer 6af9 *b,c,d,e,f* - Movement 6afa *0,1,* - Movement ****** Wily 4 ****** 7044e - Wily's HP 6b655 - Formed fireballs attack timer. 6b92 *2,3,4,5* - How fast fireballs form in between eachother **** Misc **** 7863e - Megaman's hit recovery time 77bea - Time till items fade away, *the ones you get, when you kill enemies* 7f31c - Gravity, *probably effects everything* 76309 - Time until Eddie teleports away, after giving you and item 78f8c - Balloon life time 7205a - How many times, it tells the Main Title song to loop, *now you can hear the complete song* 7c462 - Fade in timer, for all fade in sequences, *some text, some non-text* I'm trying to also figure out how to find the weapon energy settings, what kind of damage they can do, other type of jump settings, etc. If I can find something else, I'll add it to the list. Enjoy! EDIT - Yeah, the other thing, it seems that the 8 bosses share the HP values. All 8 bosses are at "6a8a3" I'm unaware on how to set individual HP's for them. Thankfuly, the cossack, and wily bosses, are all individual. Any Ideas?!? (edited by infidelity on 10-07-05 07:21 PM) (edited by infidelity on 10-07-05 07:24 PM) (edited by infidelity on 10-08-05 11:18 AM) (edited by infidelity on 10-11-05 08:00 PM) |
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infidelity Red Paratroopa Level: 21 Posts: 151/164 EXP: 42804 For next: 7139 Since: 09-13-04 From: U.S.A. Since last post: 2 days Last activity: 6 hours |
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Thanks for the replies guys! I just wanted to share this stuff with everybody here. I want to prove the the community that I want to learn asm, and I feel that this is just 1 step closer to understanding it. There's still alot of other stuff I wanted to find in this game, but it's probably stuff I'm unaware of. For instance... All 8 original bosses share the same HP at, 6a8a3. I'm trying to figure out, if each of them can have their own individual HP? I want to find the weapon settings for each weapon, when Megaman has obtained it. I'd like to learn how to alter it's speed, direction, damage it does to things? If these findings I want to know, are different from what I've been looking at, could someone explain this to me? I'm a firm believer in getting your own hands dirty, and trying to figure it out, but I've constatnly been searching through 0-5ff, with no luck. Any ideas? Thanks again for the replies! I'm glad you enjoy my findings! |
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infidelity Red Paratroopa Level: 21 Posts: 152/164 EXP: 42804 For next: 7139 Since: 09-13-04 From: U.S.A. Since last post: 2 days Last activity: 6 hours |
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Yup, bbitmaster showed me a ton of offsets for Megaman 2, and he helped he get started. And after I *somewhat completed* my Megaman Ultra hack, I wanted to prove to bbitmaster, and everyone here, that I want to learn, and attempt to figure out sutff on my own. So far so good. There are a few other things I can't figure out though. I recently found 2 nifty things for Megaman 4. Instead of screenes fading in, I found the offset that makes it appear just like the classic Megaman 1-2 games, *having difficulty finding the fade out, keep getting color glitches* and, I found the timer, that counts down the Main Title song. I increased it to FF, so you can hear the entire Main Title song! :-) Your findings look impressive, I hope to see more from you, cause I'd like to hack Megaman 3, once I'm done finding as many offsets for Megaman 4, and then eventually, hacking Megaman4. Good Luck! (edited by infidelity on 10-11-05 07:46 PM) (edited by infidelity on 10-11-05 07:58 PM) (edited by infidelity on 10-11-05 08:02 PM) (edited by infidelity on 10-11-05 08:02 PM) |
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infidelity Red Paratroopa Level: 21 Posts: 153/164 EXP: 42804 For next: 7139 Since: 09-13-04 From: U.S.A. Since last post: 2 days Last activity: 6 hours |
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lol, that's what it's there for! I could care less about stealing. All this information is available to everybody anyways. I'm unselfish, and hope to see an awesome asm hack. That's why I posted all my findings, cause I want to share the excitement. Hack away buddy! |
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infidelity Red Paratroopa Level: 21 Posts: 154/164 EXP: 42804 For next: 7139 Since: 09-13-04 From: U.S.A. Since last post: 2 days Last activity: 6 hours |
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yeah that game has some glitches that I cant figure out on my own. VISINE, has issues when it comes to inserting, or deleting enemies, in the first 8 levels. For some reason, when you do extensive editing to the game, it alters the Wily stages, cause they share eachother. You'll notice when your on WIly 2 & 3, just after the "Ready" sigin appears, you'll see a millisecond glitch. That's because of the editing I've done in Heatman and Airman. With Quickman, that was a challange. DurfarC helped me out with the scrolling issues I had with it. I changed the scrolling data of that level, and halfway through it, the scrolling would get all screwed up. But he helped me resolve the issue, and the level scrolling was all set. And, not until I made my first ips of the release, I noticed that when you press start, halfway through the level, it will show one screen ahead of where it should be. I don't know how to fix that, lol This issue goes towards Airman, and Quickman. The boss doors. I've tried to take out the doors, because those two boss fights are in outside enviorments. I've been unsuccessful in removing the doors, and it just makes those two boss battles look awful. Another issue I have, is Airman. When you go through the first boss door, my sky goes from blue, to green. That's not supposed to happen. But, if I change the green color to blue, it screws up all my trees. No good. So I have to settle with that glitch. Enemy placements. I totally agree with what you say about how it's not mixed up as it should be. This is mainly due to the capacity of the sprite banks in VISINE. You can use up to 6 addresses for sprites. For the ideas that I had, there just wasn't enough room for me to accomplish that. Wily 1. This glitch is obviously due to the editing of Heatman. Many of you who know me, and have followed up on this game since day 1 know my issues with this level. Because of the editing, it has fucked up the dragon, and I cannot salvage him. His life bar would not appear, and sometimes would bounce up and down. I could never hit him, so I decided to kill him with 1 shot of Bubble Lead. I'll never know how to fix that, so it will ultimately stay that way forever. Wily Fight. - *sigh* Two things. One, the 8 boss battle before you fight Wily. I believe it was DurfarC again, who helped me figure out how to fix the 2 glitched bosses. But in order for me to do that, I have to get rid of some level portions, to where the original bosses appear. Let's say in the original game, Bubbleman appears on screen 16. I have him appearing on screen 19. When you get to the 8 boss battle room, the game is searching through the memory for the room Bubbleman originaly appears in, 16. But since I've altered it, it's loading whatever graphics I've replaced in screen 16. I don't know how to hex edit the memory, to have it pointing to screen 19, to load the correct graphics for Bubbleman. Two - I'm so fucking lost with the last Wily. The game is loading all the Wily/level backrounds, from 2 different areas. I've tried repeatdly to fix this, but have only kept making it worse. So, I'll never be able to figure that glitch out either. I have no issues, if someone wants to fix the things, they think they can fix. If so, I'dl like to know what you did, so I can fix it myself. I play this hack almost twice a day, and would love for it to be complete. I'm mostly proud of all the level/backround designs I did in the game. The most challangeing was taking the pre-into game backround, and turning it into a full level, and the second most challanging, was drawing Megaman's Helmet on the Start, Password Screen. My most proudest sprites, are of course, the sniper joe shooting the Wily fireballs, and the Wily 2 boss, turning into Metroids!!! *I still can't believe how real that feels* My other proud sprites, are the green fire dragons in Wily 2. I got the idea from playing Rockman Exile, during the Wily 4 level. Thank You for playing, and hope this hack will inspire others as well. (edited by infidelity on 10-16-05 11:45 AM) (edited by infidelity on 10-16-05 11:48 AM) |
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infidelity Red Paratroopa Level: 21 Posts: 155/164 EXP: 42804 For next: 7139 Since: 09-13-04 From: U.S.A. Since last post: 2 days Last activity: 6 hours |
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heh, any change Megaman Ultra gettin stickied? | |||
infidelity Red Paratroopa Level: 21 Posts: 156/164 EXP: 42804 For next: 7139 Since: 09-13-04 From: U.S.A. Since last post: 2 days Last activity: 6 hours |
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Originally posted by Insomnia DMXOriginally posted by Vystrix Nexoth Well, I had some ORIGINAL level desigin ideas/concepts? Like Megaman in space?? sticky me! lol |
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infidelity Red Paratroopa Level: 21 Posts: 157/164 EXP: 42804 For next: 7139 Since: 09-13-04 From: U.S.A. Since last post: 2 days Last activity: 6 hours |
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Thank You, insectduel! | |||
infidelity Red Paratroopa Level: 21 Posts: 158/164 EXP: 42804 For next: 7139 Since: 09-13-04 From: U.S.A. Since last post: 2 days Last activity: 6 hours |
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that's awesome! excitebike rules! can't wait! | |||
infidelity Red Paratroopa Level: 21 Posts: 159/164 EXP: 42804 For next: 7139 Since: 09-13-04 From: U.S.A. Since last post: 2 days Last activity: 6 hours |
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I like it! My only suggestion, is to the main blue pillars coming from the sky, downward. Give those some sort of bottom ridge to them. See what Megaman is standing on? copy that piece, and paste it in reverse. If you take a look at Megaman Ultra, I have them doing that. I especially like the backround crystal pieces you've got goin on as well. Hope you can make that switch colors as well. Looking good though! |
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infidelity Red Paratroopa Level: 21 Posts: 160/164 EXP: 42804 For next: 7139 Since: 09-13-04 From: U.S.A. Since last post: 2 days Last activity: 6 hours |
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Skie The Fox, Thank You! When I started desigining the level, I wanted to make sure, the main soild magnet platforms, were identical in color, to it's Megaman 3 style colors. It was a bit hecktic going back and forth from DOS to Windows, to make sure I picked the correct palletts for it, lol. ALSO, for all you "Megaman 2" fans, & hackers of this game, get ready for something else from me soon. I feel it will be quite helpful to you all. |
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