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Acmlm's Board - I3 Archive - - Posts by Ice Ranger |
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Ice Ranger Grizzo Since: 11-24-05 Last post: 6313 days Last view: 6303 days |
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Your best bet is to use a different editor, or try to do it all my messing with the hex directly. By that, I mean use this link.
Eh, I (or someone else) will eventually clean it up a bit and add how the format works for sprites and levels. Also there are a few other editors for the game, which are located in the editor sticky at the top (they're just as buggy it seems, so hacking raw hex will be the most reliable - at least, once you figure out how it works). |
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Ice Ranger Grizzo Since: 11-24-05 Last post: 6313 days Last view: 6303 days |
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Great hack man. Thanks for hooking me up with that music information, it helped me figure out the formats for a few other Capcom games as well. All the Mega Man games follow a very similar format.
Maybe an update to the original Mega Man music would be nice... heh... |
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Ice Ranger Grizzo Since: 11-24-05 Last post: 6313 days Last view: 6303 days |
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Originally posted by the_icepenguin Sorry about that. I check all my finds more carefully now than I did then. At least, I think that was one of the ones I documented, it sounds like something I tried to find but couldn't very easily. Send me a PM if there's something you guys want me to track down. I don't have as much free time, but the weekends give me hours to mess with, and it helps to have something specific to look for. |
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Ice Ranger Grizzo Since: 11-24-05 Last post: 6313 days Last view: 6303 days |
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Originally posted by Jathys "do my hack for me" button. Oh those were the days on IRC. I'll check this out. By the way, in the next few months, I should be able to get on IRC again. |
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Ice Ranger Grizzo Since: 11-24-05 Last post: 6313 days Last view: 6303 days |
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Alright, after some searching (and time contrains), gave Trax the offsets for the experience point stealing. So the confusion about the other address is corrected.
It appears that setting different bits would determine if an enemy would steal 10 or 20 exp. (the values set currently). I'll update that later this week. |
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Ice Ranger Grizzo Since: 11-24-05 Last post: 6313 days Last view: 6303 days |
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Originally posted by Trax I meant it could be the possible combonation 0000 0011 that causes a different amount of experience to be stolen. Then again, it could always create an enemy that needs fire to be damaged and also steals experience. Since no enemies that I know of did this, I thought that could be the other combination. Anyway, the_icepenguin brought up the issue of Thunder and the Thunder Bird boss. I'll look into it a bit. Probably something to do with the ASM coding. |
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Ice Ranger Grizzo Since: 11-24-05 Last post: 6313 days Last view: 6303 days |
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Hmm, not even one tutorial yet.
http://www.geocities.com/bjb138/rockmanXasm/asm1.html http://www.geocities.com/bjb138/rockmanXasm/asm2.html Also check Zophar.net for the list of 6502 op codes as well, but those tutorials should tell you how to do a few things rather quickly. |
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Ice Ranger Grizzo Since: 11-24-05 Last post: 6313 days Last view: 6303 days |
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Originally posted by Deathknight Basically, if you want to do that, you have to change the experience value for the enemy: First you need the bit offset for changing the experience value to read from (if you want to use a preset universal one, no problem). Also, this is where you can change vulnerability and colors. Next, if the experience value you want is unavailable, you'll need to change the universal experience table values. Of course if the universal experience points are changed, the graphics need to be changed for each setting as well. (that one still needs to be organized, it's the first one in still needs to be organized). As for changing what displays in the level up screen, I'll try taking a look into it. |
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Ice Ranger Grizzo Since: 11-24-05 Last post: 6313 days Last view: 6303 days |
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I've been around the boards since sometime in 2002 under the alias Chill Penguin.
I am currently working on ASM hacking and data finding of RAM and ROM addresses for the NES. I began work on ASM hacking (very simple hacking) back in spring 2004. As time progressed it made more sense and I have been able to tweak and document Mega Man 1 and 2, Super Mario Bros. 2 (although my findings for Mega Man 1 and 2 haven't been uploaded yet). My findings of ROM and RAM addresses began soon after the release of FCEUXD. Documentation on datacrystal began later when I began to understand the format better. I have found level data for Yo! Noid, Snake Rattle 'N Roll (soon to be uploaded), Whomp 'Em. Although these games are not as main stream as the first party Nintendo games, I consider these to be valuable for the rest of the members of the community. Other contributions I know of right off hand go toward contributing the 100+ gifs for Jathys' SMILE editor. One completely finished hack is Faxanadu Facelift, with Super Mario Bros. 2 Deluxe coming in the next year (working on for over 2 years finding data and ASM hacking). |
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Ice Ranger Grizzo Since: 11-24-05 Last post: 6313 days Last view: 6303 days |
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I'm not usually a frequent person in this forum, but I've been looking for something like this for awhile. Very nice. I'll have to check out the link.
The best part is, you really don't look out of place standing next to Barret. |
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Ice Ranger Grizzo Since: 11-24-05 Last post: 6313 days Last view: 6303 days |
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The NES has a header of 0x10 bytes. Even though generally NES emulators require use of it, some people (such as Acmlm on SMB2 on BMF's data repository) released data refering to it as headerless. So if you encounter anything like that, add 0x10 bytes to it to find out where it is in your file.
The only other thing that comes to mind when talking about removing the header from an NES rom is allowing the pointers to point "correctly". Have to add 0x10 bytes to every pointer but all this stuff is covered in more detail in various documents. |
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Ice Ranger Grizzo Since: 11-24-05 Last post: 6313 days Last view: 6303 days |
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For SNES, non-headered. Can't use Geiger's Tracer with a headered rom. The downside is, some SNES editors need the header to use, so it's a good idea to know how to add and remove the header (standard hex editor should work. As for specifics, don't ask me, I just put in 00s).
With the NES, doesn't seem to be much choice right now. (edited by Ice Ranger on 08-23-06 05:07 PM) |
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Ice Ranger Grizzo Since: 11-24-05 Last post: 6313 days Last view: 6303 days |
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Are you talking about the original Legend of Zelda for NES? If so, I would go to Zelda Classic route @ www.zeldaclassic.com
If you want to still stick with the NES, look up the tools for it at http://www.datacrystal.org/wiki/Legend_of_Zelda |
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Ice Ranger Grizzo Since: 11-24-05 Last post: 6313 days Last view: 6303 days |
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I have that info about the Level Up Screen now, I gave it to the_icepenguin in a PM, but figured I'd better share it with everyone until it ends up on datacrystal. Also, here's info about the Level 5 boss added in the cart version of this game compared to the fds version. Too bad the bits don't change his color. Hope you find it useful.
0x013C87 - Level 5 Boss HP 0x013C89 - Level 5 Bits 0x001E42 - __*_ of Attack Level 2 0x001E43 - __*_ of Attack Level 3 0x001E44 - __*_ of Attack Level 4 0x001E45 - __*_ of Attack Level 5 0x001E46 - __*_ of Attack Level 6 0x001E47 - __*_ of Attack Level 7 0x001E48 - __*_ of Attack Level 8 0x001E49 - __*_ of Attack giving a 1-Up 0x001E4A - __*_ of Magic Level 2 0x001E4B - __*_ of Magic Level 3 0x001E4C - __*_ of Magic Level 4 0x001E4D - __*_ of Magic Level 5 0x001E4E - __*_ of Magic Level 6 0x001E4F - __*_ of Magic Level 7 0x001E50 - __*_ of Magic Level 8 0x001E51 - __*_ of Magic giving a 1-Up 0x001E52 - __*_ of Life Level 2 0x001E53 - __*_ of Life Level 3 0x001E54 - __*_ of Life Level 4 0x001E55 - __*_ of Life Level 5 0x001E56 - __*_ of Life Level 6 0x001E57 - __*_ of Life Level 7 0x001E58 - __*_ of Life Level 8 0x001E59 - __*_ of Life giving a 1-Up 0x001E5A - _*__ of Attack Level 2 0x001E5B - _*__ of Attack Level 3 0x001E5C - _*__ of Attack Level 4 0x001E5D - _*__ of Attack Level 5 0x001E5E - _*__ of Attack Level 6 0x001E5F - _*__ of Attack Level 7 0x001E60 - _*__ of Attack Level 8 0x001E61 - _*__ of Attack giving a 1-Up 0x001E62 - _*__ of Magic Level 2 0x001E63 - _*__ of Magic Level 3 0x001E64 - _*__ of Magic Level 4 0x001E65 - _*__ of Magic Level 5 0x001E66 - _*__ of Magic Level 6 0x001E67 - _*__ of Magic Level 7 0x001E68 - _*__ of Magic Level 8 0x001E69 - _*__ of Magic giving a 1-Up 0x001E6A - _*__ of Life Level 2 0x001E6B - _*__ of Life Level 3 0x001E6C - _*__ of Life Level 4 0x001E6D - _*__ of Life Level 5 0x001E6E - _*__ of Life Level 6 0x001E6F - _*__ of Life Level 7 0x001E70 - _*__ of Life Level 8 0x001E71 - _*__ of Life giving a 1-Up 0x001E72 - *___ of Attack Level 2 0x001E73 - *___ of Attack Level 3 0x001E74 - *___ of Attack Level 4 0x001E75 - *___ of Attack Level 5 0x001E76 - *___ of Attack Level 6 0x001E77 - *___ of Attack Level 7 0x001E78 - *___ of Attack Level 8 0x001E79 - *___ of Attack giving a 1-Up 0x001E7A - *___ of Magic Level 2 0x001E7B - *___ of Magic Level 3 0x001E7C - *___ of Magic Level 4 0x001E7D - *___ of Magic Level 5 0x001E7E - *___ of Magic Level 6 0x001E7F - *___ of Magic Level 7 0x001E80 - *___ of Magic Level 8 0x001E81 - *___ of Magic giving a 1-Up 0x001E82 - *___ of Life Level 2 0x001E83 - *___ of Life Level 3 0x001E84 - *___ of Life Level 4 0x001E85 - *___ of Life Level 5 0x001E86 - *___ of Life Level 6 0x001E87 - *___ of Life Level 7 0x001E88 - *___ of Life Level 8 0x001E89 - *___ of Life giving a 1-Up |
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Ice Ranger Grizzo Since: 11-24-05 Last post: 6313 days Last view: 6303 days |
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Have you guys already figured out how the pointers for the levels work yet? I documented it but never uploaded it (found it not that long ago). | |||
Ice Ranger Grizzo Since: 11-24-05 Last post: 6313 days Last view: 6303 days |
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Originally posted by Trax Heh, a lot of help came from figuring out that dwedit's editor displayed the enemies in order, so that was pretty easy (especially when adding a generator as one of the sprites on the page and generated them). The difficulty came with figuring out the Great Palace sprites since there are so many special sprites. I'll upload the information I found on sprites for the overworld, I keep forgetting about it, but I'll get the information soon. And yep, I'm one of the guys who can't use the editor for the time being. |
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Ice Ranger Grizzo Since: 11-24-05 Last post: 6313 days Last view: 6303 days |
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Learned it by messing with BASIC back in the early 90s with my piece of crap 1983 IBM computer. Wanted to draw some *extremely large* NES graphics and learned to use the alt key and typing in numbers on the key pad. After awhile, it made some sense.
Yep, a crappy style Wart on an old school computer crossed my screen at one time. That's the reason I've never thought hexidecimal was a problem, especially whenever I started hacking hexidecimal in the early 2000s. |
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Ice Ranger Grizzo Since: 11-24-05 Last post: 6313 days Last view: 6303 days |
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Yes, a massive bump indeed... though I did do the search and saw that the advice given there was to bump this thread. Oh, and here's the link to the newest thread about it... http://board.acmlm.org/thread.php?id=7413
Name: Ranger_[drop symbol] Code: 1203 4523 8382 Town: Starrive Dang it took a long time to get this one. |
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Ice Ranger Grizzo Since: 11-24-05 Last post: 6313 days Last view: 6303 days |
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Ah, Megaman Vengence I think it was called. I don't remember when it was leaked, but I wish I would have downloaded it now when it was available (didn't realize what it was at the time). Surely someone has a copy of it, but I have yet to see it up again. At least whoever leaked it should have a copy, but odds are whoever did that fled the community anyway. Eh, it was back in 2003 or 2004 anyway.
The last offical report on it during development was the sound and music needed some work. |
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Ice Ranger Grizzo Since: 11-24-05 Last post: 6313 days Last view: 6303 days |
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An IPS is definitely not needed.
I've been messing around with this game for awhile, and I haven't ever thought about doing that (but with those instructions, it should be easy enough with a hex editor). It's sure to be interesting though. I'm taking a guess according to what's been found that the major data banks are 1)Western Hyrule 2)Eastern Hyrule 3)Towns 4)Palace Type A (1,2,5) 5)Palace Type B (3,4,6) 6)Great Palace My major question I've been trying to figure out is how the boss' data of Palace 5 works. His data seems to be completely different than the others. I think the same is true about some of the other bosses of Eastern Hyrule, but since this one didn't appear in the FDS version of the game, it was the first I looked into. |
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Acmlm's Board - I3 Archive - - Posts by Ice Ranger |