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Acmlm's Board - I3 Archive - ROM Hacking - Megaman 4 palette test menu - found | New poll | | |
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Matrixz Micro-Goomba Since: 11-28-05 Last post: 6550 days Last view: 6431 days |
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I made a simple hack that opens it instead of the weapons menu. For those who can ASM-hack straight: $C731: LDA #$39 $C733: STA $00F5 $C735: JSR $FF37 $C738: LDA #$30 $C73A: JSR $F6BE $C73D: JSR $8009 For those who likes hex: $7C741: A9 39 85 F5 20 37 FF A9 30 20 BE F6 20 09 80 And, plain IPS: http://elazulspad.net/matrixz/mm4_debug.zip Not very useful, but, there it is, into light. Megaman 5 had a very similiar debug/palette test menu that was found years ago. (edited by Matrixz on 09-26-06 07:40 PM) |
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kuja killer Rope Since: 11-17-05 From: Lake Havasu City, AZ Last post: 6476 days Last view: 6431 days |
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Woa mm4 had a hidden debug feature? ..I never knew that. :O | |||
MasterTenor Double hammer Since: 06-22-06 From: Ames, IA (United States) Last post: 6443 days Last view: 6471 days |
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Any chance of making the pallette menu trigger with the Select button instead of the Start button? That would keep the game playable... | |||
infidelity Paragoomba Since: 11-19-05 Last post: 6433 days Last view: 6431 days |
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that's awesome. wonder if mm4 has any other hidden features? | |||
kuja killer Rope Since: 11-17-05 From: Lake Havasu City, AZ Last post: 6476 days Last view: 6431 days |
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Originally posted by MasterTenor Select button? Absolutely, I wrote this lil patch to grant your wish. Just adding a little extra code to Matrixz. I'm NOT trying to take credit here because he found it. I personally never knew about this myself, it's interesting. WARNING: The location of where I placed this at, I am not positive if it's unused by the game. So if there's any place in the game that screws up because of this ..then this routine needs to be placed somewhere else simply. by the way, when the debug menu thingy opens..the colors may be wrong for a second then go back to normal ..that's easily fixable too if people dont want that lil issue to happen. Otherwise if it doesn't bother people that much, then that's fine Here it is: $7C71D - 2050E8EA $7E860 - A514482920D00468291060A93985F52037FFA93020BEF62009804C57E8 Or in easier to read disassembly form: Part 1: $C70D:20 50 E8 JSR $E850 $C710:EA NOP Part 2: (See warning label above) $E850:A5 14 LDA $14 = #$00 $E852:48 PHA $E853:29 20 AND #$20 $E855: D0 04 BNE $E85B $E857:68 PLA $E858:29 10 AND #$10 $E85A:60 RTS $E85B:A9 39 LDA #$39 $E85D:85 F5 STA $F5 = #$0C $E85F:20 37 FF JSR $FF37 $E862:A9 30 LDA #$30 $E864:20 BE F6 JSR $F6BE $E867:20 09 80 JSR $8009 $E86A:4C 57 E8 JMP $E857 (edited by kuja killer on 09-27-06 07:15 AM) (edited by kuja killer on 09-27-06 07:15 AM) (edited by kuja killer on 09-27-06 07:19 AM) (edited by kuja killer on 09-27-06 07:19 AM) (edited by kuja killer on 09-27-06 07:25 AM) |
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MasterTenor Double hammer Since: 06-22-06 From: Ames, IA (United States) Last post: 6443 days Last view: 6471 days |
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Thanks, kuja killer. I'll give this a whirl tomorrow after work.
By the way, you've got a typo in your short vs. long form -- the short form Part 2 starts at $7E85 (five) 0, _not_ $7E860. Or at least that's the assumption I'm making based on the discrepancy between your short and long forms. In any case, this should have good practical implications for people working with the MM4 engine (I'm looking at you, Infidelity!) |
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kuja killer Rope Since: 11-17-05 From: Lake Havasu City, AZ Last post: 6476 days Last view: 6431 days |
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Originally posted by MasterTenor You're welcome. And no I did not do it wrong. the 50 is how it's read with the 6502 Debugger with FCEUXD . 60 is where you put the code at with the hex editor. It's because of the INES Header. (edited by kuja killer on 09-27-06 04:01 PM) (edited by kuja killer on 09-27-06 04:02 PM) |
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