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Main - ROM Hacking - Megaman 1 Title Screen Sound Issue [Fix] | New thread | New reply |
Insectduel |
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Hammer Brother Level: 68 Posts: 166/1069 EXP: 2687562 Next: 41238 Since: 02-16-08 From: Insectduel's office Last post: 1256 days Last view: 1255 days |
I’ve been researching the code about yesterday and took me a couple of minutes to insert the code into the US version of Megaman 1. I don’t know if anyone other than Assembly hackers know about this especially if you notice that Rockman 1 OR the US version of Megaman 1 used with Megaman anniversery collection is the only game with the sound when pressing start.
First off is to use your favorite hex editor and go to offset x1FA27 and change values to 00 and FF. Then go to offset x1FF10 (It has to be this offset) and insert the following values A9 1C 20 77 C4 20 4F C7 60. Then use the emulator to Play Megaman 1 and Press Start at the Title Screen. You will now issue the Title Screen Sound in the US version of Megaman 1. I’ve also done the same for the European version of Megaman 1 but the code is the same but it is at offset x1FA2D. However the code is SOMEWHAT different than the US version so instead of entering 00 and FF, enter 30 and FF before inserting any values in offset x1FF40. For some reason, when I looked at the 3 different Megaman 1 roms, only Rockman 1 gets the issue sound code and the other two are removed as seen one of my image here. It may possible to rearrange the code from the orginal code without putting it in an empty space depending if you’re editng the Title Screen in a certain way. Of course the issue sound code is memorized in my head. |
KP9000 |
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Boomboom Level: 90 Posts: 488/1975 EXP: 6952849 Next: 235760 Since: 02-19-07 Last post: 3579 days Last view: 3203 days |
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NetSplit |
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Level: 32 Posts: 139/178 EXP: 188018 Next: 18424 Since: 02-26-07 Last post: 2216 days Last view: 2141 days |
Don't make a patch for this. Maybe it'll be good incentive for people to learn how to mess with hex. It's stupid to supply patches for every little thing, especially with offsets that could overwrite assembly hacks and such in existing Mega Man hacks because it uses the very beginning of the game's limited last-bank free space. Currently, Mega Man 1 editors are limited enough that anyone wanting to do a good hack needs to dabble in hex, if only to fix bugs that editors create. I like helping people out, but I hate this spoon feeding mentality we have when it comes to simple hex edits. If someone can't use a hex editor to plug in values in a ROM at specific addresses for their hack, they probably shouldn't be hacking.
Insectduel: Nice find. I don't think you can do it without eating up some free space, unfortunately, but your routine can be made more efficient, both space and cycle wise. The routine should be A9 1C 20 77 C4 4C 4F C7. Your routine uses an extra JSR and RTS, while doing it with just a jump will get it back on track; the stack only tracks where you came from, not where you're going. Also, to make it more clear for anyone who may want to use this hack:
You can use addresses other than $1FF10, but be sure you change the 00FF ($FF00 in loaded ROM) to accommodate that |
infidelity |
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Fuzz Ball Level: 66 Posts: 72/968 EXP: 2367880 Next: 93971 Since: 05-24-07 Last post: 957 days Last view: 813 days |
great work Insectduel |
Insectduel |
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Hammer Brother Level: 68 Posts: 168/1069 EXP: 2687562 Next: 41238 Since: 02-16-08 From: Insectduel's office Last post: 1256 days Last view: 1255 days |
@KP9001 - I actually missed the whole thread sentence so It should have say " Megaman 1 Title Screen's Issue Sound code when pressing start" or if you have something more than that. And no, I will not make a patch for it. People must code it on their own. (Even by someone's request, I'm still not going to make an IPS Patch for it.)
I've been studying most of the sound subroutines by heart for almost a few months. But I never knew the idea would actually come in my head. @Netsplit - Once again, you did absolutely a genius to make stuff clear. I can use other addresses but mine is more likely closer to the actual data in the same bank memory just in case it may crash or something but chances of that it won't. |
NetSplit |
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Level: 32 Posts: 140/178 EXP: 188018 Next: 18424 Since: 02-26-07 Last post: 2216 days Last view: 2141 days |
Well, the location of code within the same #$4000 byte bank won't matter, since entire banks are loaded at a time. Therefore, you can use any address from $1C010 to the end of the ROM. The other bank that's loaded on the title screen is bank 5 (Elec Man's bank), so you can use free space in that bank for the code, too. I'd be surprised if you couldn't find free space in that bank, since Elec Man's stage is the only one not split with another stage (Wily stages 1-4 and the ending). You can use extra space in areas like the level or TSA data, among others. Typically, if you can put a routine in a bank other than the last bank, you should, because you can't always do it and want to save that last bank's space for those routines. |
KP9000 |
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Boomboom Level: 90 Posts: 492/1975 EXP: 6952849 Next: 235760 Since: 02-19-07 Last post: 3579 days Last view: 3203 days |
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Main - ROM Hacking - Megaman 1 Title Screen Sound Issue [Fix] | New thread | New reply |
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