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Main - ROM Hacking - Megaman Knockback distance | New thread | New reply |
Kiokuffiib11 |
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Porcupo Level: 40 Posts: 27/313 EXP: 406804 Next: 34505 Since: 07-10-09 From: Marquette, Michigan Last post: 3305 days Last view: 1928 days |
Does anyone happen to know what hex I need to change to edit the knockback distance when Megaman is hit on Megaman III?
Thank you sou much for looking at this. ____________________ セシル |
Insectduel |
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Hammer Brother Level: 68 Posts: 368/1069 EXP: 2686246 Next: 42554 Since: 02-16-08 From: Insectduel's office Last post: 1250 days Last view: 1249 days |
You mean when Mega man gets hit and how far does it goes. I can find it for you tonight. I never actually hack MM3 before and MM4 or MM1 is the most hacked and I know that some ASM data is the exact replica as the future MM games. |
Kiokuffiib11 |
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Porcupo Level: 40 Posts: 28/313 EXP: 406804 Next: 34505 Since: 07-10-09 From: Marquette, Michigan Last post: 3305 days Last view: 1928 days |
Thank you very much.
____________________ セシル |
Thanatos-Zero |
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Nipper Plant Level: 45 Posts: 75/423 EXP: 652456 Next: 7708 Since: 11-25-08 From: Germany - Rheinlandpfalz - Wittlich - Zur Phillippsburg 25 Last post: 1084 days Last view: 1047 days |
If you are going to do this Insectduel, how about programming later a item which won't let you knockback?
The ASM code could be used then on other hacks as well. By the way... Rockman ZX is a great game which is its money worth. Many things from that game could be useful. ____________________ I was a prisoner enclosed in the void, were everything might end up just as myself. There I was called the death in the void, but after a long sleep my drill was ready to pierce the void. I came back... to guide those who are in doubt and to crush any corrupted mind. "Just who in the hell do you think I am?!". |
Insectduel |
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Hammer Brother Level: 68 Posts: 370/1069 EXP: 2686246 Next: 42554 Since: 02-16-08 From: Insectduel's office Last post: 1250 days Last view: 1249 days |
Here's what I did and it took me 5 minutes to find it. I know from my experience when I actually do this so don't try to follow my methods. First I looked it up in my FCEUX Hex Editor in NES Memory (RAM) and took some damage. Then I saw a number decreasing so it has to be $39. Next, I switched to Rom file in my FCEUX Hex Editor and search 8539 as it's STA address. I saw 2 ROM addresses with 8539 so the best possible find would be $3D77E.
Here's the data you're looking for: $3D77D (Default $3C) - How much seconds after Megaman being hit. Also known as Reflex time. Change the load and you're set. But putting it to hex 00 will continue to blink. So it's best to put 01 as the lowest number. Unfortunely, something is more harder than I expected so it's wasn't the same exact replica ASM coding as Mega Man IV so I went and seeking back from the STA address, then I found the data that is located. $3D756 (Default $09) - How far Megaman goes after being hit. (Knockback distance) That's how much effort I found even though I never hack Mega Man III but it's the least I can do. ~ Insectduel Posted by Thanatos-Zero I don't know if I can create it and I haven't played any later MM games recently. |
amarcum81 |
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Rope Level: 25 Posts: 4/110 EXP: 84478 Next: 5142 Since: 08-14-09 From: Cincinnati, OH Last post: 3285 days Last view: 2062 days |
Posted by Insectduel |
Kiokuffiib11 |
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Porcupo Level: 40 Posts: 31/313 EXP: 406804 Next: 34505 Since: 07-10-09 From: Marquette, Michigan Last post: 3305 days Last view: 1928 days |
Protoman's knockback distance is double. sou, 09x2=12
09-0A=1 0a-0b=2 0b-0c=3 0c-0d=4 0d-0e=5 0e-0f=6 0f-10=7 10-11=8 11-12=9. Therefore 12. Edit: There's a problem. Adjusting this 0A or above makes Him blink forever, as if you put 0. I also tried adjusting the reflex time, and that didn't help. Any ideas? ____________________ セシル |
Insectduel |
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Hammer Brother Level: 68 Posts: 373/1069 EXP: 2686246 Next: 42554 Since: 02-16-08 From: Insectduel's office Last post: 1250 days Last view: 1249 days |
Oh man, I can't actually figure this one out! I even tried to increase the knockback distance higher than 09 in Mega Man IV or Mega Man V and got the same result. However, Mega Man VI is completely different. If you try this offset in $704E2, it's original hex is 1E and is loaded with RAM id $95, try this code and it won't do it forever in Mega Man VI. The other uses CMP $09 with absoulute loading of RAM $5A0 in MM3. I have tried to search for the knockback number in MM3 or even change different opcodes but no luck. Now I am stuck between in Rom offsets $3d752 to $3d758 for MM3. Basicailly, I have to edit it's main memory in a hard wired bank or something.
I don't know what CAPCOM is doing switching different codings in each MM game. Even Mega Man II's knockback distance is quite fixed like Mega Man VI. I'm going to find something hardcoded as soon as possible. |
Kiokuffiib11 |
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Porcupo Level: 40 Posts: 32/313 EXP: 406804 Next: 34505 Since: 07-10-09 From: Marquette, Michigan Last post: 3305 days Last view: 1928 days |
Good luck to you. Please keep me posted.
Edit: Thanks goes to infidelity. http://acmlm.kafuka.org/board/thread.php?pid=113941#113941 I experimented with that, and here is what I have. $34352 Values: Megaman -02 Proto man -04 ____________________ セシル |
Main - ROM Hacking - Megaman Knockback distance | New thread | New reply |
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