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Main - ROM Hacking - General Megaman Hacking Thread New thread | New reply

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Gavzilla1000
Posted on 08-04-13 09:20 PM Link | Quote | ID: 154532


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Posted by kuja killer
No, you can't.
Like you said, ROM ends at 80,000 hex for megaman 5
which means, 512 KB

first 40,000 bytes is programming space,
last 40,000 bytes is graphics space

You'd need to expand the ROM to 1 MB, in order to have more programming space.


Well, then where does the music space go? Using simple human logic, I can guess that's it's in programming space, but I don't know. I don't know a lot about the NES programming.

And another question. Where I can I find all the boss AI? I'm guessing that it is in the Sprite Banks, but I can't be sure.

kuja killer
Posted on 08-05-13 12:20 AM (rev. 3 of 08-05-13 12:28 AM) Link | Quote | ID: 154533


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Take this
http://www.romhacking.net/documents/274/

Quote:
MegaMan 3: $16 - $2C010 $17 - $2E010 $18 - $30010
MegaMan 4: $1E - $3C010 $1F - $3E010 $1D - $3A010
MegaMan 5: $18 - $30010 $19 - $32010 $1A - $34010
MegaMan 6: $34 - $68010 $35 - $6A010 $36 - $6C010

it's far too technical and complex for my poor brain to comprehend.

Insectduel
Posted on 08-15-13 12:05 AM Link | Quote | ID: 154569


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I created this code yesterday after I played the fan game Mega Man Rock Force with infinite lives. Except my Rockman AF rom has tiny bit of freespace left to insert it.

Music is Countdown to Void from Mega Man Unlimited and not inserted to the game. Composed by Kevin Phetsomphou (Kevvviiinnn), Philippe Poulin (MegaPhilX), and Yan Thouin (ThunderThouin). I should have pick Yoku Man's theme since it makes sense to the theme itself.




GotExtraLife
lda #$32
clc
ldx ExtraLives
cpx #$09 (Originally 63)
beq ++
bcs +
inc ExtraLives
bne +

GotLargeLifeCapsule
++
lda #$1C
sta CapsuleObtained
rts

PlaySound
+
jsr IssueSound
rts


I may planning on releasing a code .txt patch instead of the IPS patch if interested and shows you what rom or ram addresses locations to use of the code.

Gavzilla1000
Posted on 08-20-13 08:27 PM (rev. 2 of 08-22-13 05:36 PM) Link | Quote | ID: 154617


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Insectduel
Posted on 08-23-13 04:29 PM Link | Quote | ID: 154637


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I'm just curious! How the energy balancer is being created and how much bytes to create it? I would love to attempt it to Rockman / Mega Man 1. Except my project has tiny freespace left on bank 7 which is the main data.

Anandastoon
Posted on 08-24-13 02:53 PM Link | Quote | ID: 154648


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Posted by Insectduel
I'm just curious! How the energy balancer is being created and how much bytes to create it? I would love to attempt it to Rockman / Mega Man 1. Except my project has tiny freespace left on bank 7 which is the main data.


I remember that it doesn't have much space, maybe for about 80 bytes or more. It was just creating X or Y register to check RAM addresses for weapons. And you should make a JMP from filling weapon capsule routine or moving its code to that free memory.

I still have the code from Indonesian Artifact but I forgot in which bank I left it. (because I filled the empty memory for each bank for making new object or ASM, even I ever used the rest of some level data to handle some bosses' ASM )

Gavzilla1000
Posted on 08-25-13 02:43 AM Link | Quote | ID: 154651


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Ok, so, I figured out how to find any Color Pallet I want with the help of FCEUX's PPU viewer. (Probably like most hackers) but, can I find such things as, How much weapon energy you use, and, the Boss A.I too?

That would help very much, and (hopefully) make my hack a little bit better. Extra details; I'm hacking Megaman 5.

Chaobomr
Posted on 08-25-13 02:59 AM (rev. 2 of 08-25-13 03:00 AM) Link | Quote | ID: 154652


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Posted by Gavzilla1000
(Probably like most hackers) but, can I find such things as, How much weapon energy you use, and, the Boss A.I too?

If you're using FCEUX, I suggest that you use the Code/Data Logger and search for, hopefully, any green values.

EDIT AT YOUR OWN RISK

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kuja killer
Posted on 08-25-13 08:46 AM Link | Quote | ID: 154655


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Posted by Gavzilla1000
Ok, so, I figured out how to find any Color Pallet I want with the help of FCEUX's PPU viewer. (Probably like most hackers) but, can I find such things as, How much weapon energy you use, and, the Boss A.I too?

That would help very much, and (hopefully) make my hack a little bit better. Extra details; I'm hacking Megaman 5.


I replied to your post on romhacking.net about the boss palletes for stage select.
if you already got them all though, then that's great news.

here's the "how much energy weapons uses"

36121 - Charge | 3729E - Gyro + Crystal
37342 - Wave | 373EA - Napalm
37486 - Stone | 374DB - Gravity
3825F - Star | 3B1F3 - Rush Coil
37398 - Arrow

Gavzilla1000
Posted on 08-25-13 09:10 PM Link | Quote | ID: 154658


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I replied to your post on romhacking.net about the boss palletes for stage select.
if you already got them all though, then that's great news.

here's the "how much energy weapons uses"

36121 - Charge | 3729E - Gyro + Crystal
37342 - Wave | 373EA - Napalm
37486 - Stone | 374DB - Gravity
3825F - Star | 3B1F3 - Rush Coil
37398 - Arrow


I just checked that post before I came to check Board 2! So, thanks kuja killer! And yes, I figured out my "own" little strategy to find out any pallet I want! Yea!

Thanks for the addresses, and, may I ask, how you figured that out? I want to start learning how to figure this out, so I can stop bothering you guys with these question.
(jk you know you guys would miss me! )

Also like the boss AI, when I use the Code / Data Logger, what color code an I looking for? (it all comes back to colors!) I'm guessing it would be located in the enemy bank, so I could probably look through there with the stripped iNES rom.

And I laughed when you said;

"how much energy weapons uses"

I didn't know how to word that!

Chaobomr
Posted on 08-25-13 09:19 PM Link | Quote | ID: 154659


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Posted by Gavzilla1000
Also like the boss AI, when I use the Code / Data Logger, what color code an I looking for? (it all comes back to colors!) I'm guessing it would be located in the enemy bank, so I could probably look through there with the stripped iNES rom.




Blue is just for data, green is for code AND data, and I think yellow is just code. I'd advise you to be careful when editing the green values since there's a chance you could screw something up. Good thing there's an undo function in FCEUX's hex editor!

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Insectduel
Posted on 08-25-13 11:05 PM (rev. 4 of 08-25-13 11:16 PM) Link | Quote | ID: 154660


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Thanks for the reply Anandastoon! But since my Rockman 1 project do not have enough space to create the energy balancer due to other code usages, I guess I should try to build it at my own risk if I'm able to. My goal is to make a project without rom expansion which I still held my MMC6 Rockman 1 patch but not necessary.

My project also do not have enough space to convert it to MMC3 from infidelity's code which I like the UNROM to MMC3 idea without expanding the rom.

kuja killer
Posted on 08-25-13 11:44 PM (rev. 4 of 08-25-13 11:53 PM) Link | Quote | ID: 154662


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Posted by Gavzilla1000

Thanks for the addresses, and, may I ask, how you figured that out? I want to start learning how to figure this out, so I can stop bothering you guys with these question.


was easy. the weapons are located at B0 to BF in RAM.
i just put a "write" breakpoint on the debugger for them all, fceux debugger.

shoot a weapon, debugger "snaps" ...i notice all of them except one or two weapons were "not" in this spot...so i click the "step into" button a few times to get out of the routine (RTS) ...then click on that left panel of the debugger to open the hex editor at it's location...

all the weapons had the same "LDA #xx ...JSR weapon energy thing" so just edited those LDA's

and there ya go, was able to control all the weapons hope it made sense

Gavzilla1000
Posted on 08-26-13 07:32 PM Link | Quote | ID: 154665


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Ok, so, I was looking around PureSabe's website, wanting to download Rockman 4 MI again, and I found that he's making his own Megaman Editor! I downloaded it, and it's in Japanese. According to the website, you can edit Megaman 2 ~ 6, but he's still working on Megaman 1.

Here's the DL Link; http://www4.atpages.jp/borokobo/cgi-bin/lime32/lime.cgi?YuraYuraRock012
How it works is, from my testing, you put your desired Rockman (I tried a Japanese ROM, and it worked) 2 ~ 6 ROM, and place it in the editor's folder. Then you rename the file to "rockman" and add the number of witch game it is. So, lets say, I'm editing Rockman 3. I would rename it, "rockman3.nes"

Start up the editor, and click on the first dialog box you see. Then it should send you another page with six other dialog boxes. The boxes is in English, so you shouldn't have a problem reading them, but the text that's above them, is in Japanese. Click on the game that you want to edit, and it should send you to another screen, with even more Japanese dialog boxes with text. Each box is a stage from said Megaman game. With trial and error, click on the stage you want to edit, and click on the button on the bottom right corner.

It'll send you to another screen, YET AGAIN, were you can edit said stage. I'm trying to figure out what all the controls are, but, I did figure out the main controls.

If you left click on the level, what ever tile you have selected will be placed. If you right click on a tile in the level, it will copy that tile. There is also a panel on the right with all the tiles in the level, neatly ordered for you to copy tiles from, or possibly edit said tiles. (I didn't test that yet)

WOW! This is a LONG post! I don't speak, or read Japanese, so I can't translate it. I hope that one of you guys can! I think that this could be a very good editor!

Gavzilla1000
Posted on 08-30-13 10:56 PM Link | Quote | ID: 154684


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Ok! I just made a MAJOR breakthrough with my Megaman 5 hack! I finally answered a question of mine ever since I started to make the hack. How to add custom NES Music! I figured out how to find were the music is located with FCEUX's Code / Data Logger. (Probably like everyone else.)

But here's my problem. I figured out Star Man's theme using the Code / Data Logger strategy, and found that the music is located at; 31BC2 - 31F1E

And I also figured out were Shadow Man's theme was from Rockman 3 Burst Chaser using the same strategy, and found the music located at; 2E95D - 2ECAB

Now, how do import it? Is there some funky thing I have to do first? When I just plainly copy and paste it in, the music sounds like crap!

Zynk
Posted on 08-31-13 05:45 AM (rev. 2 of 08-31-13 05:52 AM) Link | Quote | ID: 154690


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I just wanna ask what song does Shadowman stage has? I know I heard it before but can't recall. Its catchy.

EDIT: Just remembered! https://www.youtube.com/watch?v=c_YOyutmncE I like playing her in SRW b/c of her BGM!

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Gavzilla1000
Posted on 08-31-13 06:05 PM Link | Quote | ID: 154696


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EDIT: Just remembered! https://www.youtube.com/watch?v=c_YOyutmncE I like playing her in SRW b/c of her BGM!


Holy Crap! Thanks you! I always wanted to hear the original, non ported, song!

kuja killer
Posted on 09-01-13 06:54 AM Link | Quote | ID: 154704


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cant copy and paste the music directly between roms. You can only between NES games that use this specific capcom music format only, but that's why it will be messed up.

The only things that have to be changed is all the different types of "Jump" types of pointer command things.

And the "instrument" setting number's would have to be changed too. that's all i think

amarcum81
Posted on 09-03-13 07:17 AM Link | Quote | ID: 154715


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Posted by kuja killer
cant copy and paste the music directly between roms. You can only between NES games that use this specific capcom music format only, but that's why it will be messed up.

The only things that have to be changed is all the different types of "Jump" types of pointer command things.

And the "instrument" setting number's would have to be changed too. that's all i think


I was under the impression Mega Man 3-6 used the same music engine? I remember discussing this with Infidelity when doing the music for one of my old, unfinished MM3 hacks...

kuja killer
Posted on 09-03-13 09:38 AM (rev. 2 of 09-03-13 09:40 AM) Link | Quote | ID: 154718


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yes of course, refer to matrixz's most recent "capcom format" document from romhacking net.

yea, mm3 to 6 use the same format. I just am saying that ya cant directly copy and paste a song between the roms and immediately expect it to sound perfect, it'll work, but a little messed up because the songs have some types of "jump" pointers that are pointing to the wrong places. (from whatever game you copied from) and those have to be changed.

that's what im trying to say
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