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

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Zieldak
Posted on 11-18-13 10:57 PM (rev. 3 of 11-18-13 11:05 PM) Link | Quote | ID: 155150


Crow
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Writing from my phone, things I wrote may or will be incomplete.

Very well. It's actually very simple, however in MMR, I've deleted the whole music data after the pointers, which is a bit different than overwriting.

Find the pointer of MUS_Stage Select. You can found it in the document, or in the ROM, in the pointer table. Now add 8010 to the pointer in Hex. You'll get the offset of the first byte of the music data, which is an FF I think.

This table points to thesongs and sound in the game.

MusicAndSfxTable ; at 9A60 (+8010 in hex for offset)
.word MUS_DrWilyDefeated ; $9AC6 ;0 Wily defeated music
.word MUS_StageSelect ; $9C29 ;1 Stage select music (here it is...)
.word MUS_BossSelected ; $9CBE ;2 Boss selected music
.word MUS_GameOver ; $9D68 ;3 Game over music

Now, check if you have enough space for that song (Now this is why you may have to delete every song from the ROM first, if you need more space.) between 9C29 and 9CBE. If not, you have to shift (move pointers, etc.) music tracks to make the music you wish to put in to fit in. I hope you can do that easily. You'll have to change every pointers everywhere then!

Next. MM1 MUS_Stage Select uses 3 channels. ID 0, 1 and 2. 0 and 1 are the main channels, 2 is triangle, 3 is noise, and there is a VibratoTable, whick is not a channel of course. There are 5 pointers to these channels and the Vbrtbl in the data after FF. Pointers are:

.word MUS_StageSelect_chn0 ; $9C34 ;
.word MUS_StageSelect_chn1 ; $9C66 ;
.word MUS_StageSelect_chn2 ; $9C98 ;
.word $0000 (4th unused)
.word MUS_StageSelect_vibratotable ; $9CBA ;

9C34 means the channel 0 starts at C934+8010 in hex. These must be correctly changed when a new music is inserted, or else, the music will sound bad, start at a wrong note or may even crash the game!

Here is a loop:
.byt MUSCMD_Loop, 0 : .word -pointer
If you find a byte like this, that means, it's a loop in the music, or I shall say, this is a pointer going backward. If you're at 9C67, and you point the loop to 9C36, then you'll restart the music from SetSpeed. This is a Cycle in programming language. Loop, 0 means it jumps back only once.

This looks like this in the ROM: 00 36 9C
If you change 00 to 02, it'll to this 3 times instead of 1. You understand this, then why am I even explaining this? XD

This is for now, writing this all was a pain on phone. And it laggs now because of this much text.
I'll write more tomorrow.

Zynk
Posted on 11-20-13 03:29 PM (rev. 2 of 11-24-13 11:29 AM) Link | Quote | ID: 155160


Purple Leever
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I just learned how to swap music on offset 11A70. On MMR ROM at 11A72~73, the hex values 12 AE is for the Stage Select theme.
If I replaced it with AE 29, it changes to Wily Defeated theme; C6 9A is Boss Selected theme. The same principle goes for the original MM ROM when swapping hex values too.
-----------
Putting aside music hacking for a moment. I was wondering if its possible to reinsert Rockman Titlescreen to the Megaman Titlescreen complete with Megaman on it?

____________________

32x1000
Posted on 12-27-13 02:52 AM Link | Quote | ID: 155306


Koopa
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I NEED HELP WITH HACKING MEGAMAN 2! I have no idea what the address is for the boss behaviors in megaman 2 does anybody else know? PS.Any sort of addresses will also be accepted

MegaGEN50
Posted on 12-27-13 03:32 AM Link | Quote | ID: 155307


Micro-Goomba
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Metal Man


x2CC2D (6B) Projectile.
x2cc3f (04) speed of Metal blade.
x2CC29 (23) Sound for metal blade.
x2CC1d (06) Metal blade frequency?.

Crash man
x2CCF7 (01) Running speed.
x2CD2A (06) Jump height.
x2CD07 (27) change to 17 and he's always jumping.
x2CDAF (44) jump speed?.
x2CDD3 (5E) change 55 and he's always shooting bombs when jumping
x2CDEE (06) speed of crash bomb.

Quick man
x2C882 (??) boomerang delay when appearing.
x2C887 (04) Boomerang speed when appearing.
x2C8A5 (04) Low jump.
x2C8A3 (07) Middle jump.
x2C8A4 (08) High jump.
x2C8E4 (3E) Running time
x2C8DF (02) Running speed.

Bubble man

x2C70B (FF) Bubble man landing speed.
x2C6D3 (01) Bubble man Rising speed.
x2C74F (??) Projectile type.

Wood man

x2C5DD (04) Jump height.
x2C5E2 (01) Jump distance.
x2C5A9 (04) Leaf shield speed.
x2C553 (04) Number of falling leafs(?).
x2C576 (02) Falling Leaves movement(horizontal?).
x2C567 (20) Y pos. for falling leaves.
x2C522 (61) Leaf shield.
x2c557 (62) falling leaves.
x2C542 (62) Rising leaves.

Flash man
x2CAC6 (00) Jump distance.
x2CACE (03) Jump height.
x2CA52 (06) projectile shooting frequency.
x2CA81 (06) Projectile speed.
x2CA09 (06) Number of projectiles to shoot.

32x1000
Posted on 12-27-13 03:58 AM Link | Quote | ID: 155308


Koopa
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OMG! Thank you soOOOOO! Much this means a lot Thanks again!

32x1000
Posted on 12-29-13 03:34 AM Link | Quote | ID: 155310


Koopa
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I use Rockman 2 editor (by Rockman 5 easily) and I have a problem. When I place enemies from another stage or other part of the level the graphics are all garbled but the enemy still behaves the way it should. Does anybody know how to fix this? Thanks

DurfarC
Posted on 12-29-13 04:11 AM (rev. 2 of 12-29-13 04:20 AM) Link | Quote | ID: 155311


Shyguy
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Posted by 32x1000
I use Rockman 2 editor (by Rockman 5 easily) and I have a problem. When I place enemies from another stage or other part of the level the graphics are all garbled but the enemy still behaves the way it should. Does anybody know how to fix this? Thanks
You have to select which enemy graphics that will load for each scroll map position. Let's say, in Heat Man's stage, the first corridor (the first scroll map position) consists of Tellys and Helicrapters (no idea what these things are called, but I guess that's a fitting name), and therefore that area loads a graphics set containing their corresponding graphics. The next room (the next scroll map position) contains disappearing blocks and a spring head; a new graphics set is therefore loaded. It goes on like that for every scroll map position in every level.

From what I can see, you can't change the enemy graphics set for each scroll map position in rock5easily's editor. You can do it in Visine though, which you can get here. It's DOS based so you might need DOSbox to run it. It's also a tiny bit buggy, so be sure to save and make backups often. You could also use a hex editor of course, but in my opinion that would be more time consuming unless you really know what you're doing.

Finally, it should be noted that some enemy graphics cannot be loaded at the same time, since they never appear in the same set. I think Visine is able to show what each enemy graphics set contains though (I don't have it atm and I didn't hack Mega Man 2 for almost 10 years).

Hopefully this made sense to you - if not, I'm sure some of the more experienced hackers here can give a better explanation.

za909
Posted on 12-29-13 02:13 PM Link | Quote | ID: 155312


Cheep-cheep
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Hey people long time no see!
After 2 years I'm almost ready to finally finish my Megaman 3 hack after which I'm planning to "retire" from hacking. I have a couple palettes and sprites to fix, and I really don't want to mess something up now.

The thing is I need to change the basic palettes for Megaman. There are a couple documented places for his basic colors (0F 0F 2C 11) but that still doesn't help when it comes to cutscenes. He appears with this palette no matter what I do. I've searched for these values with a hex editor and there are several results for this palette. I just don't know if it's safe to edit them all.

kuja killer
Posted on 12-29-13 02:37 PM Link | Quote | ID: 155313


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tell me exactly precisly what places you want to edit, and i'll get you the rom offsets

za909
Posted on 12-29-13 03:20 PM Link | Quote | ID: 155314


Cheep-cheep
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Oh never mind I found it!
One last thing I think, I want to make Megaman run to the left on the screen a little lower during the Dr. Light Scrapbook part in the ending. This is simply a Y coordinate I presume.

kuja killer
Posted on 12-29-13 03:25 PM (rev. 3 of 12-29-13 03:28 PM) Link | Quote | ID: 155315


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oh, ok then

well then, Y position of megaman on the grassy feild ending:
$18253

quick test:

za909
Posted on 12-29-13 06:40 PM Link | Quote | ID: 155316


Cheep-cheep
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Gotcha that's what I was looking for thank you!

32x1000
Posted on 12-30-13 06:34 AM Link | Quote | ID: 155322


Koopa
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Does anybody know the addresses for heat mans behavior? (Mainly how he fires his projectile and his charge time) Thanks

NARFNra
Posted on 01-02-14 03:54 AM Link | Quote | ID: 155335


Koopa
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Hi, I'm looking to hack Rockman 2, and in particular I want to alter enemy offsets like Telly speed and what projectiles things use and so forth. I figured that there would be documentation on them somewhere what with the huge number of RM 2 hacks that exist, but I haven't been able to find anything except for some boss offsets so far.

Does anyone know a place where I could locate that kind of thing?

Examples I'm looking for are Telly direction update time, Telly speed, Met bullet directions, Met projectile type, Sniper Joe projectile pattern and so forth...

I've tried using FCEUX but I'm not very good at it. I can find some of this stuff in the memory (Telly update time for example) but I have no idea how to find the pointers for the AI.

Thank you!

Gavzilla1000
Posted on 01-07-14 08:38 PM Link | Quote | ID: 155393


Red Paragoomba
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Hello everybody! How are you guys doing? Good? Good.

Anyway, I have a question for all of you professional hackers out there.

So, I am hacking Megaman 5, and I wanted to know if I could stop a pallet in the middle of its animation.
What I mean is, lets say the animation has 2 frames. (Which means it would show 3 pallets) And the Animation goes like this;

FF, 20, 21, 12

FF, 20, 33, 24

FF, 20, 36, 26

Can I make the pallet so that it stops after showing pallet FF, 20, 36, 26? And can I do that using MegaFLE X?

Anyway, If I can't do it that's fine. I'll just have to think of something new for that particular level.

Anandastoon
Posted on 01-08-14 11:59 AM (rev. 3 of 01-08-14 12:01 PM) Link | Quote | ID: 155401


Red Paragoomba
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Posted by Gavzilla1000
Hello everybody! How are you guys doing? Good? Good.

Anyway, I have a question for all of you professional hackers out there.

So, I am hacking Megaman 5, and I wanted to know if I could stop a pallet in the middle of its animation.
What I mean is, lets say the animation has 2 frames. (Which means it would show 3 pallets) And the Animation goes like this;

FF, 20, 21, 12

FF, 20, 33, 24

FF, 20, 36, 26

Can I make the pallet so that it stops after showing pallet FF, 20, 36, 26? And can I do that using MegaFLE X?

Anyway, If I can't do it that's fine. I'll just have to think of something new for that particular level.


You can make it two ways :

1. Just put 00, 00, 00 at the last animation frame in MegaFLE X.

or,

2. You can recycle the Wave Man's pallete animations that played after defeat the midboss one.

Insectduel
Posted on 01-11-14 09:46 PM Link | Quote | ID: 155425


Hammer Brother
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Rockman 4 MI version 0.02 is now released.
According to Puresabe, it was open to the public! Please enjoy!

link

dreamerman
Posted on 01-12-14 12:35 AM Link | Quote | ID: 155426


Red Paragoomba
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Posted by Insectduel
Rockman 4 MI version 0.02 is now released.
According to Puresabe, it was open to the public! Please enjoy!

link


Hard mode is insane. Sub-Boss AI receive mores moves.

DurfarC
Posted on 01-12-14 03:25 AM Link | Quote | ID: 155427


Shyguy
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Oh cool! I have to check that out. I also noticed he has a jump when you slide in water patch there for the original Rockman 4, that might be useful for some hackers. As far as I recall, in most of the other games you could jump anytime you want when sliding in water, however in Mega Man 4 / Rockman 4 that was not the case. It could be that he made it long ago though, I just never saw it.

Zynk
Posted on 01-12-14 12:15 PM Link | Quote | ID: 155429


Purple Leever
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About Mega Man 2, does anyone know where Atomic Fire palette is located?

I've changed the palettes for it. But whenever I shoot, Megaman's Atomic Fire palette reverts back to its original colors. Specifically, its Mega Man's helmet color.

I know its located around offset 0003D310, but I still get the problem.


____________________
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