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

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Insectduel
Posted on 01-12-14 05:03 PM (rev. 2 of 01-12-14 05:03 PM) Link | Quote | ID: 155432


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Zynk, if you want to look for Palettes or palette hex numbers for any weapon including for charged shots, use the FCEU's PPU viewer which is located at Debug. The bottom row of the 1st 4 bytes is Mega Man's weapon palette.



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tomaitheous
Posted on 01-13-14 12:51 AM (rev. 2 of 01-13-14 12:52 AM) Link | Quote | ID: 155435


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So this is thee 8bit Megaman hacking thread? Anyone know of a MM wiki for all this hacking info?

Anyway, I'm currently working on Megaman 1 and Megaman 2. Though Megaman 1 is getting my attention at the moment. If you don't know, I do a handful of 'nes2pce' games. I take NES games and make them run on the PC-Engine (Turbografx in the US). Soome are cart projects and some are CD projects (the system is famous for its CD format). How it works: the original nes code runs on the PCE processor since it's 99% backwards compatible. None of the video/sound/mapper hardware is compatible, so I replace all LDA/STA etc opcodes that read/write ports - with JSRs (since the opcode is the same length). This jumps the processor to some backend code that converts this data into PCE hardware specific stuff. Via backend emulation, I emulate the PPU, APU, and mapper stuff. The PCE's processor runs at 7.16mhz vs NES 1.79mhz. So the game code runs four times as fast (but still timed to 60hz vblank, so the game itself runs at a normal speed). Even with the backend emulation being done on the same processor (processing overhead), the games still run faster than the original nes system. Thus, no slowdown.

From there, I can hack the ever living crap out of the game. I can hack in PCE specific upgrades; more colors(4bpp vs 2bpp), more subpalettes (32 vs 8), larger sprites(16x16/32x32 vs 8x8/8x16), more tile/sprite cells, reduce flicker, upgrade the sound to better PCE PCM or use redbook audio (and ADPCM channel for sampled sound FX). Etc. That kind of stuff.

I have a few intermediate things as well. I've upgraded the PPU emulation; unused bits in the sprite table entries can directly access PCE video related functions. I.e. I can add small upgrades without breaking the original game code too much (I can use it as baby steps).

I currently have Megaman 1 running with PSG sound FX and red book audio tracks (CDDA/CD audio/etc whatever you want to call it).

Anyway, I want to build upon the MM1 game engine. Expand its capabilities, so that I can just bring in other assets from the other Megaman games. One engine to rule them all - basically. And yes, this stuff runs on the real hardware as well (not just emulation).

Also, I'm new here. Hello

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Chaobomr
Posted on 01-13-14 01:52 AM Link | Quote | ID: 155436


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Posted by tomaitheous
So this is thee 8bit Megaman hacking thread? Anyone know of a MM wiki for all this hacking info?

Also, I'm new here. Hello

Let me be the first to welcome you. Second, the best thing I can think of, currently, would be the Megaman pages from datacrystal. You might be able to find something there.

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tomaitheous
Posted on 01-13-14 02:13 AM (rev. 2 of 01-13-14 04:59 AM) Link | Quote | ID: 155438


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Posted by Chaobomr
Posted by tomaitheous
So this is thee 8bit Megaman hacking thread? Anyone know of a MM wiki for all this hacking info?

Also, I'm new here. Hello

Let me be the first to welcome you. Second, the best thing I can think of, currently, would be the Megaman pages from datacrystal. You might be able to find something there.


Thanks. Hmm, doesn't seem to have anymore than what I've collected so far - from docs/sites.

Edit: current vid..



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Zynk
Posted on 01-13-14 12:58 PM Link | Quote | ID: 155442


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Posted by Insectduel
Zynk, if you want to look for Palettes or palette hex numbers for any weapon including for charged shots, use the FCEU's PPU viewer which is located at Debug. The bottom row of the 1st 4 bytes is Mega Man's weapon palette.



Sorry but I already know that. (And I think those encircled in the ^pic is unrelated to my query)

What I want to know is which offset controls the palettes for the Atomic Fire colors.

Like I said previously, I know that the Weapon colors are located in offset 0003D310 (this offset is the same for JP & US versions),
but after changing the color of Atomic Fire on that offset, whenever I shoot or charge that weapon, my edited color changes back to the original color.

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Anandastoon
Posted on 01-14-14 03:24 PM (rev. 3 of 01-14-14 03:33 PM) Link | Quote | ID: 155447


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Posted by Zynk
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.



Heatman's weapon had properties in array list.

3de46 - 3de48 : Sound IDs while charging, from small to full charge.
3de49 - 3de4a : This will answer your question
3de4b - 3de50 : Charging colors. 2 byte of color charging steps.

EDIT: That was compatible with US version only. In Japan version, just substract the address by 3. 3de46 -> 3de43 and so on.

Gavzilla1000
Posted on 01-15-14 02:07 AM Link | Quote | ID: 155453


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Ok, through all my time as a member of Board 2 and being active in this thread, there's one thing that bugs me.

You guys keep going on about ASM, but you never really give the details.

Now, look. There may be a lot of people out there who want to make Megaman hacks like Pursebre, but frankly, chances are that won't happen. And you guys are probably tires of giving the same old speech, but stay with me.

But when you post ASM related things like this for example;

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, I had a pretty good example of this, but sadly, I couldn't find it... Sorry Zieldak for using your post)

You get me all confused, or maybe the person your trying to help. Need be, give me a hex number so that I have something to work with.

Now, I did some research, and learned that you need to reverse engineer in order to edit the ROM's ASM. Now, that's all you guys really have to say, and pretty much all confusion would be gone.

NOW PLEASE! I'm not "yelling" at you because of this! Hell, I look to some of you as of Megaman hacks go.

Now for a question... what type of program can I use that will allow me to reverse engineer a NES Rom?

tomaitheous
Posted on 01-15-14 02:33 AM (rev. 2 of 01-15-14 02:38 AM) Link | Quote | ID: 155454


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Posted by Gavzilla1000

Now for a question... what type of program can I use that will allow me to reverse engineer a NES Rom?


Fceux. The current build is 2.2.2. It has both a CDL (Code/Data logger, which is EXTREMELY useful) and a very nice trace logger. Set the trace logger to log to a file, set it to log only new code. Reset the system (via the menu, not closing the emulator) and play the game. You'll have to manually save the CDL file after playing/beating the game. It'll trace all new code as diassembly (along with some register info if you need it). It log all access to ROM as code or data. And for data, it will tell you how that data was access (directly, indirectly, etc).

That's one step. The other step, is to use a debugger and manually step through the code to figure what things are doing. You can alternate between looking at the game in action, in the debugger and looking at the Trace log.


Edit: While you're tracing and logging dissassembly and CDL stuffs, you can use savestates just fine. It won't effect the trace log either, since it only writes new code. CDL stuff doesn't matter because redundant access isn't a problem. Actually, you'll want to use savestates because you're logging the game while playing it - so you want the game to 'do everything possible'; die, fall on spikes, run out of energy, use different weapons, continue, stage select, etc. Fceux has a percentage meter too, so you know how much of the rom is left (unmapped). Slow mo and fast forward also work fine with the trace and cdl logger.

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Zynk
Posted on 01-15-14 04:22 PM Link | Quote | ID: 155456


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Posted by Anandastoon

Heatman's weapon had properties in array list.

3de46 - 3de48 : Sound IDs while charging, from small to full charge.
3de49 - 3de4a : This will answer your question
3de4b - 3de50 : Charging colors. 2 byte of color charging steps.

EDIT: That was compatible with US version only. In Japan version, just substract the address by 3. 3de46 -> 3de43 and so on.

Thanks, Anandastoon!

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Gavzilla1000
Posted on 01-17-14 03:01 AM Link | Quote | ID: 155468


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So, thanks to tomaitheous for giving me insight for ASM, I mine as well kill two birds with one stone.

How to I edit / figure out the code for the bosses of Megaman 5? For example, changing the speed that Crystal Man goes, or making Gyro Man teleport to different platforms instead of landing on top of you. (I understand that may include adding my own custom ASM)

I use the Code Data Logger to log the code when I fight the boss and I let them go through there pattern, and them stop the logging. I use Megaman 5's data crystal page to find the bank where I think the Boss's code would be.

Am I doing something right? Is this what some of you guys would do if you were trying to find the boss's pattern, or something of the sort?

Zynk
Posted on 01-18-14 09:54 AM Link | Quote | ID: 155479


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I have another question. Is it possible to add extra colors for Megaman on the Get Weapon screen?



I know the Weapon colors are at offsets 0003D314-0003D341, this has all individual Item-1, Item-2 and Item-3 colors. Changing the hexadecimals on those will have different colors for each Item.

However, on the Get Weapon screen (^pic), Megaman only has one color for all Items. The offset for that is at 00037F6A-00037F7D (US version)/00037DDB-00037DEE (JP version).

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32x1000
Posted on 01-18-14 10:05 PM Link | Quote | ID: 155481


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I have a Question. In Megaman 4 how do I make it where If I want to make the screen scroll a different direction. Example: Lets say in a level I have to go up the ladder to the next screen but I want to instead drop down to another screen below.

mickevincent
Posted on 01-24-14 01:57 PM Link | Quote | ID: 155520


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Posted by 32x1000
I have a Question. In Megaman 4 how do I make it where If I want to make the screen scroll a different direction. Example: Lets say in a level I have to go up the ladder to the next screen but I want to instead drop down to another screen below.


Depends on what editor you use. But it has something to do with the scrolling.

Trinitronity
Posted on 01-25-14 04:00 PM (rev. 3 of 01-25-14 04:49 PM) Link | Quote | ID: 155524


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Hello again, I'm back.
I decided to go back to hacking MegaMan 3...again. However, I also got questions again:
1. Like before, I would like to know the exact hex positions of MegaMan's colors. Manually searching for them by searching for the color values is tedious and can lead to errors very fast. I also would like to know the exact hex positions of MegaMan's color in the Weapon Get Screen.
2. I would also like to know, how to change text in MegaMan 3. I thought the Hex-Editor would already show, what values make which letters appear at which point on the irght side, but I guess I was wrong (the misc data document isn't really helping either)...
3. How can I make it like that so MagnetMan and SparkMan switch positions in the Stage Select screen? I already made it like that, so SparkMan's Doc Robot Stage loads up the Magnet Man Stage graphics instead.
4. I also would still like to have a NSF music portation tutorial, like for dummies, because I have composed some tracks, but I'm clueless about how to actually add it. I'm mainly concerned about music, which replace an old track, but is longer then the old track. The tutorial by za909 might work, but I still need to study it a bit more.
5. I would also finally like to finish MagnetMan by making him move horzontally in the air while shooting the projectiles like NecroMan in MegaMan Oddysey does. I cannot believe that such a small thing needs code expansion or something, but then again, I'm not an ASM expert, so maybe I don't know something...
Does someone know, how I can convert FamiTracker files into NSF files? That also could be helpful...
Thanks in advance!

In other news, I also decided to do what DHI didn't and actually COMPLETE RockMan Unprecendented. However, the current MM2 editor I have (the japanese one) doesn't let me screw around with enemy graphic tables like MegaFleX does (causing game restarts in random places when re-designing the third Wily Stage), so I would like to know, if there exist a better MM2 editor out there or if there exist a way to deal with the enemy graphic tables in MM2, which does NOT include searching for hex values. Again, thanks in advance!

kuja killer
Posted on 01-25-14 07:36 PM Link | Quote | ID: 155525


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1:
http://pastebin.com/BmkY5XS0

the weapons for pause menu can be edited in megafle, but this guide above will show where the Get Weapon's are.

2:
http://www.romhacking.net/utilities/280/
try this

3:
yes, it's possible, the above guide has alot about the stage select pictures and doc robot stuff, just note: i made that guide back in 2007, which was right when i was a beginner in romhacking. so experiment a little

Chaobomr
Posted on 01-25-14 07:42 PM Link | Quote | ID: 155526


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Posted by Trinitronity
1. Like before, I would like to know the exact hex positions of MegaMan's colors. Manually searching for them by searching for the color values is tedious and can lead to errors very fast. I also would like to know the exact hex positions of MegaMan's color in the Weapon Get Screen.

There's no one location for Megaman's colors. They all seem to depend on the level. I know that manually searching for his colors is tedious, but I think he's the only one with that specific palette.
Posted by Trinitronity
2. I would also like to know, how to change text in MegaMan 3. I thought the Hex-Editor would already show, what values make which letters appear at which point on the irght side, but I guess I was wrong (the misc data document isn't really helping either)...

"Just using the hex editor" doesn't work, as I found out the hard way. You need to load a .TBL file containing the palette addresses for each letter in the hex editor. There are tutorials that show you how to do it yourself.
Posted by Trinitronity
4. I also would still like to have a NSF music portation tutorial, like for dummies, because I have composed some tracks, but I'm clueless about how to actually add it. I'm mainly concerned about music, which replace an old track, but is longer then the old track. The tutorial by za909 might work, but I still need to study it a bit more.

Something along the lines of placing them in the right addresses so your music won't overwrite what you don't want overwritten. You also have to program in some JMP codes and such so it'll play correctly
Posted by Trinitronity
5.Does someone know, how I can convert FamiTracker files into NSF files? That also could be helpful...

There should be a "save to NSF" option in the File menu.

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Trinitronity
Posted on 01-25-14 09:38 PM Link | Quote | ID: 155527


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Posted by Chaobomr

1. There's no one location for Megaman's colors. They all seem to depend on the level. I know that manually searching for his colors is tedious, but I think he's the only one with that specific palette.
2. "Just using the hex editor" doesn't work, as I found out the hard way. You need to load a .TBL file containing the palette addresses for each letter in the hex editor. There are tutorials that show you how to do it yourself.
4. Something along the lines of placing them in the right addresses so your music won't overwrite what you don't want overwritten. You also have to program in some JMP codes and such so it'll play correctly
5. There should be a "save to NSF" option in the File menu.

1. Oh boy, I guess I will just have to deal with it then...oh well.
2. TBL files? palette addresses for each letter? I'm starting to get confused. Is changing text in MegaMan 3 really that complicated?
4. Well, I heard that if you replace a music track with a longer music track, that you would then have to change the starting point references of other tracks manually, and I really don't want to screw that up. Also, how do I program JMP codes? I really hope, that it will be already enough for me, if I would knew the basics of JMP coding...
5. Okay, I found it, but now, FamiTracker is asking me, whenever the NSF should NTCS, PAL, or Dual...what option should I choose?
Posted by kuja killer

1:
http://pastebin.com/BmkY5XS0

the weapons for pause menu can be edited in megafle, but this guide above will show where the Get Weapon's are.

2:
http://www.romhacking.net/utilities/280/
try this

3:
yes, it's possible, the above guide has alot about the stage select pictures and doc robot stuff, just note: i made that guide back in 2007, which was right when i was a beginner in romhacking. so experiment a little

1. Thanks.
2. Already tried, but I cannot replace text with londer text. That gets problematic, since the name of the Top Spin replacement, for example, is longer then the name Top Spin
3. I haven't found, what I need there yet, but does it also say, how I can make it like that, so clicking the mugshot, where SparkMan originally was, makes SparkMan appear in the Boss Introduction screen and makes SparkMan's stage load instead of MagnetMan?

Chaobomr
Posted on 01-25-14 10:00 PM Link | Quote | ID: 155528


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Posted by Trinitronity
2. TBL files? palette addresses for each letter? I'm starting to get confused. Is changing text in MegaMan 3 really that complicated?
No, it really isn't that complicated. SMB3 is actually more difficult. I'm sending you a link for the Megaman 3 text table. Just copy all of that - except maybe the "invisible" and just use a lowercase r for "r.", paste it in a simple text editor and save it as .TBL file, and you have a .TBL file right there. A little word of warning, though. Do not make your text longer than what has been allotted for that text, unless you have a good grasp of pointers or something.
Posted by Trinitronity
5. Okay, I found it, but now, FamiTracker is asking me, whenever the NSF should NTCS, PAL, or Dual...what option should I choose?
NTCS, if it's a USA/Japan version, PAL if European. I don't know what Dual will do, though.

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Trinitronity
Posted on 01-25-14 10:11 PM Link | Quote | ID: 155529


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Posted by Chaobomr
Posted by Trinitronity
2. TBL files? palette addresses for each letter? I'm starting to get confused. Is changing text in MegaMan 3 really that complicated?
No, it really isn't that complicated. SMB3 is actually more difficult. I'm sending you a link for the Megaman 3 text table. Just copy all of that - except maybe the "invisible" and just use a lowercase r for "r.", paste it in a simple text editor and save it as .TBL file, and you have a .TBL file right there. A little word of warning, though. Do not make your text longer than what has been allotted for that text, unless you have a good grasp of pointers or something.
Posted by Trinitronity
5. Okay, I found it, but now, FamiTracker is asking me, whenever the NSF should NTCS, PAL, or Dual...what option should I choose?
NTCS, if it's a USA/Japan version, PAL if European. I don't know what Dual will do, though.

2. Okay, now this is, where the problem lies: the new text is longer then the old text. I'm also not sure, if I have a good grasp at pointers. I do have the pointers for most things, I just don't even dare to touch them, in the fear that I could screw up something, and oh boy, I can screw up things very easily.
5. Well, it is a MegaMan 3 ROM with Kuja Killer's improvement patch, so I guess it is NTSC?

kuja killer
Posted on 01-25-14 10:29 PM Link | Quote | ID: 155530


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yes, ntsc, that's the main common thing most games are in the world.

dont pick PAL, because pal games only run at 50 FPS, and NES sound is slightly different, and slower compared to "60 fps ntsc"
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Main - ROM Hacking - General Megaman Hacking Thread New thread | New reply

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