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

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Trinitronity
Posted on 10-02-15 06:44 PM Link | Quote | ID: 161312


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Yep. I did just that.

Zynk
Posted on 10-04-15 10:09 AM Link | Quote | ID: 161342


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Does anybody know how to change Megaman's landing sound? I want to change it to a higher pitch for Roll-chan.

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Zieldak
Posted on 10-04-15 12:37 PM (rev. 2 of 10-04-15 12:40 PM) Link | Quote | ID: 161343


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Posted by Zynk
Does anybody know how to change Megaman's landing sound? I want to change it to a higher pitch for Roll-chan.


It depends on the game you are currently hacking. I know MM3 (U) has something at 2C9EB and 2C9EC. The lower the values are, the higher pitch is. I don't know if changing this affects any other sounds, I did not test it at all.

Do you want to change it in all your Roll-chan games?

Zynk
Posted on 10-04-15 02:41 PM Link | Quote | ID: 161344


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Posted by Zieldak
Posted by Zynk
Does anybody know how to change Megaman's landing sound? I want to change it to a higher pitch for Roll-chan.


It depends on the game you are currently hacking. I know MM3 (U) has something at 2C9EB and 2C9EC. The lower the values are, the higher pitch is. I don't know if changing this affects any other sounds, I did not test it at all.

Do you want to change it in all your Roll-chan games?

THANKS! And definitely yeah.

I checked and its hex values are 9B11, I also checked it with the others.. it seems MM 1 and MM2 doesn't share the same hex values.



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Zieldak
Posted on 10-04-15 02:59 PM Link | Quote | ID: 161345


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Posted by Zynk
Posted by Zieldak
Posted by Zynk
Does anybody know how to change Megaman's landing sound? I want to change it to a higher pitch for Roll-chan.


It depends on the game you are currently hacking. I know MM3 (U) has something at 2C9EB and 2C9EC. The lower the values are, the higher pitch is. I don't know if changing this affects any other sounds, I did not test it at all.

Do you want to change it in all your Roll-chan games?

THANKS! And definitely yeah.

I checked and its hex values are 9B11, I also checked it with the others.. it seems MM 1 and MM2 doesn't share the same hex values.


Because the engines are not the same . What about MM4-6?

Here is the code for MM1's landing sound, I don't know the exact location.

SFX_HittingGround ;at B9B2
.(
.byt $60 ;priority. Lo=music priority, Hi=sfx priority
.byt $02 ;channel usage
- ;at B9B4
.byt SFXCMD_SetFrameWaitCount, $04
.byt SFXCMD_SetDutyCycle, $01*64
.byt SFXCMD_SetVibratoCtrl, $8B
.byt SFXCMD_SetVolumeAndEnv, $3F
.byt SFXCMD_SetVibratoBuffer, $01, $46, $82, $01
.byt SFXCMD_Exec_80 $3F
.byt SFXCMD_Loop, 1 : .word -
.byt SFXCMD_EndOfData
.)

MM2: 33C6C ... I think. I cannot find Bisqwit's MM2 Disassembly for some reason, and that page this document is located on seems to be down.

Insectduel
Posted on 10-04-15 10:46 PM Link | Quote | ID: 161350


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I'll introduce you to PureSabe's latest work! The tool or a alpha build or whatever is a weapons collabaration version of Rockman 2 called Rockman 2 Bicha. This is one of PureSabe's original work and some of them reminded me of something. In case you notice anything about the weapons please tell me. The crash weapon reminded me of the charged version of shotgun ice from the Rockman / Mega Man X series except you can't ride on it.

The IPS patch is compatable with Rockman 2 only, not Mega Man II. I actually tested it with Mega Man II and it crashes on startup and I assuming that the coding is different. That's a good reason why romhackers created their XDELTA patches to prevent people for patching into the wrong rom.

If you're using Rockman 2 Bicha as a base to create your Rockman 2 hack, PLEASE GIVE CREDIT TO PURESABE, I'm serious! Put his Japanese or English name at the title screen. If you're using Rockman 2 Bicha as a base for the Mega Man II rom, you can code yourself if you have knowledge in NES 6502 and there are SRC folders with the ASM files. Open the .ASM files with notepad. Change a few JMP, JSR's etc into an empty rom address and execute the batch file. If that didn't work or can't read ASM code, you can use 3 to 4 hex editors to compare and edit but also requires knowledge in NES 6502 for JMP, JSR's etc. I have no interests in doing a Mega Man II port, sorry! It's very easy if you already learned NES 6502 assembly.

Rockman 2 Bicha is Roll Chan compatable from Zynk and Yuifa. It also works on a few Rockman 2 hacks (or ported Mega Man II hacks) that has unedited weapon AI code.

You can download it at the link below and remember not to direct link to the downloaded file when sharing. Enjoy!
http://borokobo.web.fc2.com/

kuja killer
Posted on 10-04-15 11:49 PM Link | Quote | ID: 161351


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oh yea i tried that out friday night. pretty cool stuff.

but i was really confused with the flash man wep. the pink one that looks like a target icon attached to a long string.

I dont understand how that weapon is supposed to work cause it rarely ever seems to attack enemies. Is there some special way to use it ?

also the metal blade replacement was weird too, how you can hold onto it like the wheel wep in megaman 10, that didnt make sense to me either, didnt know if there was some certain way to use it or not...cause the first time you fire it, it does some weird stuff with megaman's animations and some bubbles appear.

MiniCompute
Posted on 10-04-15 11:49 PM Link | Quote | ID: 161352


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Posted by Insectduel


I'll introduce you to PureSabe's latest work! The tool or a alpha build or whatever is a weapons collabaration version of Rockman 2 called Rockman 2 Bicha. This is one of PureSabe's original work and some of them reminded me of something. In case you notice anything about the weapons please tell me. The crash weapon reminded me of the charged version of shotgun ice from the Rockman / Mega Man X series except you can't ride on it.

The IPS patch is compatable with Rockman 2 only, not Mega Man II. I actually tested it with Mega Man II and it crashes on startup and I assuming that the coding is different. That's a good reason why romhackers created their XDELTA patches to prevent people for patching into the wrong rom.

If you're using Rockman 2 Bicha as a base to create your Rockman 2 hack, PLEASE GIVE CREDIT TO PURESABE, I'm serious! Put his Japanese or English name at the title screen. If you're using Rockman 2 Bicha as a base for the Mega Man II rom, you can code yourself if you have knowledge in NES 6502 and there are SRC folders with the ASM files. Open the .ASM files with notepad. Change a few JMP, JSR's etc into an empty rom address and execute the batch file. If that didn't work or can't read ASM code, you can use 3 to 4 hex editors to compare and edit but also requires knowledge in NES 6502 for JMP, JSR's etc. I have no interests in doing a Mega Man II port, sorry! It's very easy if you already learned NES 6502 assembly.

Rockman 2 Bicha is Roll Chan compatable from Zynk and Yuifa. It also works on a few Rockman 2 hacks (or ported Mega Man II hacks) that has unedited weapon AI code.

You can download it at the link below and remember not to direct link to the downloaded file when sharing. Enjoy!
http://borokobo.web.fc2.com/



I hear hard man from rock man world 2 in 3:21 nice mix man.

Model FZx
Posted on 10-05-15 01:13 AM Link | Quote | ID: 161353


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Once again. Would Anybody happen to know how to hack Mega Man 5's music? Like, the offsets for each song? Thanks in advance.

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Zynk
Posted on 10-05-15 03:15 AM Link | Quote | ID: 161355


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Posted by Zieldak


Because the engines are not the same . What about MM4-6?


MM3-6 has the same hex values so its easily found.

Posted by Zieldak


Here is the code for MM1's landing sound, I don't know the exact location.

SFX_HittingGround ;at B9B2
.(
.byt $60 ;priority. Lo=music priority, Hi=sfx priority
.byt $02 ;channel usage
- ;at B9B4
.byt SFXCMD_SetFrameWaitCount, $04
.byt SFXCMD_SetDutyCycle, $01*64
.byt SFXCMD_SetVibratoCtrl, $8B
.byt SFXCMD_SetVolumeAndEnv, $3F
.byt SFXCMD_SetVibratoBuffer, $01, $46, $82, $01
.byt SFXCMD_Exec_80 $3F
.byt SFXCMD_Loop, 1 : .word -
.byt SFXCMD_EndOfData
.)

MM2: 33C6C ... I think. I cannot find Bisqwit's MM2 Disassembly for some reason, and that page this document is located on seems to be down.
I found it @0x0139c8, $018B (changing 8B will change the pitch); same with MM2 (tho its @0x033c62)!
Thanks a bunch, Zieldak! (kudos to Bisqwit for his notes, too!)

Next is the normal buster shot sound pitch...

@Insectduel: About the discharged charged shot sound, I got help from Puresabe. Not sounding like a normal buster shot anymore. Plus, I found that the Power Megaman's punch as its own sound, odd that the devs didn't used it.

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Insectduel
Posted on 10-05-15 05:51 PM Link | Quote | ID: 161363


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Posted by kuja killer
oh yea i tried that out friday night. pretty cool stuff.

but i was really confused with the flash man wep. the pink one that looks like a target icon attached to a long string.

I dont understand how that weapon is supposed to work cause it rarely ever seems to attack enemies. Is there some special way to use it ?

also the metal blade replacement was weird too, how you can hold onto it like the wheel wep in megaman 10, that didnt make sense to me either, didnt know if there was some certain way to use it or not...cause the first time you fire it, it does some weird stuff with megaman's animations and some bubbles appear.


It's very logical in physics. Think of it as the bow and arrow where the targets are supposed to hit at a certain point. If the target is bypassing the walls (Solid Tiles), it wouldn't work. I assume that PureSabe programmed the weapon very logically with the tile solidity database.

I couldn't understand the wheel Metal either and looks like some enemies had a poor hit detection. That's not even logical.

BaronHaynes
Posted on 10-16-15 09:08 PM Link | Quote | ID: 161484


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Is there any documentation for known Rockman 5 hex values? I'd like to be able to change weapon ammo costs and alter the damage table for Wily Capsule, which I don't think I can do with Mega FLE X.

There's a lot of things I've seen romhacks adjust that would be great to play with, like Super Arrow drain speed, enemy i-frames, Charge Kick slide speed etc. If the locations of those values in a hex editor is already documented somewhere, it'd be a big help! Same if there's a patch for quick weapon switching in the style used by Install Metal or Air Sliding.

kuja killer
Posted on 10-16-15 11:51 PM (rev. 2 of 10-16-15 11:52 PM) Link | Quote | ID: 161486


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http://rock5easily.sakura.ne.jp/5/index.html

this has everything you could possibly ever want and more. This has just plain tons and tons of stuff for megaman 5.

or rockman 5 rather. all japanese only though un-fortantely...

BaronHaynes
Posted on 10-17-15 02:44 AM Link | Quote | ID: 161488


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Thanks, that's something I can work with at least

I'd like to do a full MM5 hack at some point, but for the short term I've been able to find some weapon ammo values for another project.

Thanatos-Zero
Posted on 10-18-15 01:41 AM Link | Quote | ID: 161494


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Hehehe... Looks like PureSabe is also into Super Robot Wars.
The first Wily Stage has Lamia Loveless' theme from SRW Advance called Ash to Ash.
https://www.youtube.com/watch?v=d6Ci6DybkSA SRW Advance (GBA)
https://www.youtube.com/watch?v=8XzrHPMAMnQ SRW OG2 (GBA)
https://www.youtube.com/watch?v=UN00p8MNajg SRW OGs (PS2)
https://www.youtube.com/watch?v=pUHNPJbkrxI SRW A Portable (PSP) (Remake of SRW Advance)

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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?!".

kuja killer
Posted on 10-18-15 05:36 AM (rev. 2 of 10-18-15 05:36 AM) Link | Quote | ID: 161495


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https://sites.google.com/site/rockman4mi/music/sources

this page does not list super robot wars for any 4 MI song. so dont know where you got that information from..
See the site above for all the official sources

BaronHaynes
Posted on 10-22-15 03:00 AM Link | Quote | ID: 161546


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Has anyone ever gotten the "Slippery" TSA designation to work in Rockman 4 levels other than Cossack 1? You can set it to every tile, but it doesn't change anything.

Trinitronity
Posted on 10-22-15 10:04 AM Link | Quote | ID: 161552


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Posted by kuja killer
https://sites.google.com/site/rockman4mi/music/sources

this page does not list super robot wars for any 4 MI song. so dont know where you got that information from..
See the site above for all the official sources

IKA's RockMan No Constancy had Super Robot Wars music, so I guess he actually meant that.
I think he even used the same song (Ash to Ash).

Trinitronity
Posted on 10-27-15 07:46 PM Link | Quote | ID: 161619


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Sorry for the double post, but I'm still trying to figure out to find animation/frame data of game objects easily, so I can change them myself.
Right now, I need that for the Big Health Refills and Big Ammo Refills.

kuja killer
Posted on 10-27-15 07:59 PM (rev. 2 of 10-27-15 08:00 PM) Link | Quote | ID: 161620


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I really cant easily say every little possible thing you ever ask for, but all i can say ...as best as possisble is that 90% of the game's animations and frame data stuff is between 34000 to 38000 like i said before.

Use fceux's "code/data logger" tool to find them.

Open the "trace logger" window first, then put a checkmark next to "only log newly mapped code" and "only log code that accesses newly mapped data"

then un-check automatically update window while logging"
then click the "start logging" button above which will automatically open the code/data logger window, so just set that aside.

now... go to the energy's (no enemies on screen...get rid of them all if theres enemies on screen ...just energy only) ...

and search for hex logged in a blue color within the 34000 to 38000 area

click "reset log" on the code/data logger once in awhile if there's way too much stuff getting in the way.
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Main - ROM Hacking - General Megaman Hacking Thread New thread | New reply

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