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

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rahzar
Posted on 05-02-16 04:28 AM Link | Quote | ID: 163069

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So I've just started Rom Hacking and have been working on Rockman 3. Specifically I'm trying to figure out how to change the title screen. I'm using FCEUX and the tools included with it.

I try identifying the tiles and then searching for those tiles hex values in sequence in the ROM but always come up empty. When I search the memory for the sequence I can find it so I assume it's being stored differently. I would love to know the location of the title screen (hex address) but also how to find it in the future. Have been stumbling around trying to locate things.

The other thing I'm trying to change is the palette on Breakman at the end when he beams in and saves MegaMan. I'm trying to find the palette info for his sprite. I'm also trying to find the palette info for the end sequence of robots where it lists Dr. Light's original robots.

Zynk
Posted on 05-02-16 07:52 AM Link | Quote | ID: 163070


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You can't normally hack the titlescreen in 3, 4 and 5 with a hex editor.

Use MEGAFLE X - http://www.romhacking.net/utilities/333/

Try looking into board2's Uploader, too.

____________________

rahzar
Posted on 05-02-16 09:25 AM Link | Quote | ID: 163071

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Posted by Zynk
You can't normally hack the titlescreen in 3, 4 and 5 with a hex editor.

Use MEGAFLE X - http://www.romhacking.net/utilities/333/

Try looking into board2's Uploader, too.


Thanks! Although I had looked at MEGAFLE X I hadn't noticed that it can change the titlescreen. I had to turn on the "Scene Screen Mode" to find it. Next I'll have to figure out how to work with the sprites on the title screen.

Trinitronity
Posted on 05-02-16 10:21 AM Link | Quote | ID: 163072


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Posted by Trinitronity

Anyway, since I'm here, I'll make an official disclaimer.

No, my hack is not cancelled. However, it is on hold because I'm working on a Sonic 1 hack right now, and Togetic is supossed to be a sequel to said Sonic 1 hack.

However, when I hacked Sonic games, I noticed something:
The editing I had to do was not through hex, but actual ASM.
Yes, that's right. Sonic 1 and 2 as well as 3 & Knuckles actually have honest-to-god disassemblies.
The good thing about that: I actually can do ASM hacking on it.
Heck, I was even able to port an badnik from Sonic 1 to Sonic 2, something that I wouldn't be able to in any MegaMan game.

So that got me thinking:
How about we just create a disassembly to whatever MegaMan games need to be hacked? That way, ASM hacking on MegaMan games can be made much more accessable since the hacker would then use actual ASM commands instead of poking around with a hex editor and hoping for the best. That would also mean that I would be able to make my hack much easier and not depend so much on other people.

I mean, that already works with the Sonic games, so why not with the MegaMan games? I want those to have lots of ASM hacks, too.

So here's my idea for how a possible MegaMan 3 disassembly could look like:
It would have 3 main ASM files. One for constants, one for macros, and one for the actual code. Maybe also divide the actual code into multiple ASM files and include them in the main ASM file.
Then, there would be multiple directories. Those would be:
*Sprites (for sprite hacking and editing sprite mappings)
*Palettes (for palette editing)
*Levels (for level layout and object placement editing)
*Sound (for music and sound editing)
*Objects (for editing an object's code)

So, guys. What do you think? And who would be up for the task of doing the disassembly? Because while I wont be able to make it alone, I could definitely help out whoever wants to make the disassembly.


Reposting it, just in case someone missed it.

TheSkipper1995
Posted on 05-24-16 07:33 PM Link | Quote | ID: 163123


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Apologies for not posting in so long. Real life stuff, not important. Anyway, I have some free time now and have been working for a while on a hack of Mega Man 3; the premise? "Mega Man 3, as it should have been in 1990." I'm using KujaKiller's Mega Man 3 improvement 2.1 as a base and am using MegaFLEX to re-balance enemy damage and enhance the level-design. Here's where my question comes into play--

Normally in Mega Man 3, in the boss rush stage, going into a teleporter to start a boss fight stops the Wily Stage 3/4 music and plays the boss music instead... My friend made the suggestion to have the Wily Stage 3/4 music continue playing through all of the boss re-fights; I thought this sounded like a great idea. Problem is I have virtually no knowledge of ASM or hex editing. Would anyone be able/willing to help me out with accomplishing this? Should I contact KujaKiller personally and ask him to help?

Any and all help is greatly appreciated!

Trinitronity
Posted on 05-25-16 09:46 AM Link | Quote | ID: 163128


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You know, this would be much easier to do if only a MegaMan 3 disassembly would exist. Or even better, a disassembly of MegaMan 3 Improvement.

Like seriously, why are so many MegaMan hackers trying to avoid disassemblies like a plague?
I can tell you from expierience that disassemblies would remove 75% of the headache one can get from hacking. Especially if the disassembly is properly documented.

Insectduel
Posted on 05-25-16 04:36 PM Link | Quote | ID: 163129


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Posted by TheSkipper1995
Apologies for not posting in so long. Real life stuff, not important. Anyway, I have some free time now and have been working for a while on a hack of Mega Man 3; the premise? "Mega Man 3, as it should have been in 1990." I'm using KujaKiller's Mega Man 3 improvement 2.1 as a base and am using MegaFLEX to re-balance enemy damage and enhance the level-design. Here's where my question comes into play--

Normally in Mega Man 3, in the boss rush stage, going into a teleporter to start a boss fight stops the Wily Stage 3/4 music and plays the boss music instead... My friend made the suggestion to have the Wily Stage 3/4 music continue playing through all of the boss re-fights; I thought this sounded like a great idea. Problem is I have virtually no knowledge of ASM or hex editing. Would anyone be able/willing to help me out with accomplishing this? Should I contact KujaKiller personally and ask him to help?

Any and all help is greatly appreciated!


Sounded like an easy task! When it comes to music I can handle it. When the boss is defeated, the music muted before the big energy capsule dropped. I can immediately just NOP the code out. Only then it continues to play! If the boss music is set from the start, it shouldn't repeat the same loop track once the muted track is disabled including entering the teleporters.

TheSkipper1995
Posted on 05-25-16 09:16 PM Link | Quote | ID: 163131


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Posted by Insectduel
Sounded like an easy task! When it comes to music I can handle it. When the boss is defeated, the music muted before the big energy capsule dropped. I can immediately just NOP the code out. Only then it continues to play! If the boss music is set from the start, it shouldn't repeat the same loop track once the muted track is disabled including entering the teleporters.


Thanks for being willing to help! Though, it's not the boss music I want to continue playing through the boss rush, it's the Wily Stage 3/4 music. Anyway...

Would I need to PM you the patch for my hack in particular or would you just be able to use your own base 2.1 Improvement ROM?

kuja killer
Posted on 05-26-16 01:30 AM Link | Quote | ID: 163133


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Wow that took a bit of work to do. it wasnt quite as easy as i thought, because some of these places to NOP out as insectduel mentioned (which is totally correct by the way) ...are shared by other places like the Doc Robot battles, im pretty sure thats the only single place that's "shared" so i took extra step to keep that untouched, and only do the teleporter wily level

--------------------------
first entering teleporter
warning this affects the doc robot battles too, so i added a fix so this ONLY happens on the teleporters in wily:

3B7FD: 20DABFEAEA
3BFEA: A522C90FF005A90C2098F860

--------------------------
defeating boss
warning this affects the doc robot battles too, so i added a fix so this ONLY happens on the teleporters in wily:

38169: A900EA

382C8: 20AF83EAEA

383BF: A522C90FF005A9F22098F860
--------------------------

leaving teleporter, returning to main room, this offset only applies to megaman 3 improvement cause the "last bank" is at 7xxxx instead of 3xxxx:

7DE48: EAEAEAEAEA

TheSkipper1995
Posted on 05-26-16 03:09 AM Link | Quote | ID: 163134


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Posted by kuja killer
Wow that took a bit of work to do. it wasnt quite as easy as i thought, because some of these places to NOP out as insectduel mentioned (which is totally correct by the way) ...are shared by other places like the Doc Robot battles, im pretty sure thats the only single place that's "shared" so i took extra step to keep that untouched, and only do the teleporter wily level

--------------------------
first entering teleporter
warning this affects the doc robot battles too, so i added a fix so this ONLY happens on the teleporters in wily:

3B7FD: 20DABFEAEA
3BFEA: A522C90FF005A90C2098F860

--------------------------
defeating boss
warning this affects the doc robot battles too, so i added a fix so this ONLY happens on the teleporters in wily:

38169: A900EA

382C8: 20AF83EAEA

383BF: A522C90FF005A9F22098F860
--------------------------

leaving teleporter, returning to main room, this offset only applies to megaman 3 improvement cause the "last bank" is at 7xxxx instead of 3xxxx:

7DE48: EAEAEAEAEA


Thanks so much, Kuja! I feel like this will not only benefit me, but also tons of other people who make Mega Man 3 hacks.

kuja killer
Posted on 05-26-16 07:49 AM (rev. 5 of 05-26-16 07:56 AM) Link | Quote | ID: 163136


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no prob, im actually more happy about the fact, that you mentioned using mm3 improve, for your hack.

Im just very glad i've finally had a successful project for the public in my life.
unlike odyssey which isn't past 4 of 8 robot master levels done.

Zynk's rollchan is the first hack im aware of which uses it, that's released and done. and i truly hope Zieldak's "megaman 3 crimson" will see the light of day too

Trinitronity
Posted on 05-26-16 12:29 PM Link | Quote | ID: 163140


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...somehow I'm getting the feeling that my idea for a MegaMan 3 disassembly gets ignored completely.
Seriously, why the hate for something that is only useful?

kuja killer
Posted on 05-26-16 05:10 PM (rev. 2 of 05-26-16 05:11 PM) Link | Quote | ID: 163141


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i havent ignored your post, i read it. i didnt have a reply for it because ... i dont really know how to do diassemblies or how to setup such a thing like that.

And honestly, i would not be interested cause i only have worked with the hex numbers all my life.

All i can offer is all the documents i wrote in 2006-2008. that's all i have, sorry.

here:
http://www.romhacking.net/documents/718/

Trinitronity
Posted on 05-26-16 09:45 PM Link | Quote | ID: 163144


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Sadly, though, hex editing can only get me so far, because hex numbers simply cannot replace actual ASM terms for me, and thus I wont be able to do such simple things such as making MagnetMan moving horizontally while shooting Magnet Missiles.
I would first have to know what hex number what ASM command of what branch is before I can even try to edit the ASM, while with disassemblies, most of that ASM "magic" will suddenly transform into the most simple of tasks.
Oh, so you want to make MagnetMan move around? Just use move.w to move a word to MagnetMan's horizontal movement address in the branch were MagnetMan shoots around, and you're good to go.
Also, if you don't know how to do disassemblies, I heard SMB3 has a good disassembly (and MM1 has a disassembly as well), so you would at least have the basic idea of the does and donts of a disassembly.
And if you still need help with disassemblies, I could try to help you as well, but be warned: I'm not an ASM expert yet.

Man, my ramblings went on much longer than they should. brb, going back to my hacking business...

kuja killer
Posted on 05-26-16 10:10 PM (rev. 2 of 05-26-16 10:12 PM) Link | Quote | ID: 163145


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nah, i said earlier, i would "not" be interested at all in trying to make any kind of diassembly thing. it doesnt intrest me in the slightest bit. The real sad thing is i guess is ....

i have everything literally memorized in my head, i know all the hex numbers to all the ASM commands and stuff --- but i usually dont ever know what the actual ASM commands are. I dont even "need" to know.

I just type like "A9 28 9D 60 03 A9 40 18 65 00 9D C0 03" ...i dont really have any idea what type of "STA" i just did with the 360 and 3C0. - But this means i just set megaman's horizontal positon to 28, and vertical position to 40 + whatever was in RAM register 00

TheSkipper1995
Posted on 05-27-16 06:20 AM Link | Quote | ID: 163146


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Hey guys, I'd like to ask for help with another aspect of my hack. Right now all I want to do is change the damage value of Doc Robot Wood Man's Leaf Shield. Anyone happen to know the address that controls this value or how I would go about finding it?

I feel like this should be a much simpler ordeal than the boss rush music change from earlier.

kuja killer
Posted on 05-27-16 11:31 AM Link | Quote | ID: 163149


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Dark Shadowman Stage

140B9 - Woodman Leaf Sheild
1404C - Woodman Leaf Sheild (when thrown towards you)
140B1 - Woodman
140B5 - Woodman Leaves (when going up into the air)
140B6 - Woodman Leaves (when falling to the ground)

140C4 - Heatmans flames
140C1 - Heatman

Zieldak
Posted on 05-27-16 01:34 PM (rev. 2 of 05-27-16 01:52 PM) Link | Quote | ID: 163150


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Posted by Trinitronity
I'm not an ASM expert yet.
Don't worry, I'm not an expert either. But if you're trying, you will eventually learn ASM.

Posted by kuja killer
i have everything literally memorized in my head, i know all the hex numbers to all the ASM commands and stuff --- but i usually dont ever know what the actual ASM commands are. I dont even "need" to know.

I just type like "A9 28 9D 60 03 A9 40 18 65 00 9D C0 03" ...i dont really have any idea what type of "STA" i just did with the 360 and 3C0. - But this means i just set megaman's horizontal positon to 28, and vertical position to 40 + whatever was in RAM register 00
My dumb tiny brain only knows JMP, JSR and NOP, but not this much. I'm happy I could even find something in the ROM now without asking for help. And I had a TON of questions back then.

Off-topic: That second hack I mentioned in my thread. It has a name now. "Mega Man Scrap Metal".

____________________










"Quality over quantity"

caesur4
Posted on 05-28-16 01:23 PM Link | Quote | ID: 163162


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Posted by Trinitronity
...somehow I'm getting the feeling that my idea for a MegaMan 3 disassembly gets ignored completely.
Seriously, why the hate for something that is only useful?


I think a full disassembly of anything would be useful. But it's a lot of work. More than a lot of people would want, and honestly, probably a lot less useful than just having a list of important hex addresses and what they're for.

If you get good with the FCEUX debugger, you can essentially disassemble the ROM yourself. It pulls everything into ASM; and you can even replace specific addresses with words (symbolic naming), so if you were patient enough, you could do exactly what you said with your magnetman example...

Just a thought.

TheSkipper1995
Posted on 05-28-16 11:45 PM Link | Quote | ID: 163167


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So, kinda cool news-- my hack is nearing completion. After that I'll probably have a few people bug test it and then I'll find some way to release it. There's just one more feature I'd like to have in the game. Apologies if I've been annoying or anything with the help I've requested, but if someone is willing to help with this one last thing, I'd very much appreciate it...

So, I'd like to have it so that if you complete a stage with less than the default amount of lives (2), then your lives get reset back to 2. In other words, if the player defeats a boss or completes a stage that has already been completed with less than 2 lives, their live count gets reset back to 2. I imagine the most effective time for this to happen would be when Mega Man teleports out of a stage.

If this sounds like it would be too difficult, impossible, or cause a bunch of problems, that's fine; it's not a super huge deal, but I feel it would be a nice little feature to add.

Thanks again for all the help thus far, everyone
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Main - ROM Hacking - General Megaman Hacking Thread New thread | New reply

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