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

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kuja killer
Posted on 12-23-19 04:12 AM Link | Quote | ID: 167200


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it means you put those 2 bytes together to get where the location is for whatever enemy. I dont have a clue what ID refer's to what enemy or object since i dont romhack with mm2. Only mm3.

Like for example 80 94, means 9480 = 39490 hex start, 20 95 = 9520 = 39530 hex for this enemy AI, .. B0 A0 = A0B0 = 3A0C0 hex for that enemy AI... etc etc.

Kuumba
Posted on 12-23-19 07:23 AM Link | Quote | ID: 167201

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ohhhh ok I think I get . but um yeah thanks again for the info

Kuumba
Posted on 12-30-19 07:27 AM Link | Quote | ID: 167205

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also does anyone have document on how to spawn the Flenders in wood , the lasers , and the crash platforms in other stages . I cant seem to find any info on them aside from a very limited document on the quick lasers from Data Crystal .

TheSkipper1995
Posted on 01-24-20 07:51 AM Link | Quote | ID: 167228


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Does anyone have any good documentation on MM5? Address locations for object parameters like speed, wait time between attacking, etc? I've looked at Rock5Easily's documentation as well as the MetHy's document but those only got me so far.

I'm also looking to find a way to make some of the stage elements less hard-coded. In particular, the bubbles in Wave Man's stage which are coded to only work on specific screen numbers; and the wave bike section, which has hard-coded screens for where the auto-scrolling occurs which makes it impossible to have more than one wave bike segment.

fabiansummers
Posted on 03-18-20 03:49 PM Link | Quote | ID: 167262


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Can I ask a question about data? I've gotten Himajin Jichiku's incredibly thorough documentation on hacking Rockman 2, and I can read the Japanese, but I don't know what the numbers mean. For example, his document says that data on the Goblin enemy's horns is at "98," while data about the light flickering on and off is at 96-97. What might this mean, if he's talking about sprite data? I'm still so new to hacking that I don't really know how to read the numbers.

My thanks for any help you might provide.

Kuumba
Posted on 03-20-20 02:45 AM Link | Quote | ID: 167263

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witch document of his are you refering to ? he has a lot of documents on his website

fabiansummers
Posted on 03-20-20 09:43 PM Link | Quote | ID: 167264


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It's the one that supposedly has the sprite dara. I just don't know how to interpret the numbers in it.

Kuumba
Posted on 03-23-20 04:40 AM Link | Quote | ID: 167266

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oooo , I thinkhe might be referring to the image numbers or something , but yeah it's not very clear but I think there's a sprite viewer on his website and Misty the creator of Rockman Deus Ex machina has some sprite related info on his website (archive) . So I would just recommend looking at that

Ness
Posted on 04-10-20 05:50 PM (rev. 4 of 04-10-20 07:36 PM) Link | Quote | ID: 167289


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I need help with MM4's sound system, please.

I can't seem to make sense out of the Sound Effect Address Table.

With help from documentation, I found the Address Table starting at 3C010+A43

Then, by substracting 8000 and adding the Sound Bank offset, you're supposed to get the ROM address of sounds, but I can't make it match. Yet, this system worked flawlessly when I edited sounds in MM5.

Example:
- Charge shot charging looping sound, is sound id 27.
- In the table starting at 3CA53, that leads me 3CAA1-3CAA2 which reads CF 2B
- That CF 2B seems to be correct as changing it to another sound address like CE 48 does indeed change the charge shot looping sound into another sound

However, if I do the math to get the ROM address out of CF2B, no matter what I do it never matches the address of the Charge Shot looping sound which I had previously found manually, which is at 3CD09. That 3CD09 seems to be correct as editing the bytes starting from there will indeed edit the charge shot sound.

Feels like I'm missing a tool to translate CF2B to a Rom address and that it doesn't work like in MM5 andd like the documentation says, does anyone know? or is it something else that I got wrong?

Thank you

Edit: Okay the documentation actually had the solution. The charge shot sound def is at 3AF3B and not 3CD09 and the conversion from C2FB to 3AF3B is quite simple (3A010 + 2FB); I wish I knew why modifying 3CD09 modified the sound of the charge shot then, I'm still running blind regarding MM4.


____________________
Mega Man 5 - Protoman Edition
https://www.romhacking.net/hacks/3638/

Ness
Posted on 04-17-20 06:56 PM (rev. 2 of 04-17-20 06:56 PM) Link | Quote | ID: 167300


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Okay, here is what the previous post was about, small hacks that make the charge shot charging sound fade out instead of looping forever for MM4, 5 and 6:

http://www.romhacking.net/hacks/5072/
http://www.romhacking.net/hacks/5066/
http://www.romhacking.net/hacks/5067/

The MM5 one was initially a small part of my previous hacks but since I decided to give the charge shot sound the same treatment for 4 and 6, I thought I'd release a standalone version of the 5 one as well. The point is, the MM5 and 6 ones should be compatible with the vast majority of hacks out there. The MM4 one probably less but should still be compatible with quite a lot of hacks.

Fun facts:
- MM6's sound system seems to identical to the one in MM5, down to the sound instruments. It looks like sound definitions can be copy pasted pretty much as is from one game to the next and will sound the same. I doubt the same can be said for musics but I haven't checked.
- The looping of the sound in MM4 is actually handled by code. I wonder if they did that due to all the sounds that can cancel it?

____________________
Mega Man 5 - Protoman Edition
https://www.romhacking.net/hacks/3638/

EggplantPimp
Posted on 05-20-20 06:55 PM Link | Quote | ID: 167365


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I'm having hard time with Mega FLE X, when I want to open Mega Man IV, the editor won't open it, is there something I need to get?

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- Nikki

Kuumba
Posted on 05-21-20 09:18 PM Link | Quote | ID: 167366

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Eggplant is Mega File X and your rom on the same drive ? that was a issue that I ran into when I first started messing around with it

EggplantPimp
Posted on 05-23-20 05:52 PM Link | Quote | ID: 167367


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I'll have to try it again after I'm done with my house chores.

____________________
- Nikki

Insectduel
Posted on 05-29-20 06:41 PM Link | Quote | ID: 167371


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For people that has problems with MegaFLE X, do you put certain .dll files the same folder as the editor or system file? Try run as administrator by right clicking on it. I got trouble at first.

Synthetekh
Posted on 06-13-20 11:24 PM Link | Quote | ID: 167372


Ninji
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Don't know if you still need this, but here's the solution I found to run MegaFLE X.

I have to register the dll files. Putting them in the same folder as the exe or system32 didn't work.

When you register them with the OS they can be in any folder, but will only work in that registered location unless you re-register them elsewhere.

---

1. Run cmd.exe as Administrator
2. In Cmd Prompt move to the Directory where COMCT232.OCX is located

3. At the command prompt Enter: "RegSvr32 COMCT232.OCX"

4. Repeat Steps 2 & 3 for 'comctl32.ocx' (MSVBVM60.DLL also comes with MegaFLE X but doesn't seem needed).

rcpd2236
Posted on 10-21-20 12:32 PM Link | Quote | ID: 167423

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Hi everyone, first post here.

To cut a long story short, I've been trying to (slowly) hack away at Mega Man 1. When I mean slowly I mean I'm at the conceptual and planning stages, and minor hacks to test enemy placement, pacing and tilesets.

And I got to *that* stage...

I was looking at Gutsman's stage, particularly the lifts and at the annotated disassembly. I know the values for the three lifts; however I'm having a problem trying to figure out how the game determines the lift "breaks" (when the platform goes down and back up again). I know I can edit the LiftIndex byte and make, say, the 2nd lift behave like the 1st one but while it doesn't "break" like the first it's placed at the same X coordinates.

Any help? Thank in advance!

Insectduel
Posted on 11-12-20 11:47 PM (rev. 3 of 11-13-20 09:17 AM) Link | Quote | ID: 167444


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In Mega Man 3, are there any unused sprite ID's for the X and Y positions? I feel that every one of them is used so any sprite edited from the X and Y positions will mess some of the sprites up. Let's say you use Capcom Sprite Assembler for Mega Man 3 and you are on the $36000 bank, you edit F0 thinking that it's unused in the entry but in the actual game you corrupt one of Doc Robot's sprite which is at the $2A000 bank. The X and Y positions is located around x33010.

I am in the final progress of my upcoming hack and it's the hardest part of hacking Mega Man games.

kuja killer
Posted on 11-13-20 11:51 PM (rev. 2 of 11-13-20 11:53 PM) Link | Quote | ID: 167445


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this is based on megaman 3 improvement 2.0 (and above)
---------------------------
This area is mostly used by bosses and mid-bosses
293B0-29DFF - free unused data where you place your X/Y tile data at

29EC2-F0F (low byte of pointer) / 29FC2-2A00F (high byte of pointer)
---------------------------
33960-33DFF - free unused data for X/Y tile data

there's really not anything unused here unfortantely. There's a few spots like 33EAE-33EB3 --- FAE/FB3 but that's it.
---------------------------

I'd recommend using the pointers from the 28000-29FFF area mentioned first above.

I dont really remember exactly how it works though, about how to use the 28xxx area cause it's really stupid that you need both "left" and "right" copies for the x/y's -- mm4 and 5 only used 1 set which was alot easier.

Insectduel
Posted on 11-15-20 11:54 PM Link | Quote | ID: 167446


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Ah cool! I never knew other unused areas other than 33960-33DFF which I actually use for the X/Y data which is used pacifically for Break Man since I want to remodel the sprite and not overwrite Proto Man which uses the same sprite ID for X/Y. Yeah that kinda surprised me when I did it the first time only to find out that you need to edit both left and right sprites for each sprite ID.

Based on my hack, I have to play and scan the entire game using a debugging tool emulator to see if there are unused sprite ID's for X/Y data. Turns out there are few unused ID's I can use other than the bosses that won't be used in the game like Gamma, Snake Boss, Kamegoro Maker and Giant Mets just enough to insert the X/Y data in freely. Replayed the game with the new Break Man modded sprite and there are no mess up sprites in all of the levels.

I am going to remodel every robot master from scratch. From Doc Robots which came first to the Robot Masters using both Tile ID and X/Y data. However, editing sprite collisions such as bumping into walls or hitting the floor requires to edit their AI data based on a specific RAM code may take some time.

BenoitRen
Posted on 12-13-20 10:20 PM (rev. 2 of 12-13-20 10:21 PM) Link | Quote | ID: 167455

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This question isn't about hacking a Mega Man game, but it's closely related.

Thanks to the existing disassembly of the first Mega Man game, I've figured out how the physics work. To reverse engineer the other games, I've used FCEUX to do my own research. However, that means that for Mega Man 3 onwards, I've only able to make educated guesses.

For the first Mega Man, the logic is as follows:

-If Mega Man is in an uncontrollable state (transforming, throwing, hit), it checks which of those states it is in, and reacts accordingly. After that, joypad input is cleared, and it executes Not_Climbing.
-If Mega Man is climbing a ladder, go to LadderHandler.
-Check if there's a ladder touching Mega Man. If there is, react accordingly, and, save for a special case, go to LadderHandler.
-Now that it's determined that Mega Man isn't climbing, execute Not_Climbing. This means checking if he's about to run, if he's running, etc. Note that LadderHandler leads back here, as well.
-Handle horizontal movement.
-Refresh the CurrentTileState value, which is used in determining if a ladder is nearby.
-If Mega Man is climbing, and no ladders are near, make him fall.
-Check if Mega Man is exiting the screen.
-Handle vertical movement.
-Check if A is pressed, and make Mega Man jump if possible.

Somewhere in the middle it's checked if Mega Man is shooting, but I don't remember where exactly.

What does Mega Man 3's logic look like? I'm especially interested in how it handles ladders, because it seems to have new special rules for them. In particular, the game helps Mega Man on a ladder if he hits his head next to a ladder that is enclosed by solid blocks.
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Main - ROM Hacking - General Megaman Hacking Thread New thread | New reply

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