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Kiokuffiib11
Posted on 08-04-09 05:43 PM, in Megaman III Pointers Link | Quote | ID: 112001


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I was looking to change the intro song to the ending. and the ending to the intro on megaman III for a rom hack, but, does anyone happen to know where I can find all of these?

Here is what I have:

3cd1c = Pointer for Needleman Music [01]
3cd1d = Pointer for Magnetman Music [02]

Values:

[00] Title Music
[01] Needleman
[02] Magnetman
[03] Gemini Man
[04] Hard Man
[05] Top Man
[06] Snake Man
[07] Spark Man
[08] Shadow Man
[09] Wily Stage 1-2
[0a] Wily Stage 3-4
[0b] Wily Stage 5-6
[0c] Boss Battle
[0d] Wily Battle
[0e] Password
[0f] Credits
[10] Stage Select
[11] Protoman's theme
[12] Protoman Music [ending]
[33] Boss Selected
[35] Weapon Get
[36] Wily's castle intro

Sou 00 would be the intro music, and 12 would be the ending, however, these values are not nearby the other ones, the other ones (The first set of bosses) are right next to one another starting at 3cd1c [value: 01]

Thank you in advance for any help you can share.

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Kiokuffiib11
Posted on 08-04-09 08:00 PM, in Megaman III Pointers Link | Quote | ID: 112015


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The only problem is, when I do that, it usually creates about 100 meg text file, that takes forever (Doesn't open and locks up the computer) to load.

I've got 3 gig of ram, it shouldn't do it, but it does.

Sou, A9 or BD is usually the first numbers before the info?

I'm not following I don't think.

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Kiokuffiib11
Posted on 08-06-09 04:18 AM, in Megaman III Pointers Link | Quote | ID: 112168


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It might be my icon he might be referring to.

Do you happen to know what the pointer to the intro song is?

I'm frustrated on this. I've been changing random ones, and I'm not sure how to read ASM too well, and when I try to log it, it doesn't log correctly.

Do you have any suggestions for me?

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Kiokuffiib11
Posted on 08-06-09 04:39 AM, in Megaman III Pointers (rev. 2 of 08-06-09 05:03 AM) Link | Quote | ID: 112180


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I'm trying to set the beginning (intro) song (When you first start the rom), to be the ending song.

I'm not trying to find where you change the notes (Although this will probably be the next step along the way), but, where the rom points to (And you can change the value with a single digit) the song.

For example:

Here are two pointers:

3cd1c = Pointer for Needleman Music [01]
3cd1d = Pointer for Magnetman Music [02]

[00] Title Music
[01] Needleman
[02] Magnetman
[03] Gemini Man
[04] Hard Man
[05] Top Man
[06] Snake Man
[07] Spark Man
[08] Shadow Man
[09] Wily Stage 1-2
[0a] Wily Stage 3-4
[0b] Wily Stage 5-6
[0c] Boss Battle
[0d] Wily Battle
[0e] Password
[0f] Credits
[10] Stage Select
[11] Protoman's theme
[12] Protoman Music [ending]
[33] Boss Selected
[35] Weapon Get
[36] Wily's castle intro

Therefore, if I change the value at 3cd1c (Pointer for Needleman Music) from 01 to 05, it will cause Top Man's music to play in Needleman's stage.

What I'm aiming to do is find the pointer for the title screen's music (Which the value will be 00). I'd also like to find the pointer for the ending (Which the value would be 12).

Thank you sou much for taking a look at this.

PS: This is the Nintendo Megaman III (NOT the gameboy one)

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Kiokuffiib11
Posted on 08-07-09 12:12 AM, in Megaman III Pointers (rev. 2 of 08-07-09 12:13 AM) Link | Quote | ID: 112430


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Well, I couldn't get the tracing part to come up to the same spot, however, when I went to 3c8f5 It WAS the right place. Thank you. I'm going to try this a few more times to see if I can't get it by your instructions too.

Thank you SOU much!

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Kiokuffiib11
Posted on 08-14-09 06:52 PM, in Megaman Knockback distance Link | Quote | ID: 113414


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Does anyone happen to know what hex I need to change to edit the knockback distance when Megaman is hit on Megaman III?

Thank you sou much for looking at this.



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Kiokuffiib11
Posted on 08-14-09 07:52 PM, in Megaman Knockback distance Link | Quote | ID: 113421


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Thank you very much.


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Kiokuffiib11
Posted on 08-16-09 04:58 AM, in Proto Man (Mega Man 3 Rom Hack) Link | Quote | ID: 113557


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I know that people have done it. I know I can just talk to you over IM, but, I thought you'd want to let others know of it too. But, yes, the megabuster power up can be done. I think I can do it if I can find it in Megaman 4-6.

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Kiokuffiib11
Posted on 08-16-09 05:03 AM, in Megaman Knockback distance (rev. 2 of 08-16-09 05:13 AM) Link | Quote | ID: 113560


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Protoman's knockback distance is double. sou, 09x2=12

09-0A=1
0a-0b=2
0b-0c=3
0c-0d=4
0d-0e=5
0e-0f=6
0f-10=7
10-11=8
11-12=9.

Therefore 12.

Edit: There's a problem. Adjusting this 0A or above makes Him blink forever, as if you put 0.

I also tried adjusting the reflex time, and that didn't help.

Any ideas?

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Kiokuffiib11
Posted on 08-19-09 02:56 AM, in Megaman Knockback distance (rev. 3 of 08-22-09 07:10 AM) Link | Quote | ID: 113777


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Good luck to you. Please keep me posted.

Edit:

Thanks goes to infidelity.

http://acmlm.kafuka.org/board/thread.php?pid=113941#113941


I experimented with that, and here is what I have.

$34352

Values:
Megaman -02
Proto man -04




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Kiokuffiib11
Posted on 08-22-09 06:54 AM, in Proto Man (Mega Man 3 Rom Hack) (rev. 2 of 08-22-09 07:12 AM) Link | Quote | ID: 113959


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Thank you VERY much.

I experimented with that, and here is what I have.

$34352

Values:
Megaman -02
Proto man -04

By the way, you change "02 = speed in between frames".

If you change: "09 = how many frames " it does nothing.

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Kiokuffiib11
Posted on 08-22-09 11:54 PM, in Not that many will be interested,,, (rev. 2 of 08-22-09 11:54 PM) Link | Quote | ID: 113982


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But, I posted up a table for Taboo the Sixth Sense on Data Crystal.

http://datacrystal.org/wiki/Taboo_the_Sixth_Sense

I for one have hacked this game, but, only graphics wise, and now that I'm much more familiar with hacking, I may come back to it after this project.

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Kiokuffiib11
Posted on 08-23-09 12:36 AM, in Not that many will be interested,,, (rev. 3 of 08-25-09 05:17 PM) Link | Quote | ID: 113984


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I'm actually surprised someone commented, and even more sou that someone actually still likes it. I thought I was the only one.

Well, with a little bit of work, I think that someone could make it alot less vague.

That's one of my only complaints about it.

That and the minor arcana were almost pictureless. (Just a symbol rather than a whole big elaborate graphic, but, I think that would almost double the rom size at least.

Edit: That rom is strange. The table,,, it only shows the state selection, but, if you hex edit it without a table (Normal Asci), it shows all the text aside from the readings.

I'm thinking they did some really complex mapping of something to make it do that.

Edit 2: I think the readings are done with a space between letters and another table yet.

I'm not sure how it works.

Anyone have any clues?

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Kiokuffiib11
Posted on 08-25-09 12:38 AM, in Help with hacking/disassembling the NES Mega Man games Link | Quote | ID: 114065


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If you're looking for a program that can SHOW the disassembly of a game, Look for "sadasm 1b". Google it up, it should be the first on the list.



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Kiokuffiib11
Posted on 08-26-09 06:11 PM, in Question Link | Quote | ID: 114143


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I've got a few questions about a ROM's strange behaviour.

Taboo - The Sixth Sense:

I've just been goofing around with it,,,,

and found a few things strange.

For one, If you look at the ROM with the table (Matching it to the rom's letter table), you get the Lucky number screen text.

If you leave it at ascii it has all the rest of the text besides the reading.

Why is that and how does it do that?

And If you run the rom, with a hex editor, and look at the PPU table, when you get to the reading, and at PPU Memory Offset: 2289-2352 the Current card's reading shows up.

If you search for it normally you can't find it.

How is it encrypted and how do I find all of the text?

I don't understand how this rom works.

It's just something I'm goofing around with in my spare time, but, does anyone have any clue to WHY it's like that?

Thank you for reading this.
I hope some people have some answers for this. Because I'm totally bumfuzzled.

Thank you in advance!

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Kiokuffiib11
Posted on 08-27-09 05:03 PM, in Super Mario 2 Values (Intro and palette) (rev. 2 of 08-27-09 05:10 PM) Link | Quote | ID: 114188


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I think you have a problem with your disassember.

I would recommend looking at it with sadasm1b .

Google it up, and you'll find it. It'll show 2 entries if you enter it as "sadasm1b".
Pick the first, acoll down half way through the page, it's there.

But, it IS 6502 code.
--------------------------------------------------------------------------------------------------
I just disassembled it and the notes (I'm guessing the disassembler puts in it) are strange.

There are Time of Day clocks, several of them, and things like voice registers as well.

I think the disassembler's notes are wrong, but, it's strange though none the less.

You might want to try your hand at disassembling with that disassembler, mayhaps you can make more sense of it.

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Kiokuffiib11
Posted on 08-28-09 04:53 PM, in Super Mario 2 Values (Intro and palette) Link | Quote | ID: 114214


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I unfortunately am trying to learn ASM.

However, if you can open it up in FCAE, and find out where the machine code begins and ends that way.

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Kiokuffiib11
Posted on 09-01-09 05:05 PM, in Proto Man (Mega Man 3 Rom Hack) (rev. 4 of 09-01-09 05:19 PM) Link | Quote | ID: 114340


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Mega Man III's knockback distance is: $34352 [02 is default]
Mega Man IV's knockback distance is: $1A727 [02 is default]

02 is Mega Man's Knockback Distance
04 is Proto Man's Knockback Distance.

Although, I've changed it in the rom already.

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Kiokuffiib11
Posted on 09-10-09 04:43 AM, in Megaman Odyssey Project Link | Quote | ID: 114814


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Might I throw some info in?

The Mega Man IV data is the same, just in different locations.

If you see something you want to change in Mega Man III that you see in IV, look at the code in IV (The hex code (EG: 01 02 00 ff)) and then search for the same values in Mega Man III.

Hope that helps.

I'm sorry if that's a little unclear, but, you should be able to get the gist of what I mean I believe.

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Kiokuffiib11
Posted on 09-11-09 04:34 AM, in Megaman Odyssey Project (rev. 2 of 09-11-09 05:11 AM) Link | Quote | ID: 114874


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One problem with that (Which I'm sure you're well aware), the music format in Mega Man I and II is TOTALLY different than III on.

III on uses the normal Capcom music format, I and II use a different format, II uses the same format as I, but, is more advanced.

II is well documented though.

I'm sure with some time and patience you could convert it over.

BTW: I had NO clue that a GG mega Man existed.

It looks like Mega Man IV.

Which is strange because it skips 1-3 all together.

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