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jagfillit
Posted on 08-24-09 08:59 PM, in Help with hacking/disassembling the NES Mega Man games Link | Quote | ID: 114058

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I've asked a few places but found nothing, hopefully you guys can help...

I've started messing around with the Mega Man games, specifically 4. I have a moderate knowledge of ASM (in general, not 6502 specifically) but am having trouble getting started with ASM-hacking the game. Whenever I try to disassemble the game via a program, it produces numerous errors, primarily due to the fact they can't read tables in the game's ASM.

Is there a program that can correctly disassemble the Mega Man games, or even better yet, a preexisting disassembly I can work with?

jagfillit
Posted on 08-25-09 03:14 AM, in Help with hacking/disassembling the NES Mega Man games Link | Quote | ID: 114069

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Posted by Insectduel
Basically, the FCE Ultra X Emulator at Zophar's Domain has lots of Debugging features, it's own hex editor, Trace Logger, Code/Data logger etc. It's much more better than those basic disassembly or corruption programs you're using..


Actually, FCE Ultra has the same issue I'm having with the other programs. It can't read tables, so it'll spit out long strings of DEX, DEY, CMP and other opcodes that make no sense in context. I'm not sure if that's a problem with all disassemblers though (if it is, I'll feel rather stupid for asking around).

In the case that it is, does anyone have any tips on figure out what's part of a table? I know illegal opcodes and nonsense routines are hints but I can't be sure what ends and starts where.

jagfillit
Posted on 08-25-09 09:19 PM, in Help with hacking/disassembling the NES Mega Man games Link | Quote | ID: 114117

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The thing about that is if a table is read as code, the whole disassembly would most likely be wrong from then on. Like if there's a line 20 A9 15, where 20 is part of a table, it would be LDA #$15, but disassembler would spit out JSR $15A9. I have no way of knowing where I can start or if it's correct.

I'd need some way of knowing what's what before even starting.

jagfillit
Posted on 09-07-09 04:47 AM, in Help with hacking/disassembling the NES Mega Man games Link | Quote | ID: 114622

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Okay, using the help I got, I was able to get most of the data I need. However, there's one thing in specific I need help with. Mega Man's jump height. I've been unable to find how this is handled.

My goal is to make a perfect (or as close to it) port of the NES Mega Man engine(s), so I'm trying to figure out the original math used behind all possible jump heights. I've recorded and looked at screenshots, but I can only get so much out of this. If anyone can help me in any way, I'd be grateful.

jagfillit
Posted on 09-08-09 08:25 PM, in Help with hacking/disassembling the NES Mega Man games Link | Quote | ID: 114706

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Thanks so much. I was able to get everything I needed from that.

jagfillit
Posted on 10-17-09 02:33 AM, in Help with hacking/disassembling the NES Mega Man games Link | Quote | ID: 117367

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Sorry to gravedig, but I've got another issue, again with jumping. I've been combing through 3 and 4, but can't figure out how the game handles jumping while underwater. I think a completely different routine is used, as gravity is never changed. Does anyone know how this works?

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