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Main - Posts by Gavzilla1000 |
Gavzilla1000 |
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Red Paragoomba Level: 18 Posts: 21/60 EXP: 29388 Next: 509 Since: 05-22-13 Last post: 1918 days Last view: 1843 days |
Ok, so, I figured out how to find any Color Pallet I want with the help of FCEUX's PPU viewer. (Probably like most hackers) but, can I find such things as, How much weapon energy you use, and, the Boss A.I too?
That would help very much, and (hopefully) make my hack a little bit better. Extra details; I'm hacking Megaman 5. |
Gavzilla1000 |
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Red Paragoomba Level: 18 Posts: 22/60 EXP: 29388 Next: 509 Since: 05-22-13 Last post: 1918 days Last view: 1843 days |
I replied to your post on romhacking.net about the boss palletes for stage select.
if you already got them all though, then that's great news. here's the "how much energy weapons uses" 36121 - Charge | 3729E - Gyro + Crystal 37342 - Wave | 373EA - Napalm 37486 - Stone | 374DB - Gravity 3825F - Star | 3B1F3 - Rush Coil 37398 - Arrow I just checked that post before I came to check Board 2! So, thanks kuja killer! And yes, I figured out my "own" little strategy to find out any pallet I want! Yea! Thanks for the addresses, and, may I ask, how you figured that out? I want to start learning how to figure this out, so I can stop bothering you guys with these question. (jk you know you guys would miss me! ) Also like the boss AI, when I use the Code / Data Logger, what color code an I looking for? (it all comes back to colors!) I'm guessing it would be located in the enemy bank, so I could probably look through there with the stripped iNES rom. And I laughed when you said; "how much energy weapons uses" I didn't know how to word that! |
Gavzilla1000 |
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Red Paragoomba Level: 18 Posts: 23/60 EXP: 29388 Next: 509 Since: 05-22-13 Last post: 1918 days Last view: 1843 days |
Ok, so, I was looking around PureSabe's website, wanting to download Rockman 4 MI again, and I found that he's making his own Megaman Editor! I downloaded it, and it's in Japanese. According to the website, you can edit Megaman 2 ~ 6, but he's still working on Megaman 1.
Here's the DL Link; http://www4.atpages.jp/borokobo/cgi-bin/lime32/lime.cgi?YuraYuraRock012 How it works is, from my testing, you put your desired Rockman (I tried a Japanese ROM, and it worked) 2 ~ 6 ROM, and place it in the editor's folder. Then you rename the file to "rockman" and add the number of witch game it is. So, lets say, I'm editing Rockman 3. I would rename it, "rockman3.nes" Start up the editor, and click on the first dialog box you see. Then it should send you another page with six other dialog boxes. The boxes is in English, so you shouldn't have a problem reading them, but the text that's above them, is in Japanese. Click on the game that you want to edit, and it should send you to another screen, with even more Japanese dialog boxes with text. Each box is a stage from said Megaman game. With trial and error, click on the stage you want to edit, and click on the button on the bottom right corner. It'll send you to another screen, YET AGAIN, were you can edit said stage. I'm trying to figure out what all the controls are, but, I did figure out the main controls. If you left click on the level, what ever tile you have selected will be placed. If you right click on a tile in the level, it will copy that tile. There is also a panel on the right with all the tiles in the level, neatly ordered for you to copy tiles from, or possibly edit said tiles. (I didn't test that yet) WOW! This is a LONG post! I don't speak, or read Japanese, so I can't translate it. I hope that one of you guys can! I think that this could be a very good editor! |
Gavzilla1000 |
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Red Paragoomba Level: 18 Posts: 24/60 EXP: 29388 Next: 509 Since: 05-22-13 Last post: 1918 days Last view: 1843 days |
Ok! I just made a MAJOR breakthrough with my Megaman 5 hack! I finally answered a question of mine ever since I started to make the hack. How to add custom NES Music! I figured out how to find were the music is located with FCEUX's Code / Data Logger. (Probably like everyone else.)
But here's my problem. I figured out Star Man's theme using the Code / Data Logger strategy, and found that the music is located at; 31BC2 - 31F1E And I also figured out were Shadow Man's theme was from Rockman 3 Burst Chaser using the same strategy, and found the music located at; 2E95D - 2ECAB Now, how do import it? Is there some funky thing I have to do first? When I just plainly copy and paste it in, the music sounds like crap! |
Gavzilla1000 |
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Red Paragoomba Level: 18 Posts: 25/60 EXP: 29388 Next: 509 Since: 05-22-13 Last post: 1918 days Last view: 1843 days |
EDIT: Just remembered! https://www.youtube.com/watch?v=c_YOyutmncE I like playing her in SRW b/c of her BGM! Holy Crap! Thanks you! I always wanted to hear the original, non ported, song! |
Gavzilla1000 |
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Red Paragoomba Level: 18 Posts: 26/60 EXP: 29388 Next: 509 Since: 05-22-13 Last post: 1918 days Last view: 1843 days |
Question!
How do I extract music from an NSF File? There's certain songs from some Megaman hacks that I would like to insert. |
Gavzilla1000 |
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Red Paragoomba Level: 18 Posts: 27/60 EXP: 29388 Next: 509 Since: 05-22-13 Last post: 1918 days Last view: 1843 days |
But how DO you edit the NSF File? What I would do is export the NSF as an iNES file, and use the Code / Data logger to see if I could find the music inside the iNES file. No use. I could be because I have no clue hoe to insert custom NES music, but, we'll get there when we get there. |
Gavzilla1000 |
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Red Paragoomba Level: 18 Posts: 28/60 EXP: 29388 Next: 509 Since: 05-22-13 Last post: 1918 days Last view: 1843 days |
Hello everybody! How are you guys doing? Good? Good.
Anyway, I have a question for all of you professional hackers out there. So, I am hacking Megaman 5, and I wanted to know if I could stop a pallet in the middle of its animation. What I mean is, lets say the animation has 2 frames. (Which means it would show 3 pallets) And the Animation goes like this; FF, 20, 21, 12 FF, 20, 33, 24 FF, 20, 36, 26 Can I make the pallet so that it stops after showing pallet FF, 20, 36, 26? And can I do that using MegaFLE X? Anyway, If I can't do it that's fine. I'll just have to think of something new for that particular level. |
Gavzilla1000 |
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Red Paragoomba Level: 18 Posts: 29/60 EXP: 29388 Next: 509 Since: 05-22-13 Last post: 1918 days Last view: 1843 days |
Ok, through all my time as a member of Board 2 and being active in this thread, there's one thing that bugs me.
You guys keep going on about ASM, but you never really give the details. Now, look. There may be a lot of people out there who want to make Megaman hacks like Pursebre, but frankly, chances are that won't happen. And you guys are probably tires of giving the same old speech, but stay with me. But when you post ASM related things like this for example; MusicAndSfxTable ; at 9A60 (+8010 in hex for offset) .word MUS_DrWilyDefeated ; $9AC6 ;0 Wily defeated music .word MUS_StageSelect ; $9C29 ;1 Stage select music (here it is...) .word MUS_BossSelected ; $9CBE ;2 Boss selected music .word MUS_GameOver ; $9D68 ;3 Game over music (Now, I had a pretty good example of this, but sadly, I couldn't find it... Sorry Zieldak for using your post) You get me all confused, or maybe the person your trying to help. Need be, give me a hex number so that I have something to work with. Now, I did some research, and learned that you need to reverse engineer in order to edit the ROM's ASM. Now, that's all you guys really have to say, and pretty much all confusion would be gone. NOW PLEASE! I'm not "yelling" at you because of this! Hell, I look to some of you as of Megaman hacks go. Now for a question... what type of program can I use that will allow me to reverse engineer a NES Rom? |
Gavzilla1000 |
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Red Paragoomba Level: 18 Posts: 30/60 EXP: 29388 Next: 509 Since: 05-22-13 Last post: 1918 days Last view: 1843 days |
So, thanks to tomaitheous for giving me insight for ASM, I mine as well kill two birds with one stone.
How to I edit / figure out the code for the bosses of Megaman 5? For example, changing the speed that Crystal Man goes, or making Gyro Man teleport to different platforms instead of landing on top of you. (I understand that may include adding my own custom ASM) I use the Code Data Logger to log the code when I fight the boss and I let them go through there pattern, and them stop the logging. I use Megaman 5's data crystal page to find the bank where I think the Boss's code would be. Am I doing something right? Is this what some of you guys would do if you were trying to find the boss's pattern, or something of the sort? |
Gavzilla1000 |
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Red Paragoomba Level: 18 Posts: 31/60 EXP: 29388 Next: 509 Since: 05-22-13 Last post: 1918 days Last view: 1843 days |
Don't worry KCEXE! I (hope) have your solution! It's quite simple actually.
Have you tried running it as Administrator? From the screen shot, it looks like you have Win7, same as me, and I got the same error multiple times before. Just run it as administrator once, and you should be good for the rest of Mega FLE X's days... |
Gavzilla1000 |
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Red Paragoomba Level: 18 Posts: 32/60 EXP: 29388 Next: 509 Since: 05-22-13 Last post: 1918 days Last view: 1843 days |
This is a question for you kuja killer.
When did you start hacking Megaman games, and getting into ASM? Where(!) did you learn all of this stuff? I replayed through Rockman 4MI, due to the new patch, and remembered you were mentioned in the credits, so you have to be pretty awesome in order to help Puresabe. Sorry if I sound nosy... It's not everyday for me to be able to "talk" with a "pro" Megaman hacker. I'm just curious... |
Gavzilla1000 |
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Red Paragoomba Level: 18 Posts: 33/60 EXP: 29388 Next: 509 Since: 05-22-13 Last post: 1918 days Last view: 1843 days |
kuja killer... I think that this means that you have to pick up the torch, and help all us non-ASM pros out there.
If you don't think that you are capable of making tutorials, maybe you should make a youtube video of you simply doing ASM hacking. Doesn't have to be anything special. Just record your screen or something of the sort, and add background music too it. I would like to ask this of other Megaman Hackers out there. Insectduel being another person who I would like to make tutorials for ASM. (Being that he did make that Air Meter for Megaman 4) This is just me... Tho... I'm just fine with just graphic and level editing. |
Gavzilla1000 |
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Red Paragoomba Level: 18 Posts: 34/60 EXP: 29388 Next: 509 Since: 05-22-13 Last post: 1918 days Last view: 1843 days |
Haha... I apologize to NARFra and you kuja killer if I sounded like I was trying to get you to do stuff. This is kinda the "first time" I had a "conversation" with a "pro" Megaman Hacker. Like I said, it's not everyday for me to be able to talk with a person like kuja killer, and managed to get some pretty interesting information out of it too! (I think we all can agree to this...) So I wanted to say what I wanted to say before I lose my chance to ask / say anymore.
That was going to be my last "FAQ" message for kuja killer before I went back to asking questions like, "How do I right click on a mouse?" Once again, apologize if I sounded like I was being pushy. |
Gavzilla1000 |
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Red Paragoomba Level: 18 Posts: 35/60 EXP: 29388 Next: 509 Since: 05-22-13 Last post: 1918 days Last view: 1843 days |
Don't worry people I'm not here to help!
I found tutorial online that helps you build on your ASM knowledge. The link is; http://bbitmaster.com/neshackingtutorial1.txt When you get to the end of the first document, just replace the "1" with a 2 and your off to the second document! To get to document 3, just replace 2 with 3. To get to document 4, switch 3 with 4- I THINK YOU GET THE POINT! In the first document, there's two link to dahrkdaiz's ASM tutorial. Could this be what kuja killer was talking about? We'll never know because both links don't work for me. Here's a link to the 6502 simulator that he talks about in the first document. The link to the original website is down, so I had to do some digging to find this; http://exifpro.com/utils.html After reading the first couple documents, I managed to be able to make this custom ASM code! .ORG 8000 LDA #$02 CLC ADC #$02 PHA LDA #$03 CMP #$03 BEQ branch2 branch1: LDA #$04 TAY INY PLA BRK branch2: LDA $1 CMP #$03 BNE branch1 Once you guys read through the documents, or already understand some ASM, then you know what's going on here! Just a quick note, the BRK command that's under branch1 is just there for the 6502 program, so... just ignore that... |
Gavzilla1000 |
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Red Paragoomba Level: 18 Posts: 36/60 EXP: 29388 Next: 509 Since: 05-22-13 Last post: 1918 days Last view: 1843 days |
Ok... I'm going to need some help with this small ASM "hack"
With the IRC log kuja killer linked, they talk about changing the ASM so that when Mario does in SMB1, he gains a life, instead of losing one. I thought this would be a nice exercise to do with Megaman 5. I used the Cheat Search with FCEUX, and found that the live address is $00BF. SWEET! I thought. I busted open the Debugger, and "Seek to" BF. The piece of ASM that was there was; :00BF:01 00 ORA ($00,X) @ $0002 = #$62 BOOM! I'm instantly confused. Reason being, it's not as straight forward as I thought. I know that ORA means "OR" in Memory. And I know that value $00 will be added with whatever Registry X is. "($00,X)" But what threw me off, is that $00002 = #$62 is constantly switching around. It switches to; $CDFF = #$01 $0000 = #$00 $1018 = #$00 $00FF = #$88 $F000 = #$F0 And; $0002 = #$18 I put a Break at $00BF, but that doesn't seem to help. (I should do some research on the Break option anyway.) I sorta confused, so if anybody can help, please do. |
Gavzilla1000 |
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Red Paragoomba Level: 18 Posts: 37/60 EXP: 29388 Next: 509 Since: 05-22-13 Last post: 1918 days Last view: 1843 days |
I apologize if I'm getting ahead of myself, but I decided to give a crack at custom ASM coding for Megaman 5.
What I wanted to create was ASM code that did the reverse of Insectduel's Full lives become full energy code did. A.K.A, if you collected a "Big Energy" power up with full health, it would give you an extra life. I busted open FCEUX, and found the Offset for Megaman's health. $00B0, quite close to the lives offset if I say so myself... 15 bytes off... I put a breakpoint at $00B0, and collected a "Big Energy". BOOM! The debugger appeared to the offset $AEE6. Here's the ASM; INC $B0,X @ $00B0 = #$94 ; #$94 being my life at the time. So, I busted open my 6502 simulator and started making some code. This wasn't going to be a perfect ASM hack, so I wouldn't of minded if something got messed up, but yet the ASM still worked. Here's my problem. With the ASM knowledge that I know, I created this; .ORG 0 ; There for program sake. Starts from $0000. LDA #$9C ; This is the value of Megaman health bar at its max value. STA $01 ; Stores the value #$9C in address $0001. This is just for the prgram sake, I'll change it if I put it in the ROM. LDA #$1F ; This is just to make sure that this next command works. LDA $01 ; Loads #$9C from address $0001. CMP $9C ; This is supposed to compare STA $01, to make sure of its value. BEQ $000C ; If the command worked like I thought it did, then if the value of $0001 was #$9C, then it skips this. INC $00BF ; If the value was #$9C, then it adds one to the address #$00BF, witch adds one life to Megaman. INC $B0,X ; This is for if $01 wasn't #$9C, then it'll give you your energy as normal. The thing is... CMP didn't work the way I expected. I thought that it if the value didn't match the CMP, then it would activate the Z flag, and skip the INF command. I tried finding / looking for an ASM command that will allow me to achieve this, but no luck. The ASM code that I made looks pretty good to me, but this is coming from a n00b... If anybody knows a "fix", then I would be very grateful. |
Gavzilla1000 |
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Red Paragoomba Level: 18 Posts: 38/60 EXP: 29388 Next: 509 Since: 05-22-13 Last post: 1918 days Last view: 1843 days |
Hmm... I never knew this, but apparently the underwater tiles in BubbleMan's Stage actually use multiple pallets.
Underwater green tiles: $FE10; $FE30; FE40; FE50 That's all I really found so far. I'll edit this post if I find more. |
Gavzilla1000 |
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Red Paragoomba Level: 18 Posts: 39/60 EXP: 29388 Next: 509 Since: 05-22-13 Last post: 1918 days Last view: 1843 days |
Megaman 3's stage select still uses the normal 4 pallets like any other stage. That's why there's usually 1 or 2 unique boss pallet on the stage select screen, and the rest uses the same color pallet.
You have the right pallet tho... That's still something... What you'll have to do, is dedicate one pallet for Megaman, and use the other three for the robot masters. You'll have to cram, but with careful planning, you could make it work! OR! You could simply leave the stage select screen the same, and simply edit the pallet in game. But... I would suggest option 1 tho. Good Luck! Post a screenshot of the final product! (If you go through with it of course.) |
Gavzilla1000 |
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Red Paragoomba Level: 18 Posts: 40/60 EXP: 29388 Next: 509 Since: 05-22-13 Last post: 1918 days Last view: 1843 days |
Here's a very "simple" question I have that deals with the "Boss Intro" screen. You know... when you select a boss... and they kinda do there little "intro dance." I want to find the ASM that deals with this, but how do I exactly figure that out?
I used the Trace Logger, and just logged the "Boss Intro" screen, but that didn't help. I'm trying to find this with Megaman 3, but I'm not really looking to hack any game in particular. Just wanting to know how you guys figure things out that you can't exactly look up in the Cheat Search tool. |
Main - Posts by Gavzilla1000 |
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