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BN6: Attack Sequence Hacking-5/31/2010; Customize attacks - Images Fixed*
Topic Started: Dec 22 2008, 11:28 AM (5,133 Views)
Mgamerz
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The ShoutBox King

This guide is basic walkthrough of how to edit attack sequences. It is very complex.
Megaman Battle Network Six Attack Sequence Hacking
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To change attacks at the core of their data, and edit attack sequences.
Addresses have been tested in Falzar U. Not sure about Gregar.

Requirements:
GOOD understanding of Navi Hacking
Battle Hacking
Folder Hacking
Chip Hacking may be useful
If you don't know these now you will never understand this guide!!!

Accompany Videos
Mgamerz

Okay. So we are going to be changing the end of MasterCross. There is ALOT to explain here, and you probably won't understand most of it because I still barely do. It has alot to do with Navi Hacking, and they both use the same element but they are ALOT different.

Guide Start
We are going to hack the ending of MasterCross, because currently it is the only PA I have found because the list is still being completed, and it is the only one I have been able to successfully edit. We will be editing the end of it, the Charge, Then Explosion. It is quite difficult to change attacks because of their complexity, and a lot of attack splices will not work.

So, here we go. I'll try to explain it to you best I can, but to be honest it's really hard to put this in words. So pop open memory viewer, 32 bit view. Put in the following address from my list:
080BEFE8 = Master Cross Charge Attack Area
It'll take you to a thing that looks like this. I'll highlight it and then explain what you see.
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Red Box: This is the attack data header, or as I call it, the "Start Flag". If you look at the current address of the next four bytes (the next 32 bits), you will see that this address points to the next one. Do not mess with this. It doesn't appear to do anything, but just don't mess with it. (In the picture, The address in the red box points to the address that the green box is)
Blue Box: This is a "Reference To Attack Data"(Also known as a 'Reference Address). That means what is in this box points directly to attack data. This is the lowest point on the attack execution tree before you run into code of an attack. If you need to figure out what this is, just plug it into a navi. It's affected by the Navi's level though, so try it on all of them to see how it works. In this case, 080BF001 is the charge of the MasterCross finish. We will not be editing this, so do not mess with it.
Brown Box: This is the "Throw Explosion" Reference Address. It points to the data in the ROM where the explosion from the end of MasterCross is. This is the value we are going to change, so remember these 4 bytes as we'll be coming back to them later.
Green Box: This is the "End Flag". It tells the game how to properly end the attack, put the sprites away, and continue the AI. I don't know if it really changes from attack to attack, but they all pretty much do the same thing. Don't change it or you might have an attack that never ends.
What these boxes mean is described more below the skeleton of the guide.

So your probably thinking cool! Now I can put MachGun at the end of MasterCross!
HOLD THE PHONE RIGHT THERE!
We aren't done yet. There's still a long ways to go before we are even able to test our edits.
If your special you could try to make the PA mastercross with chips, or if your normal, you could just folder hack it. Since you might not be totally familiar with it, I'll guide you through it be simple.

Folder Hacking In MasterCross
So open up another memory viewer and plop this little 4-byter into the address bar. Punny, isn't it?
Code:
 
0202a02d

Now go into your folder and go to edit, and put something crappy at the top like cannon * because your going to kill it. It should look like this. Beware, this changes with each chip, so everyone's may and most likely will be different looking.
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Blue Box:: This is the chip that you currently have. 00 is cannon. Going up by 1 (in hex) in this box will make you go up two chips in the master chip list.
Red Box:: This is the chip code. 00-1A are the codes for the lower end of the scale. Anything over 1A and less than 80 are invalid codes and will always corrupt your folder. Changing this to an 80 or above will make it a code again, starting at A. This is the high end of the scale. Once over 80, it's like the BlueBox value +1.
I'd go over folder hacking here if this was the folder hacking guide. But it isn't, so if you want to learn more about folder hacking, you may go to the guide I wrote.
I'm just going to give you the values for MasterCross. The values for it are 1A AD. That is Lower End Scale, * code with chip index of AD.
So edit the chip, and the values in the boxes should look like this:
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And it should look something like this as well:
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Now set it as your regular chip.
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Looks like your ready to go. Head into a battle. I'll be doing the spoutman battle.
Hacking MasterCross
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^Right now would be the perfect time to make a savestate^
So get the chip, and select it and go into battle. Make a state because your defiantly going to need one.
So... If we go ALL the way back up to the top of the guide to where we know that the value 080BF07B is the throw attack, we should be able to change that. For the sake of simplicity, I am going to change it to something weak and stupid, like buster shot. Don't worry, I'll do another good example that's really awesome.
The Rapid Megabuster reference address is 080BDD89. Overwrite 080BF07B with 080DD89 and then test MasterCross. If you input it wrong, your game will crash. Your Memory Viewer should now look like this.
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And if you did it right, you will get this!!!
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WOW MGAMERZ YOU JUST SHOWED US THE MOST BORING HACK EVER!!!
Your probably right. But hey, that's what I learned off of. Want something cool? Instead of 080DD89, try putting something else cool in. Like this one:080BAD77.
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It's a broken down part of ElementMan's Lighting Attack. I'm not sure where the Drill Arm's come from, but they do damage too if in range. Speaking of 'Broken Down', it's time you listen to a long and hard to understand lecture about what attacks will and will not work. Here are some values to keep you entertained for a while.
MasterCross Working Values
 

080BAD77 = Lightning 3rd column ahead, 3 Drill Arms
080B8FB7 = KillerCross Beam Down Row
080BACBD = 3 Meteors, 3 drill arms (100 damage each)

The Attack Tree
If you've ever navi hacked, you'll know that the Reference Address's that make up the AI portion under the "Walls of FF's" points to the attacks. But what does that really mean?
There is no easy way to explain this. So I'll try to use an example, and if I lose you... Well i can't make it much simpler.
Say you live in Shiyuba. And you want to mail a letter to Idaho in the United States. You put the address on it and the proper stamps, and put it in the mailbox. 8 days later, the person in Idaho gets the letter. Easy as pie, right? That is what the reference addresses used on Navi's indiciate. They point to the "Mail System", or in Battle Network Hacking, what I would call the "Battle Engine". So you use MachGun as an enemy navi attack. awesome, right? It shoots fast and the navi moves and continues to attack afterwards. But what really goes on during that attack? You summon the gun, you lock the navi in place, you make him shoot and the MachineGun targets you, and then it ends. The bottom-most level of the attack tree for Machine gun looks like this:
Code:
 
--Machine Gun--
080ECF49 = Machine Gun Appears Infinately (Sprite Overload) || Step 1
080ECF8F = Fire Machine Gun/EndFlag ||Step 2
--End Machine Gun--

A really, really good example of a level 2 attack would be roll. Level 3 is the chip, Level 2 is the sequence and Level 1 is each part of the sequence. This is her level 2 data:
Code:
 
--Roll Attack Tree Level 2--
080C0871 = Sparkles
080C0913 = Fly up and land in front of you (Could be very handy in a sequence)
080C0A4D = Roll Head Slap
080C0B77 = Fly Away (After attack)
080C0C05 = (Should be Rolls Heart to heal you, but the enemy navi cannot summon it)
080C0858 = Roll's EndFlag
--End Roll--

If you want to test it out, put the Step 2 in and you'll have normal machine gun. Put step 1 in, and it'll summon the sprite for it.

When looking at the ROM, Mega Rock found data in lists of attacks. Below these lists, each of these attacks go in order, the order of the list, with each attack broken down farther. So let's... I know. We'll take mastercross as an example.
At the top of the tree, we have the whole chip attack. Pow pow pow, smooth execution. Works fine, like it should.
Now let's take it down a notch. Let's go one level down the tree. Now each of the attacks is split up from each other. You have (Falzar Version) Drill Arm, WindRack, Sword, Sword, and other things. In the ROM, these attacks never end. Why? Because each of those attacks is a sequence. It reads in order, that's what the cluster in the first picture of the guide shows. The normal sequence for attacks go like this.
Code:
 
Start Flag
~Appear if Navi/Summon Sprite if not navi~
Action Including the summoned sprite
ExitAction/EndFlag

Now we have the neverending drillarms and swords and windracks, and their end flags all together. These are at their lowest stages. Everything, but the charge at the end. It still has the start and end flags, but it executes them all still and works fine. So lets take it down, another notch on the tree.
Now we have the start flag, the charge action, the throw explosion action, and then the end flag, which makes the extra megaman's go away and bring back the original megaman. It also I think lifts the time stop. Since the mastercross PA on the upper levels reads these in sequence on the lower levels, editing on a lower level (think of it as decompiling) will make it change, and that is what we did.

Subnote of the EndFlag

An action will not stop unless an endflag is issued unless the endflag is built into the attack, like Machgun. Which brings me to another point. There is two levels to the endflag.
There's the endflag in time freeze and the endflag in non-time freeze.
When the endflag is issued for a time freeze attack, it stops the attack. If it's not in time freeze, it says 'END' to the game, and the game thinks it's the end of the battle. Wherever the death attack data is (it's not really attack data, but I don't know what to call it. Battle Data?), when the end flag is issued I think it might check for any navi's and then issue the end flag. Maybe not, but it could be.

What attacks will work and what attacks will not

Attacks I beleive, as I don't have time right now to check, but full attacks won't work in different level's of attacks. They might work, but they won't execute properly. Using a top level machgun in the end of mastercross just crashes the game because i can't load a piece of data that long into the slot, I beleive. Transplanting level 1 attacks (and most of my list is level 1 attacks) to another level 1 attack should work. Level 2 to level 2 should also work. Level 3 to Level 3 is kind of pointless (top level).
How to find addresses [NOT COMPLETE YET]
I originally found how to do this by looking around the areas mega rock had posted in the BN6: Direct Enemy Hacking guide on Page 5.(That topic got deleted when TREZ got raided). I looked at the list and scrolled to look for another list, and found clusters of the same addresses.
I had taken mega rocks address for cannon meteor, 080BAC99, and plugged it into the memory viewer and got this:
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And yeah, that doesn't show us anything. Just a bunch of mumbo jumbo, So I scrolled up slowly.
After I went up about 20-30 lines, I found this:
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See the cluster of 08 addresses? The first one is the start flag. So I don't even try testing it. Now, if you go to navi hacking, I used protoman, you just just plug them into him.
Using Protoman SP or higher, use this address to change protoman's first attack:
080FB9C8 (its direct)
I write down everything in it, and you should include the last one too, the endflag. The block should go 080B-0810 addresses, so scroll around. I need people to help me and akiyo find me these because it's going painfully slow without your help. If you scroll up more, you should see chunks of 3 or more addresses by each other. You can do search with a memory edit/hex editor, but there are addresses that float by themselves and do not work. They need to be in a group of 3 or more to work properly. start action end.

Hopefully that helps you with the idea. You can find other attack sequences by looking logically. Sometimes it just doesn't work. Sometimes it does weird stuff. Whatever happens, have fun doing it.
©2008 Mgamerz
Edited by Mgamerz, May 31 2010, 12:23 PM.
I run a Mass Effect 3 modding site named ME3Tweaks.com that details how to mod ME3 as well as showcasing mods for the multiplayer aspect of the game. I also developed a mod manager utility as well as an online mod creation tool named ModMaker.
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Mgamerz
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The ShoutBox King

The barebones of the guide is finished. More to come soon. Post if you need stuff explained.
Have fun with what you can do so far =]
I run a Mass Effect 3 modding site named ME3Tweaks.com that details how to mod ME3 as well as showcasing mods for the multiplayer aspect of the game. I also developed a mod manager utility as well as an online mod creation tool named ModMaker.
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Agro
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YEah first comment! Awsome Mgamerz! its like creating(not really) a new chip.
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Mgamerz
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Did you understand the guide? Was it simple enough, even though the guide didn't explain much more than a basic edit? FYI, you don't need to post more (like omg look what i found!) unless it's expanded changeing, I know how to change others, I just haven't released it yet. Still gotta get Darkness to work properly, nothing seems to work on it... Maybe it's just one of those ones.
Edited by Mgamerz, Dec 22 2008, 10:24 PM.
I run a Mass Effect 3 modding site named ME3Tweaks.com that details how to mod ME3 as well as showcasing mods for the multiplayer aspect of the game. I also developed a mod manager utility as well as an online mod creation tool named ModMaker.
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timaeus222
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lolz. I did this already in my Slashman Dump Battle o.o XD

I used this technique to speed up Slashman's slash speed. And once I even reduced it from 2 slashes to one o.o but now I understand it more. lol. thanks.
Edited by timaeus222, Dec 23 2008, 12:12 AM.
~Timaeus~
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MegaRockEXE
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Nice guide. Do you have any info on making attacks? I think it would be fascinating if custom attacks could be made. Maybe some basic stats of an attack can be modified.
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timaeus222
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you should find this interesting.
http://i44.tinypic.com/2d7wth3.png

I made Darkness move the camera up o.o weird... xD I changed DB080BF8 to F5080BF8.

Also, check this out! I made him turn half invisible after doing it! :O Unfortunately he freezes until you flinch him <_< But then he is half invisible til the battle is over :D
http://i43.tinypic.com/2qxx5wg.png

And the best one, I made him bring out Rush! :P I changed DB080BF8 to DB080C34.
http://i41.tinypic.com/24xkr2x.png
~Timaeus~
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"There's so much water under the bridge that the bridge is gone." ~ DarkeSword of OC ReMix

My Technical Services || MPCR Home Page || My Best Game Mods || Music YT Channel || Gaming YT Channel || My Guides || My Challenges
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Mgamerz
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Tim, hacking this has nothing to do with speed. This has nothing to do with the properties of a navi.
Edit: Yeah, the transparency one is when the end flag isn't reached properly and it doesn't make him disappear. When he flinches it goes away though.
The camera moving has something to do with the same thing that happens when you have the dupe enemy cheat in the custom window. And I don't know what you did with Rush O_o
Edited by Mgamerz, Dec 23 2008, 08:35 AM.
I run a Mass Effect 3 modding site named ME3Tweaks.com that details how to mod ME3 as well as showcasing mods for the multiplayer aspect of the game. I also developed a mod manager utility as well as an online mod creation tool named ModMaker.
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Kris
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Awesome guide. Since I already know how to make it it isn't that hard for me to understand. If I will get some more free time and my parents won't force me to do more with them (<_<), I will still help you looking for more new working values. =)
Kris is back to spam TREZ like always :D
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Mgamerz
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Yeah, we need to split 080B-0810 into about 500 lines a piece per person cause it takes a day to do a whole section.
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beastfang
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I found some weird things for the last thing of Megaman's master cross P.A. that you put in the spot like where you put the drill arm and the busters attacks. They were some of the original codes but they had different effects.

080BA56D-buster blasts and the windrack
080C2D8D-Proto Cross!
080B91B1-Crazy Eraseman attack!
080BAD07-Freeze Row Ahead, shoot cannon(ElementMan's)
080BF889-G breath
080BA0FD-Fusion Wind rack
Edited by beastfang, Apr 30 2009, 03:41 AM.
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Mgamerz
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Protocross?
I run a Mass Effect 3 modding site named ME3Tweaks.com that details how to mod ME3 as well as showcasing mods for the multiplayer aspect of the game. I also developed a mod manager utility as well as an online mod creation tool named ModMaker.
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beastfang
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Yeah, all three's arm turns into a Proto cross' sword and the slash and it effects the panel in front of you.
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MegaRockEXE
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It's Protoman. Proto Cross's sword isn't in this game.
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Mgamerz
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Cleaned up the first post.
I run a Mass Effect 3 modding site named ME3Tweaks.com that details how to mod ME3 as well as showcasing mods for the multiplayer aspect of the game. I also developed a mod manager utility as well as an online mod creation tool named ModMaker.
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Mgamerz
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I'm splicing some attacks to see how they work in time freeze. On mastercross's end. I found magnet coils right under vdoll.
Start Flag
Summon Sprite
Execute Magnet Coil
End Flag/Continaue AI

Above it, on protoman, is some... attack. Looks like yoyo. Made him whip out his buster, which I don't normally see when he's on enemy mode. It lagged alot, and he got pushed back but nothing happened. You could use this method to find out what an attack is if it continously freezes up when you find what should be a working value you could plug into a navi and have a whole attack. If only we could find Hackushaku's data... :r
I run a Mass Effect 3 modding site named ME3Tweaks.com that details how to mod ME3 as well as showcasing mods for the multiplayer aspect of the game. I also developed a mod manager utility as well as an online mod creation tool named ModMaker.
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Shadowhunter9636
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Is the attack sequence always 20 - 30 lines up from the offset?
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brianuuu
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how to find the value of the attack is the most important thing......
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beastfang
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Yeah, I believe that finding more values for Master Cross is very important. Once we find some for them we may have a better idea of what to look for in other P.A.s.
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Christopher Shadestorm
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I have a question, what is the offset of DustMan's attack sequence for his MegaChip?
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