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BN6: Importing map data; BN5 -> BN6
Topic Started: Jan 19 2009, 05:49 PM (1,898 Views)
MegaRockEXE
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That should be what the final result looks like. Basically, this is importing the visual map data from one source to another. In this guide, I'll explain how you can take a map from BN5 and copy it into BN6, and probably even vice-versa. Of course, for this guide, you will need both BN games. Specifically BN5:Colonel and BN6: Faltzer, because that's the only way it will work.

When you have both games open, you're ready to go. Select BN5.
Let's start by picking the map to copy. I'll choose Lan's Room.
Posted Image
Now to begin copying, the offset must be found. You can see that at this offset, so put it in the memory viewer, 32-bit.
Code:
 
0200C8E4

Just to explain, the above offset will always show the offset where the map data tiles are stored. This is a close start, but will prove to be useless for Net maps.

It is revealed that these tiles are at 084CDB30 Given that offset, now go to the maps list.
Code:
 
08033220

This list has all the data for maps in the game. They are arranged in this order: Tiles, Palette, Assembly. Of course, the first map is always ACDC Town. The first 3 offsets in that portion of memory should change the tiles used for ACDC Town. Then the palette it will be using, then the way the tiles are arranged to make it look like a map. But anyways, now that you know 084CDB30 is Lan's Room, look for it.
It's on the second row, third set. These are our key offsets:
Code:
 
084CDB30 084D0260 084D0404

Now click the "Save" button. For address, put 084CDB30. To get the size there is an accurate way to do this. You'll need your Windows Calculator to convert hex values. Open it, and use it to solve the math.

First, get the offset at the end of the triplet pair. In this example, you'll need 084D09A0. Then get the starting offset, 084CDB30. Do the following math: 84D09A0 - 84CDB30
Answer is 2E70. Convert that to decimal and you get 11888. Round up and use that as size. Use 12000. Let me note, however, that this might not work all the time, especially for net maps.

Save it and minimize BN5 for now. (we'll get back to it)
Now here are the equivalent offsets we used before, but for BN6. (remember they're the same game engine)

Code:
 
Find map offset
0200BE84

Maps list
08032A20


Since we are importing to BN6, just use the maps list. Just as before, it starts at ACDC Town. For this example, we'll use ACDC Town anyways. In the memory viewer, click "Load" and select the file you saved before. When it asks for address, put in 081CE000. Why there? Because that's where the incomplete BN5 Megaman sheet is at and is not being used. (nor will it ever) Don't overwrite the map you're on or you might overwrite parts of other maps and that is troublesome.

Now at the maps list, change the offset of the tiles used for ACDC Town. Overwrite 084FAFCC to 081CE000. So the tiles are in, but everything else is still wrong. To get the other 2 offsets we need to use more math. Back in BN5, we need the important offsets again.

Code:
 
084CDB30 084D0260 084D0404


In BN6, we need to find the second offset and to find that, use Calculator to subtract 84D0260 from [/b]084CDB30[/b]. Answer should be 2730. Now back in BN6, take the offset used first, 081CE000, and add it to the answer. Just push + in calculator and follow it with 81CE000. Answer should be 81D0730. So back in BN6, put 081D0730 in the for palette. Just one more left.
Same procedure. Now take 84D0404 and subtract 84D0260 from it. Answer is 104. Add the answer to the last answer, 81D0730, and you get 81D08D4. Put 081D08D4 for Assembly and that's it.

In BN6, just enter a menu and exit and viola!
Posted Image
The map is successfully imported! Everything looks alright, but here are some restrictions. First of all, this is just the visual map. Obviously the actions don't import and even some map-specific sprites you would have never noticed. Everything also plays flat because there is no sense of layers. The onyl way to fix this would be to load the map actions, but that is to pointer-picky and would require tedious effort to work properly. For now, this is it. It looks great!


Also, a side note. I already tried importing the Immortal Area into the US BN6, but it doesn't work. No cutscene comes up. However, I managed to pull the map actions and sprite assortment of Graveyard 1. To my surprise, the tombstones are intact, but it appears the text is stored elsewhere.
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Agro
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Thank you very much Megarock!!!
This'll help me in my mini-series, The Last Operation!
Wait also, will this work through BN4 too?
Edited by Agro, Jan 19 2009, 07:12 PM.
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Mgamerz
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You seriously need some memory viewer pictures because that makes little to no sense without pictures.
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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MegaRockEXE
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Really? Fine, let me get some.
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Agro
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Yeah i guess so too. It's to make people understand a bit more
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MegaRockEXE
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Here is a picture of the map list from BN6.
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Red is tiles
Green is palette
Blue is assembly
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Agro
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Thanks Megarock

dat helped a bunch
Edited by Agro, Jan 19 2009, 10:02 PM.
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Mgamerz
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So does this replace the room's like... boundaries? The 'walls' in the walk trhough walls cheat? OR is it just the tiles?
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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MegaRockEXE
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Walls has its own section. I do know where they are, but I am not sure about its importing. I'll have to check, but that's more work (as this is already complicated).
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Mgamerz
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So shouldn't this be Tile Importing instead of Map?
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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Hey Mgamerz, I'm not as smart as you though, but my guess is it's map importing. I think there is way to less data to do so.

I made a small guide on how to tile edit, not import!

It's in Hacking Help(I accidentally posted it there)

It's called BN6: Something-I forgot
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MegaRockEXE
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Lightning Mgamerz
Jan 21 2009, 06:27 AM
So shouldn't this be Tile Importing instead of Map?
Anyone can get tiles, but assembling them is another thing. If you insist on the walls thing, I'll make another small guide.
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Mgamerz
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Well the tiles don't really do anything by themselves...
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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Mgamerz, I Redid my whole entire guide from MPCR. I made a better version there so i just Copy and Pasted.
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Megaboy08
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This is Awesome, Thanks for Guide.
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Agro
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Thanks to your map offsets over here:
http://s6.zetaboards.com/The_Rockman_EXE_Zone/topic/8539688/1/#new

You have the overwrited data written right there!
All you need to do is save the map from BN5 and import
it into BN6.
What a piece of cake.
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neozan7
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that would explain the TNC scilab.
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Christopher Shadestorm
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Can you just put the offsets here for us?
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