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BN6 Direct Enemy changing Guide!; A rewrite by me because it was deleted.
Topic Started: May 21 2009, 10:45 PM (13,687 Views)
timaeus222
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The Tech Guy
In this guide, you will learn how to edit navi's HP's, attack power of certain attacks, and navi attacks. Note that this guide is for Cybeast Falzar only.

Posted Image

By sprite mod, it means you can change the first byte to anything else to change their used sprite sheet to another character's. It goes in the order of mystery data modding. For example, 0B08 is Protoman. 0100 is HeatBeast. 0C00 is Falzar Beast Out. etc.

The HP mod is self-explanatory. You simply change the value to anything between 0000 and 0FFF. 0000 is 0 HP. 0FFF is 4095 HP. The first digit(half a byte) should be the element of the navi, but it doesn't work how you might expect it to(A being elementless and 0 being fire, etc. however it isn't like that).

The mod for "certain attacks" applies to moves that are a part of a time-freeze attack. For example, the Darkness PA has a black Megaman using Dark Sword. That attack is available at 080BFAD9. When you let an enemy use that move, it only does 10 damage. In the MasterCross PA, the final explosion only does 10 damage. That's because 000A is 10 in hex. Change that to anything between 000A and 0FFF. 0 is the element of the attack. FFF is 4095, so the max is 4095 damage.


Ablon08 (In-Depth)
 

Posted Image

Red - This box tells us the enemies base sprite. For single layered bosses (see the sprite modding guide for details on this, ProtoMan is a single layered boss), this is the only value we need to deal with.
Now, this system works according to the old MD sprite modding...I honestly can't do any of that, so lets take it simpler. editing this is easy, using the Sprite List Map that keeps popping up in my guides.

Changing the 0B08 value that is Protoman to a hex value on the sprite list map changes the enemy sprite to that one.

To demo this
"1308 - Bass (W/O Cape)"
Change 0B08 to 1308, and then fight Protoman. He will appear as Bass (W/O Cape).

Orange - Okay, now this box deals with the element of the navi. Credit to Brianuuu for these findings.
Now, this box defines the "Element Group"
We will come back to this in a minute, let us take a peek at Yellow, first digit.
Firstly, each yellow box relates to a version of the navi. The first is for V1, the second EX, third SP...etc
We are dealing with the first digit for the moment, now this also relates to the navi's element.
Now, back to Orange.

Protoman is Element Group 0100
Element group 0100 can have many elements
By changing the first digit of the Yellow box, you can alter the navis element.

Element Group X100


Yellow - Okay, now we have looked into the first digits of the yellow boxes, so now let us look into the rest. The values here are very simply, the Hexadecimal values of the navi's HP.
Remembering that the first box os for V1, the second for EX...etc, you can edit the HP of the navi for each of his versions by changing the value to that of hex value of the HP you want him to have.
Now, the maximum you can do it FFF, or 4095 HP.
Nothing else to this box, so let us move on.

Green - Okay, this is our second last box, so let's get this over with.
Like the yellow boxes, the green boxes relate to the versions of the navi. This time, we are editing his attributes, like superarmour and airshoes. One again credit to brianuuu for these.
The first 2 digits of the box are values that relate to the enemies attributes. changing the 00 to another value will have the following effects:

Ability Values


As for the second 2 digits, we can see that 00 is the value for version 1, 01 is for EX, 02 is for SP...etc. I have not played around with these values, so when I update the guide, expect some notes on these.

Blue - This box is a little strange, and in the next part of the guide, I will elaborate further, but some attacks will do 10 damage, regardless of the damage you set them as. This box, default at 000A, will let you edit the damage of these attacks. Once again, the boxes elate to versions.


Here are the offsets for all the navis and viruses(refound by me, but originally found by Mgamerz):

Mgamerz's Offset List Findings{Which I refound}
 


~Navis~

080F2A28 - Heatman
080F2B49 - Heatman's AI
080F2ED5 - Heatman's Move
080F2FBB - Heat Wave
080F3125 - Heat Press
080F3429 - Flamethrower

080F38E0 - Elecman
080F3A05 - Elecman's AI
080F3D25 - Elecman's Move
080F3E2B - DollThunder
080F3EC7 - Conductors
080F40D9 - ElecSword
080F4299 - Random Lightning Strike

080F47A8 - Slashman
080F48C9 - Slashman's AI
080F4C25 - Slashman's Move
080F4D1F - Double Slash
080F4FFF - Spinning Slash
080F5281 - Kunais

080F580C - Killerman
080F5929 - Killerman's AI
080F5B85 - Killerman's Move
080F5C67 - Death Scythe
080F5DD3 - KillerEye Beam

080F6368 - Chargeman
080F648D - Chargeman's AI
080F6725 - Chargeman's Move
080F68C5 - Chargeman's Rapid Charging
080F6BEB - Chargeman's Leaving the field
080F6DE5 - Chargeman's Volcano Eruption
080F66ED - Chargeman's Cargo

080F7550 - Aquaman
080F7671 - Aquaman's AI
080F79F1 - Aquaman's Move
080F7AD3 - Bubble Shot
080F7C5F - Aqua Hose
080F7EA7 - Sprinkler

080F8308 - Tomahawkman
080F8429 - Tomahawkman's AI
080F870D - Tomahawkman's Move
080F87FF - Axe Throw
080F8997 - Tomahawk Axe
080F8B45 - Eagle Tomahawk

080F8EC0 - Tenguman
080F8FE1 - Tenguman's AI
080F92D1 - Tenguman's Move
080F93C3 - Tengu Nose
080F953D - Tengu Tornado
080F96C3 - Tengu Dash

080F9C54 - Groundman
080F9D75 - Groundman's AI
080FA0B1 - Groundman's Move
080FA1AF - Drill Beneath
080FA41F - Triple Drill
080FA6D5 - Rock Crusher

080FACB0 - Dustman
080FADD1 - Dustman's AI
080FB115 - Dustman's Move
080FB207 - Dust Break
080FB3F9 - Panel Shot
080FB5B9 - Inhale + Crush

080FB8B4 - Protoman
080FB9DD - Protoman's AI
080FC075 - Protoman's Move
080FC153 - Hero Sword
080FC303 - Shield + Slash
080FC5FB - Step Sword
080FC7E7 - Cross-Slash
080FC9C9 - Blade Dance

-

080FD018 - Blastman
080FD139 - Blastman's AI
080FD4C9 - Blastman's Move
080FD5AF - Row Bomb
080FD719 - Tornado
080FD8D5 - Fire Balls

080FDCC4 - Diveman
080FDDE5 - Diveman's AI
080FE0D5 - Diveman's Move
080FE21F - Emerge
080FE331 - Dive Bomb
080FE453 - Dive Wave

080FE7A4 - Circusman
080FE8C5 - Circusman's AI
080FEC91 - Circusman's Move
080FEE15 - Happy Clap
080FF043 - Circus Lions
080FF249 - Tent Attack

080FF7C4 - Judgeman
080FF8E5 - Judgeman's AI
080FFB89 - Judgeman's Move
080FFC83 - Electric Whip
080FFE27 - Biting Books
080FFF09 - Judgement Manual

081001BC - Elementman
081002E9 - Elementman's AI
0810075D - Elementman's Move
0810084F - Color Change
08100945 - Meteors
08100A2D - Freeze
08100C1D - Wood Tower
08100DD7 - Lightning Strike
08100E9D - Transition Tornado

0810123C - Colonel
08101361 - Colonel's AI
081030A1 - Colonel's Move
08103177 - Screen Divide
081032F5 - Missiles
08103477 - Soldiers
0810359F - Aspire Break

08101854 - Bass
08101A69 - Bass's AI
08102291 - Bass's Move
081023A1 - Shooting Buster
081024AB - Hell's Rolling
08102563 - V1: Tank Cannon, EX: DarkSword, SP: FireBurner.
08102963 - Cybeast Power(1st/2nd attack slot = ElecBreath; 3rd attack slot = Falzar/Gregar Breath no matter what version. 2963 = Only BX has. Works normally.)

Ablon08
 
08103B88 - Gregar
08103CB1 - Gregar's AI
08104189 - Gregar's Move / Jump+Rocks
0810430F - Fire Breath
0810452B - Electric Shock
0810478D - Claw Swipe+Head Smash
08104AA3 - Tail Rain
08104BEB - Dash+Rock Rain


08105390 - Falzar
081054B9 - Falzar's AI
08105971 - Falzar's Move
08105A97 - Feather Storm
08105C97 - Falzar Twister
08105E61 - Fire Birds
08105FE7 - Random Claws
081061D7 - Spinning Tornado

081067FC - GBeast
08106925 - GBeast's AI
08106DED - GBeast's Move
08106ECF - Fire Sword
081070A9 - Thunder
08107185 - Beast Slash
081073F7 - Paralyze Slash + Gregar Buster
08107751 - Heat Breath

08107B24 - FBeast
08107C4D - FBeast's AI
0810821D - FBeast's Move
081082FF - Aqua Needle
081083C7 - Boomerang
081084C1 - Beast Slash
0810874B - Paralyze Slash + Feather Buster
08108ABD - Falzar Twister

~Viruses~

08109BD0 - Mettaur
0810A2C0 - Piranha
0810A840 - Heady
0810AE44 - Swordy
0810B78C - KillerEye
0810BECC - Quaker
0810C35C - Catack
0810C8CC - Champy
0810D008 - WindBox
0810D16C - Trumpy
0810D6F8 - OldStove
0810DD10 - HauntedCandle
0810E3E8 - Kettle
0810EC80 - Puffy
0810F200 - StarFish
0810F4E4 - EarthDragon
08110290 - ScareCrow
08110628 - PulseBulb
08111130 - BigHat
0811190C - BombCorn
08111FF8 - Shrubby
081126DC - HoneyBomber
08112B94 - Gunner
0811323C - FighterPlane
08113754 - DarkMech
081143C8 - SnakeArm
081150AC - Armadillo
08115704 - Cragger
08115BEC - Nightmare


Posted Image

This image shows the area that you can modify attacks. The first and second chunks are the AI. The third and fourth chunks are the offset that make the navi move. Use the offset list above to find out which values are which attack. Every two chunks is each attack/move. So the moves in the offset list above, for example, if it was C153, then it would really be C153 080F because it is in the 080F category, and it is in the section of Protoman's offset, 080FB8B4.

Here are the other moves that MegaRock found and I found (separately):

Timaeus's Findings
 

Plus 59BC on US -> JP

60CD 080E - VDoll Damage Punisher
68DD 080E - Judgeman Says: "MegaMan, thou must not move."
72A4 080E - LifeSync
8269 080E - BodyGuard
8B45 080E - MeteorKnuckle
8E19 080E - Form Program Advance
9025 080E - Beat Steals Chip
9461 080E - ColonelForce
95B5 080E - BugFrag Use(BugRiseSword/BugDeathThunder)
A011 080E - BigHook
B437 080E - Charged Buster Shot
B629 080E - MiniBomb
B777 080E - StepSword
BC0F 080E - Cannon
C02B 080E - YoYo
C0E7 080E - BatCannon
C1F1 080E - GroundBeast Special Move
C45F 080E - Gregar Buster
C5BD 080E - Feather Buster
C7A7 080E - Thunder
C885 080E - AirShot
C961 080E - CrackShot
CA35 080E - Buster Shot
CACB 080E - TankCannon
CBB1 080E - SpoutCross Chargeshot
CCB1 080E - AirHockey
CDFD 080E - TrainArrow
CF2F 080E - MachineGun
D091 080E - CornShot
D13F 080E - Shield NCP
D375 080E - DrillArm
D455 080E - Tornado
D55D 080E - WideShot
D6FD 080E - Endless AquaNeedle
D6E7 080E - AquaNeedle
D749 080E - Bugged Buster
D811 080E - H-Burst
D8C5 080E - HeatBeast Special Move
D9AF 080E - RlngLog
DCC1 080E - AirSpin
DD81 080E - RiskyHoney
DE7F 080E - SpoutBeast Special Move
DF5D 080E - ElecBeast Special Move
E0BD 080E - ElecCross DollThunder
E193 080E - WindRack(not MstrCros one) {TenguCross/WindRack Original}
E2A1 080E - MoonBlade
E34B 080E - Sword Toss
E55F 080E - ElecPulse
E635 080E - AuraHead
E6FD 080E - MagnetCoil
E90D 080E - AntiDamage
ED57 080E - BodyGuard
EFDD 080E - GroundCross Ground Drill
F1ED 080E - TomahawkBeast Special Move
F283 080E - ChargeBeast Special Move
F4B5 080E - HeatDragon
F535 080E - That Unknown Freezing Move
FA55 080E - ChargeCross Charge
FAD9 080E - Invincible No Move
FC1D 080E - DustCross DustBreak
FCB5 080E - DustCross Inhale
0095 080F - Summon Meteor
00F3 080F - Bass Blaster
020F 080F - BloodRain
070F 080F - Heatman ChargeShot
0779 080F - Heat Press (Heatman Special Chip)
094D 080F - Elecman ChargeShot
09B9 080F - ElecSword (Elecman Special Chip)
0C49 080F - Slashman ChargeShot
0CB1 080F - Slashman Tornado (Slashman Special Chip)
0FB5 080F - Eraseman ChargeShot
1057 080F - Erase Beam (Eraseman Special Chip)
1199 080F - Chargeman ChargeShot
1335 080F - Volcano Eruption (Chargeman Special Chip)
153D 080F - Spoutman ChargeShot
15CF 080F - Drip Shower (Spoutman Special Chip)
17C5 080F - Tomahawkman ChargeShot
18AD 080F - Eagle Tomahawk (Tomahawkman Special Chip)
19D5 080F - Tenguman ChargeShot
1A47 080F - Tengu Twister (Tenguman Special Chip)
1BA9 080F - Groundman ChargeShot
1C1D 080F - RC Break (Groundman Special Chip)
1F19 080F - Dustman ChargeShot
1FA1 080F - Dust Inhale & Smash (Dustman Special Chip)
1DA1 080C - Recover 50 HP
215D 080C - Reappear as FBeast
2771 080C - TwinLeaders Protoman Portion Compilation
2799 080C - Protoman Appear in TwinLeaders
2855 080C - Protoman's Portion of TwinLeaders
2AF9 080C - Delta Ray Attack Compilation
2B21 080C - Delta Ray Appear and Ching
2BE7 080C - Delta Ray After Appear
3001 080C - NumberBall Load Edit
30C3 080C - NumberBall Attack Edit
3219 080C - Rush Appear Edit
3321 080C - Rush Jump On You Edit
3735 080C - Enemy Drops through Field
37BD 080C - Enemy Drops through Field
3A79 080C - Bass Shooting Buster Giga Chip
3CE9 080C - Bass Giga Chip Disappear
3DDD 080C - BassAnly Giga Chip
E8AF 080B - MasterCross No Time-Freeze No Explosion
E879 080B - MasterCross No Time-Freeze


MegaRock's Findings{exact quote}
 


---Post 1---

Did you ever try that other attack swap?
Hmm, now I got some more attacks just by searching the game for possible attacks.

080BAC99 = Cannon Meteor
080BCC0D = Corn Fiesta (freezes shortly after)
080BD115 = Strange combo (Protoman's actions from Double Hero and a reverse Tank Cannon at the end)
080BDD89 = Rapid buster shots
080BDEC1 = Forfeit (just vanishes and the battle is over)
080BE175 = Django portion of Crossover PA
080BEC69 = Reverse Tank Cannon
080BEF2D = Wind Rack (recovery at the end)
080BF325 = Meteors (not cool-looking)
080BF3B1 = Spontaneous color change (woah)
080BF801 = Reappear with a different color
080BF889 = Gospel Cannon (totally awesome if it could get off his face)
080BF9B1 = Forfeit (after flashes)
080BFAD9 = Dark Sword (from Darkness PA; with charge)
080BFC29 = Fade out; forfeit
080C2855 = Protoman's Step Sword (chip)
080CC3B9 = Float in the air
080CDAD9 = Implant Time bomb (funny, but makes YOU lose)
I got all that just by searching for data "B5 03 49". I wonder what 02 would bring up?

---Post 2---

Most of those are parts of real attacks. There's some sort of attack crossover, I guess.
Here are more:

08016397 = Basic appear
080178B7 = Hurt
080B8377 = Colonel's Z Cut
080BD587 = Protoman portion of Twin Leaders
080BE2FF = Suicide
080BEFE3 = Last portion of Master Cross PA (really awesome!)
080BF44B = Bizarre spontaneous color change
080BF56B = Alpha missile? (explodes at the end and ends battle)
080C0913 = Roll's move
080C0B77 = Jump in the air (and never come down)
080C2BE7 = Delta Ray (can't complete)
080C3323 = Step on you (end battle)
080D2FC3 = Escape
080EB437 = non-flinching explosive shot
080EB777 = Step Sword
080EBC0F = Standard Cannon
080EC02B = YoYo (easily modifiable; default 7 for Bass)
080EC0E7 = Bat Cannon
080EC7A7 = Thunderball
080ECACB = Tank Cannon (chip attack)
080ECF2F = Mach Gun (awesome)
080ED13F = Shield (NCP)
080ED6E7 = Aqua Needle (chip attack)
080ED9AF = Rolling Log
080EDE7F = AquaBeast's Aqua Swirl (awesome attack)
080EE193 = Wind Rack (sans the item)
080EE34B = Sword Toss (easily modifiable)
080EE55F = ElecPulse (levels vary)
080EED57 = Shuriken (default 7; can be lethal)
080EF283 = ChargeBeast's grega head (awesome)
080EF62F = Sword (thus can be transformed into any sword)
080EF7E3 = Sword (again)
080EAF57 = Grega's head dash? (no real function and ends shortly)
080F00F3 = Spontaneous combustion
080F070F = Create fire (like Heatman's charge attack)
080F1057 = Killerman's Beam
080F15CF = Aquaman's Drip Shower
080F1A47 = Tenguman's Twister (special chip attack)
080F2FBB = Heatman's Heat Wave
080F3EC7 = Quick move
080F4D1F = Slashman's Slash
080F4FFF = Slashman's Rolling Blade
080F5C67 = Killerman's Scythe
08109DD3 = Mettaur's Shockwave

Seems like more chip attacks and known attacks this time. I got this by searching B5 02 49.

---Post 3---

More attacks. This time from some other list.

080BABAD = Elementman chip color warp
080F17C5 = Tomahawkman's T Swing (playable)
080F18AD = Tomahawkman's E Tomahawk
080F19D5 = Tenguman's Nose (tip paralyzes)
080F1C1D = Groundman's RC Break (special chip)
080F0799 = Heatman's Heat Press (special chip)
080EB629 = Mini Bomb
080EBD9D = Time Freeze (remember this one? should turn into almost anything.)
080EBF11 = Vulcan
080EC1F1 = Ground Beast Dash
080EC351 = Navi Summon (can't make more than Roll come out)
080EC39D = Poof (also turns to other things somehow)
080EC45F = Rapidfire buster
080EC5BD = Faltzer Beast buster
080EC845 = Recovery
080EC885 = AirShot
080EC961 = PanelShot
080ECA35 = CopyDamage
080ECBB1 = Spreader
080ECD29 = FireBurner
080ECDFD = TrainArrow
080ED2F9 = StarFish
080ED8C5 = HeatBeast's Heat Breath
080EDAE1 = GunSol
080EDCC1 = AirSpin
080EDF5D = ElecBeast's Elec Breath
080EE045 = TenguBeast's Tengu Twister
080EE635 = AuraHead
080EE7D1 = KillerCross's Beam
080EE841 = KillerBeast's Tail
080EEA3D = AntiSword (cheap)
080EED57 = Bodyguard (its different...)
080EEE61 = Slash X
080EF1ED = TomahawkBeast's Wing attack
080EF329 = DustBeast's Special attack
080EFB45 = FireDragon
080EF535 = Mysterious attack (may slow game)
080EF971 = Z Saver (just the last part, but can be modified to reel in)
080EFC1D = Scrap Reborn
080EFEE1 = Z Saver (the real one!)
080F0095 = Meteors (the charge attack one)
080F00F3 = Rapid buster shots
080BF97D = Tank Cannon
080BFA1D = Bass's Arrival from Darkness PA


Don't be confused. My finds I decided to write in 16-bit. MegaRock wrote them as he knows them to be offsets. So his are 32-bit.

If you have any questions, or any suggestions to fix up the clarity of the guide, don't hesitate to post it here.

Other stuff:

Mgamerz
 

Here's a useful find I got.

A|BCD

A = effect
BCD = attack's power in hex.

Just scroll down a lot from the original offset until you see a bunch of 000A's and 00XX's. Find the attack power you are trying to change and convert it to hex and find that. Then change that to another power and test if it changed. If it did, it's the right move, so change the effect (A).

0 = normal
2 = uninstall
4 = paralyze
6 = HP bug and paralyze
A = uninstall and paralyze



Mgamerz
 


08101994 - Edit Hell's Rolling.

08102178 - Edit Speed of Bass's general AI(Moves, First Attack, Second Attack, Third Attack, then Fourth Attack).
Ends at 0810222A.



Offsets found by Mgamerz and Timaeus
 

Offsets found by Mgamerz
 

B94D 0800 = Dim Screen and throw something
B9B1 0800 = Non time Stop Chip



Offsets found by Timaeus
 

0CAB 080E = Appear(with barrier sound)
1521 080E = They... latch on to you? Hm.
19DD 080E = Appear
1CF9, 1D89 080E = Nothing
1E4D, 2081, 225D 080E = Sprite turns invisible.
28A9 080E = BugFix?
2BC1 080E = MetaGel(OSSIM!)


Offsets found by Mgamerz
 

2E79 080E = Blinder
30E1 080E = WindBox
4161 080E = Anubis(freezes after a bit)
4679 080E = RockCube
5989 080E = Snake(epic)
5E45 080E = Trumpy
5F11 080E = AirRaid
6601 080E = Give up Panel Standing on




Credits to Mgamerz for the original guide(which MegaRock quoted from somewhere)
Edited by timaeus222, Nov 7 2012, 05:02 PM.
~Timaeus~
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Awesome redone. IMO it's easier to understand. Thank you. =)
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MegaRockEXE
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Please have Navi attacks as full offsets, not parts.
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timaeus222
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Okay, I'll edit that in.
~Timaeus~
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MegaRockEXE
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I've been trying something. Is it even possible to move attacks at all? I've tried moving everything with its pointers but it fails. More people need to try this. If attacks can be moved, attacks from past games should be usable. Just no luck so far.
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Agro
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Hmm?
Attacks be moved...
Interesting a new idea.
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MegaRockEXE
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I've been trying and it seems that more than just attack pointers change.
Edited by MegaRockEXE, Jul 4 2010, 07:35 PM.
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Mgamerz
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Well attack data calls sprites to assign it to an object. So the location may be different. When you sprite hack, your changing the sprite that's being used by and object (or instance of an object). They may be different sprites, object locations... all that fun stuff.
It's got to be more than the change in pointers, because if the pointers change, the data at which the pointers (flags as I prefer) will point somewhere else, and we can't have that.
Using WinMerge with 2 text files, there aren't really that many changes. The 'pointers', I guess, or what it points to as an address (as in 8 bit it was 10 08 that always was the same). So so far, I've noticed that 'addresses' are different.
There's only like 6 or 7 bytes of a difference here. The first differences after the procedure sequence of the attack (I don't know if your on the full attack step or the broken way down... Broken way down would be a better method to go rather than a full attack or you'll just make it harder on yourself). The '2nd' block of changes, aka the ones in the middle, at the start seem to differ only by a tiny number, and then it seems to scatter. Have you tried to transplant these values into the other? And see if any of it works. I'm kinda assuming you already did. I'd just transplant the data that isn't the addresses, otherwise it probably won't work. I think when you transplant it, you may need to change the pointers.
Past attacks will be kinda hard because I highly doubt the offset for what past attacks used is still there.
I guess it'll just be a while before we can crack it.


Edit: Is that offset lists you found the one that leads TO the attack, or lead to where you can edit the attack? Cause if it just points to the attack that's kinda redundant and useless. (I think you have it posted there again).
If that's not the 'where you can edit what a navi uses', you didn't tell them how to change attacks.
Edited by Mgamerz, Jun 16 2009, 07:20 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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MegaRockEXE
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That's attack data the game really uses. I've been able to identify where the sprite loads. I've also perfectly redirected the pointers on the new location and it never works. The attack fails to execute completely. Those scattered bytes are really bugging me because I don't know what they mean. They are not relevant or significant.
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Mgamerz
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Perhaps you should first try to copy an attack from within the game. Like copy the bolt attack from the attack area to the end of the rom and try to get that one working. That'll tell us if it's internally or due to the transplant.
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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Yes, that's what I'm doing. For some reason, it won't go. I'm importing at 08815000 and have the attack load exactly from the byte where the original loaded (so it can work)
I've checked all the pointers many times but those lingering values are still a problem. Haven't tried guessing because they don't have any pattern or logic behind them.
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Agro
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I think it's the game.
I don't know really know.
Maybe there are different pointers for different games.
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MegaRockEXE
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It's more than just pointers. Those stray bytes mean something and that something is stopping a whole lot of possibilities.
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MegaRockEXE
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The deletion values are not there.

080171A7 is the cybeast deletion.
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Agro
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Wow that's awesome!
MRE do you know of Gregar's Al?
And could you also giv eme Falzar's sprite sheet?
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Kid1513
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Hmm...Is there Megaman's AI ? Some of the Navis can't use move like Beast Special///
Anyway, thanx to this guide, I can video Megaman VS BN 5 souls!
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MegaRockEXE
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I remember I posted a cheat once that gives the opponent the Beast Over AI. I haven't tried that one in a while.
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BladeCrossEXE
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ok, this might be astupid question, but if i wanted to give slashman the z saver, and wanted to erase the kunais, i'd just replce the kunai value with z saver, right? *just an example*
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Dangel.exe
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Yes, it's that easy.
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Signatures I made and you can use:
BluesSoul|Subaru|RockMan.EXE

Use the freely but you better warn if you want to be the only using it
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BladeCrossEXE
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excellent. Then that means i can put the count in the english game..........does the Djagno's part of cross over work in the english game?
Edited by BladeCrossEXE, Jul 14 2009, 07:27 AM.
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