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BN6 Direct Enemy changing Guide!; A rewrite by me because it was deleted.
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Topic Started: May 21 2009, 10:45 PM (13,689 Views)
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timaeus222
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May 21 2009, 10:45 PM
Post #1
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The Tech Guy
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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.

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)
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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 0 = No weakness 1 = Weak to Water (Fire body) 2 = Weak to Elec (Water body) 3 = Weak to Wood (Elec body) 4 = Weak to Fire (Wood body)
Aside from that:
0110 = Weak to Break (Sword Body) 0120 = Weak to Wind (Cursor body) 0140 = Weak to Cursor (Block body) 0180 = Weak to Sword (Wind body) 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 0 = No abilities + No SuperArmor 1 = No abilities + SuperArmor 2 = Air Shoes + No SuperArmor 3 = Air Shoes + SuperArmor 4 = Float Shoes + No SuperArmor 5 = Float Shoes + SuperArmor 6 = Air Shoes + Float Shoes + No SuperArmor 7 = Air Shoes + Float Shoes + SuperArmor 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}
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~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
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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

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
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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}
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---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
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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
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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
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- Offsets found by Mgamerz
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B94D 0800 = Dim Screen and throw something B9B1 0800 = Non time Stop Chip
- Offsets found by Timaeus
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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
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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)
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~Timaeus~ Web Designer, Music Composer
"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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Kris
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May 22 2009, 04:32 AM
Post #2
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Kr1s4Lif3
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Awesome redone. IMO it's easier to understand. Thank you. =)
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Kris is back to spam TREZ like always
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MegaRockEXE
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May 22 2009, 03:03 PM
Post #3
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BN Guides Author
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Please have Navi attacks as full offsets, not parts.
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The Rockman EXE Zone | YouTube
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timaeus222
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May 23 2009, 09:54 PM
Post #4
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The Tech Guy
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Okay, I'll edit that in.
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~Timaeus~ Web Designer, Music Composer
"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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MegaRockEXE
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Jun 15 2009, 09:44 PM
Post #5
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BN Guides Author
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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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The Rockman EXE Zone | YouTube
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Agro
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Jun 15 2009, 09:48 PM
Post #6
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Programmer!
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Hmm? Attacks be moved... Interesting a new idea.
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MegaRockEXE
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Jun 16 2009, 03:19 PM
Post #7
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BN Guides Author
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I've been trying and it seems that more than just attack pointers change.
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The Rockman EXE Zone | YouTube
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Mgamerz
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Jun 16 2009, 07:09 PM
Post #8
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The ShoutBox King
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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.
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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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Jun 16 2009, 09:36 PM
Post #9
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BN Guides Author
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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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The Rockman EXE Zone | YouTube
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Mgamerz
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Jun 17 2009, 06:29 AM
Post #10
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The ShoutBox King
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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.
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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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Jun 17 2009, 09:25 AM
Post #11
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BN Guides Author
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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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The Rockman EXE Zone | YouTube
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Agro
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Jun 17 2009, 11:13 AM
Post #12
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Programmer!
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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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Jun 17 2009, 07:18 PM
Post #13
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BN Guides Author
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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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The Rockman EXE Zone | YouTube
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MegaRockEXE
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Jun 20 2009, 01:43 PM
Post #14
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BN Guides Author
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The deletion values are not there.
080171A7 is the cybeast deletion.
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The Rockman EXE Zone | YouTube
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Agro
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Jun 20 2009, 01:51 PM
Post #15
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Programmer!
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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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Jun 22 2009, 08:50 PM
Post #16
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TREZian
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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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...SF3 Random Battle modding Tool Detected! ...SF3 Auto Brother Modifying Tool Detected! ...BN5 E-Reader Modifying Tool Detected! ...Megaman Battle Network - Pokemon Crossover Patch Detected!
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MegaRockEXE
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Jun 23 2009, 08:39 AM
Post #17
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BN Guides Author
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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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The Rockman EXE Zone | YouTube
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BladeCrossEXE
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Jul 10 2009, 10:58 AM
Post #18
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TREZian
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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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Control you Destiny, or Someone Else will.
My Youtube:http://www.youtube.com/user/Bladecrossexe?feature=mhum
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Dangel.exe
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Jul 10 2009, 11:16 AM
Post #19
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TREZian
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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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Jul 12 2009, 05:47 PM
Post #20
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TREZian
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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?
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Control you Destiny, or Someone Else will.
My Youtube:http://www.youtube.com/user/Bladecrossexe?feature=mhum
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