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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 (13,691 Views)
neozan7
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EDITED:Who Did I Edit If I Edited The 1st Offset You Gave?And...What Do You Mean By Chunks?
Edited by neozan7, Apr 26 2010, 02:27 AM.
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Dramz
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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
Edited by Dramz, May 19 2010, 03:05 AM.
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neozan7
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ablon08
May 19 2010, 03:04 AM
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
@ablon what does he mean by chunks?that's the last part i don't understand..

EDIT:Do They Have The Same Offsets For Gregar And The JP Versions?
Edited by neozan7, May 21 2010, 07:29 PM.
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timaeus222
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the "chunks" are the 2 bytes per column that you see in 16-bit.
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neozan7
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timaeus222
May 22 2010, 12:33 AM
the "chunks" are the 2 bytes per column that you see in 16-bit.
Got it, but isn't there a guide for changing enemy elements?(blastman -> aqua?)
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Dramz
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It's time for another guide.
This guide is for a Falzar rom, but the same techniques can be applied to gregar, with different values. The gregar list is coming.

I've had many complaints about the little tutorial on moveset hacking that was made awhile ago, so it's time to do it properly. I'll be using images and resources from various other places over the forum, and I would like to extend much credit to Mgamerz, timaeus22222 and brianuuu for most of these.
So without further ado, let us begin. Open up a clean ROM of MMBN6 Falzar, and let's get started. (I will include some Gregar offsets but we will learn of Falzar)

So firstly, open up the memory viewer, and go and make a savestate right next to Chaud, ready for a battle with Protoman, any version will do, don't bother hacking a battle.

Now, Open up the Memory Viewer, and the offset we are looking for is 080FB8B4, so go there. It will look like this:

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http://img101.imageshack.us/img101/9946/memoryviewerprotoman.png

Okay, so now let us start with the

RED box

This box tells us the enemies base sprite. For single layered bosses (see the sprite hacking 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 hacking...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 080B value that is Protoman to a hex value on the sprite list map changes the enemy sprite to that one.

To demo this
"66) 0041 - Bass (W/O Cape)"
Change 080B to 0041, and then fight Protoman. He will appear as Bass (W/O Cape). Simple as that. The RED box has no other effects, so let us go over to the...

ORANGE box

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 the YELLOW boxes, 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 the ORANGE BOX

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 0100


There are obviously other element groups.

Element Group 0110,
0 = Weak to Break (Sword body)

Element Group 0120,
0 = Weak to Wind (Cursor body)

Element Group 0140,
0 = Weak to Cursor (Block body)

Element Group 0180,
0 = Weak to Sword (Wind body)

Other values will not work.


YELLOW box

Okie 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 box

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.

lastly, the BLUE BOX

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.
Edited by Greiga Master, Jun 3 2010, 04:16 PM.
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MegaRockEXE
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I've always known about those but I never wrote a guide on them.
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Christopher Shadestorm
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Everyone was probably too lazy to make a guide
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timaeus222
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I've always just thought it was too minor to be a good long guide.
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Mgamerz
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MegaRock I think you did write a guide about that there. It was in your virus sprite hacking tutorial thing, cause I knew about all of those values before.
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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Dramz
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you might wanna consider at least updating the first part of the guide, with a screenshot. you already have HPs, might as well put the rest in.
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timaeus222
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Okay, the guide has been updated.
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Dramz
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ooh yay.
thank you for adding it in
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Kirak
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How can I make the changes permanent? I had some trouble modding in HxD.
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Zanerus
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An easy trick is to simply make a dump via the memory veiwer and just pasting over the data you want to mod.

HxD is diifuclt that I'll agree.
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Chip hacker starters can find my notes here: http://s6.zetaboards.com/The_Rockman_EXE_Zone/topic/8685052/1/ PM me for any questions.

modding Guide Index can be found here: http://s6.zetaboards.com/The_Rockman_EXE_Zone/topic/8750547/1/

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Lan95
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The second image, in the quote "Ablon08 (In-Depth)", doesn't appear. Can you fix it?

EDIT: I figured out which values you were referring to. But still, the image needs to be updated.
Edited by Lan95, Jul 12 2010, 04:22 PM.
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Dramz
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comes up fine for me....
we should provide a hotlink for those who cant see it though...I would but I cant edit the post.
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brianuuu
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Lan95
Jul 12 2010, 04:04 PM
The second image, in the quote "Ablon08 (In-Depth)", doesn't appear. Can you fix it?

EDIT: I figured out which values you were referring to. But still, the image needs to be updated.
But why I could see the image?
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Lan95
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It appears now. Dunno if it got fixed cause it didn't appear yesterday when I read the guide.
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Dramz
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far as I know nothing got changed, problem was probably on your side.

This happens to me occasionally, just refresh the page, and it should work.
if not, well problem is likely with the image.
I uploaded it only about 4 months ago (I didnt post it here straight away) so theres ages before it might go down.
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