| 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 (13,690 Views) | |
| timaeus222 | Jul 14 2010, 04:56 PM Post #81 |
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The Tech Guy
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That is actually what I do. Saves a lot of typing and byte swapping. |
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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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| Mgamerz | Jul 14 2010, 05:44 PM Post #82 |
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The ShoutBox King
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Wish transhexation still worked like it should... its broken on my machine, always crashing. |
| 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 | Oct 2 2010, 11:43 PM Post #83 |
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BN Guides Author
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Apparently Heatman's color can be changed from here: 0800F354 I haven't found any pattern in it, unfortunately so finding palettes for the other Navis might be tricky. Basically, each byte is the color value for each version. Since Heatman uses normal palettes for V1, EX, and SP, they are all 00s. The RV one uses the black color which is 03. It's really straightforward. |
| The Rockman EXE Zone | YouTube | |
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| Dramz | Oct 2 2010, 11:45 PM Post #84 |
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Spastic Colon
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According to brianuuu, there are bytes in the "Normal" enemy data which have the effect of switching palettes for different versions. Similar effect to how a virus works. http://img101.imageshack.us/img101/9946/memoryviewerprotoman.png ![]() I believe it is 2 bytes, either of the unlabelled bytes. I havent played around with it myself, but obviously a virus would have a different value to a boss. EDIT: Just checked, it is the first 2 unlabelled bytes. Setting them to 00 00 makes all versions use the same palette. http://img267.imageshack.us/img267/5559/screenshot20101003at549.png
Edited by Dramz, Oct 2 2010, 11:51 PM.
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| MegaRockEXE | Oct 3 2010, 09:35 AM Post #85 |
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That's blind observation. How would you know that will even work? I know for a fact this hack lets you choose the color for all the versions. |
| The Rockman EXE Zone | YouTube | |
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Oct 3 2010, 12:01 PM Post #86 |
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Programmer!
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This is how navis are assigned with their things and stuff.
This only applies to some sprites. I know this might not be that important, but its how the sprites are assigned. Edited by Agro, Oct 3 2010, 12:05 PM.
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| Dramz | Oct 3 2010, 01:30 PM Post #87 |
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Spastic Colon
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Fact is, it does work. For those without the "gift" of ASM, this is the simplest way. I am slowly learning ASM (I finish high school in under 2 months, and I'll put more effort into it then). |
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| MegaRockEXE | Oct 3 2010, 04:40 PM Post #88 |
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But what I mean is that it does something out of coincidence. There's no control over it because that isn't how the game is actually getting the color. That method might work to make all the palettes the same for some reason, but I found out how it's really done. |
| The Rockman EXE Zone | YouTube | |
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Oct 3 2010, 05:29 PM Post #89 |
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Programmer!
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Ablon08, you won't get the fullest out of ASM if you don't have a Windows OS or at least a Windows emulator. Knowing what ASM commands mean is ok, but how about breakpoints and stuff? |
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| Dramz | Oct 3 2010, 10:49 PM Post #90 |
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Spastic Colon
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You my friend are behind the times. I have a windows Emulator. |
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| Christopher Shadestorm | Oct 4 2010, 04:42 AM Post #91 |
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Dedicated Member
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Really? Since when? |
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| MegaRockEXE | Oct 4 2010, 11:27 AM Post #92 |
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Let's try not to get off topic or start an argument. If there's something else about enemy hack that needs to be looked into, I can look at it. I was able to find the attack power for Navi attacks, and it turns out the format is similar to how Bass's attacks have their attack power stored. They should be somewhere within their data region, anyways. I couldn't find the attack delay value. It must not be as organized as Bass's data. |
| The Rockman EXE Zone | YouTube | |
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| Dramz | Oct 4 2010, 01:39 PM Post #93 |
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Spastic Colon
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http://s6.zetaboards.com/The_Rockman_EXE_Zone/topic/8652145/1/#new -Attack power within the AI data. Bass's data does seem more user-friendly. What'd be interesting is changing the number of attacks you can use. Repointing the "Offsets below the wall of FFs, for lack of a better term" allows you to add slots for eg) Killerman, who only uses 2 (and then you give him Proto's AI...etc). If you could say make Proto use a 6th attack, that would open up a lot of doors. |
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| MegaRockEXE | Oct 4 2010, 03:51 PM Post #94 |
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I never understood how you could "branch" to an AI and use its moves. There could be a better way to add attacks. |
| The Rockman EXE Zone | YouTube | |
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| Dramz | Oct 5 2010, 02:05 AM Post #95 |
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Spastic Colon
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What do you mean by "Branch"? http://s6.zetaboards.com/The_Rockman_EXE_Zone/topic/8673642/1/ This sums up pretty much everything I found out on how the game sets things up. I'm also very interested in how the game controls how sprites are loaded. eg) Elementman loads 2 animations from the Elementman sprite simultaneously Gregar and Falzar load multiple animations from their respective sprites simultaneously. I've played around with a few things, and am thoroughly confused. rambling about things I don't understand Edited by Dramz, Oct 5 2010, 04:22 AM.
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| MegaRockEXE | Nov 15 2010, 10:37 PM Post #96 |
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I've been looking into the color thing again. Apparently the offset I found which supposedly changed Heatman's palette is incorrect. It's actually a set of variables that all bosses use to color for each version. Recoloring specific versions of each boss might take a lot of work since this routine seems to be hardcoded. What brianuuu found was incorrect as that single byte is only used as a multiplier. 0 x anything will always be 0, therefore all colors will always be the regular color. The first 3 colors are also always 0, which is default. |
| The Rockman EXE Zone | YouTube | |
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| BladeCrossEXE | Nov 17 2010, 03:01 PM Post #97 |
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TREZian
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How do i change a panel effect of an attack? Like Elementman's Wood Tower leaves a grass panel, where and how would i make it into a poinson panel? |
Control you Destiny, or Someone Else will. My Youtube:http://www.youtube.com/user/Bladecrossexe?feature=mhum | |
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| Greiga Master | Nov 17 2010, 06:35 PM Post #98 |
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Admin of the stars, owner of your soul...
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I found what you were looking for. Goto 080D701C and change the byte there to a 4. That is the offset for Elementman's panel effect. Each attack has it built into its routine or something Here are 2 others I found. 0800C95A - Aquaman bubble panel effect 0800CACA - Groundman drill breaking panel effect Its fun making Groundman make crater panels instead : P Edited by Greiga Master, Nov 18 2010, 08:12 AM.
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| brianuuu | Nov 18 2010, 02:32 AM Post #99 |
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SF Noise Spriter
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Goto 0800CC10 and change the byte there to a 4. That is the offset for Elementman's panel effect. Each attack has it built into its routine or something Are you sure it's correct? Cuz when I try it freezed. |
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| Greiga Master | Nov 18 2010, 08:06 AM Post #100 |
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Admin of the stars, owner of your soul...
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wait i see what i did, wrong offset 080D701C Edited by Greiga Master, Nov 18 2010, 08:12 AM.
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