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Editing raw attack data
Topic Started: Mar 21 2010, 06:00 PM (1,041 Views)
MegaRockEXE
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Some attacks are easier to edit than others. It also depends on what type of attack you're editing. Using VBA's disassembler, you can locate certain values and change certain aspects of an attack. This tutorial is for Falzar version but the concept can be applied to previous games.


Sprite changing

Most attacks, like Battle Chips, load the sprite value from a short list in the rom. The list begins at 080B8BD4, starting with Cannon.

Format is 8-bit in the Memory Viewer.
0x00 - Sprite category for that sprite. Refer to the Mystery Data Hacking guide for values and categories.

0x01 - Sprite value and works exactly like the MD Hacking guide describes.

0x02 - Color modifier. 00 means it's using the first color. 01 makes it use the next color and so on.

0x03 - Arm placement modifier. It only takes two values. 00 makes the sprite appear on top of the user's sprite. 01 makes the sprite appear below the user's sprite.

0x04 - X and Y positions. This position is relative to the sprite's center, meaning how far away it is from appearing in the center of the sprite. X and Y positions are determined from one byte. The left bit is the X position and the right bit is Y position.

Many attacks base their sprites off of that list in that format.


Animation

Sometimes some attacks use high values of animation. This can be a problem if the sprite performing that attack freezes at those values. There is a fix to that.

For this example, I will use Tomahawk Beast's special attack, the dual wing boomerang attack. The data can be found here: 080EF1ED

Using MD Hacking, I figured out that the attack uses animations 17 and 18; very high values when compared to other attacks. To fix this, put the offset in the disassembler. Round the offset to the even's place. So you should put 080EF1EC in the disassembler. Set the mode to thumb and hit GO.

You are looking for a command that is writing the values you're looking for to a certain register. Since the attack first uses animation 17, look for a 0x17. It isn't too far down.
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The command is mov r0, #0x16 which means that the value of 16 is being stored in register 0. The details aren't too important but you should be looking for commands similar to those if you want to edit other attacks.

17 definitely the first animation in the attack. Put the selected offset in the memory viewer and change the value of 17 at that offset to an animation value that the sprite attacking can use.
Scroll down to look for the animation value of 18. The value used for the second animation is at 080EF238. Change that to a working value and the attacking sprite should be able to use the attack with custom animations!
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There must be more hacks possible, but I don't know about them yet.
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Dramz
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yet another thing I cannot do due to my lack of a windows computer.... :(
anyways, this is a big find, and It will definately come in handy
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brianuuu
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Found, the offset for gregar is 080BA444, anyway this guide is very useful because I don't need to waste the sprites list
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MegaRockEXE
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I noticed some other attack sprites couldn't be found. I suppose that could be on another list that I don't know about.
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brianuuu
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Well, I think darkcross know that
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HikariXSora
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Wow thats a very helpful guide. I`m able to hack a lot of attacks now.
~In Solitude , where we are least alone~

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louman7777777
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This helps a lot, didn't even know there was a disassembler in vba before...
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brianuuu
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mega rock.exe
Mar 23 2010, 08:37 PM
I noticed some other attack sprites couldn't be found. I suppose that could be on another list that I don't know about.
Oh I want to ask, what attacks is in this area?
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neozan7
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TREZian
Can I Also Add Up Special Sprite Effects From Previous BN Games Like The SeedShot(WoodMan),
Jumping(KnightMan),And MetalGear(MetalMan)Without Replacing Other Sprites?
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Force The World To Revolve Around You,It's More Fun To Think It That Way.

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