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Navi Attack Damage
Topic Started: Jun 17 2010, 04:21 AM (1,957 Views)
Dramz
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-View in 16-bit
the order:
Attack Slot 1, V1
Attack Slot 1, V2
Attack Slot 1, V3
Attack Slot 1, V4
Attack Slot 2, V1
Attack Slot 2, V2.
...etc

BX and No-Name versions cannot be edited.

First digit, Effect
Second, third and fourth digits: Attack Damage in Hex.
Effect List
by MegaRock.exe
0= normal
1= HP Bug (unknown condition)
2= Uninstall
4= Paralyze
8= Double Damage

And the effects can be stacked. Just add the value of the effect you want to add. If you want Double Damage and Paralyze, the value would be C because of 8+4. There's probably a better way, but this works.



Falzar ROM Offsets
 
Protoman - 080FBFFC
Heatman - 080F2E18
Elecman - 080F3C68
Slashman - 080F4BD4
Killerman - 080F5B34 * first slot seems to be the damage for the ghosts
Chargeman - 080F669C
Aquaman - 080F7934
Tomahawkman - 080F86BC
Tenguman - 080F9284
Groundman - 080FA050
Dustman - 080FB0C4

Blastman - 080FD408
Diveman - 080FE020
Circusman - 080FEC44
Judgeman - 081006E8 **Judge book has multiple damage values depending on attack
Elementman - 081006E8
Colonel - 081017D8
Bass - 081040F0 ***His varying attack takes up more than one slot
Gregar - 081040F0
Falzar - 081058F8
GBeast - 08106D58
FBeast - 08108190


Gregar ROM Offsets
Credit to Brianuuu
Hakushaku - 080F3BEC
Protoman - 080FD324
Heatman - 080F4140
Elecman - 080F4F90
Slashman - 080F5EFC
Killerman - 080F6E5C * first slot seems to be the damage for the ghosts
Chargeman - 080F79C4
Aquaman - 080F8C5C
Tomahawkman - 080F99E4
Tenguman - 080FA5AC
Groundman - 080FB378
Dustman - 080FC3EC

Blastman - 080FE730
Diveman - 080FF348
Circusman - 080FFF6C
Judgeman - 08101A10 **Judge book has multiple damage values depending on attack
Elementman - 08101A10
Colonel - 08102B00
Bass - 08105418 ***His varying attack takes up more than one slot
Gregar - 08105418
Falzar - 08106C20
GBeast - 08108080
FBeast - 081094B8
Edited by Dramz, Nov 16 2010, 10:43 PM.
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brianuuu
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Gregar ROM Offsets
 
Protoman - 080FD324
Heatman - 080F4140
Elecman - 080F4F90
Slashman - 080F5EFC
Killerman - 080F6E5C * first slot seems to be the damage for the ghosts
Chargeman - 080F79C4
Aquaman - 080F8C5C
Tomahawkman - 080F99E4
Tenguman - 080FA5AC
Groundman - 080FB378
Dustman - 080FC3EC

Blastman - 080FE730
Diveman - 080FF348
Circusman - 080FFF6C
Judgeman - 08101A10 **Judge book has multiple damage values depending on attack
Elementman - 08101A10
Colonel - 08102B00
Bass - 08105418 ***His varying attack takes up more than one slot
Gregar - 08105418
Falzar - 08106C20
GBeast - 08108080
FBeast - 081094B8
Edited by brianuuu, Jun 17 2010, 05:06 AM.
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Dramz
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added to first post.
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louman7777777
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So these are for the ones that don't do 10 damage by default right?
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Dramz
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yes.
In my segment of the Direct Enemy Hacking Guide, I cover the ones that do.
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IngusRogeth
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So if you by chance put in the battle damage as 9999 in hex (270F) I don't see and room for the effect... >_>
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Dramz
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that is because you cant. the max you can set attack damage to is FFF
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MegaRockEXE
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Effect list is all wrong. You missed one, too. It's just checking the bits in that position.

Here is the full list.
0= normal
1= HP Bug (unknown condition)
2= Uninstall
4= Paralyze
8= Double Damage

And the effects can be stacked. Just add the value of the effect you want to add. If you want Double Damage and Paralyze, the value would be C because of 8+4. There's probably a better way, but this works.
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Dramz
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Is there any way we could incorporate other effects, such as confusion, or blind, or would that involve attack data hacks?

I'll add that stuff to the first post.
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Agro
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Ablon08
Nov 16 2010, 02:29 PM
Is there any way we could incorporate other effects, such as confusion, or blind, or would that involve attack data hacks?

I'll add that stuff to the first post.
Maybe if we could repoint the data, but I highly doubt it.
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MegaRockEXE
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The bits don't allow more effects. No attacks in the game naturally use these values but they do seem to be derived from chip addons. Also, some attacks don't work properly with these effect bits. Almost all of Groundman's attacks don't allow attack effects.
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brianuuu
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mega rock.exe
Nov 16 2010, 09:54 AM
Effect list is all wrong. You missed one, too. It's just checking the bits in that position.

Here is the full list.
0= normal
1= HP Bug (unknown condition)
2= Uninstall
4= Paralyze
8= Double Damage

And the effects can be stacked. Just add the value of the effect you want to add. If you want Double Damage and Paralyze, the value would be C because of 8+4. There's probably a better way, but this works.
Double damage is kinda interesting, I will try it.
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MegaRockEXE
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Of course it doubles the damage specified, so it's usually a lot. It also often triggers angry state in Megaman because it's powerful. If your HP goes to 1 after one hit, then that attack probably doesn't work with that effect.
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Agro
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Or also when countering with attacks.
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Prof. 9
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Interestingly, there seems to be one more effect value. However, it appears to be unused (or maybe it's used for something else)?

0000 = normal
0800 = ???
1000 = HP bug
2000 = Uninstall
4000 = Paralyze
8000 = Double damage

The check for that bit looks like this:
08019F80 lsl r4,r4,1h
08019F82 bcc 08019F84
08019F84 pop r4,r6,r7,r15
Whereas normally, it looks like this:
lsl r4,r4,1h
bcc (next check)
(what happens if the bit is on)
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MegaRockEXE
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But that bit goes into the damage. Would attack power trigger it?
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Prof. 9
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mega rock.exe
Nov 18 2010, 01:54 PM
But that bit goes into the damage. Would attack power trigger it?
It doesn't. It's the lowest bit to be cut off when the game needs only the damage.

The game shifts the full 16-bit value 15h left and then back. That means F800 is cut off and 07FF remains.
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MegaRockEXE
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I see then. I thought it would have something to do with attacks that can't take special types without ruining the damage.
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Prof. 9
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mega rock.exe
Nov 19 2010, 11:45 AM
I see then. I thought it would have something to do with attacks that can't take special types without ruining the damage.
I think that's caused by the game not "cutting off" the effect bits for those attacks, but I'd have to check. Maybe if the attack routines can be compressed a bit, two more opcodes can be fit in that remove the effect bits.
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