| MMBN6: Adding Battle Chips; Creating New chips | |
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| Topic Started: Jul 5 2010, 12:58 AM (2,787 Views) | |
| Dramz | Jul 5 2010, 12:58 AM Post #1 |
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I will be drawing on some resources in this guide, so credit to brianuuu, ssx9, Zanerus, Ezmariel, MegarockEXE, Mgamerz and Gregamaster for development of this. In this guide, we will add new chips to the standard chip library. Requirements: Chip Hacking Experience Equipment: Clean MMBN6 ROM Hex Editor Save with completed standard chip library I will be using a falzar ROM, but the offsets should be identical for Gregar. Expand your ROM with your hex editor. You are going to need some space. So our starting point is at 08021AB0. Here, we have a pointer to 08021DA8. So go there. Here, is the start of the chip data. Copy all of the chip data there (it extends pretty far down, just copy about 10000 bytes, and that will be enough. Paste this data at 08800000. Then, go back to 08021AB0 and change the A8 1D 02 08 to 00 00 80 08 (in your hex editor). In doing this, we have moved the chip data to an expanded location, and told the game to read the chips from the new location. So next, we need to add in a new chip. We are going to need a chip in. The cannon chip is what we'll be using as a base. The cannon data starts at 08021DD4, and finishes at 08021E00. Copy/Dump that data (size: 2C). Attached is a dump of the cannon data I prepared earlier. So, the best place to insert the new chip data is underneath the Doublepoint data. The doublepoint data finishes at 08802260, so Paste-Insert (not overwrite) our new chip data there. One last thing to do. We need set the new chip to be chip #201 in the library Credit to Brianuuu for this labelled screenshot http://img132.imageshack.us/img132/3551/chiphackingnote.png ![]() So, on the newly inserted chip, locate the "Library No" and change it to 201 (in hex, C9) If you've done this correctly, the standard chip library should now be out of 201. http://img180.imageshack.us/img180/7528/screenshot20100705at104.png ![]() The 201st chip is fully functional. For reasons as of yet unknown, the name of #201 is ElementTrap, and it also has that description. I so far have no way of predicting the name of these chips, and hacking them may effect the original as well, I'l update when I can work with this. After you've added one, repeat the same method. The Chip counter up the top goes normally up to 299, but glitches at 300. The max standard chips the game seems to allow is 319. After that, it stops adding them into the standard library. Using the screenshot, you can also change the chips to Mega, Giga or secret chips, and set there library number, so they can be added into other libraries as well. To obtain the new chip(s) simply enable the "99 of every chip" codebreaker code, and it will be in your pack and library. Edited by Dramz, Jul 7 2010, 03:54 PM.
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| IngusRogeth | Jul 5 2010, 01:22 AM Post #2 |
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TREZian
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Hmmm.... very interesting...so can you just duplicate the chip then edit the duplicate to be the chip of your choice? Very interesting Ablon..I have 201 chips now! Nice find. |
Siggy by me:3![]() OoT Run is done! 1:39:45 Non-TAS console Currently planning and practicing for Zelda MM | |
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| Christopher Shadestorm | Jul 5 2010, 01:30 AM Post #3 |
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There is another way but it only puts the chip and chip effects. No description and name though it has the chip image and chip icon |
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| Dramz | Jul 5 2010, 02:03 AM Post #4 |
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What is your other way. Converting dummy chips into real chips with GM's program, and assigning them a library value is different to actually adding chips in. Also, at Xrogi, you can just keep doing it to get more and more chips, up to 319. |
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| Mgamerz | Jul 6 2010, 09:45 AM Post #5 |
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The ShoutBox King
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I like how you have to have chip hacking experience yet you fail to credit me. |
| 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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| Xarizzar | Jul 6 2010, 11:49 AM Post #6 |
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Computer Scientist(?)
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You never know, he might have found himself. Just like you did. At hacking, nothing is impossible for anyone. I might as well try this for my(and Kinlyki's of course) DarkMega Patch Edited by Xarizzar, Jul 6 2010, 11:54 AM.
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Just saying, I almost never make my own avatars, I always find them by searching with Google. If you want to add me(3DS), please message me first. Signature last updated: 11th October 2013 | |
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| MegaRockEXE | Jul 6 2010, 03:31 PM Post #7 |
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BN Guides Author
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Chip hacking has come a long way. Notes get buried and it could be a reasonable mistake. |
| The Rockman EXE Zone | YouTube | |
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| Dramz | Jul 6 2010, 04:53 PM Post #8 |
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I did use the lists in your guide to learn most of chip hacking, but I was never really (good) at it. It was an honest mistake, sorry bout that I'll add in a link to your guide, k? EDIT *added link and credit* Edited by Dramz, Jul 6 2010, 04:57 PM.
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| louman7777777 | Jul 6 2010, 07:51 PM Post #9 |
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Newb
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If you paste insert won't you bump everything forward and mess up all the pointers? |
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| Dramz | Jul 6 2010, 08:00 PM Post #10 |
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that is why the first step is to repoint the chip data.
Edited by Dramz, Jul 6 2010, 08:01 PM.
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| Mgamerz | Jul 7 2010, 08:58 AM Post #11 |
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The ShoutBox King
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Actually I learned how to chip hack off a tiny post megarock had on the 100th page of the hacking guide. He had areagrab and made it into blinder. He never researched how though, and I did. That's why my first chip was DarkGrab. I just expanded it a lot. Update: Why do you paste-insert below doublepoint? Doesn't that F up everything below doublepoint? (not just chip data but game data) Edited by Mgamerz, Jul 7 2010, 09:03 AM.
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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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| Dramz | Jul 7 2010, 09:27 AM Post #12 |
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Once again, after repointing chip data, there is no game data to screw up below it. There is some divider between standard and mega chips, or at least the game can differentiate between, so putting it below the bottom standard chip works just fine. I've also had a little look, and in terms of order of data, I think Doublepoint is standard chip #197. I'll run one more test, and update the ideal offset to paste-insert the new data. |
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| Dramz | Jul 7 2010, 03:55 PM Post #13 |
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2 things, I made a typo on the place to insert the new chip data, sorry :p, and It seems there are some problems with the megachip library when importing it there. I've run some tests and I believe that I will be able to fix this. In doing so, this should also change the effect of the text. Edited by Dramz, Jul 7 2010, 04:08 PM.
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| MegaRockEXE | Jul 7 2010, 05:03 PM Post #14 |
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BN Guides Author
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The text a chip uses cannot be edited through the chip data. Adding more chips would use the blanks at the end of the text source. |
| The Rockman EXE Zone | YouTube | |
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| Dramz | Jul 7 2010, 05:35 PM Post #15 |
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yes, but the problem was that #201 had the text of element trap, and htis is because that in terms of order of the chip data, elementrap should be directly under Doublepoint. |
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| MegaBoy | Aug 13 2010, 01:00 PM Post #16 |
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Regular Member
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Thats So Awsome |
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