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Adding Navis without Replacing
Topic Started: Sep 3 2010, 04:50 AM (3,300 Views)
Dramz
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Okay, this guide will cover creating custom bosses without replacing older ones.
The guide will cover the method to do it for many slots, but we will be working through a specific example.

Requirements:
-Hex Editor (Memory Viewer is not enough)
-Direct Enemy Hacking Experience.

The following is done on a Falzar ROM. The Gregar Offsets are different, but the method is the same.


So we start by hacking ourselves a nice battle with Enemy 61 (11 25 61 01 F0)
This will load the Hackjack Slot.
He isn't going to do much

Awhile ago, I posted this:
http://s6.zetaboards.com/The_Rockman_EXE_Zone/topic/8643280/1/

Hacking Hack Jack
 
Hack Jack - 080F28C4
AI slot - 080F29D0
Move Slot - 080F29D4
Attack Slot 1 - 080F29D8
Attack Slot 2 - 080F29DC
Attack Slot 3 - 080F29E0
Attack Slot 4 - 080F29E4
Attack Slot 5 - 080F29E8



So, give hackjack some movement, with normal Direct Enemy Hacking and let him be.


Now, hack a battle with Boss 00 (11 25 00 01)
This will load what is normally referred to as "Dummy Megaman"
But he will now move about like the 61 enemy did, after you hacked him. He shares Hackjack's AI.
If you load enemy DA (11 25 DA 01), he will also use Hackjack's AI
And there are many, many more slots that take their AI and data from the Hackjack Data.

In this guide, we will be giving these slots their own individual AI.
So hack your battle against 00 (11 25 00 01)

Now for some theory. Skip past if you don't care about the reason this will work.
Normal Navi data is split up into a number of different parts: The intro, the sprite, the version specific data, the held chips, and the AI. These sections are individually pointed to by a pointer list. Their positions on these pointer lists dictate the battle hacking value that will load this code. For example the data that is pointed to by the first pointers in he various lists will have the battle hacking value of 00, the Dummy Megaman. The second pointers on the list correspond to battle hacking value 01, Heatman. The third will go to the navi after Heatman, Elecman...and so on.


Part 1
 
So, we will be dealing with out first list - The Intro.
This intro, is 4 bytes and on an unhacked ROM will be the 4 bytes before the offset.
Hack Jack - 080F28C4
So the Intro for Hack Jack starts at 080F28C0.
The second byte in the intro is what is being pointed to.
Using your hex editor Scroll to the top of the ROM, Control F, and search for C1 28 0F 08
It will take you to 080F2474.
This points to the intro data for the Dummy Megaman.

As you would expect, we repoint this to an empty, expanded offset, eg 08800001.
Then go to 080F28C0, copy the first 4 bytes, and paste them at 08800000. This will ensure that the pointer is pointing to the second byte of the intro data.





Part 2
 
Our next part is the Sprite Control.
Hackjack's Sprite Control is at 080F28C4. This is only 2 bytes. The pointer points to 080F28C4.
So, Scroll to the top of your ROM, Control F, C4 28 0F 08.
It wlll take you to 080F24D8 Repoint this to an expanded, empty location, eg) 08800006.
Then go back to 080F28C4, copy 2 bytes, and paste it at the place you changed the pointer to.




Part 3
 
Next is the Version Specific Data
The Version specific data begins at the HP value of the first version.
In the case of Hackjack, it begins at 080F28CC, and ends at 080F28F0
I think you can guess what we have to do.
Scroll to the top of your ROM, Control F, CC 28 0F 08
It will take you to 080F253C.
Repoint this to an expanded offset, eg) 08800010
Now. In this example, we the enemy we are working with only has 1 version, so we only need to repoint data for a single version.
Each version uses 6 bytes. See my addition to the Direct Enemy Hacking Guide for editing this data.
So, copy 6 consecutive bytes for each version needed, and paste it at the offset you pointed.




Part 4
nearly there
Now, this part isnt essential, but its kinda cool.
Most people are of the opinion that the wall of FFs in a navi data is useless, but in actuality, it controls the chips that the enemy holds.

You know the routine.
Hackjack's FF wall begins at 080F28F0, so scroll to the top of the ROM, Control F, F0 28 0F 08
It will take you to 080AEE0C
Repoint the wall of FFs as you did all the other parts.




Final Part...finaly
 
Most importantly, AI repointing.
Hackjack's AI data begins at 080F29B0.
Scroll to the top of the ROM, Control F, B0 29 0F 08
It will take you to 080F23AC
Repointing Hackjack's useless AI is pointless. I recommend Protoman's AI.
Protoman's AI begins at 080FB9A0. So go there, and copy 3C bytes (this will cover all of Protoman's AI). Paste it at the offset you repointed it to.



Load up the battle
If you've done it correctly, Dummy Megaman will use Protoman's AI.
If you hack the battle to Hackjack, he will just move about as you hacked him earlier.

Edit the repointed data as you want. Text hack as usual, sprite hack as usual, and you've got yourself a new navi to play around with.




If you wish to do another navi, eg 9D, you have to find his pointers in the list. They all point to Hackjack, so....

Earlier in this Guide...if you remember that far back

the data that is pointed to by the first pointers in he various lists will have the battle hacking value of 00, the Dummy Megaman. The second pointers on the list correspond to battle hacking value 01, Heatman. The third will go to the navi after Heatman, Elecman...and so on.

Use that information to locate your pointers.


Also, it is theoretically possible to extend the various lists by repointing them too, and making a complete new set of custom navis.
There is another list, before the intro list that you would have to work with earlier, but I did not include it in this guide as its function is as of yet unknown.


If you've done this incorrectly, it will probably freeze. Start again.
Good Luck, this is hardly simple stuff.

Credit to timaeus222, for finding the Version Specific Data Pointer, and Zanerus for making the observation that multiple slots load Hackjack's AI, clearing everything up in my head from my past attempts at this.




Useful Lists



Any questions, comments or hate mail, post.
Edited by Dramz, Sep 3 2010, 04:55 AM.
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brianuuu
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Cool! So there is a amount of Dummy Megaman to hack around.
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Dramz
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And if you expand all 6 lists, you can make more slots.
I havent played around with this though, so I dont have the offsets that point to the lists yet. I think I know where they are, but I havent checked yet.
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Zanerus
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I'll be playing around with this later.

Ablon if you can, please expand on the chip holding section. That sounds useful (And painful) cause we could give them gigas this way OR build a set of chips for enemies to use only.
Zane's poetry Hour here: http://s6.zetaboards.com/The_Rockman_EXE_Zone/topic/8752185/1/

AEZ Patch version 4 finally out: http://s6.zetaboards.com/The_Rockman_EXE_Zone/topic/8667690/1/

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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Dramz
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Boss AI does not actually use the given chips. Only certain viruses will use them.
Basically, take a look at the AI for a virus. The wall of FFs has gaps. If you copy-paste that wall onto a boss, some versions of the boss will hold chips.
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Zanerus
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How do we set which chips they hold?
Zane's poetry Hour here: http://s6.zetaboards.com/The_Rockman_EXE_Zone/topic/8752185/1/

AEZ Patch version 4 finally out: http://s6.zetaboards.com/The_Rockman_EXE_Zone/topic/8667690/1/

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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Other Kris
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RPG Maker Ace? Gotta win!
We can now add enemies to our own accord. :D
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brianuuu
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Zanerus
Sep 3 2010, 04:19 PM
How do we set which chips they hold?
It maybe random, but you remembered the "Wall FF data" said by timaeus, it's actually chip hold by enemy.
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Zanerus
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brianuuu
Sep 3 2010, 07:45 PM
Zanerus
Sep 3 2010, 04:19 PM
How do we set which chips they hold?
It maybe random, but you remembered the "Wall FF data" said by timaeus, it's actually chip hold by enemy.
I understand that much, but I really want to set up things like "Navies with gigas" or give viruses the PA chips. Just really strong stuff.

EDIT: On topic to the thread I'm having an issue in not knowing how to make the new navi faster and more aggressive now that I've seperated him. Any ideas?

Also the AI address you had listed acted kinda funny for me, with the memory veiwer and hex editor disagreeing on where it started.

080F58F8 Is Killerman's AI address. Once I loaded that I was good to go.
Edited by Zanerus, Sep 4 2010, 04:54 AM.
Zane's poetry Hour here: http://s6.zetaboards.com/The_Rockman_EXE_Zone/topic/8752185/1/

AEZ Patch version 4 finally out: http://s6.zetaboards.com/The_Rockman_EXE_Zone/topic/8667690/1/

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/

Insanity is simply silliness misunderstood.
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Dramz
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brianuuu
Sep 3 2010, 07:45 PM
Zanerus
Sep 3 2010, 04:19 PM
How do we set which chips they hold?
It maybe random, but you remembered the "Wall FF data" said by timaeus, it's actually chip hold by enemy.
I think like reward hacking, there are several chips that each version can hold.
I'm not exactly certain how each chip is identified, but it probbly uses the same values as reward hacking.

Once again, I am not certain, so dont hold me to it.
Navi AI does not use chips, and only viruses like mettaur and a few others will use them.

@Zane, I rechecked the AI addresses provided and could find no problems
As for making them more aggressive, that involves AI hacks.
http://s6.zetaboards.com/The_Rockman_EXE_Zone/topic/8616074/1/
Edited by Dramz, Sep 5 2010, 12:31 AM.
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Zanerus
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my rom had this werid glith that proto's AI was moving 10 bytes compared to the mem viewer from the HxD.
Zane's poetry Hour here: http://s6.zetaboards.com/The_Rockman_EXE_Zone/topic/8752185/1/

AEZ Patch version 4 finally out: http://s6.zetaboards.com/The_Rockman_EXE_Zone/topic/8667690/1/

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/

Insanity is simply silliness misunderstood.
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Dramz
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Zanerus
Sep 5 2010, 03:16 AM
my rom had this werid glith that proto's AI was moving 10 bytes compared to the mem viewer from the HxD.
Just work with HxD with this. It is much easier than the memory viewer.
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Zanerus
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ablon08
Sep 5 2010, 03:18 AM
Zanerus
Sep 5 2010, 03:16 AM
my rom had this werid glith that proto's AI was moving 10 bytes compared to the mem viewer from the HxD.
Just work with HxD with this. It is much easier than the memory viewer.
It worked fine when I changed it to killer.

Also I'll try AI hacking later.
Zane's poetry Hour here: http://s6.zetaboards.com/The_Rockman_EXE_Zone/topic/8752185/1/

AEZ Patch version 4 finally out: http://s6.zetaboards.com/The_Rockman_EXE_Zone/topic/8667690/1/

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/

Insanity is simply silliness misunderstood.
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timaeus222
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Oh heck yes. Now I can add some more navis I've been meaning to add.

Thanks for the guide and the credit :D

EDIT: What I'm wondering is, what are some good empty slots to use?
Edited by timaeus222, Sep 5 2010, 10:53 PM.
~Timaeus~
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"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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Zanerus
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00 is dummy mega and the first slot listed.

7F for crossover Hackjack if offset is found can be used, as well as 9D for named Mega.

Just three examples.
Zane's poetry Hour here: http://s6.zetaboards.com/The_Rockman_EXE_Zone/topic/8752185/1/

AEZ Patch version 4 finally out: http://s6.zetaboards.com/The_Rockman_EXE_Zone/topic/8667690/1/

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/

Insanity is simply silliness misunderstood.
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timaeus222
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The problem is, if you replace Dummy Megaman, you'd replace what you face in a netbattle.

EDIT: This might help.

0800F234 32-bit.

You can repoint the offsets for the sprite assignments.

080F23A0 32-bit.

You can repoint the data for AI assignments.

EDIT 2: Anyone know what this is? It seems to be pointing to the spot in the AI offset that has the navi AI speed...

080F285C
Edited by timaeus222, Sep 6 2010, 10:46 AM.
~Timaeus~
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Dramz
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So dont replace dummy mega then, theres plenty of others.
If you repoint and expand the list, you can even create new slots.

That last pointer...I'm interested in that...
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timaeus222
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Hm. I tried this guide and repointed my SFMegaMan (kind of) so that his virus body is gone. But then I'm wondering how you add more names to the navi_names.dmp you'll get when you export from the game with the Text Dumper and Patcher. It only goes up to FBeast NoName, and then afterwards is the list of V1 navis (speaking of which, I don't recall what that is).
Edited by timaeus222, Jul 23 2011, 02:19 PM.
~Timaeus~
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"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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Dramz
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If you look at the actual .DMP file it generates, it most certainly does not end at FBeast No-Name.

Try double clicking one of the spaces. I think you'll be pleasantly surprised.
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Zanerus
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Really Ab, so crptic? Then again we had to guess ourselves.
Zane's poetry Hour here: http://s6.zetaboards.com/The_Rockman_EXE_Zone/topic/8752185/1/

AEZ Patch version 4 finally out: http://s6.zetaboards.com/The_Rockman_EXE_Zone/topic/8667690/1/

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/

Insanity is simply silliness misunderstood.
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