Welcome Guest [Log In] [Register]
Zanerus's BN6 Chip notes; As it says these are notes and not a guide
Topic Started: Oct 16 2010, 03:48 AM (3,896 Views)
Zanerus
Member Avatar
Dedicated Member
So I thought I'd help the chip hackers with a list of values I've found over the last year. It has been a very long year and as such this is a LONG list of notes. But for easy reading I'll explain the format they are written in and why

170A 0400 0104 00XX 0000 Is an example of me about to explain something to do with Vulcan. The order is cip family or attack type, two useless bytes and then Level mod, after that is Lockin values and finally the sublevels.

"AA00 00LL LOCK S2S1 S4S3"

This is the order used in the notes and they relate to GM's program like so.

AA=Attack Type/chip family
LL=Level mod
S1-4=Sublevel 1-4

Summon navi family Level mods (Chip family 1B)

Level mod values


I'd list time freeze but those notes don't belong to me alone so I'm not going into detail on their sublevels. Sorries. I will leave you with some interesting values from time freeze however. These values will load the Chip that they say but not as time freeze. Interesting and somewhat fun, but not to useful.


Time freeze summons unfrozen(chip family 15)

Level mod values



1C chip family level mods
values


So now lets get to one of the fun parts and start sublevels shall we? first to list is the longest one of all and the one used by multiple chips. My first sublevel list, Vulcan. This is listed as Gregar and Falzar because some effects are different for each version. I refuse to find which works for both.

Vulcan sublevel values

170A 0400 0104 00XX 0000

xx=Sublevel 1


Sublevel 1 values


Now onto even more sublevel notes!

Killer Cross' Beam
4500 00LL 0000 0000 0000


level mod values


KillerBeast's Tail Shot
4600 0000 0000 0000 0000
It stacks if you can hit them at once, beast out power does not increase it


WaveArm

3100 00LL 0000 00XX 0000


level mods
00=normal
01=All three panels are shot by wave


XX=speed and effect of wave/Sublevel1


sublevel 1 values


Step up and throw a blade (AntiDamage Activate)
4100 00LL 0000 0000 0000


level mod


Mega buster chips

1100 0000 00XX 0000

XX=shot effect/Sublevel1


Sublevel 1 values


Throwing bomb chips

1200 00XX ZZYY WWVV

XX=level mod
YY=Effect panels(seeds)/effect when directly hit(kettle virus)/Effect when explodoes(flashbomb)
ZZ=Pallet for seed
VV=Range of throw virus(Kettle)
WW=same as VV



Level mod values



seed effect values (YY)


For Kellte

These effects work only if it lands on the opponent

The mist Kettle lets out damage is based on chip damage

01=normal
02=heavy damage
03=heavyer damage
04=does 20 damage
05=does around 200(green)
11=Instakill



Flashbomb effect values (YY)



For bug bomb
22=confuse+hpbug
0b=confuse+hp bug

for black bomb

0C=100 damage



mini bomb effect values (YY)


Panel shot
2200 00XX 0000 0000 0000

XX=levelmod


Level mod values


Gregar buster/Falzar buster
1D00 0000 0000 XX00 0000

XX=Bullet count(Number in hex


Machinegun
2900 0000 0000 00XX 0000

XX=Causes crack if above 00



Shield/guard
2B00 0000 0000 XXYY 0000

XX=shield type
YY=Time of effect(messured in nanoseconds+Hex value, currently uncertain on full effect. FF is LONG wait. Each shield has its own timer)


Shield types


Risky honey
3900 0000 0000 00XX 0000

XX=type of Bee

These two though on the same family will be treated like two different chips

Airspin
3800 00XX 0000 ZZYY 0000

YY=Pallet/type of airspin
ZZ=Number of spins(inhex)


Hellzrolling
3800 00XX 0000 0000 0000
XX=levelmod

00=airspin
01=hellzrolling


spearder values
2500 0000 0000 00XX 0000

XX=Effect on enemy(look at Vulcan list)


Tank cannon

2400 0000 0000 XX00 0000

XX=backrowcracked(like machine gun
simply add any number above 00 for
the effect to work


Ironshell

2C00 0000 0000 YYXX 00ZZ

XX=color thrown(may have other
effects)
YY=(amount of spins perhit)
ZZ=one or three(add anymore higher
than 00 or 3

Tornado

2F00 0000 0000 YYXX ZZZZ

xx=Pallet of tornado
YY=Kill trigger(should any number
higher then 00 be here, target will
be slain on contact
ZZZZ=Tornado's timer/spin rate.
Uses all four bits for this one. To
explain, the larger/longer attack
would be FFFF while the
smaller/shorter would be same 0035.
I'm not sure the complete timer
math yet

Pallet list
Spoiler: click to toggle


Tornado level mods
00/01=Tornado
02=Static
03=Dark tornado

Batcannon
1900 0000 0000 XX00 0000

XX=effect
Spoiler: click to toggle

02=flash
05=same as 11
06=same as 02
08=force to back row
09=same as 08
0a=same as 09 but causes flash
0E=non flich flashing
11=pushup+flinch(nonflash)
14/15=pull to front
18=force to backrow(unless on your pnaels, can push even when they are in the middle of an attack)
19=push to back+attack canceler
1A=push back+flash, non cancel
1B=same as 1A
1D=cancels attack
1E=flash non cancel
1F=flash cancel
20=push back 1 panel non cancel
21=pushback one panel+flinch/canel
22=push back one panel, cause flash non cancel
23=push back one, flinch, flash
25=flinch+push forward
26=flash
28=push back non flash non flinch
29=pushback flinch non flash



Air hockey

2600 0000 0000 XXYY 0000

XX=effects where airhockey is on field(more of how it is summoned
YY=Effects speed/type of airhocky

XX(better left alone

YY
Spoiler: click to toggle
00=normal
01=slightly faster/longer
02=faster longer than 01
03=Blue shadow, much longer, same speed
04=lightningfast+endless
05=very slow though stay on the field for awhile
06=insanelyslow
07=still slow but faster then 05
08=ugh slow
0a= semi slow, bounces around a few times before heading off the screen from your field
0B=same as 0B minus holding enemy inplace
0c=Lasts about 30 seconds slightly slower then normal. more a nuseince then an issue
0F=fast, can stun, non flash, painful
10=same as oC but lasts longer
11=slightly slower than normal, flinch, time on field is unknown
14=TOOOO SLLLLLOOOOOOOOWWWWW
17=same as 11
19=same as 0A


Cornshot

2A00 0000 0000 00XX 0000

XX=panel that is hit
If there is any number higher than 00, hits where your standing

Yoyo
1800 0000 0000 0000 XX00

XX=spin counter(how long it is out. Number is hex 00=endless

Hyper busrt

3400 0000 0000 XXXX 0000

XXXX=Timer/Bulletcount
Use this value to decide how many shots will be fired.

Doll thunder
3E00 00LL TTFF 0000 00XX

LL=Level mod
XX=Eleccross buster(should the value be higher then 00
FF=Auto freeze(I'm unsure why but anything but 00 here causes the game to freeze
TT=Time beam is on screen(ff is aout 10 seconds)

The one 1C family is an odd family, more than being odd it seems that every family has its own sublevel effects

Boomber(level mod cannot be changed)

1C00 0001 0000 XXYY 0000

XX=Row of effect(this one is a bit cooky because each number but here has a different effect
YY=eefect on panel/summon


XX
00=normal
01=hits middle colum instead
02=hits front instead
03=hits a straight line(bottomrow)
(every other one is one of these

YY
03=normal summon no grass panels
04=tosses Thawk wing
05=nosummon
06=slow rebound
07=same as 05
08=same as 07
(all others I tested acted the same. others may work)

Invis
1C00 0002 0000 XXXX 0000

XXXX=Amount of time unharmable

Snakearm(the worm like attack)

1C00 000C 0000 00XX 0000

XX=type of worm summoned

buster up
1C00 000A 0000 00XX 0000

XX=Busterup(highest it can add may be plus5, uncertain needs more testing)

Flameknucle/duofist

1C00 000E 0000 YYXX 0000

XX=type of fist that hits
YY=element of attack

Metor throw(non time freeze)

1C00 0010 0000 XX00 0000

XX=Amount of metors

GOlem hit

1C00 0015 0000 XXYY 0000

XX=Hit uyour panel(For an insta hole, kina useless considering there chips that have this same effect.
YY-Type summoned

Fireburn

2700 000L 0000 RRTT AACC

RR=Range of attack
TT=Time on screen (done in nano seconds, use hex to figure out. if 00 is used lasts ten seconds can move)
L=Level mod(changes which buster is used, anything higher then 00 is heatcross buster)
CC=Cracked or not, anything higher than 00 is cracked
AA=Apereace of flame(play at own risk, very laggy)

Protoman
1B00 0001 0000 00XX 0000

XX=Pallet

Slashman

1B00 0004 0000 00XX 0000

XX=Kunai damage rate(figured in hex, max is 255 per hit)

Killerman
1B00 0005 0000 00XX 0000

XX=Select time speed(lower number=fater)

Elementman

1B00 00010 0000 00XX 0000

XX=Select time speed(higher number
equals longer time to select. I
perfer 35)

Colnel
1B00 0011 0000 00XX 00YY

XX=Pallet
YY=Navi or Giga(anything but 00
here makes it the giga chip effect
instead)

Double team

1B00 0014 0000 00XX 0000
XX=Unknown change, causes weird
effects game freeze

Crossover/Dajango

1B00 0015 0000 00XX 0000
XX=Move change(If 01 or higher is
Dajango chip attack)

Mastercross

1B00 0016 0000 00XX YY00

XX=Only works on 00, otherwise
summons a form of cross/beastouts
before ending
YY=Changes direction summoned form
goes(graphically sound, but combat
useless)

Bighook giga

1B00 0017 0000 EEXX 0000

EE=element of attack
XX=Type of fist(use 01 for normal)

Darkness PA

1B00 0018 0000 00XX 0000

XX=remove mega(only use 00 for
normal, or 01 for Bass using dark
sword only. The rest freeze)

Deltaray

1B00 001c 0000 00XX 0000
XX=Pallet

Wave notes

level mod
00=normal
01=three waves
Any higher is endless

Sublevel must be 3 or higher to active

03=active
06=wave go through all enemies and damages

Firehit sublevel 2 effects

04=pull to front
05=pull to front no flash
08=push back no flash
0C=No flash
0D=same as 05
10=move up 1

Credit for all this goes to me for insomnia. Credit for teaching me all this goes to ssx, brinauu, canine, and Ablon08. These four are my modding teachers and without them I'd never have learned anything and left a long time ago.
Edited by Zanerus, Sep 9 2011, 01:42 PM.
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.
Profile
Quote
 
StrikerGX
No Avatar
Dedicated Member
I'm 100% positive that this will make chip hacking go a little faster and more precise. Thank you and everyone else that helped research these values.
Profile
Quote
 
Zanerus
Member Avatar
Dedicated Member
fechdog
Oct 16 2010, 06:09 AM
I'm 100% positive that this will make chip hacking go a little faster and more precise. Thank you and everyone else that helped research these values.
Then the job is done right if it helps chip hacking.
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.
Profile
Quote
 
Prof. 9
Member Avatar
Moderaptor

Try making it a bit more structured, and maybe drop the god-awful 16-bit notation. You may be used to it but if you hadn't noticed, ALL of these values are 8-bit. 16-bit notation gives an incorrect interpretation of the data; it's not how it's stored in the ROM. Also, try using more bold or underline tags so you can drop unnecessary line breaks and make it a lot more readable.

Chip research, as far as I'm concerned, is mostly complete. Attack research is the next step. While these notes aren't really going to help further attack research much (that really requires ASM to be done correctly), they may be very helpful to people just wanting to create a patch.
:ninja: Follow me on Twitter! :trap: Fork me on GitHub!
Posted Image
Profile
Quote
 
Dramz
No Avatar
Spastic Colon

Prof. 9
Oct 17 2010, 12:39 AM
Chip research, as far as I'm concerned, is mostly complete. Attack research is the next step. While these notes aren't really going to help further attack research much (that really requires ASM to be done correctly), they may be very helpful to people just wanting to create a patch.
Chip research for BN6 I believe is complete. All that can be done is like the suff in this topic, recording the effects of sublevels, and such.

As for attack research, it will be much more difficult for those who do not know ASM to interpret, no matter how much research is done.

Also, Mgamerz's MMBN6 Chip Hacking guide teaches (for some reason) chip hacking in 16-bit.
I've always done it on a hex editor, so I always have to work in "8-bit", but it is fairly simple to convert to and from 16-bit notation, which, despite it not being the correct way, has become the accepted way by most.
Profile
Quote
 
Zanerus
Member Avatar
Dedicated Member
Prof. 9
Oct 17 2010, 12:39 AM
Try making it a bit more structured, and maybe drop the god-awful 16-bit notation. You may be used to it but if you hadn't noticed, ALL of these values are 8-bit. 16-bit notation gives an incorrect interpretation of the data; it's not how it's stored in the ROM. Also, try using more bold or underline tags so you can drop unnecessary line breaks and make it a lot more readable.

Chip research, as far as I'm concerned, is mostly complete. Attack research is the next step. While these notes aren't really going to help further attack research much (that really requires ASM to be done correctly), they may be very helpful to people just wanting to create a patch.
Most are in 8bit, though I do explain which values I'm stating. And as the first paragraph states I'll be changing this soon to make it more readable I just haven't gotten around to it yet.

Yes I agree chip research is complete in this aspect, unless someone finds something else (Or I relook up cannon sublevels which aren't listed here) As for these notes not being helpful to further help attack notes, I'm well aware of this, these notes are for just as you said Patch makers and chip hackers. It helps people who start to have some idea what they are trying to change.
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.
Profile
Quote
 
StrikerGX
No Avatar
Dedicated Member
I went experimenting on the vulcan sublevel 1 class for awhile and I noticed that some of the values could be explained/evaluated a little better, so I decided to go through and take notes on anything that was different from what was listed in Zanerus's post. I hope this helps.

Vulcan Sublevel 1
Profile
Quote
 
Zanerus
Member Avatar
Dedicated Member
Thank you fir spending the time to test those.
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.
Profile
Quote
 
beastfang
No Avatar
Dedicated Member
Considering that at one point I had a topic for all of the navi data (because I was making a specific patch for that) otherwise, this data will help making patches easier. Good job. :)
Profile
Quote
 
ToonMega
Member Avatar
TREZian
......This is by far THE most helpful chip modding notes thing i've ever seen.
Words cannot express how useful this is. Thank you sir.
Konkai wa boku no kachi da ne? Seigi wa katsu.

http://www.youtube.com/user/EmptySky0
Profile
Quote
 
Dark Samus
No Avatar
TREZian
offtopic: sorry wrong topic! i was going to post on another. ontopic:Thanks for posting the levels zan
Edited by Dark Samus, Jan 3 2011, 07:11 PM.
i want to say something....oh wait i just did
Profile
Quote
 
IngusRogeth
No Avatar
TREZian
Zane, this is rly helpful n' all. but if you add the chips and edit them. Can you then import them into an enemies battle data? What with all the changes. Cuz when i try and change it to import, it gets reverted and goes back to normal. Sorta like the whole text changes chip thing 'cept different. research this boi :|
Edited by IngusRogeth, Feb 6 2011, 03:18 PM.
Siggy by me:3
Posted Image
OoT Run is done! 1:39:45 Non-TAS console
Currently planning and practicing for Zelda MM
Profile
Quote
 
Zanerus
Member Avatar
Dedicated Member
I'm honestly not sure how chips work for enemies, but I'll look at it.
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.
Profile
Quote
 
Zieldak
Member Avatar
TREZian
Umm... This is a little late but you didn't add 00 to the vulcan sublevels list.
00=Spreader effect hits only back. (ShotGun)
I think you should add this value to the list.
Edited by Zieldak, Jul 10 2011, 02:58 AM.
Posted Image
Posted ImagePosted ImagePosted ImagePosted ImagePosted Image
Posted ImagePosted ImagePosted Image
Posted ImagePosted ImagePosted ImagePosted ImagePosted Image
Posted ImagePosted ImagePosted Image
Posted ImagePosted ImagePosted ImagePosted ImagePosted Image
Posted Image
Posted ImagePosted ImagePosted ImagePosted ImagePosted Image
Posted Image
Profile
Quote
 
Zanerus
Member Avatar
Dedicated Member
Zieldak
Jul 6 2011, 09:01 AM
Umm... This is a little late but you didn't add 00 to the vulcan sublevels list.
00=Spreader effect hits only back.
I think you should add this value to the list.
Thank you kindly.
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.
Profile
Quote
 
Kid1513
Member Avatar
TREZian
Skimming through the Vulcan values, I'm quite confused since I can't seem to understand which has the frozen effect, which plays in game freeze (since you put Freeze and not Frozen Enemy...)
Posted Image

...SF3 Random Battle modding Tool Detected!
...SF3 Auto Brother Modifying Tool Detected!
...BN5 E-Reader Modifying Tool Detected!
...Megaman Battle Network - Pokemon Crossover Patch Detected!

Posted Image
Profile
Quote
 
Zanerus
Member Avatar
Dedicated Member
Freeze is when the game freezes. If it stops the enemy it says something about stopping them.
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.
Profile
Quote
 
shiranui44
No Avatar
Regular Member
hey would you mind telling me if you use Hex editor or Memory veiwer for this?
Profile
Quote
 
Zanerus
Member Avatar
Dedicated Member
To find the notes I used a memory viewer. So sadly the notes are out of date. As listed in the first post

"AA00 00LL LOCK S2S1 S4S3"

This is the order used in the notes and they relate to GM's program like so.

AA=Attack Type/chip family
LL=Level mod
S1-4=Sublevel 1-4

These notes are more sublevel and level notes of the family so either a hex editor or memory viewer works. I suggest Gm's chip program for ease of access when making a patch.
Edited by Zanerus, Aug 31 2011, 03:55 PM.
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.
Profile
Quote
 
shiranui44
No Avatar
Regular Member
no kidding i was just looking for sub levels and chip attack types so i can change all of my chips to something diffrent
Profile
Quote
 
1 user reading this topic (1 Guest and 0 Anonymous)
Go to Next Page
« Previous Topic · Guides & Research · Next Topic »