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| Zanerus's BN6 Chip notes; As it says these are notes and not a guide | |
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| Topic Started: Oct 16 2010, 03:48 AM (3,896 Views) | |
| Zanerus | Oct 16 2010, 03:48 AM Post #1 |
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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.
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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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| StrikerGX | Oct 16 2010, 06:09 AM Post #2 |
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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. |
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| Zanerus | Oct 16 2010, 06:17 AM Post #3 |
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Then the job is done right if it helps chip hacking. |
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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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| Prof. 9 | Oct 17 2010, 12:39 AM Post #4 |
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Moderaptor
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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. |
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| Dramz | Oct 17 2010, 01:03 AM Post #5 |
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Spastic Colon
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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. |
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| Zanerus | Oct 17 2010, 04:02 AM Post #6 |
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Dedicated Member
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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. |
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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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| StrikerGX | Oct 17 2010, 07:20 PM Post #7 |
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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
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| Zanerus | Oct 17 2010, 11:01 PM Post #8 |
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Thank you fir spending the time to test those. |
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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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| beastfang | Dec 22 2010, 12:19 PM Post #9 |
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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.
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| ToonMega | Dec 23 2010, 02:44 PM Post #10 |
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TREZian
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......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. |
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Konkai wa boku no kachi da ne? Seigi wa katsu. http://www.youtube.com/user/EmptySky0 | |
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| Dark Samus | Jan 3 2011, 07:06 PM Post #11 |
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TREZian
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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.
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| i want to say something....oh wait i just did | |
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| IngusRogeth | Feb 6 2011, 03:17 PM Post #12 |
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TREZian
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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.
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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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| Zanerus | Feb 6 2011, 04:52 PM Post #13 |
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I'm honestly not sure how chips work for enemies, but I'll look at it. |
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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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| Zieldak | Jul 6 2011, 09:01 AM Post #14 |
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TREZian
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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.
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| Zanerus | Jul 7 2011, 01:34 PM Post #15 |
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Thank you kindly. |
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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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| Kid1513 | Aug 24 2011, 12:18 AM Post #16 |
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TREZian
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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...) |
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| Zanerus | Aug 24 2011, 06:37 AM Post #17 |
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Freeze is when the game freezes. If it stops the enemy it says something about stopping them. |
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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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| shiranui44 | Aug 31 2011, 03:42 PM Post #18 |
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hey would you mind telling me if you use Hex editor or Memory veiwer for this? |
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| Zanerus | Aug 31 2011, 03:54 PM Post #19 |
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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.
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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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| shiranui44 | Aug 31 2011, 05:35 PM Post #20 |
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no kidding i was just looking for sub levels and chip attack types so i can change all of my chips to something diffrent |
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