Welcome Guest [Log In] [Register]
BN4 Chip Modding Guide; I've had this on my comp for a good 9 months. Might as well share it. xD
Topic Started: Jul 13 2011, 08:43 PM (780 Views)
timaeus222
Member Avatar
The Tech Guy
Welcome to MMBN4 Chip modding! This guide is for Blue Moon, so I'm not sure if the offsets of each chip are the same in Red Sun. They should be near, though. Try scrolling up a few lines.

Here's a visual:

Posted Image

This is the editing spot for Cannon. In this view, we are at 08019802. It starts at 08019818, but I thought we'd go here because this is the spot we learned BN6 Chip modding. However, it really starts at where letter codes start.

When I say byte, it means two bits/nibbles/digits/letters/numbers/whatever.

In 8-bit, at 08019806, then go down one row and right one column. That's the first two chip codes of the chip you can edit. Edit those and the variations of the chip's codes will change too. This is best in 8-bit because it goes 00 01 02 1A.

The first byte at 0801981C (in 8-bit) is the library stars. That goes up to 04.

I'm not sure what the second byte (in 8-bit) at 0801981C does just yet. I think it changes the hit element.

At 0801981E (in 8-bit), 08 is the MB. 0C is the element. The 08 means 8 MB, and the 0C means elementless. The MB won't change until you exit the pack or folder, so do so as necessary.

At 08019821 (in 8-bit), 4A means it is an Attack, not Support, chip. Attack shows base damage, and Support doesn't. At 08019820, 00 is the ranking of the chip. 00 is standard, 01 is mega, etc.

ablon08
 

01 = Time Freeze Counter Enable
02 = Show damage
04 = Is a navi chip
08 = ?
10 = ??? as displayed damage
20 = Is Dark Chip
40 = Appears in Library
80 = Dynamic Attack Power (Muramusa, CustSword Numberball and DS navi chips)


Afterwards is the fun part. At 08019822 in 8-bit, within 1E 0B is the chip family. 0B is the family byte. 0B is Cannon family. Here are all the values for chip family that exist:

00, 01, 04, 06 = Nothing
02 = Die
03, 05 = Hurt
07 = Disappear
08 = Buster Shot
09 = Bomb Toss
0A = Sword
0B = Cannon
0C = Time Freeze
0D = DarkSoul merge then freeze game
0E = GutsPunch
0F = Different Buster Shot
10 = Rapid Buster Shot + Invincibility during
11 = Lose Soul
12 = GutsPunch w/ Levels
13 = Fire Gear
14 = Impact on Panel in Front (?)
15 = Toss Die Bomb
16 = WoodPwdr on one panel
17 = Summon Wood Tower
18 = Toss Bomb with Buster Shot animation
19 = FlameRow
1A = Bring up barrier
1B = RollArrow
1C = RollWhip
1D = Recover
1E = Spreader
1F = Vulcan
20 = Counter(The one only usable during counter timing)
21 = PanelOut
22 = FlameLine
23 = AirShot
24 = Buster Shot Again
25 = Guard
26 = Thunder
27 = AirHockey
28 = Tornado
29 = Tiny Spurt of Water
2A = ??? Looks like Flowers.
2B = CopyDamage
2C = Roll's RollWhip
2D = Roll's RollArrow
2E = Roll's Sparkle
2F = Roll's Virus Summon
30 = Freeze Game
31 = WideShot
32 = WindRack
33 = HeatBrth/Blizzard/ElecShok/WoodPwdr
34 = TwinFang
35 = Slasher?
36 = VarSword
37 = SwordWave
38 = Fire Shuriken
39 = Triple Sword Wave
3A = Stay in Place
3B = Hide + Toss Grenades
3C = Track and ScopeGun three times
3D = Satellity
3E = Track and rapid machinegun
3F = Freeze Game
40 = Activate Wind
41 = Activate Wind + Fire Prop Bombs
42 = Activate Fan + Tornadoes
43 = Freeze Game
44 = Rock Fall
45 = GutsStraight
46 = GutsMachineGun
47 = ZapRing
48 = Freeze Game
49 = Toss two tracking Fire Bombs
4A = TrackFlame
4B = Flamethrower
4C = FlameSurround
4D = Nothing
4E = NumberBall Down Column
4F = Triangle
50 = Die Bomb
51 = Freeze Game
52 = Aqua Bubble
53 = Aqua Crack Bomb(tracks, cannot be thrown from front column)
54 = Buster Animation
55 = Stay in Place
56 = Make Thunder
57 = RowThunder
58 = GunDelSol
59 = MagnetBolt
5A = NeoVari
5B = Stay in Place
5C = Teleport, HeroSword
5D = Teleport, WideSword
5E = Teleport, Jump down and CrossSlash
5F = Delta Ray Ding
60 = Different Flamethrower
61 = BugCharge
62 = PropBomb
63 = ShotMeteor(as long as you hold A)
64 = Flash
65 = Stay in Place
66 = Fire Gear
67 = Metalman Missiles
68 = Metalman Punch
69 = Add Gears on Random Enemy Panels
6A = Freeze Game
6B = Freeze Game
6C = Wood Seeds
6D = Freeze Game
6E = Junk Bolts
6F = Junk Extension
70 = Z-Saber
71 = H-Burst
72 = Set antiDamage
73 = Set RockCube

The 6 bytes afterwards are different levels/sublevels. Just edit those to your liking until you get the effect you desire. I suggest you try each byte up until 0A before you move on to the next one.

At 08019832 in 16-bit, the two bytes which are below the chip family are 0028 for Cannon. That's the power of Cannon. 28 is 40. So change that to change the power of the chip you are editing. 64 = 100, C8 = 200, 78 = 120, etc.

The two bytes after the power of the chip would be the library number.

And those are the main values for chip modding! After this, the values for the next chip start. I hope this helped. To go to the next chip, start at 08019818 and and go down 3 lines, left 4 bits. That's all you need to do :P

---------------------------------------------------------------------------------------------------------

That's the guide, basically. Here's an example of some changes in Cannon:

Posted Image

The chips do not go in order of library number, so you'll have to check. It helps to start with the chip's power if you are doing trial and error. Good luck!

---------------------------------------------------------------------------------------------------------

(c) Copyright Timaeus.EXE 2009 and on. Distribution or videos of this guide must give credit to the original author, me. Thank you for your cooperation.
Edited by timaeus222, Jul 16 2011, 04:06 PM.
~Timaeus~
Web Designer, Music Composer

"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
Posted Image
Posted Image
Profile
Quote
 
Dramz
No Avatar
Spastic Colon

A lot of information is missing, and some of the provided information is incomplete, or wrong.

Cannon's chip data starts at 08019818, not 08019802.
Only 6/42 bytes are actually read in 16-bit.
What you call a bit is actually a byte.

Chip codes are in 8-bit. The order is Chip code 1, chip code 2, chip code 3, chip code 4, not 2 1 4 3, as your guide says.

The guide says that there is a 4A at 08019820, but its actually at 08019821.
01 = Time Freeze Counter Enable
02 = Show damage
04 = Is a navi chip
08 = ?
10 = ??? as displayed damage
20 = Is Dark Chip
40 = Appears in Library
80 = Dynamic Attack Power (Muramusa, CustSword Numberball and DS navi chips)

Add together values.
40 + 08 + 02 = 4A, which is the value used for Cannon.

Chips do definitely not go in order of library number.

Each chip is 2C bytes.
Hi Cannon, the next chip, starts at 08019844. You completely skipped over 14 bytes at the end.

Refer to this for more accurate information:
http://s6.zetaboards.com/The_Rockman_EXE_Zone/topic/8751715/1/

There is currently a program being developed for this.
Edited by Dramz, Jul 13 2011, 09:36 PM.
Profile
Quote
 
Prof. 9
Member Avatar
Moderaptor

No, no, no. We're not doing this stupid screenshot thing anymore. Get with the times... Seriously, 9 months old stuff is way outdated, don't teach the newbs all this incorrect information and these methods.

Like Ablon said, it's better to wait for the program, since you can be quite sure that it does the modifying correctly :P
:ninja: Follow me on Twitter! :trap: Fork me on GitHub!
Posted Image
Profile
Quote
 
timaeus222
Member Avatar
The Tech Guy
ablon08
Jul 13 2011, 09:31 PM
A lot of information is missing, and some of the provided information is incomplete, or wrong.

Cannon's chip data starts at 08019818, not 08019802.
Only 6/42 bytes are actually read in 16-bit.
What you call a bit is actually a byte.

Chip codes are in 8-bit. The order is Chip code 1, chip code 2, chip code 3, chip code 4, not 2 1 4 3, as your guide says.

The guide says that there is a 4A at 08019820, but its actually at 08019821.
01 = Time Freeze Counter Enable
02 = Show damage
04 = Is a navi chip
08 = ?
10 = ??? as displayed damage
20 = Is Dark Chip
40 = Appears in Library
80 = Dynamic Attack Power (Muramusa, CustSword Numberball and DS navi chips)

Add together values.
40 + 08 + 02 = 4A, which is the value used for Cannon.

Chips do definitely not go in order of library number.

Each chip is 2C bytes.
Hi Cannon, the next chip, starts at 08019844. You completely skipped over 14 bytes at the end.

Refer to this for more accurate information:
http://s6.zetaboards.com/The_Rockman_EXE_Zone/topic/8751715/1/

There is currently a program being developed for this.
I know that Cannon technically starts at 08019818. I just decided to put the offset that aligns it like how we used to learn this in BN6.

Same with the 16-bit; it's a familiar view when chip modding manually.

Sorry, I got mixed up with bit and nibble; those are the same and they are half a byte. I think Mgamerz said this, but I heard that a byte was 16 bits. It seems he was rusty.

I know that chip codes are in 8-bit. But why change the way we learn chip modding? People generally like familiar methods of learning.

I said that 4A was at 08019820 because we were in 16-bit, and it shows up first in 16-bit since it is swapped. In my brain, I did know it was at 08019821. Thanks for the values. That is actually something I never thought of. Adding values to get the proper effect...

Correct, that is why I said "as far as I know".

Yes, you have established that before on an other modding Note topic.

Well, I was trying to write in the proper format, as suggested by Prof.9. That just got me confused, but I was working in Notepad, so I couldn't revert to what I had earlier (I saved. >_>). His method was 0x0 for byte 1, 0x1 for byte 2, etc.

A program for chip modding from all Battle Networks? (haven't looked at the topic yet when writing this line)

Prof.9
 

No, no, no. We're not doing this stupid screenshot thing anymore. Get with the times... Seriously, 9 months old stuff is way outdated, don't teach the newbs all this incorrect information and these methods.


I prefer the old methods. Personally, I think the programs make it too easy to mod and ruin the satisfaction of doing something hard--if you're new to modding. They might end up making many newbs try to "mod" and make poor patches that required no skill. Just programs that WE hackers (kid, GM) made...
Edited by timaeus222, Jul 16 2011, 04:07 PM.
~Timaeus~
Web Designer, Music Composer

"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
Posted Image
Posted Image
Profile
Quote
 
Prof. 9
Member Avatar
Moderaptor

timaeus222
Jul 16 2011, 03:54 PM
I prefer the old methods. Personally, I think the programs make it too easy to mod and ruin the satisfaction of doing something hard--if you're new to modding. They might end up making many newbs try to "mod" and make poor patches that required no skill. Just programs that WE hackers (kid, GM) made...
Not a bad point, but I don't see why a program makes it easier than doing things in RAW hex. After all, it's the meaning of the values you're changing that matters.

The way I see it, using a program is (almost) equally as hard as hex editing, but it is a LOT less error-prone. A program always presents and labels the values in the most correct way. Just think of all the errors that were being made when the programs weren't the standard. Sure, people will perhaps put in more effort this way (will they really?) but there is also a much higher chance of glitches appearing.

There will always be attention seekers trying to "cash in", as it were, on the "success" of all the MMBN modding on YouTube. There's not much you can do about that. Also remember that even though there may be poor patches, nobody actually cares about them and they're generally ignored, pushing them to the bottom of the page soon enough. Really, production of programs can go both ways.
:ninja: Follow me on Twitter! :trap: Fork me on GitHub!
Posted Image
Profile
Quote
 
Dramz
No Avatar
Spastic Colon

Prof. 9
Jul 23 2011, 03:28 AM
timaeus222
Jul 16 2011, 03:54 PM
I prefer the old methods. Personally, I think the programs make it too easy to mod and ruin the satisfaction of doing something hard--if you're new to modding. They might end up making many newbs try to "mod" and make poor patches that required no skill. Just programs that WE hackers (kid, GM) made...
Not a bad point, but I don't see why a program makes it easier than doing things in RAW hex. After all, it's the meaning of the values you're changing that matters.

The way I see it, using a program is (almost) equally as hard as hex editing, but it is a LOT less error-prone. A program always presents and labels the values in the most correct way. Just think of all the errors that were being made when the programs weren't the standard. Sure, people will perhaps put in more effort this way (will they really?) but there is also a much higher chance of glitches appearing.

There will always be attention seekers trying to "cash in", as it were, on the "success" of all the MMBN modding on YouTube. There's not much you can do about that. Also remember that even though there may be poor patches, nobody actually cares about them and they're generally ignored, pushing them to the bottom of the page soon enough. Really, production of programs can go both ways.
@Timaeus, if the old methods are stupid, and wrong, why keep using them?
Just cause Mgamerz did it, doesn't mean it was any good.

@Prof, Using a program isn't as "hard", as you don't have to know what you are doing. I also believe that at least the more keen people should try to learn from the guides, and brave the glitches, but when the guides contain incorrect information, and poor teaching style, seems kinda useless to use them at all.

Regarding the format, its pretty simple. 0x00 is the first byte, 0x01 is the second...etc.
Aside from the technical benefits of using this notation, I find that it makes it a lot easier to read.
Personally, I have my hex editor set up to display 16 bytes per line. In the technical notation, that'd be 0x00-0x0F
Then line 2 would be 0x10-0x1F
Line 3: 0x20-0x2F...etc. It makes it easier to read in the end. Not only that, but my format topic, if you can understand the rather simple notation, is a lot more understandable than this guide, and provides more information.

Btw. I have almost complete formats for BN1, 2 and 3 as well, if anyone would like to take a looksie, try to fill in the gap(s).
Edited by Dramz, Jul 23 2011, 03:56 AM.
Profile
Quote
 
Midnite
Member Avatar
Moderpator

Geez, stop quoting posts that are single posts apart, simple @ would be better. It hurts for us who's trying to read this.
Posted ImagePosted Image Posted Image
Profile
Quote
 
1 user reading this topic (1 Guest and 0 Anonymous)
« Previous Topic · Guides & Research · Next Topic »