| BN4 Chip Modding Guide; I've had this on my comp for a good 9 months. Might as well share it. xD | |
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| Topic Started: Jul 13 2011, 08:43 PM (780 Views) | |
| timaeus222 | Jul 13 2011, 08:43 PM Post #1 |
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The Tech Guy
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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: ![]() 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.
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: ![]() 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.
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~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 ![]()
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| Dramz | Jul 13 2011, 09:31 PM Post #2 |
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Spastic Colon
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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.
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| Prof. 9 | Jul 14 2011, 06:38 AM Post #3 |
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Moderaptor
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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 |
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| timaeus222 | Jul 16 2011, 03:54 PM Post #4 |
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The Tech Guy
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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)
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.
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~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 ![]()
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| Prof. 9 | Jul 23 2011, 03:28 AM Post #5 |
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Moderaptor
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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. |
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| Dramz | Jul 23 2011, 03:56 AM Post #6 |
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@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.
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| Midnite | Jul 23 2011, 04:05 AM Post #7 |
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Moderpator
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Geez, stop quoting posts that are single posts apart, simple @ would be better. It hurts for us who's trying to read this. |
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