| BN6 NCP format | |
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| Topic Started: Aug 20 2011, 01:02 PM (811 Views) | |
| Prof. 9 | Aug 20 2011, 01:02 PM Post #1 |
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Starts at 0813944C (Falzar US), each NCP is 0x40 bytes long with each individual color 0x10 bytes long. 0x00 = Conflict Group (8-bit) 0x01 = Texture (regular/Plus Parts) (8-bit) 0x02 = ? (seems to be 01 for every existing NCP) (8-bit) 0x03 = Color (8-bit) 0x04 = Bug (8-bit) 0x05 = ? (seems to be FF for every NCP) (8-bit) 0x06 = ? (seems to be FF for every NCP) (8-bit) 0x07 = ? (seems to be FF for every NCP) (8-bit) 0x08 = Pointer to uncompressed NCP shape (32-bit) 0x0C = Pointer to compressed NCP shape (32-bit) On the Command Line, NaviCust Programs are executed from right to left. If an NCP is found to have the same Conflict Group as a previously executed NCP, it is skipped. This means that if you install 2 NCPs of the same Group, only the rightmost one is executed. The following Conflict Groups are used in the game normally: 01: SuperArmor (only one in its group, but I think these modify the Busting Level) 02: Shield, Reflect, AntiDamage (modify Left+B) 03: OilBody, Fish, Battery, Jungle (modify overworld encounters) 04: Humor, Poem (modify L message) 05: ChipShuffle, NumberOpen (modify the Custom Screen layout) Extra Conflict Groups can be added without any problems. It's important to make sure that your NCP has the correct Group, because otherwise the player's NCP setup may not work even if it's actually valid. I don't think Conflict Group has an effect on Plus Parts NCPs. Bugs: 00: No bugs 01: Moving warps you to the edge of your field 02: Emotion changes randomly during battle 03: Panel cracks when you step over it 04: Less chips on the Custom screen 05: Encounter rate rises 06: Can only receive very little Zenny from battles 07: Regular buster shots may not fire 08: Rush, Beat, Tango don't work, even if installed properly 09: HP bug 0A: ??? (I know it does something but I have no idea what) 0B: Random status effect at the start of a battle 0C: Random status effect at the start of a battle (lasts longer) EDIT: changed name of Effect Family to Conflict Group Edited by Prof. 9, Sep 2 2011, 11:15 AM.
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| Zanerus | Aug 20 2011, 03:09 PM Post #2 |
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So they are in the normal order in the list that's shown ingame? |
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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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Aug 20 2011, 09:17 PM Post #3 |
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Programmer!
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Is there anywhere that shows you if the NCP is game-enabled or not? |
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| Prof. 9 | Aug 21 2011, 03:05 AM Post #4 |
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I'm not sure there is something like that... 0x02 is 01 for every existing NCP, but iirc setting it to 0 had no effect. |
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| Prof. 9 | Sep 2 2011, 10:25 AM Post #5 |
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ASM pointer list for Bugs: Bug ASM pointer list starts at: 0813CC18 (pointer located at 0813CC14) (this is for Falzar EN) (first bug is just null pointers) 0x00 = Bug Lv0 (not used) 0x04 = Bug Lv1 0x08 = Bug Lv2 0x0C = Bug Lv3 Note: if a pointer is null (00000000) no bug is executed (game continues normally) Bug routines are basically the same as NCP routines. |
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| Prof. 9 | Sep 4 2011, 04:18 AM Post #6 |
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These are the rates at which your Buster fails to fire with the Buster Bug. Buster Bug Lv1: 3/8 (37.5%) Buster Bug Lv2: 5/8 (62.5%) Buster Bug Lv3: 13/16 (81.25%) |
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| MegaRockEXE | Sep 4 2011, 10:31 AM Post #7 |
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Say, wouldn't the same format apply for BN5 as well? |
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