| MMBN4 Custom Battle Guide; New method! | |
|---|---|
| Topic Started: Oct 27 2011, 05:22 PM (1,794 Views) | |
| MegaRockEXE | Oct 27 2011, 05:22 PM Post #1 |
![]()
BN Guides Author
![]()
|
It's been a very long time since the previous MegaMan Battle Network 4 guide. Things have changed and I've come up with a much handier method for making custom battles now. I promise: less hassles, more flexible. So far I've only got it working for Red Sun US. There is still the EU version and all JP versions left. You're going to need VBA and a backup of the game. Same procedure most people should already be familiar with. Making a battle is the goal, but since the game offers no anytime freefights, we can't do that. Instead the DogHouse Comp will be the subject. Early access advantages. You're still going to run around, but save yourself the time and create a state save where the next step is likely the battle. So you're in the DogHouse. ![]() Start by actually making the battle. This method involves making the battle in free space. We will be using VBA's Memory Viewer to write temporary changes. The changes can always be made permanent through HxD or other hex editor. Here are the offsets for the default freespace on unpatched games.
Enter this in the memory viewer and have the view on 8-bit. The first part we'll write is the battle's settings. The settings format is documented below. You add the hexadecimal offset to the free space offset to locate the exact function a byte has. Use the documentation to fill in all the appropriate data for your battle.
0x00 I don't know what this is but all I know is it must be 20 so you can actually encounter the battle. You shouldn't have to worry about this. 0x01 This byte sets the kind of battlefield which will load. The game has a couple hundred predefined battlefields, usually in order by panel. I don't have list so try anything. Make it 00 for a plain field. 0x02 Don't know. Make it FF. 0x03 Byte which sets the music. Below is a list of values you can use. Default is 14.
0x04 Byte which sets the Battle Mode. It can turn a regular battle into a battle with special properties. Below is a list of possible values. Default is 00
0x05 Byte which sets the background. Below is a list of possible values. Default is FF which adapts to the current map's background.
0x06 This byte can affect enemy levels in the current battle and make the tournament green lines appear. Bytes are made in bits to get the desired effect. If you're using Windows 7, the Windows Calculator will be great for this part. ![]() In Programmer mode, with Hex selected, notice the 1s on the bottom-right of the bits viewer. Clicking on the 1s and 0s toggles them and in the table below, 1 is the 1 flagged on the right, and 8 is the one on the left. It don't know what else it can do. Default is 81. This byte has 3 known effects. The byte is composed of bits to combine effects. Using the table below, add the values in hex to get the desired effects. Default is 81.
0x07 Byte which adds a battle counter at the start of the match. Default is 00. If the byte is 01, it will say Battle 1, and so on. 0x08 This is where the pointer to the Objects Setup goes. We'll use the free space 087F73B0. Since the view is in 8-bit, you write the pointer backwards: B0 73 7F 08 Here are default bytes you can use for a regular battle: 20 00 FF 14 00 FF 81 00 + pointer Now since you already chose the location for the Objects Setup, we can work on that part next. Objects take 4 bytes and can be anything from Rocks to MegaMan. The Objects Format is documented below.
0x00 This byte changes depending on what the object type is. In most cases, odd numbers means its the enemy and even numbers mean its on your side. If this byte is FF, no more values will be read and effectively cuts off a battle. If 0x03 is set to Enemy, here are the value for different enemies.
If 0x03 is set to Mystery Data, this byte is used to get the reward pool defined in the game. I do not know what the reward polls hold. Values start at 0B and up. If 0x03 is set to Flag, this byte sets the HP and the side of the flag. Flags can have a maximum of 1016 HP. Values 00-7F are reserved for HP for your flag. 80-FF are reserved for the enemy's flag's HP. Flag HP is in 8s so to get an 800 HP flag, you would divide 800 by 8 and convert it to hex. 64h = 800HP. To make it an enemy flag, just add 80h to 64h. 0x01 X-position of the object in whole panels. Use the table below. [1][2][3][4][5][6] 0x02 Y-position of the object in whole panels. Use the table below. [1] [2] [3] 0x03 Object type byte. Use the values below to create the specified object.
Refer to 0x00 for their individual use. There are some limitations in setting up battles. You can have a maximum of 4 Enemies or MegaMan on one side. The 4th enemy will behave oddly as the game does not natively support 4 enemies on one side. You can only have 2 Rocks on the battlefield. Same for Flag and the MetalMan gear. A third won't show up. You can only have 1 Mystery Data. Enemies on your side will usually have a hard time hitting enemies. Finally, don't forget to actually have the battle show up. Go to the offset below.
Type in the free space offset correctly and the battle you made should be the only battle to show up. I hope that made sense and I'm glad I've been able to write a more comprehensive guide. The other games should get the same treatment. Please don't repost without my permission and enjoy! Edited by MegaRockEXE, Feb 14 2012, 02:02 PM.
|
| The Rockman EXE Zone | YouTube | |
|
|
|
| Prof. 9 | Oct 29 2011, 10:42 AM Post #2 |
![]()
Moderaptor
![]()
|
It certainly looks better than the previous guide. Instead of teaching how bits work (rather awkwardly) you could instead instruct the user to add up certain values to get the effects they want. People who know how bits work will instantly recognize what they have to do, too. |
Follow me on Twitter! Fork me on GitHub!
| |
|
|
|
| MegaRockEXE | Oct 29 2011, 07:30 PM Post #3 |
![]()
BN Guides Author
![]()
|
Good point. Seems the only bits that work as 80, 20, and 1. |
| The Rockman EXE Zone | YouTube | |
|
|
|
| exeguy1 | Jan 13 2012, 01:01 AM Post #4 |
|
Newb
|
Any way to make other DS navis appear besides GutsmanDS? |
|
|
|
| MegaRockEXE | Feb 14 2012, 02:03 PM Post #5 |
![]()
BN Guides Author
![]()
|
Updated! Added Blue Moon offsets, added "can't run away" byte. De-staffed the 0x06 byte. And also added a break between the battle settings and object setup sections. |
| The Rockman EXE Zone | YouTube | |
|
|
|
| 1 user reading this topic (1 Guest and 0 Anonymous) | |
| « Previous Topic · Guides & Research · Next Topic » |






