| Multiplayer battle; how the game selects them | |
|---|---|
| Topic Started: Nov 12 2011, 02:03 PM (599 Views) | |
| Prof. 9 | Nov 12 2011, 02:03 PM Post #1 |
![]()
Moderaptor
![]()
|
MRE asked me to look into this, it didn't seem like it would take long. Both GBAs randomly select a battle stage value and a background value. Right before the white fadeout to the battle, one GBA's values are used and the other GBA's values are discarded. The routine to generate a battle stage and background is located at 0x081209DC. The pointer to the start of the battle settings for multiplayer battle stages is at 0x0800A944. This is how it selects a battle stage:
This is how it selects a background:
If you want to always force 1 specific battle, you can simply set the 3 stage amounts (0x44, 0x60 and 0x44) to 0x01. The three stage amounts are located at 0x08120A14. For Single and Triple, you will always get battle 0x00; for RandomBattle, you will always get battle 0x60 (unless you change the base battle stage value for RandomBattle to 0x00). |
Follow me on Twitter! Fork me on GitHub!
| |
|
|
|
| MegaRockEXE | Nov 12 2011, 07:25 PM Post #2 |
![]()
BN Guides Author
![]()
|
Proof of concept![]() Getting both games to fight one battle and using a cheat, it's possible to have 2 players fight on one side. Use this code on both games. 3203AD26 0001 Obvious bugs with the cheat is that when the other player is forced to fight on player 1's side, chips/crosses are shared. The converted player can also be hit by player 1 and not the enemy, so technically they're not really on player 1's side. Defeating the enemy on player 2's side also won't end the battle. Ideally the second player should be a copy of player 1's data [00 23 00 00] [00 23 00 00] but this causes player 2 to be unplayable. This would eliminate any of the problems described above. It may require some ASM for that to work. Edited by MegaRockEXE, Nov 12 2011, 07:28 PM.
|
| The Rockman EXE Zone | YouTube | |
|
|
|
| Zanerus | Nov 12 2011, 07:28 PM Post #3 |
![]()
Dedicated Member
|
Wait how did you get a navi as the enemy? It's worth knowing more about so I'm interested how you did that. |
|
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. | |
|
|
|
| MegaRockEXE | Nov 12 2011, 07:29 PM Post #4 |
![]()
BN Guides Author
![]()
|
Once you follow the instructions Prof.9 posted, you should be able to get one battle to load all the time (background can also be fixed to 1). Using this, you can write a new battle either over the old ones or point to a new one which would add more enemies. |
| The Rockman EXE Zone | YouTube | |
|
|
|
| Zanerus | Nov 12 2011, 07:33 PM Post #5 |
![]()
Dedicated Member
|
At that point it's just like editing a normal fight? Fair enough. No other questions of note I can think of. |
|
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. | |
|
|
|
| MegaRockEXE | Nov 13 2011, 11:12 PM Post #6 |
![]()
BN Guides Author
![]()
|
The cheat I posted was not working anymore for some reason. I was trying this and it worked, but it's still a sloppy solution.
|
| The Rockman EXE Zone | YouTube | |
|
|
|
| 1 user reading this topic (1 Guest and 0 Anonymous) | |
| « Previous Topic · Guides & Research · Next Topic » |






