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Messages - Z3R0X

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41
Personal Projects / Re: Mega Man X6 Tweaks/Patcher (v05)
« on: July 11, 2018, 12:45:47 pm »
Z3ROX,
You're right! It's working nicely now.
As for Gameshark it has to be something like this:
#Zero/Shadow Up+Jump reach higher
8003659C 00C0

July 11, 2018, 12:38:11 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Oh my gosh. I wrote some of the gameshark with joker command wrongly.
Anyway, I already edit it. Please check it again. Sorry...
Yes, you should be careful with endianness (I think the way the data order stores and reads are called like that)

42
Personal Projects / Re: Mega Man X6 Tweaks/Patcher (v05)
« on: July 11, 2018, 11:25:43 am »
Z3ROX,
Thank you for finding out those up+jump value.
I try it using gameshark and only came out with 3 results.
1) Jump much lower than usual
2) Jump as it is (Hyoroga moves height)
3) Jump with unlimited height (It'll stick at ceiling and able to launch Hyoroga at Rainy Turtloid)
Too bad as it can't make the jump height slightly higher than Hyoroga.

Also, did you check all my gameshark value at page 1?
If you didn't, please trace back the one I mix with Joker Command.
The one I mention about Ultimate Leg Jets Hovers up and down.
Can you make it without relying on Joker Command?
There are also other interesting gameshark codes I actually put there to mix it with Joker Command.
Maybe you can come out of something if you look into it.
I will check them out!

Hello, I patched directly into the BIN with this value and is enough to reach the ceiling in Rainy Turtloid on the sigma stage battle.
RAM = 8003659C
BIN = 1D94C884
90 00
<>
C0 00

Ceiling Duration Zero
RAM = 80036544
BIN = 1D94C82C
78 00
<>
00 00

Ceiling Duration Shadow
RAM = 80036550
BIN = 1D94C838
B4 FF 02 24 <- This is an instruction
<>
XX XX 02 34

Infinite Ceiling Zero and Shadow
RAM = 800366A0
BIN = 1D94C988
FF FF 82 24 <- This is an instruction
<>
00 00 00 00

RAM = 801ECB2C
BIN = 1D9C33E4
FF FF 62 24 <- This is an instruction
<>
00 00 00 00

43
Personal Projects / Re: Mega Man X6 Tweaks/Patcher (v05)
« on: July 11, 2018, 01:59:06 am »
I will give a try! I found these two RAM offsets, you can play with these values to make Zero with jumper part (I don't test it with other characters) jump higher and faster fall slower, its like moon gravity. There are other values in this section that you can play with, don't know if these physics values.
RAM
80097198
800971D4

This is the function that initializes most of these values:
RAM = 8003BD24

Edit:
The sabre delay is not really a delay, is more like animation speed, I found that increasing animation speed does the job and some neat things.

X Sabre Animation
RAM = 801F492C
BIN = 1D9BFAC4
16 40 01 33 <-
<>                 | - These are not instructions.
01 40 01 33 <-

There are some values that I don't know what they do but...
If you set to 1 (is the min value or the animation freezes) the sabre animation increase.
If you change the values to:
0C 40 03 33
X will do 2 slashes  :o

44
Personal Projects / Re: Mega Man X6 Tweaks/Patcher (v05)
« on: July 11, 2018, 01:03:21 am »
Hello, I found 1 of the modification that injoon84 ask for:
Zero and Shadow Up+Jump
RAM = 8003659C
BIN = 1D94C884
90 00
<>
XX XX <- Replace with...
0x90 is the default height, the max value is 0x7FFF since is a halfword

45
Personal Projects / Re: Mega Man X6 Tweaks/Patcher (v05)
« on: July 10, 2018, 11:11:50 am »
It's just the culmination of all the bug fixes done through v04 (it's the same as v04f). Seemed like a good place to update the submission on the site. The base patch and the spreadsheet have been updated too.

I really hope I got everything covered now. Thanks for your support all the way through!

Thank you for all your effort acediez, I will make a tool with your spreadsheet and to replace the auto hotkey one, this tool will have compatibility with Megaman x6 1.0 and 1.1, auto ECC/EDC fix and able to patch, read the current modifications of the RAW/2352 images and restore original without making a backup. Of course the tools will be this thread exclusive and all the people who contributed.

46
Personal Projects / Re: Mega Man X6 Tweaks/Patcher (v02)
« on: July 09, 2018, 11:29:41 pm »

Z3ROX, not sure if you answered on the video, but what do you plan on doing for X4?


Hello, I uploaded an update for MMX5 with the 3 things we discuss.
And for X4 I will implement basic things like all weapons, invincibility, enable black armors without the code, quick charge X (maybe on the fly buster change between the 3 buster types) and fix Zero shock buffer, is so strange on black armor.
And these:
- Zero's Kuuenbu spinning blade attack is change to either by up+square or triangle.
- Zero's Shippuuga can be launch in air too.
For X6:
- Make Shadow's Up+Jump height the same as Zero's Hyoroga too.
- Blade Armor dashes length control.
- Combine secret codes so you can get both black armors.
- Zero always has overdrive.
- And the basic stuff.
Great work acediez with these tweaks.

47
Personal Projects / Re: Mega Man X6 Tweaks/Patcher (v02)
« on: July 09, 2018, 01:29:35 am »
Thanks for sharing your tool, I'm glad to help you.
Yes, you should be carefull with load operations, they have 1 cycle delay, I learn that the hard way :P

48
Personal Projects / Re: Mega Man X6 Tweaks/Patcher (v02)
« on: July 09, 2018, 12:25:32 am »
Z3R0X,
Splendid! I died a lot too.

For Megaman x6,
1) Is it possible to make Zero's Hyoroga jump slightly higher to the point he can reach ceiling for the boss fight against Rainy Turtloid?
2) Zero's Guard Shell to be activated/deactivated by pressing square+triangle instead of choosing it from the weapons menu?

Megaman x5,
1) Zero's F-Splasher is change from dash button to giga attack button so that Zero can retain his normal air dash?
2) Zero's C-Sword is change either by up+square or triangle button also to retain Zero's standard attack?
3) X's and Zero's Dark Hold can be activated and deactivated by pressing special weapon button?

Yes, it can be done, is a lot of work, I need to made custom routines for most of the these cases you described.

49
Personal Projects / Re: Mega Man X6 Tweaks/Patcher (v02)
« on: July 08, 2018, 09:39:33 pm »
(I hope you're here willing to contribute and not just shill your own project. You should make your own thread for that)

No problem my friend, here is:
RAM = 801EA4A8
BIN = 1D9C0770
Is a simple "andi" very easy to see and understand.
10 = [ ]
20 = /\
Opcodes:
Original
10 00 42 30
Mod
20 00 42 30

Now I want to learn how to edit sprites on these games, I can't find the correct palettes on tile molester, I suck on that :(


Z3R0X, how goes your testing of your X5 Tool? Any issues yet?

And I hope that's not the case!


No problems so far, I managed to enable the bosses drop both parts and both upgrades regardless of what the player choose.

50
Personal Projects / Re: Mega Man X6 Tweaks/Patcher (v02)
« on: July 08, 2018, 08:35:44 pm »
I hope my tool does not have that bug with the health  :P

51
Personal Projects / Re: Mega Man X6 Tweaks/Patcher (v02)
« on: July 08, 2018, 11:48:33 am »
I think the mmx5 project creator is busy, that project is on hold, I post there asking for help and no one reply.
Also, I have a similar tool for MMx6 to change Sentsuizan from [] to /\ because...
I die a lot of times with that move :banghead:

52
Personal Projects / Re: Mega Man X6 Tweaks/Patcher (v02)
« on: July 07, 2018, 01:48:32 pm »
Oh, my, I'm doing some tools too, nice work!
Mine is more like cheats and some fixes ;D
I'm doing the same for MM x4 and x6

https://www.youtube.com/watch?v=Kn-zUwniRmA

53
Personal Projects / Re: Mega Man X5 Improvement Project [PSX]
« on: June 26, 2018, 04:32:36 am »
I want to edit the title screen on MMX5, any ideas of how to extract and reinsert files into the Rockman_X5.BIN

54
ROM Hacking Discussion / [PSX] Parasite Eve 2 CDF
« on: March 24, 2018, 10:04:59 am »

Hello, I need some help with this game compression method.
I use QuickBMS to help me a little and I got little parts decompressed, it looks like is an LZS variant.
Scripts:
COMP_LUNAR_LZ10, // scan 260
COMP_HEATSHRINK, // scan 497
COMP_LHA_lzs,   // scan 526
DMP files, memory dump and compressed files here:
http://www.mediafire.com/?s1r6wsld85yyqp7

The decompression function on the debugger start at address 80010050 but I don't know much MIPS.

Thanks in advance.

55
ROM Hacking Discussion / [help] Parasite Eve 2
« on: December 26, 2015, 05:14:53 am »
Hello everyone, I'm new here, I've doing some assembly hacks on games but I need help with this one, because is Encrypted/Compressed like Silent Hill.
Is anyone have any clue of the data structure of the game and how to decode?
And this game is hard because not work on most psx emulator with debugger.

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