You'll see what I mean when you play it.
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Nice hack! I was actually looking forward to that boss rush hack ... it's actually helpful for speedrunning and practicingBut that one had different boss behaviors, which may or may not go here.
Ah a new hack ? that's cool. but, i just have to say this, before going to much further, i'd highly recommend using Megaman 3 Improvement to base your hack on if possible.The problem is that the patch isn't compatible with MegaFleX, which is what I'm using.
You can even edit the storyline text to match what your own custom story is, and change the pictures, if needed.
Vic Viper changed to another sprite? I'm not really familiar with Gradius jargon.What do you mean by Jargon?
It came from a Japanese site which they used the Japan ROM, not sure if there are any real differences though between the both of them. I was hoping the author of this hack would take advantage of the updates this patch provided thoughI haven't seen many Gradius Hacks. And most of them are just Graphic Hacks, that's why I'm trying to hack the levels and such.
Regardless I am looking forward to this when its done! Gradius hacks are always good!
Honestly no offense but the best way to find those info is to learn to do the searching yourself.I booted up FCEUX and went to Heatman's room. Then I opened the RAM Search and changed some values at the addresses you showed me, but Heatman will not move. No luck.
MM3's RAM map should be available. During a fight with Heatman or whatever, based on the ram map you can find the addresses used by the object. For instance according to datacrystal, ram address $0360 to $037F = X Coordinate, so one of those will be the object's X coordinate. You can easily guess it and freeze or change it to make sure.
Set a write breakpoint on that address, that will open up the debugger, which in turn leads you to the relevant rom data. From there, learn how to use the debugger and to read 6502 assembly. It's not hard, if I'm learning it without no prior programming knowledge, anyone can.
Make sure that the breakpoint sent you to the boss's code, and not a routine that a boss uses which is probably used by many other things (not a good idea to change that just yet). If you're seeing a routine you can "step out" which brings to the point which called it.
At that point the easier edits is to find a bunch of LDA addresses and to mess with them. Once you get the hang of it and a better understanding you can try replacing a routine by another, and then more, much more.
Do this for different ram addresses (coordinate, speed, etc)
Basically base yourself on whatever MM3 doc there is and on 6502 assembly tutorials.
Make sure to take notes of everything you're doing. Always set back to default whatever you changed that didn't end up interesting or useful. Make backups.
i never saw any crashes or anything during Airman earlier tonight while fixing the door stuff.....i just used an unmodified megaman 3 rom to make the patch, just regular english ...so yea it's fine...i guess ?I applied your patch to an unedited MM3 rom and everything is okay now.
edit: woooa what the hell...the WHOLE entire rom is shifted to the right by 1 byte ...what the hell happened ..yea you must have a different ROM or something
i dont know if this matters or not but uhhh. this is the checksum stuff or whatever of the un-modified mm3 rom i have... for you to compare to yours
May 19, 1997
ROM CRC32: 0x603aaa57
ROM MD5: 0x4a53b6f58067d62c9a43404fe835dd5c
And here you go. - cant believe i did not ask you about this, it was the last possible thing ever that i would even bother to think of, this had nothing at all to do with doors seriously. ..it was the fact that you didnt finish setting up the scroll position types like "right, down, up" on the Screen Editor ..the screens after the first doc fight were "up up --- rest of the original megaman 3 path" ..when they needed to be "right, right" leading to the 2nd boss room. THAT's why the door wasnt opening, had nothing to do with the actual doors, ugh :|
So i set those for you. I also setup the bunches of "right x1" for you for Doc Gemini, and Doc Shadow even though you havent started on those levels yet.
I fixed a couple other little quick spots too like these:
http://s16.postimg.org/8v9ugjshh/hid-door.png - these spots were using regular "background" property instead of wall. So i added the wall to that spot from the original mm3 room setup. Also fixed that in the Doc Spark doors too.
I "half" fixed the strange unknown door open in gemini that happened on your 2 extra screens at the beginning, but i could not fix the other side after the end of the scroll
So anyway i hope this is enough for you to continue and finish your hack though. I wish you could of started with Megaman 3 improvement as the base of your hack though, but ah well, thats okay.
It is a list of pointers. Pointers are 2 bytes long. In this case (I don't know how long the list is, so lets take the first 4 pointers):I did what you said, but all I got was Level 1 with no enemies.
So you can change their order like so
Which is D199109A
So just paste that into that address to switch the order.
Pointers are nothing more than addresses. You don't need to know how to convert them, but here goes:
1 - switch both bytes (9A10)
2 - subtract 10 (9A00) because the NES header is #10 bytes long
So #109A points to $9A00. This is NES memory, but it points to the loaded ROM bank. You can't know which bank is read from just by looking at the ROM, but you can use data logger and the debugger to set breakpoints on read to this address and find out.