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Topics - cschifani

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Newcomer's Board / How to find sprite data in Rockman 2?
« on: December 13, 2020, 03:07:35 pm »
I'm interested in finding the location in the Rockman 2 ROM of the sprites for the 1st enemy you encounter in Air Man's stage (Goblin/Air Tiki), but I don't know how to do this using an emulator or other tool. Any guidance someone might provide would be greatly appreciated.

Newcomer's Board / Help with MegaFLEX and Mega Man 4
« on: December 06, 2020, 12:25:23 pm »
I have 2 questions.

1) If I want to modify a level in Mega Man 4, which things do I need to modify, and how long are they?
2) How can I tell where the data for individual levels begins and ends in MegaFLEX?

Thank you in advance for your help!

A friend of mine is looking for some of the early builds of Rockman 2 Gray Zone and Rockman no Constancy. I only have the latest ones that can be found here. If anyone can help me out with the IPS patches for earlier builds than hosted at RHDN, I would be very much obliged.

Newcomer's Board / Tileset/Graphics data for Megaman 4
« on: April 27, 2020, 05:05:20 pm »
I have been looking at Matrixz's document and some other resources. KujaKiller told me once that if I wanted to move levels around in MM4, I would need to do something like this:

16x16 block data (400 bytes): copy 4A010-4A40F in megaman 4 ROM --- to 1B10 in megaman 3 ROM
pal/block type   (100 bytes): copy 4A410-4A50F in megaman 4 ROM --- to 1F10 in megaman 3 ROM
32x32 block data (400 bytes): copy 4A510-4A90F in megaman 4 ROM --- to 1710 in megaman 3 ROM
Screen data      (800 bytes): copy 4A910-4B10F in megaman 4 ROM --- to  F10 in megaman 3 ROM
Screen Order      (30 bytes): copy 4B510-4B53F in megaman 4 ROM --- to  A10 in megaman 3 ROM
Screen Direction  (10 bytes): copy 4B540-4B54F in megaman 4  ROM --- to  A50 in megaman 3 ROM
Palettes          (40 bytes): copy 4B5A0-4B5DF in megaman 4 ROM --- to  A92 in megaman 3 ROM
Graphic/Tileset (1000 bytes): copy 2D010-2E00F in megaman 4 ROM -- to 52010 in megaman 3 ROM

I understand how he got all of the information except those last 1000 bytes. How would I pin them down for stages beside Dustman? I'm only interested in Mega Man 4. I've tried looking in Mesen and FCEUX, but I haven't seen anything that would indicate that graphics or tilesets for stages are 1000 bytes, or that they would be located so far inside the 20000 bank (backgrounds start after 20010). Can anyone explain this to me? I know so little about ROM hacking that it mystifies me.

Newcomer's Board / Getting addresses in PRG ROM from CHR RAM or PPU
« on: April 26, 2020, 12:19:08 pm »
If I know that Megaman IV stages have 1000 bytes of CHR data, and if I can find that data in either CHR RAM or PPU, how do I go about finding where that same data lives in the PRG ROM? Any advice you could share would be much appreciated.

Newcomer's Board / Question about data in a PPU viewer
« on: April 25, 2020, 08:33:20 pm »
If I'm looking at a game in Mesen's PPU Viewer and it tells me that, for a given tile, "$2000 = $5F" or "$2000 = $10," what does this tell me about the game? I've never done anything with ROM hacking before, so I'm trying to figure some things out. Thank you for any information you may provide.

I've been using Matrixz's Comprehensive Document, and I can see the level data for each stage. I know also that the CHR banks start at 20011. What I don't understand is whether the CHR data is arranged in the same order as the level data, how long it is per stage, and whether there is anything besides the "Level Data" and CHR Data that is necessary to make a stage show up properly. To give an example of what I'd like to do, I would like to take the Dive Man stage in Schwa's "Gadget Master" hack, and replace Cossack 3 in the vanilla game with it. Is there any information besides the Level and CHR data that I would need to do this? How do I locate the correct CHR data for each stage?

Thank you in advance for your help with this!

I'm trying to figure out where the ending song (the one that plays when Rockman is walking through the four seasons of weather) in the ROM hack Rockman 2 Unprecedented is. I've checked out Infidelity and Bisqwit's documents on this, but the song seems to have been moved in this hack, and I can't figure out where it is and where to put it if I want to insert it in the normal place for the ending song in the vanilla Rockman 2. Any help with this would be greatly appreciated.

I'm trying to find the sprite and AI data for the Goblin, Petit Goblin, and Kaminari Goro enemies in Airman's stage in Rockman 2, but I'm not sure where to look in the ROM (especially for sprites). Any advice about what to look for or do using FCEUX would be very helpful and appreciated. Thank you!

Newcomer's Board / Finding Level Data in Mega Man 4 (NES)
« on: July 12, 2019, 04:58:12 pm »
I'm trying to pinpoint the locations and extent of the level data in Mega Man 4 for the NES. I've been looking at Matrixz's "Comprehensive Document," which says that the level data is stored between $A000 and $B6FF. It doesn't seem to differentiate between levels, however. How could I determine, for example, where Brightman's stage starts and ends in the ROM? I appreciate any help you might provide.

Dear friends,

I recently recovered an old e-mail account, and one of the things I found there is a WIP patch I made to add Rockman Unprecedented's music and weapons to vanilla Rockman 2. It is 100% completeable at the moment, but there are several bugs. I did the whole thing using only a Hex Editor, and all of the data I collected was lost because I neglected to save it in the cloud. I still have the patch, however, and I wonder if anyone could give me advice on finding the tools or data I might need to polish it. This is what I know needs to be done:

1) Sprites and attacks of Kaminari Goro, Petit Goblin, and Goblin are messed up.

2) The ending music that plays is not that used in UP's ending sequence. I remember that this gave me huge amounts of trouble when I tried to fix it before.

3) The bottom 2 capsules in Wily 5 have messed up graphics because of a mistake I made and saved when using Rock5Easily's editor.

4) Title screen is a ghoulish version of UP's and not the original.

That's really all that I think needs to be done. If anyone would be interested in taking a look at it or has any advice, I would very much appreciate it. (I'm not sure how to send the patch to interested viewers, so I'll wait until there's interest before putting it anywhere.)

I'm hoping to find a patching/HEX editor program that will take 2 modified ROMS or 2 IPS patches and show me what the differences between them are, including the different values in each and their offsets. Does anyone know of such a program that he or she could recommend? Many thanks for your help with this!

Newcomer's Board / Add bossess within stages in Rockman/Megaman 2?
« on: June 06, 2019, 10:18:58 am »
I've been looking at Rockman ABNormality and Rock'n'Maxx, two hacks of Rockman 2 for the NES. Both of them place bosses in the middle of levels. I've tried to see how this was done in Rock5Easily's level editor, but bosses do not appear to be placeable objects. Does anyone know how to tell the game to spawn a particular Robot Master at a given point within a stage? If so, I would be very interested to know more about how this is done. Thank you for your kindness in advance!

I'm trying to learn how to use FCEUX's functions. Suppose that I have the game Rockman 2, and I want to know what routine is run when I press the B button (Rockman shoots one bullet when you do this). What steps should I take to identify the routines that get run and separate them from other routines that would run at the same time, like the stage background and the music. Is it possible to pause the emulator, press B and then advance it one frame, in order to see precisely what routine is registered? Or is there a better way of finding this information? I appreciate any insight anyone might share.

Newcomer's Board / Help understanding a routine in a Rockman 2 hack
« on: January 13, 2019, 11:20:24 am »
I'm totally new to ROM hacking, and right now I'm just trying to understand some things from hacks others have done in order to learn. What I want to do is find the full routine that runs in a Rockman 2 hack (an early version of Rockman Mindroar that lets you switch gravity by pressing select) when the select button is pressed. I've been toying with the FCEUX emulator and its debugging features, but have not found a systematic way to go about things that also gives me information I can more or less understand. If anyone could provide guidance on what I might do to isolate this routine, I would be very grateful. Many thanks in advance for your help.

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