Here's the patch files and source code I made for weapon refilling for MM7 and MMX1-3: https://drive.google.com/open?id=10w5bmcswE8VmJdBkLV4w9jfXn_JgI6YK
The process was simple:
1) find the subroutine for filling weapon energy when a stage is loaded.
2) find when the life counter is decreased (player died) and hijack it to also run the 'refill weapon energy' subroutine.
The 'refill weapon energy' subroutine checks if the boss is beaten by seeing if the proper bit is set in the weapon energy RAM value. This results in circular checks:
- you beat the boss so you have the weapon (when starting a stage).
- you earned the weapon so you beat the boss (when going through the boss doors).
Great job as always. Thanks a load!
After all these I plan to give Mega Man V for the Game Boy a try, and if I'm able to, Wily Wars for Genesis (though that one I can see some roadblocks for).
September 15, 2019, 09:10:58 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Fiddled around with flags for MM3, and I think I found a way to help this all.
September 16, 2019, 03:20:02 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
With some help from DarkSamus, Mega Man 3 now has a working health refill edit!
4, 5 and 6 should follow suit!
September 19, 2019, 03:32:00 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Mega Man 4's doing a little strange, in that I got energy refilling working all right, except it's only working in the stage I triggered the breakpoint in (Bright Man's stage). Upon selecting another stage, the screen goes and stays black instead of loading the stage.
September 19, 2019, 06:46:34 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Another update no one will notice since my posts keep merging, but Mega Man 5's refill edit seems to work all good. Very strange considering MM4's situation.