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Author Topic: Tileset/Graphics data for Megaman 4  (Read 359 times)

cschifani

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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.