ASM hacking Thread
#1
20 October 2013 - 05:29 PM
I can understand the basics now, but still, there's little to no documentation about this game's ROM. So, anyone willing to participate in this project, who knows 65816 ASM is welcome to post it here, to arrange things. I want this project to come out great, and I know that with ASM hacking (as little as fixing bugs I encounter, or as big as to redesign the enemies' location and adding enemies to the levels) I would have the tools to make the ultimate Megaman X: Hard Type.
Until then, I'll keep studying this, and slowly document this game's ROM mapping. I'm always into this (far more than what you know, as I don't post updates much often), and it is the highest priority of all of my projects.
Cheers.
#2
20 October 2013 - 06:31 PM
This is what I read when I began ^^
I'd highly suggest it if you are new to ASM
#3
20 October 2013 - 07:46 PM
http://wiki.superfam...65816+Reference
All of those pages as great. I'll be sure to read that .txt, already downloaded.
#4
20 October 2013 - 07:46 PM
Hart-Hunt, on 20 October 2013 - 05:29 PM, said:
Fact. This dude puts some mad hours into his project, similar to myself the two weeks leading up to the first beta release of Dragon Trial (I estimate like 70-80 hours in one of those weeks).
#5
24 October 2013 - 06:46 AM
http://dwx.romhackhi...65816basico.txt
#6
24 October 2013 - 01:08 PM
Hart-Hunt, on 24 October 2013 - 06:46 AM, said:
http://dwx.romhackhi...65816basico.txt
Fixed.
Kappa shouldn't replace everything.
#8
02 November 2013 - 08:01 AM
Thing is, it required me to set the initial ammo value to the same as the max ammo value. So we're gonna stick with 4 Max (and initial) ammo for now.
Now, if I could get my hands into the cost of each weapon, that would be swell. I need to change each weapon's cost (and I'm pretty sure every weapon has one, not only Sting Needle, Fire Thrower, and Homing Torpedo) so as to make some weapons cost more than others.
The help is still required, and it would be greatly appreciated.
#9
09 January 2014 - 10:57 AM
In MMX1, when you beat a boss, X walks to center, makes his winning pose, and teleports out of the stage. Meaning, if you put a wall or an obstacle so that he can't get to the center, the animation will never end and it will demand a reset.
The ASM hack I need is one that skips the walking to the center part. As it has been done before, I know it's possible.
Unfortunately, the user from those forums made a hack that includes that ASM hack, but the hack is nowhere to be found. If it was, I'd be able to replicate the ASM hack in my mod.
#10
09 January 2014 - 03:53 PM
Considering how he has proven to me his knowledge about MMX coding, I don't know about you guys, but I'm gonna try his project out:
http://megamanx9.com...30-in-progress/
#11
04 February 2014 - 03:15 PM
#12
10 February 2014 - 07:38 PM
This is how Storm Eagle's Arena looks like (with some weird palettes, bear with me):
And this is what I have documented. The offsets there are part of an event, and not modifyable with any editor in the interwebs.
Every offset was tested, there were some patterns here and there but it required hours, even after figuring out how it was.
#13
21 February 2014 - 11:14 AM
#15
02 March 2014 - 01:49 PM
Now I need to document lots of stuff. But the result will be... Everything I ever wanted from this mod.
#18
25 February 2016 - 07:01 PM
#19
26 February 2016 - 10:23 AM