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Sprite Hacking

This is what your screen should look likeThis is what your screen should look like

This is what your screen should look like

 

TABLE OF CONTENTS
  1.   Introduction
  2.   Why do this?
  3.   How to do this: Step by step
  4.   Game Specific Screenshots
   4a.  BN1
   4b.  BN2
   4c.  BN3
   4.d  BN4
   4.e  BN4.5
   4.f   BN5
   4.g  BN6
5.   FAQ
6.   Contacting Me

----------------------------
  1.  Introduction         >
  --------------------------^

Hello.  Thank you for taking your time to read this  guide.  By reading this guide, you should  have a better understanding on how to hack your own sprites.  I have been using this method to rip sprites  for some time now.  I must say, it is  definitely easier than the “normal” way.   Well that’s enough of introducing myself, now it’s time to begin this  “lesson” if you may call it that.

----------------------------
  2.  Why do this?       >
  --------------------------^

Why do this, for one simple  reason.  Because it makes sprite ripping  easier.  BN only of course.  Due to the fact that you have almost all of  the game’s sprites in your reach, will you be able to rip a bunch of new  sprites that possibly hadn’t been ripped before.  Also, save the hassle of OAMs because this  gets the sprite in its rawest form.  It’s  not that hard to take your time to read this and make it all more convenient.

-------------------------------------------------
  3.  How to do this: Step by step         >
  ------------------------------------------------^

If this is your first time  doing this, which it probably is, you should pay close attention to all the  steps in this simple explanation.  Well,  we’re going to be hacking the game, so get your VBA ready and load that rom  (unless you’ve already allowed it to open the extension .gba automatically)
  Before starting the steps,  remember that these steps will be for BN1-5.   They use the same system of coding for Mystery Data, which we will be  hacking.  I will be using BN1 as an  example, so if you want, you can follow along.   This is the area of the MD I will hack.
This is what your screen should look like

Step 1.  Open the Memory Viewer and copy this address.
  020013A0
  Your screen should look like  this:
  This is what your screen should look like

The Memory Viewer is located  under Tools.  It is recommended that you give this a  keyboard shortcut.

Step 2.  Now I will explain what all those letter and  number mean.  That in the window above is  the game’s memory at that location.  It  may be a bit confusing, so I highlighted the important parts you need to  change.
This is what your screen should look like

That makes it simpler,  doesn’t it?  Here’s what each colored  value does:

RED changes the frame or  move of that sprite.  Don’t change this  now or it will freeze the game.  Always  make sure to have a State Save ready in case you make a mistake.  You change the last pair in that box to  values in hex.  Hex is the numbering  system that is used in game programming.   It counts from 00 to 09 and 0A to 0F.   So instead of having only 99 numbers in one pair, it can hold 255  different combinations. 

GREEN is the value for the color that sprite is using.  This usually has 2 or 3 “working”  colors.  Anything that doesn’t look  natural, like a few ugly colors mixed in random ways, are invalid colors that  are meaningless.  The Mystery Data in BN1  goes from Blue to Green to Purple to useless.   Try it yourself!  Sometimes,  colors tend to mix with palettes from another frame.  These are not real colors so don’t get them  confused.  Rarely does color change the  physical appearance of a sprite.

BLUE is the best one of all.  This is  the most important sprite mod.  Each  sprite for most of the sprites in the game has a value attached to them.  So if you change it, the Mystery Data will  change in front of you!  So try it  out.  Change the E3 to 63 by clicking on  it and typing in that value.  Now, back  in the game, the MD should have changed to Roll!  It’s just that easy!

Now that I have explained  the important parts, you’ve kind of got BN1 covered.  In BN2, sprite libraries are introduced.  Call it whatever you want.  Library, directory, storage, whatever.  Just understand that sprites are categorized  later rather than scattered like in BN1.   This method is used for all the BN games except BN6, which will be  covered later.

A question you may have now  is, how do you rip sprites like this?   Well since you can get practically any sprite you want, get the one you  want first.  For most frames, they will  be idle since most can’t go past a move that they have been assigned.  So for moving frames, first Freeze Frame the  emulator with Ctrl+N.  Now you can go  back to the memory viewer and change the frame to the one you want.  Click back on the emulator and push Ctrl+N  until it changes.  This should let you  see every move slowly so you can rip it.   I know for a fact that Megaman’s dash in overworld for BN1 hasn’t been  ripped so that rip is up for grabs.

-----------------------------------------
  4.  Game Specific Screenshots>
  ---------------------------------^

Below, I will post  screenshots of how your memory viewer should look like for the rest of the BN  games.  I will also explain some things  that might confuse you from what you’re used to.  The same system is used for BN1-5, so the same  exact places will have the same function.   These should be fairly easy to recognize if you understood the BN1  example.

4.a  BN1

Address:  020013A0
  Area:  Internet 1
  Screen:
  This is what your screen should look like
  Explanation:  Already covered.  You should already know how to freely change  the sprite and animate it.

4.b  BN2

Address:  02002F00
  Area:  Den Area 2
  Screen:
  This is what your screen should look like
  Explanation:  Everything is the same except the  directories.  See that 1C down there in  the memory viewer, that’s the library.   Libraries are only valid by 4s in hex.   Here’s the list of categories.

00= Megaman (his own  category, he has a lot of moves)
  04= Viruses (some may not  show)
  08= Navis (same as above)
  0C= Chip Attacks
  10=  General Attacks
  14= Attack Misc.
  18=  People
  1C=  Overworld Objects
  20=  Mugshots   (animation method unknown)

That should help you find  the sprite you want by entering the category first.  Also, as a note, Green Mystery Data’s color  value is 1, so you might want to change that before flipping through sprites  otherwise you’ll be getting crap colors.

4c.  BN3

Address:  02004624
  Area:  Sci Lab 2
  Screen:
  This is what your screen should look like
  Explanation:  Getting this particular Mystery Data to  appear is kind of tough.  Memory-wise,  this is the same, so the same setup and libraries apply.  This time MD is value 01, so just make sure to  keep track of that.  The first menus  appear in the end of the mugshot section.   However, the method of getting the other numbers in it is unknown.

4d. BN4

Address:  02006800
  Area:  ACDC Area 1
  Screen:
  This is what your screen should look like
  Explanation:  This is the first game to introduce a new  library.
  24= Menus
  It has come to the point  where menus get its own section.  In it,  you can find icons, menus and screens that were normally accessible during a  certain quest.  However, most objects  that appear in a certain area stay in a certain area.  So this means that you can’t see some objects  unless you are in the area where it appeared.   Also, notice that the frame now starts at FFFF.  I don’t know why they did this because this  means that now there are 2 working frames for all sprites.  To rid of this problem, push Ctrl+N on the  emulator to freeze the frame.  Go to the  memory viewer and make it 0000.  Now push  Ctrl+P on the emulator to unfreeze it.   Now you can begin to flip through frames.  This will apply to the games following it.

4.e  BN4.5

Address:  0200B938
  Area:  Internet1
  Screen:
  This is what your screen should look like
  Explanation:  Again, try to change the FFFF move value  first before checking frames and state save when it’s at 0000 to save  time.  The menus category is larger in  this game and there are fewer mugshots.  Don’t forget that the default category is  overworld, 1C, on 4th to last line.

4.f  BN5

Address:  02006ED8
  Area:  OranArea3
  Screen:
  This is what your screen should look like
  Explanation:  Everything is still exactly the same as it  was for the previous games.  The 1C value  is slightly moved now, but it’s still on the same row.  You can get a lot of valuable perfect sprites  this way, including Phoenix.  (value 57)

4.g  BN6

Address:  02006464
  Area:  CentralArea1
  Screen:
  This is what your screen should look like
  Explanation:  By looking at this memory, you might be  thinking, “this look to weird”.  In my  opinion, this is actually easier.  Allow  me to explain with this picture.
  This is what your screen should look like
  The colored parts are the  parts you should change.  They have the  same function.

RED is the frame or animation value.   Make sure to reduce this to 0000 in a freeze frame.

GREEN is the color value.  It starts at  01 so make it 00 when you are flipping through sprites.

BLUE is the sprite value.  It starts at  02.  You must change this after setting a  new category for the category to take effect.

TURQUOISE is the category value.  This makes sorting sprites easier.  However, most sprites won’t appear by setting  this to a category anymore.  For example,  in BN5, you could see Django in the 0C category, but not anymore.  There will be an unusual amount of white dots  inmost sections.  To save you time, I’ll  re-list the valid category values.

00= Megaman (this includes  Beast-outs)
  04= Viruses
  08= Navis (boss navis don’t  show)
  0C= Chip Attacks
  10=  General Attacks
  14= Attack Misc.
  18=  People
  1C=  Overworld Objects
  20=  Mugshots   (animation method unknown)
  24=  Menus

That should cover this game  and therefore, all the games.  Hope all  this helped.

5.  FAQ

This should answer  frequently asked questions.

Q: Where do I get the games?
  A: Can’t do that.  You have to find it yourself.

Q: You don’t explain how to  hack BN2 only 1.  Why?
  A: The same method is used  as well as the same exact positions.

More to come soon…

6.  Contacting Me

a

You can contact me via PM at  TREZ (The Rockman EXE Zone) or Sprites INC.   I do not want e-mails.  You may  ask questions at this guide’s topic.   Also, this guide can only be posted on The Rockman EXE Zone and Sprites INC  I typed this guide up so therefore I own copyright to work that is mine.






Hacking Sprites in Battle (BN6 only)

This method is similar to MD hacking, but better.  This lets you access all sprites in the game (Ctrl+5 stuff) at the push of some buttons.  Allow me to explain for you will have to ROM hack to do these.

Step 1
To do this, we must sacrifice the Mettaur. (it will be our victim)  What you want to do first is find one.  Isn't too hard, right?  Now comes the addresses.  Copy the one that matches your version and paste it into the memory viewer for Step 2.

Falzer Version (US)
08109BD0

Gregar Version (US)
0810AF00

Faltzer Version (JP)
08111950

Grega Version (JP)
08112C70

Step 2
Now that you've gone that far, this is what your screen should look like.
..

This area is the memory for Mettaur.  The very data that makes it what it is.  Don't get too carried away with it.  The very first pair of values is the sprite value that is used for the Mettaur.  Makes sense right?  To fight a Mettaur, you must visually fight it.  Here's how you change its sprite, which is a little different from the other way.  The first 2 is the exact sprite value.  It can only go to FF so this is what the next part is for.  The second part, 04 is the library.  This is the same as the one before so all you need to get the sprite is right there!
For some reason, probably to prevent errors, all sprites appear with this.  So with this, you can see Blastman with value 0C08 which is right after the last working value for overworld, Protoman.  Let's try it out.

Here's what should happen.
..
See, there ya' have a Blastman.  But uh oh, it's playing through Mettaur's frames.  He pretends to get hurt to attack.  Well, it's time to fix it.

Step 3
Now, I'm assuming you'll only need one Mettaur, so get rid of any extras.  Since a moving Mettaur is going to get in the way, how about we stop it.

82034180 0002

This changes the Mettaur's AI (who it acts as) to Megaman.  Since there is no Player 2, it stays still.  (Delete him, it's looks cool, but keep him alive to go on with this guide)

Now, to get rid of that annoying HP.

8203EB54 9999

You can still see it, it just won't get in the way.  Now you may be asking, "How do I make it move?"  Simple.  Here's how.

Step 4
All actions for in battle enemies are controlled in another section of the memory viewer.  Paste this new address into the memory viewer. (it won't look right unless you go in a battle)

0203AA84

So now, your screen should look like this.
..
What are those colored boxes?  Here's what they stand for.

RED Is the frame value.  It's exactly the same as the one before, so you should be familiar with this.
GREEN Is the axis value.  I did not mention this last time because it didn't really help.  Here, since your target won't move it's kind of hard to get him where you want, so this helps.  The first one is where he is on the x-axis.  The other one, is the y-axis.  To make it less mathematical, just play around with the value by adding to it and making it smaller so it's within your reach.  *Note:  Negative values are letter values, so Megaman is somewhere on Fxxx in the field.  You can do this to your target.
BLUE Is the color value.  Same as last time, but here's the bad part.  Since you officially made him Megaman a while back with the cheat, color can't be changed unless you freeze it for a while.  So you may push Start to pause and get the color while you pause.  Here's where the axis comes in handy.

END
Now that you have that covered, you can rip anything you want!  By repeating this (or making a state save of this done) you have access to everything.  One thing to remember though, whenever you are changing the sprite value, you have to re-encounter the virus.  One way to get started, is to try various values that appeared as White Dots in the previous method.  Note:  Roll and other NPC are around values 450C-500C.  This is sprite ripping at its easiest!  Only downside is that you have to use 2 addresses.  But that shouldn't stop you from ripping, or having fun!




BN6 In Battle Sprite Hacking
(this is for sprite hacking, but you should still try it)

This method is similar to MD hacking, but better. This lets you access all sprites in the game (Ctrl+5 stuff) at the push of some buttons. Allow me to explain for you will have to ROM hack to do these.

Step 1
To do this, we must sacrifice the Mettaur. (it will be our victim) What you want to do first is find one. Isn't too hard, right? Now comes the addresses. Copy the one that matches your version and paste it into the memory viewer for Step 2.

Falzer Version (US)
08109BD0

Gregar Version (US)
0810AF00

Faltzer Version (JP)
08111950

Grega Version (JP)
08112C70

Step 2
Now that you've gone that far, this is what your screen should look like.


This area is the memory for Mettaur. The very data that makes it what it is. Don't get too carried away with it. The very first pair of values is the sprite value that is used for the Mettaur. Makes sense right? To fight a Mettaur, you must visually fight it. Here's how you change its sprite, which is a little different from the other way. The first 2 is the exact sprite value. It can only go to FF so this is what the next part is for. The second part, 04 is the library. This is the same as the one before so all you need to get the sprite is right there!
For some reason, probably to prevent errors, all sprites appear with this. So with this, you can see Blastman with value 0C08 which is right after the last working value for overworld, Protoman. Let's try it out.

Here's what should happen.


See, there ya' have a Blastman. But uh oh, it's playing through Mettaur's frames. He pretends to get hurt to attack. Well, it's time to fix it.

Step 3
Now, I'm assuming you'll only need one Mettaur, so get rid of any extras. Since a moving Mettaur is going to get in the way, how about we stop it.

82034180 0002

This changes the Mettaur's AI (who it acts as) to Megaman. Since there is no Player 2, it stays still. (Delete him, it's looks cool, but keep him alive to go on with this guide)
Now, to get rid of that annoying HP.

8203EB54 9999

You can still see it, it just won't get in the way. Now you may be asking, "How do I make it move?" Simple. Here's how.

Step 4
All actions for in battle enemies are controlled in another section of the memory viewer. Paste this new address into the memory viewer. (it won't look right unless you go in a battle)

0203AA84

So now, your screen should look like this.



What are those colored boxes? Here's what they stand for.

RED Is the frame value. It's exactly the same as the one before, so you should be familiar with this.
GREEN Is the axis value. I did not mention this last time because it didn't really help. Here, since your target won't move it's kind of hard to get him where you want, so this helps. The first one is where he is on the x-axis. The other one, is the y-axis. To make it less mathematical, just play around with the value by adding to it and making it smaller so it's within your reach. *Note: Negative values are letter values, so Megaman is somewhere on Fxxx in the field. You can do this to your target.
BLUE Is the color value. Same as last time, but here's the bad part. Since you officially made him Megaman a while back with the cheat, color can't be changed unless you freeze it for a while. So you may push Start to pause and get the color while you pause. Here's where the axis comes in handy.

END
Now that you have that covered, you can rip anything you want! By repeating this (or making a state save of this done) you have access to everything. One thing to remember though, whenever you are changing the sprite value, you have to re-encounter the virus. One way to get started, is to try various values that appeared as White Dots in the previous method. Note: Roll and other NPC are around values 450C-500C. This is sprite ripping at its easiest! Only downside is that you have to use 2 addresses. But that shouldn't stop you from ripping.

This guide was written by the user, Mega Rock.exe. This guide should not be stolen or used without permission on any other site.
Copyright to Mega Rock.exe (Hugo Miramontes)

comments 0
| Posted by~ Greiga Master ---//------- on 02-18-2009


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