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Post by xdaniel on Jul 29, 2012 5:35:18 GMT -5
I didn't want to bump this thread here as it's already over a year since the last post, so I though I'd open a new one, hope that's alright. Anyway, I got a GameShark-based stage/room modifier for the "Capcom Friendly Club" demo of Rockman Dash going. It's basically GS versions of the Cheat Engine codes Trege posted in said thread, so they should work for anyone (hopefully; please let me know!): 300A47C6 XX 300A47C7 YY...where XX is the stage (Ocean Tower ruin, story intro, Flutter crash landing, Cardon Forest, etc.) and YY is the room in said stage (so for the Ocean Tower it's the Refractor cutscene, the dungeon's first part, second part, boss battle, and escape). Short addition: You might have to enable those while in the Ocean Tower ruin, before entering the door to the next part. The codes don't seem to work directly when starting the game. I haven't tried to figure out other useful codes, like a cutscene stopper, forcing Volnutt to appear, or walking on air, so usage of this is kinda limited. I couldn't get to Cardon Forest via the codes yet, for example, as Volnutt just kept falling and falling while I couldn't find any ground. I did find two things worth mentioning, tho, that I haven't seen before, ex. in the above thread. One's an actual find, while the other one's just an amusing glitch, I guess: "MEGAMAN NEO (Temporary title)" This is stage 01, room 00, which would in the final game be the aforementioned scrolling story intro. All there seems to be to this, however, is a flat plane with the MM Neo logo as a static background. Reaverbots in City Hall! And this is stage 06, room 01, the City Hall... crawling with Reaverbots! Well, no, I'm more inclined to believe that this is the result of me entering City Hall via the Ocean Tower ruins, and the game not reloading the proper models for Barrell and the major. Guess it just uses what's already loaded instead, which happen to be those Reaverbots. Quick addition: definitely a glitch, leaving and entering the room again after the cutscene makes the correct models load, although you can still just walk right through them.
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Post by HF on Jul 29, 2012 5:49:57 GMT -5
Interesting. Nice to see how the interface started out and developed (albeit not much?) from the first screenshot.
And I always thought Amelia would be a fitting Lieutenant.
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Post by Deleted on Jul 29, 2012 6:18:58 GMT -5
This is cool. I also found it funny about the glitch where you would get Reaverbots in place of Mayor Amelia and Barrel.
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Post by xdaniel on Jul 29, 2012 10:17:37 GMT -5
Found a few more codes:
30094309 00 - allows you to move while a textbox is on-screen 30099EDC 00 - forces some textboxes to advance/close right away
300943BD 01 - Buster always equipped
300943BC XX - Special Weapon equipment mod! - 00: Kick (default) - 01: Buster - 02: Machine Buster - 03: Powered Buster - 04: Drill Arm - 05: (explodes immediately and damages Volnutt, should be Grenade Arm) - 06: Spread Buster - 07: Vacuum Arm - 08 and higher: invalid, nothing happens on firing, show negative weapon energy (updated with better descriptions)
300943BB 01 - Jump Springs enabled
Two things of note here, one being that the firing animation doesn't change according to the weapon equipped, so it uses the kicking animation instead. Second thing is that I'm not sure about the weapon names, I'm not having them memorized all that well yet ^^"
There might be more equipment data around the addresses of the weapons and Jump Springs, but it's difficult to say without having a menu screen that tells me what's enabled and what's not...
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Post by xdaniel on Jul 29, 2012 12:31:37 GMT -5
Jump Springs, huh? I find that interesting. Also weapon 05 sounds more like you're gaining damage from a Zakobon bomb or something. Well, I don't know what it is, but the explosion happens whenever I try to fire, right in front(?) of him, and even when there's not a single enemy in the room... I guess the weapon is just horribly unfinished - maybe the projectile doesn't fire, or spawns right next to or inside Volnutt and collides with his model upon firing, or something similar. *a Google search later* ...looking around, there's a Special Weapon modifier for the final game, and the values for that seem to match up those in the demo... well, as far as the demo has them implemented anyway Source: shrines.rpgclassics.com/n64/megaman64/cheats.shtmlFrom that list, our 05 is supposed to be the Grenade Arm. A highly unfinished Grenade Arm... Edit: A-ha! Checking some of those values again, and the Vacuum Arm at 07 actually works in the demo~! Edit (again): ...aaand the Drill Arm at 04 also appears to work~ Edit (yet again ^^"):Grenade Arm works somewhat: it does indeed appear to spawn the grenade far too close, so that it immediately collides with Volnutt and explodes. If you fire another one right after getting back onto your feet while still invulnerable, he'll actually throw it away, it'll blink and explode a second or two later. Also: 30094266 A0 - infinite health. Useful when experimenting with the Grenade Arm Edit (I'm sorry!!):800943B0 FFFF - invulnerability; even better when experimenting with the Grenade Arm! XD
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Post by xdaniel on Jul 29, 2012 13:33:47 GMT -5
A moon jump might be done soon, if I can find a button activator... I have found what seems to be gravity or acceleration, using which I can make him float up, but not yet let him come down again, which is what the activator's needed for... Walk through walls, I'm not sure. Looking at the GS code for the final game, it seems a bit complicated - that might be beyond my abilities. Editing again: Here we go, a moon jump: E0094369 0040 8009423E FF00Press and hold X to rise, use the D-pad to steer. Do note that any other face or shoulder button (besides Start and Select I think) will cancel the jump and you'll start falling! This should work correctly now, but I did have some problems with it before (uncontrollable rising/falling), so maybe be careful. One more edit:i.imgur.com/ZXuiT.png - Spread Bustering the police! i.imgur.com/hxYJ4.png - Moon jumping around! i.imgur.com/pgAaT.png - Mega Bustering from the feet! i.imgur.com/0cH8q.png - Uhm... walking while being lectured! i.imgur.com/01mjb.png - Vacuum Arm...ing while being lectured! And not collecting anything vacuumed! i.imgur.com/bYLyg.png - Machine Bustering a Reaverbot!
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Post by rockv on Jul 29, 2012 21:43:47 GMT -5
How about a "control Mega Man during cutscenes"? Tau has a similar code running with MML.
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Post by xdaniel on Jul 30, 2012 10:52:23 GMT -5
How about a "control Mega Man during cutscenes"? Tau has a similar code running with MML. That's something I was looking for, too, but haven't found yet. Might just be a matter of sifting through the right addresses and search results... guess I'll look for something like that next. Edit: Another bunch of codes: 30082A49 0000 - Camera follows Volnutt (settings this to a non-zero value makes it stationary) 300941F8 00XX - Volnutt's visibility and mobility - 00: invisible and immobile - 01: invisible and mobile - 02: visible and immobile - 03: visible and mobile 30082A4C 00XX - Camera mode - 01: in-game - 03: cutscene E0094369 0001 - Press L2 to enable controls... 30094200 0001 - ...during scripted events That last code I actually found by using some subtraction and addition magic on some of Tau's codes and some of mine. Oh yeah, you might need to use several of those codes to keep controls and camera in "in-game" mode as much as possible, maybe something like... 1) Make camera follow Volnutt 2) Volnutt always visible and mobile 3) Camera mode is in-game 4) Allow movement despite textboxes ...and potentially the above L2 code for scripted events. No guarantees this'll 100%-without-fail-every-time-certainly allow you to keep control during cutscenes or scripted events. I don't think any of those codes will actually stop a cutscene or prevent them from starting, for example...
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Post by rockv on Jul 30, 2012 17:39:15 GMT -5
This is so great.
Do we have a list of stages you can find? For example:
300A47C6 06 300A47C7 02
That's an unfinished City Hall. Beta colors, unused shutter doors!
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Post by xdaniel on Jul 30, 2012 18:01:52 GMT -5
Stages are...
00: Ocean Tower 01: Intro (well, would be the intro) 02: Flutter crash-landing 03: Cardon Forest 04: Apple Market 05: Downtown 06: City Hall 07: Bonne cutscene(s? ...only one in there, tho) 08: Uptown 09: Cardon Forest ruins (0A and higher seem to just crash)
...but I'm not sure about the rooms.
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Post by Chiz on Jul 30, 2012 18:30:02 GMT -5
The StageIDs directly correspond with the ST## ('STage ##') files in the DAT or BIN directories, so if a certain ST## doesn't exist, the game will probably panic and crash given that StageID value. I don't have any MML1 demos on hand, but the official game seems to go from 00 to 1E, according to the files.
Also, of course, since StageID 00 = ST00, etc, ST00.bin and ST00xx.bin (if they exist) will contain most of the resources for that particular level/cutscene/map.
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Post by xdaniel on Jul 30, 2012 19:06:19 GMT -5
The StageIDs directly correspond with the ST## ('STage ##') files in the DAT or BIN directories, so if a certain ST## doesn't exist, the game will probably panic and crash given that StageID value. I don't have any MML1 demos on hand, but the official game seems to go from 00 to 1E, according to the files. Also, of course, since StageID 00 = ST00, etc, ST00.bin and ST00xx.bin (if they exist) will contain most of the resources for that particular level/cutscene/map. Well, the problem with this demo is that the ST##.BIN files do not appear to match up the stage IDs as used by the game. There's ST00 to ST08, and then ST11, ST21, ST31, etc. up to ST91, each with at least one supplemental file - excluding ST08.BIN, which stands alone. I have tried loading up 11 and above using the code, but each of them only gives a black screen and different error messages in pSX's console (ranging from invalid opcodes to CD read errors). Edit: ROCK_NEO.EXE contains text for what's presumably a stage select menu: OPENING TITLE LANDING FOREST SHOPPING DRIVING MAYOR GEZEL TV TOWN CHIKA MORI MAP Those names do seem to match up with the stage IDs, starting at 00 and going up to 0A... although all I got for 0A when I tested it was a black screen. 'nother edit: First, short addition to the above, "MORI MAP" (likely meaning "forest map") doesn't even exist in the final version and has been replaced on the list with "MOGURA" ("mole") there. Second, a bit of a question: are the following screen transitions actually used anywhere in the game? I don't think I've seen them before: i.imgur.com/HZ7s0.png - some rotating tunnel effect; the PSX Final Fantasy had something similar looking when entering battle, I think? i.imgur.com/pOZf0.png - a round fade from the center... i.imgur.com/LJibA.png - ...and another round fade, now to the center 300A47C9 00XX appears to control which of those transitions to use when changing rooms. 08 for XX gives the first, 0B the second and 0C the third of the transitions above. In addition, 300A47C8 00XX controls the fade-in delay when you've arrived in the next room. 00 to 03 seem to be valid, ranging from fast to slow, while 04 and higher seem to either hang or take really, really long to fade the screen back in. Belated edit: Found an airwalking code already yesterday (or maybe even the day before?): 3009426C 0001. Instead of walking down a slope or off a surface, you'll start walking in the air. Press X to jump and fall back down to the ground below, if there is any.
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Post by rockv on Aug 2, 2012 16:20:23 GMT -5
I don't recall the "tunnel" one...
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Post by OKeijiDragon on Aug 2, 2012 17:05:52 GMT -5
The rotating tunnel effect is in Legends 2 when you soft-reset the game via controls (L1/2+R1/2+Start+Select simultaneously).
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Post by rockv on Aug 3, 2012 15:42:58 GMT -5
A question about the "rooms": typically, how many digits do they go up to?
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