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Rockman 2 Editor English Guide (Mega Man 2)

Jan 19th, 2015
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  1. Rockman 2 Editor English Guide by ZeroNoin
  2.  
  3. Rockman 2 Editor by rock5easily
  4.  
  5.  
  6. The translation guides often provided for Rockman 2 Editor use very poor translation and are very short
  7. Since the editor displays Japanese or encoded text, a more thorough guide is needed for English users
  8. This guide also provides a lot more information about how certain parts of the ROM work
  9.  
  10.  
  11. This guide is a biproduct of using the Rockman 2 Editor to create a somewhat simple ROM hack
  12. The author does not know Japanese
  13. It took a great deal of time and frustration to figure many details on how to use this editor
  14. The process of producing a ROM hack for a stage using this and other utilities was documented here:
  15. http://pastebin.com/pcGQ72gi
  16. The above document also functions as a good introduction to the process of ROM hacking
  17.  
  18.  
  19. Introduction
  20. The Rockman 2 Editor is a stage editor for Rockman 2 and Mega Man 2
  21.  
  22.  
  23. General Tips
  24. Save and backup often
  25. ROM files are small, and keeping a history of changes can be helpful
  26. Routinely saving new files under new names (like with an increasing number at the end) is recommended
  27. Keep a backup of the original unchanged ROM file as reference
  28. Multiple windows of R2E can be open at once
  29. One window with the changed file and one with the unchanged file as reference can be helpful
  30. A text file documenting changes to hex values in the ROM can help in keeping track of things
  31. Test often
  32. Not every change in this editor functions properly in the actual game
  33. Most values are displayed in hex; learn about hex values before using this
  34. Grouped data in a ROM like maps and blocks tends to be stored together in an array (an open list)
  35. A value is used to reference a specific position in an array
  36. Examples: 00 references the 1st position, 01 the 2nd, 0F the 16th, 10 the 17th, FF the 256th
  37. A set of arrays can use the same positions to create a set of values
  38. A set of arrays with related positions is often called a table
  39.  
  40.  
  41. (F) File
  42. (O) Open
  43. Open a Rockman 2 or Mega Man 2 ROM file for editing (required to begin)
  44. (S) Save
  45. Save the current state of changes over the opened file
  46. (A) Save As
  47. Save the current state of changes as a selected name in a selected folder
  48. (C) Close
  49. Close the current file and state of changes
  50. If unsaved changes have been made, a Save dialog will open
  51. (X) Exit
  52. Close the Rockman 2 Editor
  53. If unsaved changes have been made, a Save dialog will open
  54.  
  55.  
  56. (E) Edit
  57. Undo (Control+Z)
  58. Undo the previous change made (does not work with all changes)
  59. Redo (Control+Y)
  60. Redo the previous change that Undo removed (does not work with all changes)
  61.  
  62.  
  63. Stage Select Dropdown
  64. Select the stage to edit
  65. 00 Heat Man
  66. 01 Air Man
  67. 02 Wood Man
  68. 03 Bubble Man
  69. 04 Quick Man
  70. 05 Flash Man
  71. 06 Metal Man
  72. 07 Crash Man
  73. 08 Wily 1
  74. 09 Wily 2
  75. 0A Wily 3
  76. 0B Wily 4
  77. 0C Wily 5
  78. 0D Wily 6
  79. Highlighting this and using keyboard Up and Down keys can make navigation easier
  80.  
  81.  
  82. Tab 1 - Map Editor
  83. Edit the layout of stages
  84. Stage maps are stored in the ROM in a long array of 32x32 pixel blocks
  85. The game builds screens from the array, top to bottom, left to right, screen to next screen
  86. Each screen contains 256x256 pixels, as 8x8 32x32 blocks, containing 16x16 16x16 blocks
  87. The bottom 16 pixels (16x16 blocks) of each screen are never shown (240p resolution)
  88. The six Wily stages are each stored in the second half of six Robot stages
  89. Images of two map screens are displayed for editing
  90. Left-clicking a 32x32 block changes it to the selected 32x32 block below
  91. Right-clicking a 32x32 block selects it
  92. Control+Right-clicking a screen copies that screen
  93. Control+Left-Clicking a screen pastes the copied screen over it
  94. Shift+Left-Clicking a screen displays all the 32x32 block array values of that screen
  95. The scroll bar below moves from screen to next screen, making the second screen the one after the first
  96. Page0: XX displays the array value of the first screen image displayed
  97. The scroll bar below changes it and the corresponding image
  98. Page1: XX displays the array value of the second screen image displayed
  99. The scroll bar below changes it and the corresponding image
  100. The CHR (Character Memory) Reload button reloads some information from the opened file
  101. If block graphics are changed and saved using another program, this will update the images
  102. The selected 32x32 block section first displays the array value and image of the selected 32x32 block
  103. Below are the physical values of each contained 16x16 block
  104. Below next are the array and color palette values of each contained 16x16 block
  105. The 32x32 blocks image displays the 256 32x32 blocks in order of array value for the selected stage
  106. Left-clicking a 32x32 block selects it
  107. The bottom displays the array value of the 32x32 block over which the mouse is hovering
  108.  
  109.  
  110. Tab 2 - 32x32 Block Editor
  111. Edit the 32x32 blocks used to build stage maps
  112. 32x32 block values are shared by Robot and Wily stages sharing the same map
  113. Editing block graphics can be done using a separate tile editor
  114. The 32x32 blocks image displays half of the 256 32x32 blocks in order of array value for the selected stage
  115. Use the arrows to switch between each half
  116. Left-clicking a 32x32 block selects it
  117. Control+Right-clicking a 32x32 block copies it
  118. Control+Left-clicking a 32x32 block pastes the copied 32x32 block over it
  119. Right-clicking a 16x16 block selects it
  120. Shift+Left-clicking a 16X16 block pastes the selected 16x16 block over it
  121. The selected 16x16 block displays its array value, color palette value, and image
  122. The first button displays array values for 32x32 blocks not used by either corresponding Robot or Wily stage map
  123. The second button displays array values for sets of 32x32 blocks that have all the same values (duplicates)
  124. The CHR Reload button does the same thing here that it does in the Map Editor
  125. The selected 32x32 block displays its array value followed by its image
  126. Left-clicking a 16x16 block in the image changes it to the selected 16x16 block
  127. Right-clicking a 16x16 block in the image selects it
  128. 16x16 block physical values are displayed below
  129. Only four of the eight available block physical properties can be used in each stage
  130. Each stage loads its own set of four physical properties to correspond with the four physical values
  131. Left- or Right-clicking block physical value text changes it
  132. The block physical translations and properties are:
  133. ƒuƒƒbƒN Normal Solid closed
  134. ”wŒi Normal Air open
  135. ƒgƒQ Death closed, max damage on contact (spikes, below lava)
  136. …’† Water open, decreases movement speed, increases jump height
  137. ‚·‚×‚é° Ice closed, delays stopping
  138. ‚Í‚µ‚² Ladder open, enables climbing
  139. ƒRƒ“ƒxƒA(‰E) Conveyor Right closed, pushes right
  140. ƒRƒ“ƒxƒA(¶) Conveyor Left closed, pushes left
  141. Below next are the array and color palette values of each 16x16 block contained in the selected 32x32 block
  142. Left- or Right-clicking color palette value text changes it
  143. The 16x16 blocks image displays the 64 available 16x16 blocks in order of array value
  144. The 16x16 blocks are displayed four times in each of the four arrays of four colors in the color palette
  145. If the palette animates, the colors will change according to the palette animation values
  146. Left-clicking a 16x16 block selects it
  147. The bottom displays the array value of 32x32 or 16x16 blocks over which the mouse is hovering
  148.  
  149.  
  150. Tab 3 - Stage Color Palette Editor
  151. Edit the color palette and color animation of stages
  152. 16x16 stage blocks are each drawn using one of four arrays of four colors
  153. Periodic palette changes during a stage add animation at a low processing cost
  154. The first section displays the four default color arrays of the palette for the selected stage
  155. Colors are displayed followed by their array value
  156. The first colors of each four-color array must all match in the Famicom and NES
  157. This game loads 0F to the first of each color array by default
  158. The first color is usually not noted in color arrays in the ROM
  159. Changing the first color of a color array does not work in the game
  160. Left-clicking a color changes it to the selected color
  161. Right-clicking a color selects it
  162. Color array values can also be typed
  163. The next section displays the selected color and its array value on the left
  164. All available colors in order of array value are displayed to the right
  165. Colors and their array values are universal to Famicom and NES games
  166. Colors often display differently in consoles and emulators from this editor
  167. There are many array values for shades of black
  168. 0F is the default for background black
  169. 0D and 1D should be avoided because they can cause video issues
  170. Left- or Right-clicking a color selects it
  171. The bottom section edits color palette animation
  172. These color animations can conflict with other forms of palette changes
  173. Other palette changes come from enemy or item activators or other programming
  174. The dropdown chooses the number of animation palettes used
  175. 0 and 1 do the same thing (see delay below)
  176. 2 cycles through the first two animation palettes
  177. 3 cycles through the first three animation palettes
  178. 4 cycles through all four animation palettes
  179. The palette animation delay is expressed in a 2-digit hex value
  180. The delay is equal to 1 frame plus 1 frame per point in the given value
  181. Example: 01 has a delay of 1 + 1 = 2 frames
  182. Example: 3B in hex is 59 in decimal plus 1 equals 60 frames, or about 1 second
  183. 00 delay overrides animation with the default palette
  184. 01+ delay overrides the default palette
  185. With the animation palettes set to 0 or 1, 01+ delay will display the first animation palette
  186. The default palette always displays once when a stage begins for the given delay value
  187. The above colors display how the color palette looks during the stage under the given values
  188. The animation palettes are displayed with a color array value for each color
  189. Each row is a palette for the animation
  190. An arrow displays how the palettes cycle
  191. Left-clicking a color changes it to the selected color
  192. Right-clicking a color selects it
  193.  
  194.  
  195. Tab 4 - Object Position Editor
  196. Edit the object (enemy and item) identities, quantities, and positions in stages
  197. Enemies and items in stages are stored in the ROM in two sets of four arrays (two tables)
  198. The four arrays contain screen array, X position, Y position, and ID array values
  199. Each Robot and corresponding Wily stage has a combined enemy array and combined item array
  200. The enemy arrays each contain 128 values and the item arrays each contain 32 values
  201. A total of 160 of a combination of enemies and items can be positioned in each pair of stages
  202. Each enemy and item array should be sorted by position to function properly
  203. They should be sorted first by screen position, then by horizontal (X) position
  204. This editor has some automatic sorting features
  205. Positioning many enemies and items on one screen cause lag
  206. Flickering is caused by 8 or more sprites simultaneously on a horizontal row of the screen
  207. Bosses cannot be edited here (somewhat excluding the Dragon boss)
  208. Undo and Redo do not work here
  209. Two adjacent screen images for positioning enemies and items are displayed
  210. Enemy and item positions are displayed with boxes each containing their ID array value
  211. If enemy editing is enabled, enemies are displayed in white, and items are displayed in pink
  212. If item editing is enabled, enemies are displayed in pink, and items are displayed in white
  213. Left-clicking an enemy or item displayed in white selects it
  214. Holding Left-click drags and repositions it on the screen
  215. Shift+Control+Left-clicking an enemy or item selects it without repositioning it
  216. Shift+Left-clicking an enemy or item positions it in four-pixel increments
  217. Control+Left-clicking an enemy or item positions it in eight-pixel increments
  218. Shift+Left-clicking a screen displays values of enemies or items on that screen
  219. Right-clicking an enemy, item, or screen displays a menu
  220. The first option positions a new enemy or item
  221. An enemy is positioned if enemy editing is enabled, an item if item editing is enabled
  222. The second option copies a clicked enemy or item
  223. The third option pastes the copied enemy or item
  224. The fourth option selects a clicked enemy or item
  225. The fifth option deletes a clicked enemy or item
  226. The sixth option cancels
  227. Hovering the mouse over a white box displays values for it
  228. The first section displays information about the map
  229. It first displays the array values of the two screen images
  230. Below is the total enemies on each screen
  231. Below next displays in decimal the currently used of the available 128 enemies positioned
  232. To the right is the total items on each screen
  233. Below displays the currently used of the available 32 items positioned
  234. Below left, the first button enables enemy editing, the second button enables item editing
  235. To the right, the first button enables automatic screen sorting, the second disables it
  236. This automatically keeps the enemy array and item array sorted in order of their screen values
  237. The checkbox below enables or disables automatic horizontal (X) sorting
  238. This will sort based on X position value as an enemy or item is repositioned
  239. The bottom-right selects and edits enemies or items
  240. The first left arrow selects the previous enemy or item on the array
  241. The right arrow selects the next enemy or item on the array
  242. Below the enemy or item array value is displayed
  243. If automatic sorting is disabled, the arrows change the array value of the selected enemy or item
  244. Below next displays the screen on which the enemy or item is positioned
  245. The left arrow positions it back a screen, the right arrow positions it forward a screen
  246. Below next displays the X position value of the selected enemy or item
  247. The arrows increase and decrease its value
  248. Below next displays the Y position value of the selected enemy or item
  249. The arrows increase and decrease its value
  250. The button to the right deletes the selected enemy or item, and selects the next enemy or item
  251. The dropdown assigns the identification value of the selected enemy or item
  252. The identification (object) array contains both enemies and items
  253. Enemies can be positioned in the item array, and items can be positioned in the enemy array
  254. It tends to be easier keeping enemies and items designated to their arrays
  255. The enemy and item values here are separated according to how the original game is programmed
  256. Enemy identification values:
  257. 00 Shrink
  258. 03 M-445 (activator)
  259. 05 M-445 (deactivator)
  260. 07 Claw (activator)
  261. 09 Claw (deactivator)
  262. 0A Tanishi
  263. 0C Kerog
  264. 12 Track Platform (requires other programming for changing track)
  265. 13 Dropping Platform
  266. 14 Quick Laser (activator, requires other programming for changing lasers)
  267. 16 Batton
  268. 17 Robbit
  269. 1C Friender (drops down, requires stage blocks for graphics, 2E barrier)
  270. 1D Monking (jumps up)
  271. 1E Cook (activator)
  272. 20 Cook (deactivator)
  273. 21 Telly (spawn location)
  274. 23 Chunky Maker (plus color palette activator, deactivates on kill)
  275. 25 Quick Dark Color Palette (activator)
  276. 27 Quick Normal Color Palette (activator)
  277. 29 Pierobot
  278. 2B Fly Boy (spawn location)
  279. 30 Press
  280. 31 Blocky
  281. 34 Neo Metall
  282. 36 Matasaburo
  283. 37 Pipi (activator)
  284. 39 Pipi (deactivator)
  285. 3E Lightning Goro
  286. 40 Goblin 1 (plus color palette activator, requires stage blocks for platform and graphics)
  287. 41 Goblin 2 (plus color palette activator, requires stage blocks for platform and graphics)
  288. 46 Springer
  289. 47 Mole (activator)
  290. 4A Mole (deactivator)
  291. 4B Shotman (facing left)
  292. 4C Shotman (facing right)
  293. 4E Sniper Armor (kill spawns Sniper Joe)
  294. 4F Sniper Joe
  295. 50 Scworm
  296. 53 Phase Block 1 (position directly over one stage block)
  297. 54 Phase Block 2 (position directly over one stage block)
  298. 55 Phase Block 3 (position directly over one stage block)
  299. 56 Color Palette Shift (activator, Crash, Wily 3)
  300. 63 Dragon Block (Dragon can bump it)
  301. 64 Dragon (activator, requires other programming to function properly)
  302. 71 Big Fish (spawn location, jumps up)
  303. 72 Drip 1 (Spawn Location)
  304. 73 Drip 2 (Spawn Location)
  305. Item identification values:
  306. 02 Shrink (spawn location)
  307. 0F Angler Lure (Shrink spawn, Angler Body, and Angler Color Palette removed on kill)
  308. 10 Angler Body (requires stage blocks for graphics)
  309. 11 Angler Color Palette (activator, Bubble)
  310. 2D Crash Barrier
  311. 2E Friender Barrier (invisible barrier, removed on kill)
  312. 2F Screen Advance (used on boss gates, touching it forces rightward screen transition)
  313. 42 Color Palette Blue 1 (activator, hides Goblin 1)
  314. 43 Color Palette Blue 2 (activator, hides Goblin 2)
  315. 57 Crash Barrier
  316. 76 Health Boost Large
  317. 77 Health Boost Small
  318. 78 Weapon Boost Large
  319. 79 Weapon Boost Small
  320. 7A Energy Tank
  321. 7B Extra Life
  322. Deactivators are often positioned before and after activators so that turning back will also deactivate
  323. In order for enemies to display properly in the game, their graphics must be loaded during the scroll segment
  324. Graphics loaded during segments can be seen using a PPU viewer in an emulator
  325. Changing graphics of scroll segments is beyond the scope of this editor
  326.  
  327.  
  328. Tab 5 - Start and Check Point Editor
  329. Edit the start points and checkpoints in stages
  330. Checkpoints occur when Mega Man arrives at a screen containing a start point
  331. Start points are complex because a lot of information is required to initiate the state of the game
  332. Be careful looking through screens here because it causes changes to start points
  333. Undo and Redo do not work here
  334. Mega Man always starts in the horizontal (X) center of the screen
  335. The image displays the screen and starting position of the selected start point
  336. The arrows left of the image change the vertical (Y) starting position in 16-pixel increments
  337. This is set so Mega Man starts directly on a block
  338. The Y position value is displayed below these arrows
  339. The arrows below the image change the screen array value of the selected start point
  340. The screen array value is displayed below these arrows
  341. The dropdown selects the start point to display and edit
  342. Six combined start points are available for each Robot stage and its corresponding Wily stage
  343. The first start point (0) is the start of each Robot stage
  344. The fourth start point (3) is the start of each Wily stage
  345. The button below calculates the first four start point values on the very right
  346. It calculates enemy and item array values, and left and right graphics scrolling values
  347. Values of the selected start point are displayed to the right
  348. They can be changed directly with typing
  349. The first box is the Y position value
  350. The second box is the screen array value
  351. The button below does the same thing as the button to the left
  352. The box below is the scroll segment value
  353. It is equal to the number of screens without a seemless scroll before this screen
  354. This value can be obtained from the Scroll Editor
  355. To the right, the first box is the value of where to begin on the enemy array
  356. The second box is the value of where to begin on the item array
  357. The third box is the left graphics scrolling value in the RAM at addresses 0017 and 0016
  358. At a start point it is equal to the screen array value multiplied by 40 added to 84E0
  359. The fourth box is the right graphics scrolling value in the RAM at addresses 0019 and 0018
  360. At a start point it is equal to the above box plus 80
  361. Here is a list of the graphics scrolling values for each screen array value:
  362. 00 84E0 8560 0B 87A0 8820 16 8A60 8AE0 21 8D20 8DA0
  363. 01 8520 85A0 0C 87E0 8860 17 8AA0 8B20 22 8D60 8DE0
  364. 02 8560 85E0 0D 8820 88A0 18 8AE0 8B60 23 8DA0 8E20
  365. 03 85A0 8620 0E 8860 88E0 19 8B20 8BA0 24 8DE0 8E60
  366. 04 85E0 8660 0F 88A0 8920 1A 8B60 8BE0 25 8E20 8EA0
  367. 05 8620 86A0 10 88E0 8960 1B 8BA0 8C20 26 8E60 8EE0
  368. 06 8660 86E0 11 8920 89A0 1C 8BE0 8C60 27 8EA0 8F20
  369. 07 86A0 8720 12 8960 89E0 1D 8C20 8cA0 28 8EE0 8F60
  370. 08 86E0 8760 13 89A0 8A20 1E 8C60 8CE0 29 8F20 8FA0
  371. 09 8720 87A0 14 89E0 8A60 1F 8CA0 8D20 2A 8F60 8FE0
  372. 0A 8760 87E0 15 8A20 8AA0 20 8CE0 8D60 2B 8FA0 9020
  373. The fifth box is the value of the screen after the previous slow scroll transition (first scroll segment screen)
  374. This value can also be obtained from the Scroll Editor
  375. The sixth box is the value of the screen before the next slow scroll transition (last scroll segment screen)
  376. This value can also be obtained from the Scroll Editor
  377.  
  378.  
  379. Tab 6 - Screen Scroll Editor
  380. Edit the scrolling and transitioning between screens in stages
  381. Slow screen transitions are used as an opportunity to load information (like blocks and graphics)
  382. The images display two adjacent screens labelled with the scroll used for moving to the next screen
  383. The labels and scroll properties are:
  384. a Up (slow transition)
  385. >> Right (seemless)
  386. .. Right (slow transition)
  387. << Down (slow transition)
  388. No label indicates an end screen
  389. The arrows below move through the screens, with the screen array values displayed below
  390. The screen must scroll all the way right for upward and downward scrolls to function properly
  391. The position of openings is important if a seemless right scroll leads into an upward or downward one
  392. In this situation, place the opening on the right half of the screen
  393. Otherwise openings in the bottom of the screen cause Mega Man death
  394. Upward scrolling requires climbing (a ladder block property)
  395. The bottom left displays scroll segments for the selected Robot and corresponding Wily stage
  396. Selecting a scroll segment displays its first screen in the first image, and displays its values to the right
  397. For Wily stages, select later scroll segments
  398. The bottom right displays and edits values of the selected scroll segment
  399. Displayed first is the scroll segment array value
  400. To its right is the first screen array value in the selected scroll segment
  401. Below that is the last screen array value in the selected scroll segment
  402. These values are also used by start points
  403. The dropdown selects the number (in decimal) of seemless right scrolling screens in the scroll segment
  404. To the right are checkboxes for the direction going to the next scroll segment
  405. (+20) Right
  406. (+40) Down
  407. (+80) Up
  408. (+00) Deselecting all scrolling signals an end segment
  409. Multiple directions can be checked, making multiple exits available for moving to the next screen
  410. Having two segments both transition into each other can create loops
  411. Below is the value given to the selected scroll segment as it is stored in the ROM
  412. It is equal to seemless right scrolling screens plus scroll direction values
  413.  
  414.  
  415. More advance changes to the editor can be made by changing the included files
  416. The ROM addresses can be accessed and changed in the ini file
  417.  
  418.  
  419. ChipAttributeList (copy this over the R2E file to have this display in English)
  420. ;
  421. ; 00 Heat Man
  422. ;
  423. 00 Air
  424. 01 Solid
  425. 02 Ladder
  426. 03 Death
  427. ;
  428. ; 01 Air Man
  429. ;
  430. 00 Air
  431. 01 Solid
  432. 02 Ladder
  433. 03 Death
  434. ;
  435. ; 02 Wood Man
  436. ;
  437. 00 Air
  438. 01 Solid
  439. 02 Ladder
  440. 03 Air
  441. ;
  442. ; 03 Bubble Man
  443. ;
  444. 00 Air
  445. 01 Solid
  446. 02 Water
  447. 03 Death
  448. ;
  449. ; 04 Quick Man
  450. ;
  451. 00 Air
  452. 01 Solid
  453. 02 Air
  454. 03 Death
  455. ;
  456. ; 05 Flash Man
  457. ;
  458. 00 Air
  459. 01 Solid
  460. 02 Ladder
  461. 03 Ice
  462. ;
  463. ; 06 Metal Man
  464. ;
  465. 00 Air
  466. 01 Solid
  467. 02 Conveyor R
  468. 03 Conveyor L
  469. ;
  470. ; 07 Crash Man
  471. ;
  472. 00 Air
  473. 01 Solid
  474. 02 Ladder
  475. 03 Death
  476. ;
  477. ; 08 Wily 1
  478. ;
  479. 00 Air
  480. 01 Solid
  481. 02 Ladder
  482. 03 Air
  483. ;
  484. ; 09 Wily 2
  485. ;
  486. 00 Air
  487. 01 Solid
  488. 02 Ladder
  489. 03 Death
  490. ;
  491. ; 0A Wily 3
  492. ;
  493. 00 Air
  494. 01 Solid
  495. 02 Water
  496. 03 Death
  497. ;
  498. ; 0B Wily 4
  499. ;
  500. 00 Air
  501. 01 Solid
  502. 02 Ladder
  503. 03 Death
  504. ;
  505. ; 0C Wily 5
  506. ;
  507. 00 Air
  508. 01 Solid
  509. 02 Air
  510. 03 Air
  511. ;
  512. ; 0D Wily 6
  513. ;
  514. 00 Air
  515. 01 Solid
  516. 02 Air
  517. 03 Air
  518.  
  519.  
  520. ObjectList (copy this over the R2E file to have this display in English)
  521. 00 Shrink
  522. 01
  523. 02 Shrink (Spawn Location)
  524. 03 M-445 (Activator)
  525. 04
  526. 05 M-445 (Deactivator)
  527. 06
  528. 07 Claw (Activator)
  529. 08
  530. 09 Claw (Deactivator)
  531. 0A Tanishi
  532. 0B
  533. 0C Kerog
  534. 0D
  535. 0E
  536. 0F Angler Lure (Kill Removes Spawn, Body, Palette)
  537. 10 Angler Body (Requires Blocks)
  538. 11 Bubble Angler Palette (Activator)
  539. 12 Track Platform (Requires Programming)
  540. 13 Dropping Platform
  541. 14 Quick Laser (Activator, Requires Programming)
  542. 15
  543. 16 Batton
  544. 17 Robbit
  545. 18
  546. 19
  547. 1A
  548. 1B
  549. 1C Friender (Requires Blocks, Barrier 2E)
  550. 1D Monking
  551. 1E Cook (Activator)
  552. 1F
  553. 20 Cook (Deactivator)
  554. 21 Telly (Spawn Location)
  555. 22
  556. 23 Chunky Maker (Palette Activator, Kill Removes)
  557. 24
  558. 25 Quick Dark Palette (Activator)
  559. 26
  560. 27 Quick Normal Palette (Activator)
  561. 28
  562. 29 Pierobot
  563. 2A
  564. 2B Fly Boy (Spawn Location)
  565. 2C
  566. 2D Crash Barrier
  567. 2E Friender Barrier
  568. 2F Screen Advance (Right Transition, Boss Gate)
  569. 30 Press
  570. 31 Blocky
  571. 32
  572. 33
  573. 34 Neo Metall
  574. 35
  575. 36 Matasaburo
  576. 37 Pipi (Activator)
  577. 38
  578. 39 Pipi (Deactivator)
  579. 3A
  580. 3B
  581. 3C
  582. 3D
  583. 3E Lightning Goro
  584. 3F
  585. 40 Goblin 1 (Palette Activator, Requires Blocks)
  586. 41 Goblin 2 (Palette Activator, Requires Blocks)
  587. 42 Air Palette 1 (Activator, Hides Goblin 1)
  588. 43 Air Palette 2 (Activator, Hides Goblin 2)
  589. 44
  590. 45
  591. 46 Springer
  592. 47 Mole (Activator)
  593. 48
  594. 49
  595. 4A Mole (Deactivator)
  596. 4B Shotman (Facing Left)
  597. 4C Shotman (Facing Right)
  598. 4D
  599. 4E Sniper Armor (Kill Spawns Sniper Joe)
  600. 4F Sniper Joe
  601. 50 Scworm
  602. 51
  603. 52
  604. 53 Phase Block 1 (Place Directly Over Block)
  605. 54 Phase Block 2 (Place Directly Over Block)
  606. 55 Phase Block 3 (Place Directly Over Block)
  607. 56 Palette Shift (Activator, Crash, Wily 3)
  608. 57 Crash Barrier
  609. 58
  610. 59
  611. 5A
  612. 5B
  613. 5C
  614. 5D
  615. 5E
  616. 5F
  617. 60
  618. 61
  619. 62
  620. 63 Dragon Block (Dragon Removes)
  621. 64 Dragon (Activator, Requires Programming)
  622. 65
  623. 66
  624. 67
  625. 68
  626. 69
  627. 6A
  628. 6B
  629. 6C
  630. 6D
  631. 6E
  632. 6F
  633. 70
  634. 71 Big Fish (Spawn Location)
  635. 72 Drip 1 (Spawn Location)
  636. 73 Drip 2 (Spawn Location)
  637. 74
  638. 75
  639. 76 Health Boost Large
  640. 77 Health Boost Small
  641. 78 Weapon Boost Large
  642. 79 Weapon Boost Small
  643. 7A Energy Tank
  644. 7B Extra Life
  645. 7C
  646. 7D
  647. 7E
  648. 7F
  649. 80
  650. 81
  651. 82
  652. 83
  653. 84
  654. 85
  655. 86
  656. 87
  657. 88
  658. 89
  659. 8A
  660. 8B
  661. 8C
  662. 8D
  663. 8E
  664. 8F
  665.  
  666.  
  667. Author Notes
  668. Difference between the two buttons on the Start Point Editor
  669. Difference between Crash Barrier 2D and 57
  670. Figure how to change the blocks physical properties of each stage
  671. Figure how to change the graphics in each scroll segment
  672. Figure how to modify bosses
  673. Figure how some things in this editor are stored in the ROM
  674. Link ROM Hack Introduction
  675. There are blocks for an unused enemy in Crash Man's stage resembling a Neo Metall dispenser
  676. It is amusing positioning a bunch of Color Palette Shifts (56) in a stage
  677. Creating other palette changing objects could be interesting
  678. Translated exe file
  679.  
  680.  
  681. ©ZeroNoin
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