Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- Rockman 2 Editor English Guide by ZeroNoin
- Rockman 2 Editor by rock5easily
- The translation guides often provided for Rockman 2 Editor use very poor translation and are very short
- Since the editor displays Japanese or encoded text, a more thorough guide is needed for English users
- This guide also provides a lot more information about how certain parts of the ROM work
- This guide is a biproduct of using the Rockman 2 Editor to create a somewhat simple ROM hack
- The author does not know Japanese
- It took a great deal of time and frustration to figure many details on how to use this editor
- The process of producing a ROM hack for a stage using this and other utilities was documented here:
- http://pastebin.com/pcGQ72gi
- The above document also functions as a good introduction to the process of ROM hacking
- Introduction
- The Rockman 2 Editor is a stage editor for Rockman 2 and Mega Man 2
- General Tips
- Save and backup often
- ROM files are small, and keeping a history of changes can be helpful
- Routinely saving new files under new names (like with an increasing number at the end) is recommended
- Keep a backup of the original unchanged ROM file as reference
- Multiple windows of R2E can be open at once
- One window with the changed file and one with the unchanged file as reference can be helpful
- A text file documenting changes to hex values in the ROM can help in keeping track of things
- Test often
- Not every change in this editor functions properly in the actual game
- Most values are displayed in hex; learn about hex values before using this
- Grouped data in a ROM like maps and blocks tends to be stored together in an array (an open list)
- A value is used to reference a specific position in an array
- Examples: 00 references the 1st position, 01 the 2nd, 0F the 16th, 10 the 17th, FF the 256th
- A set of arrays can use the same positions to create a set of values
- A set of arrays with related positions is often called a table
- (F) File
- (O) Open
- Open a Rockman 2 or Mega Man 2 ROM file for editing (required to begin)
- (S) Save
- Save the current state of changes over the opened file
- (A) Save As
- Save the current state of changes as a selected name in a selected folder
- (C) Close
- Close the current file and state of changes
- If unsaved changes have been made, a Save dialog will open
- (X) Exit
- Close the Rockman 2 Editor
- If unsaved changes have been made, a Save dialog will open
- (E) Edit
- Undo (Control+Z)
- Undo the previous change made (does not work with all changes)
- Redo (Control+Y)
- Redo the previous change that Undo removed (does not work with all changes)
- Stage Select Dropdown
- Select the stage to edit
- 00 Heat Man
- 01 Air Man
- 02 Wood Man
- 03 Bubble Man
- 04 Quick Man
- 05 Flash Man
- 06 Metal Man
- 07 Crash Man
- 08 Wily 1
- 09 Wily 2
- 0A Wily 3
- 0B Wily 4
- 0C Wily 5
- 0D Wily 6
- Highlighting this and using keyboard Up and Down keys can make navigation easier
- Tab 1 - Map Editor
- Edit the layout of stages
- Stage maps are stored in the ROM in a long array of 32x32 pixel blocks
- The game builds screens from the array, top to bottom, left to right, screen to next screen
- Each screen contains 256x256 pixels, as 8x8 32x32 blocks, containing 16x16 16x16 blocks
- The bottom 16 pixels (16x16 blocks) of each screen are never shown (240p resolution)
- The six Wily stages are each stored in the second half of six Robot stages
- Images of two map screens are displayed for editing
- Left-clicking a 32x32 block changes it to the selected 32x32 block below
- Right-clicking a 32x32 block selects it
- Control+Right-clicking a screen copies that screen
- Control+Left-Clicking a screen pastes the copied screen over it
- Shift+Left-Clicking a screen displays all the 32x32 block array values of that screen
- The scroll bar below moves from screen to next screen, making the second screen the one after the first
- Page0: XX displays the array value of the first screen image displayed
- The scroll bar below changes it and the corresponding image
- Page1: XX displays the array value of the second screen image displayed
- The scroll bar below changes it and the corresponding image
- The CHR (Character Memory) Reload button reloads some information from the opened file
- If block graphics are changed and saved using another program, this will update the images
- The selected 32x32 block section first displays the array value and image of the selected 32x32 block
- Below are the physical values of each contained 16x16 block
- Below next are the array and color palette values of each contained 16x16 block
- The 32x32 blocks image displays the 256 32x32 blocks in order of array value for the selected stage
- Left-clicking a 32x32 block selects it
- The bottom displays the array value of the 32x32 block over which the mouse is hovering
- Tab 2 - 32x32 Block Editor
- Edit the 32x32 blocks used to build stage maps
- 32x32 block values are shared by Robot and Wily stages sharing the same map
- Editing block graphics can be done using a separate tile editor
- The 32x32 blocks image displays half of the 256 32x32 blocks in order of array value for the selected stage
- Use the arrows to switch between each half
- Left-clicking a 32x32 block selects it
- Control+Right-clicking a 32x32 block copies it
- Control+Left-clicking a 32x32 block pastes the copied 32x32 block over it
- Right-clicking a 16x16 block selects it
- Shift+Left-clicking a 16X16 block pastes the selected 16x16 block over it
- The selected 16x16 block displays its array value, color palette value, and image
- The first button displays array values for 32x32 blocks not used by either corresponding Robot or Wily stage map
- The second button displays array values for sets of 32x32 blocks that have all the same values (duplicates)
- The CHR Reload button does the same thing here that it does in the Map Editor
- The selected 32x32 block displays its array value followed by its image
- Left-clicking a 16x16 block in the image changes it to the selected 16x16 block
- Right-clicking a 16x16 block in the image selects it
- 16x16 block physical values are displayed below
- Only four of the eight available block physical properties can be used in each stage
- Each stage loads its own set of four physical properties to correspond with the four physical values
- Left- or Right-clicking block physical value text changes it
- The block physical translations and properties are:
- ƒuƒƒbƒN Normal Solid closed
- ”wŒi Normal Air open
- ƒgƒQ Death closed, max damage on contact (spikes, below lava)
- …’† Water open, decreases movement speed, increases jump height
- ‚·‚×‚é° Ice closed, delays stopping
- ‚Í‚µ‚² Ladder open, enables climbing
- ƒRƒ“ƒxƒA(‰E) Conveyor Right closed, pushes right
- ƒRƒ“ƒxƒA(¶) Conveyor Left closed, pushes left
- Below next are the array and color palette values of each 16x16 block contained in the selected 32x32 block
- Left- or Right-clicking color palette value text changes it
- The 16x16 blocks image displays the 64 available 16x16 blocks in order of array value
- The 16x16 blocks are displayed four times in each of the four arrays of four colors in the color palette
- If the palette animates, the colors will change according to the palette animation values
- Left-clicking a 16x16 block selects it
- The bottom displays the array value of 32x32 or 16x16 blocks over which the mouse is hovering
- Tab 3 - Stage Color Palette Editor
- Edit the color palette and color animation of stages
- 16x16 stage blocks are each drawn using one of four arrays of four colors
- Periodic palette changes during a stage add animation at a low processing cost
- The first section displays the four default color arrays of the palette for the selected stage
- Colors are displayed followed by their array value
- The first colors of each four-color array must all match in the Famicom and NES
- This game loads 0F to the first of each color array by default
- The first color is usually not noted in color arrays in the ROM
- Changing the first color of a color array does not work in the game
- Left-clicking a color changes it to the selected color
- Right-clicking a color selects it
- Color array values can also be typed
- The next section displays the selected color and its array value on the left
- All available colors in order of array value are displayed to the right
- Colors and their array values are universal to Famicom and NES games
- Colors often display differently in consoles and emulators from this editor
- There are many array values for shades of black
- 0F is the default for background black
- 0D and 1D should be avoided because they can cause video issues
- Left- or Right-clicking a color selects it
- The bottom section edits color palette animation
- These color animations can conflict with other forms of palette changes
- Other palette changes come from enemy or item activators or other programming
- The dropdown chooses the number of animation palettes used
- 0 and 1 do the same thing (see delay below)
- 2 cycles through the first two animation palettes
- 3 cycles through the first three animation palettes
- 4 cycles through all four animation palettes
- The palette animation delay is expressed in a 2-digit hex value
- The delay is equal to 1 frame plus 1 frame per point in the given value
- Example: 01 has a delay of 1 + 1 = 2 frames
- Example: 3B in hex is 59 in decimal plus 1 equals 60 frames, or about 1 second
- 00 delay overrides animation with the default palette
- 01+ delay overrides the default palette
- With the animation palettes set to 0 or 1, 01+ delay will display the first animation palette
- The default palette always displays once when a stage begins for the given delay value
- The above colors display how the color palette looks during the stage under the given values
- The animation palettes are displayed with a color array value for each color
- Each row is a palette for the animation
- An arrow displays how the palettes cycle
- Left-clicking a color changes it to the selected color
- Right-clicking a color selects it
- Tab 4 - Object Position Editor
- Edit the object (enemy and item) identities, quantities, and positions in stages
- Enemies and items in stages are stored in the ROM in two sets of four arrays (two tables)
- The four arrays contain screen array, X position, Y position, and ID array values
- Each Robot and corresponding Wily stage has a combined enemy array and combined item array
- The enemy arrays each contain 128 values and the item arrays each contain 32 values
- A total of 160 of a combination of enemies and items can be positioned in each pair of stages
- Each enemy and item array should be sorted by position to function properly
- They should be sorted first by screen position, then by horizontal (X) position
- This editor has some automatic sorting features
- Positioning many enemies and items on one screen cause lag
- Flickering is caused by 8 or more sprites simultaneously on a horizontal row of the screen
- Bosses cannot be edited here (somewhat excluding the Dragon boss)
- Undo and Redo do not work here
- Two adjacent screen images for positioning enemies and items are displayed
- Enemy and item positions are displayed with boxes each containing their ID array value
- If enemy editing is enabled, enemies are displayed in white, and items are displayed in pink
- If item editing is enabled, enemies are displayed in pink, and items are displayed in white
- Left-clicking an enemy or item displayed in white selects it
- Holding Left-click drags and repositions it on the screen
- Shift+Control+Left-clicking an enemy or item selects it without repositioning it
- Shift+Left-clicking an enemy or item positions it in four-pixel increments
- Control+Left-clicking an enemy or item positions it in eight-pixel increments
- Shift+Left-clicking a screen displays values of enemies or items on that screen
- Right-clicking an enemy, item, or screen displays a menu
- The first option positions a new enemy or item
- An enemy is positioned if enemy editing is enabled, an item if item editing is enabled
- The second option copies a clicked enemy or item
- The third option pastes the copied enemy or item
- The fourth option selects a clicked enemy or item
- The fifth option deletes a clicked enemy or item
- The sixth option cancels
- Hovering the mouse over a white box displays values for it
- The first section displays information about the map
- It first displays the array values of the two screen images
- Below is the total enemies on each screen
- Below next displays in decimal the currently used of the available 128 enemies positioned
- To the right is the total items on each screen
- Below displays the currently used of the available 32 items positioned
- Below left, the first button enables enemy editing, the second button enables item editing
- To the right, the first button enables automatic screen sorting, the second disables it
- This automatically keeps the enemy array and item array sorted in order of their screen values
- The checkbox below enables or disables automatic horizontal (X) sorting
- This will sort based on X position value as an enemy or item is repositioned
- The bottom-right selects and edits enemies or items
- The first left arrow selects the previous enemy or item on the array
- The right arrow selects the next enemy or item on the array
- Below the enemy or item array value is displayed
- If automatic sorting is disabled, the arrows change the array value of the selected enemy or item
- Below next displays the screen on which the enemy or item is positioned
- The left arrow positions it back a screen, the right arrow positions it forward a screen
- Below next displays the X position value of the selected enemy or item
- The arrows increase and decrease its value
- Below next displays the Y position value of the selected enemy or item
- The arrows increase and decrease its value
- The button to the right deletes the selected enemy or item, and selects the next enemy or item
- The dropdown assigns the identification value of the selected enemy or item
- The identification (object) array contains both enemies and items
- Enemies can be positioned in the item array, and items can be positioned in the enemy array
- It tends to be easier keeping enemies and items designated to their arrays
- The enemy and item values here are separated according to how the original game is programmed
- Enemy identification values:
- 00 Shrink
- 03 M-445 (activator)
- 05 M-445 (deactivator)
- 07 Claw (activator)
- 09 Claw (deactivator)
- 0A Tanishi
- 0C Kerog
- 12 Track Platform (requires other programming for changing track)
- 13 Dropping Platform
- 14 Quick Laser (activator, requires other programming for changing lasers)
- 16 Batton
- 17 Robbit
- 1C Friender (drops down, requires stage blocks for graphics, 2E barrier)
- 1D Monking (jumps up)
- 1E Cook (activator)
- 20 Cook (deactivator)
- 21 Telly (spawn location)
- 23 Chunky Maker (plus color palette activator, deactivates on kill)
- 25 Quick Dark Color Palette (activator)
- 27 Quick Normal Color Palette (activator)
- 29 Pierobot
- 2B Fly Boy (spawn location)
- 30 Press
- 31 Blocky
- 34 Neo Metall
- 36 Matasaburo
- 37 Pipi (activator)
- 39 Pipi (deactivator)
- 3E Lightning Goro
- 40 Goblin 1 (plus color palette activator, requires stage blocks for platform and graphics)
- 41 Goblin 2 (plus color palette activator, requires stage blocks for platform and graphics)
- 46 Springer
- 47 Mole (activator)
- 4A Mole (deactivator)
- 4B Shotman (facing left)
- 4C Shotman (facing right)
- 4E Sniper Armor (kill spawns Sniper Joe)
- 4F Sniper Joe
- 50 Scworm
- 53 Phase Block 1 (position directly over one stage block)
- 54 Phase Block 2 (position directly over one stage block)
- 55 Phase Block 3 (position directly over one stage block)
- 56 Color Palette Shift (activator, Crash, Wily 3)
- 63 Dragon Block (Dragon can bump it)
- 64 Dragon (activator, requires other programming to function properly)
- 71 Big Fish (spawn location, jumps up)
- 72 Drip 1 (Spawn Location)
- 73 Drip 2 (Spawn Location)
- Item identification values:
- 02 Shrink (spawn location)
- 0F Angler Lure (Shrink spawn, Angler Body, and Angler Color Palette removed on kill)
- 10 Angler Body (requires stage blocks for graphics)
- 11 Angler Color Palette (activator, Bubble)
- 2D Crash Barrier
- 2E Friender Barrier (invisible barrier, removed on kill)
- 2F Screen Advance (used on boss gates, touching it forces rightward screen transition)
- 42 Color Palette Blue 1 (activator, hides Goblin 1)
- 43 Color Palette Blue 2 (activator, hides Goblin 2)
- 57 Crash Barrier
- 76 Health Boost Large
- 77 Health Boost Small
- 78 Weapon Boost Large
- 79 Weapon Boost Small
- 7A Energy Tank
- 7B Extra Life
- Deactivators are often positioned before and after activators so that turning back will also deactivate
- In order for enemies to display properly in the game, their graphics must be loaded during the scroll segment
- Graphics loaded during segments can be seen using a PPU viewer in an emulator
- Changing graphics of scroll segments is beyond the scope of this editor
- Tab 5 - Start and Check Point Editor
- Edit the start points and checkpoints in stages
- Checkpoints occur when Mega Man arrives at a screen containing a start point
- Start points are complex because a lot of information is required to initiate the state of the game
- Be careful looking through screens here because it causes changes to start points
- Undo and Redo do not work here
- Mega Man always starts in the horizontal (X) center of the screen
- The image displays the screen and starting position of the selected start point
- The arrows left of the image change the vertical (Y) starting position in 16-pixel increments
- This is set so Mega Man starts directly on a block
- The Y position value is displayed below these arrows
- The arrows below the image change the screen array value of the selected start point
- The screen array value is displayed below these arrows
- The dropdown selects the start point to display and edit
- Six combined start points are available for each Robot stage and its corresponding Wily stage
- The first start point (0) is the start of each Robot stage
- The fourth start point (3) is the start of each Wily stage
- The button below calculates the first four start point values on the very right
- It calculates enemy and item array values, and left and right graphics scrolling values
- Values of the selected start point are displayed to the right
- They can be changed directly with typing
- The first box is the Y position value
- The second box is the screen array value
- The button below does the same thing as the button to the left
- The box below is the scroll segment value
- It is equal to the number of screens without a seemless scroll before this screen
- This value can be obtained from the Scroll Editor
- To the right, the first box is the value of where to begin on the enemy array
- The second box is the value of where to begin on the item array
- The third box is the left graphics scrolling value in the RAM at addresses 0017 and 0016
- At a start point it is equal to the screen array value multiplied by 40 added to 84E0
- The fourth box is the right graphics scrolling value in the RAM at addresses 0019 and 0018
- At a start point it is equal to the above box plus 80
- Here is a list of the graphics scrolling values for each screen array value:
- 00 84E0 8560 0B 87A0 8820 16 8A60 8AE0 21 8D20 8DA0
- 01 8520 85A0 0C 87E0 8860 17 8AA0 8B20 22 8D60 8DE0
- 02 8560 85E0 0D 8820 88A0 18 8AE0 8B60 23 8DA0 8E20
- 03 85A0 8620 0E 8860 88E0 19 8B20 8BA0 24 8DE0 8E60
- 04 85E0 8660 0F 88A0 8920 1A 8B60 8BE0 25 8E20 8EA0
- 05 8620 86A0 10 88E0 8960 1B 8BA0 8C20 26 8E60 8EE0
- 06 8660 86E0 11 8920 89A0 1C 8BE0 8C60 27 8EA0 8F20
- 07 86A0 8720 12 8960 89E0 1D 8C20 8cA0 28 8EE0 8F60
- 08 86E0 8760 13 89A0 8A20 1E 8C60 8CE0 29 8F20 8FA0
- 09 8720 87A0 14 89E0 8A60 1F 8CA0 8D20 2A 8F60 8FE0
- 0A 8760 87E0 15 8A20 8AA0 20 8CE0 8D60 2B 8FA0 9020
- The fifth box is the value of the screen after the previous slow scroll transition (first scroll segment screen)
- This value can also be obtained from the Scroll Editor
- The sixth box is the value of the screen before the next slow scroll transition (last scroll segment screen)
- This value can also be obtained from the Scroll Editor
- Tab 6 - Screen Scroll Editor
- Edit the scrolling and transitioning between screens in stages
- Slow screen transitions are used as an opportunity to load information (like blocks and graphics)
- The images display two adjacent screens labelled with the scroll used for moving to the next screen
- The labels and scroll properties are:
- a Up (slow transition)
- >> Right (seemless)
- .. Right (slow transition)
- << Down (slow transition)
- No label indicates an end screen
- The arrows below move through the screens, with the screen array values displayed below
- The screen must scroll all the way right for upward and downward scrolls to function properly
- The position of openings is important if a seemless right scroll leads into an upward or downward one
- In this situation, place the opening on the right half of the screen
- Otherwise openings in the bottom of the screen cause Mega Man death
- Upward scrolling requires climbing (a ladder block property)
- The bottom left displays scroll segments for the selected Robot and corresponding Wily stage
- Selecting a scroll segment displays its first screen in the first image, and displays its values to the right
- For Wily stages, select later scroll segments
- The bottom right displays and edits values of the selected scroll segment
- Displayed first is the scroll segment array value
- To its right is the first screen array value in the selected scroll segment
- Below that is the last screen array value in the selected scroll segment
- These values are also used by start points
- The dropdown selects the number (in decimal) of seemless right scrolling screens in the scroll segment
- To the right are checkboxes for the direction going to the next scroll segment
- (+20) Right
- (+40) Down
- (+80) Up
- (+00) Deselecting all scrolling signals an end segment
- Multiple directions can be checked, making multiple exits available for moving to the next screen
- Having two segments both transition into each other can create loops
- Below is the value given to the selected scroll segment as it is stored in the ROM
- It is equal to seemless right scrolling screens plus scroll direction values
- More advance changes to the editor can be made by changing the included files
- The ROM addresses can be accessed and changed in the ini file
- ChipAttributeList (copy this over the R2E file to have this display in English)
- ;
- ; 00 Heat Man
- ;
- 00 Air
- 01 Solid
- 02 Ladder
- 03 Death
- ;
- ; 01 Air Man
- ;
- 00 Air
- 01 Solid
- 02 Ladder
- 03 Death
- ;
- ; 02 Wood Man
- ;
- 00 Air
- 01 Solid
- 02 Ladder
- 03 Air
- ;
- ; 03 Bubble Man
- ;
- 00 Air
- 01 Solid
- 02 Water
- 03 Death
- ;
- ; 04 Quick Man
- ;
- 00 Air
- 01 Solid
- 02 Air
- 03 Death
- ;
- ; 05 Flash Man
- ;
- 00 Air
- 01 Solid
- 02 Ladder
- 03 Ice
- ;
- ; 06 Metal Man
- ;
- 00 Air
- 01 Solid
- 02 Conveyor R
- 03 Conveyor L
- ;
- ; 07 Crash Man
- ;
- 00 Air
- 01 Solid
- 02 Ladder
- 03 Death
- ;
- ; 08 Wily 1
- ;
- 00 Air
- 01 Solid
- 02 Ladder
- 03 Air
- ;
- ; 09 Wily 2
- ;
- 00 Air
- 01 Solid
- 02 Ladder
- 03 Death
- ;
- ; 0A Wily 3
- ;
- 00 Air
- 01 Solid
- 02 Water
- 03 Death
- ;
- ; 0B Wily 4
- ;
- 00 Air
- 01 Solid
- 02 Ladder
- 03 Death
- ;
- ; 0C Wily 5
- ;
- 00 Air
- 01 Solid
- 02 Air
- 03 Air
- ;
- ; 0D Wily 6
- ;
- 00 Air
- 01 Solid
- 02 Air
- 03 Air
- ObjectList (copy this over the R2E file to have this display in English)
- 00 Shrink
- 01
- 02 Shrink (Spawn Location)
- 03 M-445 (Activator)
- 04
- 05 M-445 (Deactivator)
- 06
- 07 Claw (Activator)
- 08
- 09 Claw (Deactivator)
- 0A Tanishi
- 0B
- 0C Kerog
- 0D
- 0E
- 0F Angler Lure (Kill Removes Spawn, Body, Palette)
- 10 Angler Body (Requires Blocks)
- 11 Bubble Angler Palette (Activator)
- 12 Track Platform (Requires Programming)
- 13 Dropping Platform
- 14 Quick Laser (Activator, Requires Programming)
- 15
- 16 Batton
- 17 Robbit
- 18
- 19
- 1A
- 1B
- 1C Friender (Requires Blocks, Barrier 2E)
- 1D Monking
- 1E Cook (Activator)
- 1F
- 20 Cook (Deactivator)
- 21 Telly (Spawn Location)
- 22
- 23 Chunky Maker (Palette Activator, Kill Removes)
- 24
- 25 Quick Dark Palette (Activator)
- 26
- 27 Quick Normal Palette (Activator)
- 28
- 29 Pierobot
- 2A
- 2B Fly Boy (Spawn Location)
- 2C
- 2D Crash Barrier
- 2E Friender Barrier
- 2F Screen Advance (Right Transition, Boss Gate)
- 30 Press
- 31 Blocky
- 32
- 33
- 34 Neo Metall
- 35
- 36 Matasaburo
- 37 Pipi (Activator)
- 38
- 39 Pipi (Deactivator)
- 3A
- 3B
- 3C
- 3D
- 3E Lightning Goro
- 3F
- 40 Goblin 1 (Palette Activator, Requires Blocks)
- 41 Goblin 2 (Palette Activator, Requires Blocks)
- 42 Air Palette 1 (Activator, Hides Goblin 1)
- 43 Air Palette 2 (Activator, Hides Goblin 2)
- 44
- 45
- 46 Springer
- 47 Mole (Activator)
- 48
- 49
- 4A Mole (Deactivator)
- 4B Shotman (Facing Left)
- 4C Shotman (Facing Right)
- 4D
- 4E Sniper Armor (Kill Spawns Sniper Joe)
- 4F Sniper Joe
- 50 Scworm
- 51
- 52
- 53 Phase Block 1 (Place Directly Over Block)
- 54 Phase Block 2 (Place Directly Over Block)
- 55 Phase Block 3 (Place Directly Over Block)
- 56 Palette Shift (Activator, Crash, Wily 3)
- 57 Crash Barrier
- 58
- 59
- 5A
- 5B
- 5C
- 5D
- 5E
- 5F
- 60
- 61
- 62
- 63 Dragon Block (Dragon Removes)
- 64 Dragon (Activator, Requires Programming)
- 65
- 66
- 67
- 68
- 69
- 6A
- 6B
- 6C
- 6D
- 6E
- 6F
- 70
- 71 Big Fish (Spawn Location)
- 72 Drip 1 (Spawn Location)
- 73 Drip 2 (Spawn Location)
- 74
- 75
- 76 Health Boost Large
- 77 Health Boost Small
- 78 Weapon Boost Large
- 79 Weapon Boost Small
- 7A Energy Tank
- 7B Extra Life
- 7C
- 7D
- 7E
- 7F
- 80
- 81
- 82
- 83
- 84
- 85
- 86
- 87
- 88
- 89
- 8A
- 8B
- 8C
- 8D
- 8E
- 8F
- Author Notes
- Difference between the two buttons on the Start Point Editor
- Difference between Crash Barrier 2D and 57
- Figure how to change the blocks physical properties of each stage
- Figure how to change the graphics in each scroll segment
- Figure how to modify bosses
- Figure how some things in this editor are stored in the ROM
- Link ROM Hack Introduction
- There are blocks for an unused enemy in Crash Man's stage resembling a Neo Metall dispenser
- It is amusing positioning a bunch of Color Palette Shifts (56) in a stage
- Creating other palette changing objects could be interesting
- Translated exe file
- ©ZeroNoin
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement