Originally posted by xdaniel
On the subject of Mega Man Battle Network, have sprite definitions been documented somewhere before? I've been working with MMBN1 and 3 some time ago (last year or something...?), and got a rudimentary, incomplete sprite/animation viewer going:
(image)
Works for overworld and in-battle sprites (same system), uncompressed and LZ-compressed; tested with BN1 and BN3. If that's anything new, I could pack up what I know and have, documentation- and code-wise, and post it down in ROM hacking or so.
I was going to post what I know (I have a partially written post already so :/ ). I haven't checked the sprites though, sorry.
Originally posted by Cuber456
So far I can only get the file loaded as a binary although I'm not even sure if I am loading it with the right settings. Probably not since the plugin doesn't seem to do anything for me. I'll try to follow the instructions you listed in your post in that thread more carefully. That will probably help . For now, I won't be able to do anything about it until Friday. If something still doesn't work then I will see if you are on IRC or I will just post something here.
Once you have the file loaded as a binary ile, run my python script, then go to 0x8000000 and hit C to start disassembling. Follow the code flow to get a sense of what is going on. The plugin I linked is not an automated decompiler (that's IDA's job); it allows you to convert individual subroutines into pseudocode by putting the cursor inside a subroutine and going to Edit > Plugins > MakePseudo.
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