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You call the analytical data or, the online manual
Being too multi, it returns being it is languid

Obtaining -, it is the online manual
As for how to use well... "if it starts," you understand, probably will be
If taking Ae you do not obtain and read this you think VISINE compared to that it can make the editor who is high function.

* Functional introduction and operation method
Main analytical result
* In editor those of mounting being completed
1. Surface data housing position
2. Tip/chip graphics
3. Tip/chip attribute
4. Pallet of tip/chip
5. Map
6. Enemy
7. Item
8. Object list

* In editor those of not yet mounting
1. Scroll
2. Point of caution of scroll editing
3. Starting point and intermediate position
4. Set of bank
5. Set of sprite bank
6. Pallet modification
7. Attribute of tip/chip
8. Durability of small fish enemy
9. Durability of boss enemy
10 Music data
11. Music track/truck
12. In addition

* Businesslike ones
* Thanks

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functional introduction and operation method (explanation of the 
button is not if you see, thinking that you understand) at the 
time
of the 
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& map editing on the map the left click: Tip/chip on 
arrangement map the right click: Tip/chip on acquisition 
tip/chip click: Tip/chip acquisition F5: Upper book 
retention F7: リロード <-: 1 picture left ->: 
1 picture right ↑: First ↓ of map: End of map
& at the time of tip/chip editing on tip/chip the left click: 
Tip/chip on arrangement tip/chip the right click: On 
acquisition attribute text of tip/chip the left click: 
Modification F5 of attribute: Upper book retention F7: 
リロード * at the time of enemy and item editing on map the
left click: On portable map of selective object the right 
click: Movement of selective object (16 dot units) <-: 
Object before ->: The following object F5: Upper 
book retention F7: Finite difference of the $10 which is amount
of the リロード 
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main analytical result 
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header is not being inserted. The case where the binary editor 
is used note. Concerning the binary editor we do not receive 
question.

* Is loaded onto the editor those
1. where Surface data housing position $00000: 
Heat & wily 1 $04000: Air & wily 2 $08000: Wood &
wily 3 $0C000: Bubble & wily 4 $10000: Quick & wily 5& 
wily kneeling on the ground $14000: Flash & wily 6& menu & 
ending $18000: Metal 1C000: Crash

2.
Heat 4 bytes at a time & wily 1 the $40 (64) choose common 
graphics from type tip/chip graphics 0000 - $03FF (the subordinate 
bit) concerning 1 byte

3. One attribute 
(the background) as for $00 - $3F feeling $00 and the $40 $40 - $7F 
such as the wall with the background such as wall, ladder and トゲ 
become the same graphics tip/chip attribute 0000 - $03FF (the superior
2 bits) concerning 1 byte

4. From 1 
tip/chip higher rank type each of pallet of tip/chip is decided at 2 
bits concerning the pallet $0400 of the tip/chip - 04FF 1 byte

5. The map $0500 - $0FFF 1 picture is divided into
8x8, the $40 (64) the wily 1 aspect has entered into the rear of the 
vertical writing heat man aspect at a time the byte 1 tip/chip 1 byte

6. At a time the enemy $3600 - $36FF 1 byte
in room number of the room number wily aspect where the enemy comes 
out Y-coordinate $3900 of the X coordinate $3800 of the note $3700 - 
$37FF enemy - $38FF enemy - $39FF arranges the object number

7. which The item (the wall and the like, the 
object which is not revived) at a time the 3A00 - 3A3F 1 byte in room 
number of the room number wily aspect where the item comes out note 
3A40 - $3A7F X coordinate 3A80 - $3ABF Y-coordinate $3AC0 - $3AFF 
arranges the object number

8. which As for 
object the enemy and the item and commonness as for the place where it
has been less crowded the w 00 shrimp 01 shrimp which is asked (come 
out) the fellow of the bubble man aspect which it gets off from on 03 
where 02 shrimp come out (color change from the angler concerning 
object number) 04 accompanying (as for color not to change) 05? 
06 something bursts? 07 crabs come out 08 crab 09 0a 
ヤドカリ 0b shellfishes where and others the 0C frog? 0D 
paper lantern of small frog 0E bubble ブク 0F angler? 22 
terry 23 チャンキーメーカ where 21 terry comes out - 24 
something going on, it falls? The gear of 25 pallet change 26 
pallet change 27 パレ strange 28 パレ strange 29 gear riding young
priests (the young priest falls) only the 2A young priest 2B that 
デカブツ 2D of 2C where デカブツ which falls appears, from the
wall 2E わ which can be broken it is the block which is not visible? 
The press 31 end lug 32 damage of 2F same 30 トゲ 33 where it
receives something falling, the く? Parent 39 color of 34 
メットール 35 bullet 36 マタサブロウ 37 ピピ? 3A 
ピピ (stopping, the る) 3C ピピ (of usually) something is 
different from the ogre 4140 40 air man aspects? 42? 
When child 46 of the angular 45 ogre of 43 pallet change 44 
ogres perhaps it is the spring, 48 malls where 47 malls come out (up) 
49? 4A? The 4B cartridge the person who is put out (the 
left) the 4C cartridge the person who is put out (right face) the 4D 
accompanying bullet 4E スナイパーアーマ - the 4F jaw 50 
boomerang the person 51 boomerang 52 which is put out - 54 the block 
55 flash 56 which goes out it falls bullet 86 physical reconditioning 
large 88 weapon recovery large 8A E cans 8B of the bullet 6D 
ブービームトラップ 6F alien of the っ ぱ 6B wily machine 
1UP * another tool or the binary editor please face and 
use thing these where is not loaded onto the editor from
on single-engine 5B bubble lead/read 5C metal blade 5D air shooter




5E crash bomb 61 leaf sealed 62 of the block 59 
quick boomerang 5A bubble man who can be broken. Being 
to think, that it is explanation and insufficient, the 奨 rice it 
increases the fact that the original data you refer to be good. 
When the method which made the editor on the basis of this is 
please teaches. Being to be address of the heat man aspect, 
each the $4000 please keep adding concerning the other aspect.


1.  For example the superior 4 bits 1 byte at a 
time there is no scroll direction 0, from the scroll $3400 concerning 
1 scroll 2 the right 4 under 8 on E the right and on and under 
(combination) as for the subordinate 4 bits the picture number to 
scrolls as for the $82 as for "after going to 2 picture sides, the 
upper" $04 "at that place under"


2. 00 02 
05 07 08 08 you call there is a character string from the point of 
caution $3B30 of scroll editing. As for this the scroll number 
in the starting point and the intermediate position is displayed. 
00 points to the $3400, 02 points to the $3402. In 
addition, do 07 13 16 from $3B3C how much scroll do the occasion where
it starts from starting point "intermediate position each one? 
"Has entered. The heat aspect and the crash aspect 
should have been compared as an extreme example probably. 
Unless this is adjusted, it meaning that the game is not 
possible honestly, you note.


3.  Adjusting 
to the wily aspect, it can have 6 the starting point each and the 
intermediate position starting point and the intermediate position. 
Each one 6byte from of $3B06, $3B36 room number. Why it 
meaning that adaptability of memory is not effective, it is necessary 
for this to arrange. 6byte if Y-coordinate subordinate position
4bit of start and the intermediate position is adjusted to 04, is 
piled up to block exactly from $3B00.


4.  
Being to have the set lock man 1 of the bank and the different/
っ て picture abundantly, perhaps the necessity to fumble 
excessively it is not. As an example from $3C00 07 90 09 00 84 
01 09 94 - W X1 Y1 Z1 X2 Y2 Y3 - - with first 1byte which is put 
(W)"X, are Y and Z anticipated no set reading?", you display, 
(concerning 1 set 2byte). X, address of the picture is 
displayed with Z. First, the $4000 is bet on the value of Z. 
Those which (X-$80) applied the $100 there are done plus. 
Picture address =$4000*Z+ (X-$80) it is the *$100. "The 
picture no line it reads out Y? "You display. For 
example with 90 09 00 the $09 line it has read out from the $1000. 
Furthermore, one line is and 16 tips/chips of 8x8 hits to 
equivalent of 4 of the tips/chips of 16x16 regarding the lock man. 
In this case $1000, $1200...  With 9 lines it has read 
out. The one which was verified with the mode "of 2bpp NES 
FC/NESx16" is easier to understand with YY-chr. If you see, it 
is to be understood, but first, sprite (キャラ) from you read. 
The $10 (16) the line after reading, BG is read sprite for the 
first time, (キャラ of the lock man is read). Verification 
is possible with the emulator where パターンビ�…ア has been 
attached. Once, it is possible to change here into every 
surface. Concerning the rear 5 line of sprite as for last A0 0A
00 which is explained separately concerning "the set of the sprite 
bank" after the picture of the heat man aspect (the $2000) with 10 
lines we would like to have verifying that you read. Unless the
total of Y becomes the $20, it meaning that the game is not possible, 
you note. The same thing just is done from $3D00 being, it 
abbreviates the wily aspect.


5.  Address of
the data which it reads out from the set $3460 of the sprite bank has 
entered. The $12 (18) the bank in 5 lines under byte (1 line 
8x8 16) with 2byte in case in 1 line 94 01 [ the 01*$4000+ ($94-$80) 
displays the *$100 ] concerning 1 set. 0F 11 30 0F 29 37 
displays the pallet. With 3byte 1 pallet (transmitted color 
abbreviation) allots the sprite bank set which is decided in regard to
sprite bank set every of room to the room from the $3420. For 
example as for 00 from the $3460 the $12 (18) with byte as for the $12
the $12 (18) the fact that byte is read is shown from the $3472. 
Each 1byte you read concerning 1 room.


6.  
From pallet modification 3E00 "quantity following 1byte of the 
pallet which is used" "speed of pallet animation" (in case of 00 
animation it is not) from the 4byte eye the pallet you display at a 
time first 1byte with $10byte. Please verify with エミ�… 
which can peruse the pallet concerning color. As for wily 
aspect from $3F00


7. Attribute $3CC44 of 
the tip/chip (Mega man 2 thinks that each 2byte the attribute 00 
background 01 wall 02 ladder 03 トゲ 04 water 05 conveyer of s_1 and
s_2 of the tip/chip (the left) 06 conveyers (the right) they are 07 
ice, $3CC47) from concerning 1 aspect. Perhaps, being to be in 
the w program bank, if you fumble well, it can go also 4.


8.  As for durability of durability small fish 
enemy of small fish enemy in evenness $14 (20) as for this while 
programming $3D78A (as for Mega man 2 $3D78D) from A9 14: Lda 
$14 9D D0 06: It is decided at 5 bytes of sta $06D0. (As
for truth being also around to be a relationship, as for the person 
who would like to do in earnest チェキ) 3E976 (as for Mega man 2 
3E978) from tolerance of the lock bus tar has entered. After 
that tolerance of the NBC continues, (omission w) it repulses 00.


9.  Durability 2E923 of the boss enemy (as 
for Mega man 2 2E942) from after that the NBC continues with tolerance
of the lock bus tar. To repulse 00, as for FF energy recovery. 
This recovery being to be the order that "the physical strength
is designated as 1C", if you search with A9 1C, that physical strength
is found.


10  As for relation of music data
sound when the driver is not fumbled from the $30000, there is 
ignored. Beforehand making nsf, the person who edits that is 
easy. In that case each time using NSFplay which the data 
リロード is done. With the other prayer there is a 
possibility of not reading from only the buffer. Http: 
//www.geocities.co.jp/SiliconValley/1145/ (the わ it is and 
the わ is and 2byte) also effective sound has entered the sight of 
the person) address of the music track/truck (concerning 1 track/truck
from $30A50. You read D6 8A $8AD6, point to $0F of $30AD6. 
(The $28000 please adds) following $0A of 0F (10) byte the 
respective rectangular group, rectangular group and triangular group, 
points to the address of end of noise and noise with at a time 2byte. 
(Difference of the $28000 is) the rectangular group which calls
after this CH first starts with the $00. As for $00 - $1F as 
for operation code $40 - $FF it is the diacritic data. Order 
chart $00 XX: Speed (the extent whose XX is large it becomes 
slow) $02 XX: Timbre change (inserting $00, $40, $80, C0 in XX,
please try) $03 XX: Way volume change (only $FF you do not 
insert in the non darkness, note) $04 YY XX XX: The address 
which is shown with XX XX (the $28000 is not forgotten) to jump, the 
YY time it does that, (in case of 00 it is unlimited) $05 XX: 
It rises 1 sound each height of the key (concerning 1) the $06:
Length of diacritic of one rear is designated as 1.5 times. 
$07 XX XX: But attenuation... because address it is not 
chased, don't you think? it is good and the わ can (someone to be 
possible) as for other things with 1byte Y length of diacritic (60 2 
times that 40) plus does XX in the key which with XX is decided with 
height $05 XX of sound presently while collecting is (the ぉ ぃ 
diacritic data (rectangular group and triangular group) Y0 (40,60,80, 
A0, C0, E0) + XX (00 - 1F) concerning diacritic one. XX in case
of the $00 it becomes the 休 sign. When we assume that $4F is 
16 diacritical markses of ド, the $50 becomes 16 diacritical markses 
of the ド #, 6F becomes 8 diacritical markses of ド. It is in
the midst of collecting concerning noise and effective sound.



11.  From music track/truck $381D0 music 
track/truck of the respective aspect (03 04 01...  Referring to
on) concerning the track/truck. Concerning other than that A9 
XX: Lda #$XX 20 51 C0: It is inserted with jsr #C051. 
The one which is searched with when the small fish enemy and we
would like to remodel the weapon, effective sound etc. is better.



12.  Ahead being to become most program 
remodelling, explanation is difficult from part here other than that, 
is. Therefore you spare. The order which is accessed the
memory of zero pages each one A5 and 85 being to be, that please 
search. For example being to be housed in $A8 it does, the 
number of remaining machines but 85 $A8: The order, sta $A8 
has become the meaning "of setting the value of the A register to 
$A8". A9 03: Lda $03 85 A8: When the order, sta
$A8 is found, this when starting, when continuing, is either one of 
the numbers at remaining of the time of password reopening machines. 
When we would like to change the movement of the small fish 
enemy, 20 37 F1: Object is spat out with jsr $F137. If 
[ with A9 XX 20 37 F1 ] it searches with example, it is found in large
quantities. Simply, here changes changing the core part of the 
program, the stripe uninformed. When even then we would like to
change, the 奨 rice it increases the fact that it keeps chasing 
whether $F137 displays the thing of somewhere. If it is 
off-center with the debugger of gnes and - pastes the く it is found 
directly. It searches being to be good even with the binary 
editor, but when BinarySearch is used, considerably it becomes easy. 
Http: When it tries to change the 
//www.geocities.co.jp/Playtown-Denei/3370/ core part another lock man 
2 is not, it is necessary to know the promise thing of the Family 
Computer. There is a engineering data of the Family Computer in
Nesdev. Http: //nesdev.parodius.com/ the person who is 
not understood as for the memory map you think that is useful. 
Sparrow love meeting http: Whether the one which was 
seen from //vsync.org/ is better,
the 
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businesslike thing 
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* past record (forgot accurate date) compilation of the editor of 2000
lock man 2 is begun. (Quadrat) adjustment of pallet and 
animation. (The わ it is and the わ to be) drawing up the 
editor of 2001 enemy position. (The わ it is and the わ to 
be) drawing up 2003 tip/chip editing. (Quadrat) May 11th 
functional integration & release (quadrat) * rewriting the future 
schedule readme (long title of the sweat tool * you call the version 
5/11 1.00 new compilation quadrat manuals of readme, or became the 
engineering data. The 
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thanks 
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core part わ it is and the わ is http: 
//www.geocities.co.jp/Playtown-Denei/4503/ http: 
//www.geocities.co.jp/SiliconValley/1145/ http: 
//www.briansemu.com/yymarioed/ mm_skit モゲモゲ way http: 
//www.geocities.co.jp/SiliconValley/5328/ pallet mosquito Shaun
http: //www.geocities.co.jp/Playtown-Denei/3370/