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    Save State Hacking Guide by PKT_Paladin

    Updated: 07/03/01 | Printable Version | Search Guide | Bookmark Guide

    Save State Hacking FAQ for Megaman NES
    by: PKT_Paladin
    
    ~~~~~~~~~~~~~~~~~
    Table of Contents
    ~~~~~~~~~~~~~~~~~
    I. Introduction
    II. Revision History
    III. Basic Modifiers
    IV. Weapon Modifiers
    V. Credits
    VI. Contact Information
    
    ~~~~~~~~~~~~~~~
    I. Introduction
    ~~~~~~~~~~~~~~~
    	My alias is PKT_Paladin, but that is not my name.  For this FAQ you
    don't need to know my real name =).  Please don't steal anything from this
    FAQ for your site or for your own FAQ unless you provide some sort of credit.
    I wrote everything in this FAQ.  These offsets are specifically for the emulator
    Nesticle and the game these offsets for is Megaman for NES.
    
    	If you are new to Save State Hacking, this is how it is done:
    Download Hex Workshop from download.com.  Install it, run it, and 
    open up the save state file.  On the left you will see addresses on the 
    left and 16 columns on the right.  There are actually 16 bytes each in
    groups of two.  Observe:
    
        0 0000 0000 0000 0000 0000 0000 0000 0000
       10 0000 0000 0000 00FF 0000 0000 0000 0000
    
    	The location of the byte FF is actually 17.  In hex, as opposed to
    the regular number system we are used to that goes from 0-10, the numbers
    go from 0-F (0-10 and then A,B,C,D,E,F).  That means FF is the highest value
    and 00 is the lowest (FF is 255 in decimal and 00 is 0).  Find the location
    that I have listed in the savestate editting section and modify the bytes
    to as high or as low as you desire.  When you are done, save it on the
    hexidecimal editor and load it in the emulator and you should be done.
    
    ~~~~~~~~~~~~~~~~~~~~
    II. Revision History
    ~~~~~~~~~~~~~~~~~~~~
    
    v.90		: There are offsets for Lives, the Life Bar, and
    		  all of the weapons.  Also, information on what
    		  to do and what not to do for these offsets is
    		  also included.  Weapon information is included
    		  as well thanks to CMoriarty who provided the names
    		  of the weapons for those of us who haven't
    		  played the game in a long time and don't remember
    		  them.
    
    ~~~~~~~~~~~~~~~~~~~~
    III. Basic Modifiers
    ~~~~~~~~~~~~~~~~~~~~
    20A6 - Lives
    	- You can put as high of a value as you would like, but for it
    	  to look correct the highest value is 63 (hexidecimal).  If
    	  you put FF, it will say that you have 95 lives but as soon
    	  as you lose one you are forced to continue as if you didn't
    	  have any lives.
    206A - Life Bar
    	- The maximum value for the life bar is FF.  In the game,
    	  however, it is only refilled to 1C when you pick up an energy pellet
    	  that refills it.  Therefore, if you set the value to FF (which has
    	  no side effects [like an over-filled bar]) you can have unlimited
    	  life until the end of the stage when it will be reset to 1C.
    
    ~~~~~~~~~~~~~~~~~~~~
    IV. Weapon Modifiers
    ~~~~~~~~~~~~~~~~~~~~
    		The maximum value for the Ability Points is FF.  In the game,
    	however, it is only refilled to 1C when you pick up an energy pellet
    	that refills it.  Therefore, if you set the value to FF (which has
    	no side effects [like an over-filled bar]) you can have an unlimited
    	amount of powers until the end of the stage when all of the values
    	are reset to 1C.
    
    206B - Rolling Cutters' Ability Points
    	- Received from Cut Man
    	- Letter C
    	- Acts as a Boomerang by flying outward and then back
    206C - Ice Slasher's Ability Points
    	- Received from Ice Man
    	- Letter I
    	- Freezes enemies but does not cause damage
    206D - Hyper Bomb's Ability Points
    	- Received from Bomb Man
    	- Letter B
    	- A bomb drops and then explodes after a second or two
    206E - Fire Storm's Ability Points
    	- Received from Fire Man
    	- Letter F
    	- Shoots a fireball and protects Megaman with a ring of
    	  fire simultaneously
    206F - Thunder Beam's Ability Points
    	- Received from Elec Man
    	- Letter E
    	- Shoots upward, downward, and forward all at once
    2070 - Super Arm's Ability Points
    	- Received from Guts
    	- Letter G
    	- Allows Megaman to throw huge bricks
    2071 - Magnet Beam's Ability Points
    	- Received on Elec Man's Stage
    	- Letter M
    	- Creates a platform that can be used for multiple purposes
    205D - Weapon Options
    	- Each different value for Weapon Options
              is a different combination of possible
              different powers you could obtain.  If
              you would like to just have all of the
              abilities, use FF.
    
    ~~~~~~~~~~~
    V. Credits
    ~~~~~~~~~~~
    Capcom			- They made the game.  They deserve all of
    			  the credit.
    CMoriarty		- I used his FAQ as a reference for the names
    			  of all the weapons you get in the game.
    
    
    
    ~~~~~~~~~~~~~~~~~~~~~~~~
    VI. Contact Information
    ~~~~~~~~~~~~~~~~~~~~~~~~
    If you want to send me an e-mail, please send it pkt_paladin@yahoo.com.  
    Since there are a few things that I have yet to know that you might know, 
    I would appreciate any submissions (you will be given credit, of course) 
    to help further develop this FAQ.  Please submit any questions so I can
    answer them for you and anyone else who reads this FAQ.
    ------------------------------------------------------------------------
    This guide was written by PKT_Paladin (pkt_paladin@yahoo.com.  Please do
    not use this guide without permission or take direct information from 
    it.  Doing that is illegal.  I am in no way affiliated with the makers
    of Megaman.