![]() ![]() Each part is given 32 bytes.Ĭurrent item selected on the pause menu. Unknown data (possibly including shot impact and explosion sprites). Each shot is given 64 bytes.Įnemy shot/bullet data. Data for previous frame not included.Įnemy data. Disabled buttons (such as default X and select) are not included. Ride armor's heading (#$00 = facing left, #$40 = facing right).Ĭontroller data, if ride armor is nearby. Ride armor's Y-acceleration, in sub-pixels per frame per frame ![]() Ride armor's Y-velocity, in negative sub-pixels per frame. Ride armor's X-velocity, in sub-pixels per frame. Ride armor exist flag (#$00 = ride armor does not exist, #$01 = ride armor exists). Stuff for armor parts (position, type, and so forth). X's recovery (flashing) time after a hit. #$00 = not charging, #$01 = pink shot charged, #$02 = blue shot charged, #$03 = green shot charged.īitflags: Standing = #$04, hanging on left wall = #$02, right wall = #$01. Level of X's charged shot, while charging. #$95 = green shot charged, #$4F = blue shot charged, #$01 = pink shot charged. Starts at #$95 and decreases once per frame. Timer for the level of X's charge shot, while charging. Freezes at the last value it was at if X stop dashing before it reaches 0. Is reset to #$0F with each successive shot.ĭashing timer. Set to #$FF when X's buster isn't out, set to #$0F and decreases once per frame after shooting. Timer for how long to display X's buster after shooting. Number of bullets (of any shot type) onscreen.Ĭontroller data. X's Y-acceleration, in sub-pixels per frame per frame.Ĭurrent weapon selected. X's Y-velocity, in negative sub-pixels per frame. If X is standing still, begin the following cycle: - Start with #$50, decrease by one every frame until it reaches 0 - Make X blink once (#$08-frame-long blink) - Set to #$30, decrease by one every frame until it reaches 0 - Make X blink twice (#$04-frame-long blinks) If X is moving, reset the cycle. X's blink (close and open eyes) animation timer. It's set to a non-zero value during NMI, and it's set to zero after the game mode has been run, so that the game runs exactly once a frame - one NMI trigger per frame. If the value in it is not zero, run the actual game otherwise, loop forever. Stops when the player dies, among other things. Differs from the other two in that this one pauses during loading screens. #$0F = full brightness, #$00 = completely faded.įrame counter. Used as a counter for the screen's level of brightness when fading (bits 0 to 7). Format: byetUDLR b = B y = Y e = Select t = Start U = Up D = Down L = Left R = Right. Format: axlr- a = A x = X l = L r = R.Ĭontroller data 2, button press (current frame and not previous frame). Format: byetUDLR b = B y = Y e = Select t = Start U = Up D = Down L = Left R = Right.Ĭontroller data 1, button press (current frame and not previous frame). ![]() Format: axlr- a = A x = X l = L r = R.Ĭontroller data 2, previous frame. Format: byetUDLR b = B y = Y e = Select t = Start U = Up D = Down L = Left R = Right.Ĭontroller data 1, previous frame. Format: axlr- a = A x = X l = L r = R, - = unused.Ĭontroller data 2, current frame. #$00 = Start Game, #$01 = Password Screen, #$02 = Options Menu.Ĭontroller data 1, current frame. The currently selected option on the title screen. The counter is reset to #$EA when a new option is selected. When it reaches 0, there is a fade out and the intro sequence starts again. Counts down from #$FF at the title screen. Intro sequence timer for the title screen. Game Resources / SNES / Mega Man X / RAM MapThis is a RAM Map for Mega Man X. ![]()
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