![]() Mega Man X4 was released on the Playstation Network in North America as part of the PSOne classics on September 2, 2014, which was later released in Japan on December 17, 2014. It was later ported to the PC in 1998 and then re-released as part of the Mega Man X Collection. It was the second game in the series to be released on the Sega Saturn and Sony PlayStation (although it is the first original game Mega Man X3 was ported to the systems), released in 1997 (and also re-released onto PlayStation as part of its greatest hits in 2002). ![]() Format: hgfedcbaĪ = Penguin b = Armadillo c = Eagle d = Chameleon e = Mammoth f = Kuwanger g = Mandrill h = Octopus.Mega Man X4, known as Rockman X4 ( ロックマンX4, Rokkuman Ekkusu Fō ) in Japan, and often shortened to MMX4, or just X4, is the fourth game from the Mega Man X series. Increases by 2 per heart tank.īitflags for heart tanks collected. Sub-tanks: a = Eagle b = Armadillo c = Mandrill d = Mammoth. Upgrades: W = Head X = Arm (Buster) Y = Body (Armor) Z = Leg (Dash). Usage: Homing Torpedo and Chameleon Sting: 1/2 unit Fire Wave: 1/16 unit Everything else: 1 unit.īitflags for upgrades and sub-tanks collected. Once unit amount is 0, sub-unit amount cannot be used even if it is not 0. Each weapon's energy is stored as two bytes. It's used when determining whether or not to make the capsule appear. Increases by one each time you visit the Hadoken capsule location. 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. Make X blink twice (#$04-frame-long blinks) Set to #$30, decrease by one every frame until it reaches 0 Make X blink once (#$08-frame-long blink) Start with #$50, decrease by one every frame until it reaches 0 If X is standing still, begin the following 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: axlr -Ĭontroller data 2, button press (current frame and not previous frame). Format: byetUDLRĬontroller data 1, button press (current frame and not previous frame). ![]() Format: axlr -Ĭontroller data 2, previous frame. Format: byetUDLRī = B y = Y e = Select t = Start U = Up D = Down L = Left R = Right.Ĭontroller data 1, previous frame. Format: axlr -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.
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