0% found this document useful (0 votes)
6 views2 pages

Rockman 2 Labels

Hhsjjsjs

Uploaded by

diogomoises500
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
6 views2 pages

Rockman 2 Labels

Hhsjjsjs

Uploaded by

diogomoises500
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd
You are on page 1/ 2

megaman 2 labels:

$1B: Signal VRAM update - Woodman midboss, others

$23: Held button status Controller 1


$27: Pressed button status Controller 1

$2A: Current stage you are on


$2B: AI code to run for sprites on $400-41F (00-1F)

$2C: A major control byte for megaman


00 - Teleportation phase
01 - unused (sliding for custom patch)
02 - flashing/invulnerable status
03 - standing still/idle
04 - 1 foot in/stepping
05 - running
06 - in air/jumping
07 - sliding on ground when stopping walk
08 - grabbing onto ladders
09 - Ladders normal
0A - Ladders top of ladder edge
0B - ends a stage

$32-34: TSA/Slope Attribute check mechanics


00: air
01: wall

$36: Timer for how long megaman holds out buster/hand (shooting)

$3B-3C: Y speed to copy to mm for acts

$42: The direction your facing in. 00 = left 40 = right

$47: Signal CHR-RAM update

$4B: Timer for long invisibility lasts for

$51: Signal screen update - Quickman lasers, maybe others

$9A: 1st page weapons bits


$9B: 2nd page weapons bits
$9C-A6: Current life left for weapons

$A7: E tanks, max: 04 in game


$A8: Current lives
$A9: Current selected weapon in-game

$AA: Animation freeze flags - 01: Time Stopper, 03: Teleport, 04: Flashman's Time
Stopper on mm, 07: energy
$AC: Heatman weapon charging timer, Mega Buster Charge

$BE: Previous Y position of mm + 2 pixels, for sliding physics


$BF: Sliding timer

$FD-FE: Current Cursor position in weapon menu


FE: 00: 1st menu page, 01: 2nd menu page
--------------------
$356-375: Sprite & BG Palettes
$400-41F: Main sprite animation ID

$420-43F: Sprite Display flags.


Bit 7: Enable/Disable sprite
Bit 6: Right/Left facing
Bit 5:
Bit 4:
Bit 3:
Bit 2:
Bit 1:
Bit 0:

$440-45F: Current Screen Number for megaman/sprites, X Screen


$460-47F: X position for megaman/sprites left/right
$480-49F: When <=00 or FF=>, +1/-1 is added to X position's 360-37F

$4A0-4BF: Y position for megaman/sprites up/down


$4C0-4DF: Same as $460-$47F, +1/-1 is added to Y position's 3C0-3DF

$580-58F: Sound Effects/Music ID buffer

$590-59F: Hit detection.


Bit 7: Damage megaman
Bit 6: Damage Enemey
Bit 5: Repel hits (if bit 5-6 both 0, then hits go through enemy)
Bit 4-0: Sprite Size
WARNING! only 90-9F is used for weapons ??

$600-61F: high byte of 16 bit sprite x speeds left/right, fast speed


$620-63F: low byte of 16 bit sprite x speeds left/right, slow speed

$640-65F: high byte of 16 bit sprite y speeds up/down, fast speed


$660-67F: low byte of 16 bit sprite y speeds up/down, slow speed

$680-69F: Animation Frame Speed Timer


$6A0-6BF: Sprite tile id phases for sprites

$6C0-6DF: HP for enemies/bosses


$6E0-6FF: Copy of 460-47F - X position for mm/sprites, hitbox sizes
--------------------

You might also like