Difference between revisions of "User:1ccsDontMatter/notes"
| Line 37: | Line 37: | ||
| l2: easier to time out than to kill due to enemies after being strong | l2: easier to time out than to kill due to enemies after being strong | ||
| + | |||
| + | = Data =  | ||
| + | Data taken from stage 1 and air circus (rates are different on different stages) | ||
| + | == Accel zone == | ||
| + | * Borrnam - 2, 4 booster | ||
| + | * Miyamoto - 6, 6 booster | ||
| + | * HJ - 3, 5 booster | ||
| + | * Nirvana - 8, 8 booster | ||
| + | * KL - 5, 6 booster | ||
| + | * Gain | ||
| + | * Chitta | ||
| + | * Bulgin | ||
| + | == Back brake == | ||
| + | * Borrnam - -8 per frame | ||
| + | * Miyamoto | ||
| + | * HJ - -6 | ||
| + | * Nirvana | ||
| + | * KL | ||
| + | * Gain | ||
| + | * Chitta | ||
| + | * Bulgin | ||
| + | == Wall brake == | ||
| + | * Borrnam - -6 per frame | ||
| + | * Miyamoto | ||
| + | * HJ | ||
| + | * Nirvana | ||
| + | * KL | ||
| + | * Gain | ||
| + | * Chitta | ||
| + | * Bulgin | ||
| + | |||
| + | = Memory addresses = | ||
| + | |||
| + | ==RAM== | ||
| + | 102c5c - 16 - current position of background layer / level position | ||
| + | |||
| + | 102c8e - 16 - current maximum speed limit of scrolling | ||
| + | |||
| + | 102c88 - 32 - current logical position in level (goal line progress) | ||
| + | |||
| + | 102c92 - 16 - current minimum possible speed of screen scroll | ||
Revision as of 23:32, 5 July 2020
Contents
Gain
Green weapon: pierce deep body parts + 2 shot streams
Red weapon: often more damage from behind
ice treasures: stay top of the screen
chitta
red wep: You want to be far away and central to the target so the streams can converge on it. Bad in tight areas.
Ice corridor
Boss
Ice attack: Hug wall adjacent to torso
forest of dead
boss
l1 score: 55k
crossfire
l2 canonns: rank rolls over due to speed and enemies fire slower
strato sphere
knight enemies: dont stay at the bottom of the screen or you get crushed and spit into bullet streams
kobold tower
boss
l2: easier to time out than to kill due to enemies after being strong
Data
Data taken from stage 1 and air circus (rates are different on different stages)
Accel zone
- Borrnam - 2, 4 booster
- Miyamoto - 6, 6 booster
- HJ - 3, 5 booster
- Nirvana - 8, 8 booster
- KL - 5, 6 booster
- Gain
- Chitta
- Bulgin
Back brake
- Borrnam - -8 per frame
- Miyamoto
- HJ - -6
- Nirvana
- KL
- Gain
- Chitta
- Bulgin
Wall brake
- Borrnam - -6 per frame
- Miyamoto
- HJ
- Nirvana
- KL
- Gain
- Chitta
- Bulgin
Memory addresses
RAM
102c5c - 16 - current position of background layer / level position
102c8e - 16 - current maximum speed limit of scrolling
102c88 - 32 - current logical position in level (goal line progress)
102c92 - 16 - current minimum possible speed of screen scroll
