Difference between revisions of "User:1ccsDontMatter/notes"
Line 81: | Line 81: | ||
==RAM== | ==RAM== | ||
1012ee - 16 - charge count to activate booster (player holding down shot button) | 1012ee - 16 - charge count to activate booster (player holding down shot button) | ||
+ | |||
+ | 101324 - 8 - p1 ship movement speed | ||
+ | 101325 - 8 - p1 ship frailty | ||
102c4a - obj- base of data object | 102c4a - obj- base of data object | ||
Line 95: | Line 98: | ||
==ROM== | ==ROM== | ||
+ | |||
+ | 71890 - 16 - Nirvana booster time (0x46) | ||
+ | |||
+ | 71892 - 16 - Nirvana booster speed (8) | ||
+ | |||
+ | ==Program== | ||
007af6 - somewhere in player init function - sets booster time for p1 (1012ee) | 007af6 - somewhere in player init function - sets booster time for p1 (1012ee) |
Revision as of 01:35, 6 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 - 4, 6 booster
- Chitta - 7, 8 booster
- Bulgin - 1, 4 booster
Boost activation
- Borrnam -
- Miyamoto -
- HJ -
- Nirvana - 46
- KL -
- Gain -
- Chitta -
- Bulgin - 97
Back brake
- Borrnam - -8 per frame
- Miyamoto - -4
- HJ - -7
- Nirvana - -2
- KL - -6
- Gain - -5
- Chitta - -1
- Bulgin - -3
Wall brake
- Borrnam - -6 per frame
- Miyamoto - -7
- HJ - -4
- Nirvana - -8
- KL - -5
- Gain - -2
- Chitta - 3
- Bulgin - -1
Memory addresses
RAM
1012ee - 16 - charge count to activate booster (player holding down shot button)
101324 - 8 - p1 ship movement speed 101325 - 8 - p1 ship frailty
102c4a - obj- base of data object
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
102dcd - 16 - current rate of change (used for passing to scroll speed modifier function)
ROM
71890 - 16 - Nirvana booster time (0x46)
71892 - 16 - Nirvana booster speed (8)
Program
007af6 - somewhere in player init function - sets booster time for p1 (1012ee)
009694 - sets argument for function (booster boost amount)
018830 -
018890 - writes to current player scroll speed during booster use