Difference between revisions of "User:1ccsDontMatter/notes"

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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
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* KL - 5, 6 booster
 +
* Gain
 +
* Chitta
 +
* Bulgin
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== 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

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