Mega Man 10 Nes Rom

2021年11月7日
Download here: http://gg.gg/whqsc
*Mega Man 10 Nes Rom
*Mega Man 10 Nes Rom Download
*Mega Man 10 Nes Rom Hack
31-1-2022 FC-Nes Original ROM 1.虽然是游戏谜吧,很多游戏全能让它一一实现出来的。 2.《街霸》在FC当中很少见. A while back I worked on a Mega Man 3 hack that recreates the Mega Man 9 levels. However, I stopped working on the project. One main reason being that the game actually uses more than 256 tiles in a level. I will upload the work in progress in patch form and hopefully someone else may find the patch useful. Hack Mega Man CX (NES) Developer: Zenkaku Himajin. Goo.gl/0kAruJ ROM. Use it with Rockman 2 - Dr.
Note: Memory locations discovered using the ’FCEU’ Emulator for Windows.

Given values: $Hexadecimal value(Decimal value), ex. $63(99)
Any values less than $0A(10) will only show the Hex value.
RAMFunctionDetails 0x0014 Controller 1 buttons held 0x0015 Controller 2 buttons held 0x0016 Controller 1 buttons held clone of 0x0014? 0x0017 Controller 2 buttons held clone of 0x0015? 0x0018 Controller 1 buttons tapped 0x0019 Controller 2 buttons tapped 0x001A Camera X position 0x001B Camera X screen when 0x001A gets larger than $FF(255), this value increases by $01 0x001C Camera state $00Default$01Changing the nametable (Ex.: scrolling within an area, creating the pause menu, blinking palette in the stage select screen,…)$02Freeze before and after scrolling to a new area$40Scrolling to a new area 0x001E Camera Y position 0x0020 Mega Man’s X screen when 0x0022 gets larger than $FF(255), this value increases by $01 0x0021-22 Mega Man’s X position 0x0021 is sub-pixel, 0x0022 is pixel 0x0023 Timer increases by $01/frame. If we pause the game, it continues while in the menu, but when the game is unpaused, it reverts back to what value it had before pausing. 0x0024-25 Mega Man’s Y position 0x0024 is sub-pixel, 0x0025 is pixel 0x002C Type of object that Mega Man is touching from the top $00-Air, $01-Solid, $02-Ladder, $03-Spike, $04-Ice, $05-Water 0x0031 Stage ID $00-Cut Man, $01-Ice Man, $02-Bomb Man, $03-Fire Man, $04-Elec Man, $05-Guts Man, $06-Wily 1, $07-Wily 2, $08-Wily 3, $09-Wily 4, $0A(10)-Title Screen, $0B(11)-Ending BG 0x0055 Mega Man’s I-frame Counter Starts counting down from $6F(111) $01/frame each time Mega Man gets hurt. When it gets to zero, Mega Man stops being invincible. Notes: Mega Man’s ’is hurt’ animation lasts from $6E(110) to $50(80). 0x005D Which enemies have been defeated/Weapons unlockedbit 1Bomb Man/Hyper Bombbit 2Elec Man/Thunder Beambit 3Guts Man/Super Armbit 4Ice Man/Ice Slasherbit 5Cut Man/Rolling Cutterbit 6Fire Man/Fire Stormbit 7Magnet BeamSetting a bit will defeat/unlock the corresponding villain/weapon. Set this byte to $FE(254) to go directly to Dr. Wily. 0x005F Weapon Select (Works only when pausing, otherwise values will be different.)$00Mega Buster(normal weapon)$01Hyper Bomb$02Thunder Beam$03Super Arm$04Ice Slasher$05Rolling Cutter$06Fire Storm$07Magnet Beam This only controls the weapon function, it will not change his color. You can select any weapon even if it’s still locked. 0x0060 Are Mega Man’s bullets on-screen $C0(192)-are on-screen, $00-aren’t on screen
Probably a boolean to see if some bullet collision-detection routine is executed or not. 0x006A Mega Man Life Bar Value $1C(28)-Full, $00-Empty 0x006B Cut Man Weapon Energy $1C(28)-Full, $00-Empty 0x006C Ice Man Weapon Energy $1C(28)-Full, $00-Empty 0x006D Bomb Man Weapon Energy $1C(28)-Full, $00-Empty 0x006E Fire Man Weapon Energy $1C(28)-Full, $00-Empty 0x006F Elec Man Weapon Energy $1C(28)-Full, $00-Empty 0x0070 Guts Man Weapon Energy $1C(28)-Full, $00-Empty 0x0071 Magnet Beam Weapon Energy $1C(28)-Full, $00-Empty 0x0072-78 Score Each byte represents one digit in BCD. Starts with ones digit (0x0072) 0x0094 Type of object that Mega Man is touching from the sides $00-Air, $01-Solid, $02-Ladder, $03-Spike, $04-Ice, $05-Water 0x00A6 Lives Maximum is $80(128). Bit 7 set gives Game Over. Game will not raise it past $63(99). 0x00AE Bonus Number of bonus energy balls picked up during level. Is multiplied by 1000 at level completion screen. 0x0100-FF Stack RAM used by CPU for stack. 0x0200-FF Sprite Data 256 byte block that is transferred via DMA to PPU memory during each NMI Routine. 0x03D0-DF Palette Data The whole BG palette. $10(16) bytes long. 0x0440 Mega Man’s Blink Timer Counts upwards $01/frame in pseudo base 9 ($07, $08, $10…) to $A8. Mega Man closes his eyes beginning at $A2 and lasting 9 frames. 0x0500-7F Sound Values Each channel is attributed $20(32) addresses. Pulse 1, Pulse 2, Triangle and Noise, in that order.$00Note ID$01Music Pattern?$02-03Countdown for when note ends (in frame quarters)$06Vibrato Speed$0aNote Pitch ID$0eCurrent number of frames after note started$14Vibrato bend direction$1dCurrent number of frames after note or silence started 0x06C1 Boss Energy $1C(28)-Full, $00-EmptyMega Man 10 Nes Rom
Internal Data for Mega Man
ROM Map •RAM Map •Text Table •Notes •TutorialsMega Man 10 Nes Rom Download
Mega Man 10 Nes Rom Hack Retrieved from ’https://datacrystal.romhacking.net/wikid/index.php?title=Mega_Man:RAM_map&oldid=44492
Download here: http://gg.gg/whqsc

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