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Mega Man 5/Object ID: Difference between revisions
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{{subpage|game=Mega Man V}} | |||
'''Object ID''' defines part of the constellation of data used to set up [[Mega Man 5:Object Memory|Object Memory]] for a level's enemies and their sprites. When an object is initialized (when an enemy or item becomes visible on the side of the screen), the Object ID is used as index to load from tables and write to [[Mega Man 5:Object Memory|Object Memory]]. Tables used in hit-detection events also uses Object ID for index. Most of those are [[Mega Man 5:Vulnerability|Vulnerability]] tables. | '''Object ID''' defines part of the constellation of data used to set up [[Mega Man 5:Object Memory|Object Memory]] for a level's enemies and their sprites. When an object is initialized (when an enemy or item becomes visible on the side of the screen), the Object ID is used as index to load from tables and write to [[Mega Man 5:Object Memory|Object Memory]]. Tables used in hit-detection events also uses Object ID for index. Most of those are [[Mega Man 5:Vulnerability|Vulnerability]] tables. | ||
== List of Object ID's == | == List of Object ID's == | ||
{{todo|text=list of ID's between $00 - $FF to be added}} | |||
{{stub}} | {{stub}} |
Revision as of 07:03, 5 June 2016
This is a sub-page of Mega Man 5.
Object ID defines part of the constellation of data used to set up Object Memory for a level's enemies and their sprites. When an object is initialized (when an enemy or item becomes visible on the side of the screen), the Object ID is used as index to load from tables and write to Object Memory. Tables used in hit-detection events also uses Object ID for index. Most of those are Vulnerability tables.
List of Object ID's
To do: {{{1}}} |
This page is rather stubbly and could use some expansion. Are you a bad enough dude to rescue this article? |