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Mega Man Xtreme: Difference between revisions
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{{GB| title = Mega Man Xtreme | |||
|name=MEGAMAN X | |||
|regioncode=1 (U) | |||
|type= | |||
|supergameboy=No | |||
|cartridgetype=ROM+MBC2 | |||
|licensecode= | |||
|romsize=1Mbit | |||
|romchecksum= | |||
|sramsize=2kB | |||
|headerchecksum= | |||
|game=Mega Man Xtreme}} | |||
{{Stub}} | |||
A cool mishmash of four of the levels of each one of the first two Mega Man X Games. | A cool mishmash of four of the levels of each one of the first two Mega Man X Games. | ||
For Game Boy or Game Boy Color. | For Game Boy or Game Boy Color. |
Revision as of 16:00, 28 July 2019
Mega Man Xtreme | |
Internal Name | MEGAMAN X |
Region Code | 1 (U) |
Type | |
SGB Support | No |
Cartridge Type | ROM+MBC2 |
License Code | |
ROM Size | 1Mbit |
ROM Checksum | |
SRAM Size | 2kB |
Header Checksum |
This page is rather stubbly and could use some expansion. Are you a bad enough dude to rescue this article? |
A cool mishmash of four of the levels of each one of the first two Mega Man X Games. For Game Boy or Game Boy Color. Almost never hacked. No known utilities.
Have found a bit of info on the RAM Map:
0xB404 : Y position of Enemy 1
0xB408 : X position of Enemy 1
0xB40D : Is Enemy 1 active (boolean)
0xCADC : X's health
0xCADD : X's lives
0xCAE1 : Boss health
0xCAE2 : X's health capacity
0xCC5B : X's X position (pixel)
0xCC5A : X's X position (sub-pixel)
0xCC5E : X's Y position (pixel)
0xCC5D : X's Y position (sub-pixel)
0xCF8D : Camera's X position
0xD368 : SubTank's health (+80) /12
0xD39C-D39F : Time played (frames/seconds/minutes/hours)
0xFE00 (16? * 16 bytes) : Object Related Adresses (X is object 0xFE00-FE0F)
0xFFF7 : Sound Effect ID
Misc. : When X walks, his X position augments by 1+100/256 pixels/frame (1.390625 px/f). When X "Megaman Foot Twitches", his X position augments by 1 pixel/frame. When X dashes, his Xpos augments by 3 pixels/frame. Normally, when X gets hit, he moves backwards 14.25 pixels in total.
Please add or link to preexisting info.