Mega Man IV/RAM map/Sprite Flags

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Revision as of 05:02, 12 July 2015 by MartsINY (talk | contribs) (Created page with "'''LSB to MSB''' {| border="1" cellpadding="3" | '''Bit''' || '''Function''' || '''Details''' |- | 0-1 || Object Wall Bits || See note |- | 2 || 1=Invisible 0=Visible || |- | ...")
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LSB to MSB

Bit Function Details
0-1 Object Wall Bits See note
2 1=Invisible 0=Visible
3 If set, objects are not erased when moving out of screen. See note
4 Apply X Scrolling when drawing sprites? [ 1 = Yes ] Probably always set???
5 Sprite BG Priority [ 0 = No Sprite BG Priority, 1 = Sprite BG Priority ]
6 Direction [ 0 = Face Left, 1 = Face Right]
7 Object is weapon: hit enemy? [ 0 = Doesn't hit enemies, 1 = Hit enemies ]
Object is enemy: is on visible screen? [ 0 = Enemy not on visible screen, 1 = Enemy on visible screen ]


Note:
0-1: If value is 1, 2, 3, the Object have solids parts. If Mega Man hits a non solidparts, he ends up on top. Here are the solid parts.???

1: Top
2: All
3: Top, Left, Right (if hit object by under, Mega Man is replaced at a certain position from the block (the right, left or top)

3:

(Both Horizontally and Vertically (??? I think if 01 or more in $0390, they are erased, but not $ff and higher)
If object can hurt Mega Man, they can touch him, if they are in another screen.