![]() Unfortunately, the lower half of this has been cut off. ![]() The teleporters in this stage always function, even when the rooms are cleared. These stick figures are used as placeholders for the Cold Man stage tileset.Ī broken teleporter. Minibosses in the Mega Man games don't tend to have these kinds of animations. What appears to be an alternate jumping animation.Īn unused "hurt" animation for the Snoler miniboss. Presumably tests the different graphic layers. Add Pro Action Replay (PAR) code C04CBC2E to lower the maximum value to $2E and prevent crashing.ĭiscuss ideas and findings on the talk page. The highest valid music index is $2E, but the menu allows selection up to $35. Use these Pro Action Replay (PAR) codes to boot into the menu: Identical to the Sound Test in Mega Man 7, and the cursor is still invisible against the background. Hold Y and move D-Pad: Cursor selection.Hold B and Up/Down: Decrease/increase sprite index. ![]() Hold X and Left/Right or Up/Down: FlipY or FlipX.Left/Right: Decrease/increase frame index.Use these Pro Action Replay (PAR) codes to boot into the object viewer: This is identical to the object viewer in Mega Man 7, with an additional parameter: "OBJ_USE". Text for a map editor seen in Mega Man X and Mega Man X3 is present, but said text is all that's left of it (similar to Mega Man X2): A number of debug menus seen in the previous games return.
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