The object numbers go up to 56 in the sample, and 9D in the final.Īt memory address 0xAB54 is the copyright screen text from X-Men: Mutant Apocalypse. The text's palette is glitched in the final, but in the Sample it's perfectly fine. Y (2P): Changes cell that the cursor is on.Īn object viewer exists here, and can be accessed using the code C005B302.Y represents the position of the cursor on screen. This enables debug commands on both controllers. This seems to be bugged, so that code might not be the best way to access this feature. Use the code 7E0C0224 to enable a kind of level editor. He's still solid and can be damaged, so that's something. Performs his intro animation, but that's it. This might be complete, but, again, since water hasn't been implemented it's hard to say. It's entirely complete, just not used here. The water mine found in Burst Man's stage. This will change the first object on a screen.ĭue to the way the code works, some object graphics may be bugged. Use the code 7E19CAXX, where XX is the object ID. The palette for the stages, shown in the maps, is loaded but never used.Ī few objects have been partially implemented but haven't been placed in any prototype level. Remember to disable it after you land on solid ground. As a result, you also have to change the player's X position using the code 7E0C0601. Note that in these stages the player spawns at the wrong X position, causing the warp animation to never end (and you'll get stuck). In order to access them, you need a stage modifier code 7E0B73XX, where XX is the level ID. These stages exist, but are heavily incomplete and use temporary graphics.
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