Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- REALLY WANT THIS:
- Make stompers faster
- Damage dealt by Wily 2 boss
- Boss AI values in the ROM map (for simple AI changes like delay timing, attack speed etc.)
- Enemy AI values in the ROM map (same)
- Enemy damage values to Mega Man
- x Ammo usage for Beat
- Boss weaknesses to Beat
- Enemy weaknesses to special weapons
- Stages you get Jet and Pow from
- WOULD BE NICE:
- What stage music plays after getting the Energy Balancer from Protoman (currently Tomahawk no matter what stage you put him in)
- Ammo usage for Jet/Pow
- Boss weaknesses for Jet/Pow
- Special weapon behavior
- Mega Man's palette for special weapons
- Robot Master palettes / Robot Master portrait palettes
- Castle boss palettes
- WORKING AROUND IT:
- What tiles are redrawn when a Pow block is broken
- What tiles are redrawn when entering a boss gate
- HARD TO EXPLAIN:
- How to change the palette in Blizzard Man after the submarine section
- - My custom palette changes the brick background to cyan (from green) and the metal platforms to purple (from orange). Starting from the checkpoint, all available palettes are used for submarine tiles. In the bomb room above the sub room, the brick and metal tiles are back to green and orange despite those colors no longer being set anywhere in the palette, and the editor doesn't indicate another palette change after the sub room.
- - This leads me to believe those default values are stored somewhere that Mega FLE X can't access, and the game reverts to them without doing another palette swap somewhere (I guess since there's no transitional room where the palette can be safely switched without a bunch of tiles suddenly changing color).
- - I have no idea how to find this and change the colors for those tiles past the checkpoint room. I've resolved to not care, but if this is recorded somewhere or someone thinks they can easily find it, I'd be interested to know!
Add Comment
Please, Sign In to add comment