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Game Resources / DS / Mega Man ZX

The purpose of this page is to document all known tricks of the Nintendo DS video games Mega Man ZX and Mega Man ZX Advent.

Table of contents [expand all] [collapse all]

Tricks

Quick walljumping

When the player is in a shooting or slashing animation, he'll return to the wall quicker, allowing you to wall jump again earlier. This will speed up the wall jump process.
To optimize vertical speed release B for one frame when the vertical speed RAM address reaches -960, so that the speed goes like -1152 > -1088 > -1024 > -960 > -896 > 64 > -1152 > repeat.

Attack combos

In the ZX series certain moves can be chained into each other, ignoring (but resetting) invincibility.

Moves that can be combo'd:

  • Model X (ZX): First charge shot > second charge shot
  • Model ZX: Shot (regardless of charge) > Air slash > Air spin slash > Walk slash / Dash slash > Triple jab > Tenshouzan (ZXA)
  • Model H/HX: Tornado > Electric orb (ZX) > Air slash / Air dash slash > Walking slash / Dash slash> Triple jab
  • Model L/LX: Ice Dragon / Ice Platform (ZX) / Ice Block (ZXA) > Jump slash > Ground slash
  • Model F/FX: Two Buster shots (which arms are used is not important) > Megaton Punch / Fireball > Megaton Punch > Fireball (note: Megaton Punches or Fireballs must be hit closely after one another, or the combo won't land)
  • Model P/PX: Standard kunai, all four hits of a single button press > Cross Star
  • Model OX (ZX): Charge shot > OIS second charge shot > OIS Shinkuujin > Air Slash > Air spin slash > Walk slash / Dash slash > Triple jab > OIS Ryuuenjin
  • Model A (ZXA): Homing shot > Charge shot

Miscellaneous data

Horizontal movement speed

  • Models, Human and Reploid forms:
    • Accelerating from standing still to walk: 128 speed (0.5 pixels per frame), for 5 frames
    • Walking or moving in the air: 512 speed (2 pixels per frame)
    • Dashing, airdashing or dashjumping: 896 speed (3.5 pixels per frame)
    • Human swimming: 256 speed (1 pixel per frame)
    • For underwater speeds, multiply speed by 0,75. This does not count when using Model L, LX or OX.
  • Pseudoroid forms (ZXA):
    • Buckfire:
      • Standard dash: 768 speed (3 pixels per frame)
      • Attacking dash: 896 speed
      • Dashjumping: 896 speed
      • Buckfire does not slow down from being underwater
    • Chronoforce:
      • Swim: 512 speed
      • Dash: 896 speed
      • When releasing the dash or directional button, decelerates by 32 speed per frame.
      • Vertical swim speed is horizontal speed multiplied by 0,75.
    • Rospark:
      • Walk: 256 speed
      • Jump: 128 speed
      • Rospark does not slow down from being underwater

TODO: add other Pseudoroid forms

Vertical movement speed

  • Vertical speed decelerates by 64 speed every frame in the air, and 32 speed underwater
  • Jump starting speed:
    • Models, Human and Reploid forms: 1280
    • Buckfire: 1472
    • Rospark: 693
    • Vulturon: 1280
    • TODO: add other Pseudoroid forms
  • Airdashing upwards (Model H, HX): 768 speed (3 pixels per frame)
  • Vertical swimming speed:
    • Chronoforce (ZXA):
      • Normal: 384 speed
      • Dash: 672 speed
      • After releasing the up/down and/or dash button, decreases speed by 24 per frame
  • Max falling speed on land: 1791
  • Max falling speed in water: 896

RAM Watch values

Mega Man ZX

RAM address Description
0214FBA4 Player invincibility counter
0214FC38 Weapon charge 1
021510AA Boss Health
0215109C Boss invincibility counter
02108B90 RNG

Mega Man ZX Advent

RAM address Description
02169D35 X position (2 bytes)
02169D31 Y position (2 bytes)
02169CCC X speed (in 256th subpixels per frame) (2 bytes)
02169CD0 Y speed (in 256th subpixels per frame) (2 bytes)
02169DA0 Weapon charge 1
02169DA1 Weapon charge 2
02169D1A Health
02169E20 Biometal Energy Meter
02169DE8 E-Crystal Counter (2 bytes)
02169D98 Dash length
0216A3A2 Boss Health (2 bytes)
0216A394 Boss invincibility counter
02178F00 Ingame timer (4 bytes)


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GameResources/DS/MegaManZX last edited by ALAKTORN on 2011-10-26 02:16:43
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