View Page Source

Revision (current)
Last Updated by ALAKTORN on 10/26/2011 2:16 AM
Back to Page

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.

%%TOC%%

!!!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.
[module:youtube|v=wZPCyB-Hft4|align=right|w=256|h=96|hidelink]
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)|