Gravity Man
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・ Gravity man movement data (1 set for 12 times)
$ E255-E260 Scroll direction (01-> right, 02-> left, 04-> down, 08-> up)
$E261-E26C Animation number (01->Jump, 02->Walk, 04->Reverse Gravity) (act according to this number)
$E26D-E278 X Steering Speed (Low)
$ E279-E284 X steering speed (high)
$ E285-E290 X coordinate after movement (corresponds to previous velocity)
(Gravity Reversal from Appearance Position) → D0 → (Walk) → 80 → (Gravity Reversal) → 80 → ・ ・ ・ → D0

$E297-E299 Number of frames before a bullet is fired
$E1EE The number of frames from the time the animation is triggered until the shot is actually triggered
1 If one bullet is not enough,
E1ED: C9-> 29
E1EE: 08-> 01, 03, 07, 0F, etc.

$E226 Gravity man bullet speed (subroutine $F470 argument)



Waveman
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・ X coordinate of font appearance
$ E595-E59C Relative X coordinate (low)
$ E59D-E5A4 Relative X coordinate (high)
Relative Rockman coordinates from the X coordinate. Eight data are randomly selected.

・ Moly's Speed
$E531 X Steer Speed (Low)
$E556 X steering speed (high)


stoneman
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  Chance to select the next action (small jump or power stone generation) from a long distance
$ C04E Probability of a small jump (always a small jump at 00, 1/2 to 01, 1/2 to 03, 1/8 to 07, 1/8 to 0F, about 1/16 to 0F)
$C04F F0-> Probability inversion at D0

・ Chance to select the next action (small jump or power stone generation or large jump) from a medium distance
$C040 Probability of a small jump (00 is always a small jump, 01 is 1/2, ...)
($C041 F0->D0 has a small skip chance)
$C046 Chance to spawn a power stone when no small jump is made (00 is always a power stone, 01 is 1/2, ... If no power stone is spawned, a big jump)
($C047 F0->D0, $C049 D0->F0 has a chance to not spawn a power stone)

・ Chance to select the next action (small jump or big jump) from a short distance
$C038 Small hop probability ([this value] / 8 small hop probability)

・ Reference values for long, medium and short distances
$C02C Long distance if the distance between Rockman and Stoneman is greater than this value
$C030 Average distance if the distance between Rockman and Stoneman is greater than this value
Otherwise close

$C15D Number of frames until next operation after returning from collapsed state

$C1FD Power stone speed (subroutine $F470 argument)

gyro man
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boomeran c615 13 --> 3a
boomeran speed 2nd c553 04 --> 06
boomeran crossing speed 2nd c63c 14-->03
first and second move probability c47b = 04F0
non-firing gyro weapon c5ab --> D1
gyro gun down 3ec1d 0000

starman
$10218 Distance or distance reference value (related to Starman action. Long distance jump if distance, short distance jump otherwise)

$10253 Chance for barrier not to trigger when jumping short distances (do not fire at 00, 1/2 for 01, 1/2 for 03, 1/8 for 07, 1/16 for 0F)
$10254 D0-> Probability inversion at F0

$102D8 Chance to not fire the barrier after a short jump (don't fire at 00, 1/2 at 01, ...)
$102D9 F0-> Probability of reversal at D0

$103A9 Barrier firing velocity (subroutine $F470 argument)

charge man
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◇ charge manager
$C212 Reference value of distance or no distance (related to action after dropping coal, dash if detached, walk otherwise)

・ Speed of the manager board
$C25E X Steer Speed (Low)
$C263 X steering speed (high)
$C272 Related to the number of frames to dash ([Distance between Rockman and Chargeman in X direction] / [This value] Dash frames only).

・ Loader's walking speed
$C2EE X address speed (low)
$C2F3 X direction speed (high)

・Judgment interval of change of direction when walking
$C2FD Number of frames before rotating
$C31B Number of frames before turning

-Probability to select next action (dash or drop coal) from march state
$C334 Run Probability (make sure to run at 00, 1/2 to 01, 1/2 to 03, 1/4 to 07, 1/8 to 07, 1/16 to 0F)
$C335 D0-> Reversal probability at F0
$C2F8 Number of frames from walk to next action (dash or drop carbon)

$C409 Number of carbons to drop (specify a value 1 less than the actual number, and be careful if you specify 03 or more, because the X-coordinate table of the carbon will stick out)
$C44D-C464 Table of carbon X coordinates (a data set in 3 bytes. Eight types of data are defined and can berandomly select from these)



Napalman
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100a7 bullet height
10099 8b gravity bullets
10142 sprite bombs
1005d 02 1005f 02 00 / 02 01
1018e 01 01 03
10190 01

$10014 Range or Range Reference Value (related to Napalmman behavior. Missile if far away, Napalm Bomb otherwise)

$10,039 missile launches
$1005F Jump height after missile launch (specified from 00 to 03, higher in the order of 01 > 03 > 00 > 02)
$1005B 4A-> Jump to Rockman position after launching a missile with EA
$10083 Number of frames after launching a missile before jumping

$10118 Number of napalm bombs (specify a value 1 less than the actual number, note that if you specify 02 or more some appearance positions may be a bit strange)
$10157 Napalm Bomb Release Speed (specified by 00 or 01, greater in the order of 01 > 00)
$10190 Jump height after dropping a napalm bomb (specified from 00 to 03, higher on the order of 01 > 03 > 00 > 02)

・ Missile speed
$100B0 X Steer Speed (Low)
$100B5 X steering speed (high)
e40e 02 more bullets



crystal man
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Speed The speed of Crystal Man (data is entered in the order that the distance in the X direction with Rockman is greater than a certain distance or they are not separated from each other)
$ E43C-E43D Y direction speed (low)
$ E43E-E43F Y direction speed (high)
$ E440-E441 X Steering Speed (Low)
$ E442-E443 X direction speed (high)
$ E2AE Reference value for distance or distance

$E401 Crystal Man's reflected bullet velocity (argument of subroutine $F470)
$E431 Crystal Man's standard bullet velocity ($F470 subroutine argument)

・Reflecting bullet generation
$E3DF Address of the first bullet
$E40E The address of the next bullet as seen from the address of the previous bullet
$E409 Last bullet direction
The direction is 00-0F (clockwise: 00-> directly above 01-> north-northeast 02-> northeast, ... 0F-> north-northwest).
The value of $E409 must be determined such that the value of $E40E is repeatedly added to the value of $E3DF to get the value of $E409.
For example, ($E3DF, $E40E, $E409) = (00, 02, 0E) gives 8 shapes, and (04, 02, 0C) gives 5 shapes.



dark man 1
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・ A bullet that fires independently of this attack
$12300, $123FB Number of frames before a bullet is fired (both must have the same value)
$123BE X steering speed (low)
$123C3 X steering speed (high)

・ A bullet that shoots when it takes damage
$123D1 shell speed (subroutine argument $F470)

・Darkman 1 acceleration related
$12339 Darkman No. 1 Accelerate Remaining HP Part 1 (Below this HP will be the speed specified below)
$12348 X Steer Speed (high) after accelerating (1) *low not specified
$1233D Darkman No. 1 speeds up remaining HP part 2 (below this HP will be the speed specified below)
$12341 Speed in X-direction after accelerating (part 2) (high) *No low specification
However, if you specify 00, the value of speedup(1) will be used.

$12364 Number of frames before turning and moving when changing direction with Rockman

dark man 3
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12179 high speed
12183 time to walk
121d0 07 = 4 shots
12208 angle and speed attack 1 = 10, 48, 0a
122a9 =angle and attack speed 2 =10
12291 86
121e9 power 8b
121ff skin 51
12290 A986990804A994990003A951 replace the second attack

dark man 4
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1248c = 02 so that it comes out at the same time as the shield
12585 = 06 speed when the shield separates
12501 = 05 number of bullets = 3 must always be odd otherwise shield bug
124e8 shield alignment = 15

screen megaman meets wily for the first time
2f36b = 0c must be a black screen



wily boss 1
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physical screen of the robot screen 401a =27
screen so that the boss door does not close in wily boss 1 (boss screen) 3d31d = 27
moving background in the starman flats scene
screen number a086
414e speed going wily boss 1 04
4195 speed speed lap 04
4167 delay in returning 1e
4243 speed mini bosses 02
424b address 04
427a lateral movement 0a

wily boss 2
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physical screen of the robot screen 42ab = 27
screen so that the boss door does not close in wily boss 2 (boss screen) 3d31e = 26
45b5 paddle
2f1c4 180800 middle point
air movement pattern speed 4359 = 03
delay when throwing balls 4387 = 3c =25
ball skin 447f = 91
ball effect 4484 = 8b (explosion)
vertical and horizontal movement 45c0 =0F0F330B0F30100F0E0E0E0E0E0E0E0E 45f0 =0A0A0A0A0A0A0808
some boss colors 45c2 = 37280f

wily boss colors: 47cd: 0F3010190F3013030F30260B

wily boss 3
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delay when stepping on 475c 10 || 469b:0f
fall speed 4716 : 25 || 46a0 03 || 4716:25




wily boss 4 Machine
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animation 803a:83
physical invocation screen boss 801c: 1f
859e palette

8199 = 04 speed when inhaling (when megaman jumps)
8187 = 02 speed when inhaling (when megaman is on the floor)

#fast scroll
85b2 05
809b=28
80d1=50

814a= 06 number of missiles
8234 = 30 missile speed
38678 machine contact damage
3867a ball damage
3867b missile damage



willy boss 4 ufo
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physical screen of boss 8347: 20
860e palette
83bb amount of energy balls thrown =03 (4)
83d2 sprite of the energy balls = 9d
83f5 alter movement of energy balls =01
84ac delay when wily fade =2c
84e9 speed of the energy ball rolling across the floor = 05
8513 speed of energy balls in the air=49
3861st damage from floor energy balls
3867e air energy ball damage

188ba weakness with the beat to the ship
a8ba weakness with the harpoon to the ship
1A0E4: Wily's running speed 01 -> 02