Rocket Launcher great weapon to destroy towers, also great against summoners hiding behind stones Pulse Gun weapon of choice against Behemoths Repeater best mid/long range allrounder weapon, deals extra damage against Behemoths and Summoners, usually you'll need an ammo packĬoil Rifle best long range sniper weapon, very good against Summoners Shotgun powerful close range early game weapon, strong against Behemothsĭischarger very powerful early game against units, high ammo Ranged Support Tempest/Surge, Frenzy, Mana, Stormshield/Mist ShroudĪnti Siege Blaze/Surge, Frenzy, Stormshield/Mist Shroud, SacrificeĪnti Building Rabid/Blaze, Frenzy, Stormshield/Mist, Sacrificeīase Defender Rabid/Carnivorous/Blaze/Surge, Frenzy, Snares, Stormshield/Mist Mist Shroud allows you to get into the base without towers shooting at you (unless: they have placed sensors or the commander manually tells towers to kill you)įirewards mines that explode on contact, great to protect spawn flagsįrontline Warrior Rabid or Carnivorous, Frenzy, Stormshield/Sixth Sense, Mist Shroud Storm Shield protects against splash damage: Mortar Towers, Land Mines, Demolition Charges, Mortar, Rocket Launcher and Pulse Gun Sacrifice destroy enemy buildings by blowing yourself up Surge high dps allrounder for long and medium range, stronger and more range than Human Flux, but lower ammoįireball good to get down difficult shield towers, while having more HP and better self defence than a summonerįrenzy never leave the base without frenzy, on use it gives high stamina replenish for 10 seconds for great mobility Equivalent for medkits on the human side.īlaze weapon of choice against siege vehicles, also strong against towersĮmber good early game weapon, also strong against towers and ballistaįrostbolts strong against towers in early game and ballista hitting enemies/NPCs replenishes stamina, speeding up combat and mobility drasticallyĬarnivorous hitting enemies/NPCs heals yourself. Rabid weapon of choice for melee champions.
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Fixed some inconsistencies on the programming guide.įor anyone who might get tripped on this: the info in "quick quide.txt" and README.html are somewhat contradictory.Thanks MFG for figuring out and providing the fix. Fixed an issue where the Layer 3 tilemap would glitch if a custom game over screen was used.Fixed bank switching getting incorrectly reset to original values after reapplying SA-1 Pack, which makes ROMs larger than 4 MB completely unplayable.Note that I have included some logic to not take in account boss fight levels and levels that has wigglers (Forest of Illusion and Outrageous), since they are not compatible with. Made all levels by default use Sprite Memory Header 0x08, allowing to all original levels have up to 22 sprites on screen.For the effectiveness of this solution, please change all patches to use DMA channel 2 instead of 0 or 1. In addition, DMA channel 0 is now reserved for transfers during game play (outside interrupts), fixing a rare bug on the LZ2/LZ3 decompressor when you decompress a GFX file while the game is running and *just* when the DMA executes, a NMI occurs and the DMA settings end up reseted. Added DMA remap which moves all game DMA logic to channel 2 and Windowing HDMA to channel 1, freeing up channel 7 for custom HDMA.Added the "finish OAM" hook, an extremely useful feature for programmers.Updated programming guide to include details about common routines on SMW and on which processor SA-1 Pack uses (either SNES or SA-1). Thanks goes to p4plus2 for revealing that detail for me. Although NMI/IRQ does not interrupt DMA, HDMAs can actually will DMA get interrupted.
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