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Mega Man (NES)/RAM map: Difference between revisions
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| 0200-02FF || Sprite Data || 256 byte block that is transferred via DMA to PPU memory during each NMI Routine. | | 0200-02FF || Sprite Data || 256 byte block that is transferred via DMA to PPU memory during each NMI Routine. | ||
|- | |||
| 03D0-03DF || Palette Data || The whole BG palette. $10(16) bytes long. | |||
|- | |- | ||
|06C1 || Boss Energy || $1C(28)-Full, $00-Empty | |06C1 || Boss Energy || $1C(28)-Full, $00-Empty |
Revision as of 23:31, 25 April 2010
The following article is a RAM map for Mega Man (NES).
Note: Memory locations discovered using the 'FCEU' Emulator for Windows.
Given values: $Hexadecimal value(Decimal value), ex. $63(99)
Any values less than $0A(10) will only show the Hex value.
RAM | Function | Details | ||||||||||||||||
0020 | Megaman's X position | High-byte; when $0022 gets larger than $FF(255), this value increases by 1 | ||||||||||||||||
0022 | Megaman's X position | Low-byte | ||||||||||||||||
0025 | Megaman's Y position | Low-byte | ||||||||||||||||
002C | Type of object that Megaman is touching from the top | $00-Air, $01-Solid, $02-Ladder, $03-Spike, $04-Ice, $05-Water | ||||||||||||||||
0031 | Stage number | $00-Cutman, $01-Iceman, $02-Bombman, $03-Fireman, $04-Elecman, $05-Gutsman, $06-Wily 1, $07-Wily 2, $08-Wily 3, $09-Wily 4, $0A(10)-Title Screen, $0B(11)-Ending BG | ||||||||||||||||
005D | Which ememys have been defeated/Weapons unlocked
|
Setting a bit will defeat/unlock the corresponding Villan/Weapon. Set this byte to $FE(254) to go directly to Dr. Wily. | ||||||||||||||||
005F | Weapon Select
|
This only controls the weapon function, it will not change his color. You can select any weapon even if it's still locked. | ||||||||||||||||
006A | Mega Man Life Bar Value | $1C(28)-Full, $00-Empty | ||||||||||||||||
006B | Cutman Weapon Energy | $1C(28)-Full, $00-Empty | ||||||||||||||||
006C | Iceman Weapon Energy | $1C(28)-Full, $00-Empty | ||||||||||||||||
006D | Bombman Weapon Energy | $1C(28)-Full, $00-Empty | ||||||||||||||||
006E | Fireman Weapon Energy | $1C(28)-Full, $00-Empty | ||||||||||||||||
006F | Elecman Weapon Energy | $1C(28)-Full, $00-Empty | ||||||||||||||||
0070 | Gutsman Weapon Energy | $1C(28)-Full, $00-Empty | ||||||||||||||||
0071 | Magnet Beam Weapon Energy | $1C(28)-Full, $00-Empty | ||||||||||||||||
0072-0078 | Score | Each byte represents one digit in BCD. Starts with ones digit (0072) | ||||||||||||||||
0094 | Type of object that Megaman is touching from the sides | $00-Air, $01-Solid, $02-Ladder, $03-Spike, $04-Ice, $05-Water | ||||||||||||||||
00A6 | Lives | Maximum is $80(128). Bit 7 set gives Game Over. Game will not raise it past $63(99). | ||||||||||||||||
00AE | Bonus | Number of bonus energy balls picked up during level. Is multiplied by 1000 at level completion screen. | ||||||||||||||||
0100-01FF | Stack | RAM used by CPU for stack. | ||||||||||||||||
0200-02FF | Sprite Data | 256 byte block that is transferred via DMA to PPU memory during each NMI Routine. | ||||||||||||||||
03D0-03DF | Palette Data | The whole BG palette. $10(16) bytes long. | ||||||||||||||||
06C1 | Boss Energy | $1C(28)-Full, $00-Empty |
This page is rather stubbly and could use some expansion. Are you a bad enough dude to rescue this article? |