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Mega Man (NES)/RAM map: Difference between revisions
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Mariofan2468 (talk | contribs) m (Megaman / Mega Man) |
Mariofan2468 (talk | contribs) m (0x addresses for consistency w/ other RAM maps) |
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|'''RAM''' || '''Function''' || '''Details''' | |'''RAM''' || '''Function''' || '''Details''' | ||
|- | |- | ||
| | | 0x0020 || Mega Man's X position || High-byte; when $0022 gets larger than $FF(255), this value increases by 1 | ||
|- | |- | ||
| | | 0x0022 || Mega Man's X position || Low-byte | ||
|- | |- | ||
| | | 0x0025 || Mega Man's Y position || Low-byte | ||
|- | |- | ||
| | | 0x002C || Type of object that Mega Man is touching from the top || $00-Air, $01-Solid, $02-Ladder, $03-Spike, $04-Ice, $05-Water | ||
|- | |- | ||
| | | 0x0031 || Stage number || $00-Cut Man, $01-Ice Man, $02-Bomb Man, $03-Fire Man, $04-Elec Man, $05-Guts Man, $06-Wily 1, $07-Wily 2, $08-Wily 3, $09-Wily 4, $0A(10)-Title Screen, $0B(11)-Ending BG | ||
|- | |- | ||
| | | 0x005D || Which ememies have been defeated/Weapons unlocked | ||
{|border="1" cellpadding="1" | {|border="1" cellpadding="1" | ||
|bit 1||Bomb Man/Hyper Bomb | |bit 1||Bomb Man/Hyper Bomb | ||
Line 39: | Line 39: | ||
||Setting a bit will defeat/unlock the corresponding villain/weapon. Set this byte to $FE(254) to go directly to Dr. Wily. | ||Setting a bit will defeat/unlock the corresponding villain/weapon. Set this byte to $FE(254) to go directly to Dr. Wily. | ||
|- | |- | ||
| | | 0x005F || Weapon Select (Works only when pausing, otherwise values will be different.) | ||
{|border="1" cellpadding="1" | {|border="1" cellpadding="1" | ||
|$00||Mega Buster(normal weapon) | |$00||Mega Buster(normal weapon) | ||
Line 60: | Line 60: | ||
|| This only controls the weapon function, it will not change his color. You can select any weapon even if it's still locked. | || This only controls the weapon function, it will not change his color. You can select any weapon even if it's still locked. | ||
|- | |- | ||
| | | 0x006A || Mega Man Life Bar Value || $1C(28)-Full, $00-Empty | ||
|- | |- | ||
| | | 0x006B || Cut Man Weapon Energy || $1C(28)-Full, $00-Empty | ||
|- | |- | ||
| | | 0x006C || Ice Man Weapon Energy || $1C(28)-Full, $00-Empty | ||
|- | |- | ||
| | | 0x006D || Bomb Man Weapon Energy || $1C(28)-Full, $00-Empty | ||
|- | |- | ||
| | | 0x006E || Fire Man Weapon Energy || $1C(28)-Full, $00-Empty | ||
|- | |- | ||
| | | 0x006F || Elec Man Weapon Energy || $1C(28)-Full, $00-Empty | ||
|- | |- | ||
| | | 0x0070 || Guts Man Weapon Energy || $1C(28)-Full, $00-Empty | ||
|- | |- | ||
| | | 0x0071 || Magnet Beam Weapon Energy || $1C(28)-Full, $00-Empty | ||
|- | |- | ||
| | | 0x0072-78 || Score || Each byte represents one digit in BCD. Starts with ones digit (0072) | ||
|- | |- | ||
| | | 0x0094 || Type of object that Mega Man is touching from the sides || $00-Air, $01-Solid, $02-Ladder, $03-Spike, $04-Ice, $05-Water | ||
|- | |- | ||
| | | 0x00A6 || Lives || Maximum is $80(128). Bit 7 set gives Game Over. Game will not raise it past $63(99). | ||
|- | |- | ||
| | | 0x00AE || Bonus || Number of bonus energy balls picked up during level. Is multiplied by 1000 at level completion screen. | ||
|- | |- | ||
| | | 0x0100-FF || Stack || RAM used by CPU for stack. | ||
|- | |- | ||
| | | 0x0200-FF || Sprite Data || 256 byte block that is transferred via DMA to PPU memory during each NMI Routine. | ||
|- | |- | ||
| | | 0x03D0-DF || Palette Data || The whole BG palette. $10(16) bytes long. | ||
|- | |- | ||
| | | 0x06C1 || Boss Energy || $1C(28)-Full, $00-Empty | ||
|- | |- | ||
|} | |} | ||
{{Internal Data|game=Mega Man}} | {{Internal Data|game=Mega Man}} |
Revision as of 01:23, 25 June 2019
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 | ||||||||||||||||
0x0020 | Mega Man's X position | High-byte; when $0022 gets larger than $FF(255), this value increases by 1 | ||||||||||||||||
0x0022 | Mega Man's X position | Low-byte | ||||||||||||||||
0x0025 | Mega Man's Y position | Low-byte | ||||||||||||||||
0x002C | Type of object that Mega Man is touching from the top | $00-Air, $01-Solid, $02-Ladder, $03-Spike, $04-Ice, $05-Water | ||||||||||||||||
0x0031 | Stage number | $00-Cut Man, $01-Ice Man, $02-Bomb Man, $03-Fire Man, $04-Elec Man, $05-Guts Man, $06-Wily 1, $07-Wily 2, $08-Wily 3, $09-Wily 4, $0A(10)-Title Screen, $0B(11)-Ending BG | ||||||||||||||||
0x005D | Which ememies have been defeated/Weapons unlocked
|
Setting a bit will defeat/unlock the corresponding villain/weapon. Set this byte to $FE(254) to go directly to Dr. Wily. | ||||||||||||||||
0x005F | Weapon Select (Works only when pausing, otherwise values will be different.)
|
This only controls the weapon function, it will not change his color. You can select any weapon even if it's still locked. | ||||||||||||||||
0x006A | Mega Man Life Bar Value | $1C(28)-Full, $00-Empty | ||||||||||||||||
0x006B | Cut Man Weapon Energy | $1C(28)-Full, $00-Empty | ||||||||||||||||
0x006C | Ice Man Weapon Energy | $1C(28)-Full, $00-Empty | ||||||||||||||||
0x006D | Bomb Man Weapon Energy | $1C(28)-Full, $00-Empty | ||||||||||||||||
0x006E | Fire Man Weapon Energy | $1C(28)-Full, $00-Empty | ||||||||||||||||
0x006F | Elec Man Weapon Energy | $1C(28)-Full, $00-Empty | ||||||||||||||||
0x0070 | Guts Man Weapon Energy | $1C(28)-Full, $00-Empty | ||||||||||||||||
0x0071 | Magnet Beam Weapon Energy | $1C(28)-Full, $00-Empty | ||||||||||||||||
0x0072-78 | Score | Each byte represents one digit in BCD. Starts with ones digit (0072) | ||||||||||||||||
0x0094 | Type of object that Mega Man is touching from the sides | $00-Air, $01-Solid, $02-Ladder, $03-Spike, $04-Ice, $05-Water | ||||||||||||||||
0x00A6 | Lives | Maximum is $80(128). Bit 7 set gives Game Over. Game will not raise it past $63(99). | ||||||||||||||||
0x00AE | Bonus | Number of bonus energy balls picked up during level. Is multiplied by 1000 at level completion screen. | ||||||||||||||||
0x0100-FF | Stack | RAM used by CPU for stack. | ||||||||||||||||
0x0200-FF | Sprite Data | 256 byte block that is transferred via DMA to PPU memory during each NMI Routine. | ||||||||||||||||
0x03D0-DF | Palette Data | The whole BG palette. $10(16) bytes long. | ||||||||||||||||
0x06C1 | Boss Energy | $1C(28)-Full, $00-Empty |
Internal Data for Mega Man
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