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Mega Man X/RAM map: Difference between revisions
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(Added rammap template) |
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{{rammap|game= | {{rammap|game=Mega Man X}} | ||
Tested only on ver 1.1 of the ROM: | Tested only on ver 1.1 of the ROM: | ||
<pre> | <pre> | ||
7E:0098 Graphics Set to be decompressed | |||
7E:0300 - 7E:04FF Background & Sprite Palette | |||
7E:0500 - 7E:052F? Table of 5-byte entries for DMA transfer of X's graphics from ROM to VRAM. | 7E:0500 - 7E:052F? Table of 5-byte entries for DMA transfer of X's graphics from ROM to VRAM. | ||
#0 - Gets Copied to $2115 ;VRAM Increment Type | |||
#1 - Gets Copied to $2116 ;VRAM Address | |||
#3 - Gets Copied to $4305 ;Number of Bytes | |||
#5 - Gets Copied to $4302 ;Source Word | |||
#7 - Gets Copied to $4304 ;Source Bank | |||
7E:0600 - 7E:0643 DMA Data for BG Layer 3 | |||
#0 - Gets Coppied to $2115 | |||
#1 - Gets Coppied to $2116/7 ;VRAM Address | |||
#3 - Gets Coppied to $4305 ;Number of Bytes LOW | |||
#4 - PPU Data (length is based off byte #3) | |||
7E:0700 - 7E:091F Sprite DMA | |||
7E:0B72 - 7E:0B91 Sound Queue (16-bit) | |||
#0 - Sound ID | |||
#1 - Stereo Parameters | |||
7E:0B92 - 7E:0B94 Pointer to 16x16 Tile Collision Data (24-bit) | |||
7E:0B95 - 7E:0B97 BG Layer 1's Pointer to 8x8 Tile Data for each 16x16 Tile (24-bit) | |||
7E:B98 - 7E:0B9A BG Layer 2's Pointer to 8x8 Tile Data for each 16x16 Tile (24-bit) | |||
7E:0BAA X's current state (6 = rising, 8 = falling, 14 = dashing, etc...) | 7E:0BAA X's current state (6 = rising, 8 = falling, 14 = dashing, etc...) | ||
7E:0BAA X's current sub-state | 7E:0BAA X's current sub-state | ||
Line 33: | Line 57: | ||
7E:0E4D Ride armor's heading 40 = facing right, 00 = facing left | 7E:0E4D Ride armor's heading 40 = facing right, 00 = facing left | ||
7E:1E4D - 7E:1E4D Camera X Position (16-bit) | |||
7E:1E50 - 7E:1E51 Camera Y Position (16-bit) | |||
7E:1E5E - 7E:1E5F Camera Left Side border (16-bit) | |||
7E:1E60 - 7E:1E61 Camera Right Side border (16-bit) | |||
7E:1E68 - 7E:1E69 Camera Top Side border (16-bit) | |||
7E:1E6A - 7E:1E6B Camera X Position the Previous Frame (16-bit) | |||
7E:1E6C - 7E:1E6D Camera Y Position the Previous Frame (16-bit) | |||
7E:1E6E - 7E:1E6F Camera Bottom Side border (16-bit) | |||
7E:1F0E - 7E:1F0F Boss Index (used for Health Bar Code) | |||
7E:1F34 Weapon Menu Opened flag | |||
7E:1F7A Current Stage | |||
#0 - Highway/intro | |||
#1 - Octo | |||
#2 - Chameleon | |||
#3 - Dillo | |||
#4 - Mammoth | |||
#5 - Eagle | |||
#6 - Mandrill | |||
#7 - Kuwanger | |||
#8 - Penguin | |||
#9 - Sigma 1 | |||
#A - Sigma 2 | |||
#B - Sigma 3 | |||
#C - Sigma 4 | |||
7E:1F7B Complete Sigma Stages | |||
7E:1F7E Increased by 1 ever time the Hadoken Capsule gets visited | |||
7E:1F80 Current amount of 1UPs | |||
7E:1F81 Check Point | |||
7E:1F83 - 7E:1F85 Sub Tank Ammo (+80hex means the sub tank was acquired) | |||
7E:1F86 - 7E:1F96 Weapon Ammo + aqqiured flag if bit 6 is set to 1 (2 bytes per Weapon) | |||
#0 - ??? | |||
#2 - Homing Torpedo | |||
#4 - Chameleon Sting | |||
#6 - Rolling Shield | |||
#8 - Fire Wave | |||
#A - Storm Tornado | |||
#C - Spark Shot | |||
#E - Boomerang Cutter | |||
#10 - Shot Gun Ice | |||
7E:1F99 Bitflag array of armor pieces collected | 7E:1F99 Bitflag array of armor pieces collected | ||
7E:1F9A X's maximum health | 7E:1F9A X's maximum health | ||
7E:1F9C Bitflag array of heart tanks collected | 7E:1F9C Bitflag array of heart tanks collected | ||
7E:1FB4 Current number of lives remaining | 7E:1FB4 Current number of lives remaining | ||
7E:1F9B Intro Completed flag | |||
7E:2000 - 7E:85FF BG Layer 1 16x16 Tile Data (200hex bytes per Room) | |||
7E:8600 - 7E:E7FF BG Layer 2 16x16 Tile Data | |||
7E:E800 - 7E:EBFF BG Layer 1 Screen Arrangement | |||
7E:EC00 - 7E:EFFF BG Layer 2 Screen Arrangement | |||
7E:FFC0 - 7E:FFC5 Button configurations | |||
7E:FFFE SPC 700 Status ? | |||
7F:0000 - 7F:7DFF Where Decompressed Graphics are stored | |||
</pre> | </pre> | ||
{{Internal Data|game=Mega Man X}} |
Latest revision as of 02:42, 24 January 2024
The following article is a RAM map for Mega Man X.
Tested only on ver 1.1 of the ROM:
7E:0098 Graphics Set to be decompressed 7E:0300 - 7E:04FF Background & Sprite Palette 7E:0500 - 7E:052F? Table of 5-byte entries for DMA transfer of X's graphics from ROM to VRAM. #0 - Gets Copied to $2115 ;VRAM Increment Type #1 - Gets Copied to $2116 ;VRAM Address #3 - Gets Copied to $4305 ;Number of Bytes #5 - Gets Copied to $4302 ;Source Word #7 - Gets Copied to $4304 ;Source Bank 7E:0600 - 7E:0643 DMA Data for BG Layer 3 #0 - Gets Coppied to $2115 #1 - Gets Coppied to $2116/7 ;VRAM Address #3 - Gets Coppied to $4305 ;Number of Bytes LOW #4 - PPU Data (length is based off byte #3) 7E:0700 - 7E:091F Sprite DMA 7E:0B72 - 7E:0B91 Sound Queue (16-bit) #0 - Sound ID #1 - Stereo Parameters 7E:0B92 - 7E:0B94 Pointer to 16x16 Tile Collision Data (24-bit) 7E:0B95 - 7E:0B97 BG Layer 1's Pointer to 8x8 Tile Data for each 16x16 Tile (24-bit) 7E:B98 - 7E:0B9A BG Layer 2's Pointer to 8x8 Tile Data for each 16x16 Tile (24-bit) 7E:0BAA X's current state (6 = rising, 8 = falling, 14 = dashing, etc...) 7E:0BAA X's current sub-state 7E:0BAC - 7E:0BAE X's X-position (24-bit) 7E:0BAF - 7E:0BB1 X's Y-position (24-bit) 7E:0BBB - 7E:0BBC General purpose animation timer for X? 7E:0BBF X's current pose 7E:0BC2 - 7E:0BC3 X's horizontal velocity 7E:0BC4 - 7E:0BC5 X's vertical velocity 7E:0BC6 X's acceleration (gravity) 7E:0BCF X's health 7E:0BE0 - 7E:0BE2 Mirror of controller input (bits for unused buttons seem to be ANDed out) 7E:0BDD Number of shots currently on screen 7E:0BFA Dash timer 7E:0BFF Charge timer 7E:0C03 Charge level (01 = fully charged /w/ arm part, 02 = normal full charge, 03 = partial charge | Not sure what it's used for) 7E:0C06 Bitflags: Standing = 04, hanging on left wall = 02, right wall = 01 7E:0C30 - 7E:0C8F Stuff for armor parts (position, type, and so forth) 7E:0E18 Ride armor exist flag (00 = delete ride armor, all else = ride armor exists) 7E:0E1A Ride armor's current state 7E:0E1C - 7E:0E1E Ride armor's X-position (24-bit) 7E:0E1F - 7E:0E22 Ride armor's Y-position (24-bit) 7E:0E32 - 7E:0E33 Ride armor's horizontal velocity 7E:0E34 - 7E:0E35 Ride armor's vertical velocity 7E:0E36 Ride armor's acceleration (gravity) 7E:0E4D Ride armor's heading 40 = facing right, 00 = facing left 7E:1E4D - 7E:1E4D Camera X Position (16-bit) 7E:1E50 - 7E:1E51 Camera Y Position (16-bit) 7E:1E5E - 7E:1E5F Camera Left Side border (16-bit) 7E:1E60 - 7E:1E61 Camera Right Side border (16-bit) 7E:1E68 - 7E:1E69 Camera Top Side border (16-bit) 7E:1E6A - 7E:1E6B Camera X Position the Previous Frame (16-bit) 7E:1E6C - 7E:1E6D Camera Y Position the Previous Frame (16-bit) 7E:1E6E - 7E:1E6F Camera Bottom Side border (16-bit) 7E:1F0E - 7E:1F0F Boss Index (used for Health Bar Code) 7E:1F34 Weapon Menu Opened flag 7E:1F7A Current Stage #0 - Highway/intro #1 - Octo #2 - Chameleon #3 - Dillo #4 - Mammoth #5 - Eagle #6 - Mandrill #7 - Kuwanger #8 - Penguin #9 - Sigma 1 #A - Sigma 2 #B - Sigma 3 #C - Sigma 4 7E:1F7B Complete Sigma Stages 7E:1F7E Increased by 1 ever time the Hadoken Capsule gets visited 7E:1F80 Current amount of 1UPs 7E:1F81 Check Point 7E:1F83 - 7E:1F85 Sub Tank Ammo (+80hex means the sub tank was acquired) 7E:1F86 - 7E:1F96 Weapon Ammo + aqqiured flag if bit 6 is set to 1 (2 bytes per Weapon) #0 - ??? #2 - Homing Torpedo #4 - Chameleon Sting #6 - Rolling Shield #8 - Fire Wave #A - Storm Tornado #C - Spark Shot #E - Boomerang Cutter #10 - Shot Gun Ice 7E:1F99 Bitflag array of armor pieces collected 7E:1F9A X's maximum health 7E:1F9C Bitflag array of heart tanks collected 7E:1FB4 Current number of lives remaining 7E:1F9B Intro Completed flag 7E:2000 - 7E:85FF BG Layer 1 16x16 Tile Data (200hex bytes per Room) 7E:8600 - 7E:E7FF BG Layer 2 16x16 Tile Data 7E:E800 - 7E:EBFF BG Layer 1 Screen Arrangement 7E:EC00 - 7E:EFFF BG Layer 2 Screen Arrangement 7E:FFC0 - 7E:FFC5 Button configurations 7E:FFFE SPC 700 Status ? 7F:0000 - 7F:7DFF Where Decompressed Graphics are stored
Internal Data for Mega Man X
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