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Mega Man (NES)/RAM map: Difference between revisions
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|'''RAM''' || '''Function''' || '''Details''' | |'''RAM''' || '''Function''' || '''Details''' | ||
|- | |- | ||
| | | 0x0014 || Controller 1 buttons held || | ||
|- | |- | ||
| | | 0x0015 || Controller 2 buttons held || | ||
|- | |- | ||
| | | 0x0016 || Controller 1 buttons held || clone of 0x0014? | ||
|- | |||
| 0x0017 || Controller 2 buttons held || clone of 0x0015? | |||
|- | |||
| 0x0018 || Controller 1 buttons tapped || | |||
|- | |||
| 0x0019 || Controller 2 buttons tapped || | |||
|- | |||
| 0x001A || Camera X position || | |||
|- | |||
| 0x001B || Camera X screen || when 0x001A gets larger than $FF(255), this value increases by $01 | |||
|- | |||
| 0x001C || Camera state || | |||
{|border="1" cellpadding="0" | |||
|$00||Default | |||
|- | |||
|$01||Changing the nametable (Ex.: scrolling within an area, creating the pause menu, blinking palette in the stage select screen,…) | |||
|- | |||
|$02||Freeze before and after scrolling to a new area | |||
|- | |||
|$40||Scrolling to a new area | |||
|- | |||
|} | |||
|- | |||
| 0x001E || Camera Y position || | |||
|- | |||
| 0x0020 || Mega Man's X screen || when 0x0022 gets larger than $FF(255), this value increases by $01 | |||
|- | |||
| 0x0021-22 || Mega Man's X position || 0x0021 is sub-pixel, 0x0022 is pixel | |||
|- | |||
| 0x0023 || Timer || increases by $01/frame. If we pause the game, it continues while in the menu, but when the game is unpaused, it reverts back to what value it had before pausing. | |||
|- | |||
| 0x0024-25 || Mega Man's Y position || 0x0024 is sub-pixel, 0x0025 is pixel | |||
|- | |- | ||
| 0x002C || Type of object that Mega Man is touching from the top || $00-Air, $01-Solid, $02-Ladder, $03-Spike, $04-Ice, $05-Water | | 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 | | 0x0031 || Stage ID || $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 | ||
|- | |||
| 0x0055 || Mega Man's I-frame Counter || Starts counting down from $6F(111) $01/frame each time Mega Man gets hurt. When it gets to zero, Mega Man stops being invincible. Notes: Mega Man's "is hurt" animation lasts from $6E(110) to $50(80). | |||
|- | |- | ||
| 0x005D || Which | | 0x005D || Which enemies 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 59: | Line 93: | ||
|} | |} | ||
|| 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. | ||
|- | |||
| 0x0060 || Are Mega Man's bullets on-screen || $C0(192)-are on-screen, $00-aren't on screen | |||
Probably a boolean to see if some bullet collision-detection routine is executed or not. | |||
|- | |- | ||
| 0x006A || Mega Man Life Bar Value || $1C(28)-Full, $00-Empty | | 0x006A || Mega Man Life Bar Value || $1C(28)-Full, $00-Empty | ||
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| 0x0071 || Magnet Beam 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 ( | | 0x0072-78 || Score || Each byte represents one digit in BCD. Starts with ones digit (0x0072) | ||
|- | |- | ||
| 0x0094 || Type of object that Mega Man is touching from the sides || $00-Air, $01-Solid, $02-Ladder, $03-Spike, $04-Ice, $05-Water | | 0x0094 || Type of object that Mega Man is touching from the sides || $00-Air, $01-Solid, $02-Ladder, $03-Spike, $04-Ice, $05-Water | ||
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|- | |- | ||
| 0x03D0-DF || Palette Data || The whole BG palette. $10(16) bytes long. | | 0x03D0-DF || Palette Data || The whole BG palette. $10(16) bytes long. | ||
|- | |||
| 0x0440 || Mega Man's Blink Timer || Counts upwards $01/frame in pseudo base 9 ($07, $08, $10…) to $A8. Mega Man closes his eyes beginning at $A2 and lasting 9 frames. | |||
|- | |||
| 0x0500-7F || Sound Values || Each channel is attributed $20(32) addresses. Pulse 1, Pulse 2, Triangle and Noise, in that order. | |||
{|border="1" cellpadding="0" | |||
|$00||Note ID | |||
|- | |||
|$01||Music Pattern? | |||
|- | |||
|$02-03||Countdown for when note ends (in frame quarters) | |||
|- | |||
|$06||Vibrato Speed | |||
|- | |||
|$0a||Note Pitch ID | |||
|- | |||
|$0e||Current number of frames after note started | |||
|- | |||
|$14||Vibrato bend direction | |||
|- | |||
|$1d||Current number of frames after note or silence started | |||
|- | |||
|} | |||
|- | |- | ||
| 0x06C1 || Boss Energy || $1C(28)-Full, $00-Empty | | 0x06C1 || Boss Energy || $1C(28)-Full, $00-Empty |
Latest revision as of 19:59, 25 January 2024
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 | ||||||||||||||||
0x0014 | Controller 1 buttons held | |||||||||||||||||
0x0015 | Controller 2 buttons held | |||||||||||||||||
0x0016 | Controller 1 buttons held | clone of 0x0014? | ||||||||||||||||
0x0017 | Controller 2 buttons held | clone of 0x0015? | ||||||||||||||||
0x0018 | Controller 1 buttons tapped | |||||||||||||||||
0x0019 | Controller 2 buttons tapped | |||||||||||||||||
0x001A | Camera X position | |||||||||||||||||
0x001B | Camera X screen | when 0x001A gets larger than $FF(255), this value increases by $01 | ||||||||||||||||
0x001C | Camera state |
| ||||||||||||||||
0x001E | Camera Y position | |||||||||||||||||
0x0020 | Mega Man's X screen | when 0x0022 gets larger than $FF(255), this value increases by $01 | ||||||||||||||||
0x0021-22 | Mega Man's X position | 0x0021 is sub-pixel, 0x0022 is pixel | ||||||||||||||||
0x0023 | Timer | increases by $01/frame. If we pause the game, it continues while in the menu, but when the game is unpaused, it reverts back to what value it had before pausing. | ||||||||||||||||
0x0024-25 | Mega Man's Y position | 0x0024 is sub-pixel, 0x0025 is pixel | ||||||||||||||||
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 ID | $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 | ||||||||||||||||
0x0055 | Mega Man's I-frame Counter | Starts counting down from $6F(111) $01/frame each time Mega Man gets hurt. When it gets to zero, Mega Man stops being invincible. Notes: Mega Man's "is hurt" animation lasts from $6E(110) to $50(80). | ||||||||||||||||
0x005D | Which enemies 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. | ||||||||||||||||
0x0060 | Are Mega Man's bullets on-screen | $C0(192)-are on-screen, $00-aren't on screen
Probably a boolean to see if some bullet collision-detection routine is executed or not. | ||||||||||||||||
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 (0x0072) | ||||||||||||||||
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. | ||||||||||||||||
0x0440 | Mega Man's Blink Timer | Counts upwards $01/frame in pseudo base 9 ($07, $08, $10…) to $A8. Mega Man closes his eyes beginning at $A2 and lasting 9 frames. | ||||||||||||||||
0x0500-7F | Sound Values | Each channel is attributed $20(32) addresses. Pulse 1, Pulse 2, Triangle and Noise, in that order.
| ||||||||||||||||
0x06C1 | Boss Energy | $1C(28)-Full, $00-Empty |
Internal Data for Mega Man
| |
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