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Metroid Zero Mission/RAM map: Difference between revisions
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{{rammap|game=Metroid Zero Mission}} | |||
{| border="1" align="center" cellpadding="4" cellspacing="0" style="margin: 0 0 1em 1em; background: #f7f8ff; border: 1px #8888cc solid; border-collapse: collapse; font-size: 95%" | |||
|- style=background:#ccccff | |||
* 3000054 | !'''RAM''' || '''Information''' | ||
* 3000056 - Room | |- | ||
* 3000063 | |2027800 || Clip-data | ||
|- | |||
|202D800 || Decompressed level data goes here | |||
|- | |||
|2034000 || Mini-map decompressed data | |||
|- | |||
|203809D || Slot A area number | |||
|- | |||
|203809E || Slot A room number | |||
|- | |||
|203809F || Slot A door number | |||
|- | |||
* 30004BE | |20392BD || Slot B area number | ||
* 3000BF0 | |- | ||
* 3000BF3 | |20392BE || Slot B room number | ||
|- | |||
* | |20392BF || Slot B door number | ||
* | |- | ||
* 30013E6 - | |203A4DE || Slot C area number | ||
|- | |||
|203A4DE || Slot C room number | |||
* | |- | ||
* | |203A4DF || Slot C door number | ||
* | |- | ||
* 3001541 | |203B6FD || Slot A area number back-up | ||
* 3001542 | |- | ||
* | |203B6FE || Slot A room number back-up | ||
* | |- | ||
* | |203B6FF || Slot A door number back-up | ||
|- | |||
|203C91D || Slot B area number back-up | |||
|- | |||
|203C91E || Slot B room number back-up | |||
|- | |||
|203C91F || Slot B door number back-up | |||
|- | |||
|203DB3D || Slot C area number back-up | |||
|- | |||
|203DB3E || Slot C room number back-up | |||
|- | |||
|203DB3F || Slot C door number back-up | |||
|- | |||
|27DC000 || Start of NES Metroid ROM image (unheadered) | |||
|- | |||
|3000002 || Frame counter | |||
|- | |||
|3000004 || Mono to stereo switch | |||
* 0 for mono | |||
* 1 for stereo | |||
|- | |||
|3000014 || Gallery | |||
* 1 for 4+ hours/easy ending | |||
* 2 for 2–4 hours ending | |||
* 4 for 2- hours ending | |||
* 8 for 100% 2+ hours ending | |||
* 10 for 100% normal 2- hours ending | |||
* 20 for 100% hard 2- hours ending | |||
* 40 for 15-% normal ending | |||
* 80 for 15-% hard ending | |||
|- | |||
|3000016 || Metroid Fusion gallery | |||
* 0 for Metroid Fusion link | |||
* 1 for Metroid Fusion gallery | |||
|- | |||
|3000018 || Sound test + original Metroid | |||
* 1 for original Metroid | |||
* 64 for sound test | |||
|- | |||
|3000020 || Translation switch | |||
* 0 for Kanji | |||
* 1 for Hiragana/Katakana | |||
* 2 for none | |||
* 3 for English | |||
|- | |||
|3000024 || Completed game map switch | |||
* 0 for the normal map screen | |||
* 1 for the timer and item collection map screen | |||
|- | |||
|300002C || Difficulty switch | |||
* 0 for easy | |||
* 1 for normal | |||
* 2 for hard | |||
|- | |||
|300002D || Mothership doors switch | |||
* 0 for normal doors | |||
* 1 for the doors used in Chozodia | |||
|- | |||
|300002E || Time attack switch | |||
|- | |||
|3000030 || Current room's music (only read during door transitions?) | |||
|- | |||
|300004D || Chozodia "space pirates alerted" red flashing | |||
* 0 for yes | |||
* 1 for no | |||
|- | |||
|3000054 || Area number | |||
* 0 for Brinstar | |||
* 1 for Kraid | |||
* 2 for Norfair | |||
* 3 for Ridley | |||
* 4 for Tourian | |||
* 5 for Crateria | |||
* 6 for Chozodia | |||
|- | |||
|3000055 || Room number | |||
|- | |||
|3000056 || Door number | |||
|- | |||
|3000057 || Room transition type | |||
* 12 for a transition with no sound, is also the ship's landing sequence | |||
* 14 for a transition with a door closing sound | |||
* 51 for a transition with an elevator sound, is also Samus' awakening cut-scene | |||
* 52 for a transition with no sound and a room pop-up | |||
* 54 for a transition with a door closing sound and a room pop-up | |||
|- | |||
|3000058 || Room pop-up | |||
* 0 for a normal room | |||
* 1 for a room with a message saying what the room is | |||
|- | |||
|3000059 || Horizontal mini-map co-ordinate | |||
|- | |||
|3000060 || Vertical mini-map co-ordinate | |||
|- | |||
|3000063 || Percentage in Brinstar | |||
|- | |||
|3000064 || Percentage in Kraid | |||
|- | |||
|3000065 || Percentage in Norfair | |||
|- | |||
|3000066 || Percentage in Ridley | |||
|- | |||
|3000067 || Percentage in Tourian | |||
|- | |||
|3000068 || Percentage in Crateria | |||
|- | |||
|3000069 || Percentage in Chozodia | |||
|- | |||
|300009C || Foreground controller | |||
|- | |||
|30000BC || Tileset | |||
|- | |||
|30000E4 || Horizontal background 0 positioning | |||
|- | |||
|30000E6 || Vertical background 0 positioning | |||
|- | |||
|30000E8 || Horizontal background 1 positioning | |||
|- | |||
|30000EA || Vertical background 1 positioning | |||
|- | |||
|30000EC || Horizontal background 2 positioning | |||
|- | |||
|30000EE || Vertical background 2 positioning | |||
|- | |||
|30000F0 || Horizontal background 3 positioning | |||
|- | |||
|30000F2 || Vertical background 3 positioning | |||
|- | |||
|3000150 || In-game timer | |||
|- | |||
|30001A8 || Alarm timer | |||
|- | |||
|30001AC || Enemy 1 orientation | |||
|- | |||
|30001AD || Enemy 1 rotation | |||
|- | |||
|30001AE || Enemy 1 vertical position | |||
|- | |||
|30001B0 || Enemy 1 horizontal position | |||
|- | |||
|30001B2 || Enemy 1 vertical spawn position | |||
|- | |||
|30001B4 || Enemy 1 horizontal spawn position | |||
|- | |||
|30001BE || Ridley's fireball shooting timer | |||
|- | |||
|30001C0 || Enemy 1 health | |||
|- | |||
|30001C2 || Enemy 1 animation frame | |||
|- | |||
|30001C4 || Enemy 1 ROM pointer (32-bit) | |||
|- | |||
|30001C8 || Enemy 1 animation counter | |||
|- | |||
|30001C9 || Enemy 1 ID | |||
|- | |||
|30001CB || Enemy 1 sprite set slot | |||
|- | |||
|30001CC || Enemy 1 palette (4-bit) | |||
|- | |||
|30001D0 || Enemy 1 pose | |||
|- | |||
|30001D1 || Enemy 1 interaction type | |||
* 00 None | |||
* 01 Solid, no damage/knockback | |||
* 02 Solid on top only, no damage/knockback | |||
* 03 Solid on top only, damaging otherwise | |||
* 04 Damaging on all sides, normal knockback | |||
* 05 Hard mode damage (?) | |||
* 06 Self-destruct | |||
* 07 Knockback, no damage | |||
* 08 None | |||
* 09 Damage, no knockback | |||
* 0A Damage | |||
* 0B Damage | |||
* 0C Solid on sides, pushes off top | |||
* 0D Massive knockback | |||
* 0E Self-destruct, always drops large health | |||
* 0F Damage, knockback, ignores invincibility | |||
* 10 Self-destruct, no knockback | |||
* 11 Damage, no knockback, less cooldown | |||
* 12 Damage | |||
* 13 Self-destruct, always drops large health | |||
* 14 Damage | |||
* 15 Damage, knockback, ignores invincibility | |||
* 16 Damage, knockback, ignores invincibility | |||
* 17 None | |||
* 18 Damage, ignores invincibility (damage every frame) | |||
* 19 Damage on one side only, solid otherwise | |||
* 1A Zipline | |||
* 1B 01 Solid, no damage/knockback | |||
* 1C Vertical knockback only | |||
* 1D Massive knockback, ignores invincibility | |||
* 1E Pickup | |||
* 1F None | |||
* 20 Dead | |||
|- | |||
|30001D2 || Enemy 1 cooldown timer | |||
|- | |||
|30001D7 || Enemy 1 invincibility timer | |||
|- | |||
|30001D9 || Enemy 1 respawn timer | |||
|- | |||
|30001DC || Enemy 1 freeze timer | |||
|- | |||
|30004BE || Positioning of Kraid's nails | |||
|- | |||
|300095E || Escape timer | |||
|- | |||
|3000A34 || 1st vertical projectile positioning | |||
|- | |||
|3000A36 || 1st horizontal projectile positioning | |||
|- | |||
|3000A3B || 1st projectile type | |||
* 0 Short beam | |||
* 1 Long beam | |||
* 2 Ice beam | |||
* 3 Wave beam | |||
* 4 Plasma beam | |||
* 5 Pistol | |||
* 6 Charged beam | |||
* 7 Charged long beam | |||
* 8 Charged ice beam | |||
* 9 Charged wave beam | |||
* A Charged plasma beam | |||
* B Charged pistol | |||
* C Missile | |||
* D Super missile | |||
* E Bomb | |||
* F Power bomb | |||
|- | |||
|3000A3F || 1st bomb timer | |||
|- | |||
|3000A50 || 2nd vertical projectile positioning | |||
|- | |||
|3000A52 || 2nd horizontal projectile positioning | |||
|- | |||
|3000A57 || 2nd projectile type | |||
|- | |||
|3000A5B || 2nd bomb timer | |||
|- | |||
|3000A6C || 3rd vertical projectile positioning | |||
|- | |||
|3000A6E || 3rd horizontal projectile positioning | |||
|- | |||
|3000A73 || 3rd projectile type | |||
|- | |||
|3000A77 || 3rd bomb timer | |||
|- | |||
|3000A88 || 4th vertical projectile positioning | |||
|- | |||
|3000A8A || 4th horizontal projectile positioning | |||
|- | |||
|3000A8F || 4th projectile type | |||
|- | |||
|3000A93 || 4th bomb timer | |||
|- | |||
|3000AA4 || 5th vertical projectile positioning | |||
|- | |||
|3000AA6 || 5th horizontal projectile positioning | |||
|- | |||
|3000AAB || 5th projectile type | |||
|- | |||
|3000AAF || 5th bomb timer | |||
|- | |||
|3000AC0 || 6th vertical projectile positioning | |||
|- | |||
|3000AC2 || 6th horizontal projectile positioning | |||
|- | |||
|3000AC7 || 6th projectile type | |||
|- | |||
|3000ACB || 6th bomb timer | |||
|- | |||
|3000ADC || 7th vertical projectile positioning | |||
|- | |||
|3000ADE || 7th horizontal projectile positioning | |||
|- | |||
|3000AE3 || 7th projectile type | |||
|- | |||
|3000AE7 || 7th bomb timer | |||
|- | |||
|3000AF8 || 8th vertical projectile positioning | |||
|- | |||
|3000AFA || 8th horizontal projectile positioning | |||
|- | |||
|3000AFF || 8th projectile type | |||
|- | |||
|3000B03 || 8th bomb timer | |||
|- | |||
|3000B14 || 9th vertical projectile positioning | |||
|- | |||
|3000B16 || 9th horizontal projectile positioning | |||
|- | |||
|3000B1B || 9th projectile type | |||
|- | |||
|3000B1F || 9th bomb timer | |||
|- | |||
|3000B30 || 10th vertical projectile positioning | |||
|- | |||
|3000B32 || 10th horizontal projectile positioning | |||
|- | |||
|3000B37 || 10th projectile type | |||
|- | |||
|3000B3B || 10th bomb timer | |||
|- | |||
|3000B4C || 11th vertical projectile positioning | |||
|- | |||
|3000B4E || 11th horizontal projectile positioning | |||
|- | |||
|3000B53 || 11th projectile type | |||
|- | |||
|3000B57 || 11th bomb timer | |||
|- | |||
|3000B68 || 12th vertical projectile positioning | |||
|- | |||
|3000B6A || 12th horizontal projectile positioning | |||
|- | |||
|3000B6F || 12th projectile type | |||
|- | |||
|3000B73 || 12th bomb timer | |||
|- | |||
|3000B84 || 13th vertical projectile positioning | |||
|- | |||
|3000B86 || 13th horizontal projectile positioning | |||
|- | |||
|3000B8B || 13th projectile type | |||
|- | |||
|3000B8F || 13th bomb timer | |||
|- | |||
|3000BA0 || 14th vertical projectile positioning | |||
|- | |||
|3000BA2 || 14th horizontal projectile positioning | |||
|- | |||
|3000BA7 || 14th projectile type | |||
|- | |||
|3000BAB || 14th bomb timer | |||
|- | |||
|3000BBC || 15th vertical projectile positioning | |||
|- | |||
|3000BBE || 15th horizontal projectile positioning | |||
|- | |||
|3000BC3 || 15th projectile type | |||
|- | |||
|3000BC7 || 15th bomb timer | |||
|- | |||
|3000BD8 || 16th vertical projectile positioning | |||
|- | |||
|3000BDA || 16th horizontal projectile positioning | |||
|- | |||
|3000BDF || 16th projectile type | |||
|- | |||
|3000BE3 || 16th bomb timer | |||
|- | |||
|3000BF0 || Menu status | |||
* 0 Exits menu | |||
* 1 Suit effect, side effects include loss of every ability | |||
* 2 Normal Menu, also used for the Kraid/Ridley statue scene and the Ridley scene | |||
* 3 Map | |||
* 4 Chozo map | |||
* 5 Reveals the map | |||
* 6 Shows latest ability | |||
* 7 Zero suit | |||
* 8 Gravity suit, side effects include not being able to move | |||
* 9 Resets room, then messes up all the sprites | |||
|- | |||
|3000BF3 || Controls the option menu | |||
|- | |||
|3000C10 || The delay before the next letter | |||
|- | |||
|3000C70 || Game Mode | |||
* 0000 Reset Game | |||
* 0001 Title Cutscene | |||
* 0002 Title Screen | |||
* 0003 Save Menu | |||
* 0004 Game | |||
* 0005 Pause Screen | |||
* 0006 Game Over | |||
* 0007 Final Cutscene before Credits | |||
* 0008 Credits | |||
* 0009 Trigger Game | |||
* 000A Game Cutscene | |||
* 000B Demo Game | |||
* 000C Gallery | |||
|- | |||
|3000C72 || Game Sub-Mode | |||
|- | |||
|300137C || Button Input | |||
|- | |||
|300137E || New Input | |||
|- | |||
|3001380 || Changed Input | |||
|- | |||
|30013D4 || Pose status | |||
* 0: Running | |||
* 1: Standing | |||
* 2: Turning around | |||
* 3: Shooting | |||
* 4: Ducking | |||
* 5: Turning around and ducking | |||
* 6: Shooting and ducking | |||
* 7: Skidding | |||
* 8: Jumping/falling | |||
* 9: Turning around and jumping/falling | |||
* A: Landing | |||
* B: Starting a spin-jump | |||
* C: Spinning | |||
* D: Wall-jumping | |||
* E: Space-jumping | |||
* F: Screw-attacking | |||
* 10: Morphing | |||
* 11: Morph ball | |||
* 12: Rolling | |||
* 13: Unmorphing | |||
* 14: Jumping/falling in morphball | |||
* 15: Hanging on a ledge | |||
* 16: Starting to hold your arm cannon out on a ledge | |||
* 17: Starting to hold your arm cannon in on a ledge | |||
* 18: Holding your arm cannon out on a ledge | |||
* 19: Shooting on a ledge | |||
* 1A: Pulling yourself up from hanging | |||
* 1B: Pulling yourself forward from hanging | |||
* 1C: Pulling yourself into a morphball tunnel | |||
* 1D: Using an elevator | |||
* 1E: Facing the foreground | |||
* 1F: Turning to/from the foreground | |||
* 20: Getting held by chozo | |||
* 21: Delay before shinesparking | |||
* 22: Shinesparking | |||
* 23: Delay after shinesparking | |||
* 24: Spinning after shinespark | |||
* 25: Delay before ballsparking | |||
* 26: Ballsparking | |||
* 27: Delay after ballsparking | |||
* 28: Hanging on a zipline | |||
* 29: Shooting on a zipline | |||
* 2A: Turning on a zipline | |||
* 2B: Hanging on a zipline in morphball | |||
* 2C: On a save pad | |||
* 2D: Downloading a map | |||
* 2E: Turning around for a map station | |||
* 2F: Getting hurt | |||
* 30: Getting knocked back | |||
* 31: Getting hurt in morphball | |||
* 32: Getting knocked back morphball | |||
* 33: Dying | |||
* 34: Entering a crawlspace | |||
* 35: In a crawlspace | |||
* 36: Turned around in a crawlspace | |||
* 37: Crawling | |||
* 38: Exiting a crawlspace | |||
* 39: Turning around in a crawlspace | |||
* 3A: Shooting in a crawlspace | |||
* 3B: Uncrouching/turned | |||
* 3C: Crouching | |||
* 3D: Grabbing a ledge | |||
* 3E: Facing the background | |||
* 3F: Turning to/from the background | |||
* 40: Activating the ziplines | |||
* 41: In the space pirate ship | |||
* 42: Turning around for the space pirate ship | |||
|- | |||
|30013D5 || Collision detection status? | |||
* 0 On ground | |||
* 2 In air | |||
* 4 Shinesparked into wall/ceiling | |||
|- | |||
|30013D6 || Arm cannon direction | |||
* 0 Forward | |||
* 1 Diagonally upwards | |||
* 2 Diagonally downwards | |||
* 3 Upwards | |||
* 4 Downwards | |||
* 5 None | |||
|- | |||
|30013D7 || Turning switch | |||
* 0 Not turning around | |||
* 1 Turning around | |||
|- | |||
|30013D8 || Shinespark angle | |||
* 0 Upwards | |||
* 1 Sidewards | |||
* 2 Diagonally | |||
|- | |||
|30013D9 || Speed boosting switch | |||
|- | |||
|30013DA || Invincibility timer | |||
|- | |||
|30013DB || Wall-jump timer | |||
|- | |||
|30013DC || Shinespark timer | |||
|- | |||
|30013DD || Unmorph glow timer | |||
|- | |||
|30013DE || Speed boost counter | |||
|- | |||
|30013E2 || Direction switch | |||
|- | |||
|30013E4 || Elevator direction (?) | |||
* 40 Up | |||
* 80 Down | |||
|- | |||
|30013E6 || Horizontal positioning | |||
|- | |||
|30013E8 || Vertical positioning | |||
|- | |||
|30013EA || Horizontal momentum | |||
|- | |||
|30013EC || Vertical momentum | |||
|- | |||
|30013EE || Slope type | |||
* 00 Flat | |||
* 11 Steep right | |||
* 12 Gentle right | |||
* 21 Steep left | |||
* 22 Gentle left | |||
|- | |||
|30013F0 || Animation counter | |||
|- | |||
|30013F1 || Animation status | |||
|- | |||
|30013F4 || Animation type | |||
|- | |||
|3001414 || L aiming status | |||
* 0 None | |||
* 1 Diagonally upwards | |||
* 2 Diagonally downwards | |||
|- | |||
|3001415 || Shot type | |||
* 1 for normal shot | |||
* 2 for missile | |||
* 3 for super missile | |||
* 4 for bomb | |||
* 5 for power bomb | |||
* 6 for charged shot | |||
|- | |||
|3001416 || Missile switch | |||
* 1 for missiles | |||
* 2 for super missiles | |||
* 4 for power bombs | |||
|- | |||
|3001417 || Missile selector switch | |||
* 0 for missiles | |||
* 1 for super missiles | |||
|- | |||
|3001418 || Weapon cooldown | |||
|- | |||
|3001419 || Charge beam counter | |||
|- | |||
|300141A || Arm cannon knockback timer | |||
|- | |||
|300141C || Echo switch | |||
|- | |||
|300141D || Echo remove timer | |||
|- | |||
|300141E || Echo distance | |||
|- | |||
|3001424-30014A2 || Previous 64 horizontal positionings | |||
|- | |||
|30014A4-3001522 || Previous 64 vertical positionings | |||
|- | |||
|3001530 || Health capacity | |||
|- | |||
|3001532 || Missile capacity | |||
|- | |||
|3001534 || Super missile capacity | |||
|- | |||
|3001535 || Power bomb capacity | |||
|- | |||
|3001536 || Health status | |||
|- | |||
|3001538 || Missile status | |||
|- | |||
|300153A || Super missile status | |||
|- | |||
|300153B || Power bomb status | |||
|- | |||
|300153C || Beam + Bomb status | |||
* 1 for Long beam | |||
* 2 for Ice beam | |||
* 4 for Wave beam | |||
* 8 for Plasma beam | |||
* 10 for Charge beam | |||
* 80 for Bombs | |||
|- | |||
|300153D || Beam + Bomb activation status | |||
* 1 for Long beam | |||
* 2 for Ice beam | |||
* 4 for Wave beam | |||
* 8 for Plasma beam | |||
* 10 for Charge beam | |||
* 80 for Bombs | |||
|- | |||
|300153E || Suit + Misc. status | |||
* 1 for Hi-jump | |||
* 2 for Speed booster | |||
* 4 for Space jump | |||
* 8 for Screw attack | |||
* 10 for Varia suit | |||
* 20 for Gravity suit | |||
* 40 for Morph ball | |||
* 80 for Power grip | |||
|- | |||
|300153F || Suit + Misc. activation status | |||
* 1 for Hi-jump | |||
* 2 for Speed booster | |||
* 4 for Space jump | |||
* 8 for Screw attack | |||
* 10 for Varia suit | |||
* 20 for Gravity suit | |||
* 40 for Morph ball | |||
* 80 for Power grip | |||
|- | |||
|3001540 || Scanned map status | |||
* 1 for Brinstar | |||
* 2 for Kraid | |||
* 4 for Norfair | |||
* 8 for Ridley | |||
* 10 for Tourian | |||
* 20 for Crateria | |||
* 40 for Chozodia | |||
|- | |||
|3001541 || Low health beep | |||
* 0 for not on | |||
* 1 for on | |||
|- | |||
|3001542 || Extra Suit Status | |||
* 0 for normal suit | |||
* 1 for unknown items enabled | |||
* 2 for zero suit | |||
* 3 for combination of 1 + 2 | |||
|- | |||
|030015E4 || Underwater Flag | |||
|- | |||
|030015E6 || X Acceleration | |||
|- | |||
|030015E8 || Max X Speed | |||
|- | |||
|030015EA || Y Acceleration | |||
|- | |||
|030015EC || Max Jumping Speed | |||
|- | |||
|030015EE || Max Falling Speed | |||
|- | |||
|030015F0 || In-Air X Acceleration | |||
|- | |||
|030015F2 || In-Air Max X Speed | |||
|- | |||
|030015F4 || In-Air Morphball Max X Speed | |||
|- | |||
|300175D || Final percentage | |||
|- | |||
|30017CC || Map/Menu Item 1 Vertical Position | |||
|- | |||
|30017CE || Map/Menu Item 1 Horizontal Position | |||
|- | |||
|30017D4 || Map/Menu Item 1 Animation Counter | |||
|- | |||
|30017D5 || Map/Menu Item 1 Animation | |||
|- | |||
|30017D6 || Map/Menu Item 1 ID | |||
|- | |||
|30017DC || Map/Menu Item 2 Vertical Position | |||
|- | |||
|30017DE || Map/Menu Item 2 Horizontal Position | |||
|- | |||
|30017E4 || Map/Menu Item 2 Animation Counter | |||
|- | |||
|30017E5 || Map/Menu Item 2 Animation | |||
|- | |||
|30017E6 || Map/Menu Item 2 ID | |||
|- | |||
|30017EC || Map/Menu Item 3 Vertical Position | |||
|- | |||
|30017EE || Map/Menu Item 3 Horizontal Position | |||
|- | |||
|30017F4 || Map/Menu Item 3 Animation Counter | |||
|- | |||
|30017F5 || Map/Menu Item 3 Animation | |||
|- | |||
|30017F6 || Map/Menu Item 3 ID | |||
|- | |||
|300180C || Map/Menu Item 4 Vertical Position | |||
|- | |||
|300180E || Map/Menu Item 4 Horizontal Position | |||
|- | |||
|3001814 || Map/Menu Item 4 Animation Counter | |||
|- | |||
|3001815 || Map/Menu Item 4 Animation | |||
|- | |||
|3001816 || Map/Menu Item 4 ID | |||
|- | |||
|300545C || Start of door data | |||
|- | |||
|3001D21 || Current music flags | |||
* 4 delays other sounds until flag is unset | |||
* 10, 20, 40 do "something" | |||
* 80 stops updating of playing sound | |||
|- | |||
|3001D22 || Next music ID (during door transitions) | |||
|- | |||
|30054F4 || Tide image movement type | |||
* 0 for up/down only | |||
* 1 for slow left movement | |||
* 2 for fast left movement | |||
* 3 for rising | |||
* 4 for falling | |||
|} | |||
{{Internal Data}} |
Latest revision as of 13:02, 29 March 2024
The following article is a RAM map for Metroid Zero Mission.
RAM | Information |
---|---|
2027800 | Clip-data |
202D800 | Decompressed level data goes here |
2034000 | Mini-map decompressed data |
203809D | Slot A area number |
203809E | Slot A room number |
203809F | Slot A door number |
20392BD | Slot B area number |
20392BE | Slot B room number |
20392BF | Slot B door number |
203A4DE | Slot C area number |
203A4DE | Slot C room number |
203A4DF | Slot C door number |
203B6FD | Slot A area number back-up |
203B6FE | Slot A room number back-up |
203B6FF | Slot A door number back-up |
203C91D | Slot B area number back-up |
203C91E | Slot B room number back-up |
203C91F | Slot B door number back-up |
203DB3D | Slot C area number back-up |
203DB3E | Slot C room number back-up |
203DB3F | Slot C door number back-up |
27DC000 | Start of NES Metroid ROM image (unheadered) |
3000002 | Frame counter |
3000004 | Mono to stereo switch
|
3000014 | Gallery
|
3000016 | Metroid Fusion gallery
|
3000018 | Sound test + original Metroid
|
3000020 | Translation switch
|
3000024 | Completed game map switch
|
300002C | Difficulty switch
|
300002D | Mothership doors switch
|
300002E | Time attack switch |
3000030 | Current room's music (only read during door transitions?) |
300004D | Chozodia "space pirates alerted" red flashing
|
3000054 | Area number
|
3000055 | Room number |
3000056 | Door number |
3000057 | Room transition type
|
3000058 | Room pop-up
|
3000059 | Horizontal mini-map co-ordinate |
3000060 | Vertical mini-map co-ordinate |
3000063 | Percentage in Brinstar |
3000064 | Percentage in Kraid |
3000065 | Percentage in Norfair |
3000066 | Percentage in Ridley |
3000067 | Percentage in Tourian |
3000068 | Percentage in Crateria |
3000069 | Percentage in Chozodia |
300009C | Foreground controller |
30000BC | Tileset |
30000E4 | Horizontal background 0 positioning |
30000E6 | Vertical background 0 positioning |
30000E8 | Horizontal background 1 positioning |
30000EA | Vertical background 1 positioning |
30000EC | Horizontal background 2 positioning |
30000EE | Vertical background 2 positioning |
30000F0 | Horizontal background 3 positioning |
30000F2 | Vertical background 3 positioning |
3000150 | In-game timer |
30001A8 | Alarm timer |
30001AC | Enemy 1 orientation |
30001AD | Enemy 1 rotation |
30001AE | Enemy 1 vertical position |
30001B0 | Enemy 1 horizontal position |
30001B2 | Enemy 1 vertical spawn position |
30001B4 | Enemy 1 horizontal spawn position |
30001BE | Ridley's fireball shooting timer |
30001C0 | Enemy 1 health |
30001C2 | Enemy 1 animation frame |
30001C4 | Enemy 1 ROM pointer (32-bit) |
30001C8 | Enemy 1 animation counter |
30001C9 | Enemy 1 ID |
30001CB | Enemy 1 sprite set slot |
30001CC | Enemy 1 palette (4-bit) |
30001D0 | Enemy 1 pose |
30001D1 | Enemy 1 interaction type
|
30001D2 | Enemy 1 cooldown timer |
30001D7 | Enemy 1 invincibility timer |
30001D9 | Enemy 1 respawn timer |
30001DC | Enemy 1 freeze timer |
30004BE | Positioning of Kraid's nails |
300095E | Escape timer |
3000A34 | 1st vertical projectile positioning |
3000A36 | 1st horizontal projectile positioning |
3000A3B | 1st projectile type
|
3000A3F | 1st bomb timer |
3000A50 | 2nd vertical projectile positioning |
3000A52 | 2nd horizontal projectile positioning |
3000A57 | 2nd projectile type |
3000A5B | 2nd bomb timer |
3000A6C | 3rd vertical projectile positioning |
3000A6E | 3rd horizontal projectile positioning |
3000A73 | 3rd projectile type |
3000A77 | 3rd bomb timer |
3000A88 | 4th vertical projectile positioning |
3000A8A | 4th horizontal projectile positioning |
3000A8F | 4th projectile type |
3000A93 | 4th bomb timer |
3000AA4 | 5th vertical projectile positioning |
3000AA6 | 5th horizontal projectile positioning |
3000AAB | 5th projectile type |
3000AAF | 5th bomb timer |
3000AC0 | 6th vertical projectile positioning |
3000AC2 | 6th horizontal projectile positioning |
3000AC7 | 6th projectile type |
3000ACB | 6th bomb timer |
3000ADC | 7th vertical projectile positioning |
3000ADE | 7th horizontal projectile positioning |
3000AE3 | 7th projectile type |
3000AE7 | 7th bomb timer |
3000AF8 | 8th vertical projectile positioning |
3000AFA | 8th horizontal projectile positioning |
3000AFF | 8th projectile type |
3000B03 | 8th bomb timer |
3000B14 | 9th vertical projectile positioning |
3000B16 | 9th horizontal projectile positioning |
3000B1B | 9th projectile type |
3000B1F | 9th bomb timer |
3000B30 | 10th vertical projectile positioning |
3000B32 | 10th horizontal projectile positioning |
3000B37 | 10th projectile type |
3000B3B | 10th bomb timer |
3000B4C | 11th vertical projectile positioning |
3000B4E | 11th horizontal projectile positioning |
3000B53 | 11th projectile type |
3000B57 | 11th bomb timer |
3000B68 | 12th vertical projectile positioning |
3000B6A | 12th horizontal projectile positioning |
3000B6F | 12th projectile type |
3000B73 | 12th bomb timer |
3000B84 | 13th vertical projectile positioning |
3000B86 | 13th horizontal projectile positioning |
3000B8B | 13th projectile type |
3000B8F | 13th bomb timer |
3000BA0 | 14th vertical projectile positioning |
3000BA2 | 14th horizontal projectile positioning |
3000BA7 | 14th projectile type |
3000BAB | 14th bomb timer |
3000BBC | 15th vertical projectile positioning |
3000BBE | 15th horizontal projectile positioning |
3000BC3 | 15th projectile type |
3000BC7 | 15th bomb timer |
3000BD8 | 16th vertical projectile positioning |
3000BDA | 16th horizontal projectile positioning |
3000BDF | 16th projectile type |
3000BE3 | 16th bomb timer |
3000BF0 | Menu status
|
3000BF3 | Controls the option menu |
3000C10 | The delay before the next letter |
3000C70 | Game Mode
|
3000C72 | Game Sub-Mode |
300137C | Button Input |
300137E | New Input |
3001380 | Changed Input |
30013D4 | Pose status
|
30013D5 | Collision detection status?
|
30013D6 | Arm cannon direction
|
30013D7 | Turning switch
|
30013D8 | Shinespark angle
|
30013D9 | Speed boosting switch |
30013DA | Invincibility timer |
30013DB | Wall-jump timer |
30013DC | Shinespark timer |
30013DD | Unmorph glow timer |
30013DE | Speed boost counter |
30013E2 | Direction switch |
30013E4 | Elevator direction (?)
|
30013E6 | Horizontal positioning |
30013E8 | Vertical positioning |
30013EA | Horizontal momentum |
30013EC | Vertical momentum |
30013EE | Slope type
|
30013F0 | Animation counter |
30013F1 | Animation status |
30013F4 | Animation type |
3001414 | L aiming status
|
3001415 | Shot type
|
3001416 | Missile switch
|
3001417 | Missile selector switch
|
3001418 | Weapon cooldown |
3001419 | Charge beam counter |
300141A | Arm cannon knockback timer |
300141C | Echo switch |
300141D | Echo remove timer |
300141E | Echo distance |
3001424-30014A2 | Previous 64 horizontal positionings |
30014A4-3001522 | Previous 64 vertical positionings |
3001530 | Health capacity |
3001532 | Missile capacity |
3001534 | Super missile capacity |
3001535 | Power bomb capacity |
3001536 | Health status |
3001538 | Missile status |
300153A | Super missile status |
300153B | Power bomb status |
300153C | Beam + Bomb status
|
300153D | Beam + Bomb activation status
|
300153E | Suit + Misc. status
|
300153F | Suit + Misc. activation status
|
3001540 | Scanned map status
|
3001541 | Low health beep
|
3001542 | Extra Suit Status
|
030015E4 | Underwater Flag |
030015E6 | X Acceleration |
030015E8 | Max X Speed |
030015EA | Y Acceleration |
030015EC | Max Jumping Speed |
030015EE | Max Falling Speed |
030015F0 | In-Air X Acceleration |
030015F2 | In-Air Max X Speed |
030015F4 | In-Air Morphball Max X Speed |
300175D | Final percentage |
30017CC | Map/Menu Item 1 Vertical Position |
30017CE | Map/Menu Item 1 Horizontal Position |
30017D4 | Map/Menu Item 1 Animation Counter |
30017D5 | Map/Menu Item 1 Animation |
30017D6 | Map/Menu Item 1 ID |
30017DC | Map/Menu Item 2 Vertical Position |
30017DE | Map/Menu Item 2 Horizontal Position |
30017E4 | Map/Menu Item 2 Animation Counter |
30017E5 | Map/Menu Item 2 Animation |
30017E6 | Map/Menu Item 2 ID |
30017EC | Map/Menu Item 3 Vertical Position |
30017EE | Map/Menu Item 3 Horizontal Position |
30017F4 | Map/Menu Item 3 Animation Counter |
30017F5 | Map/Menu Item 3 Animation |
30017F6 | Map/Menu Item 3 ID |
300180C | Map/Menu Item 4 Vertical Position |
300180E | Map/Menu Item 4 Horizontal Position |
3001814 | Map/Menu Item 4 Animation Counter |
3001815 | Map/Menu Item 4 Animation |
3001816 | Map/Menu Item 4 ID |
300545C | Start of door data |
3001D21 | Current music flags
|
3001D22 | Next music ID (during door transitions) |
30054F4 | Tide image movement type
|
Internal Data for Metroid Zero Mission
| |
---|---|