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Metroid Fusion/RAM map: Difference between revisions
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m (Xkeeper moved page Metroid Fusion:RAM map to Metroid Fusion/RAM map: normalize subpages and titles) |
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(36 intermediate revisions by 11 users not shown) | |||
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= | {{rammap|game=Metroid Fusion}} | ||
{| 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%" | {| 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%" | ||
Line 5: | Line 5: | ||
!'''RAM''' || '''Information''' | !'''RAM''' || '''Information''' | ||
|- | |- | ||
| | |2000000-FFFF || --Unknown-- | ||
|- | |- | ||
| | |2010000-0FFF || Decompressed Bg2 map | ||
|- | |- | ||
| | |2011000-25FFF || --Unknown-- | ||
|- | |- | ||
| | |2026000-8FFF || Decompressed clipdata | ||
|- | |- | ||
| | |2029000-BFFF || Decompressed foreground map | ||
|- | |- | ||
| | |202C000-EFFF || Decompressed level map | ||
|- | |- | ||
| | |202F000-31FFF || Decompressed backLevel map | ||
|- | |- | ||
| | |2032000-2FFF || Decompressed background map | ||
|- | |- | ||
| | |2033000-3FFF || Unused | ||
|- | |- | ||
| | |2034000-47FF || Map data | ||
|- | |- | ||
| | |2034800-4FFF || Decompressed map data | ||
|- | |- | ||
| | |2035000-53FF || --Unknown-- | ||
|- | |- | ||
| | |2035400-55FF || Background palette | ||
|- | |- | ||
| | |2035600-57FF || Sprite palette | ||
|- | |- | ||
| | |2035800-7BFF || --Unknown-- | ||
|- | |- | ||
| | |2036000-63FB || No respawn blocks 1 | ||
|- | |- | ||
| | |2037200-73FF || No respawn blocks 2 (there's a difference) | ||
|- | |- | ||
| | |2037C00-7FFF || Map explored | ||
|- | |- | ||
| | |2038000-807F || 000-07F of SRAM | ||
|- | |- | ||
| | |2038080-80FF || Copy of above | ||
|- | |- | ||
| | |2038100-81FF || Unused | ||
|- | |- | ||
| | |2038200-93FF || Slot A SRAM | ||
|- | |- | ||
| | |2039400-A5FF || Slot A SRAM backup | ||
|- | |- | ||
| | |203A600-B7FF || Slot B SRAM | ||
|- | |- | ||
| | |203B800-C9FF || Slot B SRAM backup | ||
|- | |- | ||
| | |203CA00-DBFF || Slot C SRAM | ||
|- | |- | ||
| | |203DC00-EE00 || Slot C SRAM backup | ||
|- | |- | ||
| | |203EE00-F03F || 0x6E00-0x703F of SRAM | ||
|- | |- | ||
| | |203F040-F0BF || Clear | ||
|- | |- | ||
| | |203F0C0-FFFF || 0x70C0-0x7FFF of SRAM | ||
|- | |- | ||
| | |3000000 || X-Parasite Target display flag | ||
|- | |- | ||
| | |3000002 || 16-bit frame counter | ||
|- | |- | ||
| | |3000004 || Written to 4000052 (BLDALPHA, alpha blending coefficients) | ||
|- | |- | ||
| | |3000006 || Written to 4000050 (BLDCNT, color special effects selection) | ||
|- | |- | ||
| | |3000008 || Written to 4000000 (DISPCNT, LCD control) | ||
|- | |- | ||
| | |300000C || Written to 4000049 (WININ-high, inside of window 1) | ||
|- | |- | ||
| | |300000D || Written to 400004A (WINOUT-low, outside of windows) | ||
|- | |- | ||
| | |300000E || Written to 5000000 (Transparent colour) | ||
|- | |- | ||
| | |3000010 || Copied to 203800A | ||
|- | |- | ||
| | |3000011 || Language | ||
* 00 Japanese | |||
* 01 Japanese (no difference in US release) | |||
* 02 English | |||
* 03 German | |||
* 04 French | |||
* 05 Italian | |||
* 06 Spanish | |||
|- | |||
|3000014 || Completed game flag | |||
|- | |||
|3000015 || Intro story played flag | |||
|- | |||
|3000018 || Fades backgrounds to black or white | |||
* 00/FF Nothing | |||
* 02 Fade to white | |||
* All others fade to black | |||
|- | |||
|3000019 || Which background's position is written to 400001C/1E (BG3HOFS/BG3VOFS, BG3 X-Offset/BG3 Y-Offset) | |||
|- | |||
|300001A || Puts Samus always on top of the background | |||
|- | |||
|300001B || Most recent (in game's order) ability recovered | |||
|- | |||
|300001C || To which security level doors will flash | |||
* 00-04 Doors up to level 0-4 flash | |||
* FF No doors flash | |||
|- | |||
|300001D || Back-up of 0300131D (Security status), during power cut | |||
|- | |||
|0z0300001E || Which demo is playing | |||
* 00 TRO, demonstrating bomb jumping | |||
* 01 ARC, demonstrating ice missiles | |||
* 02 AQA, demonstrating pseudo-screw-attack | |||
* 03 Main Deck, demonstrating eye-door | |||
* 04 SRX, demonstrating wall-jumping | |||
* 05 TRO, demonstrating shinesparking | |||
* 06 AQA, demonstrating chain blocks | |||
* 07 ARC, demonstrating power bombs | |||
* 08 PYR, demonstrating diagonal sparking | |||
* 09 NOC, demonstrating diffusion missiles | |||
* 0A Main Deck, demonstrating boss formation | |||
* 0B SRX, demonstrating screw attack | |||
|- | |||
|300001F || Demo is playing flag | |||
|- | |||
|3000020 || Reboots the game | |||
|- | |||
|3000025 || Disables soft-resets | |||
|- | |||
|300002C || Current area | |||
* 00 Main Deck | |||
* 01 SRX | |||
* 02 TRO | |||
* 03 PYR | |||
* 04 AQA | |||
* 05 ARC | |||
* 06 NOC | |||
* 07 Debug1 | |||
* 08 Debug2 | |||
* 09 Debug3 | |||
|- | |||
|300002D || Current room | |||
|- | |||
|300002E || Current/last travelled door | |||
|- | |||
|300002F || Current/last travelled door properties | |||
|- | |||
|3000030 || Bit6 of above, displays new area pop-up | |||
|- | |||
|3000031 || Map X coordinate | |||
|- | |||
|3000032 || Map Y coordinate | |||
|- | |||
|300003B || Main Deck Percentage | |||
|- | |||
|300003C || Current SRX Percentage | |||
|- | |||
|300003D || Current TRO Percentage | |||
|- | |||
|300003E || Current PYR Percentage | |||
|- | |||
|300003F || Current AQA Percentage | |||
|- | |||
|3000040 || Current ARC Percentage | |||
|- | |||
|3000041 || Current NOC Percentage | |||
|- | |||
|3000043 || Foreground effect | |||
* 00 Nothing | |||
* 01 Red gradient background | |||
* 02 Soda/(electric)water room | |||
* 03 Heat room | |||
* 04 Atmospheric stabaliser room | |||
* 06 Ceiling lights room | |||
* 07 Nightmare's room | |||
* 08 Power bomb exploding | |||
* 09 Power bomb imploding | |||
|- | |||
|3000044 || Y-position of above | |||
|- | |||
|3000052 || Spriteset | |||
|- | |||
|3000054 || Which spriteset entry was used | |||
|- | |||
|3000058 || Which animated level tiles to use | |||
|- | |||
|3000060 || Sub-event counter | |||
|- | |||
|3000070 || Back-up of 4000000 (DISPCNT, LCD control), during non-gameplay | |||
|- | |||
|3000072 || Back-up of 4000050 (BLDCNT, color special effects selection), during non-gameplay | |||
|- | |||
|3000074 || Back-up of 4000052 (BLDALPHA, alpha blending coefficients), during non-gameplay | |||
|- | |||
|3000076 || Back-up of 4000049 (WININ-high, inside of window 1), during non-gameplay | |||
|- | |||
|3000077 || Back-up of 400004A (WINOUT-low, outside of windows), during non-gameplay | |||
|- | |||
|3000078 || Back-up of 4000008 (BG0CNT, BG0 control), written to only | |||
|- | |||
|300007A || Back-up of 400000A (BG1CNT, BG1 control) | |||
|- | |||
|300007C || Back-up of 400000C (BG2CNT, BG2 control) | |||
|- | |||
|300007E || Back-up of 400000E (BG3CNT, BG3 control) | |||
|- | |||
|3000080 || Back-up of 4000008 (BG0CNT, BG0 control) | |||
|- | |||
|3000084 || Pointer to decompressed foreground | |||
|- | |||
|3000088 || Width of foreground in blocks | |||
|- | |||
|300008A || Height of foreground in blocks | |||
|- | |||
|300008C || Pointer to decompressed level | |||
|- | |||
|3000090 || Width of level in blocks | |||
|- | |||
|3000092 || Height of level in blocks | |||
|- | |||
|3000094 || Pointer to decompressed back-level | |||
|- | |||
|3000098 || Width of back-level in blocks | |||
|- | |||
|300009A || Height of back-level in blocks | |||
|- | |||
|300009C || Pointer to decompressed clipdata | |||
|- | |||
|30000A0 || Width of clipdata in blocks | |||
|- | |||
|30000A2 || Height of clipdata in blocks | |||
|- | |||
|30000A4 || Tileset | |||
|- | |||
|30000A5 || Foreground properties | |||
* 00 None | |||
* 10 RLE compressed | |||
* 12 Escape rooms | |||
* 13 Elevator hall | |||
* 14 Nettori power rooms / Restricted Lab rooms | |||
* 40 LZ77 compressed | |||
* 41 Nightmare's room | |||
* 43 Dark rooms | |||
* 44 SA-X rooms | |||
* 45 Dark rooms? (First ones on Main Deck) | |||
* 46 Electric water | |||
* 47 Atmospheric stabaliser rooms | |||
* 48 ??? (Loadsa PYR rooms, all navagation/elevator rooms) | |||
* 49 Nightmare background | |||
* 4A Omega Metroid room | |||
|- | |||
|30000A6 || Level properties | |||
|- | |||
|30000A7 || Back-Level properties | |||
|- | |||
|30000A8 || Background properties | |||
|- | |||
|30000AA || Method of BG3 scrolling | |||
* 00 Type 0 0 | |||
* 01 Type 2 0 | |||
* 02 Type 0 2 | |||
* 03 Type 2 2 | |||
* 04 Type 1 2 | |||
* 05 Type 2 1 | |||
* 06 Type 1 1 | |||
* 07 Type 1 0 | |||
* 08 Type 1 0 | |||
* 09 Type 3 0 | |||
* 0A Type 1 1 | |||
* X | |||
* 0 Scroll [Bg3 X velocity] every frame | |||
* 1 Scroll relative to Bg0 | |||
* 2 Scroll relative to the screen/2 + [Bg3 X velocity] | |||
* 3 Scroll relative to the screen/4 + [Bg3 X velocity] | |||
* Y | |||
* 0 Don't scroll | |||
* 1 Scroll relative to Bg0 | |||
* 2 Scroll relative to Bg0/2 | |||
|- | |||
|30000AB || Transparency | |||
|- | |||
|30000AC || Pointer to room's enemy data | |||
|- | |||
|30000B0 || Event to use the first spriteset | |||
|- | |||
|30000B1 || Event to use the second spriteset | |||
|- | |||
|30000B2 || Room's map X coordinate | |||
|- | |||
|30000B3 || Room's map Y coordinate | |||
|- | |||
|30000B4 || Room effect | |||
* 00 None | |||
* 01 Water | |||
* 02 Lava | |||
* 03 Heat room | |||
* 04 Soda | |||
* 05 Cold room | |||
* 06 Cold room, no knockback | |||
* 07 Unused | |||
* 08 Ceiling light | |||
* 09 Red gradient | |||
* 0A Unused | |||
|- | |||
|30000B6 || Room effect Y position | |||
|- | |||
|30000BA || Music track | |||
|- | |||
|30000BC || Foreground size | |||
* 00 256x256 | |||
* 01 512x256 | |||
* 02 256x512 | |||
|- | |||
|30000BD || Background size | |||
|- | |||
|30000BE || Animated tileset | |||
|- | |||
|30000BF || Extra palette | |||
|- | |||
|30000C8 || Bg0 X position | |||
|- | |||
|30000CA || Bg0 Y position | |||
|- | |||
|30000CC || Bg1 X position | |||
|- | |||
|30000CE || Bg1 Y position | |||
|- | |||
|30000D0 || Bg2 X position | |||
|- | |||
|30000D2 || Bg2 Y position | |||
|- | |||
|30000D4 || Bg3 X position | |||
|- | |||
|30000D6 || Bg3 Y position | |||
|- | |||
|3000110 || Power bomb animation frame | |||
|- | |||
|3000111 || Power bomb animation counter | |||
|- | |||
|3000112 || Power bomb semi-minor axis | |||
|- | |||
|3000114 || Power bomb X position | |||
|- | |||
|3000116 || Power bomb Y position | |||
|- | |||
|3000118 || Power bomb left boundary offset | |||
|- | |||
|300011A || Power bomb right boundary offset | |||
|- | |||
|300011C || Power bomb top boundary offset | |||
|- | |||
|300011E || Power bomb bottom boundary offset | |||
|- | |||
|3000124 || Screen X position | |||
|- | |||
|3000128 || Screen Y position | |||
|- | |||
|300012A || Screen X velocity | |||
|- | |||
|300012B || Screen Y velocity | |||
|- | |- | ||
|3000138 || In-game timer | |3000138 || In-game timer | ||
* + 0 Hours (stops at 99) | |||
* + 1 Minutes (loops at 60) | |||
* + 2 Seconds (loops at 60) | |||
* + 3 Frames (loops at 63) | |||
* + 4 Stop flag, set once max in-game time has been reached | |||
|- | |||
|3000140-067F || Enemy data, (24 slots of 0x38 bytes) | |||
|- | |||
|3000680-068E || Spriteset Enemy IDs | |||
|- | |||
|300068F-069D || Spriteset Enemy GFX slots | |||
|- | |||
|30006BC || Enemy orientation | |||
|- | |- | ||
| | |30006BE || Enemy Y position | ||
|- | |- | ||
| | |30006C0 || Enemy X position | ||
|- | |- | ||
| | |30006C2 || Enemy Y position spawn | ||
|- | |- | ||
| | |30006C4 || Enemy X position spawn | ||
|- | |- | ||
| | |30006C6 || Enemy top boundary offset | ||
|- | |- | ||
| | |30006C8 || Enemy bottom boundary offset | ||
|- | |- | ||
| | |30006CA || Enemy left boundary offset | ||
|- | |- | ||
| | |30006CC || Enemy right boundary offset | ||
|- | |- | ||
| | |30006D0 || Enemy health | ||
|- | |- | ||
| | |30006D2 || Enemy animation | ||
|- | |- | ||
| | |30006D4 || Enemy graphic pointer | ||
|- | |- | ||
| | |30006D8 || Enemy animation counter | ||
|- | |- | ||
| | |30006D9 || Enemy id | ||
|- | |- | ||
| | |30006DA || Enemy spriteset slot | ||
|- | |- | ||
| | |30006DB || Enemy spriteset gfx slot | ||
|- | |- | ||
| | |30006DC || Enemy palette | ||
|- | |- | ||
| | |30006DD || Unknown (used in spritedata routine) | ||
|- | |- | ||
| | |30006DE || Unknown (used in spritedata routine) | ||
|- | |- | ||
| | |30006DF || Enemy slot | ||
|- | |- | ||
| | |30006E0 || Enemy pose | ||
|- | |- | ||
| | |30006E1 || Unknown | ||
|- | |- | ||
| | |30006E2 || Enemy timer for something | ||
|- | |- | ||
| | |30006E4 || Unknown | ||
|- | |- | ||
| | |30006E6 || Unknown (used in spritedata routine) | ||
|- | |- | ||
| | |30006E8 || Enemy invincibility timer | ||
|- | |- | ||
| | |30006E9 || Unknown (used in spritedata routine) | ||
|- | |- | ||
| | |30006EA || Enemy respawn timer | ||
|- | |- | ||
| | |30006EB || Enemy attached enemy slot | ||
|- | |- | ||
| | |30006EC || Unknown | ||
|- | |- | ||
| | |30006EE || Enemy freeze timer | ||
|- | |- | ||
| | |30006F0 || Enemy collision properties | ||
|- | |- | ||
| | |30006F1 || Unknown (used in spritedata routine) | ||
|- | |- | ||
| | |30006F2 || Unknown (used in spritedata routine) | ||
|- | |- | ||
| | |030006F4 - 0773 || Particle Data (8 slots of 0x10 bytes) | ||
|- | |- | ||
| | |03000774 || Particle Graphic Pointer | ||
|- | |- | ||
| | |03000778 || Particle Animation | ||
|- | |- | ||
| | |0300077A || Particle Y Position | ||
|- | |- | ||
| | |0300077C || Particle X Position | ||
|- | |- | ||
| | |0300077E || Particle Animation Counter | ||
|- | |- | ||
| | |0300077F || Particle Orientation | ||
* 0: Does Not Exist | |||
* 1: Does Exist | |||
|- | |- | ||
| | |03000780 || Particle Collision Properties | ||
* 0x80: No-Clip | |||
* 0x00: Solid | |||
|- | |- | ||
| | |03000781 || Particle Timer | ||
|- | |||
|30008D9 || Escape timer | |||
* + 0 6th digit | |||
* + 1 5th digit | |||
* + 2 4th digit | |||
* + 3 3rd digit | |||
* + 4 2nd digit | |||
* + 5 1st digit | |||
|- | |- | ||
| | |3000960-0B5F || Projectile slots (16 slots of 0x20 bytes) | ||
|- | |- | ||
| | |3000B60 || Projectile rotation | ||
|- | |- | ||
| | |3000B64 || Projectile graphic pointer | ||
|- | |- | ||
| | |3000B68 || Projectile Y position | ||
|- | |- | ||
| | |3000B6A || Projectile X position | ||
|- | |- | ||
| | |3000B6C || Projectile animation frame | ||
|- | |- | ||
| | |3000B6E || Projectile animation counter | ||
|- | |- | ||
| | |3000B6F || Projectile type | ||
* 00 Beam | |||
* 01 Charge beam | |||
* 02 Wide beam | |||
* 03 Plasma beam | |||
* 04 Wave beam | |||
* 05 Charged beam | |||
* 06 Charged charge beam | |||
* 07 Charged wide beam | |||
* 08 Charged plasma beam | |||
* 09 Charged wave beam | |||
* 0A Missile | |||
* 0B Super missile | |||
* 0C Ice missile | |||
* 0D Diffusion missile | |||
* 0E Charged diffusion missile | |||
* 0F Flare | |||
* 10 Bomb | |||
* 11 Power bomb | |||
* 12 Diffusion ice spread | |||
|- | |- | ||
| | |3000B70 || Projectile orientation | ||
|- | |- | ||
| | |3000B72 || Projectile momentum | ||
|- | |- | ||
| | |3000B73 || Projectile part | ||
|- | |- | ||
| | |3000B76 || Projectile top boundary offset | ||
|- | |- | ||
| | |3000B78 || Projectile bottom boundary offset | ||
|- | |||
|3000B7A || Projectile left boundary offset | |||
|- | |||
|3000B7C || Projectile right boundary offset | |||
|- | |||
|3000B7E || Projectile bomb timer | |||
|- | |||
|3000B7F || Projectile slot | |||
|- | |||
|3000B80 || Arm Cannon Y position | |||
|- | |||
|3000B82 || Arm Cannon X position | |||
|- | |- | ||
|3000B84 || | |3000B84 || Sub-game mode B84 | ||
|- | |- | ||
|3000B87 || Event counter | |3000B87 || Event counter | ||
|- | |- | ||
|3001245 || | |3000B8B || Type of save room | ||
* | * 00 Navigation room | ||
* | * 01 Save room | ||
* | |- | ||
* | |3000B8D || Most recent save slot | ||
* | |- | ||
* | |3000B8E || SRAM corrupt flag | ||
* | |- | ||
* | |3000B94 || Slot A data | ||
* | |- | ||
* | |3000B95 || Slot A corrupt | ||
* | * 00 Not corrupt | ||
* | * 01 Main save data corrupt | ||
* | * 02 Main save data and save back-up data corrupt | ||
* | |- | ||
* | |3000BA4 || Slot A game completed flag | ||
* | |- | ||
|3000BA5 || Slot A save exists flag | |||
|- | |||
|3000BA8 || Slot B data | |||
|- | |||
|8000BBC || Slot C data | |||
|- | |||
|3000BDE || Game mode | |||
* 00 Title | |||
* 01 In-game | |||
* 02 Reboot | |||
* 03 Map | |||
* 04 Most cut-scenes | |||
* 05 SA-X close-up | |||
* 06 Erase SRAM menu | |||
* 07 Intro | |||
* 08 Game over | |||
* 09 Ending | |||
* 0A Died from SR388 collision | |||
* 0B Credits | |||
* 0C Demo | |||
* 0D --Unknown-- | |||
* 0E Nothing | |||
|- | |||
|3000BE0 || Sub-game mode 2 | |||
|- | |||
|3000BE2 || Sub-game mode 1 | |||
|- | |||
|3000BE4 || Cleared every frame | |||
|- | |||
|3000BE5 || 8-Bit frame counter | |||
|- | |||
|3000BE6 || V-Blank request flag | |||
|- | |||
|3000BE8-0DE7 || Interrupt code | |||
|- | |||
|3000DE8-11E7 || OAM data | |||
|- | |||
|30011E8 || Button input | |||
|- | |||
|30011EA || New input | |||
|- | |||
|30011EC || Changed input | |||
|- | |||
|30011EE || Next OAM slot | |||
|- | |||
|300120C || Written to bits 4.. of 400004C (MOSAIC, mosaic size) | |||
|- | |||
|300120E || Written to 400004C (MOSAIC, mosaic size) | |||
|- | |||
|300121E || Written to 4000054 (BLDY, brightness coefficient) | |||
|- | |||
|3001224 || Bg0 X position | |||
|- | |||
|3001226 || Bg0 Y position | |||
|- | |||
|3001228 || Bg1 X position | |||
|- | |||
|300122A || Bg1 Y position | |||
|- | |||
|300122C || Bg2 X position | |||
|- | |||
|300122E || Bg2 Y position | |||
|- | |||
|3001230 || Bg3 X position | |||
|- | |||
|3001232 || Bg3 Y position | |||
|- | |||
|3001243 || Pose lock | |||
* 00 Free | |||
* 80 Locked | |||
|- | |||
|3001245 || Current pose | |||
* 00 Standing | |||
* 01 Turning around | |||
* 02 Shooting | |||
* 03 Running | |||
* 04 Jumping/falling | |||
* 05 Turning around and jumping/falling | |||
* 06 Landing | |||
* 07 Ducking | |||
* 08 Turning around and ducking | |||
* 09 Shooting and ducking | |||
* 0A Starting a spin-jump | |||
* 0B Spinning | |||
* 0C Morphing | |||
* 0D Morphball | |||
* 0E Rolling | |||
* 0F Unmorphing | |||
* 10 Jumping/falling in morphball | * 10 Jumping/falling in morphball | ||
* 11 Getting hurt | * 11 Getting hurt | ||
Line 239: | Line 654: | ||
* 1A Pulling yourself forward from hanging | * 1A Pulling yourself forward from hanging | ||
* 1B Pulling yourself into a morphball tunnel | * 1B Pulling yourself into a morphball tunnel | ||
* 1C Pulling yourself down to start hanging??? | |||
* 1D Space-jumping | * 1D Space-jumping | ||
* 1E Screw-attacking | * 1E Screw-attacking | ||
Line 249: | Line 665: | ||
* 25 Delay after shinesparking | * 25 Delay after shinesparking | ||
* 26 Hanging from a vertical ladder | * 26 Hanging from a vertical ladder | ||
* 27 Starting to hold your arm | * 27 Starting to hold your arm cannon out on a vertical ladder | ||
* 28 Holding your arm | * 28 Holding your arm cannon out on a vertical ladder | ||
* 29 Shooting on a vertical ladder | * 29 Shooting on a vertical ladder | ||
* 2A Starting to put away your arm | * 2A Starting to put away your arm cannon on a vertical ladder | ||
* 2B Handing on a horizontal ladder | * 2B Handing on a horizontal ladder | ||
* 2C Moving on a horizontal ladder | * 2C Moving on a horizontal ladder | ||
Line 270: | Line 686: | ||
* 3A Facing the background | * 3A Facing the background | ||
* 3B Unlocking the habitations deck | * 3B Unlocking the habitations deck | ||
* 3C --Unknown-- | |||
* 3D Being loaded by the gunship | * 3D Being loaded by the gunship | ||
* 3E Dying | * 3E Dying | ||
Line 275: | Line 692: | ||
* 40 Grabbed by Yakuza | * 40 Grabbed by Yakuza | ||
|- | |- | ||
|3001246 || | |3001246 || Turning flag | ||
|- | |- | ||
|3001247 || | |3001247 || Bouncing flag / wall-jumping flag / shinespark angle | ||
* | * 00 Not bouncing/wall-jumping / sparking upwards | ||
* | * 01 Bouncing/wall-jumping / sparking sidewards | ||
* 02 Sparking diagonally | |||
* 14 Jumping when bouncing | * 14 Jumping when bouncing | ||
* 15 Jumping when bouncing | * 15 Jumping when bouncing | ||
Line 290: | Line 706: | ||
|3001249 || Invincibility timer | |3001249 || Invincibility timer | ||
|- | |- | ||
|300124A || Speed boosting | |300124A || Speed boosting flag | ||
|- | |- | ||
|300124B || Arm | |300124B || Arm Cannon direction | ||
* | * 00 None | ||
* | * 01 Forward | ||
* | * 02 Diagonally upwards | ||
* | * 03 Diagonally downwards | ||
* | * 04 Upwards | ||
* | * 05 Downwards | ||
|- | |- | ||
|300124C || | |300124C || Missiles selected flag | ||
|- | |- | ||
|300124D || Projectile type | |300124D || Projectile type | ||
* | * 01 Beam | ||
* | * 02 Missile | ||
* | * 03 Unused | ||
* | * 04 Bomb | ||
* | * 05 Charged beam | ||
* 06 Power bomb | |||
|- | |- | ||
|300124E || Cooldown timer | |300124E || Cooldown timer | ||
Line 315: | Line 730: | ||
|3001250 || Charge beam counter | |3001250 || Charge beam counter | ||
|- | |- | ||
|3001252 || Arm running animation | |3001252 || Arm running animation flag | ||
|- | |- | ||
|3001253 || Speed | |3001253 || Speed boost counter/knock-back counter | ||
|- | |- | ||
|3001254 || Wall-jump direction | |3001254 || Wall-jump direction | ||
* 10 Rightwards | * 10 Rightwards | ||
* 20 Leftwards | * 20 Leftwards | ||
|- | |- | ||
|3001256 || Direction | |3001256 || Direction | ||
* 10 Rightwards | * 10 Rightwards | ||
* 20 Leftwards | * 20 Leftwards | ||
|- | |- | ||
|300125A || | |300125A || X position | ||
Uses quarter pixels | |||
|- | |- | ||
|300125C || | |300125C || Y position | ||
Uses quarter pixels | |||
|- | |- | ||
|300125E || | |300125E || X velocity | ||
Uses 32ths of a pixel | |||
|- | |- | ||
|3001260 || | |3001260 || Y velocity | ||
Uses 32ths of a pixel | |||
|- | |- | ||
|3001262 || Current | |3001262 || Current Slope Type | ||
* 00 Flat | * 00 Flat | ||
* 11 Steep right | * 11 Steep right | ||
Line 343: | Line 760: | ||
* 21 Steep left | * 21 Steep left | ||
* 22 Gentle left | * 22 Gentle left | ||
|- | |||
|3001264 || Animation type | |||
|- | |||
|3001265 || Animation counter | |||
|- | |||
|3001266 || Current animation | |||
|- | |||
|3001268 || Left boundary offset | |||
|- | |||
|300126A || Top boundary offset | |||
|- | |||
|300126C || Right boundary offset | |||
|- | |||
|300126E || Bottom boundary offset | |||
|- | |||
|3001270-129B || Mirrors 0x03001244-126F when changing pose | |||
|- | |- | ||
|30012DC || Shinespark timer | |30012DC || Shinespark timer | ||
|- | |- | ||
|3001310 || | |30012F0 || Trail FX Type Slot 1 | ||
* 00 None | |||
* 01 Slight splash | |||
* 03 Slight dust cloud | |||
* 04 Slight big dust cloud | |||
* 05 Water surface splash | |||
* 06 Slight water surface splash | |||
* 07 Lava bubbles | |||
* 08 Splash | |||
* 09 Bubbles | |||
* 0A Dust cloud | |||
* 0B Big dust cloud | |||
* 0D Skidding | |||
* 0E Air bubbles | |||
|- | |||
|30012F1 || Trail FX Timer Slot 1 | |||
|- | |||
|30012F2 || Trail FX Status Slot 1 | |||
|- | |||
|30012F3 || X Absorption Timer | |||
|- | |||
|30012F8 || Trail FX Horizontal Position Slot 1 | |||
|- | |||
|30012FA || Trail FX Vertical Position Slot 1 | |||
|- | |||
|30012FC || Trail FX ROM Data Pointer Slot 1 | |||
|- | |||
|3001300 || Trail FX Type Slot 2 | |||
|- | |||
|3001301 || Trail FX Timer Slot 2 | |||
|- | |||
|3001302 || Trail FX Status Slot 2 | |||
|- | |||
|3001308 || Trail FX Horizontal Position Slot 2 | |||
|- | |||
|300130A || Trail FX Vertical Position Slot 2 | |||
|- | |||
|300130C || Trail FX ROM Data Pointer Slot 2 | |||
|- | |||
|3001310 || Current health | |||
|- | |- | ||
|3001312 || Health capacity | |3001312 || Health capacity | ||
|- | |- | ||
|3001314 || | |3001314 || Current missiles | ||
|- | |- | ||
|3001316 || Missiles capacity | |3001316 || Missiles capacity | ||
|- | |- | ||
|3001318 || | |3001318 || Current power bombs | ||
|- | |- | ||
|3001319 || Power bomb capacity | |3001319 || Power bomb capacity | ||
Line 366: | Line 838: | ||
* 10 Ice beam | * 10 Ice beam | ||
|- | |- | ||
|300131B || Missile + | |300131B || Missile + Bomb status | ||
* 00 None | * 00 None | ||
* 01 Missile | * 01 Missile | ||
Line 375: | Line 847: | ||
* 20 Power bomb | * 20 Power bomb | ||
|- | |- | ||
|300131C || Suit + | |300131C || Suit + Misc. status | ||
* 00 None | * 00 None | ||
* 01 Hi-jump | * 01 Hi-jump | ||
Line 386: | Line 858: | ||
* 80 Omega suit | * 80 Omega suit | ||
|- | |- | ||
|300131D || Security | |300131D || Security status | ||
* 00 White doors | * 00 White doors | ||
* 01 Blue doors | * 01 Blue doors | ||
Line 394: | Line 866: | ||
* FF None | * FF None | ||
|- | |- | ||
| | |300131E || Downloaded map status | ||
* | * 00 None | ||
* | * 01 Main Deck | ||
* | * 02 SRX | ||
* | * 04 TRO | ||
* | * 08 PYR | ||
* | * 10 AQA | ||
* | * 20 ARC | ||
* | * 40 NOC | ||
|- | |||
|300131F || Low health flag | |||
|- | |||
|3001329 || Samus-clip collision type | |||
* 00 Standing | |||
* 01 In air | |||
* 02 Ducking | |||
* 04 Spinning | |||
* 05 Ball | |||
* 06 Ball in air | |||
|- | |- | ||
| | |300132C || Horizontal Wall Collision Detection | ||
* 00 None of Samus | |||
* 01 Top of Samus | |||
* 02 Middle of Samus | |||
* 04 Bottom of Samus | |||
|- | |- | ||
| | |3001330 || Slow speed flag (such as Nightmare's gravity) | ||
|- | |- | ||
| | |3001332 || Y acceleration | ||
|- | |- | ||
| | |3001334 || Y velocity cap | ||
|- | |- | ||
| | |3001336 || In-air X acceleration | ||
|- | |- | ||
| | |3001338 || In-air X velocity cap | ||
|- | |- | ||
| | |300133A || In-air Morphball X velocity cap | ||
|- | |- | ||
| | |300133C || X acceleration | ||
|- | |- | ||
| | |300133E || X velocity cap | ||
|- | |- | ||
| | |3001342 || Previous X position | ||
|- | |- | ||
| | |3001344 || Previous Y position | ||
|- | |- | ||
| | |3001346 || Underwater flag | ||
|- | |- | ||
| | |300134C || Previous 64 X positions | ||
|- | |- | ||
| | |30013CC || Previous 64 Y positions | ||
|- | |- | ||
| | |3001484-1703 || Clipdata handling code | ||
|- | |- | ||
| | |30016CD || Current BSL location (on mission briefing screen) | ||
* 00 No area highlighted | |||
* 01 Operations Deck highlighted | |||
* 02 Docking Bays highlighted | |||
* 03 Habitation Deck highlighted | |||
* 04 Main Deck highlighted | |||
* 05 Reactor Silo highlighted | |||
* 06 Restricted Zone highlighted | |||
* 07 Sector 1 (SRX) highlighted | |||
* 08 Sector 2 (TRO) highlighted | |||
* 09 Sector 3 (PYR) highlighted | |||
* 0A Sector 4 (AQA) highlighted | |||
* 0B Sector 5 (ARC) highlighted | |||
* 0C Sector 6 (NOC) highlighted | |||
|- | |- | ||
| | |30019C4 || Pointer to V-Blank code | ||
|- | |- | ||
| | |30019C8 || Pointer to H-Blank code | ||
|- | |- | ||
| | |30019CC || Pointer to V-Count code | ||
|- | |- | ||
| | |30019DE || Music length | ||
|- | |- | ||
| | |30019E0 || Current music position | ||
|- | |- | ||
| | |30019EC || Music slot 1 | ||
|- | |- | ||
| | |30019EE || Music slot 2 | ||
|- | |- | ||
| | |30019F0 || Slot switch | ||
* 0 Slot 2 | |||
* 1 Slot 1 | |||
|- | |- | ||
| | |3001A74 || Interlaced PCM data | ||
|- | |- | ||
| | |30025F4 || Sound channel A data | ||
|- | |- | ||
| | |3002BF4 || Sound channel B data | ||
|- | |- | ||
| | |3003654 || Pointer to sound code A | ||
|- | |- | ||
| | |3003658-3CAF || Sound code A | ||
|- | |- | ||
| | |3003CB0 || Pointer to sound code B | ||
|- | |- | ||
| | |3003CB4-3D57 || Sound code B | ||
|- | |- | ||
| | |3003D58 || Pointer to sound code C | ||
|- | |- | ||
| | |3003D5C-3EBB || Sound code C | ||
|- | |- | ||
|3004D28 || Suit colour | |3004D28 || Suit colour | ||
Line 474: | Line 975: | ||
|3004D90 || SA-X suit colour | |3004D90 || SA-X suit colour | ||
|- | |- | ||
| | |3004DDC || Pointer to tile parts | ||
|- | |||
|3004DE4 || Pointer to (related to NoRespawnBlocks) | |||
|- | |- | ||
| | |3004DE8 || Current music track | ||
|- | |- | ||
| | |3004DEC || 1st door rype | ||
* 0x Left facing white door | |||
* 1x Right facing white door | |||
* 2x Left facing blue door | |||
* 3x Right facing blue door | |||
* 4x Left facing green door | |||
* 5x Right facing green door | |||
* 6x Left facing yellow door | |||
* 7x Right facing yellow door | |||
* 8x Left facing red door | |||
* 9x Right facing red door | |||
* Ax Left facing grey door | |||
* Bx Right facing grey door | |||
* x1 Inactive | |||
* x3 About to open | |||
* x5 1st frame of opening/closing | |||
* x7 2nd frame of opening/closing | |||
* x9 last fame of opening/closing | |||
|- | |- | ||
|3004DEF || 1st Door | |3004DED || 1st door animation | ||
* 0 Closed | |||
* 1 Open bottom half of door | |||
* 2 Opened | |||
* 3 Close bottom half of door | |||
* 9 Open top half of door | |||
* B Close top half of door | |||
* 11 Increase door type by 2 | |||
* 13 Increase door type by 2 | |||
|- | |||
|3004DEE || 1st Door X position | |||
Uses 17 pixels | |||
|- | |||
|3004DEF || 1st Door Y position | |||
Uses 17 pixels | |||
|- | |- | ||
|3004DF0 || 2nd Door type | |3004DF0 || 2nd Door type | ||
Line 486: | Line 1,020: | ||
|3004DF1 || 2nd Door animation | |3004DF1 || 2nd Door animation | ||
|- | |- | ||
|3004DF2 || 2nd Door | |3004DF2 || 2nd Door X Position | ||
|- | |- | ||
|3004DF3 || 2nd Door | |3004DF3 || 2nd Door Y Position | ||
|- | |- | ||
|3004DF4 || 3rd Door type | |3004DF4 || 3rd Door type | ||
Line 494: | Line 1,028: | ||
|3004DF5 || 3rd Door animation | |3004DF5 || 3rd Door animation | ||
|- | |- | ||
|3004DF6 || 3rd Door | |3004DF6 || 3rd Door X Position | ||
|- | |- | ||
|3004DF7 || 3rd Door | |3004DF7 || 3rd Door Y Position | ||
|- | |- | ||
|3004DF8 || 4th Door type | |3004DF8 || 4th Door type | ||
Line 502: | Line 1,036: | ||
|3004DF9 || 4th Door animation | |3004DF9 || 4th Door animation | ||
|- | |- | ||
|3004DFA || 4th Door | |3004DFA || 4th Door X Position | ||
|- | |- | ||
|3004DFB || 4th Door | |3004DFB || 4th Door Y Position | ||
|- | |- | ||
|3004DFC || 5th Door type | |3004DFC || 5th Door type | ||
Line 510: | Line 1,044: | ||
|3004DFD || 5th Door animation | |3004DFD || 5th Door animation | ||
|- | |- | ||
|3004DFE || 5th Door | |3004DFE || 5th Door X Position | ||
|- | |- | ||
|3004DFF || 5th Door | |3004DFF || 5th Door Y Position | ||
|- | |- | ||
|3004E00 || 6th Door type | |3004E00 || 6th Door type | ||
Line 518: | Line 1,052: | ||
|3004E01 || 6th Door animation | |3004E01 || 6th Door animation | ||
|- | |- | ||
|3004E02 || 6th Door | |3004E02 || 6th Door X Position | ||
|- | |- | ||
|3004E03 || 6th Door | |3004E03 || 6th Door Y Position | ||
|- | |- | ||
|3004E04 || 7th Door type | |3004E04 || 7th Door type | ||
Line 526: | Line 1,060: | ||
|3004E05 || 7th Door animation | |3004E05 || 7th Door animation | ||
|- | |- | ||
|3004E06 || 7th Door | |3004E06 || 7th Door X Position | ||
|- | |- | ||
|3004E07 || 7th Door | |3004E07 || 7th Door Y Position | ||
|- | |- | ||
|3004E08 || 8th Door type | |3004E08 || 8th Door type | ||
Line 534: | Line 1,068: | ||
|3004E09 || 8th Door animation | |3004E09 || 8th Door animation | ||
|- | |- | ||
|3004E0A || 8th Door | |3004E0A || 8th Door X Position | ||
|- | |- | ||
|3004E0B || 8th Door | |3004E0B || 8th Door Y Position | ||
|- | |- | ||
| | |3004E28 || Tileset's transparent colour | ||
|- | |- | ||
| | |3004FC8 || Extra palette | ||
|- | |||
|3004FC9 || Animated tileset | |||
|- | |||
|3005318 || Pointer to clipdata handling code | |||
|- | |||
|300531C-53DC || Animated tileset data | |||
|- | |||
|6000000-0FFF || Foreground map | |||
|- | |||
|6001000-1FFF || Level map | |||
|- | |||
|6002000-2FFF || Back-level map | |||
|- | |||
|6003000-3FFF || Background map | |||
|- | |||
|6004000-7FFF || Level tiles | |||
|- | |||
|6008000-FFFF || Background tiles | |||
|- | |||
|6010000-7FFF || Sprite tiles | |||
|} | |||
{{Internal Data|game=Metroid Fusion}} |
Latest revision as of 02:42, 24 January 2024
The following article is a RAM map for Metroid Fusion.
RAM | Information |
---|---|
2000000-FFFF | --Unknown-- |
2010000-0FFF | Decompressed Bg2 map |
2011000-25FFF | --Unknown-- |
2026000-8FFF | Decompressed clipdata |
2029000-BFFF | Decompressed foreground map |
202C000-EFFF | Decompressed level map |
202F000-31FFF | Decompressed backLevel map |
2032000-2FFF | Decompressed background map |
2033000-3FFF | Unused |
2034000-47FF | Map data |
2034800-4FFF | Decompressed map data |
2035000-53FF | --Unknown-- |
2035400-55FF | Background palette |
2035600-57FF | Sprite palette |
2035800-7BFF | --Unknown-- |
2036000-63FB | No respawn blocks 1 |
2037200-73FF | No respawn blocks 2 (there's a difference) |
2037C00-7FFF | Map explored |
2038000-807F | 000-07F of SRAM |
2038080-80FF | Copy of above |
2038100-81FF | Unused |
2038200-93FF | Slot A SRAM |
2039400-A5FF | Slot A SRAM backup |
203A600-B7FF | Slot B SRAM |
203B800-C9FF | Slot B SRAM backup |
203CA00-DBFF | Slot C SRAM |
203DC00-EE00 | Slot C SRAM backup |
203EE00-F03F | 0x6E00-0x703F of SRAM |
203F040-F0BF | Clear |
203F0C0-FFFF | 0x70C0-0x7FFF of SRAM |
3000000 | X-Parasite Target display flag |
3000002 | 16-bit frame counter |
3000004 | Written to 4000052 (BLDALPHA, alpha blending coefficients) |
3000006 | Written to 4000050 (BLDCNT, color special effects selection) |
3000008 | Written to 4000000 (DISPCNT, LCD control) |
300000C | Written to 4000049 (WININ-high, inside of window 1) |
300000D | Written to 400004A (WINOUT-low, outside of windows) |
300000E | Written to 5000000 (Transparent colour) |
3000010 | Copied to 203800A |
3000011 | Language
|
3000014 | Completed game flag |
3000015 | Intro story played flag |
3000018 | Fades backgrounds to black or white
|
3000019 | Which background's position is written to 400001C/1E (BG3HOFS/BG3VOFS, BG3 X-Offset/BG3 Y-Offset) |
300001A | Puts Samus always on top of the background |
300001B | Most recent (in game's order) ability recovered |
300001C | To which security level doors will flash
|
300001D | Back-up of 0300131D (Security status), during power cut |
0z0300001E | Which demo is playing
|
300001F | Demo is playing flag |
3000020 | Reboots the game |
3000025 | Disables soft-resets |
300002C | Current area
|
300002D | Current room |
300002E | Current/last travelled door |
300002F | Current/last travelled door properties |
3000030 | Bit6 of above, displays new area pop-up |
3000031 | Map X coordinate |
3000032 | Map Y coordinate |
300003B | Main Deck Percentage |
300003C | Current SRX Percentage |
300003D | Current TRO Percentage |
300003E | Current PYR Percentage |
300003F | Current AQA Percentage |
3000040 | Current ARC Percentage |
3000041 | Current NOC Percentage |
3000043 | Foreground effect
|
3000044 | Y-position of above |
3000052 | Spriteset |
3000054 | Which spriteset entry was used |
3000058 | Which animated level tiles to use |
3000060 | Sub-event counter |
3000070 | Back-up of 4000000 (DISPCNT, LCD control), during non-gameplay |
3000072 | Back-up of 4000050 (BLDCNT, color special effects selection), during non-gameplay |
3000074 | Back-up of 4000052 (BLDALPHA, alpha blending coefficients), during non-gameplay |
3000076 | Back-up of 4000049 (WININ-high, inside of window 1), during non-gameplay |
3000077 | Back-up of 400004A (WINOUT-low, outside of windows), during non-gameplay |
3000078 | Back-up of 4000008 (BG0CNT, BG0 control), written to only |
300007A | Back-up of 400000A (BG1CNT, BG1 control) |
300007C | Back-up of 400000C (BG2CNT, BG2 control) |
300007E | Back-up of 400000E (BG3CNT, BG3 control) |
3000080 | Back-up of 4000008 (BG0CNT, BG0 control) |
3000084 | Pointer to decompressed foreground |
3000088 | Width of foreground in blocks |
300008A | Height of foreground in blocks |
300008C | Pointer to decompressed level |
3000090 | Width of level in blocks |
3000092 | Height of level in blocks |
3000094 | Pointer to decompressed back-level |
3000098 | Width of back-level in blocks |
300009A | Height of back-level in blocks |
300009C | Pointer to decompressed clipdata |
30000A0 | Width of clipdata in blocks |
30000A2 | Height of clipdata in blocks |
30000A4 | Tileset |
30000A5 | Foreground properties
|
30000A6 | Level properties |
30000A7 | Back-Level properties |
30000A8 | Background properties |
30000AA | Method of BG3 scrolling
|
30000AB | Transparency |
30000AC | Pointer to room's enemy data |
30000B0 | Event to use the first spriteset |
30000B1 | Event to use the second spriteset |
30000B2 | Room's map X coordinate |
30000B3 | Room's map Y coordinate |
30000B4 | Room effect
|
30000B6 | Room effect Y position |
30000BA | Music track |
30000BC | Foreground size
|
30000BD | Background size |
30000BE | Animated tileset |
30000BF | Extra palette |
30000C8 | Bg0 X position |
30000CA | Bg0 Y position |
30000CC | Bg1 X position |
30000CE | Bg1 Y position |
30000D0 | Bg2 X position |
30000D2 | Bg2 Y position |
30000D4 | Bg3 X position |
30000D6 | Bg3 Y position |
3000110 | Power bomb animation frame |
3000111 | Power bomb animation counter |
3000112 | Power bomb semi-minor axis |
3000114 | Power bomb X position |
3000116 | Power bomb Y position |
3000118 | Power bomb left boundary offset |
300011A | Power bomb right boundary offset |
300011C | Power bomb top boundary offset |
300011E | Power bomb bottom boundary offset |
3000124 | Screen X position |
3000128 | Screen Y position |
300012A | Screen X velocity |
300012B | Screen Y velocity |
3000138 | In-game timer
|
3000140-067F | Enemy data, (24 slots of 0x38 bytes) |
3000680-068E | Spriteset Enemy IDs |
300068F-069D | Spriteset Enemy GFX slots |
30006BC | Enemy orientation |
30006BE | Enemy Y position |
30006C0 | Enemy X position |
30006C2 | Enemy Y position spawn |
30006C4 | Enemy X position spawn |
30006C6 | Enemy top boundary offset |
30006C8 | Enemy bottom boundary offset |
30006CA | Enemy left boundary offset |
30006CC | Enemy right boundary offset |
30006D0 | Enemy health |
30006D2 | Enemy animation |
30006D4 | Enemy graphic pointer |
30006D8 | Enemy animation counter |
30006D9 | Enemy id |
30006DA | Enemy spriteset slot |
30006DB | Enemy spriteset gfx slot |
30006DC | Enemy palette |
30006DD | Unknown (used in spritedata routine) |
30006DE | Unknown (used in spritedata routine) |
30006DF | Enemy slot |
30006E0 | Enemy pose |
30006E1 | Unknown |
30006E2 | Enemy timer for something |
30006E4 | Unknown |
30006E6 | Unknown (used in spritedata routine) |
30006E8 | Enemy invincibility timer |
30006E9 | Unknown (used in spritedata routine) |
30006EA | Enemy respawn timer |
30006EB | Enemy attached enemy slot |
30006EC | Unknown |
30006EE | Enemy freeze timer |
30006F0 | Enemy collision properties |
30006F1 | Unknown (used in spritedata routine) |
30006F2 | Unknown (used in spritedata routine) |
030006F4 - 0773 | Particle Data (8 slots of 0x10 bytes) |
03000774 | Particle Graphic Pointer |
03000778 | Particle Animation |
0300077A | Particle Y Position |
0300077C | Particle X Position |
0300077E | Particle Animation Counter |
0300077F | Particle Orientation
|
03000780 | Particle Collision Properties
|
03000781 | Particle Timer |
30008D9 | Escape timer
|
3000960-0B5F | Projectile slots (16 slots of 0x20 bytes) |
3000B60 | Projectile rotation |
3000B64 | Projectile graphic pointer |
3000B68 | Projectile Y position |
3000B6A | Projectile X position |
3000B6C | Projectile animation frame |
3000B6E | Projectile animation counter |
3000B6F | Projectile type
|
3000B70 | Projectile orientation |
3000B72 | Projectile momentum |
3000B73 | Projectile part |
3000B76 | Projectile top boundary offset |
3000B78 | Projectile bottom boundary offset |
3000B7A | Projectile left boundary offset |
3000B7C | Projectile right boundary offset |
3000B7E | Projectile bomb timer |
3000B7F | Projectile slot |
3000B80 | Arm Cannon Y position |
3000B82 | Arm Cannon X position |
3000B84 | Sub-game mode B84 |
3000B87 | Event counter |
3000B8B | Type of save room
|
3000B8D | Most recent save slot |
3000B8E | SRAM corrupt flag |
3000B94 | Slot A data |
3000B95 | Slot A corrupt
|
3000BA4 | Slot A game completed flag |
3000BA5 | Slot A save exists flag |
3000BA8 | Slot B data |
8000BBC | Slot C data |
3000BDE | Game mode
|
3000BE0 | Sub-game mode 2 |
3000BE2 | Sub-game mode 1 |
3000BE4 | Cleared every frame |
3000BE5 | 8-Bit frame counter |
3000BE6 | V-Blank request flag |
3000BE8-0DE7 | Interrupt code |
3000DE8-11E7 | OAM data |
30011E8 | Button input |
30011EA | New input |
30011EC | Changed input |
30011EE | Next OAM slot |
300120C | Written to bits 4.. of 400004C (MOSAIC, mosaic size) |
300120E | Written to 400004C (MOSAIC, mosaic size) |
300121E | Written to 4000054 (BLDY, brightness coefficient) |
3001224 | Bg0 X position |
3001226 | Bg0 Y position |
3001228 | Bg1 X position |
300122A | Bg1 Y position |
300122C | Bg2 X position |
300122E | Bg2 Y position |
3001230 | Bg3 X position |
3001232 | Bg3 Y position |
3001243 | Pose lock
|
3001245 | Current pose
|
3001246 | Turning flag |
3001247 | Bouncing flag / wall-jumping flag / shinespark angle
|
3001248 | Wall-jump timer |
3001249 | Invincibility timer |
300124A | Speed boosting flag |
300124B | Arm Cannon direction
|
300124C | Missiles selected flag |
300124D | Projectile type
|
300124E | Cooldown timer |
3001250 | Charge beam counter |
3001252 | Arm running animation flag |
3001253 | Speed boost counter/knock-back counter |
3001254 | Wall-jump direction
|
3001256 | Direction
|
300125A | X position
Uses quarter pixels |
300125C | Y position
Uses quarter pixels |
300125E | X velocity
Uses 32ths of a pixel |
3001260 | Y velocity
Uses 32ths of a pixel |
3001262 | Current Slope Type
|
3001264 | Animation type |
3001265 | Animation counter |
3001266 | Current animation |
3001268 | Left boundary offset |
300126A | Top boundary offset |
300126C | Right boundary offset |
300126E | Bottom boundary offset |
3001270-129B | Mirrors 0x03001244-126F when changing pose |
30012DC | Shinespark timer |
30012F0 | Trail FX Type Slot 1
|
30012F1 | Trail FX Timer Slot 1 |
30012F2 | Trail FX Status Slot 1 |
30012F3 | X Absorption Timer |
30012F8 | Trail FX Horizontal Position Slot 1 |
30012FA | Trail FX Vertical Position Slot 1 |
30012FC | Trail FX ROM Data Pointer Slot 1 |
3001300 | Trail FX Type Slot 2 |
3001301 | Trail FX Timer Slot 2 |
3001302 | Trail FX Status Slot 2 |
3001308 | Trail FX Horizontal Position Slot 2 |
300130A | Trail FX Vertical Position Slot 2 |
300130C | Trail FX ROM Data Pointer Slot 2 |
3001310 | Current health |
3001312 | Health capacity |
3001314 | Current missiles |
3001316 | Missiles capacity |
3001318 | Current power bombs |
3001319 | Power bomb capacity |
300131A | Beam status
|
300131B | Missile + Bomb status
|
300131C | Suit + Misc. status
|
300131D | Security status
|
300131E | Downloaded map status
|
300131F | Low health flag |
3001329 | Samus-clip collision type
|
300132C | Horizontal Wall Collision Detection
|
3001330 | Slow speed flag (such as Nightmare's gravity) |
3001332 | Y acceleration |
3001334 | Y velocity cap |
3001336 | In-air X acceleration |
3001338 | In-air X velocity cap |
300133A | In-air Morphball X velocity cap |
300133C | X acceleration |
300133E | X velocity cap |
3001342 | Previous X position |
3001344 | Previous Y position |
3001346 | Underwater flag |
300134C | Previous 64 X positions |
30013CC | Previous 64 Y positions |
3001484-1703 | Clipdata handling code |
30016CD | Current BSL location (on mission briefing screen)
|
30019C4 | Pointer to V-Blank code |
30019C8 | Pointer to H-Blank code |
30019CC | Pointer to V-Count code |
30019DE | Music length |
30019E0 | Current music position |
30019EC | Music slot 1 |
30019EE | Music slot 2 |
30019F0 | Slot switch
|
3001A74 | Interlaced PCM data |
30025F4 | Sound channel A data |
3002BF4 | Sound channel B data |
3003654 | Pointer to sound code A |
3003658-3CAF | Sound code A |
3003CB0 | Pointer to sound code B |
3003CB4-3D57 | Sound code B |
3003D58 | Pointer to sound code C |
3003D5C-3EBB | Sound code C |
3004D28 | Suit colour |
3004D90 | SA-X suit colour |
3004DDC | Pointer to tile parts |
3004DE4 | Pointer to (related to NoRespawnBlocks) |
3004DE8 | Current music track |
3004DEC | 1st door rype
|
3004DED | 1st door animation
|
3004DEE | 1st Door X position
Uses 17 pixels |
3004DEF | 1st Door Y position
Uses 17 pixels |
3004DF0 | 2nd Door type |
3004DF1 | 2nd Door animation |
3004DF2 | 2nd Door X Position |
3004DF3 | 2nd Door Y Position |
3004DF4 | 3rd Door type |
3004DF5 | 3rd Door animation |
3004DF6 | 3rd Door X Position |
3004DF7 | 3rd Door Y Position |
3004DF8 | 4th Door type |
3004DF9 | 4th Door animation |
3004DFA | 4th Door X Position |
3004DFB | 4th Door Y Position |
3004DFC | 5th Door type |
3004DFD | 5th Door animation |
3004DFE | 5th Door X Position |
3004DFF | 5th Door Y Position |
3004E00 | 6th Door type |
3004E01 | 6th Door animation |
3004E02 | 6th Door X Position |
3004E03 | 6th Door Y Position |
3004E04 | 7th Door type |
3004E05 | 7th Door animation |
3004E06 | 7th Door X Position |
3004E07 | 7th Door Y Position |
3004E08 | 8th Door type |
3004E09 | 8th Door animation |
3004E0A | 8th Door X Position |
3004E0B | 8th Door Y Position |
3004E28 | Tileset's transparent colour |
3004FC8 | Extra palette |
3004FC9 | Animated tileset |
3005318 | Pointer to clipdata handling code |
300531C-53DC | Animated tileset data |
6000000-0FFF | Foreground map |
6001000-1FFF | Level map |
6002000-2FFF | Back-level map |
6003000-3FFF | Background map |
6004000-7FFF | Level tiles |
6008000-FFFF | Background tiles |
6010000-7FFF | Sprite tiles |
Internal Data for Metroid Fusion
| |
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