Metroid Fusion/RAM map: Difference between revisions

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!'''RAM'''  || '''Information'''
!'''RAM'''  || '''Information'''
|-
|-
|2026000-2028FFE || Clipdata
|2000000-FFFF || --Unknown--
|-
|-
|203821D || Slot A area number
|2010000-0FFF || Decompressed Bg2 map
|-
|-
|203821E || Slot A room number
|2011000-25FFF || --Unknown--
|-
|-
|203821E || Slot A door number
|2026000-8FFF || Decompressed clipdata
|-
|-
|203941D || Slot A area number back-up
|2029000-BFFF || Decompressed foreground map
|-
|-
|203941E || Slot A room number back-up
|202C000-EFFF || Decompressed level map
|-
|-
|203941F || Slot A door number back-up
|202F000-31FFF || Decompressed backLevel map
|-
|-
|203A61D || Slot B area number
|2032000-2FFF || Decompressed background map
|-
|-
|203A61E || Slot B room number
|2033000-3FFF || Unused
|-
|-
|203A61F || Slot B door number
|2034000-47FF || Map data
|-
|-
|203B81D || Slot B area number back-up
|2034800-4FFF || Decompressed map data
|-
|-
|203B81E || Slot B room number back-up
|2035000-53FF || --Unknown--
|-
|-
|203B81F || Slot B door number back-up
|2035400-55FF || Background palette
|-
|-
|203CA1D || Slot C area number
|2035600-57FF || Sprite palette
|-
|-
|203CA1E || Slot C room number
|2035800-7BFF || --Unknown--
|-
|-
|203CA1F || Slot C door number
|2036000-63FB || No respawn blocks 1
|-
|-
|203DC1D || Slot C area number back-up
|2037200-73FF || No respawn blocks 2 (there's a difference)
|-
|-
|203DC1E || Slot C room number back-up
|2037C00-7FFF || Map explored
|-
|-
|203DC1F || Slot C door number back-up
|2038000-807F || 000-07F of SRAM
|-
|-
|3000002 || Frame counter
|2038080-80FF || Copy of above
|-
|-
|3000014 || Completed game map switch
|2038100-81FF || Unused
* 0 for the normal map screen
* 1 for the timer and item collection map screen
|-
|-
|300001B || Abilities counter
|2038200-93FF || Slot A SRAM
|-
|-
|300001C || Security door counter
|2039400-A5FF || Slot A SRAM backup
|-
|-
|300002C || Area ID
|203A600-B7FF || Slot B SRAM
|-
|-
|300002D || Room ID
|203B800-C9FF || Slot B SRAM backup
|-
|-
|300002E || Door ID
|203CA00-DBFF || Slot C SRAM
|-
|-
|300003B || Main Deck percentage
|203DC00-EE00 || Slot C SRAM backup
|-
|-
|300003C || SRX percentage
|203EE00-F03F || 0x6E00-0x703F of SRAM
|-
|-
|300003D || TRO percentage
|203F040-F0BF || Clear
|-
|-
|300003E || PYR percentage
|203F0C0-FFFF || 0x70C0-0x7FFF of SRAM
|-
|-
|300003F || AQA percentage
|3000000 || X-Parasite Target display flag
|-
|-
|3000040 || ARC percentage
|3000002 || 16-bit frame counter
|-
|-
|3000041 || NOC percentage
|3000004 || Written to 4000052 (BLDALPHA, alpha blending coefficients)
|-
|-
|300009C || Clipdata Pointer
|3000006 || Written to 4000050 (BLDCNT, color special effects selection)
|-
|-
|30000A4 || Tileset
|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
|-
|-
|30000B2 || Horizontal Mini-Map Co-Ordinate
|300002C || Current area
* 00 Main Deck
* 01 SRX
* 02 TRO
* 03 PYR
* 04 AQA
* 05 ARC
* 06 NOC
* 07 Debug1
* 08 Debug2
* 09 Debug3
|-
|-
|30000B3 || Vertical Mini-Map Co-Ordinate
|300002D || Current room
|-
|-
|30000C8 || Horizontal background 0 positioning
|300002E || Current/last travelled door
|-
|-
|30000CA || Vertical background 0 positioning
|300002F || Current/last travelled door properties
|-
|-
|30000CC || Horizontal background 1 positioning
|3000030 || Bit6 of above, displays new area pop-up
|-
|-
|30000CE || Vertical background 1 positioning
|3000031 || Map X coordinate
|-
|-
|30000D0 || Horizontal background 2 positioning
|3000032 || Map Y coordinate
|-
|-
|30000D2 || Vertical background 2 positioning
|300003B || Main Deck Percentage
|-
|-
|30000D4 || Horizontal background 3 positioning
|300003C || Current SRX Percentage
|-
|-
|30000D6 || Vertical background 3 positioning
|300003D || Current TRO Percentage
|-
|-
|300012A || Camera speed
|300003E || Current PYR Percentage
|-
|-
|3000138 || In-game timer
|300003F || Current AQA Percentage
|-
|-
|3000142 || 1st Vertical enemy positioning
|3000040 || Current ARC Percentage
|-
|-
|3000144 || 1st Horizontal enemy positioning
|3000041 || Current NOC Percentage
|-
|-
|3000145 || 1st Enemy ID
|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
|-
|-
|3000154 || 1st Enemy health
|3000044 || Y-position of above
|-
|-
|3000172 || 1st Enemy freeze timer
|3000052 || Spriteset
|-
|-
|300017A || 2nd Vertical enemy positioning
|3000054 || Which spriteset entry was used
|-
|-
|300017C || 2nd Horizontal enemy positioning
|3000058 || Which animated level tiles to use
|-
|-
|300017D || 2nd Enemy ID
|3000060 || Sub-event counter
|-
|-
|300018C || 2nd Enemy health
|3000070 || Back-up of 4000000 (DISPCNT, LCD control), during non-gameplay
|-
|-
|30001AA || 2nd Enemy freeze timer
|3000072 || Back-up of 4000050 (BLDCNT, color special effects selection), during non-gameplay
|-
|-
|30001B2 || 3rd Vertical enemy positioning
|3000074 || Back-up of 4000052 (BLDALPHA, alpha blending coefficients), during non-gameplay
|-
|-
|30001B4 || 3rd Horizontal enemy positioning
|3000076 || Back-up of 4000049 (WININ-high, inside of window 1), during non-gameplay
|-
|-
|30001B5 || 3rd Enemy ID
|3000077 || Back-up of 400004A (WINOUT-low, outside of windows), during non-gameplay
|-
|-
|30001C4 || 3rd Enemy health
|3000078 || Back-up of 4000008 (BG0CNT, BG0 control), written to only
|-
|-
|30001E0 || Zazabi's jump counter
|300007A || Back-up of 400000A (BG1CNT, BG1 control)
|-
|-
|30001E2 || 3rd Enemy freeze timer
|300007C || Back-up of 400000C (BG2CNT, BG2 control)
|-
|-
|30001EA || 4th Vertical enemy positioning
|300007E || Back-up of 400000E (BG3CNT, BG3 control)
|-
|-
|30001EC || 4th Horizontal enemy positioning
|3000080 || Back-up of 4000008 (BG0CNT, BG0 control)
|-
|-
|30001ED || 4th Enemy ID
|3000084 || Pointer to decompressed foreground
|-
|-
|30001FC || 4th Enemy health
|3000088 || Width of foreground in blocks
|-
|-
|300021A || 4th Enemy freeze timer
|300008A || Height of foreground in blocks
|-
|-
|3000222 || 5th Vertical enemy positioning
|300008C || Pointer to decompressed level
|-
|-
|3000224 || 5th Horizontal enemy positioning
|3000090 || Width of level in blocks
|-
|-
|3000225 || 5th Enemy ID
|3000092 || Height of level in blocks
|-
|-
|3000234 || 5th Enemy health
|3000094 || Pointer to decompressed back-level
|-
|-
|3000252 || 5th Enemy freeze timer
|3000098 || Width of back-level in blocks
|-
|-
|300025A || 6th Vertical enemy positioning
|300009A || Height of back-level in blocks
|-
|-
|300025C || 6th Horizontal enemy positioning
|300009C || Pointer to decompressed clipdata
|-
|-
|300025D || 6th Enemy ID
|30000A0 || Width of clipdata in blocks
|-
|-
|300026C || 6th Enemy health
|30000A2 || Height of clipdata in blocks
|-
|-
|300028A || 6th Enemy freeze timer
|30000A4 || Tileset
|-
|-
|3000292 || 7th Vertical enemy positioning
|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
|-
|-
|3000294 || 7th Horizontal enemy positioning
|30000A6 || Level properties
|-
|-
|3000295 || 7th Enemy ID
|30000A7 || Back-Level properties
|-
|-
|30002A4 || 7th Enemy health
|30000A8 || Background properties
|-
|-
|30002C2 || 7th Enemy freeze timer
|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
|-
|-
|30002CA || 8th Vertical enemy positioning
|30000AB || Transparency
|-
|-
|30002CC || 8th Horizontal enemy positioning
|30000AC || Pointer to room's enemy data
|-
|-
|30002CD || 8th Enemy ID
|30000B0 || Event to use the first spriteset
|-
|-
|30002DC || 8th Enemy health
|30000B1 || Event to use the second spriteset
|-
|-
|30002FA || 8th Enemy freeze timer
|30000B2 || Room's map X coordinate
|-
|-
|3000302 || 9th Vertical enemy positioning
|30000B3 || Room's map Y coordinate
|-
|-
|3000304 || 9th Horizontal enemy positioning
|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
|-
|-
|3000305 || 9th Enemy ID
|30000B6 || Room effect Y position
|-
|-
|3000314 || 9th Enemy health
|30000BA || Music track
|-
|-
|3000332 || 9th Enemy freeze timer
|30000BC || Foreground size
* 00 256x256
* 01 512x256
* 02 256x512
|-
|-
|300033A || 10th Vertical enemy positioning
|30000BD || Background size
|-
|-
|300033C || 10th Horizontal enemy positioning
|30000BE || Animated tileset
|-
|-
|300033D || 10th Enemy ID
|30000BF || Extra palette
|-
|-
|300034C || 10th Enemy health
|30000C8 || Bg0 X position
|-
|-
|300036A || 10th Enemy freeze timer
|30000CA || Bg0 Y position
|-
|-
|3000372 || 11th Vertical enemy positioning
|30000CC || Bg1 X position
|-
|-
|3000374 || 11th Horizontal enemy positioning
|30000CE || Bg1 Y position
|-
|-
|3000375 || 11th Enemy ID
|30000D0 || Bg2 X position
|-
|-
|3000384 || 11th Enemy health
|30000D2 || Bg2 Y position
|-
|-
|30003A2 || 11th Enemy freeze timer
|30000D4 || Bg3 X position
|-
|-
|30003AA || 12th Vertical enemy positioning
|30000D6 || Bg3 Y position
|-
|-
|30003AC || 12th Horizontal enemy positioning
|3000110 || Power bomb animation frame
|-
|-
|30003AD || 12th Enemy ID
|3000111 || Power bomb animation counter
|-
|-
|30003BC || 12th Enemy health
|3000112 || Power bomb semi-minor axis
|-
|-
|30003DA || 12th Enemy freeze timer
|3000114 || Power bomb X position
|-
|-
|30003E2 || 13th Vertical enemy positioning
|3000116 || Power bomb Y position
|-
|-
|30003E4 || 13th Horizontal enemy positioning
|3000118 || Power bomb left boundary offset
|-
|-
|30003E5 || 13th Enemy ID
|300011A || Power bomb right boundary offset
|-
|-
|30003F4 || 13th Enemy health
|300011C || Power bomb top boundary offset
|-
|-
|3000412 || 13th Enemy freeze timer
|300011E || Power bomb bottom boundary offset
|-
|-
|30008D9 || Escape timer
|3000124 || Screen X position
|-
|-
|3000968 || 1st vertical projectile positioning
|3000128 || Screen Y position
|-
|-
|300096A || 1st horizontal projectile positioning
|300012A || Screen X velocity
|-
|-
|300097C || 1st projectile type
|300012B || Screen Y velocity
|-
|-
|300097E || 1st bomb 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
|-
|-
|3000988 || 2nd vertical projectile positioning
|3000140-067F || Enemy data, (24 slots of 0x38 bytes)
|-
|-
|300098A || 2nd horizontal projectile positioning
|3000680-068E || Spriteset Enemy IDs
|-
|-
|300099C || 2nd projectile type
|300068F-069D || Spriteset Enemy GFX slots
|-
|-
|300099E || 2nd bomb timer
|30006BC || Enemy orientation
|-
|-
|30009A8 || 3rd vertical projectile positioning
|30006BE || Enemy Y position
|-
|-
|30009AA || 3rd horizontal projectile positioning
|30006C0 || Enemy X position
|-
|-
|30009BC || 3rd projectile type
|30006C2 || Enemy Y position spawn
|-
|-
|30009BE || 3rd bomb timer
|30006C4 || Enemy X position spawn
|-
|-
|30009C8 || 4th vertical projectile positioning
|30006C6 || Enemy top boundary offset
|-
|-
|30009CA || 4th horizontal projectile positioning
|30006C8 || Enemy bottom boundary offset
|-
|-
|30009DC || 4th projectile type
|30006CA || Enemy left boundary offset
|-
|-
|30009DE || 4th bomb timer
|30006CC || Enemy right boundary offset
|-
|-
|30009E8 || 5th vertical projectile positioning
|30006D0 || Enemy health
|-
|-
|30009EA || 5th horizontal projectile positioning
|30006D2 || Enemy animation
|-
|-
|30009FC || 5th projectile type
|30006D4 || Enemy graphic pointer
|-
|-
|30009FE || 5th bomb timer
|30006D8 || Enemy animation counter
|-
|-
|3000A08 || 6th vertical projectile positioning
|30006D9 || Enemy id
|-
|-
|3000A0A || 6th horizontal projectile positioning
|30006DA || Enemy spriteset slot
|-
|-
|3000A1C || 6th projectile type
|30006DB || Enemy spriteset gfx slot
|-
|-
|3000A1E || 6th bomb timer
|30006DC || Enemy palette
|-
|-
|3000A28 || 7th vertical projectile positioning
|30006DD || Unknown (used in spritedata routine)
|-
|-
|3000A2A || 7th horizontal projectile positioning
|30006DE || Unknown (used in spritedata routine)
|-
|-
|3000A3C || 7th projectile type
|30006DF || Enemy slot
|-
|-
|3000A3E || 7th bomb timer
|30006E0 || Enemy pose
|-
|-
|3000A48 || 8th vertical projectile positioning
|30006E1 || Unknown
|-
|-
|3000A4A || 8th horizontal projectile positioning
|30006E2 || Enemy timer for something
|-
|-
|3000A5C || 8th projectile type
|30006E4 || Unknown
|-
|-
|3000A5E || 8th bomb timer
|30006E6 || Unknown (used in spritedata routine)
|-
|-
|3000A68 || 9th vertical projectile positioning
|30006E8 || Enemy invincibility timer
|-
|-
|3000A6A || 9th horizontal projectile positioning
|30006E9 || Unknown (used in spritedata routine)
|-
|-
|3000A7C || 9th projectile type
|30006EA || Enemy respawn timer
|-
|-
|3000A7E || 9th bomb timer
|30006EB || Enemy attached enemy slot
|-
|-
|3000A88 || 10th vertical projectile positioning
|30006EC || Unknown
|-
|-
|3000A8A || 10th horizontal projectile positioning
|30006EE || Enemy freeze timer
|-
|-
|3000A9C || 10th projectile type
|30006F0 || Enemy collision properties
|-
|-
|3000A9E || 10th bomb timer
|30006F1 || Unknown (used in spritedata routine)
|-
|-
|3000AA8 || 11th vertical projectile positioning
|30006F2 || Unknown (used in spritedata routine)
|-
|-
|3000AAA || 11th horizontal projectile positioning
|030006F4 - 0773 || Particle Data (8 slots of 0x10 bytes)
|-
|-
|3000ABC || 11th projectile type
|03000774 || Particle Graphic Pointer
|-
|-
|3000ABE || 11th bomb timer
|03000778 || Particle Animation
|-
|-
|3000AC8 || 12th vertical projectile positioning
|0300077A || Particle Y Position
|-
|-
|3000ACA || 12th horizontal projectile positioning
|0300077C || Particle X Position
|-
|-
|3000ADC || 12th projectile type
|0300077E || Particle Animation Counter
|-
|-
|3000ADE || 12th bomb timer
|0300077F || Particle Orientation
* 0: Does Not Exist
* 1: Does Exist
|-
|-
|3000AE8 || 13th vertical projectile positioning
|03000780 || Particle Collision Properties
* 0x80: No-Clip
* 0x00: Solid
|-
|-
|3000AEA || 13th horizontal projectile positioning
|03000781 || Particle Timer
|-
|-
|3000AFC || 13th projectile type
|30008D9 || Escape timer
* + 0 6th digit
* + 1 5th digit
* + 2 4th digit
* + 3 3rd digit
* + 4 2nd digit
* + 5 1st digit
|-
|-
|3000AFE || 13th bomb timer
|3000960-0B5F || Projectile slots (16 slots of 0x20 bytes)
|-
|-
|3000B08 || 14th vertical projectile positioning
|3000B60 || Projectile rotation
|-
|-
|3000B0A || 14th horizontal projectile positioning
|3000B64 || Projectile graphic pointer
|-
|-
|3000B1C || 14th projectile type
|3000B68 || Projectile Y position
|-
|-
|3000B1E || 14th bomb timer
|3000B6A || Projectile X position
|-
|-
|3000B28 || 15th vertical projectile positioning
|3000B6C || Projectile animation frame
|-
|-
|3000B2A || 15th horizontal projectile positioning
|3000B6E || Projectile animation counter
|-
|-
|3000B3C || 15th projectile type
|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
|-
|-
|3000B3E || 15th bomb timer
|3000B70 || Projectile orientation
|-
|-
|3000B48 || 16th vertical projectile positioning
|3000B72 || Projectile momentum
|-
|-
|3000B4A || 16th horizontal projectile positioning
|3000B73 || Projectile part
|-
|-
|3000B5C || 16th projectile type
|3000B76 || Projectile top boundary offset
|-
|-
|3000B5E || 16th bomb timer
|3000B78 || Projectile bottom boundary offset
|-
|-
|3000B68 || 17th vertical projectile positioning
|3000B7A || Projectile left boundary offset
|-
|-
|3000B6A || 17th horizontal projectile positioning
|3000B7C || Projectile right boundary offset
|-
|-
|3000B7C || 17th projectile type
|3000B7E || Projectile bomb timer
|-
|-
|3000B7E || 17th bomb timer
|3000B7F || Projectile slot
|-
|-
|3000B84 || Menu status
|3000B80 || Arm Cannon Y position
* 0 Exits menu
|-
* 1 Gunship
|3000B82 || Arm Cannon X position
* 2 Normal menu
|-
* 3 Adam
|3000B84 || Sub-game mode B84
* 4 Adam
* 5 Map, then messes up all the sprites
* 6 SA-X clip-art scene
|-
|-
|3000B87 || Event counter
|3000B87 || Event counter
|-
|-
|3001245 || Pose status
|3000B8B || Type of save room
* 0 Standing
* 00 Navigation room
* 1 Turning around
* 01 Save room
* 2 Shooting
|-
* 3 Running
|3000B8D || Most recent save slot
* 4 Jumping/falling
|-
* 5 Turning around and jumping/falling
|3000B8E || SRAM corrupt flag
* 6 Landing
|-
* 7 Ducking
|3000B94 || Slot A data
* 8 Turning around and ducking
|-
* 9 Shooting and ducking
|3000B95 || Slot A corrupt
* A Starting a spin-jump
* 00 Not corrupt
* B Spinning
* 01 Main save data corrupt
* C Morphing
* 02 Main save data and save back-up data corrupt
* D Morphball
|-
* E Rolling
|3000BA4 || Slot A game completed flag
* F Unmorphing
|-
|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 411: 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 421: 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 connon out on a vertical ladder
* 27 Starting to hold your arm cannon out on a vertical ladder
* 28 Holding your arm connon out on a vertical ladder
* 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 connon on a vertical ladder
* 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 442: 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 447: Line 692:
* 40 Grabbed by Yakuza
* 40 Grabbed by Yakuza
|-
|-
|3001246 || Turn switch
|3001246 || Turning flag
* 0 Not turning around
* 1 Turning around
|-
|-
|3001247 || Bounce/wall-jump switch
|3001247 || Bouncing flag / wall-jumping flag / shinespark angle
* 0 Not bouncing/wall-jumping
* 00 Not bouncing/wall-jumping / sparking upwards
* 1 Bouncing/wall-jumping
* 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 462: Line 706:
|3001249 || Invincibility timer
|3001249 || Invincibility timer
|-
|-
|300124A || Speed boosting switch
|300124A || Speed boosting flag
* 0 Not speed boosting
* 1 Speed boosting
|-
|-
|300124B || Arm cannon direction
|300124B || Arm Cannon direction
* 0 None
* 00 None
* 1 Forward
* 01 Forward
* 2 Diagonally upwards
* 02 Diagonally upwards
* 3 Diagonally downwards
* 03 Diagonally downwards
* 4 Upwards
* 04 Upwards
* 5 Downwards
* 05 Downwards
|-
|-
|300124C || Missiles switch
|300124C || Missiles selected flag
* 0 Missiles not selected
* 1 Missiles selected
|-
|-
|300124D || Projectile type
|300124D || Projectile type
* 1 Beam
* 01 Beam
* 2 Missile
* 02 Missile
* 4 Bomb
* 03 Unused
* 5 Charged beam
* 04 Bomb
* 6 Power bomb
* 05 Charged beam
* 06 Power bomb
|-
|-
|300124E || Cooldown timer
|300124E || Cooldown timer
Line 489: Line 730:
|3001250 || Charge beam counter
|3001250 || Charge beam counter
|-
|-
|3001252 || Arm running animation switch
|3001252 || Arm running animation flag
* 0 Arm connon out
* 1 Arm connon not out
|-
|-
|3001253 || Speed boosting/knock-back counter
|3001253 || Speed boost counter/knock-back counter
|-
|-
|3001254 || Wall-jump direction switch
|3001254 || Wall-jump direction
* 10 Rightwards
* 10 Rightwards
* 20 Leftwards
* 20 Leftwards
|-
|-
|3001256 || Direction switch
|3001256 || Direction
* 10 Rightwards
* 10 Rightwards
* 20 Leftwards
* 20 Leftwards
|-
|-
|300125A || Horizontal positioning
|300125A || X position
Uses quarter pixels
Uses quarter pixels
|-
|-
|300125C || Vertical positioning
|300125C || Y position
Uses quarter pixels
Uses quarter pixels
|-
|-
|300125E || Horizontal momentum
|300125E || X velocity
Uses 32ths of a pixel
Uses 32ths of a pixel
|-
|-
|3001260 || Vertical momentum
|3001260 || Y velocity
Uses 32ths of a pixel
Uses 32ths of a pixel
|-
|-
|3001262 || Current slope type
|3001262 || Current Slope Type
* Flat
* 00 Flat
* 11 Steep right
* 11 Steep right
* 12 Gentle right
* 12 Gentle right
* 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 || Health status
|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 || Missile status
|3001314 || Current missiles
|-
|-
|3001316 || Missiles capacity
|3001316 || Missiles capacity
|-
|-
|3001318 || Power bomb status
|3001318 || Current power bombs
|-
|-
|3001319 || Power bomb capacity
|3001319 || Power bomb capacity
|-
|-
|300131A || Beam status
|300131A || Beam status
* 0 None
* 00 None
* 1 Charge beam
* 01 Charge beam
* 2 Wide beam
* 02 Wide beam
* 4 Plasma beam
* 04 Plasma beam
* 8 Wave beam
* 08 Wave beam
* 10 Ice beam
* 10 Ice beam
|-
|-
|300131B || Missile + bomb status
|300131B || Missile + Bomb status
* 0 None
* 00 None
* 1 Missile
* 01 Missile
* 2 Super missile
* 02 Super missile
* 4 Ice missile
* 04 Ice missile
* 8 Diffusion missile
* 08 Diffusion missile
* 10 Bomb
* 10 Bomb
* 20 Power bomb
* 20 Power bomb
|-
|-
|300131C || Suit + misc. status
|300131C || Suit + Misc. status
* 0 None
* 00 None
* 1 Hi-jump
* 01 Hi-jump
* 2 Speed booster
* 02 Speed booster
* 4 Space jump
* 04 Space jump
* 8 Screw attack
* 08 Screw attack
* 10 Varia suit
* 10 Varia suit
* 20 Gravity suit
* 20 Gravity suit
Line 564: Line 858:
* 80 Omega suit
* 80 Omega suit
|-
|-
|300131D || Security Status
|300131D || Security status
* 0 White doors
* 00 White doors
* 1 Blue doors
* 01 Blue doors
* 2 Green doors
* 02 Green doors
* 3 Yellow doors
* 03 Yellow doors
* 4 Red doors
* 04 Red doors
* FF None
* FF None
|-
|-
|300131F || Low Health switch
|300131E || Downloaded map status
* 0 Not low health
* 00 None
* 1 Low health
* 01 Main Deck
|-
* 02 SRX
|300132C || Horizontal wall collision detection
* 04 TRO
* 0 None of Samus
* 08 PYR
* 1 Top of Samus
* 10 AQA
* 2 Middle of Samus
* 20 ARC
* 4 Bottom of Samus
* 40 NOC
|-
|-
|3001330 || Half speed switch
|300131F || Low health flag
* 0 Normal speed
* 1 Half speed
|-
|-
|3001332 || Vertical acceleration
|3001329 || Samus-clip collision type
* 00 Standing
* 01 In air
* 02 Ducking
* 04 Spinning
* 05 Ball
* 06 Ball in air
|-
|-
|3001334 || Maximum vertical speed
|300132C || Horizontal Wall Collision Detection
* 00 None of Samus
* 01 Top of Samus
* 02 Middle of Samus
* 04 Bottom of Samus
|-
|-
|3001336 || Horizontal in-air acceleration
|3001330 || Slow speed flag (such as Nightmare's gravity)
|-
|-
|3001338 || Maximum horizontal in-air speed
|3001332 || Y acceleration
|-
|-
|300133A || Maximum horizontal in-air morphball speed
|3001334 || Y velocity cap
|-
|-
|300133C || Horizontal acceleration
|3001336 || In-air X acceleration
|-
|-
|300133E || Maximum horizontal speed
|3001338 || In-air X velocity cap
|-
|-
|3001342 || Previous horizontal positioning
|300133A || In-air Morphball X velocity cap
|-
|-
|3001344 || Previous vertical positioning
|300133C || X acceleration
|-
|-
|3001346 || Underwater switch
|300133E || X velocity cap
* 0 Overwater
* 1 Underwater
|-
|-
|300134C-30013CA || Previous 64 horizontal positionings
|3001342 || Previous X position
|-
|-
|30013CC-300144A || Previous 64 vertical positionings
|3001344 || Previous Y position
|-
|-
|300151E || Final percentage
|3001346 || Underwater flag
|-
|-
|3001608 || 2nd menu arrow horizontal position
|300134C || Previous 64 X positions
|-
|-
|300160A || 2nd menu arrow vertical position
|30013CC || Previous 64 Y positions
|-
|-
|300160E || Copy data selector animation
|3001484-1703 || Clipdata handling code
|-
|-
|300160F || Copy data selector animation counter
|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
|-
|-
|300161C || 2nd menu box animation
|30019C4 || Pointer to V-Blank code
|-
|-
|3001628 || Menu box type
|30019C8 || Pointer to H-Blank code
|-
|-
|3001638 || Copy menu box animation switch
|30019CC || Pointer to V-Count code
|-
|-
|3001640 || 1st menu arrow horizontal position
|30019DE || Music length
|-
|-
|3001642 || 1st menu arrow vertical position
|30019E0 || Current music position
|-
|-
|3001645 || Menu arrow switch
|30019EC || Music slot 1
|-
|-
|3001646 || Menu arrow animation
|30019EE || Music slot 2
|-
|-
|3001647 || Menu arrow animation counter
|30019F0 || Slot switch
* 0 Slot 2
* 1 Slot 1
|-
|-
|3001654 || Menu arrow type
|3001A74 || Interlaced PCM data
|-
|-
|3001660 || Menu box animation
|30025F4 || Sound channel A data
|-
|-
|3001670 || 1st menu box animation
|3002BF4 || Sound channel B data
|-
|-
|30016B2 || Save file selector position
|3003654 || Pointer to sound code A
|-
|-
|30016F1 || Mono to stereo switch
|3003658-3CAF || Sound code A
|-
|-
|3001704 || Mono to stereo selector position
|3003CB0 || Pointer to sound code B
|-
|-
|300170A || Mono to stereo animation
|3003CB4-3D57 || Sound code B
|-
|-
|300170B || Mono to stereo animation counter
|3003D58 || Pointer to sound code C
|-
|-
|300445E/4474 || Electrified pain SFX
|3003D5C-3EBB || Sound code C
|-
|-
|3004D28 || Suit colour
|3004D28 || Suit colour
Line 660: Line 975:
|3004D90 || SA-X suit colour
|3004D90 || SA-X suit colour
|-
|-
|3004DEC || 1st Door type
|3004DDC || Pointer to tile parts
|-
|3004DE4 || Pointer to (related to NoRespawnBlocks)
|-
|3004DE8 || Current music track
|-
|3004DEC || 1st door rype
* 0x Left facing white door
* 0x Left facing white door
* 1x Right facing white door
* 1x Right facing white door
Line 679: Line 1,000:
* x9 last fame of opening/closing
* x9 last fame of opening/closing
|-
|-
|3004DED || 1st Door animation
|3004DED || 1st door animation
* 0 Closed
* 0 Closed
* 1 Open bottom half of door
* 1 Open bottom half of door
Line 689: Line 1,010:
* 13 Increase door type by 2
* 13 Increase door type by 2
|-
|-
|3004DEE || 1st Door horizontal positioning
|3004DEE || 1st Door X position
Uses 17 pixels
Uses 17 pixels
|-
|-
|3004DEF || 1st Door vertical positioning
|3004DEF || 1st Door Y position
Uses 17 pixels
Uses 17 pixels
|-
|-
Line 699: Line 1,020:
|3004DF1 || 2nd Door animation
|3004DF1 || 2nd Door animation
|-
|-
|3004DF2 || 2nd Door horizontal positioning
|3004DF2 || 2nd Door X Position
|-
|-
|3004DF3 || 2nd Door vertical positioning
|3004DF3 || 2nd Door Y Position
|-
|-
|3004DF4 || 3rd Door type
|3004DF4 || 3rd Door type
Line 707: Line 1,028:
|3004DF5 || 3rd Door animation
|3004DF5 || 3rd Door animation
|-
|-
|3004DF6 || 3rd Door horizontal positioning
|3004DF6 || 3rd Door X Position
|-
|-
|3004DF7 || 3rd Door vertical positioning
|3004DF7 || 3rd Door Y Position
|-
|-
|3004DF8 || 4th Door type
|3004DF8 || 4th Door type
Line 715: Line 1,036:
|3004DF9 || 4th Door animation
|3004DF9 || 4th Door animation
|-
|-
|3004DFA || 4th Door horizontal positioning
|3004DFA || 4th Door X Position
|-
|-
|3004DFB || 4th Door vertical positioning
|3004DFB || 4th Door Y Position
|-
|-
|3004DFC || 5th Door type
|3004DFC || 5th Door type
Line 723: Line 1,044:
|3004DFD || 5th Door animation
|3004DFD || 5th Door animation
|-
|-
|3004DFE || 5th Door horizontal positioning
|3004DFE || 5th Door X Position
|-
|-
|3004DFF || 5th Door vertical positioning
|3004DFF || 5th Door Y Position
|-
|-
|3004E00 || 6th Door type
|3004E00 || 6th Door type
Line 731: Line 1,052:
|3004E01 || 6th Door animation
|3004E01 || 6th Door animation
|-
|-
|3004E02 || 6th Door horizontal positioning
|3004E02 || 6th Door X Position
|-
|-
|3004E03 || 6th Door vertical positioning
|3004E03 || 6th Door Y Position
|-
|-
|3004E04 || 7th Door type
|3004E04 || 7th Door type
Line 739: Line 1,060:
|3004E05 || 7th Door animation
|3004E05 || 7th Door animation
|-
|-
|3004E06 || 7th Door horizontal positioning
|3004E06 || 7th Door X Position
|-
|-
|3004E07 || 7th Door vertical positioning
|3004E07 || 7th Door Y Position
|-
|-
|3004E08 || 8th Door type
|3004E08 || 8th Door type
Line 747: Line 1,068:
|3004E09 || 8th Door animation
|3004E09 || 8th Door animation
|-
|-
|3004E0A || 8th Door horizontal positioning
|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
|-
|-
|3004E0B || 8th Door vertical positioning
|6004000-7FFF || Level tiles
|-
|-
|3007D94 || Projectile vertical positioning
|6008000-FFFF || Background tiles
|-
|-
|3007D98 || Projectile horizontal positioning
|6010000-7FFF || Sprite tiles
|}
 
{{Internal Data|game=Metroid Fusion}}

Latest revision as of 02:42, 24 January 2024

Chip tiny.png 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
  • 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
  • + 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 Sub-game mode B84
3000B87 Event counter
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
  • 11 Getting hurt
  • 12 Getting hurt in morphball
  • 13 Getting knocked back
  • 14 Getting knocked back in morphball
  • 15 Starting a wall-jump
  • 16 Wall-jumping
  • 17 Using an elevator
  • 18 Hanging on a ledge
  • 19 Pulling yourself up from hanging
  • 1A Pulling yourself forward from hanging
  • 1B Pulling yourself into a morphball tunnel
  • 1C Pulling yourself down to start hanging???
  • 1D Space-jumping
  • 1E Screw-attacking
  • 1F Skidding
  • 20 On a save pad
  • 21 On a recharge/security pad
  • 22 Turning around to be recharged
  • 23 Delay before shinesparking
  • 24 Shinesparking
  • 25 Delay after shinesparking
  • 26 Hanging from a vertical ladder
  • 27 Starting to hold your arm cannon out on a vertical ladder
  • 28 Holding your arm cannon out on a vertical ladder
  • 29 Shooting on a vertical ladder
  • 2A Starting to put away your arm cannon on a vertical ladder
  • 2B Handing on a horizontal ladder
  • 2C Moving on a horizontal ladder
  • 2D Turning around on a horizontal ladder
  • 2E Delay after shooting on a horizontal ladder
  • 2F Shooting on a horizontal ladder
  • 30 Frozen
  • 31 Frozen and falling
  • 32 Frozen in morphball
  • 33 Frozen in morphball and falling
  • 34 Unlocking security
  • 35 Saving/loading game
  • 36 On a navigation pad
  • 37 Downloading an ability
  • 38 Being recharged
  • 39 Facing the foreground
  • 3A Facing the background
  • 3B Unlocking the habitations deck
  • 3C --Unknown--
  • 3D Being loaded by the gunship
  • 3E Dying
  • 3F Hit by Omega Metroid
  • 40 Grabbed by Yakuza
3001246 Turning flag
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
  • 15 Jumping when bouncing
  • 16 Jumping when bouncing
3001248 Wall-jump timer
3001249 Invincibility timer
300124A Speed boosting flag
300124B Arm Cannon direction
  • 00 None
  • 01 Forward
  • 02 Diagonally upwards
  • 03 Diagonally downwards
  • 04 Upwards
  • 05 Downwards
300124C Missiles selected flag
300124D Projectile type
  • 01 Beam
  • 02 Missile
  • 03 Unused
  • 04 Bomb
  • 05 Charged beam
  • 06 Power bomb
300124E Cooldown timer
3001250 Charge beam counter
3001252 Arm running animation flag
3001253 Speed boost counter/knock-back counter
3001254 Wall-jump direction
  • 10 Rightwards
  • 20 Leftwards
3001256 Direction
  • 10 Rightwards
  • 20 Leftwards
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
  • 00 Flat
  • 11 Steep right
  • 12 Gentle right
  • 21 Steep 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
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
3001314 Current missiles
3001316 Missiles capacity
3001318 Current power bombs
3001319 Power bomb capacity
300131A Beam status
  • 00 None
  • 01 Charge beam
  • 02 Wide beam
  • 04 Plasma beam
  • 08 Wave beam
  • 10 Ice beam
300131B Missile + Bomb status
  • 00 None
  • 01 Missile
  • 02 Super missile
  • 04 Ice missile
  • 08 Diffusion missile
  • 10 Bomb
  • 20 Power bomb
300131C Suit + Misc. status
  • 00 None
  • 01 Hi-jump
  • 02 Speed booster
  • 04 Space jump
  • 08 Screw attack
  • 10 Varia suit
  • 20 Gravity suit
  • 40 Morph ball
  • 80 Omega suit
300131D Security status
  • 00 White doors
  • 01 Blue doors
  • 02 Green doors
  • 03 Yellow doors
  • 04 Red doors
  • 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
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
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
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