Metroid Fusion/RAM map: Difference between revisions

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!'''RAM'''  || '''Information'''
!'''RAM'''  || '''Information'''
|-
|-
|2010000-10FFF || Decompressed BG2 Map
|2000000-FFFF || --Unknown--
|-
|-
|2026000-28FFF || Decompressed Clipdata
|2010000-0FFF || Decompressed Bg2 map
|-
|-
|2029000-2BFFF || Decompressed Foreground
|2011000-25FFF || --Unknown--
|-
|-
|202C000-2EFFF || Decompressed Level
|2026000-8FFF || Decompressed clipdata
|-
|-
|202F000-31FFF || Decompressed Back-Level
|2029000-BFFF || Decompressed foreground map
|-
|-
|2038000-3807F || 0x0000-0x007F of SRAM
|202C000-EFFF || Decompressed level map
|-
|-
|2038080-380FF || Copy of above
|202F000-31FFF || Decompressed backLevel map
|-
|-
|2038100-381FF || Unused
|2032000-2FFF || Decompressed background map
|-
|-
|2038200-393FF || Slot A SRAM
|2033000-3FFF || Unused
|-
|-
|2039400-3A5FF || Slot A SRAM backup
|2034000-47FF || Map data
|-
|-
|203A600-3B7FF || Slot B SRAM
|2034800-4FFF || Decompressed map data
|-
|-
|203B800-3C9FF || Slot B SRAM backup
|2035000-53FF || --Unknown--
|-
|-
|203CA00-3DBFF || Slot C SRAM
|2035400-55FF || Background palette
|-
|-
|203DC00-3EE00 || Slot C SRAM backup
|2035600-57FF || Sprite palette
|-
|-
|203EE00-3F03F || 0x6E00-0x703F of SRAM
|2035800-7BFF || --Unknown--
|-
|-
|203F040-3F0BF || Clear
|2036000-63FB || No respawn blocks 1
|-
|-
|203F0C0-3FFFF || 0x70C0-0x7FFF of SRAM
|2037200-73FF || No respawn blocks 2 (there's a difference)
|-
|-
|3000000 || X-Parasite Target Display Switch
|2037C00-7FFF || Map explored
|-
|-
|3000002 || 16-Bit Frame Counter
|2038000-807F || 000-07F of SRAM
|-
|-
|3000004 || BLDALPHA
|2038080-80FF || Copy of above
|-
|-
|3000006 || BLDCNT
|2038100-81FF || Unused
|-
|-
|3000008 || DISPCNT
|2038200-93FF || Slot A SRAM
|-
|-
|300000C || WININ-high
|2039400-A5FF || Slot A SRAM backup
|-
|-
|300000D || WINOUT-low
|203A600-B7FF || Slot B SRAM
|-
|-
|300000E || Transparent Colour
|203B800-C9FF || Slot B SRAM backup
|-
|-
|3000010 || Copied to 0203800A
|203CA00-DBFF || Slot C SRAM
|-
|-
|3000011 || Language Switch
|203DC00-EE00 || Slot C SRAM backup
|-
|-
|3000014 || Completed Game Switch
|203EE00-F03F || 0x6E00-0x703F of SRAM
* 0 for the normal map screen
* 1 for the timer and item collection map screen
|-
|-
|3000015 || Intro Switch
|203F040-F0BF || Clear
|-
|-
|3000019 || BG3OFS Background Layer
|203F0C0-FFFF || 0x70C0-0x7FFF of SRAM
|-
|-
|300001B || Abilities Counter
|3000000 || X-Parasite Target display flag
|-
|-
|300001C || Door Flashing Level
|3000002 || 16-bit frame counter
|-
|-
|3000020 || Reboot Switch
|3000004 || Written to 4000052 (BLDALPHA, alpha blending coefficients)
|-
|-
|3000025 || Soft-Resets Switch
|3000006 || Written to 4000050 (BLDCNT, color special effects selection)
|-
|-
|300002C || Area ID
|3000008 || Written to 4000000 (DISPCNT, LCD control)
|-
|-
|300002D || Room ID
|300000C || Written to 4000049 (WININ-high, inside of window 1)
|-
|-
|300002E || Door ID
|300000D || Written to 400004A (WINOUT-low, outside of windows)
|-
|-
|3000031 || Horizontal Mini-Map Coordinate
|300000E || Written to 5000000 (Transparent colour)
|-
|-
|3000032 || Vertical Mini-Map Coordinate
|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
|300003B || Main Deck Percentage
|-
|-
|300003C || SRX Percentage
|300003C || Current SRX Percentage
|-
|300003D || Current TRO Percentage
|-
|300003E || Current PYR Percentage
|-
|300003F || Current AQA Percentage
|-
|-
|300003D || TRO Percentage
|3000040 || Current ARC Percentage
|-
|-
|300003E || PYR Percentage
|3000041 || Current NOC Percentage
|-
|-
|300003F || AQA 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
|-
|-
|3000040 || ARC Percentage
|3000044 || Y-position of above
|-
|-
|3000041 || NOC Percentage
|3000052 || Spriteset
|-
|-
|3000070 || DSPCNT
|3000054 || Which spriteset entry was used
|-
|-
|3000072 || BLDCNT
|3000058 || Which animated level tiles to use
|-
|-
|3000074 || BLDALPHA
|3000060 || Sub-event counter
|-
|-
|3000076 || WININ
|3000070 || Back-up of 4000000 (DISPCNT, LCD control), during non-gameplay
|-
|-
|3000077 || WINOUT
|3000072 || Back-up of 4000050 (BLDCNT, color special effects selection), during non-gameplay
|-
|-
|3000078 || BG0CNT, Written To Only
|3000074 || Back-up of 4000052 (BLDALPHA, alpha blending coefficients), during non-gameplay
|-
|-
|300007A || BG1CNT
|3000076 || Back-up of 4000049 (WININ-high, inside of window 1), during non-gameplay
|-
|-
|300007C || BG2CNT
|3000077 || Back-up of 400004A (WINOUT-low, outside of windows), during non-gameplay
|-
|-
|300007E || BG3CNT
|3000078 || Back-up of 4000008 (BG0CNT, BG0 control), written to only
|-
|-
|3000080 || BG0CNT
|300007A || Back-up of 400000A (BG1CNT, BG1 control)
|-
|-
|3000084 || Decompressed Foreground Pointer
|300007C || Back-up of 400000C (BG2CNT, BG2 control)
|-
|-
|3000088 || Foreground Width
|300007E || Back-up of 400000E (BG3CNT, BG3 control)
|-
|-
|300008A || Foreground Height
|3000080 || Back-up of 4000008 (BG0CNT, BG0 control)
|-
|-
|300008C || Decompressed Level Pointer
|3000084 || Pointer to decompressed foreground
|-
|-
|3000090 || Level Width
|3000088 || Width of foreground in blocks
|-
|-
|3000092 || Level Height
|300008A || Height of foreground in blocks
|-
|-
|3000094 || Decompressed Back-Level Pointer
|300008C || Pointer to decompressed level
|-
|-
|3000098 || Back-Level Width
|3000090 || Width of level in blocks
|-
|-
|300009A || Back-Level Height
|3000092 || Height of level in blocks
|-
|-
|300009C || Decompressed Clipdata Pointer
|3000094 || Pointer to decompressed back-level
|-
|-
|30000A0 || Clipdata Width
|3000098 || Width of back-level in blocks
|-
|-
|30000A2 || Clipdata Height
|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
|30000A4 || Tileset
* TODO
* TODO
* TODO
|-
|-
|30000A5 || Foreground Compression
|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
|-
|-
|30000A6 || Level Compression
|30000A7 || Back-Level properties
|-
|-
|30000A7 || Back-Level Compression
|30000A8 || Background properties
|-
|-
|30000A8 || Background Compression
|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
|30000AB || Transparency
|-
|-
|30000AC || Sprite Data ROM Pointer
|30000AC || Pointer to room's enemy data
|-
|-
|30000B0 || Sprite Event Change
|30000B0 || Event to use the first spriteset
|-
|-
|30000BA || Music Track
|30000B1 || Event to use the second spriteset
|-
|-
|30000C8 || Horizontal Background 0 Positioning
|30000B2 || Room's map X coordinate
|-
|-
|30000CA || Vertical Background 0 Positioning
|30000B3 || Room's map Y coordinate
|-
|-
|30000CC || Horizontal Background 1 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
|-
|-
|30000CE || Vertical Background 1 Positioning
|30000B6 || Room effect Y position
|-
|-
|30000D0 || Horizontal Background 2 Positioning
|30000BA || Music track
|-
|-
|30000D2 || Vertical Background 2 Positioning
|30000BC || Foreground size
* 00 256x256
* 01 512x256
* 02 256x512
|-
|-
|30000D4 || Horizontal Background 3 Positioning
|30000BD || Background size
|-
|-
|30000D6 || Vertical Background 3 Positioning
|30000BE || Animated tileset
|-
|-
|3000124 || Horizontal Screen Positioning
|30000BF || Extra palette
|-
|-
|3000128 || Vertical Screen Positioning
|30000C8 || Bg0 X position
|-
|-
|300012A || Horizontal Screen Momentum
|30000CA || Bg0 Y position
|-
|-
|300012B || Vertical Screen Momentum
|30000CC || Bg1 X position
|-
|-
|3000138 || In-Game Timer
|30000CE || Bg1 Y position
|-
|-
|3000140 || Enemy Slot 0
|30000D0 || Bg2 X position
|-
|-
|3000178 || Enemy Slot 1
|30000D2 || Bg2 Y position
|-
|-
|30001B0 || Enemy Slot 2
|30000D4 || Bg3 X position
|-
|-
|30001E8 || Enemy Slot 3
|30000D6 || Bg3 Y position
|-
|-
|3000220 || Enemy Slot 4
|3000110 || Power bomb animation frame
|-
|-
|3000258 || Enemy Slot 5
|3000111 || Power bomb animation counter
|-
|-
|3000290 || Enemy Slot 6
|3000112 || Power bomb semi-minor axis
|-
|-
|30002C8 || Enemy Slot 7
|3000114 || Power bomb X position
|-
|-
|3000300 || Enemy Slot 8
|3000116 || Power bomb Y position
|-
|-
|3000338 || Enemy Slot 9
|3000118 || Power bomb left boundary offset
|-
|-
|3000370 || Enemy Slot A
|300011A || Power bomb right boundary offset
|-
|-
|30003A8 || Enemy Slot B
|300011C || Power bomb top boundary offset
|-
|-
|30003E0 || Enemy Slot C
|300011E || Power bomb bottom boundary offset
|-
|-
|3000418 || Enemy Slot D
|3000124 || Screen X position
|-
|-
|3000450 || Enemy Slot E
|3000128 || Screen Y position
|-
|-
|3000488 || Enemy Slot F
|300012A || Screen X velocity
|-
|-
|30004C0 || Enemy Slot 10
|300012B || Screen Y velocity
|-
|-
|30004F8 || Enemy Slot 11
|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
|-
|-
|3000530 || Enemy Slot 12
|3000140-067F || Enemy data, (24 slots of 0x38 bytes)
|-
|-
|3000568 || Enemy Slot 13
|3000680-068E || Spriteset Enemy IDs
|-
|-
|30005A0 || Enemy Slot 14
|300068F-069D || Spriteset Enemy GFX slots
|-
|-
|30005D8 || Enemy Slot 15
|30006BC || Enemy orientation
|-
|-
|3000610 || Enemy Slot 16
|30006BE || Enemy Y position
|-
|-
|3000648 || Enemy Slot 17
|30006C0 || Enemy X position
|-
|-
|30006BC || Enemy Orientation
|30006C2 || Enemy Y position spawn
|-
|-
|30006BE || Enemy Vertical Positioning
|30006C4 || Enemy X position spawn
|-
|-
|30006C0 || Enemy Horizontal Positioning
|30006C6 || Enemy top boundary offset
|-
|-
|30006C2 || Enemy Vertical Position Spawn
|30006C8 || Enemy bottom boundary offset
|-
|-
|30006C4 || Enemy Horizontal Position Spawn
|30006CA || Enemy left boundary offset
|-
|-
|30006C6 || Enemy Top Boundary Offset
|30006CC || Enemy right boundary offset
|-
|-
|30006C8 || Enemy Bottom Boundary Offset
|30006D0 || Enemy health
|-
|-
|30006CA || Enemy Left Boundary Offset
|30006D2 || Enemy animation
|-
|-
|30006CC || Enemy Right Boundary Offset
|30006D4 || Enemy graphic pointer
|-
|-
|30006D0 || Enemy Health
|30006D8 || Enemy animation counter
|-
|-
|30006D2 || Enemy Animation
|30006D9 || Enemy id
|-
|-
|30006D4 || Enemy Graphic Pointer
|30006DA || Enemy spriteset slot
|-
|-
|30006D8 || Enemy Animation Counter
|30006DB || Enemy spriteset gfx slot
|-
|-
|30006D9 || Enemy ID
|30006DC || Enemy palette
|-
|-
|30006DB || Enemy Sprite Set Slot
|30006DD || Unknown (used in spritedata routine)
|-
|-
|30006DC || Enemy Palette (Relative)
|30006DE || Unknown (used in spritedata routine)
|-
|-
|30006E0 || Enemy Pose
|30006DF || Enemy slot
|-
|-
|30006E2 || Enemy Timer for something
|30006E0 || Enemy pose
|-
|-
|30006E8 || Enemy Invincibility Timer
|30006E1 || Unknown
|-
|-
|30006EA || Enemy Respawn Timer
|30006E2 || Enemy timer for something
|-
|-
|30006EE || Enemy Freeze Timer
|30006E4 || Unknown
|-
|-
|30006F0 || Bit array for collision, 8-bit. As seen in DH's enemy stats?
|30006E6 || Unknown (used in spritedata routine)
|-
|-
|30008D9 || Escape Timer
|30006E8 || Enemy invincibility timer
|-
|-
|3000960 || Projectile Slot 0
|30006E9 || Unknown (used in spritedata routine)
|-
|-
|3000980 || Projectile Slot 1
|30006EA || Enemy respawn timer
|-
|-
|30009A0 || Projectile Slot 2
|30006EB || Enemy attached enemy slot
|-
|-
|30009C0 || Projectile Slot 3
|30006EC || Unknown
|-
|-
|30009E0 || Projectile Slot 4
|30006EE || Enemy freeze timer
|-
|-
|3000A00 || Projectile Slot 5
|30006F0 || Enemy collision properties
|-
|-
|3000A20 || Projectile Slot 6
|30006F1 || Unknown (used in spritedata routine)
|-
|-
|3000A40 || Projectile Slot 7
|30006F2 || Unknown (used in spritedata routine)
|-
|-
|3000A60 || Projectile Slot 8
|030006F4 - 0773 || Particle Data (8 slots of 0x10 bytes)
|-
|-
|3000A80 || Projectile Slot 9
|03000774 || Particle Graphic Pointer
|-
|-
|3000AA0 || Projectile Slot A
|03000778 || Particle Animation
|-
|-
|3000AC0 || Projectile Slot B
|0300077A || Particle Y Position
|-
|-
|3000AE0 || Projectile Slot C
|0300077C || Particle X Position
|-
|-
|3000B00 || Projectile Slot D
|0300077E || Particle Animation Counter
|-
|-
|3000B20 || Projectile Slot E
|0300077F || Particle Orientation
* 0: Does Not Exist
* 1: Does Exist
|-
|-
|3000B40 || Projectile Slot F
|03000780 || Particle Collision Properties
* 0x80: No-Clip
* 0x00: Solid
|-
|-
|3000B60 || Projectile Rotation
|03000781 || Particle Timer
|-
|-
|3000B64 || Projectile Graphic Pointer
|30008D9 || Escape timer
* + 0 6th digit
* + 1 5th digit
* + 2 4th digit
* + 3 3rd digit
* + 4 2nd digit
* + 5 1st digit
|-
|-
|3000B68 || Projectile Vertical Positioning
|3000960-0B5F || Projectile slots (16 slots of 0x20 bytes)
|-
|-
|3000B6A || Projectile Horizontal Positioning
|3000B60 || Projectile rotation
|-
|-
|3000B6C || Projectile Animation Frame
|3000B64 || Projectile graphic pointer
|-
|-
|3000B6E || Projectile Animation Counter
|3000B68 || Projectile Y position
|-
|-
|3000B6F || Projectile Type
|3000B6A || Projectile X position
|-
|-
|3000B70 || Projectile Orientation
|3000B6C || Projectile animation frame
|-
|-
|3000B72 || Projectile Momentum
|3000B6E || Projectile animation counter
|-
|-
|3000B73 || Projectile Part
|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
|-
|-
|3000B76 || Projectile Top Boundary Offset
|3000B78 || Projectile bottom boundary offset
|-
|-
|3000B78 || Projectile Bottom Boundary Offset
|3000B7A || Projectile left boundary offset
|-
|-
|3000B7A || Projectile Left Boundary Offset
|3000B7C || Projectile right boundary offset
|-
|-
|3000B7C || Projectile Right Boundary Offset
|3000B7E || Projectile bomb timer
|-
|-
|3000B7E || Projectile Bomb Timer
|3000B7F || Projectile slot
|-
|-
|3000B7F || Projectile Slot
|3000B80 || Arm Cannon Y position
|-
|-
|3000B80 || Arm Cannon Vertical Positioning
|3000B82 || Arm Cannon X position
|-
|-
|3000B82 || Arm Cannon Horizontal Positioning
|3000B84 || Sub-game mode B84
|-
|-
|3000B84 || Sub-Game Mode
|3000B87 || Event counter
|-
|-
|3000B87 || Event Counter
|3000B8B || Type of save room
* 00 Navigation room
* 01 Save room
|-
|-
|3000B8D || Most Recent Slot
|3000B8D || Most recent save slot
|-
|-
|3000B94 || Slot A Data
|3000B8E || SRAM corrupt flag
|-
|-
|3000B95 || Slot A Corrupt
|3000B94 || Slot A data
|-
|-
|3000BA4 || Slot A Game Completed
|3000B95 || Slot A corrupt
* 00 Not corrupt
* 01 Main save data corrupt
* 02 Main save data and save back-up data corrupt
|-
|-
|3000BA5 || Slot A Save Exists
|3000BA4 || Slot A game completed flag
|-
|-
|3000BA8 || Slot B Data
|3000BA5 || Slot A save exists flag
|-
|-
|3000BA9 || Slot B Corrupt
|3000BA8 || Slot B data
|-
|-
|3000BB8 || Slot B Game Completed
|8000BBC || Slot C data
|-
|-
|3000BB9 || Slot A Save Exists
|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
|-
|-
|8000BBC || Slot C Data
|3000BE0 || Sub-game mode 2
|-
|-
|8000BBD || Slot C Corrupt
|3000BE2 || Sub-game mode 1
|-
|-
|8000BCC || Slot C Game Completed
|3000BE4 || Cleared every frame
|-
|-
|3000BCD || Slot A Save Exists
|3000BE5 || 8-Bit frame counter
|-
|-
|3000BDE || Game Mode
|3000BE6 || V-Blank request flag
|-
|-
|3000BE0 || Sub-Game Mode
|3000BE8-0DE7 || Interrupt code
|-
|-
|3000BE2 || Sub-Game Mode
|3000DE8-11E7 || OAM data
|-
|-
|3000BE4 || Cleared Every Frame
|30011E8 || Button input
|-
|-
|3000BE5 || 8-Bit Frame Counter
|30011EA || New input
|-
|-
|3000BE6 || V-Blank Happened Switch
|30011EC || Changed input
|-
|-
|3000BE8-0DE7 || Interrupt Code
|30011EE || Next OAM slot
|-
|-
|3000DE8-11E7 || OAM Data
|300120C || Written to bits 4.. of 400004C (MOSAIC, mosaic size)
|-
|-
|30011E8 || Button Input
|300120E || Written to 400004C (MOSAIC, mosaic size)
|-
|-
|30011EA || New Input
|300121E || Written to 4000054 (BLDY, brightness coefficient)
|-
|-
|30011EC || Changed Input
|3001224 || Bg0 X position
|-
|-
|30011EE || Next OAM Slot
|3001226 || Bg0 Y position
|-
|-
|3001228 || BG0 X Position
|3001228 || Bg1 X position
|-
|-
|300122A || BG0 Y Position
|300122A || Bg1 Y position
|-
|-
|300122C || BG2 X Position
|300122C || Bg2 X position
|-
|-
|300122E || BG2 Y Position
|300122E || Bg2 Y position
|-
|-
|3001230 || BG3 X Position
|3001230 || Bg3 X position
|-
|-
|3001232 || BG3 Y Position
|3001232 || Bg3 Y position
|-
|-
|3001243 || Pose Lock
|3001243 || Pose lock
* 00 Free
* 00 Free
* 80 Locked
* 80 Locked
|-
|-
|3001245 || Pose Status
|3001245 || Current pose
* 00 Standing
* 00 Standing
* 01 Turning around
* 01 Turning around
Line 483: 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 488: 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 Switch/Wall-Jump Switch/Shinespark Angle
|3001247 || Bouncing flag / wall-jumping flag / shinespark angle
* 0 Not bouncing/wall-jumping/sparking upwards
* 00 Not bouncing/wall-jumping / sparking upwards
* 1 Bouncing/wall-jumping/sparking sidewards
* 01 Bouncing/wall-jumping / sparking sidewards
* 2 Sparking diagonally
* 02 Sparking diagonally
* 14 Jumping when bouncing
* 14 Jumping when bouncing
* 15 Jumping when bouncing
* 15 Jumping when bouncing
* 16 Jumping when bouncing
* 16 Jumping when bouncing
|-
|-
|3001248 || Wall-Jump Timer
|3001248 || Wall-jump timer
|-
|-
|3001249 || Invincibility Timer
|3001249 || Invincibility timer
|-
|-
|300124A || Speed Boosting Switch
|300124A || Speed boosting flag
* 00 Not speed boosting
* 01 Speed boosting
|-
|-
|300124B || Arm Cannon Direction
|300124B || Arm Cannon direction
* 00 None
* 00 None
* 01 Forward
* 01 Forward
Line 516: Line 716:
* 05 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
|-
|-
|3001250 || Charge Beam Counter
|3001250 || Charge beam counter
|-
|-
|3001252 || Arm Running Animation Switch
|3001252 || Arm running animation flag
* 0 Arm cannon out
* 1 Arm cannon not out
|-
|-
|3001253 || Speed Boost Counter/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
Line 564: Line 761:
* 22 Gentle left
* 22 Gentle left
|-
|-
|3001264 || Animation Type
|3001264 || Animation type
|-
|-
|3001265 || Animation Counter
|3001265 || Animation counter
|-
|-
|3001266 || Animation Status
|3001266 || Current animation
|-
|-
|3001268 || Left Boundary Offset
|3001268 || Left boundary offset
|-
|-
|300126A || Top Boundary Offset
|300126A || Top boundary offset
|-
|-
|300126C || Right Boundary Offset
|300126C || Right boundary offset
|-
|-
|300126E || Bottom Boundary Offset
|300126E || Bottom boundary offset
|-
|-
|3001270-129B || Mirrors 0x03001244-126F when changing pose
|3001270-129B || Mirrors 0x03001244-126F when changing pose
|-
|-
|30012DC || Shinespark Timer
|30012DC || Shinespark timer
|-
|-
|30012F0 || Trail FX Type Slot 1
|30012F0 || Trail FX Type Slot 1
Line 621: Line 818:
|300130C || Trail FX ROM Data Pointer Slot 2
|300130C || Trail FX ROM Data Pointer Slot 2
|-
|-
|3001310 || Health Status
|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
* 00 None
* 00 None
* 01 Charge beam
* 01 Charge beam
Line 641: Line 838:
* 10 Ice beam
* 10 Ice beam
|-
|-
|300131B || Missile + Bomb Status
|300131B || Missile + Bomb status
* 00 None
* 00 None
* 01 Missile
* 01 Missile
Line 650: Line 847:
* 20 Power bomb
* 20 Power bomb
|-
|-
|300131C || Suit + Misc. Status
|300131C || Suit + Misc. status
* 00 None
* 00 None
* 01 Hi-jump
* 01 Hi-jump
Line 661: Line 858:
* 80 Omega suit
* 80 Omega suit
|-
|-
|300131D || Security Status
|300131D || Security status
* 00 White doors
* 00 White doors
* 01 Blue doors
* 01 Blue doors
Line 669: Line 866:
* 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
* 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
|300132C || Horizontal Wall Collision Detection
* 0 None of Samus
* 00 None of Samus
* 1 Top of Samus
* 01 Top of Samus
* 2 Middle of Samus
* 02 Middle of Samus
* 4 Bottom of Samus
* 04 Bottom of Samus
|-
|3001330 || Slow speed flag (such as Nightmare's gravity)
|-
|3001332 || Y acceleration
|-
|-
|3001330 || Slow Speed Switch
|3001334 || Y velocity cap
* 0 Normal speed
* 1 Half speed
|-
|-
|3001332 || Vertical Acceleration
|3001336 || In-air X acceleration
|-
|-
|3001334 || Maximum Vertical Speed
|3001338 || In-air X velocity cap
|-
|-
|3001336 || Horizontal In-Air Acceleration
|300133A || In-air Morphball X velocity cap
|-
|-
|3001338 || Maximum Horizontal In-Air Speed
|300133C || X acceleration
|-
|-
|300133A || Maximum Horizontal In-Air Morphball Speed
|300133E || X velocity cap
|-
|-
|300133C || Horizontal Acceleration
|3001342 || Previous X position
|-
|-
|300133E || Maximum Horizontal Speed
|3001344 || Previous Y position
|-
|-
|3001342 || Previous Horizontal Positioning
|3001346 || Underwater flag
|-
|-
|3001344 || Previous Vertical Positioning
|300134C || Previous 64 X positions
|-
|-
|3001346 || Underwater Switch
|30013CC || Previous 64 Y positions
* 0 Overwater
* 1 Underwater
|-
|-
|300134C || Previous 64 Horizontal Positionings
|3001484-1703 || Clipdata handling code
|-
|-
|30013CC || Previous 64 Vertical Positionings
|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 || V-Blank Code Pointer
|30019C4 || Pointer to V-Blank code
|-
|-
|30019C8 || H-Blank Code Pointer
|30019C8 || Pointer to H-Blank code
|-
|-
|30019CC || V-Count Code Pointer
|30019CC || Pointer to V-Count code
|-
|-
|30019DE || Music Length
|30019DE || Music length
|-
|-
|30019E0 || Current Music Position
|30019E0 || Current music position
|-
|-
|30019EC || Music Slot 1
|30019EC || Music slot 1
|-
|-
|30019EE || Music Slot 2
|30019EE || Music slot 2
|-
|-
|30019F0 || Slot Switch
|30019F0 || Slot switch
* 0 for slot 2
* 0 Slot 2
* 1 for slot 1
* 1 Slot 1
|-
|-
|3001A74 || Interlaced PCM data
|3001A74 || Interlaced PCM data
|-
|-
|30025F4 || Sound Channel A 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
|-
|-
|3002BF4 || Sound Channel B Data
|3004D28 || Suit colour
|-
|-
|3003658-3E0B || Sound Code
|3004D90 || SA-X suit colour
|-
|-
|3004D28 || Suit Colour
|3004DDC || Pointer to tile parts
|-
|-
|3004D90 || SA-X Suit Colour
|3004DE4 || Pointer to (related to NoRespawnBlocks)
|-
|-
|3004DE8 || Current Music Track
|3004DE8 || Current music track
|-
|-
|3004DEC || 1st Door Type
|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 760: 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 770: 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
|-
|-
|3004DF0 || 2nd Door Type
|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
|-
|-
|3004DF1 || 2nd Door Animation
|3004DFD || 5th Door animation
|-
|-
|3004DF2 || 2nd Door Horizontal Positioning
|3004DFE || 5th Door X Position
|-
|-
|3004DF3 || 2nd Door Vertical Positioning
|3004DFF || 5th Door Y Position
|-
|-
|3004DF4 || 3rd Door Type
|3004E00 || 6th Door type
|-
|-
|3004DF5 || 3rd Door Animation
|3004E01 || 6th Door animation
|-
|-
|3004DF6 || 3rd Door Horizontal Positioning
|3004E02 || 6th Door X Position
|-
|-
|3004DF7 || 3rd Door Vertical Positioning
|3004E03 || 6th Door Y Position
|-
|-
|3004DF8 || 4th Door Type
|3004E04 || 7th Door type
|-
|-
|3004DF9 || 4th Door Animation
|3004E05 || 7th Door animation
|-
|-
|3004DFA || 4th Door Horizontal Positioning
|3004E06 || 7th Door X Position
|-
|-
|3004DFB || 4th Door Vertical Positioning
|3004E07 || 7th Door Y Position
|-
|-
|3004DFC || 5th Door Type
|3004E08 || 8th Door type
|-
|-
|3004DFD || 5th Door Animation
|3004E09 || 8th Door animation
|-
|-
|3004DFE || 5th Door Horizontal Positioning
|3004E0A || 8th Door X Position
|-
|-
|3004DFF || 5th Door Vertical Positioning
|3004E0B || 8th Door Y Position
|-
|-
|3004E00 || 6th Door Type
|3004E28 || Tileset's transparent colour
|-
|-
|3004E01 || 6th Door Animation
|3004FC8 || Extra palette
|-
|-
|3004E02 || 6th Door Horizontal Positioning
|3004FC9 || Animated tileset
|-
|-
|3004E03 || 6th Door Vertical Positioning
|3005318 || Pointer to clipdata handling code
|-
|-
|3004E04 || 7th Door Type
|300531C-53DC || Animated tileset data
|-
|-
|3004E05 || 7th Door Animation
|6000000-0FFF || Foreground map
|-
|-
|3004E06 || 7th Door Horizontal Positioning
|6001000-1FFF || Level map
|-
|-
|3004E07 || 7th Door Vertical Positioning
|6002000-2FFF || Back-level map
|-
|-
|3004E08 || 8th Door Type
|6003000-3FFF || Background map
|-
|-
|3004E09 || 8th Door Animation
|6004000-7FFF || Level tiles
|-
|-
|3004E0A || 8th Door Horizontal Positioning
|6008000-FFFF || Background tiles
|-
|-
|3004E0B || 8th Door Vertical Positioning
|6010000-7FFF || Sprite tiles
|}


[[Category: Metroid Fusion]]
{{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