If you are still using the old URL (datacrystal.romhacking.net), please update your bookmarks! The old URL may stop working soon.
The current URL is datacrystal.tcrf.net.
The current URL is datacrystal.tcrf.net.
Metroid Fusion/RAM map: Difference between revisions
Jump to navigation
Jump to search
No edit summary |
m (Xkeeper moved page Metroid Fusion:RAM map to Metroid Fusion/RAM map: normalize subpages and titles) |
||
(6 intermediate revisions by 5 users not shown) | |||
Line 5: | Line 5: | ||
!'''RAM''' || '''Information''' | !'''RAM''' || '''Information''' | ||
|- | |- | ||
| | |2000000-FFFF || --Unknown-- | ||
|- | |- | ||
| | |2010000-0FFF || Decompressed Bg2 map | ||
|- | |- | ||
| | |2011000-25FFF || --Unknown-- | ||
|- | |- | ||
| | |2026000-8FFF || Decompressed clipdata | ||
|- | |- | ||
| | |2029000-BFFF || Decompressed foreground map | ||
|- | |- | ||
| | |202C000-EFFF || Decompressed level map | ||
|- | |- | ||
| | |202F000-31FFF || Decompressed backLevel map | ||
|- | |- | ||
| | |2032000-2FFF || Decompressed background map | ||
|- | |- | ||
| | |2033000-3FFF || Unused | ||
|- | |- | ||
| | |2034000-47FF || Map data | ||
|- | |- | ||
| | |2034800-4FFF || Decompressed map data | ||
|- | |- | ||
| | |2035000-53FF || --Unknown-- | ||
|- | |- | ||
| | |2035400-55FF || Background palette | ||
|- | |- | ||
| | |2035600-57FF || Sprite palette | ||
|- | |- | ||
| | |2035800-7BFF || --Unknown-- | ||
|- | |- | ||
| | |2036000-63FB || No respawn blocks 1 | ||
|- | |- | ||
| | |2037200-73FF || No respawn blocks 2 (there's a difference) | ||
|- | |- | ||
| | |2037C00-7FFF || Map explored | ||
|- | |- | ||
| | |2038000-807F || 000-07F of SRAM | ||
|- | |- | ||
| | |2038080-80FF || Copy of above | ||
|- | |- | ||
| | |2038100-81FF || Unused | ||
|- | |- | ||
| | |2038200-93FF || Slot A SRAM | ||
|- | |- | ||
| | |2039400-A5FF || Slot A SRAM backup | ||
|- | |- | ||
| | |203A600-B7FF || Slot B SRAM | ||
|- | |- | ||
| | |203B800-C9FF || Slot B SRAM backup | ||
|- | |- | ||
| | |203CA00-DBFF || Slot C SRAM | ||
|- | |- | ||
|3000011 || Language | |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 | * 00 Japanese | ||
* 01 Japanese (no difference in US release) | * 01 Japanese (no difference in US release) | ||
Line 68: | Line 92: | ||
* 06 Spanish | * 06 Spanish | ||
|- | |- | ||
|3000014 || | |3000014 || Completed game flag | ||
|- | |- | ||
|3000015 || Intro | |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) | ||
|- | |- | ||
|300001C || | |300001A || Puts Samus always on top of the background | ||
* 00 | |- | ||
* 01 | |300001B || Most recent (in game's order) ability recovered | ||
* 02 | |- | ||
* 03 | |300001C || To which security level doors will flash | ||
* 04 | * 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 || | |3000020 || Reboots the game | ||
|- | |- | ||
|3000025 || | |3000025 || Disables soft-resets | ||
|- | |- | ||
|300002C || | |300002C || Current area | ||
* 00 Main Deck | * 00 Main Deck | ||
* 01 SRX | * 01 SRX | ||
Line 108: | Line 145: | ||
* 09 Debug3 | * 09 Debug3 | ||
|- | |- | ||
|300002D || | |300002D || Current room | ||
|- | |||
|300002E || Current/last travelled door | |||
|- | |||
|300002F || Current/last travelled door properties | |||
|- | |- | ||
| | |3000030 || Bit6 of above, displays new area pop-up | ||
|- | |- | ||
|3000031 || | |3000031 || Map X coordinate | ||
|- | |- | ||
|3000032 || | |3000032 || Map Y coordinate | ||
|- | |- | ||
|300003B || Main Deck Percentage | |300003B || Main Deck Percentage | ||
|- | |- | ||
|300003C || SRX Percentage | |300003C || Current SRX Percentage | ||
|- | |- | ||
|300003D || TRO Percentage | |300003D || Current TRO Percentage | ||
|- | |- | ||
|300003E || PYR Percentage | |300003E || Current PYR Percentage | ||
|- | |- | ||
|300003F || AQA Percentage | |300003F || Current AQA Percentage | ||
|- | |- | ||
|3000040 || ARC Percentage | |3000040 || Current ARC Percentage | ||
|- | |- | ||
|3000041 || NOC 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 | ||
|- | |- | ||
|30000A2 || | |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 | |30000A4 || Tileset | ||
|- | |- | ||
|30000A5 || Foreground | |30000A5 || Foreground properties | ||
* 00 | * 00 None | ||
* 10 RLE | * 10 RLE compressed | ||
* 40 LZ77 | * 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 | |30000AB || Transparency | ||
|- | |- | ||
|30000AC || | |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 | |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 | ||
|- | |- | ||
|3000B6F || Projectile | |3000B6E || Projectile animation counter | ||
|- | |||
|3000B6F || Projectile type | |||
* 00 Beam | * 00 Beam | ||
* 01 Charge beam | * 01 Charge beam | ||
Line 380: | Line 511: | ||
* 12 Diffusion ice spread | * 12 Diffusion ice spread | ||
|- | |- | ||
|3000B70 || Projectile | |3000B70 || Projectile orientation | ||
|- | |- | ||
|3000B72 || Projectile | |3000B72 || Projectile momentum | ||
|- | |- | ||
|3000B73 || Projectile | |3000B73 || Projectile part | ||
|- | |- | ||
|3000B76 || Projectile | |3000B76 || Projectile top boundary offset | ||
|- | |- | ||
|3000B78 || Projectile | |3000B78 || Projectile bottom boundary offset | ||
|- | |- | ||
|3000B7A || Projectile | |3000B7A || Projectile left boundary offset | ||
|- | |- | ||
|3000B7C || Projectile | |3000B7C || Projectile right boundary offset | ||
|- | |- | ||
|3000B7E || Projectile | |3000B7E || Projectile bomb timer | ||
|- | |- | ||
|3000B7F || Projectile | |3000B7F || Projectile slot | ||
|- | |- | ||
|3000B80 || Arm Cannon | |3000B80 || Arm Cannon Y position | ||
|- | |- | ||
|3000B82 || Arm Cannon | |3000B82 || Arm Cannon X position | ||
|- | |- | ||
|3000B84 || Sub- | |3000B84 || Sub-game mode B84 | ||
|- | |- | ||
|3000B87 || Event | |3000B87 || Event counter | ||
|- | |- | ||
| | |3000B8B || Type of save room | ||
* 00 Navigation room | |||
* 01 Save room | |||
|- | |- | ||
| | |3000B8D || Most recent save slot | ||
|- | |- | ||
|3000B95 || Slot A | |3000B8E || SRAM corrupt flag | ||
|- | |||
|3000B94 || Slot A data | |||
|- | |||
|3000B95 || Slot A corrupt | |||
* 00 Not corrupt | * 00 Not corrupt | ||
* 01 Main save data corrupt | * 01 Main save data corrupt | ||
* 02 Main save data and save back-up data corrupt | * 02 Main save data and save back-up data corrupt | ||
|- | |- | ||
|3000BA4 || Slot A | |3000BA4 || Slot A game completed flag | ||
|- | |- | ||
|3000BA5 || Slot A | |3000BA5 || Slot A save exists flag | ||
|- | |- | ||
|3000BA8 || Slot B | |3000BA8 || Slot B data | ||
|- | |- | ||
|8000BBC || Slot C | |8000BBC || Slot C data | ||
|- | |- | ||
|3000BDE || Game | |3000BDE || Game mode | ||
* 00 Title | * 00 Title | ||
* 01 In-game | * 01 In-game | ||
Line 438: | Line 571: | ||
* 08 Game over | * 08 Game over | ||
* 09 Ending | * 09 Ending | ||
* 0A Died from SR388 collision | |||
* 0B Credits | * 0B Credits | ||
* 0C Demo | * 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 || | |3001228 || Bg1 X position | ||
|- | |- | ||
|300122A || | |300122A || Bg1 Y position | ||
|- | |- | ||
|300122C || | |300122C || Bg2 X position | ||
|- | |- | ||
|300122E || | |300122E || Bg2 Y position | ||
|- | |- | ||
|3001230 || | |3001230 || Bg3 X position | ||
|- | |- | ||
|3001232 || | |3001232 || Bg3 Y position | ||
|- | |- | ||
|3001243 || Pose | |3001243 || Pose lock | ||
* 00 Free | * 00 Free | ||
* 80 Locked | * 80 Locked | ||
|- | |- | ||
|3001245 || | |3001245 || Current pose | ||
* 00 Standing | * 00 Standing | ||
* 01 Turning around | * 01 Turning around | ||
Line 540: | 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 545: | Line 692: | ||
* 40 Grabbed by Yakuza | * 40 Grabbed by Yakuza | ||
|- | |- | ||
|3001246 || | |3001246 || Turning flag | ||
|- | |- | ||
|3001247 || | |3001247 || Bouncing flag / wall-jumping flag / shinespark angle | ||
* 00 Not bouncing/wall-jumping/sparking upwards | * 00 Not bouncing/wall-jumping / sparking upwards | ||
* 01 Bouncing/wall-jumping/sparking sidewards | * 01 Bouncing/wall-jumping / sparking sidewards | ||
* 02 Sparking diagonally | * 02 Sparking diagonally | ||
* 14 Jumping when bouncing | * 14 Jumping when bouncing | ||
Line 557: | Line 702: | ||
* 16 Jumping when bouncing | * 16 Jumping when bouncing | ||
|- | |- | ||
|3001248 || Wall- | |3001248 || Wall-jump timer | ||
|- | |- | ||
|3001249 || Invincibility | |3001249 || Invincibility timer | ||
|- | |- | ||
|300124A || | |300124A || Speed boosting flag | ||
|- | |- | ||
|300124B || Arm Cannon | |300124B || Arm Cannon direction | ||
* 00 None | * 00 None | ||
* 01 Forward | * 01 Forward | ||
Line 573: | Line 716: | ||
* 05 Downwards | * 05 Downwards | ||
|- | |- | ||
|300124C || | |300124C || Missiles selected flag | ||
|- | |- | ||
|300124D || Projectile | |300124D || Projectile type | ||
* 01 Beam | * 01 Beam | ||
* 02 Missile | * 02 Missile | ||
* 03 Unused | |||
* 04 Bomb | * 04 Bomb | ||
* 05 Charged beam | * 05 Charged beam | ||
* 06 Power bomb | * 06 Power bomb | ||
|- | |- | ||
|300124E || Cooldown | |300124E || Cooldown timer | ||
|- | |- | ||
|3001250 || Charge | |3001250 || Charge beam counter | ||
|- | |- | ||
|3001252 || Arm | |3001252 || Arm running animation flag | ||
|- | |- | ||
|3001253 || Speed | |3001253 || Speed boost counter/knock-back counter | ||
|- | |- | ||
|3001254 || Wall- | |3001254 || Wall-jump direction | ||
* 10 Rightwards | * 10 Rightwards | ||
* 20 Leftwards | * 20 Leftwards | ||
|- | |- | ||
|3001256 || Direction | |3001256 || Direction | ||
* 10 Rightwards | * 10 Rightwards | ||
* 20 Leftwards | * 20 Leftwards | ||
|- | |- | ||
|300125A || | |300125A || X position | ||
Uses quarter pixels | Uses quarter pixels | ||
|- | |- | ||
|300125C || | |300125C || Y position | ||
Uses quarter pixels | Uses quarter pixels | ||
|- | |- | ||
|300125E || | |300125E || X velocity | ||
Uses 32ths of a pixel | Uses 32ths of a pixel | ||
|- | |- | ||
|3001260 || | |3001260 || Y velocity | ||
Uses 32ths of a pixel | Uses 32ths of a pixel | ||
|- | |- | ||
Line 621: | Line 761: | ||
* 22 Gentle left | * 22 Gentle left | ||
|- | |- | ||
|3001264 || Animation | |3001264 || Animation type | ||
|- | |- | ||
|3001265 || Animation | |3001265 || Animation counter | ||
|- | |- | ||
|3001266 || | |3001266 || Current animation | ||
|- | |- | ||
|3001268 || Left | |3001268 || Left boundary offset | ||
|- | |- | ||
|300126A || Top | |300126A || Top boundary offset | ||
|- | |- | ||
|300126C || Right | |300126C || Right boundary offset | ||
|- | |- | ||
|300126E || Bottom | |300126E || Bottom boundary offset | ||
|- | |- | ||
|3001270-129B || Mirrors 0x03001244-126F when changing pose | |3001270-129B || Mirrors 0x03001244-126F when changing pose | ||
|- | |- | ||
|30012DC || Shinespark | |30012DC || Shinespark timer | ||
|- | |- | ||
|30012F0 || Trail FX Type Slot 1 | |30012F0 || Trail FX Type Slot 1 | ||
Line 678: | Line 818: | ||
|300130C || Trail FX ROM Data Pointer Slot 2 | |300130C || Trail FX ROM Data Pointer Slot 2 | ||
|- | |- | ||
|3001310 || | |3001310 || Current health | ||
|- | |- | ||
|3001312 || Health | |3001312 || Health capacity | ||
|- | |- | ||
|3001314 || | |3001314 || Current missiles | ||
|- | |- | ||
|3001316 || Missiles | |3001316 || Missiles capacity | ||
|- | |- | ||
|3001318 || | |3001318 || Current power bombs | ||
|- | |- | ||
|3001319 || Power | |3001319 || Power bomb capacity | ||
|- | |- | ||
|300131A || Beam | |300131A || Beam status | ||
* 00 None | * 00 None | ||
* 01 Charge beam | * 01 Charge beam | ||
Line 698: | Line 838: | ||
* 10 Ice beam | * 10 Ice beam | ||
|- | |- | ||
|300131B || Missile + Bomb | |300131B || Missile + Bomb status | ||
* 00 None | * 00 None | ||
* 01 Missile | * 01 Missile | ||
Line 707: | Line 847: | ||
* 20 Power bomb | * 20 Power bomb | ||
|- | |- | ||
|300131C || Suit + Misc. | |300131C || Suit + Misc. status | ||
* 00 None | * 00 None | ||
* 01 Hi-jump | * 01 Hi-jump | ||
Line 718: | Line 858: | ||
* 80 Omega suit | * 80 Omega suit | ||
|- | |- | ||
|300131D || Security | |300131D || Security status | ||
* 00 White doors | * 00 White doors | ||
* 01 Blue doors | * 01 Blue doors | ||
Line 726: | Line 866: | ||
* FF None | * FF None | ||
|- | |- | ||
|300131F || Low | |300131E || Downloaded map status | ||
* 00 | * 00 None | ||
* 01 | * 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 | ||
Line 736: | Line 892: | ||
* 04 Bottom of Samus | * 04 Bottom of Samus | ||
|- | |- | ||
|3001330 || Slow | |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) | |30016CD || Current BSL location (on mission briefing screen) | ||
Line 781: | Line 935: | ||
* 0C Sector 6 (NOC) highlighted | * 0C Sector 6 (NOC) highlighted | ||
|- | |- | ||
|30019C4 || V-Blank | |30019C4 || Pointer to V-Blank code | ||
|- | |- | ||
|30019C8 || H-Blank | |30019C8 || Pointer to H-Blank code | ||
|- | |- | ||
|30019CC || V-Count | |30019CC || Pointer to V-Count code | ||
|- | |- | ||
|30019DE || Music | |30019DE || Music length | ||
|- | |- | ||
|30019E0 || Current | |30019E0 || Current music position | ||
|- | |- | ||
|30019EC || Music | |30019EC || Music slot 1 | ||
|- | |- | ||
|30019EE || Music | |30019EE || Music slot 2 | ||
|- | |- | ||
|30019F0 || Slot | |30019F0 || Slot switch | ||
* 0 Slot 2 | * 0 Slot 2 | ||
* 1 Slot 1 | * 1 Slot 1 | ||
Line 801: | Line 955: | ||
|3001A74 || Interlaced PCM data | |3001A74 || Interlaced PCM data | ||
|- | |- | ||
|30025F4 || Sound | |30025F4 || Sound channel A data | ||
|- | |||
|3002BF4 || Sound channel B data | |||
|- | |- | ||
| | |3003654 || Pointer to sound code A | ||
|- | |- | ||
|3003658- | |3003658-3CAF || Sound code A | ||
|- | |- | ||
| | |3003CB0 || Pointer to sound code B | ||
|- | |- | ||
| | |3003CB4-3D57 || Sound code B | ||
|- | |- | ||
| | |3003D58 || Pointer to sound code C | ||
|- | |- | ||
|3004DEC || 1st | |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 | * 0x Left facing white door | ||
* 1x Right facing white door | * 1x Right facing white door | ||
Line 832: | Line 1,000: | ||
* x9 last fame of opening/closing | * x9 last fame of opening/closing | ||
|- | |- | ||
|3004DED || 1st | |3004DED || 1st door animation | ||
* 0 Closed | * 0 Closed | ||
* 1 Open bottom half of door | * 1 Open bottom half of door | ||
Line 842: | Line 1,010: | ||
* 13 Increase door type by 2 | * 13 Increase door type by 2 | ||
|- | |- | ||
|3004DEE || 1st Door | |3004DEE || 1st Door X position | ||
Uses 17 pixels | Uses 17 pixels | ||
|- | |- | ||
|3004DEF || 1st Door | |3004DEF || 1st Door Y position | ||
Uses 17 pixels | Uses 17 pixels | ||
|- | |- | ||
|3004DF0 || 2nd Door | |3004DF0 || 2nd Door type | ||
|- | |||
|3004DF1 || 2nd Door animation | |||
|- | |||
|3004DF2 || 2nd Door X Position | |||
|- | |||
|3004DF3 || 2nd Door Y Position | |||
|- | |||
|3004DF4 || 3rd Door type | |||
|- | |||
|3004DF5 || 3rd Door animation | |||
|- | |||
|3004DF6 || 3rd Door X Position | |||
|- | |||
|3004DF7 || 3rd Door Y Position | |||
|- | |||
|3004DF8 || 4th Door type | |||
|- | |||
|3004DF9 || 4th Door animation | |||
|- | |||
|3004DFA || 4th Door X Position | |||
|- | |||
|3004DFB || 4th Door Y Position | |||
|- | |||
|3004DFC || 5th Door type | |||
|- | |- | ||
| | |3004DFD || 5th Door animation | ||
|- | |- | ||
| | |3004DFE || 5th Door X Position | ||
|- | |- | ||
| | |3004DFF || 5th Door Y Position | ||
|- | |- | ||
| | |3004E00 || 6th Door type | ||
|- | |- | ||
| | |3004E01 || 6th Door animation | ||
|- | |- | ||
| | |3004E02 || 6th Door X Position | ||
|- | |- | ||
| | |3004E03 || 6th Door Y Position | ||
|- | |- | ||
| | |3004E04 || 7th Door type | ||
|- | |- | ||
| | |3004E05 || 7th Door animation | ||
|- | |- | ||
| | |3004E06 || 7th Door X Position | ||
|- | |- | ||
| | |3004E07 || 7th Door Y Position | ||
|- | |- | ||
| | |3004E08 || 8th Door type | ||
|- | |- | ||
| | |3004E09 || 8th Door animation | ||
|- | |- | ||
| | |3004E0A || 8th Door X Position | ||
|- | |- | ||
| | |3004E0B || 8th Door Y Position | ||
|- | |- | ||
| | |3004E28 || Tileset's transparent colour | ||
|- | |- | ||
| | |3004FC8 || Extra palette | ||
|- | |- | ||
| | |3004FC9 || Animated tileset | ||
|- | |- | ||
| | |3005318 || Pointer to clipdata handling code | ||
|- | |- | ||
| | |300531C-53DC || Animated tileset data | ||
|- | |- | ||
| | |6000000-0FFF || Foreground map | ||
|- | |- | ||
| | |6001000-1FFF || Level map | ||
|- | |- | ||
| | |6002000-2FFF || Back-level map | ||
|- | |- | ||
| | |6003000-3FFF || Background map | ||
|- | |- | ||
| | |6004000-7FFF || Level tiles | ||
|- | |- | ||
| | |6008000-FFFF || Background tiles | ||
|- | |- | ||
| | |6010000-7FFF || Sprite tiles | ||
|} | |||
{{Internal Data|game=Metroid Fusion}} |
Latest revision as of 02:42, 24 January 2024
The following article is a RAM map for Metroid Fusion.
RAM | Information |
---|---|
2000000-FFFF | --Unknown-- |
2010000-0FFF | Decompressed Bg2 map |
2011000-25FFF | --Unknown-- |
2026000-8FFF | Decompressed clipdata |
2029000-BFFF | Decompressed foreground map |
202C000-EFFF | Decompressed level map |
202F000-31FFF | Decompressed backLevel map |
2032000-2FFF | Decompressed background map |
2033000-3FFF | Unused |
2034000-47FF | Map data |
2034800-4FFF | Decompressed map data |
2035000-53FF | --Unknown-- |
2035400-55FF | Background palette |
2035600-57FF | Sprite palette |
2035800-7BFF | --Unknown-- |
2036000-63FB | No respawn blocks 1 |
2037200-73FF | No respawn blocks 2 (there's a difference) |
2037C00-7FFF | Map explored |
2038000-807F | 000-07F of SRAM |
2038080-80FF | Copy of above |
2038100-81FF | Unused |
2038200-93FF | Slot A SRAM |
2039400-A5FF | Slot A SRAM backup |
203A600-B7FF | Slot B SRAM |
203B800-C9FF | Slot B SRAM backup |
203CA00-DBFF | Slot C SRAM |
203DC00-EE00 | Slot C SRAM backup |
203EE00-F03F | 0x6E00-0x703F of SRAM |
203F040-F0BF | Clear |
203F0C0-FFFF | 0x70C0-0x7FFF of SRAM |
3000000 | X-Parasite Target display flag |
3000002 | 16-bit frame counter |
3000004 | Written to 4000052 (BLDALPHA, alpha blending coefficients) |
3000006 | Written to 4000050 (BLDCNT, color special effects selection) |
3000008 | Written to 4000000 (DISPCNT, LCD control) |
300000C | Written to 4000049 (WININ-high, inside of window 1) |
300000D | Written to 400004A (WINOUT-low, outside of windows) |
300000E | Written to 5000000 (Transparent colour) |
3000010 | Copied to 203800A |
3000011 | Language
|
3000014 | Completed game flag |
3000015 | Intro story played flag |
3000018 | Fades backgrounds to black or white
|
3000019 | Which background's position is written to 400001C/1E (BG3HOFS/BG3VOFS, BG3 X-Offset/BG3 Y-Offset) |
300001A | Puts Samus always on top of the background |
300001B | Most recent (in game's order) ability recovered |
300001C | To which security level doors will flash
|
300001D | Back-up of 0300131D (Security status), during power cut |
0z0300001E | Which demo is playing
|
300001F | Demo is playing flag |
3000020 | Reboots the game |
3000025 | Disables soft-resets |
300002C | Current area
|
300002D | Current room |
300002E | Current/last travelled door |
300002F | Current/last travelled door properties |
3000030 | Bit6 of above, displays new area pop-up |
3000031 | Map X coordinate |
3000032 | Map Y coordinate |
300003B | Main Deck Percentage |
300003C | Current SRX Percentage |
300003D | Current TRO Percentage |
300003E | Current PYR Percentage |
300003F | Current AQA Percentage |
3000040 | Current ARC Percentage |
3000041 | Current NOC Percentage |
3000043 | Foreground effect
|
3000044 | Y-position of above |
3000052 | Spriteset |
3000054 | Which spriteset entry was used |
3000058 | Which animated level tiles to use |
3000060 | Sub-event counter |
3000070 | Back-up of 4000000 (DISPCNT, LCD control), during non-gameplay |
3000072 | Back-up of 4000050 (BLDCNT, color special effects selection), during non-gameplay |
3000074 | Back-up of 4000052 (BLDALPHA, alpha blending coefficients), during non-gameplay |
3000076 | Back-up of 4000049 (WININ-high, inside of window 1), during non-gameplay |
3000077 | Back-up of 400004A (WINOUT-low, outside of windows), during non-gameplay |
3000078 | Back-up of 4000008 (BG0CNT, BG0 control), written to only |
300007A | Back-up of 400000A (BG1CNT, BG1 control) |
300007C | Back-up of 400000C (BG2CNT, BG2 control) |
300007E | Back-up of 400000E (BG3CNT, BG3 control) |
3000080 | Back-up of 4000008 (BG0CNT, BG0 control) |
3000084 | Pointer to decompressed foreground |
3000088 | Width of foreground in blocks |
300008A | Height of foreground in blocks |
300008C | Pointer to decompressed level |
3000090 | Width of level in blocks |
3000092 | Height of level in blocks |
3000094 | Pointer to decompressed back-level |
3000098 | Width of back-level in blocks |
300009A | Height of back-level in blocks |
300009C | Pointer to decompressed clipdata |
30000A0 | Width of clipdata in blocks |
30000A2 | Height of clipdata in blocks |
30000A4 | Tileset |
30000A5 | Foreground properties
|
30000A6 | Level properties |
30000A7 | Back-Level properties |
30000A8 | Background properties |
30000AA | Method of BG3 scrolling
|
30000AB | Transparency |
30000AC | Pointer to room's enemy data |
30000B0 | Event to use the first spriteset |
30000B1 | Event to use the second spriteset |
30000B2 | Room's map X coordinate |
30000B3 | Room's map Y coordinate |
30000B4 | Room effect
|
30000B6 | Room effect Y position |
30000BA | Music track |
30000BC | Foreground size
|
30000BD | Background size |
30000BE | Animated tileset |
30000BF | Extra palette |
30000C8 | Bg0 X position |
30000CA | Bg0 Y position |
30000CC | Bg1 X position |
30000CE | Bg1 Y position |
30000D0 | Bg2 X position |
30000D2 | Bg2 Y position |
30000D4 | Bg3 X position |
30000D6 | Bg3 Y position |
3000110 | Power bomb animation frame |
3000111 | Power bomb animation counter |
3000112 | Power bomb semi-minor axis |
3000114 | Power bomb X position |
3000116 | Power bomb Y position |
3000118 | Power bomb left boundary offset |
300011A | Power bomb right boundary offset |
300011C | Power bomb top boundary offset |
300011E | Power bomb bottom boundary offset |
3000124 | Screen X position |
3000128 | Screen Y position |
300012A | Screen X velocity |
300012B | Screen Y velocity |
3000138 | In-game timer
|
3000140-067F | Enemy data, (24 slots of 0x38 bytes) |
3000680-068E | Spriteset Enemy IDs |
300068F-069D | Spriteset Enemy GFX slots |
30006BC | Enemy orientation |
30006BE | Enemy Y position |
30006C0 | Enemy X position |
30006C2 | Enemy Y position spawn |
30006C4 | Enemy X position spawn |
30006C6 | Enemy top boundary offset |
30006C8 | Enemy bottom boundary offset |
30006CA | Enemy left boundary offset |
30006CC | Enemy right boundary offset |
30006D0 | Enemy health |
30006D2 | Enemy animation |
30006D4 | Enemy graphic pointer |
30006D8 | Enemy animation counter |
30006D9 | Enemy id |
30006DA | Enemy spriteset slot |
30006DB | Enemy spriteset gfx slot |
30006DC | Enemy palette |
30006DD | Unknown (used in spritedata routine) |
30006DE | Unknown (used in spritedata routine) |
30006DF | Enemy slot |
30006E0 | Enemy pose |
30006E1 | Unknown |
30006E2 | Enemy timer for something |
30006E4 | Unknown |
30006E6 | Unknown (used in spritedata routine) |
30006E8 | Enemy invincibility timer |
30006E9 | Unknown (used in spritedata routine) |
30006EA | Enemy respawn timer |
30006EB | Enemy attached enemy slot |
30006EC | Unknown |
30006EE | Enemy freeze timer |
30006F0 | Enemy collision properties |
30006F1 | Unknown (used in spritedata routine) |
30006F2 | Unknown (used in spritedata routine) |
030006F4 - 0773 | Particle Data (8 slots of 0x10 bytes) |
03000774 | Particle Graphic Pointer |
03000778 | Particle Animation |
0300077A | Particle Y Position |
0300077C | Particle X Position |
0300077E | Particle Animation Counter |
0300077F | Particle Orientation
|
03000780 | Particle Collision Properties
|
03000781 | Particle Timer |
30008D9 | Escape timer
|
3000960-0B5F | Projectile slots (16 slots of 0x20 bytes) |
3000B60 | Projectile rotation |
3000B64 | Projectile graphic pointer |
3000B68 | Projectile Y position |
3000B6A | Projectile X position |
3000B6C | Projectile animation frame |
3000B6E | Projectile animation counter |
3000B6F | Projectile type
|
3000B70 | Projectile orientation |
3000B72 | Projectile momentum |
3000B73 | Projectile part |
3000B76 | Projectile top boundary offset |
3000B78 | Projectile bottom boundary offset |
3000B7A | Projectile left boundary offset |
3000B7C | Projectile right boundary offset |
3000B7E | Projectile bomb timer |
3000B7F | Projectile slot |
3000B80 | Arm Cannon Y position |
3000B82 | Arm Cannon X position |
3000B84 | Sub-game mode B84 |
3000B87 | Event counter |
3000B8B | Type of save room
|
3000B8D | Most recent save slot |
3000B8E | SRAM corrupt flag |
3000B94 | Slot A data |
3000B95 | Slot A corrupt
|
3000BA4 | Slot A game completed flag |
3000BA5 | Slot A save exists flag |
3000BA8 | Slot B data |
8000BBC | Slot C data |
3000BDE | Game mode
|
3000BE0 | Sub-game mode 2 |
3000BE2 | Sub-game mode 1 |
3000BE4 | Cleared every frame |
3000BE5 | 8-Bit frame counter |
3000BE6 | V-Blank request flag |
3000BE8-0DE7 | Interrupt code |
3000DE8-11E7 | OAM data |
30011E8 | Button input |
30011EA | New input |
30011EC | Changed input |
30011EE | Next OAM slot |
300120C | Written to bits 4.. of 400004C (MOSAIC, mosaic size) |
300120E | Written to 400004C (MOSAIC, mosaic size) |
300121E | Written to 4000054 (BLDY, brightness coefficient) |
3001224 | Bg0 X position |
3001226 | Bg0 Y position |
3001228 | Bg1 X position |
300122A | Bg1 Y position |
300122C | Bg2 X position |
300122E | Bg2 Y position |
3001230 | Bg3 X position |
3001232 | Bg3 Y position |
3001243 | Pose lock
|
3001245 | Current pose
|
3001246 | Turning flag |
3001247 | Bouncing flag / wall-jumping flag / shinespark angle
|
3001248 | Wall-jump timer |
3001249 | Invincibility timer |
300124A | Speed boosting flag |
300124B | Arm Cannon direction
|
300124C | Missiles selected flag |
300124D | Projectile type
|
300124E | Cooldown timer |
3001250 | Charge beam counter |
3001252 | Arm running animation flag |
3001253 | Speed boost counter/knock-back counter |
3001254 | Wall-jump direction
|
3001256 | Direction
|
300125A | X position
Uses quarter pixels |
300125C | Y position
Uses quarter pixels |
300125E | X velocity
Uses 32ths of a pixel |
3001260 | Y velocity
Uses 32ths of a pixel |
3001262 | Current Slope Type
|
3001264 | Animation type |
3001265 | Animation counter |
3001266 | Current animation |
3001268 | Left boundary offset |
300126A | Top boundary offset |
300126C | Right boundary offset |
300126E | Bottom boundary offset |
3001270-129B | Mirrors 0x03001244-126F when changing pose |
30012DC | Shinespark timer |
30012F0 | Trail FX Type Slot 1
|
30012F1 | Trail FX Timer Slot 1 |
30012F2 | Trail FX Status Slot 1 |
30012F3 | X Absorption Timer |
30012F8 | Trail FX Horizontal Position Slot 1 |
30012FA | Trail FX Vertical Position Slot 1 |
30012FC | Trail FX ROM Data Pointer Slot 1 |
3001300 | Trail FX Type Slot 2 |
3001301 | Trail FX Timer Slot 2 |
3001302 | Trail FX Status Slot 2 |
3001308 | Trail FX Horizontal Position Slot 2 |
300130A | Trail FX Vertical Position Slot 2 |
300130C | Trail FX ROM Data Pointer Slot 2 |
3001310 | Current health |
3001312 | Health capacity |
3001314 | Current missiles |
3001316 | Missiles capacity |
3001318 | Current power bombs |
3001319 | Power bomb capacity |
300131A | Beam status
|
300131B | Missile + Bomb status
|
300131C | Suit + Misc. status
|
300131D | Security status
|
300131E | Downloaded map status
|
300131F | Low health flag |
3001329 | Samus-clip collision type
|
300132C | Horizontal Wall Collision Detection
|
3001330 | Slow speed flag (such as Nightmare's gravity) |
3001332 | Y acceleration |
3001334 | Y velocity cap |
3001336 | In-air X acceleration |
3001338 | In-air X velocity cap |
300133A | In-air Morphball X velocity cap |
300133C | X acceleration |
300133E | X velocity cap |
3001342 | Previous X position |
3001344 | Previous Y position |
3001346 | Underwater flag |
300134C | Previous 64 X positions |
30013CC | Previous 64 Y positions |
3001484-1703 | Clipdata handling code |
30016CD | Current BSL location (on mission briefing screen)
|
30019C4 | Pointer to V-Blank code |
30019C8 | Pointer to H-Blank code |
30019CC | Pointer to V-Count code |
30019DE | Music length |
30019E0 | Current music position |
30019EC | Music slot 1 |
30019EE | Music slot 2 |
30019F0 | Slot switch
|
3001A74 | Interlaced PCM data |
30025F4 | Sound channel A data |
3002BF4 | Sound channel B data |
3003654 | Pointer to sound code A |
3003658-3CAF | Sound code A |
3003CB0 | Pointer to sound code B |
3003CB4-3D57 | Sound code B |
3003D58 | Pointer to sound code C |
3003D5C-3EBB | Sound code C |
3004D28 | Suit colour |
3004D90 | SA-X suit colour |
3004DDC | Pointer to tile parts |
3004DE4 | Pointer to (related to NoRespawnBlocks) |
3004DE8 | Current music track |
3004DEC | 1st door rype
|
3004DED | 1st door animation
|
3004DEE | 1st Door X position
Uses 17 pixels |
3004DEF | 1st Door Y position
Uses 17 pixels |
3004DF0 | 2nd Door type |
3004DF1 | 2nd Door animation |
3004DF2 | 2nd Door X Position |
3004DF3 | 2nd Door Y Position |
3004DF4 | 3rd Door type |
3004DF5 | 3rd Door animation |
3004DF6 | 3rd Door X Position |
3004DF7 | 3rd Door Y Position |
3004DF8 | 4th Door type |
3004DF9 | 4th Door animation |
3004DFA | 4th Door X Position |
3004DFB | 4th Door Y Position |
3004DFC | 5th Door type |
3004DFD | 5th Door animation |
3004DFE | 5th Door X Position |
3004DFF | 5th Door Y Position |
3004E00 | 6th Door type |
3004E01 | 6th Door animation |
3004E02 | 6th Door X Position |
3004E03 | 6th Door Y Position |
3004E04 | 7th Door type |
3004E05 | 7th Door animation |
3004E06 | 7th Door X Position |
3004E07 | 7th Door Y Position |
3004E08 | 8th Door type |
3004E09 | 8th Door animation |
3004E0A | 8th Door X Position |
3004E0B | 8th Door Y Position |
3004E28 | Tileset's transparent colour |
3004FC8 | Extra palette |
3004FC9 | Animated tileset |
3005318 | Pointer to clipdata handling code |
300531C-53DC | Animated tileset data |
6000000-0FFF | Foreground map |
6001000-1FFF | Level map |
6002000-2FFF | Back-level map |
6003000-3FFF | Background map |
6004000-7FFF | Level tiles |
6008000-FFFF | Background tiles |
6010000-7FFF | Sprite tiles |
Internal Data for Metroid Fusion
| |
---|---|