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Mega Man 3 (NES)/RAM map: Difference between revisions
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{{rammap|game=Mega Man | {{rammap|game=Mega Man 3}} | ||
= | ==Sprite/Object Arrays== | ||
$0300 to $031F = And #$0F -> Used by objects' ASM to branch to different locations (indicate states) | |||
And #$10 -> | |||
And #$20 -> | |||
And #$40 -> Active -> It's a boss, either Castle, Robot Master, etc... Special boss effect will be applied. | |||
-> Reducing Boss energy bar | |||
-> Blinking if not a castle boss | |||
-> Others | |||
And #$80 -> Active -> Draw sprite | |||
$0320 to $033F = ASM pointer | |||
$0340 to $035F = X Coordinate Ratio Counter | |||
$0360 to $037F = X Coordinate | |||
$0380 to $039F = X Screen (Level Screen) | |||
$03A0 to $03BF = Y Coordinate Ratio Counter | |||
$03C0 to $03DF = Y Coordinate | |||
$03E0 to $03FF = [[Mega_Man_IV:RAM_map:Y Screen: RAM 3E0-3FF|Y Screen]] | |||
$0400 to $041F = Horizontal Speed Low | |||
$0420 to $043F = Horizontal Speed High | |||
$0440 to $045F = Vertical Speed Low | |||
$0460 to $047F = Vertical Speed High | |||
$0480 to $049F = [[Mega_Man_IV:RAM_map:480-49F: Substance and Shape|Substance and Shape]] | |||
$04A0 to $04BF = [[Mega_Man_IV:RAM_map:4A0-4BF: Direction Bits|Direction Bits]] | |||
$04C0 to $04DF = [[Mega_Man_IV:RAM_map:4C0-4DF: Enemy Number# in Level|Enemy Number# in Level]] | |||
$04E0 to $04FF = Enemy HP | |||
$0500 to $051F = [[Mega_Man_IV:RAM_map:500-51F: Object ASM Private Memory 1|Object ASM Private Memory 1]] | |||
$0520 to $053F = [[Mega_Man_IV:RAM_map:520-53F: Object ASM Private Memory 2|Object ASM Private Memory 2]] | |||
$0540 to $055F = [[Mega_Man_IV:RAM_map:540-55F: Object ASM Private Memory 3|Object ASM Private Memory 3]] | |||
$0560 to $057F = [[Mega_Man_IV:RAM_map:560-57F: Object ASM Private Memory 4|Object ASM Private Memory 4]] | |||
$0580 to $059F = [[Mega_Man_IV:RAM_map:580-59F: Sprite Flags|Sprite Flags]] | |||
$05A0 to $05BF = Sprite's Animation | |||
$05C0 to $05DF = Sprite ID | |||
$05E0 to $05FF = Animation Frame Counter | |||
< | ==Player Variables== | ||
===Life & Health=== | |||
<pre> | |||
$00A2 to $---- = Current HP | |||
$00AE to $---- = Lives Remaining | |||
$00AF to $---- = Energy Tanks Remaining | |||
</pre> | |||
===Weapons=== | |||
<pre> | |||
$00A0: current weapon equipped: | |||
$00: Mega Buster | |||
$01: Gemini Laser | |||
$02: Needle Cannon | |||
$03: Hard Knuckle | |||
$04: Magnet Missile | |||
$05: Top Spin | |||
$06: Search Snake | |||
$07: Rush Coil | |||
$08: Spark Shock | |||
$09: Rush Marine | |||
$0A: Shadow Blade | |||
$0B: Rush Jet | |||
== | Weapon Ammo addresses, format is w--aaaaa where w = you currently own the weapon, a = current ammo for that weapon: | ||
$00A2: Mega Buster | |||
$00A3: Gemini Beam | |||
$00A4: Needle Cannon | |||
$00A5: Hard Knuckle | |||
$00A6: Magnet Missile | |||
$00A7: Top Spin | |||
$00A8: Search Snake | |||
$00A9: Rush Coil | |||
$00AA: Spark Shock | |||
$00AB: Rush Marine | |||
$00AC: Shadow Blade | |||
$00AD: Rush Jet | |||
< | $00B5: number of shots/frames used of current weapon before ammo decrease | ||
</pre> | |||
== | ==Miscellaneous Variables== | ||
===Stages=== | |||
<pre> | |||
$0022 to $---- = Current Stage | |||
00 - Needle Man | |||
01 - Magnet Man | |||
02 - Gemini Man | |||
03 - Hard Man | |||
04 - Top Man | |||
05 - Snake Man | |||
06 - Spark Man | |||
07 - Shadow Man | |||
08 - Needle Man 2 | |||
09 - Gemini Man 2 | |||
0A - Spark Man 2 | |||
0B - Shadow Man 2 | |||
0C - Wily Castle 1 | |||
0D - Wily Castle 2 | |||
0E - Wily Castle 3 | |||
0F - Wily Castle 4 | |||
10 - Wily Castle 5 | |||
11 - Wily Castle 6 | |||
14 - Ending scene | |||
16 - Dr. Light's Lab | |||
$006E to $---- = Wily Stage 4 Boss Rematches | |||
00 - No bosses defeated | |||
01 - Needle Man defeated | |||
02 - Magnet Man defeated | |||
04 - Gemini Man defeated | |||
08 - Hard Man defeated | |||
10 - Top Man defeated | |||
20 - Snake Man defeated | |||
40 - Spark Man defeated | |||
80 - Shadow Man defeated | |||
$00DC to $0DE4 = Music | |||
</pre> | |||
{{Internal Data|game=Mega Man 3}} | |||
{ | |||
{| | |||
= | |||
Latest revision as of 19:59, 25 January 2024
The following article is a RAM map for Mega Man 3 (NES).
Sprite/Object Arrays
$0300 to $031F = And #$0F -> Used by objects' ASM to branch to different locations (indicate states) And #$10 -> And #$20 -> And #$40 -> Active -> It's a boss, either Castle, Robot Master, etc... Special boss effect will be applied. -> Reducing Boss energy bar -> Blinking if not a castle boss -> Others And #$80 -> Active -> Draw sprite $0320 to $033F = ASM pointer $0340 to $035F = X Coordinate Ratio Counter $0360 to $037F = X Coordinate $0380 to $039F = X Screen (Level Screen) $03A0 to $03BF = Y Coordinate Ratio Counter $03C0 to $03DF = Y Coordinate $03E0 to $03FF = Y Screen $0400 to $041F = Horizontal Speed Low $0420 to $043F = Horizontal Speed High $0440 to $045F = Vertical Speed Low $0460 to $047F = Vertical Speed High $0480 to $049F = Substance and Shape $04A0 to $04BF = Direction Bits $04C0 to $04DF = Enemy Number# in Level $04E0 to $04FF = Enemy HP $0500 to $051F = Object ASM Private Memory 1 $0520 to $053F = Object ASM Private Memory 2 $0540 to $055F = Object ASM Private Memory 3 $0560 to $057F = Object ASM Private Memory 4 $0580 to $059F = Sprite Flags $05A0 to $05BF = Sprite's Animation $05C0 to $05DF = Sprite ID $05E0 to $05FF = Animation Frame Counter
Player Variables
Life & Health
$00A2 to $---- = Current HP $00AE to $---- = Lives Remaining $00AF to $---- = Energy Tanks Remaining
Weapons
$00A0: current weapon equipped: $00: Mega Buster $01: Gemini Laser $02: Needle Cannon $03: Hard Knuckle $04: Magnet Missile $05: Top Spin $06: Search Snake $07: Rush Coil $08: Spark Shock $09: Rush Marine $0A: Shadow Blade $0B: Rush Jet Weapon Ammo addresses, format is w--aaaaa where w = you currently own the weapon, a = current ammo for that weapon: $00A2: Mega Buster $00A3: Gemini Beam $00A4: Needle Cannon $00A5: Hard Knuckle $00A6: Magnet Missile $00A7: Top Spin $00A8: Search Snake $00A9: Rush Coil $00AA: Spark Shock $00AB: Rush Marine $00AC: Shadow Blade $00AD: Rush Jet $00B5: number of shots/frames used of current weapon before ammo decrease
Miscellaneous Variables
Stages
$0022 to $---- = Current Stage 00 - Needle Man 01 - Magnet Man 02 - Gemini Man 03 - Hard Man 04 - Top Man 05 - Snake Man 06 - Spark Man 07 - Shadow Man 08 - Needle Man 2 09 - Gemini Man 2 0A - Spark Man 2 0B - Shadow Man 2 0C - Wily Castle 1 0D - Wily Castle 2 0E - Wily Castle 3 0F - Wily Castle 4 10 - Wily Castle 5 11 - Wily Castle 6 14 - Ending scene 16 - Dr. Light's Lab $006E to $---- = Wily Stage 4 Boss Rematches 00 - No bosses defeated 01 - Needle Man defeated 02 - Magnet Man defeated 04 - Gemini Man defeated 08 - Hard Man defeated 10 - Top Man defeated 20 - Snake Man defeated 40 - Spark Man defeated 80 - Shadow Man defeated $00DC to $0DE4 = Music
Internal Data for Mega Man 3
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