Mega Man 6/RAM map: Difference between revisions

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{{rammap|game=Mega Man VI}}
{{rammap|game=Mega Man 6}}


<br>
<br>


== Player Variables ==
== Player Variables ==
=== Input ===
{| border="1" cellpadding="1"
|'''RAM'''  || '''Function''' || '''Details'''
|-
| $0040 || Keys held on pad 1 ||
|-
| $0042 || Keys pressed on pad 1 ||
|-
|}
<br>
=== Life & Health ===
=== Life & Health ===
{| border="1" cellpadding="1"  
{| border="1" cellpadding="1"  
|'''RAM'''  || '''Function''' || '''Details'''
|'''RAM'''  || '''Function''' || '''Details'''
|-
| $0095 || Countdown of number of frames that Mega Man is pushed back after a hit ||
|-
| $00A2 || Countdown of number of frames that Mega Man is invincible || This starts counting down after the countdown for being pushed back after a hit has reached zero.
|-
|-
| $03E5 || Mega Man's HP ||
| $03E5 || Mega Man's HP ||
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|-
|-
| $00A5 || Current Power Level for Power Mega Man (graphically only) ||
| $00A5 || Current Power Level for Power Mega Man (graphically only) ||
|-
| $0486 || X position of Mega Man ||
|-
| $049D || X position fraction of Mega Man ||
|-
|-
| $04CB || Y position of Mega Man ||
| $04CB || Y position of Mega Man ||
|-
| $04E2 || Y position fraction of Mega Man ||
|-
| $05B1 || Y speed fraction of Mega Man ||
|-
| $05C8 || Y speed of Mega Man || Unlike previous titles, a positive value means Mega Man is descending, and a negative value means he is ascending.
|-
|-
|}
|}
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|-
|-
| $03ED || Current Boss' HP ||
| $03ED || Current Boss' HP ||
|-
| $0699 || Current Weapon ||
|-
|-
| $069C || Y position of Left Table objects ||
| $069C || Y position of Left Table objects ||
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|-
|-
|}
|}
{{Internal Data|game=Mega Man VI}}
{{Internal Data|game=Mega Man 6}}

Latest revision as of 02:42, 24 January 2024

Chip tiny.png The following article is a RAM map for Mega Man 6.


Player Variables

Input

RAM Function Details
$0040 Keys held on pad 1
$0042 Keys pressed on pad 1


Life & Health

RAM Function Details
$0095 Countdown of number of frames that Mega Man is pushed back after a hit
$00A2 Countdown of number of frames that Mega Man is invincible This starts counting down after the countdown for being pushed back after a hit has reached zero.
$03E5 Mega Man's HP


Weapons

RAM Function Details
$0688 Remaining Mega Buster energy Always Full
$0689 Remaining Yamato Spear energy
$068A Remaining Wind Storm energy
$068B Remaining Blizzard Attack energy
$068C Remaining Fire Blast energy
$068D Remaining Plant Barrier energy
$068E Remaining Knight Crush energy
$068F Remaining Silver Tomahawk energy
$0690 Remaining Centaur Flash energy
$0691 Remaining Beat energy
$0694 Power Mega Man switch
$0695 Jet Mega Man swtich


Other

RAM Function Details
$00A5 Current Power Level for Power Mega Man (graphically only)
$0486 X position of Mega Man
$049D X position fraction of Mega Man
$04CB Y position of Mega Man
$04E2 Y position fraction of Mega Man
$05B1 Y speed fraction of Mega Man
$05C8 Y speed of Mega Man Unlike previous titles, a positive value means Mega Man is descending, and a negative value means he is ascending.


Miscellaneous

RAM Function Details
$0051 Current Level
$0057 Current Screen
$03ED Current Boss' HP
$0699 Current Weapon
$069C Y position of Left Table objects
$069D X position of Left Table objects