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Mega Man 4/RAM map: Difference between revisions
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{{rammap|game=Mega Man 4}} | |||
==Joypad Memory== | ==Joypad Memory== | ||
<pre> | <pre> | ||
Line 31: | Line 33: | ||
$00B0 to $---- = Megaman's HP | $00B0 to $---- = Megaman's HP | ||
</pre> | </pre> | ||
===Weapon Energy - Array=== | ===Weapon Energy - Array=== | ||
[[Mega_Man_IV | [[Mega_Man_IV:Arrays_List#RAM_Only|See Arrays List]] | ||
$00B1 to $---- = Rush Coil | $00B1 to $---- = Rush Coil | ||
$00B2 to $---- = Rush Jet | $00B2 to $---- = Rush Jet | ||
Line 53: | Line 53: | ||
==Sprite/Object Arrays== | ==Sprite/Object Arrays== | ||
[[Arrays List | [[Mega Man IV:Arrays List#RAM_Only|See Arrays List]] | ||
$0300 to $0317 = Object ID | $0300 to $0317 = Object ID | ||
$0318 to $032F = X Coordinate Ratio Counter | $0318 to $032F = X Coordinate Ratio Counter | ||
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$0360 to $0377 = Y Coordinate Ratio Counter | $0360 to $0377 = Y Coordinate Ratio Counter | ||
$0378 to $038F = Y Coordinate | $0378 to $038F = Y Coordinate | ||
$0390 to $03A7 = | $0390 to $03A7 = Y Screen | ||
$00 On visible screen | |||
$01 to $7F On screen below visible screen | |||
$80 to $FF On screen above visible screen | |||
$03A8 to $03BF = Horizontal Speed Low | $03A8 to $03BF = Horizontal Speed Low | ||
$03C0 to $03D7 = Horizontal Speed High | $03C0 to $03D7 = Horizontal Speed High | ||
$03D8 to $03EF = Vertical Speed Low | $03D8 to $03EF = Vertical Speed Low | ||
$03F0 to $0407 = Vertical Speed High | $03F0 to $0407 = Vertical Speed High | ||
$0408 to $041F = [[Substance and Shape | $0408 to $041F = [[Mega Man IV:RAM map:Substance and Shape|Substance and Shape]] | ||
$0420 to $0437 = [[Direction Bits | $0420 to $0437 = [[Mega Man IV:RAM map:Direction Bits|Direction Bits]] | ||
$0438 to $044F = [[Enemy Number in Level | $0438 to $044F = [[Mega Man IV:RAM map:Enemy Number in Level|Enemy Number# in Level]] | ||
Useful to [[FC9E / 7FCAE | Useful to [[Mega Man IV:RAM map:FC9E / 7FCAE|FC9E / 7FCAE]] | ||
$0450 to $0467 = Enemy HP | $0450 to $0467 = Enemy HP | ||
$0468 to $047F = [[Object ASM Private Memory 1 | $0468 to $047F = [[Mega Man IV:RAM map:Object ASM Private Memory 1|Object ASM Private Memory 1]] | ||
$0480 to $0497 = [[Object ASM Private Memory 2 | $0480 to $0497 = [[Mega Man IV:RAM map:Object ASM Private Memory 2|Object ASM Private Memory 2]] | ||
$0498 to $04AF = [[Object ASM Private Memory 3 | $0498 to $04AF = [[Mega Man IV:RAM map:Object ASM Private Memory 3|Object ASM Private Memory 3]] | ||
$04B0 to $04C7 = [[Object ASM Private Memory 4 | $04B0 to $04C7 = [[Mega Man IV:RAM map:Object ASM Private Memory 4|Object ASM Private Memory 4]] | ||
$04C8 to $04DF = [[Object ASM Private Memory 5 | $04C8 to $04DF = [[Mega Man IV:RAM map:Object ASM Private Memory 5|Object ASM Private Memory 5]] | ||
$04E0 to $04F7 = [[Object ASM Private Memory 6 | $04E0 to $04F7 = [[Mega Man IV:RAM map:Object ASM Private Memory 6|Object ASM Private Memory 6]] | ||
$04F8 to $050F = [[Object ASM Private Memory 7 | $04F8 to $050F = [[Mega Man IV:RAM map:Object ASM Private Memory 7|Object ASM Private Memory 7]] | ||
$0510 to $0527 = [[Object ASM Private Memory 8 | $0510 to $0527 = [[Mega Man IV:RAM map:Object ASM Private Memory 8|Object ASM Private Memory 8]] | ||
$0528 to $053F = [[Sprite Flags | $0528 to $053F = [[Mega Man IV:RAM map:Sprite Flags|Sprite Flags]] | ||
$0540 to $0557 = Sprite's Animation | $0540 to $0557 = Sprite's Animation | ||
$0558 to $056F = Sprite ID | $0558 to $056F = Sprite ID | ||
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$05B8 to $05CF = [[Mega Man IV:RAM map:Invincibility Blink/Freeze Action Status|Invincibility Blink / Freeze Action Status]] | $05B8 to $05CF = [[Mega Man IV:RAM map:Invincibility Blink/Freeze Action Status|Invincibility Blink / Freeze Action Status]] | ||
$05D0 to $05FF = Unused | $05D0 to $05FF = Unused | ||
{{Internal Data|game=Mega Man 4}} |
Latest revision as of 02:42, 24 January 2024
The following article is a RAM map for Mega Man 4.
Joypad Memory
$0014 to $---- = Joypad 1 - Button Push Bits 0 = Not Recently Pushed Down 1 = Recently Pushed Down $0015 to $---- = Joypad 2 - Button Push Bits 0 = Not Recently Pushed Down 1 = Recently Pushed Down] $0016 to $---- = Joypad 1 - Button Status Bits 0 = Not Being Pressed Down 1 = Being Pressed Down $0017 to $---- = Joypad 2 - Button Status Bits 0 = Not Being Pressed Down 1 = Being Pressed Down
LSB to MSB
0 = Right 1 = Left 2 = Down 3 = Up 4 = Start 5 = Select 6 = B 7 = A
HP / Energy
$00B0 to $---- = Megaman's HP
Weapon Energy - Array
$00B1 to $---- = Rush Coil $00B2 to $---- = Rush Jet $00B3 to $---- = Rush Marine $00B4 to $---- = Toad - Rain Flush $00B5 to $---- = Wire Adaptor $00B6 to $---- = Balloon Adaptor $00B7 to $---- = Dive - Dive Missile $00B8 to $---- = Ring - Ring Boomerang $00B9 to $---- = Drill - Drill Bomb $00BA to $---- = Dust - Dust Crusher $00BB to $---- = Pharaoh - Pharaoh Shot $00BC to $---- = Bright - Flash Stopper $00BD to $---- = Skull - Skull Barrier $00BE to $---- = Used for Weapon's menu drawing $00BF to $---- = Boss HP Amount for drawing
Sprite/Object Arrays
$0300 to $0317 = Object ID $0318 to $032F = X Coordinate Ratio Counter $0330 to $0347 = X Coordinate $0348 to $035F = X Screen (Level Screen) $0360 to $0377 = Y Coordinate Ratio Counter $0378 to $038F = Y Coordinate $0390 to $03A7 = Y Screen $00 On visible screen $01 to $7F On screen below visible screen $80 to $FF On screen above visible screen $03A8 to $03BF = Horizontal Speed Low $03C0 to $03D7 = Horizontal Speed High $03D8 to $03EF = Vertical Speed Low $03F0 to $0407 = Vertical Speed High $0408 to $041F = Substance and Shape $0420 to $0437 = Direction Bits $0438 to $044F = Enemy Number# in Level Useful to FC9E / 7FCAE $0450 to $0467 = Enemy HP $0468 to $047F = Object ASM Private Memory 1 $0480 to $0497 = Object ASM Private Memory 2 $0498 to $04AF = Object ASM Private Memory 3 $04B0 to $04C7 = Object ASM Private Memory 4 $04C8 to $04DF = Object ASM Private Memory 5 $04E0 to $04F7 = Object ASM Private Memory 6 $04F8 to $050F = Object ASM Private Memory 7 $0510 to $0527 = Object ASM Private Memory 8 $0528 to $053F = Sprite Flags $0540 to $0557 = Sprite's Animation $0558 to $056F = Sprite ID $0570 to $0587 = Animation Frame Counter $0588 to $059F = ASM - Low Address $05A0 to $05B7 = ASM - High Address $05B8 to $05CF = Invincibility Blink / Freeze Action Status $05D0 to $05FF = Unused
Internal Data for Mega Man 4
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