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.
Mega Man 3 (NES)/RAM map: Difference between revisions
Jump to navigation
Jump to search
No edit summary |
m (Hawk moved page Mega Man 3/RAM map to Mega Man 3 (NES)/RAM map) |
||
(9 intermediate revisions by 3 users not shown) | |||
Line 2: | Line 2: | ||
==Sprite/Object Arrays== | ==Sprite/Object Arrays== | ||
$0300 to $031F = | $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 | $0320 to $033F = ASM pointer | ||
$0340 to $035F = X Coordinate Ratio Counter | $0340 to $035F = X Coordinate Ratio Counter | ||
Line 27: | Line 32: | ||
$05A0 to $05BF = Sprite's Animation | $05A0 to $05BF = Sprite's Animation | ||
$05C0 to $05DF = Sprite ID | $05C0 to $05DF = Sprite ID | ||
$05E0 to $05FF = Animation Frame Counter | $05E0 to $05FF = Animation Frame Counter | ||
==Player Variables== | ==Player Variables== | ||
Line 39: | Line 43: | ||
===Weapons=== | ===Weapons=== | ||
<pre> | <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 | |||
$00A9 | $00A6: Magnet Missile | ||
$00AB | $00A7: Top Spin | ||
$00AD | $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> | </pre> | ||
==Miscellaneous Variables== | ==Miscellaneous Variables== | ||
===Stages=== | ===Stages=== |
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
| |
---|---|