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Blaster Master/RAM map: Difference between revisions
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<table border=1> | <table border=1> | ||
<tr> | <tr> | ||
<td>Offset</td><td>Effect</td><td>Comments</td> | <td>'''Offset'''</td><td>'''Effect'''</td><td>'''Comments'''</td> | ||
</tr> | </tr> | ||
<tr> | <tr> | ||
Line 26: | Line 26: | ||
</tr> | </tr> | ||
<tr> | <tr> | ||
<td>0x00C3 | <td>0x00C3</td> | ||
<td>"GUN" Gauge</td> | <td>"GUN" Gauge</td> | ||
<td>Bar graph. value increases 32 per bar (max 255)</td> | <td>Bar graph. value increases 32 per bar (max 255)</td> | ||
</tr> | |||
<tr> | |||
<td>0x00F5</td> | |||
<td>PAD1 new input</td> | |||
<td>Input new to current frame</td> | |||
</tr> | |||
<tr> | |||
<td>0x00F6</td> | |||
<td>PAD2 new input</td> | |||
<td>Input new to current frame</td> | |||
</tr> | |||
<tr> | |||
<td>0x00F7</td> | |||
<td>PAD1 current input</td> | |||
</tr> | |||
<tr> | |||
<td>0x00F8</td> | |||
<td>PAD2 current input</td> | |||
</tr> | </tr> | ||
<tr> | <tr> | ||
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<td>Item Pickups</td> | <td>Item Pickups</td> | ||
<td>See bit field table below.</td> | <td>See bit field table below.</td> | ||
</tr> | |||
<tr> | |||
<td>0x03FF</td> | |||
<td>Saved tank health</td> | |||
<td>Tank health when outside tank. (max 255)</td> | |||
</tr> | </tr> | ||
<tr> | <tr> | ||
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<table border=1> | <table border=1> | ||
<tr> | <tr> | ||
<td colspan=3> | <td colspan=3>'''Bit field table for offset 0x0099'''</td> | ||
<td colspan=3> | <td colspan=3>'''Bit field table for offset 0x03FB'''</td> | ||
<td colspan=3> | <td colspan=3>'''Bit field table for offset 0x03FC'''</td> | ||
</tr> | </tr> | ||
<tr> | <tr> |
Latest revision as of 19:11, 28 January 2024
The following article is a RAM map for Blaster Master.
Note: Memory locations discovered using the 'FCEU' Emulator for Windows. |
Offset | Effect | Comments |
0x0014 | Current Area | Current area * 8 (area 1 = $08, area 2 = $10, etc.) |
0x0092 | Hover Gauge value | Bar Graph. value increases 32 per bar (max 255) |
0x0099 | Special Items | See bit field table below. |
0x00DD | Lives Remaining | |
0x00C3 | "GUN" Gauge | Bar graph. value increases 32 per bar (max 255) |
0x00F5 | PAD1 new input | Input new to current frame |
0x00F6 | PAD2 new input | Input new to current frame |
0x00F7 | PAD1 current input | |
0x00F8 | PAD2 current input | |
0x03FB | Bosses Defeated | See bit field table below. |
0x03FC | Item Pickups | See bit field table below. |
0x03FF | Saved tank health | Tank health when outside tank. (max 255) |
0x040D | Main Health Gauge | Bar graph. Value increases 32 per bar (max 255) |
0x0500-5FF | Level Data | Each byte represents one square tile |
0x06F0 | Homing Missiles | Quantity (00 - 99) |
0x06F1 | Lightening Blast | Quantity (00 - 99) |
0x06F2 | 3-way Missile | Quantity (00 - 99) |
Bit field table for offset 0x0099 | Bit field table for offset 0x03FB | Bit field table for offset 0x03FC | ||||||
Bit | Decimal | Effect | Bit | Decimal | Effect | Bit | Decimal | Effect |
1 | 1 | Gives 'Hover' ability | 1 | 1 | Stage 1 Boss defeated | 1 | 1 | Stage 1 Item Obtained |
2 | 2 | Gives 'Dive' ability | 2 | 2 | Stage 2 Boss defeated | 2 | 2 | Stage 2 Item Obtained |
3 | 4 | Gives 'Wall.1' ability | 3 | 4 | Stage 3 Boss Defeated | 3 | 4 | Stage 3 Item Obtained |
4 | 8 | Gives 'Wall.2' ability | 4 | 8 | Stage 4 Boss Defeated | 4 | 8 | Stage 4 Item Obtained |
5 | 16 | Gives 'Crusher' ability | 5 | 16 | Stage 5 Boss Defeated | 5 | 16 | Stage 5 Item Obtained |
6 | 32 | No effect | 6 | 32 | Stage 6 Boss Defeated | 6 | 32 | Stage 6 Item Obtained |
7 | 64 | Gives 'Hyper' ability | 7 | 64 | Stage 7 Boss Defeated | 7 | 64 | Stage 7 Item Obtained |
8 | 128 | Gives 'Key' ability | 8 | 128 | Stage 8 Boss Defeated | 8 | 128 | No Effect |
Example: To get Hover, Wall.1, and Wall.2, add the decimal values that correspond to the table entries. In this case, 1, 4, and 8. Setting offset 0x0099 to decimal 13 will give you those skills, since 1+4+8 = 13.
Note: Setting bit 8 in offset 0x03FB will take you straight to the final boss (guy with whip) without having to defeat the 2-legged spit shooter first. |
(Source: Locations mapped by Aeryck (mailto:sk4ven@netscape.net))
Internal Data for Blaster Master
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