Blaster Master/RAM map: Difference between revisions

From Data Crystal
Jump to navigation Jump to search
No edit summary
 
(9 intermediate revisions by 5 users not shown)
Line 1: Line 1:
{{rammap|game=Blaster Master}}
{{rammap|game=Blaster Master}}
<p>Note: Memory locations discovered using the 'FCEU' Emulator for Windows.</p>
{{Note|Memory locations discovered using the 'FCEU' Emulator for Windows.}}
<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>
  <td>0x0014</td>
  <td>Current Area</td>
  <td>Current area * 8 (area 1 = $08, area 2 = $10, etc.)</td>
</tr>
</tr>
<tr>
<tr>
Line 21: 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>
Line 34: Line 57:
   <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>
Line 64: Line 92:
<table border=1>
<table border=1>
<tr>
<tr>
   <td colspan=3><b>Bit field table for offset 0x0099</b></td>
   <td colspan=3>'''Bit field table for offset 0x0099'''</td>
   <td colspan=3><b>Bit field table for offset 0x03FB</b></td>
   <td colspan=3>'''Bit field table for offset 0x03FB'''</td>
   <td colspan=3><b>Bit field table for offset 0x03FC</b></td>
   <td colspan=3>'''Bit field table for offset 0x03FC'''</td>
</tr>
</tr>
<tr>
<tr>
Line 168: Line 196:
</tr>
</tr>
</table>
</table>
<p><i>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.</i></p>
 
<p><i>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.</i></p>
'''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.
<p align=right>Locations mapped by Aeryck (mailto:sk4ven@netscape.net)</p>
 
{{Note|Setting bit 8 in offset {{hex|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|game=Blaster Master}}

Latest revision as of 19:11, 28 January 2024

Chip tiny.png The following article is a RAM map for Blaster Master.

Note for template.png
Note:
Memory locations discovered using the 'FCEU' Emulator for Windows.
OffsetEffectComments
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 for template.png
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))