Metroid Zero Mission/RAM map: Difference between revisions

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(added a list of values for interaction)
(found stuff relating to the start menu, but I'm too lazy to write down all the addresses. It's just a bunch of incrementation.)
Line 635: Line 635:
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|-
|300175D || Final percentage
|300175D || Final percentage
|-
|30017CC || Map/Menu Item 1 Vertical Position
|-
|30017CE || Map/Menu Item 1 Horizontal Position
|-
|30017D4 || Map/Menu Item 1 Animation Counter
|-
|30017D5 || Map/Menu Item 1 Animation
|-
|30017D6 || Map/Menu Item 1 ID
|-
|30017DC || Map/Menu Item 2 Vertical Position
|-
|30017DE || Map/Menu Item 2 Horizontal Position
|-
|30017E4 || Map/Menu Item 2 Animation Counter
|-
|30017E5 || Map/Menu Item 2 Animation
|-
|30017E6 || Map/Menu Item 2 ID
|-
|30017EC || Map/Menu Item 3 Vertical Position
|-
|30017EE || Map/Menu Item 3 Horizontal Position
|-
|30017F4 || Map/Menu Item 3 Animation Counter
|-
|30017F5 || Map/Menu Item 3 Animation
|-
|30017F6 || Map/Menu Item 3 ID
|-
|400180C || Map/Menu Item 4 Vertical Position
|-
|400180E || Map/Menu Item 4 Horizontal Position
|-
|4001814 || Map/Menu Item 4 Animation Counter
|-
|4001815 || Map/Menu Item 4 Animation
|-
|4001816 || Map/Menu Item 4 ID
|-
|-
|300545C || Start of door data
|300545C || Start of door data

Revision as of 15:20, 2 July 2008

Chip tiny.png The following article is a RAM map for Metroid Zero Mission.

RAM Information
2027800 Clip-data
202D800 Decompressed level data goes here
2034000 Mini-map decompressed data
203809D Slot A area number
203809E Slot A room number
203809F Slot A door number
20392BD Slot B area number
20392BE Slot B room number
20392BF Slot B door number
203A4DE Slot C area number
203A4DE Slot C room number
203A4DF Slot C door number
203B6FD Slot A area number back-up
203B6FE Slot A room number back-up
203B6FF Slot A door number back-up
203C91D Slot B area number back-up
203C91E Slot B room number back-up
203C91F Slot B door number back-up
203DB3D Slot C area number back-up
203DB3E Slot C room number back-up
203DB3F Slot C door number back-up
3000002 Frame counter
3000004 Mono to stereo switch
  • 0 for mono
  • 1 for stereo
3000014 Gallery
  • 1 for 4+ hours/easy ending
  • 2 for 2-4 hours ending
  • 4 for 2- hours ending
  • 8 for 100% 2+ hours ending
  • 10 for 100% normal 2- hours ending
  • 20 for 100% hard 2- hours ending
  • 40 for 15-% normal ending
  • 80 for 15-% hard ending
3000016 Metroid Fusion gallery
  • 0 for Metroid Fusion link
  • 1 for Metroid Fusion gallery
3000018 Sound test + original Metroid
  • 1 for original Metroid
  • 64 for sound test
3000020 Translation switch
  • 0 for Kanji
  • 1 for Hiragana/Katakana
  • 2 for none
  • 3 for English
3000024 Completed game map switch
  • 0 for the normal map screen
  • 1 for the timer and item collection map screen
300002C Difficulty switch
  • 0 for easy
  • 1 for normal
  • 2 for hard
300002D Mothership doors switch
  • 0 for normal doors
  • 1 for the doors used in Chozodia
300002E Time attack switch
3000054 Area number
  • 0 for Brinstar
  • 1 for Kraid
  • 2 for Norfair
  • 3 for Ridley
  • 4 for Tourian
  • 5 for Crateria
  • 6 for Chozodia
3000055 Room number
3000056 Door number
3000057 Room transition type
  • 12 for a transition with no sound, is also the ship's landing sequence
  • 14 for a transition with a door closing sound
  • 51 for a transition with an elevator sound, is also Samus' awakening cut-scene
  • 52 for a transition with no sound and a room pop-up
  • 54 for a transition with a door closing sound and a room pop-up
3000058 Room pop-up
  • 0 for a normal room
  • 1 for a room with a message saying what the room is
3000059 Horizontal mini-map co-ordinate
3000060 Vertical mini-map co-ordinate
3000063 Percentage in Brinstar
3000064 Percentage in Kraid
3000065 Percentage in Norfair
3000066 Percentage in Ridley
3000067 Percentage in Tourian
3000068 Percentage in Crateria
3000069 Percentage in Chozodia
300009C Foreground controller
30000E4 Horizantal background 0 positioning
30000E6 Vertical background 0 positioning
30000E8 Horizantal background 1 positioning
30000EA Vertical background 1 positioning
30000EC Horizantal background 2 positioning
30000EE Vertical background 2 positioning
30000F0 Horizantal background 3 positioning
30000F2 Vertical background 3 positioning
3000150 In-game timer
30001A8 Alarm timer
30001AC Enemy 1 orientation
30001AD Enemy 1 rotation
30001AE Enemy 1 vertical position
30001B0 Enemy 1 horizontal position
30001B2 Enemy 1 vertical spawn position
30001B4 Enemy 1 horizontal spawn position
30001BE Ridley's fireball shooting timer
30001C0 Enemy 1 health
30001C2 Enemy 1 animation frame
30001C4 Enemy 1 ROM pointer (32-bit)
30001C8 Enemy 1 animation counter
30001C9 Enemy 1 ID
30001CB Enemy 1 sprite set slot
30001CC Enemy 1 palette (4-bit)
30001D0 Enemy 1 pose
30001D1 Enemy 1 interaction type
  • 00 None
  • 01 Solid, no damage/knockback
  • 02 Solid on top only, no damage/knockback
  • 03 Solid on top only, damaging otherwise
  • 04 Damaging on all sides, normal knockback
  • 05 Hard mode damage (?)
  • 06 Self-destruct
  • 07 Knockback, no damage
  • 08 None
  • 09 Damage, no knockback
  • 0A Damage
  • 0B Damage
  • 0C Solid on sides, pushes off top
  • 0D Massive knockback
  • 0E Self-destruct, always drops large health
  • 0F Damage, knockback, ignores invincibility
  • 10 Self-destruct, no knockback
  • 11 Damage, no knockback, less cooldown
  • 12 Damage
  • 13 Self-destruct, always drops large health
  • 14 Damage
  • 15 Damage, knockback, ignores invincibility
  • 16 Damage, knockback, ignores invincibility
  • 17 None
  • 18 Damage, ignores invincibility (damage every frame)
  • 19 Damage on one side only, solid otherwise
  • 1A Zipline
  • 1B 01 Solid, no damage/knockback
  • 1C Vertical knockback only
  • 1D Massive knockback, ignores invincibility
  • 1E Pickup
  • 1F None
  • 20 Dead
30001D2 Enemy 1 cooldown timer
30001D7 Enemy 1 invincibility timer
30001D9 Enemy 1 respawn timer
30001DC Enemy 1 freeze timer
30004BE Positioning of Kraid's nails
300095E Escape timer
3000A34 1st vertical projectile positioning
3000A36 1st horizontal projectile positioning
3000A3B 1st projectile type
  • 0 Short beam
  • 1 Long beam
  • 2 Ice beam
  • 3 Wave beam
  • 4 Plasma beam
  • 5 Pistol
  • 6 Charged beam
  • 7 Charged long beam
  • 8 Charged ice beam
  • 9 Charged wave beam
  • A Charged plasma beam
  • B Charged pistol
  • C Missile
  • D Super missile
  • E Bomb
  • F Power bomb
3000A3F 1st bomb timer
3000A50 2nd vertical projectile positioning
3000A52 2nd horizontal projectile positioning
3000A57 2nd projectile type
3000A5B 2nd bomb timer
3000A6C 3rd vertical projectile positioning
3000A6E 3rd horizontal projectile positioning
3000A73 3rd projectile type
3000A77 3rd bomb timer
3000A88 4th vertical projectile positioning
3000A8A 4th horizontal projectile positioning
3000A8F 4th projectile type
3000A93 4th bomb timer
3000AA4 5th vertical projectile positioning
3000AA6 5th horizontal projectile positioning
3000AAB 5th projectile type
3000AAF 5th bomb timer
3000AC0 6th vertical projectile positioning
3000AC2 6th horizontal projectile positioning
3000AC7 6th projectile type
3000ACB 6th bomb timer
3000ADC 7th vertical projectile positioning
3000ADE 7th horizontal projectile positioning
3000AE3 7th projectile type
3000AE7 7th bomb timer
3000AF8 8th vertical projectile positioning
3000AFA 8th horizontal projectile positioning
3000AFF 8th projectile type
3000B03 8th bomb timer
3000B14 9th vertical projectile positioning
3000B16 9th horizontal projectile positioning
3000B1B 9th projectile type
3000B1F 9th bomb timer
3000B30 10th vertical projectile positioning
3000B32 10th horizontal projectile positioning
3000B37 10th projectile type
3000B3B 10th bomb timer
3000B4C 11th vertical projectile positioning
3000B4E 11th horizontal projectile positioning
3000B53 11th projectile type
3000B57 11th bomb timer
3000B68 12th vertical projectile positioning
3000B6A 12th horizontal projectile positioning
3000B6F 12th projectile type
3000B73 12th bomb timer
3000B84 13th vertical projectile positioning
3000B86 13th horizontal projectile positioning
3000B8B 13th projectile type
3000B8F 13th bomb timer
3000BA0 14th vertical projectile positioning
3000BA2 14th horizontal projectile positioning
3000BA7 14th projectile type
3000BAB 14th bomb timer
3000BBC 15th vertical projectile positioning
3000BBE 15th horizontal projectile positioning
3000BC3 15th projectile type
3000BC7 15th bomb timer
3000BD8 16th vertical projectile positioning
3000BDA 16th horizontal projectile positioning
3000BDF 16th projectile type
3000BE3 16th bomb timer
3000BF0 Menu status
  • 0 Exits menu
  • 1 Suit effect, side effects include loss of every ability
  • 2 Normal Menu, also used for the Kraid/Ridley statue scene and the Ridley scene
  • 3 Map
  • 4 Chozo map
  • 5 Reveals the map
  • 6 Shows latest ability
  • 7 Zero suit
  • 8 Gravity suit, side effects include not being able to move
  • 9 Resets room, then messes up all the sprites
3000BF3 Controls the option menu
3000C10 The delay before the next letter
300137C Button Input
300137E New Input
3001380 Changed Input
30013D4 Pose status
  • 0: Running
  • 1: Standing
  • 2: Turning around
  • 3: Shooting
  • 4: Ducking
  • 5: Turning around and ducking
  • 6: Shooting and ducking
  • 7: Skidding
  • 8: Jumping/falling
  • 9: Turning around and jumping/falling
  • A: Landing
  • B: Starting a spin-jump
  • C: Spinning
  • D: Wall-jumping
  • E: Space-jumping
  • F: Screw-attacking
  • 10: Morphing
  • 11: Morph ball
  • 12: Rolling
  • 13: Unmorphing
  • 14: Jumping/falling in morphball
  • 15: Hanging on a ledge
  • 16: Starting to hold your arm connon out on a ledge
  • 17: Starting to hold your arm connon in on a ledge
  • 18: Holding your arm connon out on a ledge
  • 19: Shooting on a ledge
  • 1A: Pulling yourself up from hanging
  • 1B: Pulling yourself forward from hanging
  • 1C: Pulling yourself into a morphball tunnel
  • 1D: Using an elevator
  • 1E: Facing the foreground
  • 1F: Turning to/from the foreground
  • 20: Getting held by chozo
  • 21: Delay before shinesparking
  • 22: Shinesparking
  • 23: Delay after shinesparking
  • 24: Spinning after shinespark
  • 25: Delay before ballsparking
  • 26: Ballsparking
  • 27: Delay after ballsparking
  • 28: Hanging on a zipline
  • 29: Shooting on a zipline
  • 2A: Turning on a zipline
  • 2B: Hanging on a zipline in morphball
  • 2C: On a save pad
  • 2D: Downloading a map
  • 2E: Turning around for a map station
  • 2F: Getting hurt
  • 30: Getting knocked back
  • 31: Getting hurt in morphball
  • 32: Getting knocked back morphball
  • 33: Dying
  • 34: Entering a crawlspace
  • 35: In a crawlspace
  • 36: Turned around in a crawlspace
  • 37: Crawling
  • 38: Exiting a crawlspace
  • 39: Turning around in a crawlspace
  • 3A: Shooting in a crawlspace
  • 3B: Uncrouching/turned
  • 3C: Crouching
  • 3D: Grabbing a ledge
  • 3E: Facing the background
  • 3F: Turning to/from the background
  • 40: Activating the ziplines
  • 41: In the space pirate ship
  • 42: Turning around for the space pirate ship
30013D5 Collision detection status?
  • 0 On ground
  • 2 In air
  • 4 Shinesparked into wall/ceiling
30013D6 Arm cannon direction
  • 0 Forward
  • 1 Diagonally upwards
  • 2 Diagonally downwards
  • 3 Upwards
  • 4 Downwards
  • 5 None
30013D7 Turning switch
  • 0 Not turning around
  • 1 Turning around
30013D8 Shinespark angle
  • 0 Upwards
  • 1 Sidewards
  • 2 Diagonally
30013D9 Speed boosting switch
30013DA Invincibility timer
30013DB Wall-jump timer
30013DC Shinespark timer
30013DD Unmorph glow timer
30013DE Speed boost counter
30013E2 Direction switch
30013E6 Horizontal positioning
30013E8 Vertical positioning
30013EA Horizontal momentum
30013EC Vertical momentum
30013EE Slope type
  • 00 Flat
  • 11 Steep right
  • 12 Gentle right
  • 21 Steep left
  • 22 Gentle left
30013F0 Animation counter
30013F1 Animation status
30013F4 Animation type
3001414 L aiming status
  • 0 None
  • 1 Diagonally upwards
  • 2 Diagonally downwards
3001415 Shot type
  • 1 for normal shot
  • 2 for missile
  • 3 for super missile
  • 4 for bomb
  • 5 for power bomb
  • 6 for charged shot
3001416 Missile switch
  • 1 for missiles
  • 2 for super missiles
  • 4 for power bombs
3001417 Missile selector switch
  • 0 for missiles
  • 1 for super missiles
3001418 Weapon cooldown
3001419 Charge beam counter
300141A Arm cannon knockback timer
300141C Echo switch
300141D Echo remove timer
300141E Echo distance
3001424-30014A2 Previous 64 horizontal positionings
30014A4-3001522 Previous 64 vertical positionings
3001530 Health capacity
3001532 Missile capacity
3001534 Super missile capacity
3001535 Power bomb capacity
3001536 Health status
3001538 Missile status
300153A Super missile status
300153B Power bomb status
300153C Beam + Bomb status
  • 1 for Long beam
  • 2 for Ice beam
  • 4 for Wave beam
  • 8 for Plasma beam
  • 10 for Charge beam
  • 80 for Bombs
300153D Beam + Bomb activation status
  • 1 for Long beam
  • 2 for Ice beam
  • 4 for Wave beam
  • 8 for Plasma beam
  • 10 for Charge beam
  • 80 for Bombs
300153E Suit + Misc. status
  • 1 for Hi-jump
  • 2 for Speed booster
  • 4 for Space jump
  • 8 for Screw attack
  • 10 for Varia suit
  • 20 for Gravity suit
  • 40 for Morph ball
  • 80 for Power grip
300153F Suit + Misc. activation status
  • 1 for Hi-jump
  • 2 for Speed booster
  • 4 for Space jump
  • 8 for Screw attack
  • 10 for Varia suit
  • 20 for Gravity suit
  • 40 for Morph ball
  • 80 for Power grip
3001540 Scanned map status
  • 1 for Brinstar
  • 2 for Kraid
  • 4 for Norfair
  • 8 for Ridley
  • 10 for Tourian
  • 20 for Crateria
  • 40 for Chozodia
3001541 Low health beep
  • 0 for not on
  • 1 for on
3001542 Extra Suit Status
  • 0 for normal suit
  • 1 for unknown items enabled
  • 2 for zero suit
  • 3 for combination of 1 + 2
300175D Final percentage
30017CC Map/Menu Item 1 Vertical Position
30017CE Map/Menu Item 1 Horizontal Position
30017D4 Map/Menu Item 1 Animation Counter
30017D5 Map/Menu Item 1 Animation
30017D6 Map/Menu Item 1 ID
30017DC Map/Menu Item 2 Vertical Position
30017DE Map/Menu Item 2 Horizontal Position
30017E4 Map/Menu Item 2 Animation Counter
30017E5 Map/Menu Item 2 Animation
30017E6 Map/Menu Item 2 ID
30017EC Map/Menu Item 3 Vertical Position
30017EE Map/Menu Item 3 Horizontal Position
30017F4 Map/Menu Item 3 Animation Counter
30017F5 Map/Menu Item 3 Animation
30017F6 Map/Menu Item 3 ID
400180C Map/Menu Item 4 Vertical Position
400180E Map/Menu Item 4 Horizontal Position
4001814 Map/Menu Item 4 Animation Counter
4001815 Map/Menu Item 4 Animation
4001816 Map/Menu Item 4 ID
300545C Start of door data
30054F4 Tide image movement type
  • 0 for up/down only
  • 1 for slow left movement
  • 2 for fast left movement
  • 3 for rising
  • 4 for falling