Mega Man 4/RAM map: Difference between revisions

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| $450-$467 || Enemy HP ||
| $450-$467 || Enemy HP ||
|-
|-
| $468-47F || [[Object_ASM_Private_Memory_1|Object ASM Private Memory 1]] ||  
| $468-47F || [[$468-47F: Object_ASM_Private_Memory_1|Object ASM Private Memory 1]] ||  
|-
|-
| $480-497 || [[Object_ASM_Private_Memory_2|Object ASM Private Memory 2]] ||  
| $480-497 || [[$480-497: Object_ASM_Private_Memory_2|Object ASM Private Memory 2]] ||  
|-
|-
| $498-4AF || [[Object_ASM_Private_Memory_3|Object ASM Private Memory 3]] ||  
| $498-4AF || [[$498-4AF: Object_ASM_Private_Memory_3|Object ASM Private Memory 3]] ||  
|-
|-
| $4B0-$4C7 || [[Object_ASM_Private_Memory_4|Object ASM Private Memory 4]] ||  
| $4B0-$4C7 || [[$4B0-$4C7: Object_ASM_Private_Memory_4|Object ASM Private Memory 4]] ||  
|-
|-
| $4C8-$4DF || [[Object_ASM_Private_Memory_5|Object ASM Private Memory 5]] ||  
| $4C8-$4DF || [[$4C8-$4DF: Object_ASM_Private_Memory_5|Object ASM Private Memory 5]] ||  
|-
|-
| $4E0-$4F7 || [[Object_ASM_Private_Memory_6|Object ASM Private Memory 6]] ||  
| $4E0-$4F7 || [[$4E0-$4F7: Object_ASM_Private_Memory_6|Object ASM Private Memory 6]] ||  
|-
|-
| $4F8-$50F || [[Object_ASM_Private_Memory_7|Object ASM Private Memory 7]] ||  
| $4F8-$50F || [[$4F8-$50F: Object_ASM_Private_Memory_7|Object ASM Private Memory 7]] ||  
|-
|-
| $510-$527 || Object ASM Private Memory 8 ||  
| $510-$527 || [[$510-$527: Object_ASM_Private_Memory 8|Object ASM Private Memory 8]] ||  
|-
|-
| $528-$53F || Sprite Flags ||  
| $528-$53F || Sprite Flags ||  

Revision as of 04:42, 12 July 2015

Joypad Memory


RAM

RAM Function Details
$14 Joypad 1 - Button Push Bits Bits possible values : [0 = Not Recently Pushed Down, 1 = Recently Pushed Down]
$15 Joypad 2 - Button Push Bits Bits possible values : [0 = Not Recently Pushed Down, 1 = Recently Pushed Down]
$16 Joypad 1 - Button Status Bits Bits possible values : [0 = Not Being Pressed Down, 1 = Being Pressed Down]
$17 Joypad 2 - Button Status Bits Bits possible values : [0 = Not Being Pressed Down, 1 = Being Pressed Down]


LSB to MSB
Bit Function Bit Function
0 Right 4 Start
1 Left 5 Select
2 Down 6 B
3 Up 7 A


Sprite/Object Arrays


RAM

RAM Function Details
$300-$317 Object ID
$318-$32F X Coordinate Ratio Counter
$330-$347 X Coordinate
$348-$35F X Screen (Level Screen)
$360-$377 Y Coordinate Ratio Counter
$378-$38F Y Coordinate
$390-$3A7 Y Screen
$3A8-$3BF Horizontal Speed Low
$3C0-$3D7 Horizontal Speed High
$3D8-$3EF Vertical Speed Low
$3F0-$407 Vertical Speed High
$408-$41F Substance and Shape
$420-$437 Direction Bits
$438-$44F Enemy Number# of Level Useful to $FC9E
$450-$467 Enemy HP
$468-47F Object ASM Private Memory 1
$480-497 Object ASM Private Memory 2
$498-4AF Object ASM Private Memory 3
$4B0-$4C7 Object ASM Private Memory 4
$4C8-$4DF Object ASM Private Memory 5
$4E0-$4F7 Object ASM Private Memory 6
$4F8-$50F Object ASM Private Memory 7
$510-$527 Object ASM Private Memory 8
$528-$53F Sprite Flags
$540-$557 Sprite's Animation
$558-$56F Sprite ID
$570-$587 Animation Frame Counter
$588-$59F ASM - Low Address
$5A0-$5B7 ASM - High Address
$5B8-$5CF Invincibility Blink / Freeze Action Status
$5D0-$5FF Never used in entire game