Mega Man 4/RAM map: Difference between revisions

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| $420-$437 || [[Mega_Man_IV:RAM_map:$420-$437: Direction_Bits|Direction Bits]] ||
| $420-$437 || [[Mega_Man_IV:RAM_map:$420-$437: Direction_Bits|Direction Bits]] ||
|-
|-
| $438-$44F || [[Mega_Man_IV:RAM_map:$438-$44F: Enemy_Number#_of_Level|Enemy Number# of Level]] || Useful to [[Mega_Man_IV:RAM_map:$F9CE|$FC9E]]
| $438-$44F || [[Mega_Man_IV:RAM_map:$438-$44F: Enemy_Number#_in_Level|Enemy Number# in Level]] || Useful to [[Mega_Man_IV:RAM_map:$F9CE|$FC9E]]
|-
|-
| $450-$467 || Enemy HP ||
| $450-$467 || Enemy HP ||

Revision as of 18:29, 12 July 2015

Joypad Memory


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


HP / Energy


RAM Function
$B0 Megaman's HP


Weapon Energy - Array

See Arrays List

RAM Function
$B1 Rush Coil
$B2 Rush Jet
$B3 Rush Marine
$B4 Toad - Rain Flush
$B5 Wire Adaptor
$B6 Balloon Adaptor
$B7 Dive - Dive Missile
$B8 Ring - Ring Boomerang
$B9 Drill - Drill Bomb
$BA Dust - Dust Crusher
$BB Pharaoh - Pharaoh Shot
$BC Bright - Flash Stopper
$BD Skull - Skull Barrier
$BE Used for Weapon's menu drawing


RAM Function
$BF Boss HP Amount for drawing


Sprite/Object Arrays


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# in 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


Credits

Matrixz
Matrixz
Matrixz
Matrixz
Matrixz
Matrixz
Matrixz
Matrixz
Matrixz
MartsINY
Matrixz
Matrixz
Matrixz
Matrixz
Matrixz
I think it's clear who did most of the job