If you are still using the old URL (datacrystal.romhacking.net), please update your bookmarks! The old URL may stop working soon.
The current URL is datacrystal.tcrf.net.
The current URL is datacrystal.tcrf.net.
Mega Man 4/RAM map: Difference between revisions
Jump to navigation
Jump to search
Line 123: | Line 123: | ||
| $450-$467 || Enemy HP || | | $450-$467 || Enemy HP || | ||
|- | |- | ||
| $468-47F || [[Mega_Man_IV:RAM_map:$468-47F: Object_ASM_Private_Memory_1|Object ASM Private Memory 1]] || | | $468-$47F || [[Mega_Man_IV:RAM_map:$468-47F: Object_ASM_Private_Memory_1|Object ASM Private Memory 1]] || | ||
|- | |- | ||
| $480-497 || [[Mega_Man_IV:RAM_map:$480-497: Object_ASM_Private_Memory_2|Object ASM Private Memory 2]] || | | $480-$497 || [[Mega_Man_IV:RAM_map:$480-497: Object_ASM_Private_Memory_2|Object ASM Private Memory 2]] || | ||
|- | |- | ||
| $498-4AF || [[Mega_Man_IV:RAM_map:$498-4AF: Object_ASM_Private_Memory_3|Object ASM Private Memory 3]] || | | $498-$4AF || [[Mega_Man_IV:RAM_map:$498-4AF: Object_ASM_Private_Memory_3|Object ASM Private Memory 3]] || | ||
|- | |- | ||
| $4B0-$4C7 || [[Mega_Man_IV:RAM_map:$4B0-$4C7: Object_ASM_Private_Memory_4|Object ASM Private Memory 4]] || | | $4B0-$4C7 || [[Mega_Man_IV:RAM_map:$4B0-$4C7: Object_ASM_Private_Memory_4|Object ASM Private Memory 4]] || |
Revision as of 18:38, 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
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