Mega Man 4/RAM map: Difference between revisions

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                   Useful to [[FC9E / 7FCAE (Mega Man 4)|FC9E / 7FCAE]]
                   Useful to [[FC9E / 7FCAE (Mega Man 4)|FC9E / 7FCAE]]
  $0450 to $0467 = Enemy HP
  $0450 to $0467 = Enemy HP
  $0468 to $047F = [[Object ASM Private Memory 1: RAM 468-47F (Mega Man 4)|Object ASM Private Memory 1]]
  $0468 to $047F = [[Mega Man IV:RAM map:Object ASM Private Memory 1|Object ASM Private Memory 1]]
  $0480 to $0497 = [[Object ASM Private Memory 2: RAM 480-497 (Mega Man 4)|Object ASM Private Memory 2]]
  $0480 to $0497 = [[Mega Man IV:RAM map:Object ASM Private Memory 2|Object ASM Private Memory 2]]
  $0498 to $04AF = [[Object ASM Private Memory 3: RAM 498-4AF (Mega Man 4)|Object ASM Private Memory 3]]
  $0498 to $04AF = [[Mega Man IV:RAM map:Object ASM Private Memory 3|Object ASM Private Memory 3]]
  $04B0 to $04C7 = [[Object ASM Private Memory 4: RAM 4B0-4C7 (Mega Man 4)|Object ASM Private Memory 4]]
  $04B0 to $04C7 = [[Mega Man IV:RAM map:Object ASM Private Memory 4|Object ASM Private Memory 4]]
  $04C8 to $04DF = [[Object ASM Private Memory 5: RAM 4C8-4DF (Mega Man 4)|Object ASM Private Memory 5]]
  $04C8 to $04DF = [[Mega Man IV:RAM map:Object ASM Private Memory 5|Object ASM Private Memory 5]]
  $04E0 to $04F7 = [[Object ASM Private Memory 6: RAM 4E0-4F7 (Mega Man 4)|Object ASM Private Memory 6]]
  $04E0 to $04F7 = [[Mega Man IV:RAM map:Object ASM Private Memory 6|Object ASM Private Memory 6]]
  $04F8 to $050F = [[Object ASM Private Memory 7: RAM 4F8-50F (Mega Man 4)|Object ASM Private Memory 7]]
  $04F8 to $050F = [[Mega Man IV:RAM map:Object ASM Private Memory 7|Object ASM Private Memory 7]]
  $0510 to $0527 = [[Object ASM Private Memory 8: RAM 510-527 (Mega Man 4)|Object ASM Private Memory 8]]
  $0510 to $0527 = [[Mega Man IV:RAM map:Object ASM Private Memory 8|Object ASM Private Memory 8]]
  $0528 to $053F = [[Sprite Flags: RAM 528-53F (Mega Man 4)|Sprite Flags]]
  $0528 to $053F = [[Sprite Flags: RAM 528-53F (Mega Man 4)|Sprite Flags]]
  $0540 to $0557 = Sprite's Animation
  $0540 to $0557 = Sprite's Animation

Revision as of 02:54, 30 August 2016

Joypad Memory

$0014 to $---- = Joypad 1 - Button Push Bits
	0 = Not Recently Pushed Down
	1 = Recently Pushed Down
$0015 to $---- = Joypad 2 - Button Push Bits
	0 = Not Recently Pushed Down
	1 = Recently Pushed Down]
$0016 to $---- = Joypad 1 - Button Status Bits
	0 = Not Being Pressed Down
	1 = Being Pressed Down
$0017 to $---- = Joypad 2 - Button Status Bits
	0 = Not Being Pressed Down
	1 = Being Pressed Down

LSB to MSB

0 = Right
1 = Left
2 = Down
3 = Up
4 = Start
5 = Select
6 = B
7 = A

HP / Energy

$00B0 to $---- = Megaman's HP


Weapon Energy - Array

See Arrays List

$00B1 to $---- = Rush Coil
$00B2 to $---- = Rush Jet
$00B3 to $---- = Rush Marine
$00B4 to $---- = Toad - Rain Flush
$00B5 to $---- = Wire Adaptor
$00B6 to $---- = Balloon Adaptor
$00B7 to $---- = Dive - Dive Missile
$00B8 to $---- = Ring - Ring Boomerang
$00B9 to $---- = Drill - Drill Bomb
$00BA to $---- = Dust - Dust Crusher
$00BB to $---- = Pharaoh - Pharaoh Shot
$00BC to $---- = Bright - Flash Stopper
$00BD to $---- = Skull - Skull Barrier
$00BE to $---- = Used for Weapon's menu drawing
$00BF to $---- = Boss HP Amount for drawing

Sprite/Object Arrays

See Arrays List

$0300 to $0317 = Object ID
$0318 to $032F = X Coordinate Ratio Counter
$0330 to $0347 = X Coordinate
$0348 to $035F = X Screen (Level Screen)
$0360 to $0377 = Y Coordinate Ratio Counter
$0378 to $038F = Y Coordinate
$0390 to $03A7 = Y Screen
$03A8 to $03BF = Horizontal Speed Low
$03C0 to $03D7 = Horizontal Speed High
$03D8 to $03EF = Vertical Speed Low
$03F0 to $0407 = Vertical Speed High
$0408 to $041F = Substance and Shape
$0420 to $0437 = Direction Bits
$0438 to $044F = Enemy Number# in Level
                 Useful to FC9E / 7FCAE
$0450 to $0467 = Enemy HP
$0468 to $047F = Object ASM Private Memory 1
$0480 to $0497 = Object ASM Private Memory 2
$0498 to $04AF = Object ASM Private Memory 3
$04B0 to $04C7 = Object ASM Private Memory 4
$04C8 to $04DF = Object ASM Private Memory 5
$04E0 to $04F7 = Object ASM Private Memory 6
$04F8 to $050F = Object ASM Private Memory 7
$0510 to $0527 = Object ASM Private Memory 8
$0528 to $053F = Sprite Flags
$0540 to $0557 = Sprite's Animation
$0558 to $056F = Sprite ID
$0570 to $0587 = Animation Frame Counter
$0588 to $059F = ASM - Low Address
$05A0 to $05B7 = ASM - High Address
$05B8 to $05CF = Invincibility Blink / Freeze Action Status
$05D0 to $05FF = Unused