Mega Man 3 (NES)/RAM map: Difference between revisions

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==Sprite/Object Arrays==
==Sprite/Object Arrays==
  $0300 to $031F = States  AND #$80 is used to for states.
  $0300 to $031F = And #$0F -> Used by objects' ASM to branch to different locations (indicate states)
                   Depending on State values, different behaviors occur.
                  And #$10 ->
                   AND #$7F unknown yet
                   And #$20 ->
                  And #$40 ->
                   And #$80 -> Active -> Draw sprite
  $0320 to $033F = ASM pointer  
  $0320 to $033F = ASM pointer  
  $0340 to $035F = X Coordinate Ratio Counter  
  $0340 to $035F = X Coordinate Ratio Counter  

Revision as of 01:10, 9 July 2017

Chip tiny.png The following article is a RAM map for Mega Man 3 (NES).

Sprite/Object Arrays

$0300 to $031F = And #$0F -> Used by objects' ASM to branch to different locations (indicate states)
                 And #$10 ->
                 And #$20 ->
                 And #$40 ->
                 And #$80 -> Active -> Draw sprite
$0320 to $033F = ASM pointer 
$0340 to $035F = X Coordinate Ratio Counter 
$0360 to $037F = X Coordinate 
$0380 to $039F = X Screen (Level Screen) 
$03A0 to $03BF = Y Coordinate Ratio Counter 
$03C0 to $03DF = Y Coordinate 
$03E0 to $03FF = Y Screen 
$0400 to $041F = Horizontal Speed Low 
$0420 to $043F = Horizontal Speed High 
$0440 to $045F = Vertical Speed Low
$0460 to $047F = Vertical Speed High
$0480 to $049F = Substance and Shape 
$04A0 to $04BF = Direction Bits 
$04C0 to $04DF = Enemy Number# in Level 
$04E0 to $04FF = Enemy HP 
$0500 to $051F = Object ASM Private Memory 1
$0520 to $053F = Object ASM Private Memory 2
$0540 to $055F = Object ASM Private Memory 3
$0560 to $057F = Object ASM Private Memory 4
$0580 to $059F = Sprite Flags 
$05A0 to $05BF = Sprite's Animation
$05C0 to $05DF = Sprite ID
$05E0 to $05FF = Animation Frame Counter

Player Variables

Life & Health

$00A2 to $---- = Current HP 
$00AE to $---- = Lives Remaining 
$00AF to $---- = Energy Tanks Remaining 

Weapons

$00A3 to $---- = Gemini Beam
$00A4 to $---- = Needle Cannon
$00A5 to $---- = Hard Knuckle
$00A6 to $---- = Magnet Missile
$00A7 to $---- = Top Spin
$00A8 to $---- = Search Snake
$00AA to $---- = Spark Shock
$00AC to $---- = Shadow Blade

00 = Don't have weapon
9C = Have weapon

Rush Equipment

$00A9 to $---- = Rush Coil 
$00AB to $---- = Rush Marine 
$00AD to $---- = Rush Jet 

Miscellaneous Variables

Stages

$0022 to $---- = Current Stage
    00 - Needle Man
    01 - Magnet Man
    02 - Gemini Man
    03 - Hard Man
    04 - Top Man
    05 - Snake Man
    06 - Spark Man
    07 - Shadow Man
    08 - Needle Man 2
    09 - Gemini Man 2
    0A - Spark Man 2
    0B - Shadow Man 2
    0C - Wily Castle 1
    0D - Wily Castle 2
    0E - Wily Castle 3
    0F - Wily Castle 4
    10 - Wily Castle 5
    11 - Wily Castle 6
    14 - Ending scene
    16 - Dr. Light's Lab
$006E to $---- = Wily Stage 4 Boss Rematches
    00 - No bosses defeated
    01 - Needle Man defeated
    02 - Magnet Man defeated
    04 - Gemini Man defeated
    08 - Hard Man defeated
    10 - Top Man defeated
    20 - Snake Man defeated
    40 - Spark Man defeated
    80 - Shadow Man defeated
$00DC to $0DE4 = Music