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Metroid/RAM map: Difference between revisions
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(Added a few addresses to Metroid's RAM map, and touched up a couple of others.) |
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{| border="1" cellpadding="1" | {| border="1" cellpadding="1" | ||
!RAM !! Purpose | !RAM !! Purpose | ||
|- | |||
|64 || Jump State. 00=Unable to attempt jump. 01=Able to attempt jump. | |||
|- | |||
|70 || Damage State. 00=Able to be damaged. 01-FF=Count down to 0, undamagable. | |||
|- | |- | ||
|106 || Energy Variable. High nybble contains the "ones" place of the amount of energy Samus currently has. | |106 || Energy Variable. High nybble contains the "ones" place of the amount of energy Samus currently has. | ||
|- | |- | ||
|107 || Energy Variable. Low nybble contains the "tens" place of the amount of energy Samus currently has. | |107 || Energy Variable. Low nybble contains the "tens" place of the amount of energy Samus currently has. High nybble contains number of full tanks. | ||
|- | |- | ||
|10E || Weapon selection: 00=Arm Cannon, 01=Missile. Set this to FF for lots of missiles! :) | |10E || Weapon selection: 00=Arm Cannon, 01=Missile. Set this to FF for lots of missiles! :) | ||
|- | |- | ||
|200-2FF || Sprite DMA. | |200-2FF || Sprite DMA. | ||
|- | |||
|316 || Horizontal movement in air. Keep below 3F to avoid graphical glitches. Keep at 2F and below (?) to avoid door entry glitches--such will cause you to exit two screen widths in the opposite direction you entered. | |||
|- | |||
|6877 || Number of tanks collected. Keep to 6 or below to avoid redraw errors. | |||
|- | |- | ||
|6878 || Special items Samus is currently carrying. Contains an 8-bit value from 00 to FF (0 to 255). Each bit represents one of eight special items. Hex values are as follows: 1="Bombs", 2="Hi-Jump", 4="Long Beam", 8="Screw Attack", 10="Maru Mari", 20="Varia", 40="Wave Beam", 80="Ice Beam". For multiple weapons, add values in hex. (Ex: 16 for Maru Mari, Long Beam, and Hi-Jump.) | |6878 || Special items Samus is currently carrying. Contains an 8-bit value from 00 to FF (0 to 255). Each bit represents one of eight special items. Hex values are as follows: 1="Bombs", 2="Hi-Jump", 4="Long Beam", 8="Screw Attack", 10="Maru Mari", 20="Varia", 40="Wave Beam", 80="Ice Beam". For multiple weapons, add values in hex. (Ex: 16 for Maru Mari, Long Beam, and Hi-Jump.) | ||
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|- | |- | ||
|687A || The actual number of missiles that Samus is currently carrying. Contains an 8-bit value from 00 to FF (0 to 255). | |687A || The actual number of missiles that Samus is currently carrying. Contains an 8-bit value from 00 to FF (0 to 255). | ||
|- | |||
|687B || Kraid defeated/statue. 00=Kraid alive. 01=Kraid dead/Statue ready to be raised. 02-7F=Kraid dead/Statue unraisable. 80-FF=Kraid dead/Statue raised. | |||
|- | |||
|687C || Ridley defeated/statue. 00=Ridley alive. 01=Ridley dead/Statue ready to be raised. 02-7F=Ridley dead/Statue unraisable. 80-FF=Ridley dead/Statue raised. | |||
|- | |||
|69B3 || Suit state. 00=Wearing suit. 01-FF=Not wearing suit. | |||
|} | |} |
Revision as of 09:04, 12 January 2007
RAM | Purpose |
---|---|
64 | Jump State. 00=Unable to attempt jump. 01=Able to attempt jump. |
70 | Damage State. 00=Able to be damaged. 01-FF=Count down to 0, undamagable. |
106 | Energy Variable. High nybble contains the "ones" place of the amount of energy Samus currently has. |
107 | Energy Variable. Low nybble contains the "tens" place of the amount of energy Samus currently has. High nybble contains number of full tanks. |
10E | Weapon selection: 00=Arm Cannon, 01=Missile. Set this to FF for lots of missiles! :) |
200-2FF | Sprite DMA. |
316 | Horizontal movement in air. Keep below 3F to avoid graphical glitches. Keep at 2F and below (?) to avoid door entry glitches--such will cause you to exit two screen widths in the opposite direction you entered. |
6877 | Number of tanks collected. Keep to 6 or below to avoid redraw errors. |
6878 | Special items Samus is currently carrying. Contains an 8-bit value from 00 to FF (0 to 255). Each bit represents one of eight special items. Hex values are as follows: 1="Bombs", 2="Hi-Jump", 4="Long Beam", 8="Screw Attack", 10="Maru Mari", 20="Varia", 40="Wave Beam", 80="Ice Beam". For multiple weapons, add values in hex. (Ex: 16 for Maru Mari, Long Beam, and Hi-Jump.) |
6879 | The maximum number of missiles that Samus may carry at any given time. Contains an 8-bit value from 00 to FF (0 to 255). |
687A | The actual number of missiles that Samus is currently carrying. Contains an 8-bit value from 00 to FF (0 to 255). |
687B | Kraid defeated/statue. 00=Kraid alive. 01=Kraid dead/Statue ready to be raised. 02-7F=Kraid dead/Statue unraisable. 80-FF=Kraid dead/Statue raised. |
687C | Ridley defeated/statue. 00=Ridley alive. 01=Ridley dead/Statue ready to be raised. 02-7F=Ridley dead/Statue unraisable. 80-FF=Ridley dead/Statue raised. |
69B3 | Suit state. 00=Wearing suit. 01-FF=Not wearing suit. |