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 (NES)/RAM map: Difference between revisions
Jump to navigation
Jump to search
Customfiber (talk | contribs) (Added lots of info) |
(Added 0 to the beginning of the RAM addresses. Added the relative weapons to the bosses in the 005D listing. Changed display of all Hex values to Hex and Decimal. Some grammar/spelling corrections.) |
||
Line 2: | Line 2: | ||
<p>Note: Memory locations discovered using the 'FCEU' Emulator for Windows.</p> | <p>Note: Memory locations discovered using the 'FCEU' Emulator for Windows.</p> | ||
<br> | |||
<p> | <p>Given values: $Hexadecimal value(Decimal value), ex. $63(99)</p> | ||
<p>Any values less than $0A(10) will only show the Hex value.</p> | |||
<br> | |||
{| border="1" cellpadding="1" | {| border="1" cellpadding="1" | ||
|'''RAM''' || ''' | |'''RAM''' || '''Function''' || '''Details''' | ||
|- | |- | ||
| | | 005D || Wich ememys have been defeated/Weapons unlocked | ||
{|border="1" cellpadding="1" | {|border="1" cellpadding="1" | ||
|bit 1||Bombman | |bit 1||Bombman/Hyper Bomb | ||
|- | |- | ||
|bit 2||Elecman | |bit 2||Elecman/Thunder Beam | ||
|- | |- | ||
|bit 3||Gutsman | |bit 3||Gutsman/Super Arm | ||
|- | |- | ||
|bit 4||Iceman | |bit 4||Iceman/Ice Slasher | ||
|- | |- | ||
|bit 5|| | |bit 5||Cutman/Rolling Cutter | ||
|- | |- | ||
|bit 6||Fireman | |bit 6||Fireman/Fire Storm | ||
|- | |- | ||
|bit 7||Magnet Beam | |bit 7||Magnet Beam | ||
|- | |- | ||
|} | |} | ||
||Setting a bit will defeat/unlock the corresponding Villan/Weapon. Set this byte to FE to go directly to Dr. | ||Setting a bit will defeat/unlock the corresponding Villan/Weapon. Set this byte to $FE(254) to go directly to Dr. Wily. | ||
|- | |- | ||
| | | 005F || Weapon Select | ||
{|border="1" cellpadding="1" | {|border="1" cellpadding="1" | ||
|00|| | |$00||Mega Buster(normal weapon) | ||
|- | |- | ||
|01||Bomb | |$01||Hyper Bomb | ||
|- | |- | ||
|02|| | |$02||Thunder Beam | ||
|- | |- | ||
|03|| | |$03||Super Arm | ||
|- | |- | ||
|04||Ice | |$04||Ice Slasher | ||
|- | |- | ||
|05|| | |$05||Rolling Cutter | ||
|- | |- | ||
|06||Fire | |$06||Fire Storm | ||
|- | |- | ||
|07||Magnet Beam | |$07||Magnet Beam | ||
|- | |- | ||
|} | |} | ||
|| This only controls the weapon function, it will not change his color. You can select any weapon even if it's still locked. | || This only controls the weapon function, it will not change his color. You can select any weapon even if it's still locked. | ||
|- | |- | ||
| | | 006A || Mega Man Life Bar Value || $1C(28)-Full, $00-Empty | ||
|- | |- | ||
| | | 006B || Cutman Weapon Energy || $1C(28)-Full, $00-Empty | ||
|- | |- | ||
| | | 006C || Iceman Weapon Energy || $1C(28)-Full, $00-Empty | ||
|- | |- | ||
| | | 006D || Bombman Weapon Energy || $1C(28)-Full, $00-Empty | ||
|- | |- | ||
| | | 006E || Fireman Weapon Energy || $1C(28)-Full, $00-Empty | ||
|- | |- | ||
| | | 006F || Elecman Weapon Energy || $1C(28)-Full, $00-Empty | ||
|- | |- | ||
| | | 0070 || Gutsman Weapon Energy || $1C(28)-Full, $00-Empty | ||
|- | |- | ||
| | | 0071 || Magnet Beam Weapon Energy || $1C(28)-Full, $00-Empty | ||
|- | |- | ||
| | | 0072-0078 || Score || Each byte represents one digit in BCD. Starts with ones digit (0072) | ||
|- | |- | ||
| | | 00A6 || Lives || Maximum is $80(128). Bit 7 set gives Game Over. Game will not raise it past $63(99). | ||
|- | |- | ||
| | | 00AE || Bonus || Number of bonus energy balls picked up during level. Is multiplied by 1000 at level completion screen. | ||
|- | |- | ||
| | | 0100-01FF || Stack || RAM used by CPU for stack. | ||
|- | |- | ||
| | | 0200-02FF || Sprite Data || 256 byte block that is transferred via DMA to PPU memory during each NMI Routine. | ||
|- | |- | ||
| | |06C1 || Boss Energy || $1C(28)-Full, $00-Empty | ||
|- | |- | ||
|} | |} | ||
<br> | |||
{{stub}} | {{stub}} |
Revision as of 16:44, 16 January 2008
The following article is a RAM map for Mega Man (NES).
Note: Memory locations discovered using the 'FCEU' Emulator for Windows.
Given values: $Hexadecimal value(Decimal value), ex. $63(99)
Any values less than $0A(10) will only show the Hex value.
RAM | Function | Details | ||||||||||||||||
005D | Wich ememys have been defeated/Weapons unlocked
|
Setting a bit will defeat/unlock the corresponding Villan/Weapon. Set this byte to $FE(254) to go directly to Dr. Wily. | ||||||||||||||||
005F | Weapon Select
|
This only controls the weapon function, it will not change his color. You can select any weapon even if it's still locked. | ||||||||||||||||
006A | Mega Man Life Bar Value | $1C(28)-Full, $00-Empty | ||||||||||||||||
006B | Cutman Weapon Energy | $1C(28)-Full, $00-Empty | ||||||||||||||||
006C | Iceman Weapon Energy | $1C(28)-Full, $00-Empty | ||||||||||||||||
006D | Bombman Weapon Energy | $1C(28)-Full, $00-Empty | ||||||||||||||||
006E | Fireman Weapon Energy | $1C(28)-Full, $00-Empty | ||||||||||||||||
006F | Elecman Weapon Energy | $1C(28)-Full, $00-Empty | ||||||||||||||||
0070 | Gutsman Weapon Energy | $1C(28)-Full, $00-Empty | ||||||||||||||||
0071 | Magnet Beam Weapon Energy | $1C(28)-Full, $00-Empty | ||||||||||||||||
0072-0078 | Score | Each byte represents one digit in BCD. Starts with ones digit (0072) | ||||||||||||||||
00A6 | Lives | Maximum is $80(128). Bit 7 set gives Game Over. Game will not raise it past $63(99). | ||||||||||||||||
00AE | Bonus | Number of bonus energy balls picked up during level. Is multiplied by 1000 at level completion screen. | ||||||||||||||||
0100-01FF | Stack | RAM used by CPU for stack. | ||||||||||||||||
0200-02FF | Sprite Data | 256 byte block that is transferred via DMA to PPU memory during each NMI Routine. | ||||||||||||||||
06C1 | Boss Energy | $1C(28)-Full, $00-Empty |
This page is rather stubbly and could use some expansion. Are you a bad enough dude to rescue this article? |