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Metroid/RAM map: Difference between revisions
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(Fixed mistake in previous fix.) |
(Neated up the chart. Added a "Details" column. Changed values to Hex and decimal for clarity. Added a chart for the inventory variable ($6878)) |
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{{rammap|game=Metroid}} | {{rammap|game=Metroid}} | ||
<br> | |||
<p>Given non-RAM address 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''' || '''Function''' || '''Details''' | |||
|- | |- | ||
| | |$0064 || Jump State || $00=Unable to jump, $01=Able to jump | ||
|- | |- | ||
| | |$0070 || Temporary Invulnerability || $00=Damageable, $01-$FF(255)=Count down to 0, undamageable | ||
|- | |- | ||
| | |$0106 || Samus' Energy (Byte 1) || High nybble contains the "ones" place of the amount of energy Samus currently has. | ||
|- | |- | ||
| | |$0107 || Samus' Energy (Byte 2) || Low nybble contains the "tens" place of the amount of energy Samus currently has. High nybble contains number of full tanks. | ||
|- | |- | ||
| | |$010E || Weapon selection || $00=Arm Cannon, $01=Missles | ||
|- | |- | ||
| | |$0200-02FF || Sprite DMA || | ||
|- | |- | ||
| | |$0316 || Horizontal movement in air || Keep below $3F(63) to avoid graphical glitches. Keep at $2F(47) 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 | |$6877 || Number of tanks collected. Keep to $06 or below to avoid redraw errors. | ||
|- | |- | ||
|6878 || Special items Samus is currently carrying | |$6878 || Special items Samus is currently carrying || Each bit represents one of eight special items. Hex values are as follows: | ||
{| border="1" cellpadding="1" | |||
| '''Hex''' || '''Decimal''' || '''Item''' | |||
|- | |||
|$01 || 1 || Bombs | |||
|- | |||
|$02 || 2 || Hi-Jump | |||
|- | |||
|$04 || 4 || Long Beam | |||
|- | |||
|$08 || 8 || Screw Attack | |||
|- | |||
|$10 || 16 || Maru Mari | |||
|- | |||
|$20 || 32 || Varia | |||
|- | |||
|$40 || 64 || Wave Beam | |||
|- | |||
|$80 || 128 || Ice Beam | |||
|- | |||
|} | |||
For multiple weapons, add values in hex. (Ex: $16(22) for Maru Mari, Long Beam, and Hi-Jump) | |||
|- | |- | ||
|6879 || The | |$6879 || The current number of missiles that Samus is carrying || $00-$FF(255) | ||
|- | |- | ||
|687A || The maximum number of missiles that Samus may carry | |$687A || The maximum number of missiles that Samus may carry || $00-$FF(255) | ||
|- | |- | ||
|687B || Kraid defeated/statue | |$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 | |$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 | |$69B3 || Suit state || $00=Wearing suit, $01-$FF(255)=Not wearing suit | ||
|} | |} |
Revision as of 20:17, 16 January 2008
Given non-RAM address values: $Hexadecimal value(Decimal value), ex. $63(99)
Any values less than $0A(10) will only show the Hex value.
RAM | Function | Details | |||||||||||||||||||||||||||
$0064 | Jump State | $00=Unable to jump, $01=Able to jump | |||||||||||||||||||||||||||
$0070 | Temporary Invulnerability | $00=Damageable, $01-$FF(255)=Count down to 0, undamageable | |||||||||||||||||||||||||||
$0106 | Samus' Energy (Byte 1) | High nybble contains the "ones" place of the amount of energy Samus currently has. | |||||||||||||||||||||||||||
$0107 | Samus' Energy (Byte 2) | Low nybble contains the "tens" place of the amount of energy Samus currently has. High nybble contains number of full tanks. | |||||||||||||||||||||||||||
$010E | Weapon selection | $00=Arm Cannon, $01=Missles | |||||||||||||||||||||||||||
$0200-02FF | Sprite DMA | ||||||||||||||||||||||||||||
$0316 | Horizontal movement in air | Keep below $3F(63) to avoid graphical glitches. Keep at $2F(47) 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 $06 or below to avoid redraw errors. | ||||||||||||||||||||||||||||
$6878 | Special items Samus is currently carrying | Each bit represents one of eight special items. Hex values are as follows:
For multiple weapons, add values in hex. (Ex: $16(22) for Maru Mari, Long Beam, and Hi-Jump) | |||||||||||||||||||||||||||
$6879 | The current number of missiles that Samus is carrying | $00-$FF(255) | |||||||||||||||||||||||||||
$687A | The maximum number of missiles that Samus may carry | $00-$FF(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(255)=Not wearing suit |