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Mega Man 5/RAM map: Difference between revisions
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{{rammap|game=Mega Man | {{rammap|game=Mega Man V}} | ||
RAM Locations provided by the user HHS. | RAM Locations provided by the user HHS. |
Revision as of 21:22, 5 June 2009
The following article is a RAM map for Mega Man 5.
RAM Locations provided by the user HHS.
0014 Keys pressed on pad 1 0015 Always cleared 0016 Keys held on pad 1 0017 Always cleared 0018 Palette changed 0019 Draw horizontal data 001A Draw vertical data 001B Palette cycle stopped 001C Update tile 001E New tile position 0023 New tile number 0026 Current level 0027 PRG bank for level 0028 Scrolling direction 0029 Area number 002A Maximum screen 002B Current screen 002C Mirroring 002D Life bar select 002E Weapon bar select 002F Boss bar enable 0030 Current move 0031 Direction 0032 Current weapon 0033 Shooting timer 0034 Shooting flag 0035 Sliding timer 0036 Kill block type (F0 => Kill, 00 => Nothing, others => decrease life by 1) 0037 Platform sprite index 0038 Charge counter 0039 Platform direction 003A Platform X speed low 003B Platform X speed high 003C Previous X pos low 003D Previous X pos high 003E Previous Y pos low 003F Previous Y pos high 0041 Unused 0042 Largest block type found 0043 Nb. of destroyed blocks 0044 Previous scroll X 0045 Previous scroll Y 0046 Vertical level 0047 Block number to draw 0048-004F Block types in each tested position 0050 Weapon selection in menu order 0051 Unused 0054 Freeze counter 0055 Horizontal autoscroll lock 0056 Boss sprite index 0057 Bump timer 0058 Bump flag 0059 Destroyed block disable 005A Animation disable 005B Shot type 005D Picked up M-tank 0060 Display updated 0069 Last screen visited 006A Current boss in rematch 006B Killed bosses in rematch 006C Current Wily level 006D Beat letters 006E Levels cleared 0074 Show elevator borders 0075 Elevator position low 0076 Elevator position high 0078 Split parameters 0080-008F Thread info 0090 VBL flag 0092 Asynchronous frame counter 0093-0094 Execute address 0095 Critical section flag 0096 Split effect enabled 0097-0098 Split effect execution routine 0099 Next split effect number 009A Current split effect number 009B Next split position 009C Current split position 009D Synchronous frame counter 009E Current sprite drawn 009F Next OAM table offset 00A0 Freeze frame 00A1 Gravity 00A2 Current Y scroll 00A4 Current X scroll 00A5 Current name table 00A6 Current sprite 00A7 Saved X register when PRG change interrupted 00A8 Saved Y register when PRG change interrupted 00A9 Colour lock 00AC Horizontal scroll direction 00AD Next enemy in level 00AE Previous enemy in level 00AF Mega man upside down 00B0 Life 00B1-00BC Weapon energy 00BD E-tanks 00BE M-tanks 00BF Lives 00C0 In sound code 00C7 Song time increment 00C8 Song time low 00C9 Song speed high 00CA Song spedd low 00CB Global transpose 00CC SF channels playing 00CF Current track bit 00D0-00D1 SF pointer 00D2 SF transpose 00D3 SF ontime 00D4 SF timer 00D5 SF on-timer 00DA Sound queue write pointer 00DB Sound queue read pointer 00DC-00E3 Sound queue 00E4-00E7 LSFR 00E8-00E9 NMI return address 00EA-00EB Background CHR banks 00EC-00EF Sprite CHR banks 00F0 Screen disabled 00F2 Last MMC3 command 00F3 Last PRG bank 8000-9FFF 00F4 Last PRG bank A000-BFFF 00F5 New PRG bank 8000-9FFF 00F6 New PRG bank A000-BFFF 00F7 In PRG change 00F8 Postponed PRG change 00F9 Scroll X high 00FA Scroll Y 00FB Vertical screen offset 00FC Scroll X 00FD Current nametable 00FE Display settings 1 00FF Display settings 2 0100-011F Powerups taken in level 0150-016F Debug stack 0170-017F Main stack 0190-01AF Palette animation stack 01B0-01DF Game stack 01E0-01FF System stack 0200-02FF OAM table 0300-0317 Sprite type 0318-032F X position fraction 0330-0347 X position low 0348-035F X position high 0360-0377 Y position fraction 0378-038F Y position low 0390-03A7 Y position high 03A8-03BF X speed low 03C0-03D7 X speed high 03D8-03EF Y speed low 03F0-0407 Y speed high 0408-041F Sprite flags (7 => Hurts Mega Man, 6 => Shielded, 5 to 0 => Size) 0420-0437 Direction 0438-044F Sprite number 0450-0467 Life 0468-047F Variable A 0480-0497 Variable B 0498-04AF Variable C 04B0-04C7 Variable D 04C8-04DF Variable E 04E0-04F7 Variable F 04F8-050F Variable G 0510-0527 Variable H 0528-053F Display flags (6 => Flipped, 5 => Mirrored, 4 => In background, 3 => Don't destroy when off screen, 2 => Invisible) 0540-0557 Animation frame 0558-056F Animation 0570-0587 Animation timer 0588-059F Enemy handler low 05A0-05B7 Enemy handler high 05B8-05CF Flash counter 05D0 Background animation 05D1 Background frame 05D2 Background timer 05E0-05EF Current column 05F0-05F3 Palette animation 05F4-05F7 Palette frame 05F8-05FB Palette timer 0600-061F Palette 0620-063F Original palette 0640-067F Attribute table 0680-06BF Local destroyed blocks 06C0-06FF Destroyed blocks 0700-077F Channel variables 0780-07FF Drawing buffer