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Metroid/RAM map: Difference between revisions
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|$6B14 || Enemy data 2 || Some more enemy data. Tells enemy type, sprite table, whether it's drawn and other stuff. This list does NOT seem to be synced with Enemy data 1. | |$6B14 || Enemy data 2 || Some more enemy data. Tells enemy type, sprite table, whether it's drawn and other stuff. This list does NOT seem to be synced with Enemy data 1. | ||
|} | |} | ||
Revision as of 23:41, 7 October 2011
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 | |||||||||||||||||||||||||||
$0049 | Scroll direction | 0=top, 1=bottom, 2=left, 3=right, updates onscroll only | |||||||||||||||||||||||||||
$004F | Vertical page | Denotes vertical page in the loaded map. Not sure about offset. It's also changing when you change direction. Does not update when $00FC is 0, but does when higher. | |||||||||||||||||||||||||||
$0050 | Horizontal page | This denotes the horizontal page in the current loaded map. I'm not sure about the offset. It's also changing when you change direction. Does not update when $00FD is 0, but does when higher. | |||||||||||||||||||||||||||
$0051 | Samus' x position on screen | ||||||||||||||||||||||||||||
$0052 | Samus' y position on screen | ||||||||||||||||||||||||||||
$00FC | Vertical page offset. Page y number + offset gives you mapcoords of top. | ||||||||||||||||||||||||||||
$00FD | Horizontal page offset. Page x number + offset gives you mapcoords of left. | ||||||||||||||||||||||||||||
$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. | |||||||||||||||||||||||||||
$0400/6F | Enemy data 1 | There is space for 6 enemies. Screen XY is saved here, as well as HP. This is only part of the data. Some of it is kept in the SRAM and some of it is unknown. | |||||||||||||||||||||||||||
$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 | |||||||||||||||||||||||||||
$6B14 | Enemy data 2 | Some more enemy data. Tells enemy type, sprite table, whether it's drawn and other stuff. This list does NOT seem to be synced with Enemy data 1. |