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Mega Man 4/RAM map: Difference between revisions
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== Joypad Memory== | ==Joypad Memory== | ||
<Br> | <Br> | ||
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<Br> | <Br> | ||
== Sprite/Object Arrays== | ==Sprite/Object Arrays== | ||
<Br> | <Br> | ||
{| border="1" cellpadding="3" | {| border="1" cellpadding="3" | ||
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| '''$5D0-$5FF''' || '''Never used in entire game''' || | | '''$5D0-$5FF''' || '''Never used in entire game''' || | ||
|} | |} | ||
<br> | |||
==Credits== | |||
Matrixz<br> | |||
Matrixz<br> | |||
Matrixz<br> | |||
Matrixz<br> | |||
Matrixz<br> | |||
Matrixz<br> | |||
Matrixz<br> | |||
Matrixz<br> | |||
Matrixz<br> | |||
MartsINY<br> | |||
Matrixz<br> | |||
Matrixz<br> | |||
Matrixz<br> | |||
Matrixz<br> | |||
Matrixz<br> | |||
I think it's clear who did most of the job |
Revision as of 17:18, 12 July 2015
Joypad Memory
RAM | Function | Details |
$14 | Joypad 1 - Button Push Bits | Bits possible values : [0 = Not Recently Pushed Down, 1 = Recently Pushed Down] |
$15 | Joypad 2 - Button Push Bits | Bits possible values : [0 = Not Recently Pushed Down, 1 = Recently Pushed Down] |
$16 | Joypad 1 - Button Status Bits | Bits possible values : [0 = Not Being Pressed Down, 1 = Being Pressed Down] |
$17 | Joypad 2 - Button Status Bits | Bits possible values : [0 = Not Being Pressed Down, 1 = Being Pressed Down] |
- LSB to MSB
Bit Function Bit Function 0 Right 4 Start 1 Left 5 Select 2 Down 6 B 3 Up 7 A
Sprite/Object Arrays
RAM | Function | Details |
$300-$317 | Object ID | |
$318-$32F | X Coordinate Ratio Counter | |
$330-$347 | X Coordinate | |
$348-$35F | X Screen (Level Screen) | |
$360-$377 | Y Coordinate Ratio Counter | |
$378-$38F | Y Coordinate | |
$390-$3A7 | Y Screen | |
$3A8-$3BF | Horizontal Speed Low | |
$3C0-$3D7 | Horizontal Speed High | |
$3D8-$3EF | Vertical Speed Low | |
$3F0-$407 | Vertical Speed High | |
$408-$41F | Substance and Shape | |
$420-$437 | Direction Bits | |
$438-$44F | Enemy Number# of Level | Useful to $FC9E |
$450-$467 | Enemy HP | |
$468-47F | Object ASM Private Memory 1 | |
$480-497 | Object ASM Private Memory 2 | |
$498-4AF | Object ASM Private Memory 3 | |
$4B0-$4C7 | Object ASM Private Memory 4 | |
$4C8-$4DF | Object ASM Private Memory 5 | |
$4E0-$4F7 | Object ASM Private Memory 6 | |
$4F8-$50F | Object ASM Private Memory 7 | |
$510-$527 | Object ASM Private Memory 8 | |
$528-$53F | Sprite Flags | |
$540-$557 | Sprite's Animation | |
$558-$56F | Sprite ID | |
$570-$587 | Animation Frame Counter | |
$588-$59F | ASM - Low Address | |
$5A0-$5B7 | ASM - High Address | |
$5B8-$5CF | Invincibility Blink / Freeze Action Status | |
$5D0-$5FF | Never used in entire game |
Credits
Matrixz
Matrixz
Matrixz
Matrixz
Matrixz
Matrixz
Matrixz
Matrixz
Matrixz
MartsINY
Matrixz
Matrixz
Matrixz
Matrixz
Matrixz
I think it's clear who did most of the job