Mega Man 4/RAM map: Difference between revisions

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m (MartsINY moved page Mega Man IV:RAM map to RAM map (Mega Man 4))
Line 106: Line 106:
| 378-38F || Y Coordinate ||
| 378-38F || Y Coordinate ||
|-
|-
| 390-3A7 || [[RAM 390-3A7: Y Screen (Mega Man 4)|Y Screen]] ||
| 390-3A7 || [[Y Screen: RAM 390-3A7 (Mega Man 4)|Y Screen]] ||
|-
|-
| 3A8-3BF || Horizontal Speed Low ||
| 3A8-3BF || Horizontal Speed Low ||
Line 116: Line 116:
| 3F0-407 || Vertical Speed High ||  
| 3F0-407 || Vertical Speed High ||  
|-
|-
| 408-41F || [[RAM 408-41F: Substance and Shape (Mega Man 4)|Substance and Shape]] ||
| 408-41F || [[Substance and Shape: RAM 408-41F (Mega Man 4)|Substance and Shape]] ||
|-
|-
| 420-437 || [[RAM 420-437: Direction Bits (Mega Man 4)|Direction Bits]] ||
| 420-437 || [[Direction Bits: RAM 420-437 (Mega Man 4)|Direction Bits]] ||
|-
|-
| 438-44F || [[Mega_Man_IV:RAM_map:$438-$44F: Enemy_Number#_in_Level|Enemy Number# in Level]] || Useful to [[FC9E / 7FCAE (Mega Man 4)|FC9E / 7FCAE]]
| 438-44F || [[Enemy Number in Level: RAM 438-44F (Mega Man 4)|Enemy Number# in Level]] || Useful to [[FC9E / 7FCAE (Mega Man 4)|FC9E / 7FCAE]]
|-
|-
| 450-467 || Enemy HP ||
| 450-467 || Enemy HP ||
Line 140: Line 140:
| 510-527 || [[Mega_Man_IV:RAM_map:$510-$527: Object_ASM_Private_Memory 8|Object ASM Private Memory 8]] ||  
| 510-527 || [[Mega_Man_IV:RAM_map:$510-$527: Object_ASM_Private_Memory 8|Object ASM Private Memory 8]] ||  
|-
|-
| 528-53F || [[Mega_Man_IV:RAM_map:$528-$53F: Sprite_Flags|Sprite Flags]] ||  
| 528-53F || [[Sprite Flags: RAM 528-53F (Mega Man 4)|Sprite Flags]] ||  
|-
|-
| 540-557 || Sprite's Animation ||  
| 540-557 || Sprite's Animation ||  
Line 152: Line 152:
| 5A0-5B7 || ASM - High Address ||  
| 5A0-5B7 || ASM - High Address ||  
|-
|-
| 5B8-5CF || [[Mega_Man_IV:RAM_map:$5B8-$5CF: Invincibility Blink / Freeze Action Status|Invincibility Blink / Freeze Action Status]] ||  
| 5B8-5CF || [[Invincibility Blink / Freeze Action Status: RAM 5B8-5CF (Mega Man 4)|Invincibility Blink / Freeze Action Status]] ||  
|-
|-
| '''5D0-5FF''' || '''Never used in entire game''' ||  
| '''5D0-5FF''' || '''Never used in entire game''' ||  

Revision as of 01:16, 13 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


HP / Energy


RAM Function
$B0 Megaman's HP


Weapon Energy - Array

See Arrays List

RAM Function
$B1 Rush Coil
$B2 Rush Jet
$B3 Rush Marine
$B4 Toad - Rain Flush
$B5 Wire Adaptor
$B6 Balloon Adaptor
$B7 Dive - Dive Missile
$B8 Ring - Ring Boomerang
$B9 Drill - Drill Bomb
$BA Dust - Dust Crusher
$BB Pharaoh - Pharaoh Shot
$BC Bright - Flash Stopper
$BD Skull - Skull Barrier
$BE Used for Weapon's menu drawing


RAM Function
$BF Boss HP Amount for drawing


Sprite/Object Arrays

See Arrays List

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# in Level Useful to FC9E / 7FCAE
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