Mega Man 4/RAM map: Difference between revisions

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{{rammap|game=Mega Man IV}}
==Joypad Memory==
==Joypad Memory==
<Br>
{| border="1" cellpadding="3"
{| border="1" cellpadding="3"
| '''RAM''' || '''Function''' || '''Details'''
| '''RAM''' || '''Function''' || '''Details'''
Line 156: Line 156:
| '''5D0-5FF''' || '''Never used in entire game''' ||  
| '''5D0-5FF''' || '''Never used in entire game''' ||  
|}
|}
<br>


==Credits==
==Credits==

Revision as of 04:39, 6 June 2016

Chip tiny.png The following article is a RAM map for Mega Man 4.

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
MartsINY