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Mega Man 3 (NES)/RAM map: Difference between revisions
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{{rammap|game=Mega Man III}} | {{rammap|game=Mega Man III}} | ||
==Sprite/Object Arrays== | |||
$0300 to $031F = States AND #$80 is used to for states. | $0300 to $031F = States AND #$80 is used to for states. | ||
Depending on State values, different behaviors occur. | Depending on State values, different behaviors occur. |
Revision as of 03:00, 1 August 2016
The following article is a RAM map for Mega Man 3 (NES).
Sprite/Object Arrays
$0300 to $031F = States AND #$80 is used to for states. Depending on State values, different behaviors occur. AND #$7F unknown yet $0320 to $033F = ASM pointer $0340 to $035F = X Coordinate Ratio Counter $0360 to $037F = X Coordinate $0380 to $039F = X Screen (Level Screen) $03A0 to $03BF = Y Coordinate Ratio Counter $03C0 to $03DF = Y Coordinate $03E0 to $03FF = Y Screen $0400 to $041F = Horizontal Speed Low $0420 to $043F = Horizontal Speed High $0440 to $045F = Vertical Speed Low $0460 to $047F = Vertical Speed High $0480 to $049F = Substance and Shape $04A0 to $04BF = Direction Bits $04C0 to $04DF = Enemy Number# in Level $04E0 to $04FF = Enemy HP $0500 to $051F = Object ASM Private Memory 1 $0520 to $053F = Object ASM Private Memory 2 $0540 to $055F = Object ASM Private Memory 3 $0560 to $057F = Object ASM Private Memory 4 $0580 to $059F = Sprite Flags $05A0 to $05BF = Sprite's Animation $05C0 to $05DF = Sprite ID $05E0 to $05FF = Animation Frame Counter $05B8 to $05CF = Invincibility Blink / Freeze Action Status
Player Variables
Life & Health
$00A2 to $---- = Current HP $00AE to $---- = Lives Remaining $00AF to $---- = Energy Tanks Remaining
Weapons
$00A3 to $---- = Gemini Beam $00A4 to $---- = Needle Cannon $00A5 to $---- = Hard Knuckle $00A6 to $---- = Magnet Missile $00A7 to $---- = Top Spin $00A8 to $---- = Search Snake $00AA to $---- = Spark Shock $00AC to $---- = Shadow Blade 00 = Don't have weapon 9C = Have weapon
Rush Equipment
$00A9 to $---- = Rush Coil $00AB to $---- = Rush Marine $00AD to $---- = Rush Jet
Miscellaneous Variables
Stages
$0022 to $---- = Current Stage 00 - Needle Man 01 - Magnet Man 02 - Gemini Man 03 - Hard Man 04 - Top Man 05 - Snake Man 06 - Spark Man 07 - Shadow Man 08 - Needle Man 2 09 - Gemini Man 2 0A - Spark Man 2 0B - Shadow Man 2 0C - Wily Castle 1 0D - Wily Castle 2 0E - Wily Castle 3 0F - Wily Castle 4 10 - Wily Castle 5 11 - Wily Castle 6 14 - Ending scene 16 - Dr. Light's Lab $006E to $---- = Wily Stage 4 Boss Rematches 00 - No bosses defeated 01 - Needle Man defeated 02 - Magnet Man defeated 04 - Gemini Man defeated 08 - Hard Man defeated 10 - Top Man defeated 20 - Snake Man defeated 40 - Spark Man defeated 80 - Shadow Man defeated $00DC to $0DE4 = Music
Internal Data for Mega Man III
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