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Mega Man 3 (NES)/RAM map: Difference between revisions
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Line 57: | Line 57: | ||
$0B: Rush Jet | $0B: Rush Jet | ||
Weapon Ammo addresses, format is w--aaaaa where w = you currently own the weapon, a = current ammo for that weapon | |||
$00A4 | $00A2: Mega Buster | ||
$00A5 | $00A3: Gemini Beam | ||
$00A6 | $00A4: Needle Cannon | ||
$00A7 | $00A5: Hard Knuckle | ||
$00A8 | $00A6: Magnet Missile | ||
$00AA | $00A7: Top Spin | ||
$00AC | $00A8: Search Snake | ||
$00A9: Rush Coil | |||
$00AA: Spark Shock | |||
$00AB: Rush Marine | |||
$00AC: Shadow Blade | |||
$00AD: Rush Jet | |||
$00B5: number of shots/frames used of current weapon before ammo decrease | $00B5: number of shots/frames used of current weapon before ammo decrease |
Revision as of 18:20, 26 September 2017
The following article is a RAM map for Mega Man 3 (NES).
Sprite/Object Arrays
$0300 to $031F = And #$0F -> Used by objects' ASM to branch to different locations (indicate states) And #$10 -> And #$20 -> And #$40 -> Active -> It's a boss, either Castle, Robot Master, etc... Special boss effect will be applied. -> Reducing Boss energy bar -> Blinking if not a castle boss -> Others And #$80 -> Active -> Draw sprite $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
Player Variables
Life & Health
$00A2 to $---- = Current HP $00AE to $---- = Lives Remaining $00AF to $---- = Energy Tanks Remaining
Weapons
$00A0: current weapon equipped: $00: Mega Buster $01: Gemini Laser $02: Needle Cannon $03: Hard Knuckle $04: Magnet Missile $05: Top Spin $06: Search Snake $07: Rush Coil $08: Spark Shock $09: Rush Marine $0A: Shadow Blade $0B: Rush Jet Weapon Ammo addresses, format is w--aaaaa where w = you currently own the weapon, a = current ammo for that weapon $00A2: Mega Buster $00A3: Gemini Beam $00A4: Needle Cannon $00A5: Hard Knuckle $00A6: Magnet Missile $00A7: Top Spin $00A8: Search Snake $00A9: Rush Coil $00AA: Spark Shock $00AB: Rush Marine $00AC: Shadow Blade $00AD: Rush Jet $00B5: number of shots/frames used of current weapon before ammo decrease
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 3
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