If you are still using the old URL (datacrystal.romhacking.net), please update your bookmarks! The old URL may stop working soon.
The current URL is datacrystal.tcrf.net.
The current URL is datacrystal.tcrf.net.
Mega Man 2/RAM map: Difference between revisions
Jump to navigation
Jump to search
m (Xkeeper moved page Mega Man 2:RAM map to Mega Man 2/RAM map: normalize subpages and titles) |
No edit summary |
||
Line 1: | Line 1: | ||
{{rammap|game=Mega Man 2}} | {{rammap|game=Mega Man 2}} | ||
==General== | |||
{| border="1" cellpadding="1" | {| border="1" cellpadding="1" | ||
|'''RAM''' || '''Function''' || '''Details''' | |'''RAM''' || '''Function''' || '''Details''' | ||
Line 41: | Line 41: | ||
|} | |} | ||
==Sound== | |||
{| border="1" cellpadding="1" | {| border="1" cellpadding="1" | ||
|'''RAM''' || '''Function''' || '''Details''' | |'''RAM''' || '''Function''' || '''Details''' | ||
Line 53: | Line 53: | ||
|} | |} | ||
==Player properties== | |||
{| border="1" cellpadding="1" | {| border="1" cellpadding="1" | ||
|'''RAM''' || '''Function''' || '''Details''' | |'''RAM''' || '''Function''' || '''Details''' | ||
Line 159: | Line 159: | ||
|} | |} | ||
==Graphics== | |||
{| border="1" cellpadding="1" | {| border="1" cellpadding="1" | ||
|'''RAM''' || '''Function''' || '''Details''' | |'''RAM''' || '''Function''' || '''Details''' | ||
Line 175: | Line 175: | ||
|} | |} | ||
==Password Screen== | |||
{| border="1" cellpadding="1" | {| border="1" cellpadding="1" | ||
|'''RAM''' || '''Function''' || '''Details''' | |'''RAM''' || '''Function''' || '''Details''' | ||
Line 186: | Line 186: | ||
|} | |} | ||
==References== | |||
#<div id="controller">[https://www.nesdev.org/wiki/Standard_controller#Report NESDev controller bits reference]</div> | #<div id="controller">[https://www.nesdev.org/wiki/Standard_controller#Report NESDev controller bits reference]</div> | ||
#<div id="sprites">[https://www.nesdev.org/wiki/PPU_OAM#Byte_0 NESDev sprite format reference]</div> | #<div id="sprites">[https://www.nesdev.org/wiki/PPU_OAM#Byte_0 NESDev sprite format reference]</div> | ||
Line 213: | Line 213: | ||
--> | --> | ||
{{Internal Data}} |
Revision as of 14:32, 24 January 2024
The following article is a RAM map for Mega Man 2.
General
RAM | Function | Details | ||||||||
$001B | Camera state |
| ||||||||
$001F | Camera X position | |||||||||
$0020 | Camera X screen | When $001F gets larger than $FF, this value increases by $01. | ||||||||
$0022 | Camera Y position | |||||||||
$0023 | Controller 1 Poll | (1) | ||||||||
$0025 | Controller 1 Mirror | (1) | ||||||||
$0027 | Controller 1 Poll | Only changes on first frame of state change. Crash Man checks this for jump code. (1) | ||||||||
$0030 | Gravity | |||||||||
$004B | Invincibility timer | When above $00, invincibility frames will start and this will count down at a rate of $01 per frame. | ||||||||
$00CB | Difficulty setting | When an enemy takes damage, if this value is $00 (Normal) the damage given will be bitshifted left, doubling it. | ||||||||
$002A | Stage select cursor position | $00 is Dr. Wily, $01-$08 goes clockwise starting from Bubble Man. | ||||||||
$06C1 | Boss HP |
Sound
RAM | Function | Details |
$0066 | Sound effects strobe | Write $01 to play the SFX ID in address $0580 |
$0067 | Music strobe | Write $01 to play the Music in address $0000 |
$0580 | Sound effect queue |
Player properties
RAM | Function | Details | |||||||||||||||||||||||||||
$06C0 | Mega Man's HP | ||||||||||||||||||||||||||||
$0460 | Mega Man's X location | ||||||||||||||||||||||||||||
$04A0 | Mega Man's Y location | ||||||||||||||||||||||||||||
$0036 | Shooting pose timer | ||||||||||||||||||||||||||||
$0032 | Tile type Mega Man is standing on (feet) |
| |||||||||||||||||||||||||||
$0033 | Tile type Mega Man is standing on (center) | ||||||||||||||||||||||||||||
$0034 | Tile type Mega Man is overlapping | ||||||||||||||||||||||||||||
$003D | Is Mega Man shooting? | ||||||||||||||||||||||||||||
$009A | Unlocked Weapons/Stages beaten |
| |||||||||||||||||||||||||||
$009B | Unlocked Items |
| |||||||||||||||||||||||||||
$009C | Atomic Fire Ammo | ||||||||||||||||||||||||||||
$009D | Air Shooter Ammo | ||||||||||||||||||||||||||||
$009E | Leaf Shield Ammo | ||||||||||||||||||||||||||||
$009F | Bubble Lead Ammo | ||||||||||||||||||||||||||||
$00A0 | Quick Boomerang Ammo | ||||||||||||||||||||||||||||
$00A1 | Time Stopper Ammo | ||||||||||||||||||||||||||||
$00A2 | Metal Blade Ammo | ||||||||||||||||||||||||||||
$00A3 | Crash Bomb Ammo | ||||||||||||||||||||||||||||
$00A4 | Item 1 Ammo | ||||||||||||||||||||||||||||
$00A5 | Item 2 Ammo | ||||||||||||||||||||||||||||
$00A6 | Item 3 Ammo | ||||||||||||||||||||||||||||
$00A7 | Number of Energy Tanks Remaining | Can go above $04, but will break passwords. | |||||||||||||||||||||||||||
$00A8 | Number of Lives remaining | Looks glichy on the pause menu if greater than $64. | |||||||||||||||||||||||||||
$0367-0369 | Mega Man's Color Palette |
Graphics
RAM | Function | Details |
$0200-$2FF | Sprite memory | These values are constantly read and sent to OAM. (2) |
$0354 | Palette cycling pattern | Values seem level-dependent? |
$0355 | Palette cycling speed | How many frames to wait before cycling the palette, $00 for no cycling. May glitch outside of levels. |
$0356-$365 | Palette memory (background) | |
$0366-$375 | Palette memory (sprites) |
Password Screen
RAM | Function | Details |
$0420 - $0438 | If 01, this grid space contains a dot. | Goes from left to right, top to bottom. |
$0680 | Number of dots left on Password entering | |
$0680 | Position of cursor on Password entering |
References
Internal Data for Mega Man 2
| |
---|---|