Metroid Fusion/RAM map

From Data Crystal
< Metroid Fusion
Revision as of 16:24, 25 November 2007 by P.JBoy (talk | contribs) (fixed decimal to hexadecimal)
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Table

RAM Information
203821D Slot A area number
203821E Slot A room number
203821E Slot A door number
203941D Slot A area number back-up
203941E Slot A room number back-up
203941F Slot A door number back-up
203A61D Slot B area number
203A61E Slot B room number
203A61F Slot B door number
203B81D Slot B area number back-up
203B81E Slot B room number back-up
203B81F Slot B door number back-up
203CA1D Slot C area number
203CA1E Slot C room number
203CA1F Slot C door number
203DC1D Slot C area number back-up
203DC1E Slot C room number back-up
203DC1F Slot C door number back-up
3000002 Frame counter
3000014 Completed game map switch
  • 0 for the normal map screen
  • 1 for the timer and item collection map screen
300001B Abilities counter
300001C Security door counter
300002C Area number
300002D Room number
300002E Door number
300003B Main Deck percentage
300003C SRX percentage
300003D TRO percentage
300003E PYR percentage
300003F AQA percentage
3000040 ARC percentage
3000041 NOC percentage
30000C8 Horizontal background 0 positioning
30000CA Vertical background 0 positioning
30000CC Horizontal background 1 positioning
30000CE Vertical background 1 positioning
30000D0 Horizontal background 2 positioning
30000D2 Vertical background 2 positioning
30000D4 Horizontal background 3 positioning
30000D6 Vertical background 3 positioning
3000138 In-game timer
3000142 Vertical enemy positioning
3000144 Horizontal enemy positioning
3000154 Enemy health
3000172 Enemy freeze timer
300017A Vertical enemy positioning
300017C Horizontal enemy positioning
300018C Enemy health
30001AA Enemy freeze timer
30001B2 Vertical enemy positioning
30001B4 Horizontal enemy positioning
30001C4 Enemy health
30001E0 Zazabi's jump counter
30001E2 Enemy freeze timer
30001EA Vertical enemy positioning
30001EC Horizontal enemy positioning
30001FC Enemy health
300021A Enemy freeze timer
3000222 Vertical enemy positioning
3000224 Horizontal enemy positioning
3000234 Enemy health
3000252 Enemy freeze timer
300025A Vertical enemy positioning
300025C Horizontal enemy positioning
300026C Enemy health
300028A Enemy freeze timer
3000292 Vertical enemy positioning
3000294 Horizontal enemy positioning
30002A4 Enemy health
30002C2 Enemy freeze timer
30002CA Vertical enemy positioning
30002CC Horizontal enemy positioning
30002DC Enemy health
30002FA Enemy freeze timer
3000302 Vertical enemy positioning
3000304 Horizontal enemy positioning
3000314 Enemy health
3000332 Enemy freeze timer
300033A Vertical enemy positioning
300033C Horizontal enemy positioning
300034C Enemy health
300036A Enemy freeze timer
3000372 Vertical enemy positioning
3000374 Horizontal enemy positioning
3000384 Enemy health
30003A2 Enemy freeze timer
30003AA Vertical enemy positioning
30003AC Horizontal enemy positioning
30003BC Enemy health
30003DA Enemy freeze timer
30003E2 Vertical enemy positioning
30003E4 Horizontal enemy positioning
30003F4 Enemy health
3000412 Enemy freeze timer
300087E Bomb timer
30008D9 Escape timer
3000B84 Menu status
  • 0 Exits menu
  • 1 Gunship
  • 2 Normal menu
  • 3 Adam
  • 4 Adam
  • 5 Map, then messes up all the sprites
  • 6 SA-X clip-art scene
3000B87 Event counter
3001245 Pose status
  • 0 Standing
  • 1 Turning around
  • 2 Shooting
  • 3 Running
  • 4 Jumping/falling
  • 5 Turning around and jumping/falling
  • 6 Landing
  • 7 Ducking
  • 8 Turning around and ducking
  • 9 Shooting and ducking
  • A Starting a spin-jump
  • B Spinning
  • C Morphing
  • D Morphball
  • E Rolling
  • F Unmorphing
  • 10 Jumping/falling in morphball
  • 11 Getting hurt
  • 12 Getting hurt in morphball
  • 15 Starting a wall-jumping
  • 16 Wall-jumping
  • 18 Hanging from a ledge
  • 19 Pulling yourself up from hanging
  • 1A Pulling yourself forward from hanging
  • 1B Pulling yourself into a morphball tunnel
  • 1D Space-jumping
  • 1E Screw-attacking
  • 1F Skidding
  • 23 Delay before shinesparking
  • 24 Shinesparking
  • 25 Delay after shinesparking
  • 26 Hanging on a vertical ladder
  • 27 Starting to hold your arm connon out on a vertical ladder
  • 28 Holding your arm connon out on a vertical ladder
  • 29 Shooting on a vertical ladder
  • 2A Starting to put away your arm connon on a vertical ladder
  • 2B Handing on a horizontal ladder
  • 2C Moving on a horizontal ladder
  • 2D Turning around on a horizontal ladder
  • 2E Delay after shooting on a horizontal ladder
  • 2F Shooting on a horizontal ladder
  • 30 Frozen
  • 31 Frozen and falling
  • 32 Frozen in morphball
  • 3E Dying
3001246 Turn switch
  • 0 Not turning around
  • 1 Turning around
3001247 Bounce switch
  • 0 Not bouncing
  • 1 Bouncing
  • 14 Jumping when bouncing
  • 15 Jumping when bouncing
  • 16 Jumping when bouncing
3001248 Wall-jump timer
3001249 Invincibility timer
300124A Speed boosting echo animation
300124B Arm cannon direction
  • 0 None
  • 1 Forward
  • 2 Diagonally upwards
  • 3 Diagonally downwards
  • 4 Upwards
  • 5 Downwards
300124C Missiles switch
  • 0 Missiles not selected
  • 1 Missiles selected
300124E Cooldown timer
3001250 Charge beam counter
3001252 Arm running animation switch
  • 0 Arm connon out
  • 1 Arm connon not out
3001253 Speed boosting counter
3001254 Wall-jump direction switch
  • 10 Rightwards
  • 20 Leftwards
3001256 Direction switch
  • 10 Rightwards
  • 20 Leftwards
300125A Horizontal positioning
300125C Vertical positioning
300125E Horizontal momentum
3001260 Vertical momentum
3001262 Current slope type
  • 00 Flat
  • 11 Steep right
  • 12 Gentle right
  • 21 Steep left
  • 22 Gentle left
30012DC Shinespark timer
3001310 Health status
3001312 Health capacity
3001314 Missile status
3001316 Missiles capacity
3001318 Power bomb status
3001319 Power bomb capacity
300131A Beam status
  • 00 None
  • 01 Charge beam
  • 02 Wide beam
  • 04 Plasma beam
  • 08 Wave beam
  • 10 Ice beam
300131B Missile + bomb status
  • 00 None
  • 01 Missile
  • 02 Super missile
  • 04 Ice missile
  • 08 Diffusion missile
  • 10 Bomb
  • 20 Power bomb
300131C Suit + misc. status
  • 00 None
  • 01 Hi-jump
  • 02 Speed booster
  • 04 Space jump
  • 08 Screw attack
  • 10 Varia suit
  • 20 Gravity suit
  • 40 Morph ball
300131D Security Status
  • 00 White doors
  • 01 Blue doors
  • 02 Green doors
  • 03 Yellow doors
  • 04 Red doors
  • FF None
300151E Final percentage
3001608 2nd menu arrow horizontal position
300160A 2nd menu arrow vertical position
300160E Copy data selector animation
300160F Copy data selector animation counter
300161C 2nd menu box animation
3001628 Menu box type
3001638 Copy menu box animation switch
3001640 1st menu arrow horizontal position
3001642 1st menu arrow vertical position
3001645 Menu arrow switch
3001646 Menu arrow animation
3001647 Menu arrow animation counter
3001654 Menu arrow type
3001660 Menu box animation
3001670 1st menu box animation
30016B2 Save file selector position
30016F1 Mono to stereo switch
3001704 Mono to stereo selector position
300170A Mono to stereo animation
300170B Mono to stereo animation counter
300445E/4474 Electrified pain SFX
3004D28 Suit colour
3004D90 SA-X suit colour
3004DEC Door type
3004DED Door animation
3004DEE Door horizontal positioning
3004DEF Door vertical positioning
3004DF0 Door type
3004DF1 Door animation
3004DF2 Door horizontal positioning
3004DF3 Door vertical positioning
3004DF4 Door type
3004DF5 Door animation
3004DF6 Door horizontal positioning
3004DF7 Door vertical positioning
3004DF8 Door type
3004DF9 Door animation
3004DFA Door horizontal positioning
3004DFB Door vertical positioning
3004DFC Door type
3004DFD Door animation
3004DFE Door horizontal positioning
3004DFF Door vertical positioning
3004E00 Door type
3004E01 Door animation
3004E02 Door horizontal positioning
3004E03 Door vertical positioning
3004E04 Door type
3004E05 Door animation
3004E06 Door horizontal positioning
3004E07 Door vertical positioning
3004E08 Door type
3004E09 Door animation
3004E0A Door horizontal positioning
3004E0B Door vertical positioning
3007D94 Projectile vertical positioning
3007D98 Projectile horizontal positioning