Mega Man 6/RAM map

From Data Crystal
< Mega Man 6
Revision as of 02:42, 24 January 2024 by Xkeeper (talk | contribs) (Xkeeper moved page Mega Man 6:RAM map to Mega Man 6/RAM map: normalize subpages and titles)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to navigation Jump to search

Chip tiny.png The following article is a RAM map for Mega Man 6.


Player Variables

Input

RAM Function Details
$0040 Keys held on pad 1
$0042 Keys pressed on pad 1


Life & Health

RAM Function Details
$0095 Countdown of number of frames that Mega Man is pushed back after a hit
$00A2 Countdown of number of frames that Mega Man is invincible This starts counting down after the countdown for being pushed back after a hit has reached zero.
$03E5 Mega Man's HP


Weapons

RAM Function Details
$0688 Remaining Mega Buster energy Always Full
$0689 Remaining Yamato Spear energy
$068A Remaining Wind Storm energy
$068B Remaining Blizzard Attack energy
$068C Remaining Fire Blast energy
$068D Remaining Plant Barrier energy
$068E Remaining Knight Crush energy
$068F Remaining Silver Tomahawk energy
$0690 Remaining Centaur Flash energy
$0691 Remaining Beat energy
$0694 Power Mega Man switch
$0695 Jet Mega Man swtich


Other

RAM Function Details
$00A5 Current Power Level for Power Mega Man (graphically only)
$0486 X position of Mega Man
$049D X position fraction of Mega Man
$04CB Y position of Mega Man
$04E2 Y position fraction of Mega Man
$05B1 Y speed fraction of Mega Man
$05C8 Y speed of Mega Man Unlike previous titles, a positive value means Mega Man is descending, and a negative value means he is ascending.


Miscellaneous

RAM Function Details
$0051 Current Level
$0057 Current Screen
$03ED Current Boss' HP
$0699 Current Weapon
$069C Y position of Left Table objects
$069D X position of Left Table objects