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Mega Man (NES)/RAM map
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The following article is a RAM map for Mega Man (NES).
Player Variables
Input
| RAM | Function | Details |
| 0x0014 | Controller 1 buttons held | |
| 0x0015 | Controller 2 buttons held | |
| 0x0016 | Controller 1 buttons held | (clone of 0x0014?) |
| 0x0017 | Controller 2 buttons held | (clone of 0x0015?) |
| 0x0018 | Controller 1 buttons tapped | |
| 0x0019 | Controller 2 buttons tapped |
Camera & Position
| RAM | Function | Details | ||||||||
| 0x001A | Camera X position | |||||||||
| 0x001B | Camera X screen | Increases by $01 when 0x001A > $FF(255) | ||||||||
| 0x001C | Camera state |
| ||||||||
| 0x001E | Camera Y position | |||||||||
| 0x0020 | Mega Man's X screen | Increases by $01 when 0x0022 > $FF(255) | ||||||||
| 0x0021-22 | Mega Man's X position | 0x0021=sub-pixel, 0x0022=pixel | ||||||||
| 0x0024-25 | Mega Man's Y position | 0x0024=sub-pixel, 0x0025=pixel |
Life & Health
| RAM | Function | Details |
| 0x006A | Mega Man Life Bar Value | $1C(28)-Full, $00-Empty |
| 0x0055 | Mega Man's I-frame Counter | Counts down from $6F(111) $01/frame after taking damage |
| 0x00A6 | Lives | Max $80(128); bit 7 = Game Over; game will not raise past $63(99) |
Score
| RAM | Function | Details |
| 0x0072-78 | Score | Each byte represents one digit in BCD. Starts with ones digit (0x0072) |
| 0x00AE | Bonus | Number of energy balls collected ×1000 at level end |
Weapons & Abilities
Weapon Energy
| RAM | Function | Details |
| 0x006B | Cut Man Weapon Energy | $1C(28)-Full, $00-Empty |
| 0x006C | Ice Man Weapon Energy | $1C(28)-Full, $00-Empty |
| 0x006D | Bomb Man Weapon Energy | $1C(28)-Full, $00-Empty |
| 0x006E | Fire Man Weapon Energy | $1C(28)-Full, $00-Empty |
| 0x006F | Elec Man Weapon Energy | $1C(28)-Full, $00-Empty |
| 0x0070 | Guts Man Weapon Energy | $1C(28)-Full, $00-Empty |
| 0x0071 | Magnet Beam Weapon Energy | $1C(28)-Full, $00-Empty |
Weapon Select
| RAM | Function | Details | ||||||||||||||||
| 0x005F | Weapon Select (pause only) |
| ||||||||||||||||
| 0x0060 | Are Mega Man's bullets on-screen | $C0(192)=yes, $00=no |
Miscellaneous
| RAM | Function | Details | ||||||||||||||||
| 0x0023 | Timer | Increases $01/frame; pauses don’t affect menu display | ||||||||||||||||
| 0x002C | Type of object Mega Man is touching from the top | $00-Air, $01-Solid, $02-Ladder, $03-Spike, $04-Ice, $05-Water | ||||||||||||||||
| 0x0094 | Type of object Mega Man is touching from the sides | $00-Air, $01-Solid, $02-Ladder, $03-Spike, $04-Ice, $05-Water | ||||||||||||||||
| 0x0031 | Stage ID | $00-Cut Man … $0B(11)-Ending BG | ||||||||||||||||
| 0x0100-FF | Stack | RAM used by CPU stack | ||||||||||||||||
| 0x0200-FF | Sprite Data | 256 bytes transferred via DMA to PPU during NMI | ||||||||||||||||
| 0x03D0-DF | Palette Data | Background palette, 16 bytes | ||||||||||||||||
| 0x0440 | Mega Man's Blink Timer | Counts $01/frame pseudo base 9; eyes close at $A2 for 9 frames | ||||||||||||||||
| 0x0500-7F | Sound Values | Pulse1, Pulse2, Triangle, Noise channels
| ||||||||||||||||
| 0x06C1 | Boss Energy | $1C(28)-Full, $00-Empty |
Internal Data for Mega Man
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