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Mega Man: The Wily Wars/RAM map
The following article is a RAM map for Mega Man: The Wily Wars.
Player Variables
Life & Health
| RAM | Function | Details |
| $A3FE | Mega Man Life Bar Value | $1C (28) = Full, $00 = Empty. Not yet tested if there's a second part. |
| $CB38 | Lives X | Secondary lives byte. Not used in-game, but can be used for much higher amount of lives. |
| $CB39 | Lives Y | Primary lives byte. Values $00–$63 normal; > $63 start Hexadecimal (e.g., "A0" for $64). |
Weapons & Abilities
Weapon Energy
Mega Man 1
Note: Weapon Energy uses a byte to determine how much ammo is left. The first bit is for whole numbers, the second is for fractions.
| RAM | Function | Details |
| $CB40 | Hyper Bomb energy | The Max value is $7F. Any value higher breaks. |
| $CB42 | Hyper Bomb enabled | Set to 1 to add it to your menu. |
| $CB44 | Thunder Beam energy | |
| $CB46 | Thunder Beam enabled | |
| $CB48 | Super Arm energy | |
| $CB4A | Super Arm enabled | |
| $CB4C | Ice Slasher energy | |
| $CB4E | Ice Slasher enabled | |
| $CB50 | Rolling Cutter energy | |
| $CB52 | Rolling Cutter enabled | |
| $CB54 | Fire Storm energy | |
| $CB56 | Fire Storm enabled | |
| $CB58 | Magnet Beam energy | |
| $CB5A | Magnet Beam enabled |
Mega Man 2
| RAM | Function |
| $CB5C | Atomic Fire energy |
| $CB5E | Atomic Fire enable |
| $CB60 | Air Shooter energy |
| $CB62 | Air Shooter enable |
| $CB64 | Leaf Shield energy |
| $CB66 | Leaf Shield enable |
| $CB68 | Bubble Lead energy |
| $CB6A | Bubble Lead enable |
| $CB6C | Quick Boomerang energy |
| $CB6E | Quick Boomerang enable |
| $CB74 | Time Stopper energy |
| $CB76 | Time Stopper enable |
| $CB78 | Metal Blades energy |
| $CB7A | Metal Blades enable |
| $CB7C | Crash Bomber energy |
| $CB7E | Crash Bomber enable |
| $CB80 | Item 1 energy |
| $CB82 | Item 1 enable |
| $CB84 | Item 2 energy |
| $CB86 | Item 2 enable |
| $CB88 | Item 3 energy |
| $CB8A | Item 3 enable |
Mega Man 3
| RAM | Function |
| $CB8C | Needle Cannon energy |
| $CB8E | Needle Cannon enable |
| $CB90 | Magnet Missile energy |
| $CB92 | Magnet Missile enable |
| $CB94 | Gemini Laser energy |
| $CB96 | Gemini Laser enable |
| $CB98 | Hard Knuckle energy |
| $CB9A | Hard Knuckle enable |
| $CB9C | Top Spin energy |
| $CB9E | Top Spin enable |
| $CBA0 | Search Snake energy |
| $CBA2 | Search Snake enable |
| $CBA4 | Spark Shot energy |
| $CBA6 | Spark Shot enable |
| $CBA8 | Shadow Blade energy |
| $CBAA | Shadow Blade enable |
| $CBAC | Rush Coil energy |
| $CBAE | Rush Coil enable |
| $CBB0 | Rush Marine energy |
| $CBB2 | Rush Marine enable |
| $CBB4 | Rush Jet energy |
| $CBB6 | Rush Jet enable |
Special Abilities
Mega Man 1
| RAM | Function | Details |
| $CB5A | Magnet Beam Check | Odd = True (player has access), Even = False (player cannot use). Default $01/$02. Determines access regardless of ammo. |
Current Weapon Equipped
$CB3B is the address that shows what weapon Megaman currently has equipped
| Value | Weapon |
| $00 | Mega Buster |
| $01 | Hyper Bomb |
| $02 | Thunder Beam |
| $03 | Super Arm |
| $04 | Ice Slasher |
| $05 | Rolling Cutter |
| $06 | Fire Storm |
| $07 | Magnet Beam |
| $08 | Atomic Fire |
| $09 | Air Shooter |
| $0A | Leaf Shield |
| $0B | Bubble Lead |
| $0C | Quick Boomerang |
| $0E | Time Stopper |
| $0F | Metal Blade |
| $10 | Crash Bomber |
| $11 | Item 1 |
| $12 | Item 2 |
| $13 | Item 3 |
| $14 | Needle Cannon |
| $15 | Magnet Missile |
| $16 | Gemini Laser |
| $17 | Hard Knuckle |
| $18 | Top Spin |
| $19 | Search Snake |
| $1A | Spark Shot |
| $1B | Shadow Blade |
| $1C | Rush Coil |
| $1D | Rush Marine |
| $1E | Rush Jet |
Stage Data
| RAM | Function | Details |
| $CA77 | Game ID | 00 = Megaman, 01= Megaman 2, 02 = Megaman 3, 03 = Wily Tower |
| $CA79 | Stage ID | See table below for list of values |
| $CA7B | Checkpoint ID | 00 = Beginning, 01 = Midpoint, 02 = Boss Door - Some stages only have 1 checkpoint |
| Value | Stage |
|---|---|
| Mega Man | |
| 00 | Cutman |
| 01 | Gutsman |
| 02 | Iceman |
| 03 | Bombman |
| 04 | Fireman |
| 05 | Elecman |
| 06 | Dr. Wily 1 |
| 07 | Dr. Wily 2 |
| 08 | Dr. Wily 3 |
| 09 | Dr. Wily 4 |
| Mega Man 2 | |
| 14 | Bubbleman |
| 15 | Airman |
| 16 | Quickman |
| 17 | Heatman |
| 18 | Woodman |
| 19 | Metalman |
| 1A | Flashman |
| 1B | Crashman |
| 1C | Dr. Wily 1 |
| 1D | Dr. Wily 2 |
| 1E | Dr. Wily 3 |
| 1F | Dr. Wily 4 |
| 20 | Dr. Wily 5 |
| 21 | Dr. Wily 6 |
| Mega Man 3 | |
| 28 | Sparkman |
| 29 | Snakeman |
| 2A | Needleman |
| 2B | Hardman |
| 2C | Topman |
| 2D | Geminiman |
| 2E | Magnetman |
| 2F | Shadowman |
| 30 | Sparkman Doc |
| 31 | Needleman Doc |
| 32 | Geminiman Doc |
| 33 | Shadowman Doc |
| 34 | Breakman |
| 35 | Dr. Wily 1 |
| 36 | Dr. Wily 2 |
| 37 | Dr. Wily 3 |
| 38 | Dr. Wily 4 |
| 39 | Dr. Wily 5 |
| 3A | Dr. Wily 6 |
| Wily Tower | |
| 3C | Buster Rod G |
| 3D | Mega Water S |
| 3E | Hyper Storm H |
| 3F | Dr. Wily 1 |
| 40 | Dr. Wily 2 |
| 41 | Dr. Wily 3 |
| 42 | Dr. Wily 4 |
SRAM Data
SRAM is pulled to RAM when the game is booted or reset and stored from $CC52-$CCEF.
Wily Wars stores its data based on binary coded hex to determine which bosses have been defeated.
For example, if Bubbleman, Woodman, and Flashman are defeated in Mega Man 2, it stores the value as 01010001 or $51 in RAM/SRAM as it flips the binary bits to 1 to show the boss as defeated.
File Data
File 1 data: $CC52-$CC59
File 2 data: $CC5A-$CC61
File 3 data: $CC62-$CC69
$CC6D: Set to 5 at first but then is used to hold the file number selected for data erase
$CC6E: File selected to load, committed on confirmation screen
File 1 data: $CC80-$CC87
File 2 data: $CC88-$CC8F
File 3 data: $CC90-$CC97
Current File Loaded
When a file is loaded, the contents of that file from RAM are transferred to $CC4A-51
| Address | Data |
|---|---|
| $CC4A | Megaman bosses defeated |
| $CC4B | Megaman 2 bosses defeated |
| $CC4C | Megaman 3 bosses defeated |
| $CC4D | Wily Tower bosses defeated |
| $CC4E | Megaman 3 Doc Robots defeated |
| $CC4F | Megaman 2 E-Tanks acquired |
| $CC50 | Megaman 3 E-Tanks acquired |
| $CC51 | Wily Tower E-Tanks acquired |
Checksums
File Checksums: $CC98-$CC9A
Wily Wars adds all the bits together for a file and stores them as a bit to be used as a checksum. If the checksum fails, the file is considered corrupted and is erased.
CAPCOM: $CC9C-$CCA1
This is another file corruption check where if one of the letters is missing, all data in SRAM is erased.
Unknown or Unused: $CC6A-$CC6C, $CC70-$CC7F, $CC9B, $CCA2-$CCEF
CRAM Data
Each entry is $1F bytes long
| Address | Data |
|---|---|
| $9826 | Palette #0 |
| $9846 | Palette #1 |
| $9866 | Palette #2 |
| $9886 | Palette #3 |
| $98A6 | Palette #0 Mirror |
| $98C6 | Palette #1 Mirror |
| $98E6 | Palette #2 Mirror |
| $9906 | Palette #3 Mirror |
The data value for colors are used in multiples of 2,and a value between them doesn't change the color.
Example:
$0C6A = Lavender
$0C6B = No change
$08C6 = Emerald Green
| Bit | Color |
|---|---|
| 0 | Unused |
| 1 | Blue Color data |
| 2 | Green Color data |
| 3 | Red Color data |