The current URL is datacrystal.tcrf.net.
Mega Man: The Wily Wars/ROM map
The following article is a ROM map for Mega Man: The Wily Wars.
Enemy and Boss Data
Addresses below refer to the European ROM. For the US ROM, subtract 0x9E.
Enemy and boss data starts at 0x06E530. Each enemy's entry is 0x1C bytes long.
Table Entry Offsets
| Offset | Use |
|---|---|
| 0x00 | Initial health |
| 0x01 | Damage to Mega Man on collision (00 = no damage and no knockback) |
| 0x02 | Mega Buster damage |
| Weapons from Mega Man 1 | |
| 0x03 | Hyper Bomb damage |
| 0x04 | Thunder Beam damage |
| 0x05 | Super Arm (Guts Block) damage |
| 0x06 | Ice Slasher damage |
| 0x07 | Rolling Cutter damage |
| 0x08 | Fire Storm damage |
| Weapons from Mega Man 2 | |
| 0x09 | Atomic Fire damage |
| 0x0A | Air Shooter damage |
| 0x0B | Leaf Shield damage |
| 0x0C | Bubble Lead damage |
| 0x0D | Quick Boomerang damage |
| 0x0E | Time Stopper damage |
| 0x0F | Metal Blade damage |
| 0x10 | Crash Bomber damage |
| Weapons from Mega Man 3 | |
| 0x11 | Needle Cannon damage |
| 0x12 | Magnet Missile damage |
| 0x13 | Gemini Laser damage |
| 0x14 | Hard Knuckle damage |
| 0x15 | Top Spin damage |
| 0x16 | Search Snake damage |
| 0x17 | Spark Shock damage |
| 0x18 | Shadow Blade damage |
| Additional Effects | |
| 0x19 | Atomic Fire mid charge damage |
| 0x1A | Atomic Fire fully charged damage |
| 0x1B | Crash Bomber explosion damage |
Boss Data Starting Locations
| Address | Name |
|---|---|
| 0x06E760 | Ice Man |
| 0x06E77C | Bomb Man |
| 0x06E798 | Fire Man |
| 0x06E7B4 | Elec Man |
| 0x06E7D0 | Cut Man |
| 0x06E7EC | Guts Man |
| 0x06E808 | Yellow Devil |
| 0x06E878 | Copy Robot |
| 0x06E85C | CPU-01P |
| 0x06E824 | Wily Machine |
| 0x06EC4C | Air Man |
| 0x06EC68 | Crash Man |
| 0x06EC84 | Metal Man |
| 0x06ECA0 | Wood Man |
| 0x06ECBC | Flash Man |
| 0x06ECD8 | Quick Man |
| 0x06ECF4 | Bubble Man |
| 0x06ED10 | Heat Man |
| 0x06ED2C | Mecha Dragon |
| 0x06ED48 | Picopico-kun |
| 0x06ED64 | Guts Tank |
| 0x06ED80 | Boobeam Trap |
| 0x06ED9C | Wily Machine 2 |
| 0x06F1E0 | Hardman |
| 0x06F1FC | Topman |
| 0x06F218 | Snakeman |
| 0x06F234 | Magnetman |
| 0x06F250 | Sparkman |
| 0x06F26C | Shadowman |
| 0x06F288 | Needleman |
| 0x06F2A4 | Geminiman |
| 0x06EE60 | Protoman - Midboss |
| 0x06F2C0 | Doc Metal |
| 0x06F774 | Doc Heat |
| 0x06F790 | Doc Quick |
| 0x06F7AC | Doc Air |
| 0x06F7C8 | Doc Crash |
| 0x06F7E4 | Doc Flash |
| 0x06F800 | Doc Bubble |
| 0x06F81C | Doc Wood |
| 0x06F2DC | Breakman |
| 0x06FD40 | Kame from Kamegoro Maker |
| 0x06F314 | Yellow Devil Mk-2 |
| 0x06F758 | Holograph Megamans |
| 0x06F330 | Wily Machine 3 |
| 0x06F34C | Gamma Phase 1 |
| 0x06FA6A | Gamma Phase 2 |
| 0x06F8C4 | Hyper Storm H |
| 0x06F950 | Buster Rod G |
| 0x06F96C | Mega Water S |
| 0x06F65C | Fire Snakey |
| 0x06F9C0 | Iron Ball |
| 0x06FAA0 | Buster Rod G 2nd Fight |
| 0x06FA14 | Wily Machine WT Phase 1 |
| 0x06FB48 | Wily Machine WT Phase 2 |
| 0x06FB64 | Wily Machine WT Phase 3 |
Other Objects Starting Locations
| Address | Name |
|---|---|
| 0x06F528 | Crash Bomb wall |
| 0x06F720 | Hard Knuckle wall |
Megaman Receives Damage from Weapon
| Address | Name |
|---|---|
| 0x06FF71 | Ice Slasher |
| 0x06FF8D | Hyper Bomb |
| 0x06FFA9 | Fire Storm |
| 0x06FFE1 | Thunder Beam |
| 0x06FFFD | Rolling Cutter |
| 0x06F679 | Super Arm |
| 0x070115 | Air Shooter |
| 0x070131 | Crash Bomber |
| 0x070169 | Metal Blades |
| 0x070185 | Leaf Shield |
| 0x0701A0 | Woodman falling leaves |
| 0x007E85 | Plasma Shot - Used by various bosses like Flashman, Breakman, Holograph Megamans, etc. |
| 0x0701BD | Quick Boomerang |
| 0x0701D9 | Bubble Lead |
| 0x070211 | Heatman Fire Pellets |
| 0x070345 | Hard Knuckle |
| 0x07037D | Tops from Topman |
| 0x070399 | Search Snake |
| 0x0703B5 | Magnet Missile |
| 0x0703D0 | Spark Shot |
| 0x070409 | Shadow Blade |
| 0x070409 | Needle Cannon |
| 0x054893 | Geminiman Shots during Twin Phase |
| 0x07045D | Geminiman Laser |
| 0x0705E5 | Buster Rod G's Rod |
| 0x070601 | Mega Water S's Harpoon |
| 0x070265 | Wily Machine Plasma Shot |
| 0x05693F | Gamma Phase 1 Shots |
| 0x0705AD | Gamma Phase 2 Shots |
| 0x061AE1 | Gamma Phase 2 Arm |
| 0x07022D | Mecha Dragon Fire Breath |
| 0x070638 | Fire Snakey Fire Breath |
| 0x07068C | Iron Ball Lasers |
| 0x07068C | Iron Ball Egg Bomb |
| 0x070789 | Wily Machine WT Phase 1 Missile |
| 0x0635D7 | Wily Machine WT Phase 3 Mine |
Weapon Menu
Mega Man 2
Weapon Menu Layout
These addresses are for configuring which weapon will be in the menu
| Address | Name |
|---|---|
| 0x0659C2 | Mega Buster |
| 0x0659C4 | Atomic Fire |
| 0x0659C6 | Air Shooter |
| 0x0659C8 | Leaf Shield |
| 0x0659CA | Bubble Lead |
| 0x0659CC | Quick Boomerang |
| 0x0659CE | E-Tank |
| 0x0659D0 | Null - Reserved for Next |
| 0x0659D2 | Flash Stopper |
| 0x0659D4 | Metal Blade |
| 0x0659D6 | Crash Bomber |
| 0x0659D8 | Item 1 |
| 0x0659DA | Item 2 |
| 0x0659DC | Item 3 |
Weapon Values
Use these values to plug in the weapon of choice at the layout addresses.
| Value | Name |
|---|---|
| 0x00 | Mega Buster |
| 0x01 | Hyper Bomb |
| 0x02 | Thunder Beam |
| 0x03 | Super Arm |
| 0x04 | Ice Slasher |
| 0x05 | Rolling Cutter |
| 0x06 | Fire Storm |
| 0x07 | Magnet Beam |
| 0x08 | Atomic Fire |
| 0x09 | Air Shooter |
| 0x0A | Leaf Shield |
| 0x0B | Bubble Lead |
| 0x0C | Quick Boomerang |
| 0x0D | E-Tank |
| 0x0E | Flash Stopper |
| 0x0F | Metal Blade |
| 0x10 | Crash Bomber |
| 0x11 | Item 1 |
| 0x12 | Item 2 |
| 0x13 | Item 3 |
| 0x14 | Needle Cannon |
| 0x15 | Magnet Missile |
| 0x16 | Gemini Laser |
| 0x17 | Hard Knuckle |
| 0x18 | Top Spin |
| 0x19 | Spark Shot |
| 0x1A | Search Snake |
| 0x1B | Shadow Blade |
| 0x1C | Rush Coil |
| 0x1D | Rush Marine |
| 0x1E | Rush Jet |
Weapon Menu Names
These addresses store the character of the weapon name in the menu. They are are stored as two bytes, where the first byte is the character and the second is the height value for the weapon in the menu
| Address | Name |
|---|---|
| 0x0659E4 | Mega Buster |
| 0x0659E8 | Atomic Fire |
| 0x0659EC | Air Shooter |
| 0x0659F0 | Leaf Shield |
| 0x0659F4 | Bubble Lead |
| 0x0659F8 | Quick Boomerang |
| 0x0659FC | E-Tank |
| 0x065A00 | Null - Reserved for Next |
| 0x065A04 | Flash Stopper |
| 0x065A08 | Metal Blade |
| 0x065A0C | Crash Bomber |
| 0x065A10 | Item 1 |
| 0x065A14 | Item 2 |
| 0x065A18 | Item 3 |
These are the values that are associated with each character
| Value | Character |
|---|---|
| $00-$09 | Numbers 1-9 |
| $0A-$24 | Alphabet |
| $25 | Next Arrow |
Mega Man 3
Weapon Menu Layout
These addresses are for configuring which weapon will be in the menu
| Address | Name |
|---|---|
| 0x065A50 | Mega Buster |
| 0x065A52 | Needle Cannon |
| 0x065A54 | Magnet Missile |
| 0x065A56 | Gemini Laser |
| 0x065A58 | Hard Knuckle |
| 0x065A5A | Top Spin |
| 0x065A5C | E-Tank |
| 0x065A5E | Null - Reserved for Next |
| 0x065A60 | Spark Shot |
| 0x065A62 | Search Snake |
| 0x065A64 | Shadow Blade |
| 0x065A66 | Rush Coil |
| 0x065A68 | Rush Marine |
| 0x065A6A | Rush Jet |
Please see the Weapon Values table in the Megaman 2 section for the hex values for each weapon
Weapon Menu Names
These addresses store the character of the weapon name in the menu. They are are stored as three byte entries, where the first two bytes are used for the name and the last byte is for the position in the menu
| Address | Name |
|---|---|
| 0x065A70 | Mega Buster |
| 0x065A76 | Needle Cannon |
| 0x065A7C | Magnet Missile |
| 0x065A82 | Gemini Laser |
| 0x065A88 | Hard Knuckle |
| 0x065A8E | Top Spin |
| 0x065AA0 | Spark Shot |
| 0x065AA6 | Search Snake |
| 0x065AAC | Shadow Blade |
| 0x065AB2 | Rush Coil |
| 0x065AB8 | Rush Marine |
| 0x065ABE | Rush Jet |
The values that are associated with each character are the same as Megaman 2
Graphics Pointers
This is where the game holds the reference for the weapon graphics in the menu
| Address | Name |
|---|---|
| 0x0709C6 | Mega Buster |
| 0x0709CA | Needle Cannon |
| 0x0709CE | Magnet Missile |
| 0x0709D2 | Gemini Laser |
| 0x0709D6 | Hard Knuckle |
| 0x0709DA | Top Spin |
| 0x0709DE | Spark Shot |
| 0x0709E2 | Search Snake |
| 0x0709E6 | Shadow Blade |
| 0x0709EA | Rush Coil |
| 0x0709EE | Rush Marine |
| 0x0709F2 | Rush Jet |
| 0x0709F6 | Rush tail wag animation frame 1 |
| 0x0709FA | Rush tail wag animation frame 2 |
Use these pointers to reference the other weapon graphics:
| Address | Name |
|---|---|
| 0x076F64 | Mega Buster |
| 0x0737A2 | Hyper Bomb |
| 0x0738C2 | Thunder Beam |
| 0x0739E2 | Super Arm |
| 0x073B02 | Ice Slasher |
| 0x073C22 | Rolling Cutter |
| 0x073D42 | Fire Storm |
| 0x074642 | Atomic Fire |
| 0x074762 | Air Shooter |
| 0x074882 | Leaf Shield |
| 0x0749A2 | Bubble Lead |
| 0x074AC2 | Quick Boomerang |
| 0x074BE2 | Time Stopper |
| 0x074D02 | Metal Blade |
| 0x074E22 | Crash Bomber |
| 0x072122 | Needle Cannon |
| 0x072242 | Magnet Missile |
| 0x072362 | Gemini Laser |
| 0x072482 | Hard Knuckle |
| 0x0725A2 | Top Spin |
| 0x0726C2 | Spark Shot |
| 0x0727E2 | Search Snake |
| 0x072902 | Shadow Blade |
| 0x072A22 | Rush Coil |
| 0x072B42 | Rush Marine |
| 0x072C62 | Rush Jet |
Wily Tower
Weapon Menu Slot Positions
The data here is stored in the same 3 byte configuration as MM3. Most of the data is filled with blanks as it's usually overwritten in RAM.
The order for each of the slots may differ than what is here:
| Address | Name |
|---|---|
| 0x065B64 | Mega Buster |
| 0x065B6A | Weapon Slot 1 |
| 0x065B70 | Weapon Slot 2 |
| 0x065B76 | Weapon Slot 3 |
| 0x065B7C | Weapon Slot 4 |
| 0x065B82 | Weapon Slot 5 |
| 0x065B88 | Weapon Slot 6 |
| 0x065B8E | Weapon Slot 7 |
| 0x065B94 | Weapon Slot 8 |
| 0x065B9A | Item Slot 1 |
| 0x065BA0 | Item Slot 2 |
| 0x065BA6 | Item Slot 3 |
| 0x065BAC | E-Tank Icon |
Weapon Menu Names
65BB2-65C2D contain two byte entries that are used for the weapon names as Tile IDs for each of the weapons and items. The data uses the same values from the weapon menu names table above.
Weapon Select Menu Translation Table
64B9C-64CC5 contain 8 byte table entries, but only the first bit is still used. The rest was likely used to hold data about the game and position of the weapon in the weapon select menu.
The first bit contains the weapon ID for the weapon chosen. When entering and exiting the weapon select menu, the values in RAM change from the weapon ID to the position ID in the weapon select menu.
Rolling Cutter is the first entry in the table as 05. So the position ID for it is 00.
Weapon Ammo Usage
These values note how much each shot will consume that much ammo.
The values are a byte where the first bit is a whole number and the second bit is a fraction
Ex. 0180 is 1 1/2 ammo consumed per shot.
| Address | Name |
|---|---|
| 0x06A9FE | Hyper Bomb |
| 0x06AA06 | Thunder Beam |
| 0x06AA0E | Super Arm |
| 0x06AA16 | Ice Slasher |
| 0x06AA1E | Rolling Cutter |
| 0x06AA26 | Fire Storm |
| 0x06AA2E | Magnet Beam |
| 0x06AA36 | Atomic Fire |
| 0x03152E | Atomic Fire mid charge |
| 0x0315AC | Atomic Fire full charge |
| 0x06AA3E | Air Shooter |
| 0x06AA46 | Leaf Shield |
| 0x06AA4E | Bubble Lead |
| 0x06AA56 | Quick Boomerang |
| 0x06AA66 | Time Stopper |
| 0x06AA6E | Metal Blade |
| 0x06AA76 | Crash Bomber |
| 0x06AA7E | Item 1 |
| 0x06AA86 | Item 2 |
| 0x06AA8E | Item 3 |
| 0x06AA96 | Needle Cannon |
| 0x06AA9E | Magnet Missile |
| 0x06AAA6 | Gemini Laser |
| 0x06AAAE | Hard Knuckle |
| 0x06AAB6 | Top Spin |
| 0x06AABE | Search Snake |
| 0x06AAC6 | Spark Shot |
| 0x06AACE | Shadow Blade |
| 0x06AAD6 | Rush Coil |
| 0x06AADE | Rush Marine |
| 0x06AAE6 | Rush Jet |
Robot Master Names
(All values below are for the European Rom)
These are the names that appear when a boss is selected. These begin at 0x066B3E and end with 0x066F1E. All names are in upper case and contain no spaces with the exception of "Dr WILY" and the Genesis Unit robots. This section will have more entries later on. All names are under 0x06 values.
Megaman 1 Robot Master Names
| Address | Name |
|---|---|
| 0x066B3E | CUTMAN |
| 0x066B46 | GUTSMAN |
| 0x066B4E | ICEMAN |
| 0x066B56 | BOMBMAN |
| 0x066B5E | FIREMAN |
| 0x066B66 | ELECMAN |
| 0x066B6E | Dr WILY |
Megaman 2 Robot Master Names
| Address | Name |
|---|---|
| 0x066C1A | BUBBLEMAN |
| 0x066C24 | AIRMAN |
| 0x066C2C | QUICKMAN |
| 0x066BC6 | HEATMAN |
| 0x066C3D | WOODMAN |
| 0x066C46 | METALMAN |
| 0x066C50 | FLASHMAN |
| 0x066C5A | CRASHMAN |
Megaman 3 Robot Master Names
| Address | Name |
|---|---|
| 0x066D82 | SPARKMAN |
| 0x066D8C | SNAKEMAN |
| 0x066D96 | NEEDLEMAN |
| 0x066DA0 | HARDMAN |
| 0x066DA8 | TOPMAN |
| 0x066DB0 | GEMINIMAN |
| 0x066DBA | MAGNETMAN |
| 0x066DC4 | SHADOWMAN |
Wily Tower Bosses
Note: In the game's rom, the letter "e" represents a space in the text.
| Address | Name |
|---|---|
| 0x066F02 | BUSTER ROD G |
| 0x066F10 | MEGA WATER S |
| 0x066F1E | HYPER STORM H |
Get Weapon Screen
These addresses are for which stage to show a get weapon screen
| Address | Effect |
|---|---|
| 0x6465A | Cutman |
| 0x6465B | Gutsman |
| 0x6465C | Iceman |
| 0x6465D | Bombman |
| 0x6465E | Fireman |
| 0x6465F | Elecman |
| 0x6466E | Bubbleman |
| 0x6466F | Airman |
| 0x64670 | Quickman |
| 0x64671 | Heatman |
| 0x64672 | Woodman |
| 0x64673 | Metalman |
| 0x64674 | Flashman |
| 0x64675 | Crashman |
| 0x64682 | Sparkman |
| 0x64683 | Snakeman |
| 0x64684 | Needleman |
| 0x64685 | Hardman |
| 0x64686 | Topman |
| 0x64687 | Geminiman |
| 0x64688 | Magnetman |
| 0x64689 | Shadowman |
These values have the game determine which stage's get weapon screen to show.
| Value | Effect |
|---|---|
| 0x00 | Bubbleman |
| 0x01 | Airman |
| 0x02 | Quickman |
| 0x03 | Heatman |
| 0x04 | Woodman |
| 0x05 | Metalman |
| 0x06 | Flashman |
| 0x07 | Crashman |
| 0x08 | Sparkman |
| 0x09 | Snakeman |
| 0x0A | Needleman |
| 0x0B | Hardman |
| 0x0C | Topman |
| 0x0D | Geminiman |
| 0x0E | Magnetman |
| 0x0F | Shadowman |
| 0xFF | No stage's get weapon screen |
These addresses are for which game's get weapon screen are shown for the stage.
| Address | Effect |
|---|---|
| 0x643F4 | Cutman |
| 0x643F5 | Gutsman |
| 0x643F6 | Iceman |
| 0x643F7 | Bombman |
| 0x643F8 | Fireman |
| 0x643F9 | Elecman |
| 0x64408 | Bubbleman |
| 0x64409 | Airman |
| 0x6440A | Quickman |
| 0x6440B | Heatman |
| 0x6440C | Woodman |
| 0x6440D | Metalman |
| 0x6440E | Flashman |
| 0x6440F | Crashman |
| 0x6441C | Sparkman |
| 0x6441D | Snakeman |
| 0x6441E | Needleman |
| 0x6441F | Hardman |
| 0x64420 | Topman |
| 0x64421 | Geminiman |
| 0x64422 | Magnetman |
| 0x64423 | Shadowman |
| 0x64430 | Buster Rod G |
| 0x64431 | Mega Water S |
| 0x64432 | Hyper Storm H |
These values represent which game's get weapon screen will be shown
Note: Anything other than Megaman 2 will show Megaman 3's get weapon screen.
| Value | Effect |
|---|---|
| 0x00 | No get weapon screen will be shown |
| 0x01 | Megaman |
| 0x02 | Megaman 2 |
| 0x03 | Megaman 3 |
| 0x04 | Wily Tower |
Get Weapon Screen text
Special Hex Values Table
| Value | Effect |
|---|---|
| 0x00 | End of text data |
| 0x0A | Mega Man 2/3 New Line |
| 0x0B | Mega Man 2 Show Weapon/Item Palette (0x30-0x38 following) |
| 0x0C | Mega Man 2 Clear text on screen |
| 0x30 | Bubble Lead Palette transform effect |
| 0x31 | Air Shooter Palette transform effect |
| 0x32 | Quick Boomerang Palette transform effect |
| 0x33 | Atomic Fire Palette transform effect |
| 0x34 | Leaf Shield Palette transform effect |
| 0x35 | Metal Blade Palette transform effect |
| 0x36 | Time Stopper Palette transform effect |
| 0x37 | Crash Bomber Palette transform effect |
| 0x38 | Mega Man 2 Item Palette transform effect |
Megaman 2 Text
Note: While it looks like the game stores and calls the utility items text in separately, they may not be used and instead follow the text to the end from the weapon received.
| Pointer | Message | Name |
|---|---|---|
| 0x0646AA | 0x06498C | Bubble Lead |
| 0x0646B2 | 0x064AE6 | Air Shooter and Item 2 |
| 0x0646B6 | 0x064ACC | Item 2 |
| 0x0646BA | 0x0649AC | Quick Boomerang |
| 0x0646C2 | 0x06490E | Atomic Fire and Item 1 |
| 0x0646C6 | 0x0648F4 | Item 1 |
| 0x0646CA | 0x064A6A | Leaf Shield |
| 0x0646D2 | 0x064A8A | Metal Blade |
| 0x0646DA | 0x0649EC | Time Stopper and Item 3 |
| 0x0646DE | 0x0649D2 | Item 3 |
| 0x0646E2 | 0x064AAA | Crash Bomber |
Megaman 2 Palettes
This is the data called during the get weapon screen
| Address | Data |
|---|---|
| 0x1E3770 | Air Shooter |
| 0x1E3790 | Crash Bomber |
| 0x1E37B0 | Metal Blade |
| 0x1E37D0 | Leaf Shield |
| 0x1E37F0 | Time Stopper |
| 0x1E3810 | Quick Boomerang |
| 0x1E3830 | Bubble Lead |
| 0x1E3850 | Atomic Fire |
| 0x1E3870 | Items 1-3 |
Megaman 3 Text
| Pointer | Message | Name |
|---|---|---|
| 0x0646EA | 0x06487A | Spark Shot |
| 0x0646EE | 0x064864 | Search Snake |
| 0x0646F2 | 0x06482A | Needle Cannon and Rush Jet |
| 0x0646F6 | 0x0648C6 | Hard Knuckle |
| 0x0646FA | 0x0648B4 | Top Spin |
| 0x0646FE | 0x06484E | Gemini Laser |
| 0x064702 | 0x0648DC | Magnet Missile |
| 0x064706 | 0x06488E | Shadow Blade and Rush Marine |
Megaman 3 Palettes
This is the data called during the get weapon screen
| Address | Data |
|---|---|
| 0x6470A | Normal Palette |
| 0x6472A | Spark Shot |
| 0x6474A | Search Snake |
| 0x6476A | Needle Cannon |
| 0x6478A | Hard Knuckle |
| 0x647AA | Top Spin |
| 0x647CA | Gemini Laser |
| 0x647EA | Magnet Missile |
| 0x6480A | Shadow Blade |
Weapons Received from Stage
Each entry can have two bytes of data. Check the Weapon Values table for the values. The table uses the Stage ID to find which weapon and utility item the player will receive.
| Address | Effect |
|---|---|
| 0x664B2 | Cutman |
| 0x664B4 | Gutsman |
| 0x664B6 | Iceman |
| 0x664B8 | Bombman |
| 0x664BA | Fireman |
| 0x664BC | Elecman |
| 0x664BE | Wily Stage 1 |
| 0x664C0 | Wily Stage 2 |
| 0x664C2 | Wily Stage 3 |
| 0x664C4 | Wily Stage 4 |
| 0x664DA | Bubbleman |
| 0x664DC | Airman |
| 0x664DE | Quickman |
| 0x664E0 | Heatman |
| 0x664E2 | Woodman |
| 0x664E4 | Metalman |
| 0x664E6 | Flashman |
| 0x664E8 | Crashman |
| 0x664EA | Wily Stage 1 |
| 0x664EC | Wily Stage 2 |
| 0x664EE | Wily Stage 3 |
| 0x664F0 | Wily Stage 4 |
| 0x664F2 | Wily Stage 5 |
| 0x664F4 | Wily Stage 6 |
| 0x66502 | Sparkman |
| 0x66504 | Snakeman |
| 0x66506 | Needleman |
| 0x66508 | Hardman |
| 0x6650A | Topman |
| 0x6650C | Geminiman |
| 0x6650E | Magnetman |
| 0x66510 | Shadowman |
| 0x66512 | Doc Spark |
| 0x66514 | Doc Needle |
| 0x66516 | Doc Gemini |
| 0x66518 | Doc Shadow |
| 0x6651A | Wily Stage 1 |
| 0x6651C | Wily Stage 2 |
| 0x6651E | Wily Stage 3 |
| 0x66520 | Wily Stage 4 |
| 0x66522 | Wily Stage 5 |
| 0x66524 | Wily Stage 6 |
| 0x6652A | Buster Rod G |
| 0x6652C | Mega Water S |
| 0x6652E | Hyper Storm H |
| 0x66530 | Wily Stage 1 |
| 0x66532 | Wily Stage 2 |
| 0x66534 | Wily Stage 3 |
| 0x66536 | Wily Stage 4 |
Stage Select Flashing
The following values are for the European ROM. These values control how much the screen will flash and the range of flashing.
Note: Flash control value is initially 1. The larger the number, the slower the flash
| Address | Name |
|---|---|
| Mega Man 1 Stage Select | |
| 0x01823D | Screen flash timer |
| 0x018245 | Flash control |
| 0x01824B | Screen darken value |
| 0x01824F | Screen brighten value |
| Mega Man 2 Stage Select | |
| 0x01897D | Screen flash timer |
| 0x018982 | Flash control |
| 0x01898B | Screen darken value |
| 0x01898F | Screen brighten value |
| Mega Man 3 Stage Select | |
| 0x019187 | Screen flash timer |
| 0x01918F | Flash control |
| 0x019195 | Screen darken value |
| 0x019199 | Screen brighten value |
| Wily Tower Stage Select | |
| 0x019E7F | Screen flash timer |
| 0x019E87 | Flash control |
| 0x019E8D | Screen darken value |
| 0x019E91 | Screen brighten value |
Stage Selected Animation
This data represents the text string and sprite data related to when a stage is selected
MM1 Stage Selected Text
These addresses hold the text for the boss's name when the stage is selected.
| Pointer | Message | Name |
|---|---|---|
| 0x066B22 | 0x066B3E | Cutman |
| 0x066B26 | 0x066B46 | Gutsman |
| 0x066B2A | 0x066B4E | Iceman |
| 0x066B2E | 0x066B56 | Bombman |
| 0x066B32 | 0x066B5E | Fireman |
| 0x066B36 | 0x066B66 | Elecman |
| 0x066B3A | 0x066B6E | Dr. Wily |
MM1 Stage Selected Sprite Data
The data consists of 8 bytes and is the same data pattern used for object data in stages.
2nd byte: Sprite ID
3rd byte: X Position
4th byte: Y Position
| Pointer | Name |
|---|---|
| 0x066BC6 | Cutman |
| 0x066BCE | Gutsman |
| 0x066BD6 | Iceman |
| 0x066BDE | Bombman |
| 0x066BE6 | Fireman |
| 0x066BEE | Elecman |
Internal Data for Mega Man: The Wily Wars
| |
|---|---|