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Mega Man 3 (NES)/RAM map
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The following article is a RAM map for Mega Man 3 (NES).
Sprite / Object Arrays
| RAM | Function | Details |
| $0300-$031F | Object State Flags |
AND #$0F = Object state AND #$10 = (unused/unknown) AND #$20 = (unused/unknown) AND #$40 = Boss active
AND #$80 = Sprite active (drawn) |
| $0320-$033F | Object ASM pointer | |
| $0340-$035F | X coordinate ratio counter | |
| $0360-$037F | X coordinate | |
| $0380-$039F | X screen (level screen) | |
| $03A0-$03BF | Y coordinate ratio counter | |
| $03C0-$03DF | Y coordinate | |
| $03E0-$03FF | Y screen | See Mega Man IV RAM $03E0-$03FF |
| $0400-$041F | Horizontal speed (low byte) | |
| $0420-$043F | Horizontal speed (high byte) | |
| $0440-$045F | Vertical speed (low byte) | |
| $0460-$047F | Vertical speed (high byte) | |
| $0480-$049F | Substance and shape | See Mega Man IV RAM $0480-$049F |
| $04A0-$04BF | Direction bits | See Mega Man IV RAM $04A0-$04BF |
| $04C0-$04DF | Enemy number in level | Index of enemy slot |
| $04E0-$04FF | Enemy HP | |
| $0500-$051F | Object ASM private memory 1 | |
| $0520-$053F | Object ASM private memory 2 | |
| $0540-$055F | Object ASM private memory 3 | |
| $0560-$057F | Object ASM private memory 4 | |
| $0580-$059F | Sprite flags | |
| $05A0-$05BF | Sprite animation | |
| $05C0-$05DF | Sprite ID | |
| $05E0-$05FF | Animation frame counter |
Player Variables
Life & Health
| RAM | Function | Details |
| $00A2-$---- | Current HP | |
| $00AE-$---- | Lives remaining | |
| $00AF-$---- | Energy Tanks remaining |
Weapons & Abilities
| RAM | Function | Details | ||||||||||||||||||||||||||
| $00A0 | Current weapon equipped |
| ||||||||||||||||||||||||||
| $00A2 | Mega Buster ammo | Format is w--aaaaa where w = you currently own the weapon, a = current ammo for that weapo | ||||||||||||||||||||||||||
| $00A3 | Gemini Laser ammo | |||||||||||||||||||||||||||
| $00A4 | Needle Cannon ammo | |||||||||||||||||||||||||||
| $00A5 | Hard Knuckle ammo | |||||||||||||||||||||||||||
| $00A6 | Magnet Missile ammo | |||||||||||||||||||||||||||
| $00A7 | Top Spin ammo | |||||||||||||||||||||||||||
| $00A8 | Search Snake ammo | |||||||||||||||||||||||||||
| $00A9 | Rush Coil ammo | |||||||||||||||||||||||||||
| $00AA | Spark Shock ammo | |||||||||||||||||||||||||||
| $00AB | Rush Marine ammo | |||||||||||||||||||||||||||
| $00AC | Shadow Blade ammo | |||||||||||||||||||||||||||
| $00AD | Rush Jet ammo | |||||||||||||||||||||||||||
| $00B5 | Weapon usage counter | Shots/frames used before ammo decreases |
Miscellaneous
Stages
| RAM | Function | Details | ||||||||||||||||||||||||||||||||||||||||||
| $0022-$---- | Current stage |
| ||||||||||||||||||||||||||||||||||||||||||
| $006E-$---- | Wily Stage 4 boss rematches |
| ||||||||||||||||||||||||||||||||||||||||||
| $00DC-$0DE4 | Music |
Internal Data for Mega Man 3
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