Mega Man 3 (NES)/RAM map

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Chip tiny.png 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

  • Enables boss effects
  • Reduces boss HP bar
  • Blinking if not castle boss

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
Value Weapon
$00 Mega Buster
$01 Gemini Laser
$02 Needle Cannon
$03 Hard Knuckle
$04 Magnet Missile
$05 Top Spin
$06 Search Snake
$07 Rush Coil
$08 Spark Shock
$09 Rush Marine
$0A Shadow Blade
$0B Rush Jet
$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
Value Stage
$00 Needle Man
$01 Magnet Man
$02 Gemini Man
$03 Hard Man
$04 Top Man
$05 Snake Man
$06 Spark Man
$07 Shadow Man
$08 Needle Man (Doc Robot)
$09 Gemini Man (Doc Robot)
$0A Spark Man (Doc Robot)
$0B Shadow Man (Doc Robot)
$0C Wily Castle 1
$0D Wily Castle 2
$0E Wily Castle 3
$0F Wily Castle 4
$10 Wily Castle 5
$11 Wily Castle 6
$14 Ending scene
$16 Dr. Light’s Lab
$006E-$---- Wily Stage 4 boss rematches
Bit Boss
$01 Needle Man
$02 Magnet Man
$04 Gemini Man
$08 Hard Man
$10 Top Man
$20 Snake Man
$40 Spark Man
$80 Shadow Man
$00DC-$0DE4 Music