Mega Man 4/RAM map

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Chip tiny.png The following article is a RAM map for Mega Man 4.


Player Variables

Input (Joypad Memory)

RAM Function Details
$0014-$---- Joypad 1 – Button Push Bits 0 = not recently pushed, 1 = recently pushed
$0015-$---- Joypad 2 – Button Push Bits 0 = not recently pushed, 1 = recently pushed
$0016-$---- Joypad 1 – Button Status Bits 0 = not pressed, 1 = pressed
$0017-$---- Joypad 2 – Button Status Bits 0 = not pressed, 1 = pressed

Button Bit Order (LSB → MSB)

Bit Button
0 Right
1 Left
2 Down
3 Up
4 Start
5 Select
6 B
7 A

Life & Health

RAM Function Details
$00B0-$---- Mega Man’s HP

Weapons & Abilities

Weapon Energy (Array)

See Arrays List

RAM Weapon Details
$00B1-$---- Rush Coil
$00B2-$---- Rush Jet
$00B3-$---- Rush Marine
$00B4-$---- Toad – Rain Flush
$00B5-$---- Wire Adapter
$00B6-$---- Balloon Adapter
$00B7-$---- Dive – Dive Missile
$00B8-$---- Ring – Ring Boomerang
$00B9-$---- Drill – Drill Bomb
$00BA-$---- Dust – Dust Crusher
$00BB-$---- Pharaoh – Pharaoh Shot
$00BC-$---- Bright – Flash Stopper
$00BD-$---- Skull – Skull Barrier
$00BE-$---- Weapon menu drawing Used for Weapon's menu drawing
$00BF-$---- Boss HP (menu drawing) Boss HP Amount for drawing

Sprite / Object Arrays

See Arrays List

RAM Function Details
$0300-$0317 Object ID
$0318-$032F X coordinate ratio counter
$0330-$0347 X coordinate
$0348-$035F X screen (level screen)
$0360-$0377 Y coordinate ratio counter
$0378-$038F Y coordinate
$0390-$03A7 Y screen

$00 = visible screen $01–$7F = below visible screen $80–$FF = above visible screen

$03A8-$03BF Horizontal speed (low byte)
$03C0-$03D7 Horizontal speed (high byte)
$03D8-$03EF Vertical speed (low byte)
$03F0-$0407 Vertical speed (high byte)
$0408-$041F Substance and Shape
$0420-$0437 Direction Bits
$0438-$044F Enemy Number# in Level Useful to FC9E / 7FCAE
$0450-$0467 Enemy HP
$0468-$047F Object ASM Private Memory 1
$0480-$0497 Object ASM Private Memory 2
$0498-$04AF Object ASM Private Memory 3
$04B0-$04C7 Object ASM Private Memory 4
$04C8-$04DF Object ASM Private Memory 5
$04E0-$04F7 Object ASM Private Memory 6
$04F8-$050F Object ASM Private Memory 7
$0510-$0527 Object ASM Private Memory 8
$0528-$053F Sprite Flags
$0540-$0557 Sprite animation
$0558-$056F Sprite ID
$0570-$0587 Animation frame counter
$0588-$059F ASM pointer (low byte)
$05A0-$05B7 ASM pointer (high byte)
$05B8-$05CF Invincibility Blink / Freeze Action Status
$05D0-$05FF Unused