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Mega Man 4/RAM map
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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)
| 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
| 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 |
Internal Data for Mega Man 4
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