Mega Man 2/RAM map

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Chip tiny.png The following article is a RAM map for Mega Man 2.


Player Variables

Input

RAM Function Details
$0023 Controller 1 Poll (1)
$0025 Controller 1 Mirror (1)
$0027 Controller 1 Poll (first frame of state change) Crash Man checks this for jump code. (1)

Camera & Position

RAM Function Details
$001B Camera state
$00 Default
$01 Changing the nametable (E.g. scrolling within an area, creating the pause menu)
$02 Freeze before and after scrolling to a new area
$80 Scrolling vertically
$001F Camera X position
$0020 Camera X screen When $001F > $FF, this value increases by $01
$0022 Camera Y position
$06C1 Boss HP
$002A Stage select cursor position $00=Dr. Wily, $01-$08 clockwise starting from Bubble Man
$00CB Difficulty setting Damage bitshifted left if $00

Life & Health

RAM Function Details
$06C0 Mega Man's HP
$00A7 Number of Energy Tanks Remaining Can go above $04, but will break passwords
$00A8 Number of Lives remaining Looks glitchy on pause menu if greater than $64
$004B Invincibility timer Counts down $01/frame

Password

RAM Function Details
$0420-$0438 Dot grid If 01, this grid space contains a dot
$0680 Number of dots left on password entering
$0680 Position of cursor on password entering

Weapons & Abilities

RAM Function Details
$009A Unlocked Weapons / Stages beaten
Bits Hex Weapon
0000 0001 $01 Atomic Fire
0000 0010 $02 Air Shooter
0000 0100 $04 Leaf Shield
0000 1000 $08 Bubble Lead
0001 0000 $10 Quick Boomerang
0010 0000 $20 Time Stopper
0100 0000 $40 Metal Blade
1000 0000 $80 Crash Bomb
$009B Unlocked Items
Bits Hex Item
0000 0001 $01 Item 1 (Helicopter Platform)
0000 0010 $02 Item 2 (Jet Sled)
0000 0100 $04 Item 3 (Climbing Platform)
$009C Atomic Fire Ammo
$009D Air Shooter Ammo
$009E Leaf Shield Ammo
$009F Bubble Lead Ammo
$00A0 Quick Boomerang Ammo
$00A1 Time Stopper Ammo
$00A2 Metal Blade Ammo
$00A3 Crash Bomb Ammo
$00A4 Item 1 Ammo
$00A5 Item 2 Ammo
$00A6 Item 3 Ammo

Life / Position Misc

RAM Function Details
$0460 Mega Man's X location
$04A0 Mega Man's Y location
$0036 Shooting pose timer
$0032 Tile type Mega Man is standing on (feet)
Value Type
$00 Air
$01 Ground
$02 Ladder
$03 Instadeath (Spikes, Lava)
$04 Water
$05 Right Conveyor
$06 Left Conveyor
$07 Ice
$0033 Tile type Mega Man is standing on (center)
$0034 Tile type Mega Man is overlapping
$003D Is Mega Man shooting?
$0367-0369 Mega Man's Color Palette

Graphics & Sprites

RAM Function Details
$0200-$2FF Sprite memory Constantly read and sent to OAM. (2)
$0354 Palette cycling pattern Level dependent
$0355 Palette cycling speed Frames to wait before cycling; $00=no cycling
$0356-$365 Palette memory (background)
$0366-$375 Palette memory (sprites)
$0F12 Mega Man facing $00:left, $01:right
$0F15 Mega Man X coordinate
$0F16 Mega Man Y coordinate
$0F39 Frame counter for main gameplay Pauses during pause menu

Sound

RAM Function Details
$0066 Sound effects strobe Write $01 to play SFX ID at $0580
$0067 Music strobe Write $01 to play music at $0000
$0580 Sound effect queue

References