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Mega Man 2/RAM map
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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 |
| ||||||||
| $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 |
| |||||||||||||||||||||||||||
| $009B | Unlocked Items |
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| $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) |
| ||||||||||||||||||
| $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
Internal Data for Mega Man 2
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