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Mega Man X/RAM map
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The following article is a RAM map for Mega Man X.
Tested only on ver 1.1 of the ROM:
7E:0098 Graphics Set to be decompressed
7E:0300 - 7E:04FF Background & Sprite Palette
7E:0500 - 7E:052F? Table of 5-byte entries for DMA transfer of X's graphics from ROM to VRAM.
#0 - Gets Copied to $2115 ;VRAM Increment Type
#1 - Gets Copied to $2116 ;VRAM Address
#3 - Gets Copied to $4305 ;Number of Bytes
#5 - Gets Copied to $4302 ;Source Word
#7 - Gets Copied to $4304 ;Source Bank
7E:0600 - 7E:0643 DMA Data for BG Layer 3
#0 - Gets Coppied to $2115
#1 - Gets Coppied to $2116/7 ;VRAM Address
#3 - Gets Coppied to $4305 ;Number of Bytes LOW
#4 - PPU Data (length is based off byte #3)
7E:0700 - 7E:091F Sprite DMA
7E:0B72 - 7E:0B91 Sound Queue (16-bit)
#0 - Sound ID
#1 - Stereo Parameters
7E:0B92 - 7E:0B94 Pointer to 16x16 Tile Collision Data (24-bit)
7E:0B95 - 7E:0B97 BG Layer 1's Pointer to 8x8 Tile Data for each 16x16 Tile (24-bit)
7E:B98 - 7E:0B9A BG Layer 2's Pointer to 8x8 Tile Data for each 16x16 Tile (24-bit)
7E:0BAA X's current state (6 = rising, 8 = falling, 14 = dashing, etc...)
7E:0BAA X's current sub-state
7E:0BAC - 7E:0BAE X's X-position (24-bit)
7E:0BAF - 7E:0BB1 X's Y-position (24-bit)
7E:0BBB - 7E:0BBC General purpose animation timer for X?
7E:0BBF X's current pose
7E:0BC2 - 7E:0BC3 X's horizontal velocity
7E:0BC4 - 7E:0BC5 X's vertical velocity
7E:0BC6 X's acceleration (gravity)
7E:0BCF X's health
7E:0BE0 - 7E:0BE2 Mirror of controller input (bits for unused buttons seem to be ANDed out)
7E:0BDD Number of shots currently on screen
7E:0BFA Dash timer
7E:0BFF Charge timer
7E:0C03 Charge level (01 = fully charged /w/ arm part, 02 = normal full charge,
03 = partial charge | Not sure what it's used for)
7E:0C06 Bitflags: Standing = 04, hanging on left wall = 02, right wall = 01
7E:0C30 - 7E:0C8F Stuff for armor parts (position, type, and so forth)
7E:0E18 Ride armor exist flag (00 = delete ride armor, all else = ride armor exists)
7E:0E1A Ride armor's current state
7E:0E1C - 7E:0E1E Ride armor's X-position (24-bit)
7E:0E1F - 7E:0E22 Ride armor's Y-position (24-bit)
7E:0E32 - 7E:0E33 Ride armor's horizontal velocity
7E:0E34 - 7E:0E35 Ride armor's vertical velocity
7E:0E36 Ride armor's acceleration (gravity)
7E:0E4D Ride armor's heading 40 = facing right, 00 = facing left
7E:1E4D - 7E:1E4D Camera X Position (16-bit)
7E:1E50 - 7E:1E51 Camera Y Position (16-bit)
7E:1E5E - 7E:1E5F Camera Left Side border (16-bit)
7E:1E60 - 7E:1E61 Camera Right Side border (16-bit)
7E:1E68 - 7E:1E69 Camera Top Side border (16-bit)
7E:1E6A - 7E:1E6B Camera X Position the Previous Frame (16-bit)
7E:1E6C - 7E:1E6D Camera Y Position the Previous Frame (16-bit)
7E:1E6E - 7E:1E6F Camera Bottom Side border (16-bit)
7E:1F0E - 7E:1F0F Boss Index (used for Health Bar Code)
7E:1F34 Weapon Menu Opened flag
7E:1F7A Current Stage
#0 - Highway/intro
#1 - Octo
#2 - Chameleon
#3 - Dillo
#4 - Mammoth
#5 - Eagle
#6 - Mandrill
#7 - Kuwanger
#8 - Penguin
#9 - Sigma 1
#A - Sigma 2
#B - Sigma 3
#C - Sigma 4
7E:1F7B Complete Sigma Stages
7E:1F7E Increased by 1 ever time the Hadoken Capsule gets visited
7E:1F80 Current amount of 1UPs
7E:1F81 Check Point
7E:1F83 - 7E:1F85 Sub Tank Ammo (+80hex means the sub tank was acquired)
7E:1F86 - 7E:1F96 Weapon Ammo + aqqiured flag if bit 6 is set to 1 (2 bytes per Weapon)
#0 - ???
#2 - Homing Torpedo
#4 - Chameleon Sting
#6 - Rolling Shield
#8 - Fire Wave
#A - Storm Tornado
#C - Spark Shot
#E - Boomerang Cutter
#10 - Shot Gun Ice
7E:1F99 Bitflag array of armor pieces collected
7E:1F9A X's maximum health
7E:1F9C Bitflag array of heart tanks collected
7E:1FB4 Current number of lives remaining
7E:1F9B Intro Completed flag
7E:2000 - 7E:85FF BG Layer 1 16x16 Tile Data (200hex bytes per Room)
7E:8600 - 7E:E7FF BG Layer 2 16x16 Tile Data
7E:E800 - 7E:EBFF BG Layer 1 Screen Arrangement
7E:EC00 - 7E:EFFF BG Layer 2 Screen Arrangement
7E:FFC0 - 7E:FFC5 Button configurations
7E:FFFE SPC 700 Status ?
7F:0000 - 7F:7DFF Where Decompressed Graphics are stored
Internal Data for Mega Man X
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