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Metroid II: Return of Samus/RAM map
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The following article is a RAM map for Metroid II: Return of Samus.
Check out the disassembly! https://github.com/alex-west/M2RoS
0xCEC1 sound effect ID 0xCEC3 sound effect timer 0xCEE4 sound effect ID clone 0xCF36 ch4 music note length timer 0xCF3F ch1 music note length timer 0xCF48 ch2 music note length timer 0xCF51 ch3 music note length timer 0xCFE9 health alarm timer 0xD00D auto-fire timer 0xD020 samus pose (see https://github.com/alex-west/M2RoS/blob/main/SRC/constants.asm for possibilities) 0xD023 jump/spinjump timer ($21 to $8E, used for space jump table (rom0:1899) to check if you can space jump. you can from $6C to $7F) 0xD027 X position within area (pixels) 0xD028 X position within area (screen) 0xD029 Y position within area (pixels) 0xD02A Y position within area (screen) 0xD02B side samus is facing 0xD045 current major upgrades 0xD048 related to interacting with water 0xD04D current beam 0xD050 current e-tanks 0xD051 current hp 0xD052 current full e-tanks 0xD053 current missiles 0xD064 number of sprites onscreen? 0xD066 2byte timer (used for powerup get, samus appearing, gameover screen...) 0xD06E number of sprites onscreen? clone 0xD081 current missile capacity 0xD084 displayed hp 0xD086 displayed missiles 0xD088 save station "save completed" message timer 0xD08D are there too many bullet onscreen to shoot again ($FF = no, $00 = yes) 0xD09A global metroids remaining 0xD09E room transition pause flag? 0xD0A0 debug mode flag 0xD0A2 current measure (music) 0xD0A7 local metroids remaining 0xDD0X bullet1 0xDD1X bullet2 0xDD2X bullet3 (missile) -----0 bullet type ($FF = none, $00 = power beam, $08 = missile...) -----1 bullet direction ($01 = right, $02 = left, $04 = up, $08 = down) -----2 bullet X position within area (pixels) -----3 bullet Y position within area (pixels) -----4 ??? (changes from $00 to $08 sometimes) -----5 bullet age in frames 0xDFF3-DFF6 current note of channel? (music)
Internal Data for Metroid II: Return of Samus
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