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Metroid Fusion/RAM map: Difference between revisions
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{{Internal Data|game=Metroid Fusion}} |
Revision as of 04:41, 6 June 2016
The following article is a RAM map for Metroid Fusion.
RAM | Information |
---|---|
2000000-FFFF | --Unknown-- |
2010000-0FFF | Decompressed Bg2 map |
2011000-25FFF | --Unknown-- |
2026000-8FFF | Decompressed clipdata |
2029000-BFFF | Decompressed foreground map |
202C000-EFFF | Decompressed level map |
202F000-31FFF | Decompressed backLevel map |
2032000-2FFF | Decompressed background map |
2033000-3FFF | Unused |
2034000-47FF | Map data |
2034800-4FFF | Decompressed map data |
2035000-53FF | --Unknown-- |
2035400-55FF | Background palette |
2035600-57FF | Sprite palette |
2035800-7BFF | --Unknown-- |
2036000-63FB | No respawn blocks 1 |
2037200-73FF | No respawn blocks 2 (there's a difference) |
2037C00-7FFF | Map explored |
2038000-807F | 000-07F of SRAM |
2038080-80FF | Copy of above |
2038100-81FF | Unused |
2038200-93FF | Slot A SRAM |
2039400-A5FF | Slot A SRAM backup |
203A600-B7FF | Slot B SRAM |
203B800-C9FF | Slot B SRAM backup |
203CA00-DBFF | Slot C SRAM |
203DC00-EE00 | Slot C SRAM backup |
203EE00-F03F | 0x6E00-0x703F of SRAM |
203F040-F0BF | Clear |
203F0C0-FFFF | 0x70C0-0x7FFF of SRAM |
3000000 | X-Parasite Target display flag |
3000002 | 16-bit frame counter |
3000004 | Written to 4000052 (BLDALPHA, alpha blending coefficients) |
3000006 | Written to 4000050 (BLDCNT, color special effects selection) |
3000008 | Written to 4000000 (DISPCNT, LCD control) |
300000C | Written to 4000049 (WININ-high, inside of window 1) |
300000D | Written to 400004A (WINOUT-low, outside of windows) |
300000E | Written to 5000000 (Transparent colour) |
3000010 | Copied to 203800A |
3000011 | Language
|
3000014 | Completed game flag |
3000015 | Intro story played flag |
3000018 | Fades backgrounds to black or white
|
3000019 | Which background's position is written to 400001C/1E (BG3HOFS/BG3VOFS, BG3 X-Offset/BG3 Y-Offset) |
300001A | Puts Samus always on top of the background |
300001B | Most recent (in game's order) ability recovered |
300001C | To which security level doors will flash
|
300001D | Back-up of 0300131D (Security status), during power cut |
0z0300001E | Which demo is playing
|
300001F | Demo is playing flag |
3000020 | Reboots the game |
3000025 | Disables soft-resets |
300002C | Current area
|
300002D | Current room |
300002E | Current/last travelled door |
300002F | Current/last travelled door properties |
3000030 | Bit6 of above, displays new area pop-up |
3000031 | Map X coordinate |
3000032 | Map Y coordinate |
300003B | Main Deck Percentage |
300003C | Current SRX Percentage |
300003D | Current TRO Percentage |
300003E | Current PYR Percentage |
300003F | Current AQA Percentage |
3000040 | Current ARC Percentage |
3000041 | Current NOC Percentage |
3000043 | Foreground effect
|
3000044 | Y-position of above |
3000052 | Spriteset |
3000054 | Which spriteset entry was used |
3000058 | Which animated level tiles to use |
3000060 | Sub-event counter |
3000070 | Back-up of 4000000 (DISPCNT, LCD control), during non-gameplay |
3000072 | Back-up of 4000050 (BLDCNT, color special effects selection), during non-gameplay |
3000074 | Back-up of 4000052 (BLDALPHA, alpha blending coefficients), during non-gameplay |
3000076 | Back-up of 4000049 (WININ-high, inside of window 1), during non-gameplay |
3000077 | Back-up of 400004A (WINOUT-low, outside of windows), during non-gameplay |
3000078 | Back-up of 4000008 (BG0CNT, BG0 control), written to only |
300007A | Back-up of 400000A (BG1CNT, BG1 control) |
300007C | Back-up of 400000C (BG2CNT, BG2 control) |
300007E | Back-up of 400000E (BG3CNT, BG3 control) |
3000080 | Back-up of 4000008 (BG0CNT, BG0 control) |
3000084 | Pointer to decompressed foreground |
3000088 | Width of foreground in blocks |
300008A | Height of foreground in blocks |
300008C | Pointer to decompressed level |
3000090 | Width of level in blocks |
3000092 | Height of level in blocks |
3000094 | Pointer to decompressed back-level |
3000098 | Width of back-level in blocks |
300009A | Height of back-level in blocks |
300009C | Pointer to decompressed clipdata |
30000A0 | Width of clipdata in blocks |
30000A2 | Height of clipdata in blocks |
30000A4 | Tileset |
30000A5 | Foreground properties
|
30000A6 | Level properties |
30000A7 | Back-Level properties |
30000A8 | Background properties |
30000AA | Method of BG3 scrolling
|
30000AB | Transparency |
30000AC | Pointer to room's enemy data |
30000B0 | Event to use the first spriteset |
30000B1 | Event to use the second spriteset |
30000B2 | Room's map X coordinate |
30000B3 | Room's map Y coordinate |
30000B4 | Room effect
|
30000B6 | Room effect Y position |
30000BA | Music track |
30000BC | Foreground size
|
30000BD | Background size |
30000BE | Animated tileset |
30000BF | Extra palette |
30000C8 | Bg0 X position |
30000CA | Bg0 Y position |
30000CC | Bg1 X position |
30000CE | Bg1 Y position |
30000D0 | Bg2 X position |
30000D2 | Bg2 Y position |
30000D4 | Bg3 X position |
30000D6 | Bg3 Y position |
3000110 | Power bomb animation frame |
3000111 | Power bomb animation counter |
3000112 | Power bomb semi-minor axis |
3000114 | Power bomb X position |
3000116 | Power bomb Y position |
3000118 | Power bomb left boundary offset |
300011A | Power bomb right boundary offset |
300011C | Power bomb top boundary offset |
300011E | Power bomb bottom boundary offset |
3000124 | Screen X position |
3000128 | Screen Y position |
300012A | Screen X velocity |
300012B | Screen Y velocity |
3000138 | In-game timer
|
3000140-067F | Enemy data, (24 slots of 0x38 bytes) |
3000680-068E | Spriteset Enemy IDs |
300068F-069D | Spriteset Enemy GFX slots |
30006BC | Enemy orientation |
30006BE | Enemy Y position |
30006C0 | Enemy X position |
30006C2 | Enemy Y position spawn |
30006C4 | Enemy X position spawn |
30006C6 | Enemy top boundary offset |
30006C8 | Enemy bottom boundary offset |
30006CA | Enemy left boundary offset |
30006CC | Enemy right boundary offset |
30006D0 | Enemy health |
30006D2 | Enemy animation |
30006D4 | Enemy graphic pointer |
30006D8 | Enemy animation counter |
30006D9 | Enemy id |
30006DA | Enemy spriteset slot |
30006DB | Enemy spriteset gfx slot |
30006DC | Enemy palette |
30006DD | Unknown (used in spritedata routine) |
30006DE | Unknown (used in spritedata routine) |
30006DF | Enemy slot |
30006E0 | Enemy pose |
30006E1 | Unknown |
30006E2 | Enemy timer for something |
30006E4 | Unknown |
30006E6 | Unknown (used in spritedata routine) |
30006E8 | Enemy invincibility timer |
30006E9 | Unknown (used in spritedata routine) |
30006EA | Enemy respawn timer |
30006EB | Enemy attached enemy slot |
30006EC | Unknown |
30006EE | Enemy freeze timer |
30006F0 | Enemy collision properties |
30006F1 | Unknown (used in spritedata routine) |
30006F2 | Unknown (used in spritedata routine) |
030006F4 - 0773 | Particle Data (8 slots of 0x10 bytes) |
03000774 | Particle Graphic Pointer |
03000778 | Particle Animation |
0300077A | Particle Y Position |
0300077C | Particle X Position |
0300077E | Particle Animation Counter |
0300077F | Particle Orientation
|
03000780 | Particle Collision Properties
|
03000781 | Particle Timer |
30008D9 | Escape timer
|
3000960-0B5F | Projectile slots (16 slots of 0x20 bytes) |
3000B60 | Projectile rotation |
3000B64 | Projectile graphic pointer |
3000B68 | Projectile Y position |
3000B6A | Projectile X position |
3000B6C | Projectile animation frame |
3000B6E | Projectile animation counter |
3000B6F | Projectile type
|
3000B70 | Projectile orientation |
3000B72 | Projectile momentum |
3000B73 | Projectile part |
3000B76 | Projectile top boundary offset |
3000B78 | Projectile bottom boundary offset |
3000B7A | Projectile left boundary offset |
3000B7C | Projectile right boundary offset |
3000B7E | Projectile bomb timer |
3000B7F | Projectile slot |
3000B80 | Arm Cannon Y position |
3000B82 | Arm Cannon X position |
3000B84 | Sub-game mode B84 |
3000B87 | Event counter |
3000B8B | Type of save room
|
3000B8D | Most recent save slot |
3000B8E | SRAM corrupt flag |
3000B94 | Slot A data |
3000B95 | Slot A corrupt
|
3000BA4 | Slot A game completed flag |
3000BA5 | Slot A save exists flag |
3000BA8 | Slot B data |
8000BBC | Slot C data |
3000BDE | Game mode
|
3000BE0 | Sub-game mode 2 |
3000BE2 | Sub-game mode 1 |
3000BE4 | Cleared every frame |
3000BE5 | 8-Bit frame counter |
3000BE6 | V-Blank request flag |
3000BE8-0DE7 | Interrupt code |
3000DE8-11E7 | OAM data |
30011E8 | Button input |
30011EA | New input |
30011EC | Changed input |
30011EE | Next OAM slot |
300120C | Written to bits 4.. of 400004C (MOSAIC, mosaic size) |
300120E | Written to 400004C (MOSAIC, mosaic size) |
300121E | Written to 4000054 (BLDY, brightness coefficient) |
3001224 | Bg0 X position |
3001226 | Bg0 Y position |
3001228 | Bg1 X position |
300122A | Bg1 Y position |
300122C | Bg2 X position |
300122E | Bg2 Y position |
3001230 | Bg3 X position |
3001232 | Bg3 Y position |
3001243 | Pose lock
|
3001245 | Current pose
|
3001246 | Turning flag |
3001247 | Bouncing flag / wall-jumping flag / shinespark angle
|
3001248 | Wall-jump timer |
3001249 | Invincibility timer |
300124A | Speed boosting flag |
300124B | Arm Cannon direction
|
300124C | Missiles selected flag |
300124D | Projectile type
|
300124E | Cooldown timer |
3001250 | Charge beam counter |
3001252 | Arm running animation flag |
3001253 | Speed boost counter/knock-back counter |
3001254 | Wall-jump direction
|
3001256 | Direction
|
300125A | X position
Uses quarter pixels |
300125C | Y position
Uses quarter pixels |
300125E | X velocity
Uses 32ths of a pixel |
3001260 | Y velocity
Uses 32ths of a pixel |
3001262 | Current Slope Type
|
3001264 | Animation type |
3001265 | Animation counter |
3001266 | Current animation |
3001268 | Left boundary offset |
300126A | Top boundary offset |
300126C | Right boundary offset |
300126E | Bottom boundary offset |
3001270-129B | Mirrors 0x03001244-126F when changing pose |
30012DC | Shinespark timer |
30012F0 | Trail FX Type Slot 1
|
30012F1 | Trail FX Timer Slot 1 |
30012F2 | Trail FX Status Slot 1 |
30012F3 | X Absorption Timer |
30012F8 | Trail FX Horizontal Position Slot 1 |
30012FA | Trail FX Vertical Position Slot 1 |
30012FC | Trail FX ROM Data Pointer Slot 1 |
3001300 | Trail FX Type Slot 2 |
3001301 | Trail FX Timer Slot 2 |
3001302 | Trail FX Status Slot 2 |
3001308 | Trail FX Horizontal Position Slot 2 |
300130A | Trail FX Vertical Position Slot 2 |
300130C | Trail FX ROM Data Pointer Slot 2 |
3001310 | Current health |
3001312 | Health capacity |
3001314 | Current missiles |
3001316 | Missiles capacity |
3001318 | Current power bombs |
3001319 | Power bomb capacity |
300131A | Beam status
|
300131B | Missile + Bomb status
|
300131C | Suit + Misc. status
|
300131D | Security status
|
300131E | Downloaded map status
|
300131F | Low health flag |
3001329 | Samus-clip collision type
|
300132C | Horizontal Wall Collision Detection
|
3001330 | Slow speed flag (such as Nightmare's gravity) |
3001332 | Y acceleration |
3001334 | Y velocity cap |
3001336 | In-air X acceleration |
3001338 | In-air X velocity cap |
300133A | In-air Morphball X velocity cap |
300133C | X acceleration |
300133E | X velocity cap |
3001342 | Previous X position |
3001344 | Previous Y position |
3001346 | Underwater flag |
300134C | Previous 64 X positions |
30013CC | Previous 64 Y positions |
3001484-1703 | Clipdata handling code |
30016CD | Current BSL location (on mission briefing screen)
|
30019C4 | Pointer to V-Blank code |
30019C8 | Pointer to H-Blank code |
30019CC | Pointer to V-Count code |
30019DE | Music length |
30019E0 | Current music position |
30019EC | Music slot 1 |
30019EE | Music slot 2 |
30019F0 | Slot switch
|
3001A74 | Interlaced PCM data |
30025F4 | Sound channel A data |
3002BF4 | Sound channel B data |
3003654 | Pointer to sound code A |
3003658-3CAF | Sound code A |
3003CB0 | Pointer to sound code B |
3003CB4-3D57 | Sound code B |
3003D58 | Pointer to sound code C |
3003D5C-3EBB | Sound code C |
3004D28 | Suit colour |
3004D90 | SA-X suit colour |
3004DDC | Pointer to tile parts |
3004DE4 | Pointer to (related to NoRespawnBlocks) |
3004DE8 | Current music track |
3004DEC | 1st door rype
|
3004DED | 1st door animation
|
3004DEE | 1st Door X position
Uses 17 pixels |
3004DEF | 1st Door Y position
Uses 17 pixels |
3004DF0 | 2nd Door type |
3004DF1 | 2nd Door animation |
3004DF2 | 2nd Door X Position |
3004DF3 | 2nd Door Y Position |
3004DF4 | 3rd Door type |
3004DF5 | 3rd Door animation |
3004DF6 | 3rd Door X Position |
3004DF7 | 3rd Door Y Position |
3004DF8 | 4th Door type |
3004DF9 | 4th Door animation |
3004DFA | 4th Door X Position |
3004DFB | 4th Door Y Position |
3004DFC | 5th Door type |
3004DFD | 5th Door animation |
3004DFE | 5th Door X Position |
3004DFF | 5th Door Y Position |
3004E00 | 6th Door type |
3004E01 | 6th Door animation |
3004E02 | 6th Door X Position |
3004E03 | 6th Door Y Position |
3004E04 | 7th Door type |
3004E05 | 7th Door animation |
3004E06 | 7th Door X Position |
3004E07 | 7th Door Y Position |
3004E08 | 8th Door type |
3004E09 | 8th Door animation |
3004E0A | 8th Door X Position |
3004E0B | 8th Door Y Position |
3004E28 | Tileset's transparent colour |
3004FC8 | Extra palette |
3004FC9 | Animated tileset |
3005318 | Pointer to clipdata handling code |
300531C-53DC | Animated tileset data |
6000000-0FFF | Foreground map |
6001000-1FFF | Level map |
6002000-2FFF | Back-level map |
6003000-3FFF | Background map |
6004000-7FFF | Level tiles |
6008000-FFFF | Background tiles |
6010000-7FFF | Sprite tiles |
Internal Data for Metroid Fusion
| |
---|---|