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Mega Man (NES)/RAM map: Difference between revisions
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Customfiber (talk | contribs) (Added lots of info) |
(Added 0 to the beginning of the RAM addresses. Added the relative weapons to the bosses in the 005D listing. Changed display of all Hex values to Hex and Decimal. Some grammar/spelling corrections.) |
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<p>Note: Memory locations discovered using the 'FCEU' Emulator for Windows.</p> | <p>Note: Memory locations discovered using the 'FCEU' Emulator for Windows.</p> | ||
<br> | |||
<p> | <p>Given values: $Hexadecimal value(Decimal value), ex. $63(99)</p> | ||
<p>Any values less than $0A(10) will only show the Hex value.</p> | |||
<br> | |||
{| border="1" cellpadding="1" | {| border="1" cellpadding="1" | ||
|'''RAM''' || ''' | |'''RAM''' || '''Function''' || '''Details''' | ||
|- | |- | ||
| | | 005D || Wich ememys have been defeated/Weapons unlocked | ||
{|border="1" cellpadding="1" | {|border="1" cellpadding="1" | ||
|bit 1||Bombman | |bit 1||Bombman/Hyper Bomb | ||
|- | |- | ||
|bit 2||Elecman | |bit 2||Elecman/Thunder Beam | ||
|- | |- | ||
|bit 3||Gutsman | |bit 3||Gutsman/Super Arm | ||
|- | |- | ||
|bit 4||Iceman | |bit 4||Iceman/Ice Slasher | ||
|- | |- | ||
|bit 5|| | |bit 5||Cutman/Rolling Cutter | ||
|- | |- | ||
|bit 6||Fireman | |bit 6||Fireman/Fire Storm | ||
|- | |- | ||
|bit 7||Magnet Beam | |bit 7||Magnet Beam | ||
|- | |- | ||
|} | |} | ||
||Setting a bit will defeat/unlock the corresponding Villan/Weapon. Set this byte to FE to go directly to Dr. | ||Setting a bit will defeat/unlock the corresponding Villan/Weapon. Set this byte to $FE(254) to go directly to Dr. Wily. | ||
|- | |- | ||
| | | 005F || Weapon Select | ||
{|border="1" cellpadding="1" | {|border="1" cellpadding="1" | ||
|00|| | |$00||Mega Buster(normal weapon) | ||
|- | |- | ||
|01||Bomb | |$01||Hyper Bomb | ||
|- | |- | ||
|02|| | |$02||Thunder Beam | ||
|- | |- | ||
|03|| | |$03||Super Arm | ||
|- | |- | ||
|04||Ice | |$04||Ice Slasher | ||
|- | |- | ||
|05|| | |$05||Rolling Cutter | ||
|- | |- | ||
|06||Fire | |$06||Fire Storm | ||
|- | |- | ||
|07||Magnet Beam | |$07||Magnet Beam | ||
|- | |- | ||
|} | |} | ||
|| This only controls the weapon function, it will not change his color. You can select any weapon even if it's still locked. | || This only controls the weapon function, it will not change his color. You can select any weapon even if it's still locked. | ||
|- | |- | ||
| | | 006A || Mega Man Life Bar Value || $1C(28)-Full, $00-Empty | ||
|- | |- | ||
| | | 006B || Cutman Weapon Energy || $1C(28)-Full, $00-Empty | ||
|- | |- | ||
| | | 006C || Iceman Weapon Energy || $1C(28)-Full, $00-Empty | ||
|- | |- | ||
| | | 006D || Bombman Weapon Energy || $1C(28)-Full, $00-Empty | ||
|- | |- | ||
| | | 006E || Fireman Weapon Energy || $1C(28)-Full, $00-Empty | ||
|- | |- | ||
| | | 006F || Elecman Weapon Energy || $1C(28)-Full, $00-Empty | ||
|- | |- | ||
| | | 0070 || Gutsman Weapon Energy || $1C(28)-Full, $00-Empty | ||
|- | |- | ||
| | | 0071 || Magnet Beam Weapon Energy || $1C(28)-Full, $00-Empty | ||
|- | |- | ||
| | | 0072-0078 || Score || Each byte represents one digit in BCD. Starts with ones digit (0072) | ||
|- | |- | ||
| | | 00A6 || Lives || Maximum is $80(128). Bit 7 set gives Game Over. Game will not raise it past $63(99). | ||
|- | |- | ||
| | | 00AE || Bonus || Number of bonus energy balls picked up during level. Is multiplied by 1000 at level completion screen. | ||
|- | |- | ||
| | | 0100-01FF || Stack || RAM used by CPU for stack. | ||
|- | |- | ||
| | | 0200-02FF || Sprite Data || 256 byte block that is transferred via DMA to PPU memory during each NMI Routine. | ||
|- | |- | ||
| | |06C1 || Boss Energy || $1C(28)-Full, $00-Empty | ||
|- | |- | ||
|} | |} | ||
<br> | |||
{{stub}} | {{stub}} |
Revision as of 16:44, 16 January 2008
The following article is a RAM map for Mega Man (NES).
Note: Memory locations discovered using the 'FCEU' Emulator for Windows.
Given values: $Hexadecimal value(Decimal value), ex. $63(99)
Any values less than $0A(10) will only show the Hex value.
RAM | Function | Details | ||||||||||||||||
005D | Wich ememys have been defeated/Weapons unlocked
|
Setting a bit will defeat/unlock the corresponding Villan/Weapon. Set this byte to $FE(254) to go directly to Dr. Wily. | ||||||||||||||||
005F | Weapon Select
|
This only controls the weapon function, it will not change his color. You can select any weapon even if it's still locked. | ||||||||||||||||
006A | Mega Man Life Bar Value | $1C(28)-Full, $00-Empty | ||||||||||||||||
006B | Cutman Weapon Energy | $1C(28)-Full, $00-Empty | ||||||||||||||||
006C | Iceman Weapon Energy | $1C(28)-Full, $00-Empty | ||||||||||||||||
006D | Bombman Weapon Energy | $1C(28)-Full, $00-Empty | ||||||||||||||||
006E | Fireman Weapon Energy | $1C(28)-Full, $00-Empty | ||||||||||||||||
006F | Elecman Weapon Energy | $1C(28)-Full, $00-Empty | ||||||||||||||||
0070 | Gutsman Weapon Energy | $1C(28)-Full, $00-Empty | ||||||||||||||||
0071 | Magnet Beam Weapon Energy | $1C(28)-Full, $00-Empty | ||||||||||||||||
0072-0078 | Score | Each byte represents one digit in BCD. Starts with ones digit (0072) | ||||||||||||||||
00A6 | Lives | Maximum is $80(128). Bit 7 set gives Game Over. Game will not raise it past $63(99). | ||||||||||||||||
00AE | Bonus | Number of bonus energy balls picked up during level. Is multiplied by 1000 at level completion screen. | ||||||||||||||||
0100-01FF | Stack | RAM used by CPU for stack. | ||||||||||||||||
0200-02FF | Sprite Data | 256 byte block that is transferred via DMA to PPU memory during each NMI Routine. | ||||||||||||||||
06C1 | Boss Energy | $1C(28)-Full, $00-Empty |
This page is rather stubbly and could use some expansion. Are you a bad enough dude to rescue this article? |