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Mega Man (NES)/RAM map
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The following article is a RAM map for Mega Man (NES).
Note: Memory locations discovered using the 'FCEU' Emulator for Windows.
All values in table are Hexadecimal unless noted otherwise!
RAM | Effect | Comments | ||||||||||||||||
05D | Wich ememys have been defeated/Weapons unlocked
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Setting a bit will defeat/unlock the corresponding Villan/Weapon. Set this byte to FE to go directly to Dr. Wiley. | ||||||||||||||||
05F | Weapon Select
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This only controls the weapon function, it will not change his color. You can select any weapon even if it's still locked. | ||||||||||||||||
06A | Mega Man Life Bar Value | 1C-Full, 00-Empty | ||||||||||||||||
06B | Cutman Weapon Energy | 1C-Full, 00-Empty | ||||||||||||||||
06C | Iceman Weapon Energy | 1C-Full, 00-Empty | ||||||||||||||||
06D | Bombman Weapon Energy | 1C-Full, 00-Empty | ||||||||||||||||
06E | Fireman Weapon Energy | 1C-Full, 00-Empty | ||||||||||||||||
06F | Elecman Weapon Energy | 1C-Full, 00-Empty | ||||||||||||||||
070 | Gutsman Weapon Energy | 1C-Full, 00-Empty | ||||||||||||||||
071 | Magnet Beam Weapon Energy | 1C-Full, 00-Empty | ||||||||||||||||
072-078 | Score | Each bytes represents one digit in BCD. Starts with one's digit (072) | ||||||||||||||||
0A6 | Lives | 80 is Max, 63 will display 99. Bit 7 set gives Game Over. Game will not raise it past 63. | ||||||||||||||||
0AE | Bonus | Number of bonus energy balls picked up during level. Is multiplied by 1000 at level completion screen. | ||||||||||||||||
100-1FF | Stack | RAM used by CPU for stack. | ||||||||||||||||
200-2FF | Sprite Data | 256 byte block that is transferred via DMA to PPU memory during each NMI Routine. | ||||||||||||||||
6C1 | Boss Energy | 1C-Full, 00-Empty |
This page is rather stubbly and could use some expansion. Are you a bad enough dude to rescue this article? |