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Mega Man 4/RAM map: Difference between revisions
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Line 124: | Line 124: | ||
| 450-467 || Enemy HP || | | 450-467 || Enemy HP || | ||
|- | |- | ||
| 468-47F || [[ | | 468-47F || [[Object ASM Private Memory 1: RAM 468-47F (Mega Man 4)|Object ASM Private Memory 1]] || | ||
|- | |- | ||
| 480-497 || [[ | | 480-497 || [[Object ASM Private Memory 2: RAM 480-497 (Mega Man 4)|Object ASM Private Memory 2]] || | ||
|- | |- | ||
| 498-4AF || [[ | | 498-4AF || [[Object ASM Private Memory 3: RAM 498-4AF (Mega Man 4)|Object ASM Private Memory 3]] || | ||
|- | |- | ||
| 4B0-4C7 || [[ | | 4B0-4C7 || [[Object ASM Private Memory 4: RAM 4B0-4C7 (Mega Man 4)|Object ASM Private Memory 4]] || | ||
|- | |- | ||
| 4C8-4DF || [[ | | 4C8-4DF || [[Object ASM Private Memory 5: RAM 4C8-4DF (Mega Man 4)|Object ASM Private Memory 5]] || | ||
|- | |- | ||
| 4E0-4F7 || [[ | | 4E0-4F7 || [[Object ASM Private Memory 6: RAM 4E0-4F7 (Mega Man 4)|Object ASM Private Memory 6]] || | ||
|- | |- | ||
| 4F8-50F || [[ | | 4F8-50F || [[Object ASM Private Memory 7: RAM 4F8-50F (Mega Man 4)|Object ASM Private Memory 7]] || | ||
|- | |- | ||
| 510-527 || [[ | | 510-527 || [[Object ASM Private Memory 8: RAM 510-527 (Mega Man 4)|Object ASM Private Memory 8]] || | ||
|- | |- | ||
| 528-53F || [[Sprite Flags: RAM 528-53F (Mega Man 4)|Sprite Flags]] || | | 528-53F || [[Sprite Flags: RAM 528-53F (Mega Man 4)|Sprite Flags]] || |
Revision as of 01:22, 13 July 2015
Joypad Memory
RAM | Function | Details |
$14 | Joypad 1 - Button Push Bits | Bits possible values : [0 = Not Recently Pushed Down, 1 = Recently Pushed Down] |
$15 | Joypad 2 - Button Push Bits | Bits possible values : [0 = Not Recently Pushed Down, 1 = Recently Pushed Down] |
$16 | Joypad 1 - Button Status Bits | Bits possible values : [0 = Not Being Pressed Down, 1 = Being Pressed Down] |
$17 | Joypad 2 - Button Status Bits | Bits possible values : [0 = Not Being Pressed Down, 1 = Being Pressed Down] |
- LSB to MSB
Bit Function Bit Function 0 Right 4 Start 1 Left 5 Select 2 Down 6 B 3 Up 7 A
HP / Energy
RAM | Function |
$B0 | Megaman's HP |
Weapon Energy - Array
RAM | Function |
$B1 | Rush Coil |
$B2 | Rush Jet |
$B3 | Rush Marine |
$B4 | Toad - Rain Flush |
$B5 | Wire Adaptor |
$B6 | Balloon Adaptor |
$B7 | Dive - Dive Missile |
$B8 | Ring - Ring Boomerang |
$B9 | Drill - Drill Bomb |
$BA | Dust - Dust Crusher |
$BB | Pharaoh - Pharaoh Shot |
$BC | Bright - Flash Stopper |
$BD | Skull - Skull Barrier |
$BE | Used for Weapon's menu drawing |
RAM | Function |
$BF | Boss HP Amount for drawing |
Sprite/Object Arrays
RAM | Function | Details |
300-317 | Object ID | |
318-32F | X Coordinate Ratio Counter | |
330-347 | X Coordinate | |
348-35F | X Screen (Level Screen) | |
360-377 | Y Coordinate Ratio Counter | |
378-38F | Y Coordinate | |
390-3A7 | Y Screen | |
3A8-3BF | Horizontal Speed Low | |
3C0-3D7 | Horizontal Speed High | |
3D8-3EF | Vertical Speed Low | |
3F0-407 | Vertical Speed High | |
408-41F | Substance and Shape | |
420-437 | Direction Bits | |
438-44F | Enemy Number# in Level | Useful to FC9E / 7FCAE |
450-467 | Enemy HP | |
468-47F | Object ASM Private Memory 1 | |
480-497 | Object ASM Private Memory 2 | |
498-4AF | Object ASM Private Memory 3 | |
4B0-4C7 | Object ASM Private Memory 4 | |
4C8-4DF | Object ASM Private Memory 5 | |
4E0-4F7 | Object ASM Private Memory 6 | |
4F8-50F | Object ASM Private Memory 7 | |
510-527 | Object ASM Private Memory 8 | |
528-53F | Sprite Flags | |
540-557 | Sprite's Animation | |
558-56F | Sprite ID | |
570-587 | Animation Frame Counter | |
588-59F | ASM - Low Address | |
5A0-5B7 | ASM - High Address | |
5B8-5CF | Invincibility Blink / Freeze Action Status | |
5D0-5FF | Never used in entire game |
Credits
Matrixz
Matrixz
Matrixz
Matrixz
Matrixz
Matrixz
Matrixz
Matrixz
Matrixz
MartsINY
Matrixz
Matrixz
Matrixz
Matrixz
Matrixz
I think it's clear who did most of the job