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Metroid Fusion/RAM map: Difference between revisions
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(Continue of update) |
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Line 40: | Line 40: | ||
|- | |- | ||
|3000000 || X-Parasite Target Display Switch | |3000000 || X-Parasite Target Display Switch | ||
* 00 Display X-parasite targets | |||
* 01 Don't | |||
|- | |- | ||
|3000002 || 16-Bit Frame Counter | |3000002 || 16-Bit Frame Counter | ||
Line 58: | Line 60: | ||
|- | |- | ||
|3000011 || Language Switch | |3000011 || Language Switch | ||
* 00 Japanese | |||
* 01 Japanese (no difference in US release) | |||
* 02 English | |||
* 03 German | |||
* 04 French | |||
* 05 Italian | |||
* 06 Spanish | |||
|- | |- | ||
|3000014 || Completed Game Switch | |3000014 || Completed Game Switch | ||
* | * 00 Not completed game | ||
* | * 01 Completed game | ||
|- | |- | ||
|3000015 || Intro Switch | |3000015 || Intro Switch | ||
* 00 Not been through intro | |||
* 01 Been through intro | |||
|- | |- | ||
|3000019 || BG3OFS Background Layer | |3000019 || BG3OFS Background Layer | ||
Line 70: | Line 81: | ||
|- | |- | ||
|300001C || Door Flashing Level | |300001C || Door Flashing Level | ||
* 00 White doors | |||
* 01 Blue doors | |||
* 02 Green doors | |||
* 03 Yellow doors | |||
* 04 Red doors | |||
* FF None | |||
|- | |- | ||
|3000020 || Reboot Switch | |3000020 || Reboot Switch | ||
* 00 Don't reboot | |||
* 01 Reboot | |||
|- | |- | ||
|3000025 || Soft-Resets Switch | |3000025 || Soft-Resets Switch | ||
* 00 Enable soft-resets | |||
* 01 Disable soft-resets | |||
|- | |- | ||
|300002C || Area ID | |300002C || Area ID | ||
* 00 Main Deck | |||
* 01 SRX | |||
* 02 TRO | |||
* 03 PYR | |||
* 04 AQA | |||
* 05 ARC | |||
* 06 NOC | |||
* 07 Debug1 | |||
* 08 Debug2 | |||
* 09 Debug3 | |||
|- | |- | ||
|300002D || Room ID | |300002D || Room ID | ||
Line 144: | Line 175: | ||
|- | |- | ||
|30000A4 || Tileset | |30000A4 || Tileset | ||
|- | |- | ||
|30000A5 || Foreground Compression | |30000A5 || Foreground Compression | ||
* 00 Uncompressed | |||
* 10 RLE | |||
* 40 LZ77 | |||
|- | |- | ||
|30000A6 || Level Compression | |30000A6 || Level Compression | ||
Line 280: | Line 311: | ||
|30006EE || Enemy Freeze Timer | |30006EE || Enemy Freeze Timer | ||
|- | |- | ||
|30006F0 || | |30006F0 || Enemy Collision Properties | ||
|- | |- | ||
|30008D9 || Escape Timer | |30008D9 || Escape Timer | ||
Line 329: | Line 360: | ||
|- | |- | ||
|3000B6F || Projectile Type | |3000B6F || Projectile Type | ||
* 00 Beam | |||
* 01 Charge beam | |||
* 02 Wide beam | |||
* 03 Plasma beam | |||
* 04 Wave beam | |||
* 05 Charged beam | |||
* 06 Charged charge beam | |||
* 07 Charged wide beam | |||
* 08 Charged plasma beam | |||
* 09 Charged wave beam | |||
* 0A Missile | |||
* 0B Super missile | |||
* 0C Ice missile | |||
* 0D Diffusion missile | |||
* 0E Charged diffusion missile | |||
* 0F Flare | |||
* 10 Bomb | |||
* 11 Power bomb | |||
* 12 Diffusion ice spread | |||
|- | |- | ||
|3000B70 || Projectile Orientation | |3000B70 || Projectile Orientation | ||
Line 361: | Line 411: | ||
|- | |- | ||
|3000B95 || Slot A Corrupt | |3000B95 || Slot A Corrupt | ||
* 00 Not corrupt | |||
* 01 Main save data corrupt | |||
* 02 Main save data and save back-up data corrupt | |||
|- | |- | ||
|3000BA4 || Slot A Game Completed | |3000BA4 || Slot A Game Completed | ||
* 00 Not completed | |||
* 01 Completed | |||
|- | |- | ||
|3000BA5 || Slot A Save Exists | |3000BA5 || Slot A Save Exists | ||
* 00 Doesn't exist | |||
* 01 Exists | |||
|- | |- | ||
|3000BA8 || Slot B Data | |3000BA8 || Slot B Data | ||
|- | |- | ||
|8000BBC || Slot C Data | |8000BBC || Slot C Data | ||
|- | |- | ||
|3000BDE || Game Mode | |3000BDE || Game Mode | ||
* 00 Title | |||
* 01 In-game | |||
* 02 Reboot | |||
* 03 Map | |||
* 04 Most cut-scenes | |||
* 05 SA-X close-up | |||
* 06 Erase SRAM menu | |||
* 07 Intro | |||
* 08 Game over | |||
* 09 Ending | |||
* 0B Credits | |||
* 0C Demo | |||
|- | |- | ||
|3000BE0 || Sub-Game Mode | |3000BE0 || Sub-Game Mode | ||
Line 489: | Line 546: | ||
|- | |- | ||
|3001246 || Turn Switch | |3001246 || Turn Switch | ||
* | * 00 Not turning around | ||
* | * 01 Turning around | ||
|- | |- | ||
|3001247 || Bounce Switch/Wall-Jump Switch/Shinespark Angle | |3001247 || Bounce Switch/Wall-Jump Switch/Shinespark Angle | ||
* | * 00 Not bouncing/wall-jumping/sparking upwards | ||
* | * 01 Bouncing/wall-jumping/sparking sidewards | ||
* | * 02 Sparking diagonally | ||
* 14 Jumping when bouncing | * 14 Jumping when bouncing | ||
* 15 Jumping when bouncing | * 15 Jumping when bouncing | ||
Line 517: | Line 574: | ||
|- | |- | ||
|300124C || Missiles Switch | |300124C || Missiles Switch | ||
* | * 00 Missiles not selected | ||
* | * 01 Missiles selected | ||
|- | |- | ||
|300124D || Projectile Type | |300124D || Projectile Type | ||
* | * 01 Beam | ||
* | * 02 Missile | ||
* | * 04 Bomb | ||
* | * 05 Charged beam | ||
* | * 06 Power bomb | ||
|- | |- | ||
|300124E || Cooldown Timer | |300124E || Cooldown Timer | ||
Line 532: | Line 589: | ||
|- | |- | ||
|3001252 || Arm Running Animation Switch | |3001252 || Arm Running Animation Switch | ||
* | * 00 Arm cannon out | ||
* | * 01 Arm cannon not out | ||
|- | |- | ||
|3001253 || Speed Boost Counter/Knock-Back Counter | |3001253 || Speed Boost Counter/Knock-Back Counter | ||
Line 558: | Line 615: | ||
|- | |- | ||
|3001262 || Current Slope Type | |3001262 || Current Slope Type | ||
* | * 00 Flat | ||
* 11 Steep right | * 11 Steep right | ||
* 12 Gentle right | * 12 Gentle right | ||
Line 670: | Line 727: | ||
|- | |- | ||
|300131F || Low Health Switch | |300131F || Low Health Switch | ||
* | * 00 Not low health | ||
* | * 01 Low health | ||
|- | |- | ||
|300132C || Horizontal Wall Collision Detection | |300132C || Horizontal Wall Collision Detection | ||
* | * 00 None of Samus | ||
* | * 01 Top of Samus | ||
* | * 02 Middle of Samus | ||
* | * 04 Bottom of Samus | ||
|- | |- | ||
|3001330 || Slow Speed Switch | |3001330 || Slow Speed Switch | ||
* | * 00 Normal speed | ||
* | * 01 Half speed | ||
|- | |- | ||
|3001332 || Vertical Acceleration | |3001332 || Vertical Acceleration | ||
Line 702: | Line 759: | ||
|- | |- | ||
|3001346 || Underwater Switch | |3001346 || Underwater Switch | ||
* | * 00 Overwater | ||
* | * 01 Underwater | ||
|- | |- | ||
|300134C || Previous 64 Horizontal Positionings | |300134C || Previous 64 Horizontal Positionings | ||
Line 724: | Line 781: | ||
|- | |- | ||
|30019F0 || Slot Switch | |30019F0 || Slot Switch | ||
* 0 | * 0 Slot 2 | ||
* 1 | * 1 Slot 1 | ||
|- | |- | ||
|3001A74 || Interlaced PCM data | |3001A74 || Interlaced PCM data |
Revision as of 18:24, 2 August 2009
The following article is a RAM map for Metroid Fusion.
RAM | Information |
---|---|
2010000-10FFF | Decompressed BG2 Map |
2026000-28FFF | Decompressed Clipdata |
2029000-2BFFF | Decompressed Foreground |
202C000-2EFFF | Decompressed Level |
202F000-31FFF | Decompressed Back-Level |
2038000-3807F | 0x0000-0x007F of SRAM |
2038080-380FF | Copy of above |
2038100-381FF | Unused |
2038200-393FF | Slot A SRAM |
2039400-3A5FF | Slot A SRAM backup |
203A600-3B7FF | Slot B SRAM |
203B800-3C9FF | Slot B SRAM backup |
203CA00-3DBFF | Slot C SRAM |
203DC00-3EE00 | Slot C SRAM backup |
203EE00-3F03F | 0x6E00-0x703F of SRAM |
203F040-3F0BF | Clear |
203F0C0-3FFFF | 0x70C0-0x7FFF of SRAM |
3000000 | X-Parasite Target Display Switch
|
3000002 | 16-Bit Frame Counter |
3000004 | BLDALPHA |
3000006 | BLDCNT |
3000008 | DISPCNT |
300000C | WININ-high |
300000D | WINOUT-low |
300000E | Transparent Colour |
3000010 | Copied to 0203800A |
3000011 | Language Switch
|
3000014 | Completed Game Switch
|
3000015 | Intro Switch
|
3000019 | BG3OFS Background Layer |
300001B | Abilities Counter |
300001C | Door Flashing Level
|
3000020 | Reboot Switch
|
3000025 | Soft-Resets Switch
|
300002C | Area ID
|
300002D | Room ID |
300002E | Door ID |
3000031 | Horizontal Mini-Map Coordinate |
3000032 | Vertical Mini-Map Coordinate |
300003B | Main Deck Percentage |
300003C | SRX Percentage |
300003D | TRO Percentage |
300003E | PYR Percentage |
300003F | AQA Percentage |
3000040 | ARC Percentage |
3000041 | NOC Percentage |
3000070 | DSPCNT |
3000072 | BLDCNT |
3000074 | BLDALPHA |
3000076 | WININ |
3000077 | WINOUT |
3000078 | BG0CNT, Written To Only |
300007A | BG1CNT |
300007C | BG2CNT |
300007E | BG3CNT |
3000080 | BG0CNT |
3000084 | Decompressed Foreground Pointer |
3000088 | Foreground Width |
300008A | Foreground Height |
300008C | Decompressed Level Pointer |
3000090 | Level Width |
3000092 | Level Height |
3000094 | Decompressed Back-Level Pointer |
3000098 | Back-Level Width |
300009A | Back-Level Height |
300009C | Decompressed Clipdata Pointer |
30000A0 | Clipdata Width |
30000A2 | Clipdata Height |
30000A4 | Tileset |
30000A5 | Foreground Compression
|
30000A6 | Level Compression |
30000A7 | Back-Level Compression |
30000A8 | Background Compression |
30000AB | Transparency |
30000AC | Sprite Data ROM Pointer |
30000B0 | Sprite Event Change |
30000BA | Music Track |
30000C8 | Horizontal Background 0 Positioning |
30000CA | Vertical Background 0 Positioning |
30000CC | Horizontal Background 1 Positioning |
30000CE | Vertical Background 1 Positioning |
30000D0 | Horizontal Background 2 Positioning |
30000D2 | Vertical Background 2 Positioning |
30000D4 | Horizontal Background 3 Positioning |
30000D6 | Vertical Background 3 Positioning |
3000124 | Horizontal Screen Positioning |
3000128 | Vertical Screen Positioning |
300012A | Horizontal Screen Momentum |
300012B | Vertical Screen Momentum |
3000138 | In-Game Timer |
3000140 | Enemy Slot 0 |
3000178 | Enemy Slot 1 |
30001B0 | Enemy Slot 2 |
30001E8 | Enemy Slot 3 |
3000220 | Enemy Slot 4 |
3000258 | Enemy Slot 5 |
3000290 | Enemy Slot 6 |
30002C8 | Enemy Slot 7 |
3000300 | Enemy Slot 8 |
3000338 | Enemy Slot 9 |
3000370 | Enemy Slot A |
30003A8 | Enemy Slot B |
30003E0 | Enemy Slot C |
3000418 | Enemy Slot D |
3000450 | Enemy Slot E |
3000488 | Enemy Slot F |
30004C0 | Enemy Slot 10 |
30004F8 | Enemy Slot 11 |
3000530 | Enemy Slot 12 |
3000568 | Enemy Slot 13 |
30005A0 | Enemy Slot 14 |
30005D8 | Enemy Slot 15 |
3000610 | Enemy Slot 16 |
3000648 | Enemy Slot 17 |
30006BC | Enemy Orientation |
30006BE | Enemy Vertical Positioning |
30006C0 | Enemy Horizontal Positioning |
30006C2 | Enemy Vertical Position Spawn |
30006C4 | Enemy Horizontal 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 |
30006DB | Enemy Sprite Set Slot |
30006DC | Enemy Palette (Relative) |
30006E0 | Enemy Pose |
30006E2 | Enemy Timer for something |
30006E8 | Enemy Invincibility Timer |
30006EA | Enemy Respawn Timer |
30006EE | Enemy Freeze Timer |
30006F0 | Enemy Collision Properties |
30008D9 | Escape Timer |
3000960 | Projectile Slot 0 |
3000980 | Projectile Slot 1 |
30009A0 | Projectile Slot 2 |
30009C0 | Projectile Slot 3 |
30009E0 | Projectile Slot 4 |
3000A00 | Projectile Slot 5 |
3000A20 | Projectile Slot 6 |
3000A40 | Projectile Slot 7 |
3000A60 | Projectile Slot 8 |
3000A80 | Projectile Slot 9 |
3000AA0 | Projectile Slot A |
3000AC0 | Projectile Slot B |
3000AE0 | Projectile Slot C |
3000B00 | Projectile Slot D |
3000B20 | Projectile Slot E |
3000B40 | Projectile Slot F |
3000B60 | Projectile Rotation |
3000B64 | Projectile Graphic Pointer |
3000B68 | Projectile Vertical Positioning |
3000B6A | Projectile Horizontal Positioning |
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 Vertical Positioning |
3000B82 | Arm Cannon Horizontal Positioning |
3000B84 | Sub-Game Mode |
3000B87 | Event Counter |
3000B8D | Most Recent Slot |
3000B94 | Slot A Data |
3000B95 | Slot A Corrupt
|
3000BA4 | Slot A Game Completed
|
3000BA5 | Slot A Save Exists
|
3000BA8 | Slot B Data |
8000BBC | Slot C Data |
3000BDE | Game Mode
|
3000BE0 | Sub-Game Mode |
3000BE2 | Sub-Game Mode |
3000BE4 | Cleared Every Frame |
3000BE5 | 8-Bit Frame Counter |
3000BE6 | V-Blank Happened Switch |
3000BE8-0DE7 | Interrupt Code |
3000DE8-11E7 | OAM Data |
30011E8 | Button Input |
30011EA | New Input |
30011EC | Changed Input |
30011EE | Next OAM Slot |
3001228 | BG0 X Position |
300122A | BG0 Y Position |
300122C | BG2 X Position |
300122E | BG2 Y Position |
3001230 | BG3 X Position |
3001232 | BG3 Y Position |
3001243 | Pose Lock
|
3001245 | Pose Status
|
3001246 | Turn Switch
|
3001247 | Bounce Switch/Wall-Jump Switch/Shinespark Angle
|
3001248 | Wall-Jump Timer |
3001249 | Invincibility Timer |
300124A | Speed Boosting Switch
|
300124B | Arm Cannon Direction
|
300124C | Missiles Switch
|
300124D | Projectile Type
|
300124E | Cooldown Timer |
3001250 | Charge Beam Counter |
3001252 | Arm Running Animation Switch
|
3001253 | Speed Boost Counter/Knock-Back Counter |
3001254 | Wall-Jump Direction Switch
|
3001256 | Direction Switch
|
300125A | Horizontal Positioning
Uses quarter pixels |
300125C | Vertical Positioning
Uses quarter pixels |
300125E | Horizontal Momentum
Uses 32ths of a pixel |
3001260 | Vertical Momentum
Uses 32ths of a pixel |
3001262 | Current Slope Type
|
3001264 | Animation Type |
3001265 | Animation Counter |
3001266 | Animation Status |
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 | Health Status |
3001312 | Health Capacity |
3001314 | Missile Status |
3001316 | Missiles Capacity |
3001318 | Power Bomb Status |
3001319 | Power Bomb Capacity |
300131A | Beam Status
|
300131B | Missile + Bomb Status
|
300131C | Suit + Misc. Status
|
300131D | Security Status
|
300131F | Low Health Switch
|
300132C | Horizontal Wall Collision Detection
|
3001330 | Slow Speed Switch
|
3001332 | Vertical Acceleration |
3001334 | Maximum Vertical Speed |
3001336 | Horizontal In-Air Acceleration |
3001338 | Maximum Horizontal In-Air Speed |
300133A | Maximum Horizontal In-Air Morphball Speed |
300133C | Horizontal Acceleration |
300133E | Maximum Horizontal Speed |
3001342 | Previous Horizontal Positioning |
3001344 | Previous Vertical Positioning |
3001346 | Underwater Switch
|
300134C | Previous 64 Horizontal Positionings |
30013CC | Previous 64 Vertical Positionings |
30019C4 | V-Blank Code Pointer |
30019C8 | H-Blank Code Pointer |
30019CC | V-Count Code Pointer |
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 |
3003658-3E0B | Sound Code |
3004D28 | Suit Colour |
3004D90 | SA-X Suit Colour |
3004DE8 | Current Music Track |
3004DEC | 1st Door Type
|
3004DED | 1st Door Animation
|
3004DEE | 1st Door Horizontal Positioning
Uses 17 pixels |
3004DEF | 1st Door Vertical Positioning
Uses 17 pixels |
3004DF0 | 2nd Door Type |
3004DF1 | 2nd Door Animation |
3004DF2 | 2nd Door Horizontal Positioning |
3004DF3 | 2nd Door Vertical Positioning |
3004DF4 | 3rd Door Type |
3004DF5 | 3rd Door Animation |
3004DF6 | 3rd Door Horizontal Positioning |
3004DF7 | 3rd Door Vertical Positioning |
3004DF8 | 4th Door Type |
3004DF9 | 4th Door Animation |
3004DFA | 4th Door Horizontal Positioning |
3004DFB | 4th Door Vertical Positioning |
3004DFC | 5th Door Type |
3004DFD | 5th Door Animation |
3004DFE | 5th Door Horizontal Positioning |
3004DFF | 5th Door Vertical Positioning |
3004E00 | 6th Door Type |
3004E01 | 6th Door Animation |
3004E02 | 6th Door Horizontal Positioning |
3004E03 | 6th Door Vertical Positioning |
3004E04 | 7th Door Type |
3004E05 | 7th Door Animation |
3004E06 | 7th Door Horizontal Positioning |
3004E07 | 7th Door Vertical Positioning |
3004E08 | 8th Door Type |
3004E09 | 8th Door Animation |
3004E0A | 8th Door Horizontal Positioning |
3004E0B | 8th Door Vertical Positioning |