Welcome to Data Crystal's new home! Data Crystal is now part of the TCRF family (sort of).
The wiki has recently moved; please report any issues in Discord. Pardon the dust.

Metroid Fusion/RAM map: Difference between revisions

From Data Crystal
Jump to navigation Jump to search
m (moved Metroid Fusion: RAM Map to Metroid Fusion:RAM map over redirect: Match template)
(Update)
Line 5: Line 5:
!'''RAM'''  || '''Information'''
!'''RAM'''  || '''Information'''
|-
|-
|2010000-10FFF || Decompressed BG2 Map
|2000000-FFFF || --Unknown--
|-
|-
|2026000-28FFF || Decompressed Clipdata
|2010000-0FFF || Decompressed Bg2 map
|-
|-
|2029000-2BFFF || Decompressed Foreground
|2011000-25FFF || --Unknown--
|-
|-
|202C000-2EFFF || Decompressed Level
|2026000-8FFF || Decompressed clipdata
|-
|-
|202F000-31FFF || Decompressed Back-Level
|2029000-BFFF || Decompressed foreground map
|-
|-
|2038000-3807F || 0x0000-0x007F of SRAM
|202C000-EFFF || Decompressed level map
|-
|-
|2038080-380FF || Copy of above
|202F000-31FFF || Decompressed backLevel map
|-
|-
|2038100-381FF || Unused
|2032000-2FFF || Decompressed background map
|-
|-
|2038200-393FF || Slot A SRAM
|2033000-3FFF || Unused
|-
|-
|2039400-3A5FF || Slot A SRAM backup
|2034000-47FF || Map data
|-
|-
|203A600-3B7FF || Slot B SRAM
|2034800-4FFF || Decompressed map data
|-
|-
|203B800-3C9FF || Slot B SRAM backup
|2035000-53FF || --Unknown--
|-
|-
|203CA00-3DBFF || Slot C SRAM
|2035400-55FF || Background palette
|-
|-
|203DC00-3EE00 || Slot C SRAM backup
|2035600-57FF || Sprite palette
|-
|-
|203EE00-3F03F || 0x6E00-0x703F of SRAM
|2035800-7BFF || --Unknown--
|-
|-
|203F040-3F0BF || Clear
|2036000-63FB || No respawn blocks 1
|-
|-
|203F0C0-3FFFF || 0x70C0-0x7FFF of SRAM
|2037200-73FF || No respawn blocks 2 (there's a difference)
|-
|-
|3000000 || X-Parasite Target Display Switch
|2037C00-7FFF || Map explored
* 00 Display X-parasite targets
* 01 Don't
|-
|-
|3000002 || 16-Bit Frame Counter
|2038000-807F || 000-07F of SRAM
|-
|-
|3000004 || BLDALPHA
|2038080-80FF || Copy of above
|-
|-
|3000006 || BLDCNT
|2038100-81FF || Unused
|-
|-
|3000008 || DISPCNT
|2038200-93FF || Slot A SRAM
|-
|-
|300000C || WININ-high
|2039400-A5FF || Slot A SRAM backup
|-
|-
|300000D || WINOUT-low
|203A600-B7FF || Slot B SRAM
|-
|-
|300000E || Transparent Colour
|203B800-C9FF || Slot B SRAM backup
|-
|-
|3000010 || Copied to 0203800A
|203CA00-DBFF || Slot C SRAM
|-
|-
|3000011 || Language Switch
|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
* 00 Japanese
* 00 Japanese
* 01 Japanese (no difference in US release)
* 01 Japanese (no difference in US release)
Line 68: Line 92:
* 06 Spanish
* 06 Spanish
|-
|-
|3000014 || Completed Game Switch
|3000014 || Completed game flag
* 00 Not completed game
|-
* 01 Completed game
|3000015 || Intro story played flag
|-
|3000018 || Fades backgrounds to black or white
* 00/FF Nothing
* 02    Fade to white
* All others fade to black
|-
|3000019 || Which background's position is written to 400001C/1E (BG3HOFS/BG3VOFS, BG3 X-Offset/BG3 Y-Offset)
|-
|-
|3000015 || Intro Switch
|300001A || Puts Samus always on top of the background
* 00 Not been through intro
* 01 Been through intro
|-
|-
|3000019 || BG3OFS Background Layer
|300001B || Most recent (in game's order) ability recovered
|-
|-
|300001B || Abilities Counter
|300001C || To which security level doors will flash
* 00-04 Doors up to level 0-4 flash
* FF    No doors flash
|-
|-
|300001C || Door Flashing Level
|300001D || Back-up of 0300131D (Security status), during power cut
* 00 White doors
|-
* 01 Blue doors
|0z0300001E || Which demo is playing
* 02 Green doors
* 00 TRO, demonstrating bomb jumping
* 03 Yellow doors
* 01 ARC, demonstrating ice missiles
* 04 Red doors
* 02 AQA, demonstrating pseudo-screw-attack
* FF None
* 03 Main Deck, demonstrating eye-door
* 04 SRX, demonstrating wall-jumping
* 05 TRO, demonstrating shinesparking
* 06 AQA, demonstrating chain blocks
* 07 ARC, demonstrating power bombs
* 08 PYR, demonstrating diagonal sparking
* 09 NOC, demonstrating diffusion missiles
* 0A Main Deck, demonstrating boss formation
* 0B SRX, demonstrating screw attack
|-
|300001F || Demo is playing flag
|-
|-
|3000020 || Reboot Switch
|3000020 || Reboots the game
* 00 Don't reboot
* 01 Reboot
|-
|-
|3000025 || Soft-Resets Switch
|3000025 || Disables soft-resets
* 00 Enable soft-resets
* 01 Disable soft-resets
|-
|-
|300002C || Area ID
|300002C || Current area
* 00 Main Deck
* 00 Main Deck
* 01 SRX
* 01 SRX
Line 108: Line 145:
* 09 Debug3
* 09 Debug3
|-
|-
|300002D || Room ID
|300002D || Current room
|-
|300002E || Current/last travelled door
|-
|300002F || Current/last travelled door properties
|-
|-
|300002E || Door ID
|3000030 || Bit6 of above, displays new area pop-up
|-
|-
|3000031 || Horizontal Mini-Map Coordinate
|3000031 || Map X coordinate
|-
|-
|3000032 || Vertical Mini-Map Coordinate
|3000032 || Map Y coordinate
|-
|-
|300003B || Main Deck Percentage
|300003B || Main Deck Percentage
|-
|-
|300003C || SRX Percentage
|300003C || Current SRX Percentage
|-
|300003D || Current TRO Percentage
|-
|-
|300003D || TRO Percentage
|300003E || Current PYR Percentage
|-
|-
|300003E || PYR Percentage
|300003F || Current AQA Percentage
|-
|-
|300003F || AQA Percentage
|3000040 || Current ARC Percentage
|-
|-
|3000040 || ARC Percentage
|3000041 || Current NOC Percentage
|-
|-
|3000041 || NOC Percentage
|3000043 || Foreground effect
* 00 Nothing
* 01 Red gradient background
* 02 Soda/(electric)water room
* 03 Heat room
* 04 Atmospheric stabaliser room
* 06 Ceiling lights room
* 07 Nightmare's room
* 08 Power bomb exploding
* 09 Power bomb imploding
|-
|-
|3000070 || DSPCNT
|3000044 || Y-position of above
|-
|-
|3000072 || BLDCNT
|3000052 || Spriteset
|-
|-
|3000074 || BLDALPHA
|3000054 || Which spriteset entry was used
|-
|-
|3000076 || WININ
|3000058 || Which animated level tiles to use
|-
|-
|3000077 || WINOUT
|3000060 || Sub-event counter
|-
|-
|3000078 || BG0CNT, Written To Only
|3000070 || Back-up of 4000000 (DISPCNT, LCD control), during non-gameplay
|-
|-
|300007A || BG1CNT
|3000072 || Back-up of 4000050 (BLDCNT, color special effects selection), during non-gameplay
|-
|-
|300007C || BG2CNT
|3000074 || Back-up of 4000052 (BLDALPHA, alpha blending coefficients), during non-gameplay
|-
|-
|300007E || BG3CNT
|3000076 || Back-up of 4000049 (WININ-high, inside of window 1), during non-gameplay
|-
|-
|3000080 || BG0CNT
|3000077 || Back-up of 400004A (WINOUT-low, outside of windows), during non-gameplay
|-
|-
|3000084 || Decompressed Foreground Pointer
|3000078 || Back-up of 4000008 (BG0CNT, BG0 control), written to only
|-
|-
|3000088 || Foreground Width
|300007A || Back-up of 400000A (BG1CNT, BG1 control)
|-
|-
|300008A || Foreground Height
|300007C || Back-up of 400000C (BG2CNT, BG2 control)
|-
|-
|300008C || Decompressed Level Pointer
|300007E || Back-up of 400000E (BG3CNT, BG3 control)
|-
|-
|3000090 || Level Width
|3000080 || Back-up of 4000008 (BG0CNT, BG0 control)
|-
|-
|3000092 || Level Height
|3000084 || Pointer to decompressed foreground
|-
|-
|3000094 || Decompressed Back-Level Pointer
|3000088 || Width of foreground in blocks
|-
|-
|3000098 || Back-Level Width
|300008A || Height of foreground in blocks
|-
|-
|300009A || Back-Level Height
|300008C || Pointer to decompressed level
|-
|-
|300009C || Decompressed Clipdata Pointer
|3000090 || Width of level in blocks
|-
|-
|30000A0 || Clipdata Width
|3000092 || Height of level in blocks
|-
|-
|30000A2 || Clipdata Height
|3000094 || Pointer to decompressed back-level
|-
|-
|30000A4 || Tileset
|3000098 || Width of back-level in blocks
|-
|-
|30000A5 || Foreground Compression
|300009A || Height of back-level in blocks
* 00 Uncompressed
* 10 RLE
* 40 LZ77
|-
|-
|30000A6 || Level Compression
|300009C || Pointer to decompressed clipdata
|-
|-
|30000A7 || Back-Level Compression
|30000A0 || Width of clipdata in blocks
|-
|-
|30000A8 || Background Compression
|30000A2 || Height of clipdata in blocks
|-
|-
|30000AB || Transparency
|30000A4 || Tileset
|-
|-
|30000AC || Sprite Data ROM Pointer
|30000A5 || Foreground properties
* 00 None
* 10 RLE compressed
* 12 Escape rooms
* 13 Elevator hall
* 14 Nettori power rooms / Restricted Lab rooms
* 40 LZ77 compressed
* 41 Nightmare's room
* 43 Dark rooms
* 44 SA-X rooms
* 45 Dark rooms?  (First ones on Main Deck)
* 46 Electric water
* 47 Atmospheric stabaliser rooms
* 48 ???  (Loadsa PYR rooms, all navagation/elevator rooms)
* 49 Nightmare background
* 4A Omega Metroid room
|-
|-
|30000B0 || Sprite Event Change
|30000A6 || Level properties
|-
|-
|30000BA || Music Track
|30000A7 || Back-Level properties
|-
|-
|30000C8 || Horizontal Background 0 Positioning
|30000A8 || Background properties
|-
|-
|30000CA || Vertical Background 0 Positioning
|30000AA || Method of BG3 scrolling
* 00 Type 0 0
* 01 Type 2 0
* 02 Type 0 2
* 03 Type 2 2
* 04 Type 1 2
* 05 Type 2 1
* 06 Type 1 1
* 07 Type 1 0
* 08 Type 1 0
* 09 Type 3 0
* 0A Type 1 1
* X
* 0 Scroll [Bg3 X velocity] every frame
* 1 Scroll relative to Bg0
* 2 Scroll relative to the screen/2 + [Bg3 X velocity]
* 3 Scroll relative to the screen/4 + [Bg3 X velocity]
* Y
* 0 Don't scroll
* 1 Scroll relative to Bg0
* 2 Scroll relative to Bg0/2
|-
|-
|30000CC || Horizontal Background 1 Positioning
|30000AB || Transparency
|-
|-
|30000CE || Vertical Background 1 Positioning
|30000AC || Pointer to room's enemy data
|-
|-
|30000D0 || Horizontal Background 2 Positioning
|30000B0 || Event to use the first spriteset
|-
|-
|30000D2 || Vertical Background 2 Positioning
|30000B1 || Event to use the second spriteset
|-
|-
|30000D4 || Horizontal Background 3 Positioning
|30000B2 || Room's map X coordinate
|-
|-
|30000D6 || Vertical Background 3 Positioning
|30000B3 || Room's map Y coordinate
|-
|-
|3000124 || Horizontal Screen Positioning
|30000B4 || Room effect
* 00 None
* 01 Water
* 02 Lava
* 03 Heat room
* 04 Soda
* 05 Cold room
* 06 Cold room, no knockback
* 07 Unused
* 08 Ceiling light
* 09 Red gradient
* 0A Unused
|-
|-
|3000128 || Vertical Screen Positioning
|30000B6 || Room effect Y position
|-
|-
|300012A || Horizontal Screen Momentum
|30000BA || Music track
|-
|-
|300012B || Vertical Screen Momentum
|30000BC || Foreground size
* 00 256x256
* 01 512x256
* 02 256x512
|-
|-
|3000138 || In-Game Timer
|30000BD || Background size
|-
|-
|3000140 || Enemy Slot 0
|30000BE || Animated tileset
|-
|-
|3000178 || Enemy Slot 1
|30000BF || Extra palette
|-
|-
|30001B0 || Enemy Slot 2
|30000C8 || Bg0 X position
|-
|-
|30001E8 || Enemy Slot 3
|30000CA || Bg0 Y position
|-
|-
|3000220 || Enemy Slot 4
|30000CC || Bg1 X position
|-
|-
|3000258 || Enemy Slot 5
|30000CE || Bg1 Y position
|-
|-
|3000290 || Enemy Slot 6
|30000D0 || Bg2 X position
|-
|-
|30002C8 || Enemy Slot 7
|30000D2 || Bg2 Y position
|-
|-
|3000300 || Enemy Slot 8
|30000D4 || Bg3 X position
|-
|-
|3000338 || Enemy Slot 9
|30000D6 || Bg3 Y position
|-
|-
|3000370 || Enemy Slot A
|3000110 || Power bomb animation frame
|-
|-
|30003A8 || Enemy Slot B
|3000111 || Power bomb animation counter
|-
|-
|30003E0 || Enemy Slot C
|3000112 || Power bomb semi-minor axis
|-
|-
|3000418 || Enemy Slot D
|3000114 || Power bomb X position
|-
|-
|3000450 || Enemy Slot E
|3000116 || Power bomb Y position
|-
|-
|3000488 || Enemy Slot F
|3000118 || Power bomb left boundary offset
|-
|-
|30004C0 || Enemy Slot 10
|300011A || Power bomb right boundary offset
|-
|-
|30004F8 || Enemy Slot 11
|300011C || Power bomb top boundary offset
|-
|-
|3000530 || Enemy Slot 12
|300011E || Power bomb bottom boundary offset
|-
|-
|3000568 || Enemy Slot 13
|3000124 || Screen X position
|-
|-
|30005A0 || Enemy Slot 14
|3000128 || Screen Y position
|-
|-
|30005D8 || Enemy Slot 15
|300012A || Screen X velocity
|-
|-
|3000610 || Enemy Slot 16
|300012B || Screen Y velocity
|-
|-
|3000648 || Enemy Slot 17
|3000138 || In-game timer
* + 0 Hours (stops at 99)
* + 1 Minutes (loops at 60)
* + 2 Seconds (loops at 60)
* + 3 Frames (loops at 63)
* + 4 Stop flag, set once max in-game time has been reached
|-
|-
|30006BC || Enemy Orientation
|3000140-067F || Enemy data, (24 slots of 0x38 bytes)
|-
|-
|30006BE || Enemy Vertical Positioning
|3000680-068E || Spriteset Enemy IDs
|-
|-
|30006C0 || Enemy Horizontal Positioning
|300068F-069D || Spriteset Enemy GFX slots
|-
|-
|30006C2 || Enemy Vertical Position Spawn
|30006BC || Enemy orientation
|-
|-
|30006C4 || Enemy Horizontal Position Spawn
|30006BE || Enemy Y position
|-
|-
|30006C6 || Enemy Top Boundary Offset
|30006C0 || Enemy X position
|-
|-
|30006C8 || Enemy Bottom Boundary Offset
|30006C2 || Enemy Y position spawn
|-
|-
|30006CA || Enemy Left Boundary Offset
|30006C4 || Enemy X position spawn
|-
|-
|30006CC || Enemy Right Boundary Offset
|30006C6 || Enemy top boundary offset
|-
|-
|30006D0 || Enemy Health
|30006C8 || Enemy bottom boundary offset
|-
|-
|30006D2 || Enemy Animation
|30006CA || Enemy left boundary offset
|-
|-
|30006D4 || Enemy Graphic Pointer
|30006CC || Enemy right boundary offset
|-
|-
|30006D8 || Enemy Animation Counter
|30006D0 || Enemy health
|-
|-
|30006D9 || Enemy ID
|30006D2 || Enemy animation
|-
|-
|30006DB || Enemy Sprite Set Slot
|30006D4 || Enemy graphic pointer
|-
|-
|30006DC || Enemy Palette (Relative)
|30006D8 || Enemy animation counter
|-
|-
|30006E0 || Enemy Pose
|30006D9 || Enemy id
|-
|-
|30006E2 || Enemy Timer for something
|30006DA || Enemy spriteset slot
|-
|-
|30006E8 || Enemy Invincibility Timer
|30006DB || Enemy spriteset gfx slot
|-
|-
|30006EA || Enemy Respawn Timer
|30006DC || Enemy palette
|-
|-
|30006EE || Enemy Freeze Timer
|30006DD || Unknown (used in spritedata routine)
|-
|-
|30006F0 || Enemy Collision Properties
|30006DE || Unknown (used in spritedata routine)
|-
|-
|30008D9 || Escape Timer
|30006DF || Enemy slot
|-
|-
|3000960 || Projectile Slot 0
|30006E0 || Enemy pose
|-
|-
|3000980 || Projectile Slot 1
|30006E1 || Unknown
|-
|-
|30009A0 || Projectile Slot 2
|30006E2 || Enemy timer for something
|-
|-
|30009C0 || Projectile Slot 3
|30006E4 || Unknown
|-
|-
|30009E0 || Projectile Slot 4
|30006E6 || Unknown (used in spritedata routine)
|-
|-
|3000A00 || Projectile Slot 5
|30006E8 || Enemy invincibility timer
|-
|-
|3000A20 || Projectile Slot 6
|30006E9 || Unknown (used in spritedata routine)
|-
|-
|3000A40 || Projectile Slot 7
|30006EA || Enemy respawn timer
|-
|-
|3000A60 || Projectile Slot 8
|30006EB || Enemy attached enemy slot
|-
|-
|3000A80 || Projectile Slot 9
|30006EC || Unknown
|-
|-
|3000AA0 || Projectile Slot A
|30006EE || Enemy freeze timer
|-
|-
|3000AC0 || Projectile Slot B
|30006F0 || Enemy collision properties
|-
|-
|3000AE0 || Projectile Slot C
|30006F1 || Unknown (used in spritedata routine)
|-
|-
|3000B00 || Projectile Slot D
|30006F2 || Unknown (used in spritedata routine)
|-
|-
|3000B20 || Projectile Slot E
|30008D9 || Escape timer
* + 0 6th digit
* + 1 5th digit
* + 2 4th digit
* + 3 3rd digit
* + 4 2nd digit
* + 5 1st digit
|-
|-
|3000B40 || Projectile Slot F
|3000960-0B5F || Projectile slots (16 slots of 0x20 bytes)
|-
|-
|3000B60 || Projectile Rotation
|3000B60 || Projectile rotation
|-
|-
|3000B64 || Projectile Graphic Pointer
|3000B64 || Projectile graphic pointer
|-
|-
|3000B68 || Projectile Vertical Positioning
|3000B68 || Projectile Y position
|-
|-
|3000B6A || Projectile Horizontal Positioning
|3000B6A || Projectile X position
|-
|-
|3000B6C || Projectile Animation Frame
|3000B6C || Projectile animation frame
|-
|-
|3000B6E || Projectile Animation Counter
|3000B6E || Projectile animation counter
|-
|-
|3000B6F || Projectile Type
|3000B6F || Projectile type
* 00 Beam
* 00 Beam
* 01 Charge beam
* 01 Charge beam
Line 380: Line 489:
* 12 Diffusion ice spread
* 12 Diffusion ice spread
|-
|-
|3000B70 || Projectile Orientation
|3000B70 || Projectile orientation
|-
|-
|3000B72 || Projectile Momentum
|3000B72 || Projectile momentum
|-
|-
|3000B73 || Projectile Part
|3000B73 || Projectile part
|-
|-
|3000B76 || Projectile Top Boundary Offset
|3000B76 || Projectile top boundary offset
|-
|-
|3000B78 || Projectile Bottom Boundary Offset
|3000B78 || Projectile bottom boundary offset
|-
|-
|3000B7A || Projectile Left Boundary Offset
|3000B7A || Projectile left boundary offset
|-
|-
|3000B7C || Projectile Right Boundary Offset
|3000B7C || Projectile right boundary offset
|-
|-
|3000B7E || Projectile Bomb Timer
|3000B7E || Projectile bomb timer
|-
|-
|3000B7F || Projectile Slot
|3000B7F || Projectile slot
|-
|-
|3000B80 || Arm Cannon Vertical Positioning
|3000B80 || Arm Cannon Y position
|-
|-
|3000B82 || Arm Cannon Horizontal Positioning
|3000B82 || Arm Cannon X position
|-
|-
|3000B84 || Sub-Game Mode
|3000B84 || Sub-game mode B84
|-
|-
|3000B87 || Event Counter
|3000B87 || Event counter
|-
|-
|3000B8D || Most Recent Slot
|3000B8B || Type of save room
* 00 Navigation room
* 01 Save room
|-
|-
|3000B94 || Slot A Data
|3000B8D || Most recent save slot
|-
|-
|3000B95 || Slot A Corrupt
|3000B8E || SRAM corrupt flag
|-
|3000B94 || Slot A data
|-
|3000B95 || Slot A corrupt
* 00 Not corrupt
* 00 Not corrupt
* 01 Main save data corrupt
* 01 Main save data corrupt
* 02 Main save data and save back-up data corrupt
* 02 Main save data and save back-up data corrupt
|-
|-
|3000BA4 || Slot A Game Completed
|3000BA4 || Slot A game completed flag
* 00 Not completed
* 01 Completed
|-
|-
|3000BA5 || Slot A Save Exists
|3000BA5 || Slot A save exists flag
* 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
* 00 Title
* 01 In-game
* 01 In-game
Line 438: Line 549:
* 08 Game over
* 08 Game over
* 09 Ending
* 09 Ending
* 0A Died from SR388 collision
* 0B Credits
* 0B Credits
* 0C Demo
* 0C Demo
* 0D --Unknown--
* 0E Nothing
|-
|3000BE0 || Sub-game mode 2
|-
|3000BE2 || Sub-game mode 1
|-
|3000BE4 || Cleared every frame
|-
|3000BE5 || 8-Bit frame counter
|-
|3000BE6 || V-Blank request flag
|-
|-
|3000BE0 || Sub-Game Mode
|3000BE8-0DE7 || Interrupt code
|-
|-
|3000BE2 || Sub-Game Mode
|3000DE8-11E7 || OAM data
|-
|-
|3000BE4 || Cleared Every Frame
|30011E8 || Button input
|-
|-
|3000BE5 || 8-Bit Frame Counter
|30011EA || New input
|-
|-
|3000BE6 || V-Blank Happened Switch
|30011EC || Changed input
|-
|-
|3000BE8-0DE7 || Interrupt Code
|30011EE || Next OAM slot
|-
|-
|3000DE8-11E7 || OAM Data
|300120C || Written to bits 4.. of 400004C (MOSAIC, mosaic size)
|-
|-
|30011E8 || Button Input
|300120E || Written to 400004C (MOSAIC, mosaic size)
|-
|-
|30011EA || New Input
|300121E || Written to 4000054 (BLDY, brightness coefficient)
|-
|-
|30011EC || Changed Input
|3001224 || Bg0 X position
|-
|-
|30011EE || Next OAM Slot
|3001226 || Bg0 Y position
|-
|-
|3001228 || BG0 X Position
|3001228 || Bg1 X position
|-
|-
|300122A || BG0 Y Position
|300122A || Bg1 Y position
|-
|-
|300122C || BG2 X Position
|300122C || Bg2 X position
|-
|-
|300122E || BG2 Y Position
|300122E || Bg2 Y position
|-
|-
|3001230 || BG3 X Position
|3001230 || Bg3 X position
|-
|-
|3001232 || BG3 Y Position
|3001232 || Bg3 Y position
|-
|-
|3001243 || Pose Lock
|3001243 || Pose lock
* 00 Free
* 00 Free
* 80 Locked
* 80 Locked
|-
|-
|3001245 || Pose Status
|3001245 || Current pose
* 00 Standing
* 00 Standing
* 01 Turning around
* 01 Turning around
Line 540: Line 664:
* 3A Facing the background
* 3A Facing the background
* 3B Unlocking the habitations deck
* 3B Unlocking the habitations deck
* 3C --Unknown--
* 3D Being loaded by the gunship
* 3D Being loaded by the gunship
* 3E Dying
* 3E Dying
Line 545: Line 670:
* 40 Grabbed by Yakuza
* 40 Grabbed by Yakuza
|-
|-
|3001246 || Turn Switch
|3001246 || Turning flag
* 00 Not turning around
* 01 Turning around
|-
|-
|3001247 || Bounce Switch/Wall-Jump Switch/Shinespark Angle
|3001247 || Bouncing flag / wall-jumping flag / shinespark angle
* 00 Not bouncing/wall-jumping/sparking upwards
* 00 Not bouncing/wall-jumping / sparking upwards
* 01 Bouncing/wall-jumping/sparking sidewards
* 01 Bouncing/wall-jumping / sparking sidewards
* 02 Sparking diagonally
* 02 Sparking diagonally
* 14 Jumping when bouncing
* 14 Jumping when bouncing
Line 557: Line 680:
* 16 Jumping when bouncing
* 16 Jumping when bouncing
|-
|-
|3001248 || Wall-Jump Timer
|3001248 || Wall-jump timer
|-
|-
|3001249 || Invincibility Timer
|3001249 || Invincibility timer
|-
|-
|300124A || Speed Boosting Switch
|300124A || Speed boosting flag
* 00 Not speed boosting
* 01 Speed boosting
|-
|-
|300124B || Arm Cannon Direction
|300124B || Arm Cannon direction
* 00 None
* 00 None
* 01 Forward
* 01 Forward
Line 573: Line 694:
* 05 Downwards
* 05 Downwards
|-
|-
|300124C || Missiles Switch
|300124C || Missiles selected flag
* 00 Missiles not selected
* 01 Missiles selected
|-
|-
|300124D || Projectile Type
|300124D || Projectile type
* 01 Beam
* 01 Beam
* 02 Missile
* 02 Missile
* 03 Unused
* 04 Bomb
* 04 Bomb
* 05 Charged beam
* 05 Charged beam
* 06 Power bomb
* 06 Power bomb
|-
|-
|300124E || Cooldown Timer
|300124E || Cooldown timer
|-
|-
|3001250 || Charge Beam Counter
|3001250 || Charge beam counter
|-
|-
|3001252 || Arm Running Animation Switch
|3001252 || Arm running animation flag
* 00 Arm cannon out
* 01 Arm cannon not out
|-
|-
|3001253 || Speed Boost Counter/Knock-Back Counter
|3001253 || Speed boost counter/knock-back counter
|-
|-
|3001254 || Wall-Jump Direction Switch
|3001254 || Wall-jump direction
* 10 Rightwards
* 10 Rightwards
* 20 Leftwards
* 20 Leftwards
|-
|-
|3001256 || Direction Switch
|3001256 || Direction
* 10 Rightwards
* 10 Rightwards
* 20 Leftwards
* 20 Leftwards
|-
|-
|300125A || Horizontal Positioning
|300125A || X position
Uses quarter pixels
Uses quarter pixels
|-
|-
|300125C || Vertical Positioning
|300125C || Y position
Uses quarter pixels
Uses quarter pixels
|-
|-
|300125E || Horizontal Momentum
|300125E || X velocity
Uses 32ths of a pixel
Uses 32ths of a pixel
|-
|-
|3001260 || Vertical Momentum
|3001260 || Y velocity
Uses 32ths of a pixel
Uses 32ths of a pixel
|-
|-
Line 621: Line 739:
* 22 Gentle left
* 22 Gentle left
|-
|-
|3001264 || Animation Type
|3001264 || Animation type
|-
|-
|3001265 || Animation Counter
|3001265 || Animation counter
|-
|-
|3001266 || Animation Status
|3001266 || Current animation
|-
|-
|3001268 || Left Boundary Offset
|3001268 || Left boundary offset
|-
|-
|300126A || Top Boundary Offset
|300126A || Top boundary offset
|-
|-
|300126C || Right Boundary Offset
|300126C || Right boundary offset
|-
|-
|300126E || Bottom Boundary Offset
|300126E || Bottom boundary offset
|-
|-
|3001270-129B || Mirrors 0x03001244-126F when changing pose
|3001270-129B || Mirrors 0x03001244-126F when changing pose
|-
|-
|30012DC || Shinespark Timer
|30012DC || Shinespark timer
|-
|-
|30012F0 || Trail FX Type Slot 1
|30012F0 || Trail FX Type Slot 1
Line 678: Line 796:
|300130C || Trail FX ROM Data Pointer Slot 2
|300130C || Trail FX ROM Data Pointer Slot 2
|-
|-
|3001310 || Health Status
|3001310 || Current health
|-
|-
|3001312 || Health Capacity
|3001312 || Health capacity
|-
|-
|3001314 || Missile Status
|3001314 || Current missiles
|-
|-
|3001316 || Missiles Capacity
|3001316 || Missiles capacity
|-
|-
|3001318 || Power Bomb Status
|3001318 || Current power bombs
|-
|-
|3001319 || Power Bomb Capacity
|3001319 || Power bomb capacity
|-
|-
|300131A || Beam Status
|300131A || Beam status
* 00 None
* 00 None
* 01 Charge beam
* 01 Charge beam
Line 698: Line 816:
* 10 Ice beam
* 10 Ice beam
|-
|-
|300131B || Missile + Bomb Status
|300131B || Missile + Bomb status
* 00 None
* 00 None
* 01 Missile
* 01 Missile
Line 707: Line 825:
* 20 Power bomb
* 20 Power bomb
|-
|-
|300131C || Suit + Misc. Status
|300131C || Suit + Misc. status
* 00 None
* 00 None
* 01 Hi-jump
* 01 Hi-jump
Line 718: Line 836:
* 80 Omega suit
* 80 Omega suit
|-
|-
|300131D || Security Status
|300131D || Security status
* 00 White doors
* 00 White doors
* 01 Blue doors
* 01 Blue doors
Line 726: Line 844:
* FF None
* FF None
|-
|-
|300131F || Low Health Switch
|300131E || Downloaded map status
* 00 Not low health
* 00 None
* 01 Low health
* 01 Main Deck
* 02 SRX
* 04 TRO
* 08 PYR
* 10 AQA
* 20 ARC
* 40 NOC
|-
|300131F || Low health flag
|-
|3001329 || Samus-clip collision type
* 00 Standing
* 01 In air
* 02 Ducking
* 04 Spinning
* 05 Ball
* 06 Ball in air
|-
|-
|300132C || Horizontal Wall Collision Detection
|300132C || Horizontal Wall Collision Detection
Line 736: Line 870:
* 04 Bottom of Samus
* 04 Bottom of Samus
|-
|-
|3001330 || Slow Speed Switch
|3001330 || Slow speed flag (such as Nightmare's gravity)
* 00 Normal speed
|-
* 01 Half speed
|3001332 || Y acceleration
|-
|-
|3001332 || Vertical Acceleration
|3001334 || Y velocity cap
|-
|-
|3001334 || Maximum Vertical Speed
|3001336 || In-air X acceleration
|-
|-
|3001336 || Horizontal In-Air Acceleration
|3001338 || In-air X velocity cap
|-
|-
|3001338 || Maximum Horizontal In-Air Speed
|300133A || In-air Morphball X velocity cap
|-
|-
|300133A || Maximum Horizontal In-Air Morphball Speed
|300133C || X acceleration
|-
|-
|300133C || Horizontal Acceleration
|300133E || X velocity cap
|-
|-
|300133E || Maximum Horizontal Speed
|3001342 || Previous X position
|-
|-
|3001342 || Previous Horizontal Positioning
|3001344 || Previous Y position
|-
|-
|3001344 || Previous Vertical Positioning
|3001346 || Underwater flag
|-
|-
|3001346 || Underwater Switch
|300134C || Previous 64 X positions
* 00 Overwater
* 01 Underwater
|-
|-
|300134C || Previous 64 Horizontal Positionings
|30013CC || Previous 64 Y positions
|-
|-
|30013CC || Previous 64 Vertical Positionings
|3001484-1703 || Clipdata handling code
|-
|-
|30016CD || Current BSL location (on mission briefing screen)
|30016CD || Current BSL location (on mission briefing screen)
Line 781: Line 913:
* 0C Sector 6 (NOC) highlighted
* 0C Sector 6 (NOC) highlighted
|-
|-
|30019C4 || V-Blank Code Pointer
|30019C4 || Pointer to V-Blank code
|-
|-
|30019C8 || H-Blank Code Pointer
|30019C8 || Pointer to H-Blank code
|-
|-
|30019CC || V-Count Code Pointer
|30019CC || Pointer to V-Count code
|-
|-
|30019DE || Music Length
|30019DE || Music length
|-
|-
|30019E0 || Current Music Position
|30019E0 || Current music position
|-
|-
|30019EC || Music Slot 1
|30019EC || Music slot 1
|-
|-
|30019EE || Music Slot 2
|30019EE || Music slot 2
|-
|-
|30019F0 || Slot Switch
|30019F0 || Slot switch
* 0 Slot 2
* 0 Slot 2
* 1 Slot 1
* 1 Slot 1
Line 801: Line 933:
|3001A74 || Interlaced PCM data
|3001A74 || Interlaced PCM data
|-
|-
|30025F4 || Sound Channel A 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
|-
|-
|3002BF4 || Sound Channel B Data
|3004D28 || Suit colour
|-
|-
|3003658-3E0B || Sound Code
|3004D90 || SA-X suit colour
|-
|-
|3004D28 || Suit Colour
|3004DDC || Pointer to tile parts
|-
|-
|3004D90 || SA-X Suit Colour
|3004DE4 || Pointer to (related to NoRespawnBlocks)
|-
|-
|3004DE8 || Current Music Track
|3004DE8 || Current music track
|-
|-
|3004DEC || 1st Door Type
|3004DEC || 1st door rype
* 0x Left facing white door
* 0x Left facing white door
* 1x Right facing white door
* 1x Right facing white door
Line 832: Line 978:
* x9 last fame of opening/closing
* x9 last fame of opening/closing
|-
|-
|3004DED || 1st Door Animation
|3004DED || 1st door animation
* 0 Closed
* 0 Closed
* 1 Open bottom half of door
* 1 Open bottom half of door
Line 842: Line 988:
* 13 Increase door type by 2
* 13 Increase door type by 2
|-
|-
|3004DEE || 1st Door Horizontal Positioning
|3004DEE || 1st Door X position
Uses 17 pixels
Uses 17 pixels
|-
|-
|3004DEF || 1st Door Vertical Positioning
|3004DEF || 1st Door Y position
Uses 17 pixels
Uses 17 pixels
|-
|-
|3004DF0 || 2nd Door Type
|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
|-
|-
|3004DF1 || 2nd Door Animation
|3004DFD || 5th Door animation
|-
|-
|3004DF2 || 2nd Door Horizontal Positioning
|3004DFE || 5th Door X Position
|-
|-
|3004DF3 || 2nd Door Vertical Positioning
|3004DFF || 5th Door Y Position
|-
|-
|3004DF4 || 3rd Door Type
|3004E00 || 6th Door type
|-
|-
|3004DF5 || 3rd Door Animation
|3004E01 || 6th Door animation
|-
|-
|3004DF6 || 3rd Door Horizontal Positioning
|3004E02 || 6th Door X Position
|-
|-
|3004DF7 || 3rd Door Vertical Positioning
|3004E03 || 6th Door Y Position
|-
|-
|3004DF8 || 4th Door Type
|3004E04 || 7th Door type
|-
|-
|3004DF9 || 4th Door Animation
|3004E05 || 7th Door animation
|-
|-
|3004DFA || 4th Door Horizontal Positioning
|3004E06 || 7th Door X Position
|-
|-
|3004DFB || 4th Door Vertical Positioning
|3004E07 || 7th Door Y Position
|-
|-
|3004DFC || 5th Door Type
|3004E08 || 8th Door type
|-
|-
|3004DFD || 5th Door Animation
|3004E09 || 8th Door animation
|-
|-
|3004DFE || 5th Door Horizontal Positioning
|3004E0A || 8th Door X Position
|-
|-
|3004DFF || 5th Door Vertical Positioning
|3004E0B || 8th Door Y Position
|-
|-
|3004E00 || 6th Door Type
|3004E28 || Tileset's transparent colour
|-
|-
|3004E01 || 6th Door Animation
|3004FC8 || Extra palette
|-
|-
|3004E02 || 6th Door Horizontal Positioning
|3004FC9 || Animated tileset
|-
|-
|3004E03 || 6th Door Vertical Positioning
|3005318 || Pointer to clipdata handling code
|-
|-
|3004E04 || 7th Door Type
|300531C-53DC || Animated tileset data
|-
|-
|3004E05 || 7th Door Animation
|6000000-0FFF || Foreground map
|-
|-
|3004E06 || 7th Door Horizontal Positioning
|6001000-1FFF || Level map
|-
|-
|3004E07 || 7th Door Vertical Positioning
|6002000-2FFF || Back-level map
|-
|-
|3004E08 || 8th Door Type
|6003000-3FFF || Background map
|-
|-
|3004E09 || 8th Door Animation
|6004000-7FFF || Level tiles
|-
|-
|3004E0A || 8th Door Horizontal Positioning
|6008000-FFFF || Background tiles
|-
|-
|3004E0B || 8th Door Vertical Positioning
|6010000-7FFF || Sprite tiles


[[Category: Metroid Fusion]]
[[Category: Metroid Fusion]]

Revision as of 15:01, 9 October 2012

Chip tiny.png 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
  • 00 Japanese
  • 01 Japanese (no difference in US release)
  • 02 English
  • 03 German
  • 04 French
  • 05 Italian
  • 06 Spanish
3000014 Completed game flag
3000015 Intro story played flag
3000018 Fades backgrounds to black or white
  • 00/FF Nothing
  • 02 Fade to white
  • All others fade to black
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
  • 00-04 Doors up to level 0-4 flash
  • FF No doors flash
300001D Back-up of 0300131D (Security status), during power cut
0z0300001E Which demo is playing
  • 00 TRO, demonstrating bomb jumping
  • 01 ARC, demonstrating ice missiles
  • 02 AQA, demonstrating pseudo-screw-attack
  • 03 Main Deck, demonstrating eye-door
  • 04 SRX, demonstrating wall-jumping
  • 05 TRO, demonstrating shinesparking
  • 06 AQA, demonstrating chain blocks
  • 07 ARC, demonstrating power bombs
  • 08 PYR, demonstrating diagonal sparking
  • 09 NOC, demonstrating diffusion missiles
  • 0A Main Deck, demonstrating boss formation
  • 0B SRX, demonstrating screw attack
300001F Demo is playing flag
3000020 Reboots the game
3000025 Disables soft-resets
300002C Current area
  • 00 Main Deck
  • 01 SRX
  • 02 TRO
  • 03 PYR
  • 04 AQA
  • 05 ARC
  • 06 NOC
  • 07 Debug1
  • 08 Debug2
  • 09 Debug3
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
  • 00 Nothing
  • 01 Red gradient background
  • 02 Soda/(electric)water room
  • 03 Heat room
  • 04 Atmospheric stabaliser room
  • 06 Ceiling lights room
  • 07 Nightmare's room
  • 08 Power bomb exploding
  • 09 Power bomb imploding
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
  • 00 None
  • 10 RLE compressed
  • 12 Escape rooms
  • 13 Elevator hall
  • 14 Nettori power rooms / Restricted Lab rooms
  • 40 LZ77 compressed
  • 41 Nightmare's room
  • 43 Dark rooms
  • 44 SA-X rooms
  • 45 Dark rooms? (First ones on Main Deck)
  • 46 Electric water
  • 47 Atmospheric stabaliser rooms
  • 48 ??? (Loadsa PYR rooms, all navagation/elevator rooms)
  • 49 Nightmare background
  • 4A Omega Metroid room
30000A6 Level properties
30000A7 Back-Level properties
30000A8 Background properties
30000AA Method of BG3 scrolling
  • 00 Type 0 0
  • 01 Type 2 0
  • 02 Type 0 2
  • 03 Type 2 2
  • 04 Type 1 2
  • 05 Type 2 1
  • 06 Type 1 1
  • 07 Type 1 0
  • 08 Type 1 0
  • 09 Type 3 0
  • 0A Type 1 1
  • X
  • 0 Scroll [Bg3 X velocity] every frame
  • 1 Scroll relative to Bg0
  • 2 Scroll relative to the screen/2 + [Bg3 X velocity]
  • 3 Scroll relative to the screen/4 + [Bg3 X velocity]
  • Y
  • 0 Don't scroll
  • 1 Scroll relative to Bg0
  • 2 Scroll relative to Bg0/2
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
  • 00 None
  • 01 Water
  • 02 Lava
  • 03 Heat room
  • 04 Soda
  • 05 Cold room
  • 06 Cold room, no knockback
  • 07 Unused
  • 08 Ceiling light
  • 09 Red gradient
  • 0A Unused
30000B6 Room effect Y position
30000BA Music track
30000BC Foreground size
  • 00 256x256
  • 01 512x256
  • 02 256x512
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
  • + 0 Hours (stops at 99)
  • + 1 Minutes (loops at 60)
  • + 2 Seconds (loops at 60)
  • + 3 Frames (loops at 63)
  • + 4 Stop flag, set once max in-game time has been reached
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)
30008D9 Escape timer
  • + 0 6th digit
  • + 1 5th digit
  • + 2 4th digit
  • + 3 3rd digit
  • + 4 2nd digit
  • + 5 1st digit
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
  • 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
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
  • 00 Navigation room
  • 01 Save room
3000B8D Most recent save slot
3000B8E SRAM corrupt flag
3000B94 Slot A data
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 flag
3000BA5 Slot A save exists flag
3000BA8 Slot B data
8000BBC Slot C data
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
  • 0A Died from SR388 collision
  • 0B Credits
  • 0C Demo
  • 0D --Unknown--
  • 0E Nothing
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
  • 00 Free
  • 80 Locked
3001245 Current pose
  • 00 Standing
  • 01 Turning around
  • 02 Shooting
  • 03 Running
  • 04 Jumping/falling
  • 05 Turning around and jumping/falling
  • 06 Landing
  • 07 Ducking
  • 08 Turning around and ducking
  • 09 Shooting and ducking
  • 0A Starting a spin-jump
  • 0B Spinning
  • 0C Morphing
  • 0D Morphball
  • 0E Rolling
  • 0F Unmorphing
  • 10 Jumping/falling in morphball
  • 11 Getting hurt
  • 12 Getting hurt in morphball
  • 13 Getting knocked back
  • 14 Getting knocked back in morphball
  • 15 Starting a wall-jump
  • 16 Wall-jumping
  • 17 Using an elevator
  • 18 Hanging on a ledge
  • 19 Pulling yourself up from hanging
  • 1A Pulling yourself forward from hanging
  • 1B Pulling yourself into a morphball tunnel
  • 1C Pulling yourself down to start hanging???
  • 1D Space-jumping
  • 1E Screw-attacking
  • 1F Skidding
  • 20 On a save pad
  • 21 On a recharge/security pad
  • 22 Turning around to be recharged
  • 23 Delay before shinesparking
  • 24 Shinesparking
  • 25 Delay after shinesparking
  • 26 Hanging from a vertical ladder
  • 27 Starting to hold your arm cannon out on a vertical ladder
  • 28 Holding your arm cannon out on a vertical ladder
  • 29 Shooting on a vertical ladder
  • 2A Starting to put away your arm cannon on a vertical ladder
  • 2B Handing on a horizontal ladder
  • 2C Moving on a horizontal ladder
  • 2D Turning around on a horizontal ladder
  • 2E Delay after shooting on a horizontal ladder
  • 2F Shooting on a horizontal ladder
  • 30 Frozen
  • 31 Frozen and falling
  • 32 Frozen in morphball
  • 33 Frozen in morphball and falling
  • 34 Unlocking security
  • 35 Saving/loading game
  • 36 On a navigation pad
  • 37 Downloading an ability
  • 38 Being recharged
  • 39 Facing the foreground
  • 3A Facing the background
  • 3B Unlocking the habitations deck
  • 3C --Unknown--
  • 3D Being loaded by the gunship
  • 3E Dying
  • 3F Hit by Omega Metroid
  • 40 Grabbed by Yakuza
3001246 Turning flag
3001247 Bouncing flag / wall-jumping flag / shinespark angle
  • 00 Not bouncing/wall-jumping / sparking upwards
  • 01 Bouncing/wall-jumping / sparking sidewards
  • 02 Sparking diagonally
  • 14 Jumping when bouncing
  • 15 Jumping when bouncing
  • 16 Jumping when bouncing
3001248 Wall-jump timer
3001249 Invincibility timer
300124A Speed boosting flag
300124B Arm Cannon direction
  • 00 None
  • 01 Forward
  • 02 Diagonally upwards
  • 03 Diagonally downwards
  • 04 Upwards
  • 05 Downwards
300124C Missiles selected flag
300124D Projectile type
  • 01 Beam
  • 02 Missile
  • 03 Unused
  • 04 Bomb
  • 05 Charged beam
  • 06 Power bomb
300124E Cooldown timer
3001250 Charge beam counter
3001252 Arm running animation flag
3001253 Speed boost counter/knock-back counter
3001254 Wall-jump direction
  • 10 Rightwards
  • 20 Leftwards
3001256 Direction
  • 10 Rightwards
  • 20 Leftwards
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
  • 00 Flat
  • 11 Steep right
  • 12 Gentle right
  • 21 Steep left
  • 22 Gentle left
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
  • 00 None
  • 01 Slight splash
  • 03 Slight dust cloud
  • 04 Slight big dust cloud
  • 05 Water surface splash
  • 06 Slight water surface splash
  • 07 Lava bubbles
  • 08 Splash
  • 09 Bubbles
  • 0A Dust cloud
  • 0B Big dust cloud
  • 0D Skidding
  • 0E Air bubbles
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
  • 00 None
  • 01 Charge beam
  • 02 Wide beam
  • 04 Plasma beam
  • 08 Wave beam
  • 10 Ice beam
300131B Missile + Bomb status
  • 00 None
  • 01 Missile
  • 02 Super missile
  • 04 Ice missile
  • 08 Diffusion missile
  • 10 Bomb
  • 20 Power bomb
300131C Suit + Misc. status
  • 00 None
  • 01 Hi-jump
  • 02 Speed booster
  • 04 Space jump
  • 08 Screw attack
  • 10 Varia suit
  • 20 Gravity suit
  • 40 Morph ball
  • 80 Omega suit
300131D Security status
  • 00 White doors
  • 01 Blue doors
  • 02 Green doors
  • 03 Yellow doors
  • 04 Red doors
  • FF None
300131E Downloaded map status
  • 00 None
  • 01 Main Deck
  • 02 SRX
  • 04 TRO
  • 08 PYR
  • 10 AQA
  • 20 ARC
  • 40 NOC
300131F Low health flag
3001329 Samus-clip collision type
  • 00 Standing
  • 01 In air
  • 02 Ducking
  • 04 Spinning
  • 05 Ball
  • 06 Ball in air
300132C Horizontal Wall Collision Detection
  • 00 None of Samus
  • 01 Top of Samus
  • 02 Middle of Samus
  • 04 Bottom of Samus
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)
  • 00 No area highlighted
  • 01 Operations Deck highlighted
  • 02 Docking Bays highlighted
  • 03 Habitation Deck highlighted
  • 04 Main Deck highlighted
  • 05 Reactor Silo highlighted
  • 06 Restricted Zone highlighted
  • 07 Sector 1 (SRX) highlighted
  • 08 Sector 2 (TRO) highlighted
  • 09 Sector 3 (PYR) highlighted
  • 0A Sector 4 (AQA) highlighted
  • 0B Sector 5 (ARC) highlighted
  • 0C Sector 6 (NOC) highlighted
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
  • 0 Slot 2
  • 1 Slot 1
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
  • 0x Left facing white door
  • 1x Right facing white door
  • 2x Left facing blue door
  • 3x Right facing blue door
  • 4x Left facing green door
  • 5x Right facing green door
  • 6x Left facing yellow door
  • 7x Right facing yellow door
  • 8x Left facing red door
  • 9x Right facing red door
  • Ax Left facing grey door
  • Bx Right facing grey door
  • x1 Inactive
  • x3 About to open
  • x5 1st frame of opening/closing
  • x7 2nd frame of opening/closing
  • x9 last fame of opening/closing
3004DED 1st door animation
  • 0 Closed
  • 1 Open bottom half of door
  • 2 Opened
  • 3 Close bottom half of door
  • 9 Open top half of door
  • B Close top half of door
  • 11 Increase door type by 2
  • 13 Increase door type by 2
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