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Metroid Zero Mission/RAM map: Difference between revisions

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==Table==
{{rammap|game=Metroid Zero Mission}}


{| border="1" align="center" cellpadding="4" cellspacing="0" style="margin: 0 0 1em 1em; background: #f7f8ff; border: 1px #8888cc solid; border-collapse: collapse; font-size: 95%"
{| border="1" align="center" cellpadding="4" cellspacing="0" style="margin: 0 0 1em 1em; background: #f7f8ff; border: 1px #8888cc solid; border-collapse: collapse; font-size: 95%"
Line 46: Line 46:
|-
|-
|203DB3F || Slot C door number back-up
|203DB3F || Slot C door number back-up
|-
|27DC000 || Start of NES Metroid ROM image (unheadered)
|-
|-
|3000002 || Frame counter
|3000002 || Frame counter
Line 55: Line 57:
|3000014 || Gallery
|3000014 || Gallery
* 1 for 4+ hours/easy ending
* 1 for 4+ hours/easy ending
* 2 for 2-4 hours ending
* 2 for 2–4 hours ending
* 4 for 2- hours ending
* 4 for 2- hours ending
* 8 for 100% 2+ hours ending
* 8 for 100% 2+ hours ending
Line 89: Line 91:
* 0 for normal doors
* 0 for normal doors
* 1 for the doors used in Chozodia
* 1 for the doors used in Chozodia
|-
|300002E || Time attack switch
|-
|3000030 || Current room's music (only read during door transitions?)
|-
|300004D || Chozodia "space pirates alerted" red flashing
* 0 for yes
* 1 for no
|-
|-
|3000054 || Area number
|3000054 || Area number
Line 133: Line 143:
|-
|-
|300009C || Foreground controller
|300009C || Foreground controller
|-
|30000BC || Tileset
|-
|30000E4 || Horizontal background 0 positioning
|-
|30000E6 || Vertical background 0 positioning
|-
|30000E8 || Horizontal background 1 positioning
|-
|30000EA || Vertical background 1 positioning
|-
|30000EC || Horizontal background 2 positioning
|-
|30000EE || Vertical background 2 positioning
|-
|30000F0 || Horizontal background 3 positioning
|-
|30000F2 || Vertical background 3 positioning
|-
|-
|3000150 || In-game timer
|3000150 || In-game timer
Line 138: Line 166:
|30001A8 || Alarm timer
|30001A8 || Alarm timer
|-
|-
|30001AE || Boss's vertical position
|30001AC || Enemy 1 orientation
|-
|-
|30001B0 || Boss's horizontal position
|30001AD || Enemy 1 rotation
|-
|30001AE || Enemy 1 vertical position
|-
|30001B0 || Enemy 1 horizontal position
|-
|30001B2 || Enemy 1 vertical spawn position
|-
|30001B4 || Enemy 1 horizontal spawn position
|-
|-
|30001BE || Ridley's fireball shooting timer
|30001BE || Ridley's fireball shooting timer
|-
|-
|30004BE || Position of Kraid's nails
|30001C0 || Enemy 1 health
|-
|30001C2 || Enemy 1 animation frame
|-
|30001C4 || Enemy 1 ROM pointer (32-bit)
|-
|30001C8 || Enemy 1 animation counter
|-
|30001C9 || Enemy 1 ID
|-
|30001CB || Enemy 1 sprite set slot
|-
|30001CC || Enemy 1 palette (4-bit)
|-
|30001D0 || Enemy 1 pose
|-
|30001D1 || Enemy 1 interaction type
* 00 None
* 01 Solid, no damage/knockback
* 02 Solid on top only, no damage/knockback
* 03 Solid on top only, damaging otherwise
* 04 Damaging on all sides, normal knockback
* 05 Hard mode damage (?)
* 06 Self-destruct
* 07 Knockback, no damage
* 08 None
* 09 Damage, no knockback
* 0A Damage
* 0B Damage
* 0C Solid on sides, pushes off top
* 0D Massive knockback
* 0E Self-destruct, always drops large health
* 0F Damage, knockback, ignores invincibility
* 10 Self-destruct, no knockback
* 11 Damage, no knockback, less cooldown
* 12 Damage
* 13 Self-destruct, always drops large health
* 14 Damage
* 15 Damage, knockback, ignores invincibility
* 16 Damage, knockback, ignores invincibility
* 17 None
* 18 Damage, ignores invincibility (damage every frame)
* 19 Damage on one side only, solid otherwise
* 1A Zipline
* 1B 01 Solid, no damage/knockback
* 1C Vertical knockback only
* 1D Massive knockback, ignores invincibility
* 1E Pickup
* 1F None
* 20 Dead
|-
|30001D2 || Enemy 1 cooldown timer
|-
|30001D7 || Enemy 1 invincibility timer
|-
|30001D9 || Enemy 1 respawn timer
|-
|30001DC || Enemy 1 freeze timer
|-
|30004BE || Positioning of Kraid's nails
|-
|-
|300095E || Escape timer
|300095E || Escape timer
|-
|-
|3000A3F || Bomb timer
|3000A34 || 1st vertical projectile positioning
|-
|-
|3000BF0 || Which menu you're on
|3000A36 || 1st horizontal projectile positioning
|-
|3000A3B || 1st projectile type
* 0 Short beam
* 1 Long beam
* 2 Ice beam
* 3 Wave beam
* 4 Plasma beam
* 5 Pistol
* 6 Charged beam
* 7 Charged long beam
* 8 Charged ice beam
* 9 Charged wave beam
* A Charged plasma beam
* B Charged pistol
* C Missile
* D Super missile
* E Bomb
* F Power bomb
|-
|3000A3F || 1st bomb timer
|-
|3000A50 || 2nd vertical projectile positioning
|-
|3000A52 || 2nd horizontal projectile positioning
|-
|3000A57 || 2nd projectile type
|-
|3000A5B || 2nd bomb timer
|-
|3000A6C || 3rd vertical projectile positioning
|-
|3000A6E || 3rd horizontal projectile positioning
|-
|3000A73 || 3rd projectile type
|-
|3000A77 || 3rd bomb timer
|-
|3000A88 || 4th vertical projectile positioning
|-
|3000A8A || 4th horizontal projectile positioning
|-
|3000A8F || 4th projectile type
|-
|3000A93 || 4th bomb timer
|-
|3000AA4 || 5th vertical projectile positioning
|-
|3000AA6 || 5th horizontal projectile positioning
|-
|3000AAB || 5th projectile type
|-
|3000AAF || 5th bomb timer
|-
|3000AC0 || 6th vertical projectile positioning
|-
|3000AC2 || 6th horizontal projectile positioning
|-
|3000AC7 || 6th projectile type
|-
|3000ACB || 6th bomb timer
|-
|3000ADC || 7th vertical projectile positioning
|-
|3000ADE || 7th horizontal projectile positioning
|-
|3000AE3 || 7th projectile type
|-
|3000AE7 || 7th bomb timer
|-
|3000AF8 || 8th vertical projectile positioning
|-
|3000AFA || 8th horizontal projectile positioning
|-
|3000AFF || 8th projectile type
|-
|3000B03 || 8th bomb timer
|-
|3000B14 || 9th vertical projectile positioning
|-
|3000B16 || 9th horizontal projectile positioning
|-
|3000B1B || 9th projectile type
|-
|3000B1F || 9th bomb timer
|-
|3000B30 || 10th vertical projectile positioning
|-
|3000B32 || 10th horizontal projectile positioning
|-
|3000B37 || 10th projectile type
|-
|3000B3B || 10th bomb timer
|-
|3000B4C || 11th vertical projectile positioning
|-
|3000B4E || 11th horizontal projectile positioning
|-
|3000B53 || 11th projectile type
|-
|3000B57 || 11th bomb timer
|-
|3000B68 || 12th vertical projectile positioning
|-
|3000B6A || 12th horizontal projectile positioning
|-
|3000B6F || 12th projectile type
|-
|3000B73 || 12th bomb timer
|-
|3000B84 || 13th vertical projectile positioning
|-
|3000B86 || 13th horizontal projectile positioning
|-
|3000B8B || 13th projectile type
|-
|3000B8F || 13th bomb timer
|-
|3000BA0 || 14th vertical projectile positioning
|-
|3000BA2 || 14th horizontal projectile positioning
|-
|3000BA7 || 14th projectile type
|-
|3000BAB || 14th bomb timer
|-
|3000BBC || 15th vertical projectile positioning
|-
|3000BBE || 15th horizontal projectile positioning
|-
|3000BC3 || 15th projectile type
|-
|3000BC7 || 15th bomb timer
|-
|3000BD8 || 16th vertical projectile positioning
|-
|3000BDA || 16th horizontal projectile positioning
|-
|3000BDF || 16th projectile type
|-
|3000BE3 || 16th bomb timer
|-
|3000BF0 || Menu status
* 0 Exits menu
* 0 Exits menu
* 1 Suit effect, side effects include loss of every ability
* 1 Suit effect, side effects include loss of every ability
Line 166: Line 403:
|3000C10 || The delay before the next letter
|3000C10 || The delay before the next letter
|-
|-
|30013B8 || Horizontal background 0 positioning
|3000C70 || Game Mode
* 0000 Reset Game
* 0001 Title Cutscene
* 0002 Title Screen
* 0003 Save Menu
* 0004 Game
* 0005 Pause Screen
* 0006 Game Over
* 0007 Final Cutscene before Credits
* 0008 Credits
* 0009 Trigger Game
* 000A Game Cutscene
* 000B Demo Game
* 000C Gallery
|-
|-
|30013BA || Vertical background 0 positioning
|3000C72 || Game Sub-Mode
|-
|-
|30013BC || Horizontal background 1 positioning
|300137C || Button Input
|-
|-
|30013BE || Vertical background 1 positioning
|300137E || New Input
|-
|-
|30013C0 || Horizontal background 2 positioning
|3001380 || Changed Input
|-
|-
|30013C2 || Vertical background 2 positioning
|30013D4 || Pose status
* 0: Running
* 1: Standing
* 2: Turning around
* 3: Shooting
* 4: Ducking
* 5: Turning around and ducking
* 6: Shooting and ducking
* 7: Skidding
* 8: Jumping/falling
* 9: Turning around and jumping/falling
* A: Landing
* B: Starting a spin-jump
* C: Spinning
* D: Wall-jumping
* E: Space-jumping
* F: Screw-attacking
* 10: Morphing
* 11: Morph ball
* 12: Rolling
* 13: Unmorphing
* 14: Jumping/falling in morphball
* 15: Hanging on a ledge
* 16: Starting to hold your arm cannon out on a ledge
* 17: Starting to hold your arm cannon in on a ledge
* 18: Holding your arm cannon out on a ledge
* 19: Shooting on a ledge
* 1A: Pulling yourself up from hanging
* 1B: Pulling yourself forward from hanging
* 1C: Pulling yourself into a morphball tunnel
* 1D: Using an elevator
* 1E: Facing the foreground
* 1F: Turning to/from the foreground
* 20: Getting held by chozo
* 21: Delay before shinesparking
* 22: Shinesparking
* 23: Delay after shinesparking
* 24: Spinning after shinespark
* 25: Delay before ballsparking
* 26: Ballsparking
* 27: Delay after ballsparking
* 28: Hanging on a zipline
* 29: Shooting on a zipline
* 2A: Turning on a zipline
* 2B: Hanging on a zipline in morphball
* 2C: On a save pad
* 2D: Downloading a map
* 2E: Turning around for a map station
* 2F: Getting hurt
* 30: Getting knocked back
* 31: Getting hurt in morphball
* 32: Getting knocked back morphball
* 33: Dying
* 34: Entering a crawlspace
* 35: In a crawlspace
* 36: Turned around in a crawlspace
* 37: Crawling
* 38: Exiting a crawlspace
* 39: Turning around in a crawlspace
* 3A: Shooting in a crawlspace
* 3B: Uncrouching/turned
* 3C: Crouching
* 3D: Grabbing a ledge
* 3E: Facing the background
* 3F: Turning to/from the background
* 40: Activating the ziplines
* 41: In the space pirate ship
* 42: Turning around for the space pirate ship
|-
|-
|30013C4 || Horizontal background 3 positioning
|30013D5 || Collision detection status?
* 0 On ground
* 2 In air
* 4 Shinesparked into wall/ceiling
|-
|-
|30013C6 || Vertical background 3 positioning
|30013D6 || Arm cannon direction
* 0 Forward
* 1 Diagonally upwards
* 2 Diagonally downwards
* 3 Upwards
* 4 Downwards
* 5 None
|-
|30013D7 || Turning switch
* 0 Not turning around
* 1 Turning around
|-
|30013D8 || Shinespark angle
* 0 Upwards
* 1 Sidewards
* 2 Diagonally
|-
|-
|30013D9 || Speed boosting switch
|30013D9 || Speed boosting switch
Line 189: Line 524:
|-
|-
|30013DC || Shinespark timer
|30013DC || Shinespark timer
|-
|30013DD || Unmorph glow timer
|-
|-
|30013DE || Speed boost counter
|30013DE || Speed boost counter
Line 194: Line 531:
|30013E2 || Direction switch
|30013E2 || Direction switch
|-
|-
|30013E6 || Your horizontal position
|30013E4 || Elevator direction (?)
* 40 Up
* 80 Down
|-
|30013E6 || Horizontal positioning
|-
|30013E8 || Vertical positioning
|-
|30013EA || Horizontal momentum
|-
|30013EC || Vertical momentum
|-
|30013EE || Slope type
* 00 Flat
* 11 Steep right
* 12 Gentle right
* 21 Steep left
* 22 Gentle left
|-
|-
|30013E8 || Your vertical position
|30013F0 || Animation counter
|-
|-
|30013EA || Your horizontal momentum
|30013F1 || Animation status
|-
|-
|30013EC || Your vertical momentum
|30013F4 || Animation type
|-
|-
|3001415 || Projectile type
|3001414 || L aiming status
* 01 for normal shot
* 0 None
* 02 for missile
* 1 Diagonally upwards
* 03 for super missile
* 2 Diagonally downwards
* 04 for bomb
|-
* 05 for power bomb
|3001415 || Shot type
* 06 for charged shot
* 1 for normal shot
* 2 for missile
* 3 for super missile
* 4 for bomb
* 5 for power bomb
* 6 for charged shot
|-
|-
|3001416 || Missile switch
|3001416 || Missile switch
* 1 for missiles
* 2 for super missiles
* 4 for power bombs
|-
|-
|3001418 || The delay before you can shoot again
|3001417 || Missile selector switch
* 0 for missiles
* 1 for super missiles
|-
|3001418 || Weapon cooldown
|-
|-
|3001419 || Charge beam counter
|3001419 || Charge beam counter
|-
|300141A || Arm cannon knockback timer
|-
|300141C || Echo switch
|-
|300141D || Echo remove timer
|-
|300141E || Echo distance
|-
|3001424-30014A2 || Previous 64 horizontal positionings
|-
|30014A4-3001522 || Previous 64 vertical positionings
|-
|-
|3001530 || Health capacity
|3001530 || Health capacity
Line 233: Line 611:
|-
|-
|300153C || Beam + Bomb status
|300153C || Beam + Bomb status
* xx01 for Long beam
* 1 for Long beam
* xx02 for Ice beam
* 2 for Ice beam
* xx04 for Wave beam
* 4 for Wave beam
* xx08 for Plasma beam
* 8 for Plasma beam
* xx10 for Charge beam
* 10 for Charge beam
* xx80 for Bombs
* 80 for Bombs
* 01xx for Long beam activated
|-
* 02xx for Ice beam activated
|300153D || Beam + Bomb activation status
* 04xx for Wave beam activated
* 1 for Long beam
* 08xx for Plasma beam activated
* 2 for Ice beam
* 10xx for Charge beam activated
* 4 for Wave beam
* 80xx for Bombs activated
* 8 for Plasma beam
* 10 for Charge beam
* 80 for Bombs
|-
|-
|300153E || Suit + Misc. Status
|300153E || Suit + Misc. status
* xx01 for Hi-jump
* 1 for Hi-jump
* xx02 for Speed booster
* 2 for Speed booster
* xx04 for Space jump
* 4 for Space jump
* xx08 for Screw attack
* 8 for Screw attack
* xx10 for Varia suit
* 10 for Varia suit
* xx20 for Gravity suit
* 20 for Gravity suit
* xx40 for Morph ball
* 40 for Morph ball
* xx80 for Power grip
* 80 for Power grip
* 01xx for Hi-jump activated
|-
* 02xx for Speed booster activated
|300153F || Suit + Misc. activation status
* 04xx for Space jump activated
* 1 for Hi-jump
* 08xx for Screw attack activated
* 2 for Speed booster
* 10xx for Varia suit activated
* 4 for Space jump
* 20xx for Gravity suit activated
* 8 for Screw attack
* 40xx for Morph ball activated
* 10 for Varia suit
* 80xx for Power grip activated
* 20 for Gravity suit
* 40 for Morph ball
* 80 for Power grip
|-
|-
|3001540 || Scanned map status
|3001540 || Scanned map status
Line 278: Line 660:
|-
|-
|3001542 || Extra Suit Status
|3001542 || Extra Suit Status
* 0 for the normal suit
* 0 for normal suit
* 1 for the unknown items enabled
* 1 for unknown items enabled
* 2 for the zero suit
* 2 for zero suit
* 3 for the combination of 1 + 2
* 3 for combination of 1 + 2
|-
|030015E4 || Underwater Flag
|-
|030015E6 || X Acceleration
|-
|030015E8 || Max X Speed
|-
|030015EA || Y Acceleration
|-
|030015EC || Max Jumping Speed
|-
|030015EE || Max Falling Speed
|-
|030015F0 || In-Air X Acceleration
|-
|030015F2 || In-Air Max X Speed
|-
|030015F4 || In-Air Morphball Max X Speed
|-
|-
|300175D || Final percentage
|300175D || Final percentage
|-
|30017CC || Map/Menu Item 1 Vertical Position
|-
|30017CE || Map/Menu Item 1 Horizontal Position
|-
|30017D4 || Map/Menu Item 1 Animation Counter
|-
|30017D5 || Map/Menu Item 1 Animation
|-
|30017D6 || Map/Menu Item 1 ID
|-
|30017DC || Map/Menu Item 2 Vertical Position
|-
|30017DE || Map/Menu Item 2 Horizontal Position
|-
|30017E4 || Map/Menu Item 2 Animation Counter
|-
|30017E5 || Map/Menu Item 2 Animation
|-
|30017E6 || Map/Menu Item 2 ID
|-
|30017EC || Map/Menu Item 3 Vertical Position
|-
|30017EE || Map/Menu Item 3 Horizontal Position
|-
|30017F4 || Map/Menu Item 3 Animation Counter
|-
|30017F5 || Map/Menu Item 3 Animation
|-
|30017F6 || Map/Menu Item 3 ID
|-
|300180C || Map/Menu Item 4 Vertical Position
|-
|300180E || Map/Menu Item 4 Horizontal Position
|-
|3001814 || Map/Menu Item 4 Animation Counter
|-
|3001815 || Map/Menu Item 4 Animation
|-
|3001816 || Map/Menu Item 4 ID
|-
|300545C || Start of door data
|-
|3001D21 || Current music flags
* 4 delays other sounds until flag is unset
* 10, 20, 40 do "something"
* 80 stops updating of playing sound
|-
|3001D22 || Next music ID (during door transitions)
|-
|30054F4 || Tide image movement type
* 0 for up/down only
* 1 for slow left movement
* 2 for fast left movement
* 3 for rising
* 4 for falling
|}
{{Internal Data}}

Latest revision as of 13:02, 29 March 2024

Chip tiny.png The following article is a RAM map for Metroid Zero Mission.

RAM Information
2027800 Clip-data
202D800 Decompressed level data goes here
2034000 Mini-map decompressed data
203809D Slot A area number
203809E Slot A room number
203809F Slot A door number
20392BD Slot B area number
20392BE Slot B room number
20392BF Slot B door number
203A4DE Slot C area number
203A4DE Slot C room number
203A4DF Slot C door number
203B6FD Slot A area number back-up
203B6FE Slot A room number back-up
203B6FF Slot A door number back-up
203C91D Slot B area number back-up
203C91E Slot B room number back-up
203C91F Slot B door number back-up
203DB3D Slot C area number back-up
203DB3E Slot C room number back-up
203DB3F Slot C door number back-up
27DC000 Start of NES Metroid ROM image (unheadered)
3000002 Frame counter
3000004 Mono to stereo switch
  • 0 for mono
  • 1 for stereo
3000014 Gallery
  • 1 for 4+ hours/easy ending
  • 2 for 2–4 hours ending
  • 4 for 2- hours ending
  • 8 for 100% 2+ hours ending
  • 10 for 100% normal 2- hours ending
  • 20 for 100% hard 2- hours ending
  • 40 for 15-% normal ending
  • 80 for 15-% hard ending
3000016 Metroid Fusion gallery
  • 0 for Metroid Fusion link
  • 1 for Metroid Fusion gallery
3000018 Sound test + original Metroid
  • 1 for original Metroid
  • 64 for sound test
3000020 Translation switch
  • 0 for Kanji
  • 1 for Hiragana/Katakana
  • 2 for none
  • 3 for English
3000024 Completed game map switch
  • 0 for the normal map screen
  • 1 for the timer and item collection map screen
300002C Difficulty switch
  • 0 for easy
  • 1 for normal
  • 2 for hard
300002D Mothership doors switch
  • 0 for normal doors
  • 1 for the doors used in Chozodia
300002E Time attack switch
3000030 Current room's music (only read during door transitions?)
300004D Chozodia "space pirates alerted" red flashing
  • 0 for yes
  • 1 for no
3000054 Area number
  • 0 for Brinstar
  • 1 for Kraid
  • 2 for Norfair
  • 3 for Ridley
  • 4 for Tourian
  • 5 for Crateria
  • 6 for Chozodia
3000055 Room number
3000056 Door number
3000057 Room transition type
  • 12 for a transition with no sound, is also the ship's landing sequence
  • 14 for a transition with a door closing sound
  • 51 for a transition with an elevator sound, is also Samus' awakening cut-scene
  • 52 for a transition with no sound and a room pop-up
  • 54 for a transition with a door closing sound and a room pop-up
3000058 Room pop-up
  • 0 for a normal room
  • 1 for a room with a message saying what the room is
3000059 Horizontal mini-map co-ordinate
3000060 Vertical mini-map co-ordinate
3000063 Percentage in Brinstar
3000064 Percentage in Kraid
3000065 Percentage in Norfair
3000066 Percentage in Ridley
3000067 Percentage in Tourian
3000068 Percentage in Crateria
3000069 Percentage in Chozodia
300009C Foreground controller
30000BC Tileset
30000E4 Horizontal background 0 positioning
30000E6 Vertical background 0 positioning
30000E8 Horizontal background 1 positioning
30000EA Vertical background 1 positioning
30000EC Horizontal background 2 positioning
30000EE Vertical background 2 positioning
30000F0 Horizontal background 3 positioning
30000F2 Vertical background 3 positioning
3000150 In-game timer
30001A8 Alarm timer
30001AC Enemy 1 orientation
30001AD Enemy 1 rotation
30001AE Enemy 1 vertical position
30001B0 Enemy 1 horizontal position
30001B2 Enemy 1 vertical spawn position
30001B4 Enemy 1 horizontal spawn position
30001BE Ridley's fireball shooting timer
30001C0 Enemy 1 health
30001C2 Enemy 1 animation frame
30001C4 Enemy 1 ROM pointer (32-bit)
30001C8 Enemy 1 animation counter
30001C9 Enemy 1 ID
30001CB Enemy 1 sprite set slot
30001CC Enemy 1 palette (4-bit)
30001D0 Enemy 1 pose
30001D1 Enemy 1 interaction type
  • 00 None
  • 01 Solid, no damage/knockback
  • 02 Solid on top only, no damage/knockback
  • 03 Solid on top only, damaging otherwise
  • 04 Damaging on all sides, normal knockback
  • 05 Hard mode damage (?)
  • 06 Self-destruct
  • 07 Knockback, no damage
  • 08 None
  • 09 Damage, no knockback
  • 0A Damage
  • 0B Damage
  • 0C Solid on sides, pushes off top
  • 0D Massive knockback
  • 0E Self-destruct, always drops large health
  • 0F Damage, knockback, ignores invincibility
  • 10 Self-destruct, no knockback
  • 11 Damage, no knockback, less cooldown
  • 12 Damage
  • 13 Self-destruct, always drops large health
  • 14 Damage
  • 15 Damage, knockback, ignores invincibility
  • 16 Damage, knockback, ignores invincibility
  • 17 None
  • 18 Damage, ignores invincibility (damage every frame)
  • 19 Damage on one side only, solid otherwise
  • 1A Zipline
  • 1B 01 Solid, no damage/knockback
  • 1C Vertical knockback only
  • 1D Massive knockback, ignores invincibility
  • 1E Pickup
  • 1F None
  • 20 Dead
30001D2 Enemy 1 cooldown timer
30001D7 Enemy 1 invincibility timer
30001D9 Enemy 1 respawn timer
30001DC Enemy 1 freeze timer
30004BE Positioning of Kraid's nails
300095E Escape timer
3000A34 1st vertical projectile positioning
3000A36 1st horizontal projectile positioning
3000A3B 1st projectile type
  • 0 Short beam
  • 1 Long beam
  • 2 Ice beam
  • 3 Wave beam
  • 4 Plasma beam
  • 5 Pistol
  • 6 Charged beam
  • 7 Charged long beam
  • 8 Charged ice beam
  • 9 Charged wave beam
  • A Charged plasma beam
  • B Charged pistol
  • C Missile
  • D Super missile
  • E Bomb
  • F Power bomb
3000A3F 1st bomb timer
3000A50 2nd vertical projectile positioning
3000A52 2nd horizontal projectile positioning
3000A57 2nd projectile type
3000A5B 2nd bomb timer
3000A6C 3rd vertical projectile positioning
3000A6E 3rd horizontal projectile positioning
3000A73 3rd projectile type
3000A77 3rd bomb timer
3000A88 4th vertical projectile positioning
3000A8A 4th horizontal projectile positioning
3000A8F 4th projectile type
3000A93 4th bomb timer
3000AA4 5th vertical projectile positioning
3000AA6 5th horizontal projectile positioning
3000AAB 5th projectile type
3000AAF 5th bomb timer
3000AC0 6th vertical projectile positioning
3000AC2 6th horizontal projectile positioning
3000AC7 6th projectile type
3000ACB 6th bomb timer
3000ADC 7th vertical projectile positioning
3000ADE 7th horizontal projectile positioning
3000AE3 7th projectile type
3000AE7 7th bomb timer
3000AF8 8th vertical projectile positioning
3000AFA 8th horizontal projectile positioning
3000AFF 8th projectile type
3000B03 8th bomb timer
3000B14 9th vertical projectile positioning
3000B16 9th horizontal projectile positioning
3000B1B 9th projectile type
3000B1F 9th bomb timer
3000B30 10th vertical projectile positioning
3000B32 10th horizontal projectile positioning
3000B37 10th projectile type
3000B3B 10th bomb timer
3000B4C 11th vertical projectile positioning
3000B4E 11th horizontal projectile positioning
3000B53 11th projectile type
3000B57 11th bomb timer
3000B68 12th vertical projectile positioning
3000B6A 12th horizontal projectile positioning
3000B6F 12th projectile type
3000B73 12th bomb timer
3000B84 13th vertical projectile positioning
3000B86 13th horizontal projectile positioning
3000B8B 13th projectile type
3000B8F 13th bomb timer
3000BA0 14th vertical projectile positioning
3000BA2 14th horizontal projectile positioning
3000BA7 14th projectile type
3000BAB 14th bomb timer
3000BBC 15th vertical projectile positioning
3000BBE 15th horizontal projectile positioning
3000BC3 15th projectile type
3000BC7 15th bomb timer
3000BD8 16th vertical projectile positioning
3000BDA 16th horizontal projectile positioning
3000BDF 16th projectile type
3000BE3 16th bomb timer
3000BF0 Menu status
  • 0 Exits menu
  • 1 Suit effect, side effects include loss of every ability
  • 2 Normal Menu, also used for the Kraid/Ridley statue scene and the Ridley scene
  • 3 Map
  • 4 Chozo map
  • 5 Reveals the map
  • 6 Shows latest ability
  • 7 Zero suit
  • 8 Gravity suit, side effects include not being able to move
  • 9 Resets room, then messes up all the sprites
3000BF3 Controls the option menu
3000C10 The delay before the next letter
3000C70 Game Mode
  • 0000 Reset Game
  • 0001 Title Cutscene
  • 0002 Title Screen
  • 0003 Save Menu
  • 0004 Game
  • 0005 Pause Screen
  • 0006 Game Over
  • 0007 Final Cutscene before Credits
  • 0008 Credits
  • 0009 Trigger Game
  • 000A Game Cutscene
  • 000B Demo Game
  • 000C Gallery
3000C72 Game Sub-Mode
300137C Button Input
300137E New Input
3001380 Changed Input
30013D4 Pose status
  • 0: Running
  • 1: Standing
  • 2: Turning around
  • 3: Shooting
  • 4: Ducking
  • 5: Turning around and ducking
  • 6: Shooting and ducking
  • 7: Skidding
  • 8: Jumping/falling
  • 9: Turning around and jumping/falling
  • A: Landing
  • B: Starting a spin-jump
  • C: Spinning
  • D: Wall-jumping
  • E: Space-jumping
  • F: Screw-attacking
  • 10: Morphing
  • 11: Morph ball
  • 12: Rolling
  • 13: Unmorphing
  • 14: Jumping/falling in morphball
  • 15: Hanging on a ledge
  • 16: Starting to hold your arm cannon out on a ledge
  • 17: Starting to hold your arm cannon in on a ledge
  • 18: Holding your arm cannon out on a ledge
  • 19: Shooting on a ledge
  • 1A: Pulling yourself up from hanging
  • 1B: Pulling yourself forward from hanging
  • 1C: Pulling yourself into a morphball tunnel
  • 1D: Using an elevator
  • 1E: Facing the foreground
  • 1F: Turning to/from the foreground
  • 20: Getting held by chozo
  • 21: Delay before shinesparking
  • 22: Shinesparking
  • 23: Delay after shinesparking
  • 24: Spinning after shinespark
  • 25: Delay before ballsparking
  • 26: Ballsparking
  • 27: Delay after ballsparking
  • 28: Hanging on a zipline
  • 29: Shooting on a zipline
  • 2A: Turning on a zipline
  • 2B: Hanging on a zipline in morphball
  • 2C: On a save pad
  • 2D: Downloading a map
  • 2E: Turning around for a map station
  • 2F: Getting hurt
  • 30: Getting knocked back
  • 31: Getting hurt in morphball
  • 32: Getting knocked back morphball
  • 33: Dying
  • 34: Entering a crawlspace
  • 35: In a crawlspace
  • 36: Turned around in a crawlspace
  • 37: Crawling
  • 38: Exiting a crawlspace
  • 39: Turning around in a crawlspace
  • 3A: Shooting in a crawlspace
  • 3B: Uncrouching/turned
  • 3C: Crouching
  • 3D: Grabbing a ledge
  • 3E: Facing the background
  • 3F: Turning to/from the background
  • 40: Activating the ziplines
  • 41: In the space pirate ship
  • 42: Turning around for the space pirate ship
30013D5 Collision detection status?
  • 0 On ground
  • 2 In air
  • 4 Shinesparked into wall/ceiling
30013D6 Arm cannon direction
  • 0 Forward
  • 1 Diagonally upwards
  • 2 Diagonally downwards
  • 3 Upwards
  • 4 Downwards
  • 5 None
30013D7 Turning switch
  • 0 Not turning around
  • 1 Turning around
30013D8 Shinespark angle
  • 0 Upwards
  • 1 Sidewards
  • 2 Diagonally
30013D9 Speed boosting switch
30013DA Invincibility timer
30013DB Wall-jump timer
30013DC Shinespark timer
30013DD Unmorph glow timer
30013DE Speed boost counter
30013E2 Direction switch
30013E4 Elevator direction (?)
  • 40 Up
  • 80 Down
30013E6 Horizontal positioning
30013E8 Vertical positioning
30013EA Horizontal momentum
30013EC Vertical momentum
30013EE Slope type
  • 00 Flat
  • 11 Steep right
  • 12 Gentle right
  • 21 Steep left
  • 22 Gentle left
30013F0 Animation counter
30013F1 Animation status
30013F4 Animation type
3001414 L aiming status
  • 0 None
  • 1 Diagonally upwards
  • 2 Diagonally downwards
3001415 Shot type
  • 1 for normal shot
  • 2 for missile
  • 3 for super missile
  • 4 for bomb
  • 5 for power bomb
  • 6 for charged shot
3001416 Missile switch
  • 1 for missiles
  • 2 for super missiles
  • 4 for power bombs
3001417 Missile selector switch
  • 0 for missiles
  • 1 for super missiles
3001418 Weapon cooldown
3001419 Charge beam counter
300141A Arm cannon knockback timer
300141C Echo switch
300141D Echo remove timer
300141E Echo distance
3001424-30014A2 Previous 64 horizontal positionings
30014A4-3001522 Previous 64 vertical positionings
3001530 Health capacity
3001532 Missile capacity
3001534 Super missile capacity
3001535 Power bomb capacity
3001536 Health status
3001538 Missile status
300153A Super missile status
300153B Power bomb status
300153C Beam + Bomb status
  • 1 for Long beam
  • 2 for Ice beam
  • 4 for Wave beam
  • 8 for Plasma beam
  • 10 for Charge beam
  • 80 for Bombs
300153D Beam + Bomb activation status
  • 1 for Long beam
  • 2 for Ice beam
  • 4 for Wave beam
  • 8 for Plasma beam
  • 10 for Charge beam
  • 80 for Bombs
300153E Suit + Misc. status
  • 1 for Hi-jump
  • 2 for Speed booster
  • 4 for Space jump
  • 8 for Screw attack
  • 10 for Varia suit
  • 20 for Gravity suit
  • 40 for Morph ball
  • 80 for Power grip
300153F Suit + Misc. activation status
  • 1 for Hi-jump
  • 2 for Speed booster
  • 4 for Space jump
  • 8 for Screw attack
  • 10 for Varia suit
  • 20 for Gravity suit
  • 40 for Morph ball
  • 80 for Power grip
3001540 Scanned map status
  • 1 for Brinstar
  • 2 for Kraid
  • 4 for Norfair
  • 8 for Ridley
  • 10 for Tourian
  • 20 for Crateria
  • 40 for Chozodia
3001541 Low health beep
  • 0 for not on
  • 1 for on
3001542 Extra Suit Status
  • 0 for normal suit
  • 1 for unknown items enabled
  • 2 for zero suit
  • 3 for combination of 1 + 2
030015E4 Underwater Flag
030015E6 X Acceleration
030015E8 Max X Speed
030015EA Y Acceleration
030015EC Max Jumping Speed
030015EE Max Falling Speed
030015F0 In-Air X Acceleration
030015F2 In-Air Max X Speed
030015F4 In-Air Morphball Max X Speed
300175D Final percentage
30017CC Map/Menu Item 1 Vertical Position
30017CE Map/Menu Item 1 Horizontal Position
30017D4 Map/Menu Item 1 Animation Counter
30017D5 Map/Menu Item 1 Animation
30017D6 Map/Menu Item 1 ID
30017DC Map/Menu Item 2 Vertical Position
30017DE Map/Menu Item 2 Horizontal Position
30017E4 Map/Menu Item 2 Animation Counter
30017E5 Map/Menu Item 2 Animation
30017E6 Map/Menu Item 2 ID
30017EC Map/Menu Item 3 Vertical Position
30017EE Map/Menu Item 3 Horizontal Position
30017F4 Map/Menu Item 3 Animation Counter
30017F5 Map/Menu Item 3 Animation
30017F6 Map/Menu Item 3 ID
300180C Map/Menu Item 4 Vertical Position
300180E Map/Menu Item 4 Horizontal Position
3001814 Map/Menu Item 4 Animation Counter
3001815 Map/Menu Item 4 Animation
3001816 Map/Menu Item 4 ID
300545C Start of door data
3001D21 Current music flags
  • 4 delays other sounds until flag is unset
  • 10, 20, 40 do "something"
  • 80 stops updating of playing sound
3001D22 Next music ID (during door transitions)
30054F4 Tide image movement type
  • 0 for up/down only
  • 1 for slow left movement
  • 2 for fast left movement
  • 3 for rising
  • 4 for falling