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Metroid Zero Mission/RAM map

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< Metroid Zero Mission
Revision as of 18:20, 27 November 2007 by P.JBoy (talk | contribs) (Added stuff)
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Table

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
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
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
3000150 In-game timer
30001A8 Alarm timer
30001AE Boss's vertical position
30001B0 Boss's horizontal position
30001BE Ridley's fireball shooting timer
30004BE Position of Kraid's nails
300095E Escape timer
3000A34 Vertical projectile positioning
3000A36 Horizontal projectile positioning
3000A3B 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 Bomb timer
3000BF0 Which menu you're on
  • 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
30013B8 Horizontal background 0 positioning
30013BA Vertical background 0 positioning
30013BC Horizontal background 1 positioning
30013BE Vertical background 1 positioning
30013C0 Horizontal background 2 positioning
30013C2 Vertical background 2 positioning
30013C4 Horizontal background 3 positioning
30013C6 Vertical background 3 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 connon out on a ledge
  • 17: Starting to hold your arm connon in on a ledge
  • 18: Holding your arm connon 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
30013D9 Speed boosting switch
30013DA Invincibility timer
30013DB Wall-jump timer
30013DC Shinespark timer
30013DE Speed boost counter
30013E2 Direction switch
30013E6 Horizontal position
30013E8 Vertical position
30013EA Horizontal momentum
30013EC Vertical momentum
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 The delay before you can shoot again
3001419 Charge beam counter
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
300175D Final percentage