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.
The wiki has recently moved; please report any issues in Discord. Pardon the dust.
Mega Man 5/RAM map: Difference between revisions
Jump to navigation
Jump to search
m (moved Mega Man V: RAM Map to Mega Man V:RAM map: Match template) |
m (Xkeeper moved page Mega Man 5:RAM map to Mega Man 5/RAM map: normalize subpages and titles) |
||
(6 intermediate revisions by 3 users not shown) | |||
Line 1: | Line 1: | ||
{{rammap|game=Mega Man | {{rammap|game=Mega Man 5}} | ||
<pre> | |||
$0014 to $---- = Keys pressed on pad 1 | |||
$0015 to $---- = Always cleared | |||
$0016 to $---- = Keys held on pad 1 | |||
$0017 to $---- = Always cleared | |||
$0018 to $---- = Palette changed | |||
$0019 to $---- = Draw horizontal data | |||
$001A to $---- = Draw vertical data | |||
$001B to $---- = Palette cycle stopped | |||
$001C to $---- = Update tile | |||
$001E to $---- = New tile position | |||
$0023 to $---- = New tile number | |||
$0026 to $---- = Current level | |||
$0027 to $---- = PRG bank for level | |||
$0028 to $---- = Scrolling direction | |||
$0029 to $---- = Area number | |||
$002A to $---- = Maximum screen | |||
$002B to $---- = Current screen | |||
$002C to $---- = Mirroring | |||
$002D to $---- = Life bar select | |||
$002E to $---- = Weapon bar select | |||
$002F to $---- = Boss bar enable | |||
$0030 to $---- = Current move | |||
$0031 to $---- = Direction | |||
$0032 to $---- = Current weapon | |||
$0033 to $---- = Shooting timer | |||
$0034 to $---- = Shooting flag | |||
$0035 to $---- = Sliding timer | |||
$0036 to $---- = Kill block type | |||
F0 => Kill | |||
00 => Nothing | |||
others => decrease life by 1 | |||
$0037 to $---- = to $---- = Platform sprite index | |||
$0038 to $---- = Charge counter | |||
$0039 to $---- = Platform direction | |||
$003A to $---- = Platform X speed low | |||
$003B to $---- = Platform X speed high | |||
$003C to $---- = Previous X pos low | |||
$003D to $---- = Previous X pos high | |||
$003E to $---- = Previous Y pos low | |||
$003F to $---- = Previous Y pos high | |||
$0041 to $---- = Unused | |||
$0042 to $---- = Largest block type found | |||
$0043 to $---- = Nb. of destroyed blocks | |||
$0044 to $---- = Previous scroll X | |||
$0045 to $---- = Previous scroll Y | |||
$0046 to $---- = Vertical level | |||
$0047 to $---- = Block number to draw | |||
$0048 to $004F Block types in each tested position | |||
$0050 to $---- = Weapon selection in menu order | |||
$0051 to $---- = Unused | |||
$0054 to $---- = Freeze counter | |||
$0055 to $---- = Horizontal autoscroll lock | |||
$0056 to $---- = Boss sprite index | |||
$0057 to $---- = Bump timer | |||
$0058 to $---- = Bump flag | |||
$0059 to $---- = Destroyed block disable | |||
$005A to $---- = Animation disable | |||
$005B to $---- = Shot type | |||
$005D to $---- = Picked up M-tank | |||
$0060 to $---- = Display updated | |||
$0069 to $---- = Last screen visited | |||
$006A to $---- = Current boss in rematch | |||
$006B to $---- = Killed bosses in rematch | |||
$006C to $---- = Current Wily level | |||
$006D to $---- = Beat letters | |||
$006E to $---- = Levels cleared | |||
$0074 to $---- = Show elevator borders | |||
$0075 to $---- = Elevator position low | |||
$0076 to $---- = Elevator position high | |||
$0078 to $---- = Split parameters | |||
$0080 to $008F = Thread info | |||
$0090 to $---- = VBL flag | |||
$0092 to $---- = Asynchronous frame counter | |||
$0093 to $0094 Execute address | |||
$0095 to $---- = Critical section flag | |||
$0096 to $---- = Split effect enabled | |||
$0097 to $0098 Split effect execution routine | |||
$0099 to $---- = Next split effect number | |||
$009A to $---- = Current split effect number | |||
$009B to $---- = Next split position | |||
$009C to $---- = Current split position | |||
$009D to $---- = Synchronous frame counter | |||
$009E to $---- = Current sprite drawn | |||
$009F to $---- = Next OAM table offset | |||
$00A0 to $---- = Freeze frame | |||
$00A1 to $---- = Gravity | |||
$00A2 to $---- = Current Y scroll | |||
$00A4 to $---- = Current X scroll | |||
$00A5 to $---- = Current name table | |||
$00A6 to $---- = Current sprite | |||
$00A7 to $---- = Saved X register when PRG change interrupted | |||
$00A8 to $---- = Saved Y register when PRG change interrupted | |||
$00A9 to $---- = Colour lock | |||
$00AC to $---- = Horizontal scroll direction | |||
$00AD to $---- = Next enemy in level | |||
$00AE to $---- = Previous enemy in level | |||
$00AF to $---- = Mega man upside down | |||
$00B0 to $---- = Life | |||
$00B1 to $00BC = Weapon energy | |||
$00BD to $---- = E-tanks | |||
$00BE to $---- = M-tanks | |||
$00BF to $---- = Lives | |||
$00C0 to $---- = In sound code | |||
$00C7 to $---- = Song time increment | |||
$00C8 to $---- = Song time low | |||
$00C9 to $---- = Song speed high | |||
$00CA to $---- = Song spedd low | |||
$00CB to $---- = Global transpose | |||
$00CC to $---- = SF channels playing | |||
$00CF to $---- = Current track bit | |||
$00D0 to $00D1 = SF pointer | |||
$00D2 to $---- = SF transpose | |||
$00D3 to $---- = SF ontime | |||
$00D4 to $---- = SF timer | |||
$00D5 to $---- = SF on-timer | |||
$00DA to $---- = Sound queue write pointer | |||
$00DB to $---- = Sound queue read pointer | |||
$00DC to $00E3 = Sound queue | |||
$00E4 to $00E7 = LSFR | |||
$00E8 to $00E9 = NMI return address | |||
$00EA to $00EB = Background CHR banks | |||
$00EC to $00EF = Sprite CHR banks | |||
$00F0 to $---- = Screen disabled | |||
$00F2 to $---- = Last MMC3 command | |||
$00F3 to $---- = Last PRG bank 8000 to 9FFF | |||
$00F4 to $---- = Last PRG bank A000 to BFFF | |||
$00F5 to $---- = New PRG bank 8000 to 9FFF | |||
$00F6 to $---- = New PRG bank A000 to BFFF | |||
$00F7 to $---- = In PRG change | |||
$00F8 to $---- = Postponed PRG change | |||
$00F9 to $---- = Scroll X high | |||
$00FA to $---- = Scroll Y | |||
$00FB to $---- = Vertical screen offset | |||
$00FC to $---- = Scroll X | |||
$00FD to $---- = Current nametable | |||
$00FE to $---- = Display settings 1 | |||
$00FF to $---- = Display settings 2 | |||
$0100 to $011F = Powerups taken in level | |||
$0150 to $016F = Debug stack | |||
$0170 to $017F = Main stack | |||
$0190 to $01AF = Palette animation stack | |||
$01B0 to $01DF = Game stack | |||
$01E0 to $01FF = System stack | |||
$0200 to $02FF = OAM table | |||
$0300 to $0317 = Sprite type | |||
$0318 to $032F = X position fraction | |||
$0330 to $0347 = X position low | |||
$0348 to $035F = X position high | |||
$0360 to $0377 = Y position fraction | |||
$0378 to $038F = Y position low | |||
$0390 to $03A7 = Y position high | |||
$03A8 to $03BF = X speed low | |||
$03C0 to $03D7 = X speed high | |||
$03D8 to $03EF = Y speed low | |||
$03F0 to $0407 = Y speed high | |||
$0408 to $041F Sprite flags | |||
7 => Hurts Mega Man | |||
6 => Shielded, | |||
5 to 0 => Size | |||
$0420 to $0437 = Direction | |||
$0438 to $044F = Sprite number | |||
$0450 to $0467 = Life | |||
$0468 to $047F = Variable A | |||
$0480 to $0497 = Variable B | |||
$0498 to $04AF = Variable C | |||
$04B0 to $04C7 = Variable D | |||
$04C8 to $04DF = Variable E | |||
$04E0 to $04F7 = Variable F | |||
$04F8 to $050F = Variable G | |||
$0510 to $0527 = Variable H | |||
$0528 to $053F = Display flags | |||
6 => Flipped | |||
5 => Mirrored, | |||
4 => In background | |||
3 => Don't destroy when off screen | |||
2 => Invisible | |||
$0540 to $0557 = Animation frame | |||
$0558 to $056F = Animation | |||
$0570 to $0587 = Animation timer | |||
$0588 to $059F = Enemy handler low | |||
$05A0 to $05B7 = Enemy handler high | |||
$05B8 to $05CF = Flash counter | |||
$05D0 Background animation | |||
$05D1 Background frame | |||
$05D2 Background timer | |||
$05E0 to $05EF = Current column | |||
$05F0 to $05F3 = Palette animation | |||
$05F4 to $05F7 = Palette frame | |||
$05F8 to $05FB = Palette timer | |||
$0600 to $061F = Palette | |||
$0620 to $063F = Original palette | |||
$0640 to $067F = Attribute table | |||
$0680 to $06BF = Local destroyed blocks | |||
$06C0 to $06FF = Destroyed blocks | |||
$0700 to $077F = Channel variables | |||
$0780 to $07FF = Drawing buffer | |||
</pre> | |||
{{source|HHS}} | |||
{{Internal Data|game=Mega Man 5}} | |||
Latest revision as of 02:42, 24 January 2024
The following article is a RAM map for Mega Man 5.
$0014 to $---- = Keys pressed on pad 1 $0015 to $---- = Always cleared $0016 to $---- = Keys held on pad 1 $0017 to $---- = Always cleared $0018 to $---- = Palette changed $0019 to $---- = Draw horizontal data $001A to $---- = Draw vertical data $001B to $---- = Palette cycle stopped $001C to $---- = Update tile $001E to $---- = New tile position $0023 to $---- = New tile number $0026 to $---- = Current level $0027 to $---- = PRG bank for level $0028 to $---- = Scrolling direction $0029 to $---- = Area number $002A to $---- = Maximum screen $002B to $---- = Current screen $002C to $---- = Mirroring $002D to $---- = Life bar select $002E to $---- = Weapon bar select $002F to $---- = Boss bar enable $0030 to $---- = Current move $0031 to $---- = Direction $0032 to $---- = Current weapon $0033 to $---- = Shooting timer $0034 to $---- = Shooting flag $0035 to $---- = Sliding timer $0036 to $---- = Kill block type F0 => Kill 00 => Nothing others => decrease life by 1 $0037 to $---- = to $---- = Platform sprite index $0038 to $---- = Charge counter $0039 to $---- = Platform direction $003A to $---- = Platform X speed low $003B to $---- = Platform X speed high $003C to $---- = Previous X pos low $003D to $---- = Previous X pos high $003E to $---- = Previous Y pos low $003F to $---- = Previous Y pos high $0041 to $---- = Unused $0042 to $---- = Largest block type found $0043 to $---- = Nb. of destroyed blocks $0044 to $---- = Previous scroll X $0045 to $---- = Previous scroll Y $0046 to $---- = Vertical level $0047 to $---- = Block number to draw $0048 to $004F Block types in each tested position $0050 to $---- = Weapon selection in menu order $0051 to $---- = Unused $0054 to $---- = Freeze counter $0055 to $---- = Horizontal autoscroll lock $0056 to $---- = Boss sprite index $0057 to $---- = Bump timer $0058 to $---- = Bump flag $0059 to $---- = Destroyed block disable $005A to $---- = Animation disable $005B to $---- = Shot type $005D to $---- = Picked up M-tank $0060 to $---- = Display updated $0069 to $---- = Last screen visited $006A to $---- = Current boss in rematch $006B to $---- = Killed bosses in rematch $006C to $---- = Current Wily level $006D to $---- = Beat letters $006E to $---- = Levels cleared $0074 to $---- = Show elevator borders $0075 to $---- = Elevator position low $0076 to $---- = Elevator position high $0078 to $---- = Split parameters $0080 to $008F = Thread info $0090 to $---- = VBL flag $0092 to $---- = Asynchronous frame counter $0093 to $0094 Execute address $0095 to $---- = Critical section flag $0096 to $---- = Split effect enabled $0097 to $0098 Split effect execution routine $0099 to $---- = Next split effect number $009A to $---- = Current split effect number $009B to $---- = Next split position $009C to $---- = Current split position $009D to $---- = Synchronous frame counter $009E to $---- = Current sprite drawn $009F to $---- = Next OAM table offset $00A0 to $---- = Freeze frame $00A1 to $---- = Gravity $00A2 to $---- = Current Y scroll $00A4 to $---- = Current X scroll $00A5 to $---- = Current name table $00A6 to $---- = Current sprite $00A7 to $---- = Saved X register when PRG change interrupted $00A8 to $---- = Saved Y register when PRG change interrupted $00A9 to $---- = Colour lock $00AC to $---- = Horizontal scroll direction $00AD to $---- = Next enemy in level $00AE to $---- = Previous enemy in level $00AF to $---- = Mega man upside down $00B0 to $---- = Life $00B1 to $00BC = Weapon energy $00BD to $---- = E-tanks $00BE to $---- = M-tanks $00BF to $---- = Lives $00C0 to $---- = In sound code $00C7 to $---- = Song time increment $00C8 to $---- = Song time low $00C9 to $---- = Song speed high $00CA to $---- = Song spedd low $00CB to $---- = Global transpose $00CC to $---- = SF channels playing $00CF to $---- = Current track bit $00D0 to $00D1 = SF pointer $00D2 to $---- = SF transpose $00D3 to $---- = SF ontime $00D4 to $---- = SF timer $00D5 to $---- = SF on-timer $00DA to $---- = Sound queue write pointer $00DB to $---- = Sound queue read pointer $00DC to $00E3 = Sound queue $00E4 to $00E7 = LSFR $00E8 to $00E9 = NMI return address $00EA to $00EB = Background CHR banks $00EC to $00EF = Sprite CHR banks $00F0 to $---- = Screen disabled $00F2 to $---- = Last MMC3 command $00F3 to $---- = Last PRG bank 8000 to 9FFF $00F4 to $---- = Last PRG bank A000 to BFFF $00F5 to $---- = New PRG bank 8000 to 9FFF $00F6 to $---- = New PRG bank A000 to BFFF $00F7 to $---- = In PRG change $00F8 to $---- = Postponed PRG change $00F9 to $---- = Scroll X high $00FA to $---- = Scroll Y $00FB to $---- = Vertical screen offset $00FC to $---- = Scroll X $00FD to $---- = Current nametable $00FE to $---- = Display settings 1 $00FF to $---- = Display settings 2 $0100 to $011F = Powerups taken in level $0150 to $016F = Debug stack $0170 to $017F = Main stack $0190 to $01AF = Palette animation stack $01B0 to $01DF = Game stack $01E0 to $01FF = System stack $0200 to $02FF = OAM table $0300 to $0317 = Sprite type $0318 to $032F = X position fraction $0330 to $0347 = X position low $0348 to $035F = X position high $0360 to $0377 = Y position fraction $0378 to $038F = Y position low $0390 to $03A7 = Y position high $03A8 to $03BF = X speed low $03C0 to $03D7 = X speed high $03D8 to $03EF = Y speed low $03F0 to $0407 = Y speed high $0408 to $041F Sprite flags 7 => Hurts Mega Man 6 => Shielded, 5 to 0 => Size $0420 to $0437 = Direction $0438 to $044F = Sprite number $0450 to $0467 = Life $0468 to $047F = Variable A $0480 to $0497 = Variable B $0498 to $04AF = Variable C $04B0 to $04C7 = Variable D $04C8 to $04DF = Variable E $04E0 to $04F7 = Variable F $04F8 to $050F = Variable G $0510 to $0527 = Variable H $0528 to $053F = Display flags 6 => Flipped 5 => Mirrored, 4 => In background 3 => Don't destroy when off screen 2 => Invisible $0540 to $0557 = Animation frame $0558 to $056F = Animation $0570 to $0587 = Animation timer $0588 to $059F = Enemy handler low $05A0 to $05B7 = Enemy handler high $05B8 to $05CF = Flash counter $05D0 Background animation $05D1 Background frame $05D2 Background timer $05E0 to $05EF = Current column $05F0 to $05F3 = Palette animation $05F4 to $05F7 = Palette frame $05F8 to $05FB = Palette timer $0600 to $061F = Palette $0620 to $063F = Original palette $0640 to $067F = Attribute table $0680 to $06BF = Local destroyed blocks $06C0 to $06FF = Destroyed blocks $0700 to $077F = Channel variables $0780 to $07FF = Drawing buffer
(Source: HHS)
Internal Data for Mega Man 5
| |
---|---|