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 (Danke moved page Mega Man V:RAM map to Mega Man 5:RAM map without leaving a redirect) |
No edit summary |
||
Line 1: | Line 1: | ||
{{rammap|game=Mega Man | {{rammap|game=Mega Man 5}} | ||
<pre> | <pre> | ||
$0014 to $---- = Keys pressed on pad 1 | $0014 to $---- = Keys pressed on pad 1 | ||
Line 200: | Line 200: | ||
{{source|HHS}} | {{source|HHS}} | ||
{{Internal Data|game=Mega Man | {{Internal Data|game=Mega Man 5}} |
Revision as of 03:44, 28 June 2017
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
| |
---|---|