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Mega Man 2/RAM map
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The following article is a RAM map for Mega Man 2.
General
RAM | Function | Details |
$0022 | Vertical position of screen scrolling | |
$0023 | Controller 1 Poll | |
$0025 | Controller 1 Mirror | |
$0027 | Controller 1 Poll | Only changes on first frame of state change. Crash Man checks this for jump code. |
$002A | Area selected | |
$0030 | Gravity | |
$004B | Invincibility timer | When above $00, invincibility frames will start and this will count down at a rate of $01 per frame. |
Controller values for $0023/$0025/$0027:
Bits | Button |
0000 0001 | A |
0000 0010 | B |
0000 0100 | Select |
0000 1000 | Start |
0001 0000 | Up |
0010 0000 | Down |
0100 0000 | Left |
1000 0000 | Right |
Sound
RAM | Function | Details |
$0066 | Sound effects strobe | Write $01 to play the SFX ID in address $0580 |
$0067 | Music strobe | Write $01 to play the Music in address $0000 |
$0580 | Sound effect queue |
Player properties
RAM | Function | Details | |||||||||||||||||||||||||||
$06C0 | Mega Man's HP | ||||||||||||||||||||||||||||
$0460 | Mega Man's X location | ||||||||||||||||||||||||||||
$04A0 | Mega Man's Y location | ||||||||||||||||||||||||||||
$0036 | Shooting pose timer | ||||||||||||||||||||||||||||
$0032 | Ground type Mega Man is on (feet) |
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$0032 | Ground type Mega Man is on (center) | See above | |||||||||||||||||||||||||||
$003D | Is Mega Man shooting? | ||||||||||||||||||||||||||||
$009A | Unlocked Weapons |
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$009B | Unlocked Items |
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$009C | Atomic Fire Ammo | ||||||||||||||||||||||||||||
$009D | Air Shooter Ammo | ||||||||||||||||||||||||||||
$009E | Leaf Shield Ammo | ||||||||||||||||||||||||||||
$009F | Bubble Lead Ammo | ||||||||||||||||||||||||||||
$00A0 | Quick Boomerang Ammo | ||||||||||||||||||||||||||||
$00A1 | Time Stopper Ammo | ||||||||||||||||||||||||||||
$00A2 | Metal Blade Ammo | ||||||||||||||||||||||||||||
$00A3 | Crash Bomb Ammo | ||||||||||||||||||||||||||||
$00A4 | Item 1 Ammo | ||||||||||||||||||||||||||||
$00A5 | Item 2 Ammo | ||||||||||||||||||||||||||||
$00A6 | Item 3 Ammo | ||||||||||||||||||||||||||||
$00A7 | Number of Energy Tanks Remaining | Can go above $04, but will break passwords. | |||||||||||||||||||||||||||
$00A8 | Number of Lives remaining | Looks glichy on the pause menu if greater than $64. | |||||||||||||||||||||||||||
$00CB | Difficulty setting | When an enemy takes damage, if this value is $00 (Normal) the damage given will be bitshifted left, doubling it. | |||||||||||||||||||||||||||
$0367-0369 | Mega Man's Color Palette |
Stage Select
RAM | Function | Details | ||||||||||
$002A | Cursor position | $00 is Dr. Wily, $01-$08 goes clockwise starting from Bubble Man. | ||||||||||
$0200 - $0203 | Heat Man's left eye sprite data |
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$0200 - $0203 | Heat Man's right eye sprite data |
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Password Screen
RAM | Function | Details |
$0420 - $0438 | If 01, this grid space contains a dot. | Goes from left to right, top to bottom. |
$0680 | Number of dots left on Password entering | |
$0680 | Position of cursor on Password entering |