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Mega Man 3 (NES)/RAM map: Difference between revisions

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{{rammap|game=Mega Man III}}
{{rammap|game=Mega Man III}}
==Sprite/Object Arrays==
[[Mega_Man_III:RAM_map:Arrays_List#RAM_Only|See Arrays List]]
<Br>
{| border="1" cellpadding="3"
| '''RAM''' || '''Function''' || '''Details'''
|-
| $300-$31F || Object ID ||
|-
| $318-$32F || X Coordinate Ratio Counter || ########
|-
| $360-$37F || X Coordinate ||
|-
| $380-$39F || X Screen (Level Screen) ||
|-
| $3C0-$3DF || Y Coordinate Ratio Counter || ######
|-
| $3C0-$3DF || Y Coordinate ||
|-
| $3E0-$3FF || [[Mega_Man_IV:RAM_map:$390-$3A7: Y_Screen|Y Screen]] ||
|-
| $3A8-$3BF || Horizontal Speed Low ||######
|-
| $3C0-$3D7 || Horizontal Speed High || ########
|-
| $440-$45F || Vertical Speed Low ||
|-
| $460-$47F || Vertical Speed High ||
|-
| $408-$41F || [[Mega_Man_IV:RAM_map:$408-$41F: Substance_and_Shape|Substance and Shape]] ||###########
|-
| $420-$437 || [[Mega_Man_IV:RAM_map:$420-$437: Direction_Bits|Direction Bits]] ||#######
|-
| $438-$44F || [[Mega_Man_IV:RAM_map:$438-$44F: Enemy_Number#_in_Level|Enemy Number# in Level]] || ###
|-
| $4E0-$4FF || Enemy HP ||
|-
| $500-$51F || [[Mega_Man_III:RAM_map:$468-47F: Object_ASM_Private_Memory_1|Object ASM Private Memory 1]] ||
|-
| $480-$497 || [[Mega_Man_IV:RAM_map:$480-497: Object_ASM_Private_Memory_2|Object ASM Private Memory 2]] || ####
|-
| $498-$4AF || [[Mega_Man_IV:RAM_map:$498-4AF: Object_ASM_Private_Memory_3|Object ASM Private Memory 3]] || ###
|-
| $4B0-$4C7 || [[Mega_Man_IV:RAM_map:$4B0-$4C7: Object_ASM_Private_Memory_4|Object ASM Private Memory 4]] || ###
|-
| $4C8-$4DF || [[Mega_Man_IV:RAM_map:$4C8-$4DF: Object_ASM_Private_Memory_5|Object ASM Private Memory 5]] || ###
|-
| $4E0-$4F7 || [[Mega_Man_IV:RAM_map:$4E0-$4F7: Object_ASM_Private_Memory_6|Object ASM Private Memory 6]] || ###
|-
| $4F8-$50F || [[Mega_Man_IV:RAM_map:$4F8-$50F: Object_ASM_Private_Memory_7|Object ASM Private Memory 7]] || ###
|-
| $510-$527 || [[Mega_Man_IV:RAM_map:$510-$527: Object_ASM_Private_Memory 8|Object ASM Private Memory 8]] || ##
|-
| $528-$53F || [[Mega_Man_IV:RAM_map:$528-$53F: Sprite_Flags|Sprite Flags]] || ####
|-
| $5A0-$5BF || Sprite's Animation ||
|-
| $5C0-$5DF || Sprite ID ||
|-
| $5E0-$5FF || Animation Frame Counter ||
|-
| $588-$59F || ASM - Low Address || ####
|-
| $5A0-$5B7 || ASM - High Address || #####
|-
| $5B8-$5CF || [[Mega_Man_IV:RAM_map:$5B8-$5CF: Invincibility Blink / Freeze Action Status|Invincibility Blink / Freeze Action Status]] || #####
|-
| '''$5D0-$5FF''' || '''Never used in entire game''' || #####
|}
<br>


= Player Variables =
= Player Variables =

Revision as of 19:21, 12 July 2015

Chip tiny.png The following article is a RAM map for Mega Man 3 (NES).

Sprite/Object Arrays

See Arrays List

RAM Function Details
$300-$31F Object ID
$318-$32F X Coordinate Ratio Counter ########
$360-$37F X Coordinate
$380-$39F X Screen (Level Screen)
$3C0-$3DF Y Coordinate Ratio Counter ######
$3C0-$3DF Y Coordinate
$3E0-$3FF Y Screen
$3A8-$3BF Horizontal Speed Low ######
$3C0-$3D7 Horizontal Speed High ########
$440-$45F Vertical Speed Low
$460-$47F Vertical Speed High
$408-$41F Substance and Shape ###########
$420-$437 Direction Bits #######
$438-$44F Enemy Number# in Level ###
$4E0-$4FF Enemy HP
$500-$51F Object ASM Private Memory 1
$480-$497 Object ASM Private Memory 2 ####
$498-$4AF Object ASM Private Memory 3 ###
$4B0-$4C7 Object ASM Private Memory 4 ###
$4C8-$4DF Object ASM Private Memory 5 ###
$4E0-$4F7 Object ASM Private Memory 6 ###
$4F8-$50F Object ASM Private Memory 7 ###
$510-$527 Object ASM Private Memory 8 ##
$528-$53F Sprite Flags ####
$5A0-$5BF Sprite's Animation
$5C0-$5DF Sprite ID
$5E0-$5FF Animation Frame Counter
$588-$59F ASM - Low Address ####
$5A0-$5B7 ASM - High Address #####
$5B8-$5CF Invincibility Blink / Freeze Action Status #####
$5D0-$5FF Never used in entire game #####













Player Variables


Life & Health

RAM Function Details
$00A2 Current HP
$00AE Lives Remaining
$00AF Energy Tanks Remaining


Weapons

RAM Function
$00A3 Gemini Beam
$00A4 Needle Cannon
$00A5 Hard Knuckle
$00A6 Magnet Missile
$00A7 Top Spin
$00A8 Search Snake
$00AA Spark Shock
$00AC Shadow Blade


Hex value Description
00 Don't have weapon
9C Have weapon


Rush Equipment

RAM Function Details
$00A9 Rush Coil
$00AB Rush Marine
$00AD Rush Jet

Miscellaneous Variables


Stages

RAM Function Details
$0022 Current Stage 00 - Needle Man
01 - Magnet Man
02 - Gemini Man
03 - Hard Man
04 - Top Man
05 - Snake Man
06 - Spark Man
07 - Shadow Man
08 - Needle Man 2
09 - Gemini Man 2
0A - Spark Man 2
0B - Shadow Man 2
0C - Wily Castle 1
0D - Wily Castle 2
0E - Wily Castle 3
0F - Wily Castle 4
10 - Wily Castle 5
11 - Wily Castle 6
14 - Ending scene
16 - Dr. Light's Lab
$006E Wily Stage 4 Boss Rematches 00 - No bosses defeated
01 - Needle Man defeated
02 - Magnet Man defeated
04 - Gemini Man defeated
08 - Hard Man defeated
10 - Top Man defeated
20 - Snake Man defeated
40 - Spark Man defeated
80 - Shadow Man defeated



$00DC - $0DE4 Music