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.
Metroid Fusion/RAM map: Difference between revisions
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!'''RAM''' || '''Information''' | !'''RAM''' || '''Information''' | ||
|- | |- | ||
| | |2010000-10FFF || Decompressed BG2 Map | ||
|- | |- | ||
| | |2026000-28FFF || Decompressed Clipdata | ||
|- | |- | ||
| | |2029000-2BFFF || Decompressed Foreground | ||
|- | |- | ||
| | |202C000-2EFFF || Decompressed Level | ||
|- | |- | ||
| | |202F000-31FFF || Decompressed Back-Level | ||
|- | |- | ||
| | |2038000-3807F || 0x0000-0x007F of SRAM | ||
|- | |- | ||
| | |2038080-380FF || Copy of above | ||
|- | |- | ||
| | |2038100-381FF || Unused | ||
|- | |- | ||
| | |2038200-393FF || Slot A SRAM | ||
|- | |- | ||
| | |2039400-3A5FF || Slot A SRAM backup | ||
|- | |- | ||
| | |203A600-3B7FF || Slot B SRAM | ||
|- | |- | ||
| | |203B800-3C9FF || Slot B SRAM backup | ||
|- | |- | ||
| | |203CA00-3DBFF || Slot C SRAM | ||
|- | |- | ||
| | |203DC00-3EE00 || Slot C SRAM backup | ||
|- | |- | ||
| | |203EE00-3F03F || 0x6E00-0x703F of SRAM | ||
|- | |- | ||
| | |203F040-3F0BF || Clear | ||
|- | |- | ||
| | |203F0C0-3FFFF || 0x70C0-0x7FFF of SRAM | ||
|- | |- | ||
| | |3000000 || X-Parasite Target Display Switch | ||
|- | |- | ||
| | |3000002 || 16-Bit Frame Counter | ||
|- | |- | ||
| | |3000004 || BLDALPHA | ||
|- | |- | ||
| | |3000006 || BLDCNT | ||
|- | |- | ||
| | |3000008 || DISPCNT | ||
|- | |||
|300000C || WININ-high | |||
|- | |||
|300000D || WINOUT-low | |||
|- | |||
|300000E || Transparent Colour | |||
|- | |- | ||
| | |3000010 || Copied to 0203800A | ||
|- | |- | ||
| | |3000011 || Language Switch | ||
|- | |- | ||
| | |3000014 || Completed Game Switch | ||
* 0 for the normal map screen | |||
* 1 for the timer and item collection map screen | |||
|- | |- | ||
| | |3000015 || Intro Switch | ||
|- | |- | ||
| | |3000019 || BG3OFS Background Layer | ||
|- | |- | ||
| | |300001B || Abilities Counter | ||
|- | |- | ||
| | |300001C || Door Flashing Level | ||
|- | |- | ||
| | |3000020 || Reboot Switch | ||
|- | |- | ||
|3000025 || | |3000025 || Soft-Resets Switch | ||
|- | |- | ||
|300002C || Area ID | |300002C || Area ID | ||
Line 75: | Line 81: | ||
|300002E || Door ID | |300002E || Door ID | ||
|- | |- | ||
|3000031 || Horizontal | |3000031 || Horizontal Mini-Map Coordinate | ||
|- | |||
|3000032 || Vertical Mini-Map Coordinate | |||
|- | |||
|300003B || Main Deck Percentage | |||
|- | |||
|300003C || SRX Percentage | |||
|- | |||
|300003D || TRO Percentage | |||
|- | |||
|300003E || PYR Percentage | |||
|- | |||
|300003F || AQA Percentage | |||
|- | |||
|3000040 || ARC Percentage | |||
|- | |||
|3000041 || NOC Percentage | |||
|- | |||
|3000070 || DSPCNT | |||
|- | |||
|3000072 || BLDCNT | |||
|- | |||
|3000074 || BLDALPHA | |||
|- | |||
|3000076 || WININ | |||
|- | |||
|3000077 || WINOUT | |||
|- | |||
|3000078 || BG0CNT, Written To Only | |||
|- | |||
|300007A || BG1CNT | |||
|- | |||
|300007C || BG2CNT | |||
|- | |||
|300007E || BG3CNT | |||
|- | |||
|3000080 || BG0CNT | |||
|- | |- | ||
| | |3000084 || Decompressed Foreground Pointer | ||
|- | |- | ||
| | |3000088 || Foreground Width | ||
|- | |- | ||
| | |300008A || Foreground Height | ||
|- | |- | ||
| | |300008C || Decompressed Level Pointer | ||
|- | |- | ||
| | |3000090 || Level Width | ||
|- | |- | ||
| | |3000092 || Level Height | ||
|- | |- | ||
| | |3000094 || Decompressed Back-Level Pointer | ||
|- | |- | ||
| | |3000098 || Back-Level Width | ||
|- | |- | ||
| | |300009A || Back-Level Height | ||
|- | |- | ||
|30000A2 || | |300009C || Decompressed Clipdata Pointer | ||
|- | |||
|30000A0 || Clipdata Width | |||
|- | |||
|30000A2 || Clipdata Height | |||
|- | |- | ||
|30000A4 || Tileset | |30000A4 || Tileset | ||
* TODO | |||
* TODO | |||
* TODO | |||
|- | |||
|30000A5 || Foreground Compression | |||
|- | |||
|30000A6 || Level Compression | |||
|- | |||
|30000A7 || Back-Level Compression | |||
|- | |||
|30000A8 || Background Compression | |||
|- | |||
|30000AB || Transparency | |||
|- | |||
|30000AC || Sprite Data ROM Pointer | |||
|- | |||
|30000B0 || Sprite Event Change | |||
|- | |||
|30000BA || Music Track | |||
|- | |||
|30000C8 || Horizontal Background 0 Positioning | |||
|- | |||
|30000CA || Vertical Background 0 Positioning | |||
|- | |||
|30000CC || Horizontal Background 1 Positioning | |||
|- | |- | ||
| | |30000CE || Vertical Background 1 Positioning | ||
|- | |- | ||
| | |30000D0 || Horizontal Background 2 Positioning | ||
|- | |- | ||
| | |30000D2 || Vertical Background 2 Positioning | ||
|- | |- | ||
| | |30000D4 || Horizontal Background 3 Positioning | ||
|- | |- | ||
| | |30000D6 || Vertical Background 3 Positioning | ||
|- | |- | ||
| | |3000124 || Horizontal Screen Positioning | ||
|- | |- | ||
| | |3000128 || Vertical Screen Positioning | ||
|- | |- | ||
| | |300012A || Horizontal Screen Momentum | ||
|- | |- | ||
| | |300012B || Vertical Screen Momentum | ||
|- | |- | ||
|3000138 || In- | |3000138 || In-Game Timer | ||
|- | |- | ||
|3000140 | |3000140 || Enemy Slot 0 | ||
|- | |- | ||
|3000178 | |3000178 || Enemy Slot 1 | ||
|- | |- | ||
|30001B0 | |30001B0 || Enemy Slot 2 | ||
|- | |- | ||
|30001E8 | |30001E8 || Enemy Slot 3 | ||
|- | |- | ||
|3000220 | |3000220 || Enemy Slot 4 | ||
|- | |- | ||
|3000258 | |3000258 || Enemy Slot 5 | ||
|- | |- | ||
|3000290 | |3000290 || Enemy Slot 6 | ||
|- | |- | ||
|30002C8 | |30002C8 || Enemy Slot 7 | ||
|- | |- | ||
|3000300 | |3000300 || Enemy Slot 8 | ||
|- | |- | ||
|3000338 | |3000338 || Enemy Slot 9 | ||
|- | |- | ||
|3000370 | |3000370 || Enemy Slot A | ||
|- | |- | ||
|30003A8 | |30003A8 || Enemy Slot B | ||
|- | |- | ||
|30003E0 | |30003E0 || Enemy Slot C | ||
|- | |- | ||
|3000418 | |3000418 || Enemy Slot D | ||
|- | |- | ||
|3000450 | |3000450 || Enemy Slot E | ||
|- | |- | ||
|3000488 | |3000488 || Enemy Slot F | ||
|- | |- | ||
|30004C0 | |30004C0 || Enemy Slot 10 | ||
|- | |- | ||
|30004F8 | |30004F8 || Enemy Slot 11 | ||
|- | |- | ||
|3000530 | |3000530 || Enemy Slot 12 | ||
|- | |- | ||
|3000568 | |3000568 || Enemy Slot 13 | ||
|- | |- | ||
|30005A0 | |30005A0 || Enemy Slot 14 | ||
|- | |- | ||
|30005D8 | |30005D8 || Enemy Slot 15 | ||
|- | |- | ||
|3000610 | |3000610 || Enemy Slot 16 | ||
|- | |- | ||
|3000648 | |3000648 || Enemy Slot 17 | ||
|- | |- | ||
|30006BC || Enemy | |30006BC || Enemy Orientation | ||
|- | |- | ||
|30006BE || Enemy | |30006BE || Enemy Vertical Positioning | ||
|- | |- | ||
|30006C0 || Enemy | |30006C0 || Enemy Horizontal Positioning | ||
|- | |- | ||
|30006C2 || Enemy | |30006C2 || Enemy Vertical Position Spawn | ||
|- | |- | ||
|30006C4 || Enemy | |30006C4 || Enemy Horizontal Position Spawn | ||
|- | |- | ||
|30006C6 || Enemy | |30006C6 || Enemy Top Boundary Offset | ||
|- | |- | ||
|30006C8 || Enemy | |30006C8 || Enemy Bottom Boundary Offset | ||
|- | |- | ||
|30006CA || Enemy | |30006CA || Enemy Left Boundary Offset | ||
|- | |- | ||
|30006CC || Enemy | |30006CC || Enemy Right Boundary Offset | ||
|- | |- | ||
|30006D0 || Enemy | |30006D0 || Enemy Health | ||
|- | |- | ||
|30006D2 || Enemy | |30006D2 || Enemy Animation | ||
|- | |- | ||
|30006D4 || Enemy | |30006D4 || Enemy Graphic Pointer | ||
|- | |- | ||
|30006D8 || Enemy | |30006D8 || Enemy Animation Counter | ||
|- | |- | ||
|30006D9 || Enemy ID | |30006D9 || Enemy ID | ||
|- | |- | ||
|30006DB || Enemy | |30006DB || Enemy Sprite Set Slot | ||
|- | |||
|30006DC || Enemy Palette (Relative) | |||
|- | |||
|30006E0 || Enemy Pose | |||
|- | |||
|30006E2 || Enemy Timer for something | |||
|- | |||
|30006E8 || Enemy Invincibility Timer | |||
|- | |||
|30006EA || Enemy Respawn Timer | |||
|- | |||
|30006EE || Enemy Freeze Timer | |||
|- | |||
|30006F0 || Bit array for collision, 8-bit. As seen in DH's enemy stats? | |||
|- | |||
|30008D9 || Escape Timer | |||
|- | |||
|3000960 || Projectile Slot 0 | |||
|- | |||
|3000980 || Projectile Slot 1 | |||
|- | |||
|30009A0 || Projectile Slot 2 | |||
|- | |||
|30009C0 || Projectile Slot 3 | |||
|- | |||
|30009E0 || Projectile Slot 4 | |||
|- | |||
|3000A00 || Projectile Slot 5 | |||
|- | |||
|3000A20 || Projectile Slot 6 | |||
|- | |||
|3000A40 || Projectile Slot 7 | |||
|- | |||
|3000A60 || Projectile Slot 8 | |||
|- | |||
|3000A80 || Projectile Slot 9 | |||
|- | |||
|3000AA0 || Projectile Slot A | |||
|- | |||
|3000AC0 || Projectile Slot B | |||
|- | |||
|3000AE0 || Projectile Slot C | |||
|- | |||
|3000B00 || Projectile Slot D | |||
|- | |||
|3000B20 || Projectile Slot E | |||
|- | |||
|3000B40 || Projectile Slot F | |||
|- | |||
|3000B60 || Projectile Rotation | |||
|- | |- | ||
| | |3000B64 || Projectile Graphic Pointer | ||
|- | |- | ||
| | |3000B68 || Projectile Vertical Positioning | ||
|- | |- | ||
| | |3000B6A || Projectile Horizontal Positioning | ||
|- | |- | ||
| | |3000B6C || Projectile Animation Frame | ||
|- | |- | ||
| | |3000B6E || Projectile Animation Counter | ||
|- | |- | ||
| | |3000B6F || Projectile Type | ||
|- | |- | ||
| | |3000B70 || Projectile Orientation | ||
|- | |- | ||
| | |3000B72 || Projectile Momentum | ||
|- | |- | ||
| | |3000B73 || Projectile Part | ||
|- | |- | ||
| | |3000B76 || Projectile Top Boundary Offset | ||
|- | |- | ||
| | |3000B78 || Projectile Bottom Boundary Offset | ||
|- | |- | ||
| | |3000B7A || Projectile Left Boundary Offset | ||
|- | |- | ||
| | |3000B7C || Projectile Right Boundary Offset | ||
|- | |- | ||
| | |3000B7E || Projectile Bomb Timer | ||
|- | |- | ||
| | |3000B7F || Projectile Slot | ||
|- | |- | ||
| | |3000B80 || Arm Cannon Vertical Positioning | ||
|- | |- | ||
| | |3000B82 || Arm Cannon Horizontal Positioning | ||
|- | |- | ||
| | |3000B84 || Sub-Game Mode | ||
|- | |- | ||
| | |3000B87 || Event Counter | ||
|- | |- | ||
| | |3000B8D || Most Recent Slot | ||
|- | |- | ||
| | |3000B94 || Slot A Data | ||
|- | |- | ||
| | |3000B95 || Slot A Corrupt | ||
|- | |- | ||
| | |3000BA4 || Slot A Game Completed | ||
|- | |- | ||
| | |3000BA5 || Slot A Save Exists | ||
|- | |- | ||
| | |3000BA8 || Slot B Data | ||
|- | |- | ||
| | |3000BA9 || Slot B Corrupt | ||
|- | |- | ||
| | |3000BB8 || Slot B Game Completed | ||
|- | |- | ||
| | |3000BB9 || Slot A Save Exists | ||
|- | |- | ||
| | |8000BBC || Slot C Data | ||
|- | |- | ||
| | |8000BBD || Slot C Corrupt | ||
|- | |- | ||
| | |8000BCC || Slot C Game Completed | ||
|- | |- | ||
| | |3000BCD || Slot A Save Exists | ||
|- | |- | ||
| | |3000BDE || Game Mode | ||
|- | |- | ||
| | |3000BE0 || Sub-Game Mode | ||
|- | |- | ||
| | |3000BE2 || Sub-Game Mode | ||
|- | |- | ||
| | |3000BE4 || Cleared Every Frame | ||
|- | |- | ||
| | |3000BE5 || 8-Bit Frame Counter | ||
|- | |- | ||
| | |3000BE6 || V-Blank Happened Switch | ||
|- | |- | ||
| | |3000BE8-0DE7 || Interrupt Code | ||
|- | |- | ||
| | |3000DE8-11E7 || OAM Data | ||
|- | |- | ||
| | |30011E8 || Button Input | ||
|- | |- | ||
| | |30011EA || New Input | ||
|- | |- | ||
| | |30011EC || Changed Input | ||
|- | |- | ||
| | |30011EE || Next OAM Slot | ||
|- | |- | ||
| | |3001228 || BG0 X Position | ||
|- | |- | ||
| | |300122A || BG0 Y Position | ||
|- | |- | ||
|3001243 || Pose | |300122C || BG2 X Position | ||
|- | |||
|300122E || BG2 Y Position | |||
|- | |||
|3001230 || BG3 X Position | |||
|- | |||
|3001232 || BG3 Y Position | |||
|- | |||
|3001243 || Pose Lock | |||
* 00 Free | * 00 Free | ||
* 80 Locked | * 80 Locked | ||
|- | |- | ||
|3001245 || Pose | |3001245 || Pose Status | ||
* | * 00 Standing | ||
* | * 01 Turning around | ||
* | * 02 Shooting | ||
* | * 03 Running | ||
* | * 04 Jumping/falling | ||
* | * 05 Turning around and jumping/falling | ||
* | * 06 Landing | ||
* | * 07 Ducking | ||
* | * 08 Turning around and ducking | ||
* | * 09 Shooting and ducking | ||
* | * 0A Starting a spin-jump | ||
* | * 0B Spinning | ||
* | * 0C Morphing | ||
* | * 0D Morphball | ||
* | * 0E Rolling | ||
* | * 0F Unmorphing | ||
* 10 Jumping/falling in morphball | * 10 Jumping/falling in morphball | ||
* 11 Getting hurt | * 11 Getting hurt | ||
Line 340: | Line 462: | ||
* 25 Delay after shinesparking | * 25 Delay after shinesparking | ||
* 26 Hanging from a vertical ladder | * 26 Hanging from a vertical ladder | ||
* 27 Starting to hold your arm | * 27 Starting to hold your arm cannon out on a vertical ladder | ||
* 28 Holding your arm | * 28 Holding your arm cannon out on a vertical ladder | ||
* 29 Shooting on a vertical ladder | * 29 Shooting on a vertical ladder | ||
* 2A Starting to put away your arm | * 2A Starting to put away your arm cannon on a vertical ladder | ||
* 2B Handing on a horizontal ladder | * 2B Handing on a horizontal ladder | ||
* 2C Moving on a horizontal ladder | * 2C Moving on a horizontal ladder | ||
Line 366: | Line 488: | ||
* 40 Grabbed by Yakuza | * 40 Grabbed by Yakuza | ||
|- | |- | ||
|3001246 || Turn | |3001246 || Turn Switch | ||
* 0 Not turning around | * 0 Not turning around | ||
* 1 Turning around | * 1 Turning around | ||
|- | |- | ||
|3001247 || Bounce/ | |3001247 || Bounce Switch/Wall-Jump Switch/Shinespark Angle | ||
* 0 Not bouncing/wall-jumping/sparking upwards | * 0 Not bouncing/wall-jumping/sparking upwards | ||
* 1 Bouncing/wall-jumping/sparking sidewards | * 1 Bouncing/wall-jumping/sparking sidewards | ||
Line 378: | Line 500: | ||
* 16 Jumping when bouncing | * 16 Jumping when bouncing | ||
|- | |- | ||
|3001248 || Wall- | |3001248 || Wall-Jump Timer | ||
|- | |- | ||
|3001249 || Invincibility | |3001249 || Invincibility Timer | ||
|- | |- | ||
|300124A || Speed | |300124A || Speed Boosting Switch | ||
* | * 00 Not speed boosting | ||
* | * 01 Speed boosting | ||
|- | |- | ||
|300124B || Arm | |300124B || Arm Cannon Direction | ||
* | * 00 None | ||
* | * 01 Forward | ||
* | * 02 Diagonally upwards | ||
* | * 03 Diagonally downwards | ||
* | * 04 Upwards | ||
* | * 05 Downwards | ||
|- | |- | ||
|300124C || Missiles | |300124C || Missiles Switch | ||
* 0 Missiles not selected | * 0 Missiles not selected | ||
* 1 Missiles selected | * 1 Missiles selected | ||
|- | |- | ||
|300124D || Projectile | |300124D || Projectile Type | ||
* 1 Beam | * 1 Beam | ||
* 2 Missile | * 2 Missile | ||
Line 405: | Line 527: | ||
* 6 Power bomb | * 6 Power bomb | ||
|- | |- | ||
|300124E || Cooldown | |300124E || Cooldown Timer | ||
|- | |- | ||
|3001250 || Charge | |3001250 || Charge Beam Counter | ||
|- | |- | ||
|3001252 || Arm | |3001252 || Arm Running Animation Switch | ||
* 0 Arm | * 0 Arm cannon out | ||
* 1 Arm | * 1 Arm cannon not out | ||
|- | |- | ||
|3001253 || Speed | |3001253 || Speed Boost Counter/Knock-Back Counter | ||
|- | |- | ||
|3001254 || Wall- | |3001254 || Wall-Jump Direction Switch | ||
* 10 Rightwards | * 10 Rightwards | ||
* 20 Leftwards | * 20 Leftwards | ||
|- | |- | ||
|3001256 || Direction | |3001256 || Direction Switch | ||
* 10 Rightwards | * 10 Rightwards | ||
* 20 Leftwards | * 20 Leftwards | ||
|- | |- | ||
|300125A || Horizontal | |300125A || Horizontal Positioning | ||
Uses quarter pixels | Uses quarter pixels | ||
|- | |- | ||
|300125C || Vertical | |300125C || Vertical Positioning | ||
Uses quarter pixels | Uses quarter pixels | ||
|- | |- | ||
|300125E || Horizontal | |300125E || Horizontal Momentum | ||
Uses 32ths of a pixel | Uses 32ths of a pixel | ||
|- | |- | ||
|3001260 || Vertical | |3001260 || Vertical Momentum | ||
Uses 32ths of a pixel | Uses 32ths of a pixel | ||
|- | |- | ||
|3001262 || Current | |3001262 || Current Slope Type | ||
* 0 Flat | * 0 Flat | ||
* 11 Steep right | * 11 Steep right | ||
Line 442: | Line 564: | ||
* 22 Gentle left | * 22 Gentle left | ||
|- | |- | ||
|3001264 || Animation | |3001264 || Animation Type | ||
|- | |- | ||
|3001265 || Animation | |3001265 || Animation Counter | ||
|- | |- | ||
|3001266 || Animation | |3001266 || Animation Status | ||
|- | |- | ||
|3001268 || | |3001268 || Left Boundary Offset | ||
|- | |- | ||
|300126A || | |300126A || Top Boundary Offset | ||
|- | |- | ||
|300126C || | |300126C || Right Boundary Offset | ||
|- | |- | ||
|300126E || | |300126E || Bottom Boundary Offset | ||
|- | |- | ||
|3001270-129B || Mirrors | |3001270-129B || Mirrors 0x03001244-126F when changing pose | ||
|- | |- | ||
|30012DC || Shinespark | |30012DC || Shinespark Timer | ||
|- | |- | ||
|30012F0 || Trail FX | |30012F0 || Trail FX Type Slot 1 | ||
* | * 00 None | ||
* | * 01 Slight splash | ||
* | * 03 Slight dust cloud | ||
* | * 04 Slight big dust cloud | ||
* | * 05 Water surface splash | ||
* | * 06 Slight water surface splash | ||
* | * 07 Lava bubbles | ||
* | * 08 Splash | ||
* | * 09 Bubbles | ||
* | * 0A Dust cloud | ||
* | * 0B Big dust cloud | ||
* | * 0D Skidding | ||
* | * 0E Air bubbles | ||
|- | |- | ||
|30012F1 || Trail FX | |30012F1 || Trail FX Timer Slot 1 | ||
|- | |- | ||
|30012F2 || Trail FX | |30012F2 || Trail FX Status Slot 1 | ||
|- | |- | ||
|30012F3 || X | |30012F3 || X Absorption Timer | ||
|- | |- | ||
|30012F8 || Trail FX | |30012F8 || Trail FX Horizontal Position Slot 1 | ||
|- | |- | ||
|30012FA || Trail FX | |30012FA || Trail FX Vertical Position Slot 1 | ||
|- | |- | ||
|30012FC || Trail FX ROM | |30012FC || Trail FX ROM Data Pointer Slot 1 | ||
|- | |- | ||
|3001300 || Trail FX | |3001300 || Trail FX Type Slot 2 | ||
|- | |- | ||
|3001301 || Trail FX | |3001301 || Trail FX Timer Slot 2 | ||
|- | |- | ||
|3001302 || Trail FX | |3001302 || Trail FX Status Slot 2 | ||
|- | |- | ||
|3001308 || Trail FX | |3001308 || Trail FX Horizontal Position Slot 2 | ||
|- | |- | ||
|300130A || Trail FX | |300130A || Trail FX Vertical Position Slot 2 | ||
|- | |- | ||
|300130C || Trail FX ROM | |300130C || Trail FX ROM Data Pointer Slot 2 | ||
|- | |- | ||
|3001310 || Health | |3001310 || Health Status | ||
|- | |- | ||
|3001312 || Health | |3001312 || Health Capacity | ||
|- | |- | ||
|3001314 || Missile | |3001314 || Missile Status | ||
|- | |- | ||
|3001316 || Missiles | |3001316 || Missiles Capacity | ||
|- | |- | ||
|3001318 || Power | |3001318 || Power Bomb Status | ||
|- | |- | ||
|3001319 || Power | |3001319 || Power Bomb Capacity | ||
|- | |- | ||
|300131A || Beam | |300131A || Beam Status | ||
* | * 00 None | ||
* | * 01 Charge beam | ||
* | * 02 Wide beam | ||
* | * 04 Plasma beam | ||
* | * 08 Wave beam | ||
* 10 Ice beam | * 10 Ice beam | ||
|- | |- | ||
|300131B || Missile + | |300131B || Missile + Bomb Status | ||
* | * 00 None | ||
* | * 01 Missile | ||
* | * 02 Super missile | ||
* | * 04 Ice missile | ||
* | * 08 Diffusion missile | ||
* 10 Bomb | * 10 Bomb | ||
* 20 Power bomb | * 20 Power bomb | ||
|- | |- | ||
|300131C || Suit + | |300131C || Suit + Misc. Status | ||
* | * 00 None | ||
* | * 01 Hi-jump | ||
* | * 02 Speed booster | ||
* | * 04 Space jump | ||
* | * 08 Screw attack | ||
* 10 Varia suit | * 10 Varia suit | ||
* 20 Gravity suit | * 20 Gravity suit | ||
Line 539: | Line 661: | ||
* 80 Omega suit | * 80 Omega suit | ||
|- | |- | ||
|300131D || Security | |300131D || Security Status | ||
* | * 00 White doors | ||
* | * 01 Blue doors | ||
* | * 02 Green doors | ||
* | * 03 Yellow doors | ||
* | * 04 Red doors | ||
* FF None | * FF None | ||
|- | |- | ||
|300131F || Low | |300131F || Low Health Switch | ||
* 0 Not low health | * 0 Not low health | ||
* 1 Low health | * 1 Low health | ||
|- | |- | ||
|300132C || Horizontal | |300132C || Horizontal Wall Collision Detection | ||
* 0 None of Samus | * 0 None of Samus | ||
* 1 Top of Samus | * 1 Top of Samus | ||
Line 557: | Line 679: | ||
* 4 Bottom of Samus | * 4 Bottom of Samus | ||
|- | |- | ||
|3001330 || | |3001330 || Slow Speed Switch | ||
* 0 Normal speed | * 0 Normal speed | ||
* 1 Half speed | * 1 Half speed | ||
|- | |- | ||
|3001332 || Vertical | |3001332 || Vertical Acceleration | ||
|- | |- | ||
|3001334 || Maximum | |3001334 || Maximum Vertical Speed | ||
|- | |- | ||
|3001336 || Horizontal | |3001336 || Horizontal In-Air Acceleration | ||
|- | |- | ||
|3001338 || Maximum | |3001338 || Maximum Horizontal In-Air Speed | ||
|- | |- | ||
|300133A || Maximum | |300133A || Maximum Horizontal In-Air Morphball Speed | ||
|- | |- | ||
|300133C || Horizontal | |300133C || Horizontal Acceleration | ||
|- | |- | ||
|300133E || Maximum | |300133E || Maximum Horizontal Speed | ||
|- | |- | ||
|3001342 || Previous | |3001342 || Previous Horizontal Positioning | ||
|- | |- | ||
|3001344 || Previous | |3001344 || Previous Vertical Positioning | ||
|- | |- | ||
|3001346 || Underwater | |3001346 || Underwater Switch | ||
* 0 Overwater | * 0 Overwater | ||
* 1 Underwater | * 1 Underwater | ||
|- | |- | ||
|300134C | |300134C || Previous 64 Horizontal Positionings | ||
|- | |- | ||
|30013CC | |30013CC || Previous 64 Vertical Positionings | ||
|- | |- | ||
|30019C4 || | |30019C4 || V-Blank Code Pointer | ||
|- | |- | ||
| | |30019C8 || H-Blank Code Pointer | ||
|- | |- | ||
| | |30019CC || V-Count Code Pointer | ||
|- | |- | ||
|30019F0 || Slot | |30019DE || Music Length | ||
|- | |||
|30019E0 || Current Music Position | |||
|- | |||
|30019EC || Music Slot 1 | |||
|- | |||
|30019EE || Music Slot 2 | |||
|- | |||
|30019F0 || Slot Switch | |||
* 0 for slot 2 | * 0 for slot 2 | ||
* 1 for slot 1 | * 1 for slot 1 | ||
|- | |- | ||
| | |3001A74 || Interlaced PCM data | ||
|- | |||
|30025F4 || Sound Channel A Data | |||
|- | |||
|3002BF4 || Sound Channel B Data | |||
|- | |||
|3003658-3E0B || Sound Code | |||
|- | |||
|3004D28 || Suit Colour | |||
|- | |- | ||
| | |3004D90 || SA-X Suit Colour | ||
|- | |- | ||
| | |3004DE8 || Current Music Track | ||
|- | |- | ||
|3004DEC || 1st | |3004DEC || 1st Door Type | ||
* 0x Left facing white door | * 0x Left facing white door | ||
* 1x Right facing white door | * 1x Right facing white door | ||
Line 622: | Line 760: | ||
* x9 last fame of opening/closing | * x9 last fame of opening/closing | ||
|- | |- | ||
|3004DED || 1st | |3004DED || 1st Door Animation | ||
* 0 Closed | * 0 Closed | ||
* 1 Open bottom half of door | * 1 Open bottom half of door | ||
Line 632: | Line 770: | ||
* 13 Increase door type by 2 | * 13 Increase door type by 2 | ||
|- | |- | ||
|3004DEE || 1st | |3004DEE || 1st Door Horizontal Positioning | ||
Uses 17 pixels | Uses 17 pixels | ||
|- | |- | ||
|3004DEF || 1st | |3004DEF || 1st Door Vertical Positioning | ||
Uses 17 pixels | Uses 17 pixels | ||
|- | |- | ||
|3004DF0 || 2nd | |3004DF0 || 2nd Door Type | ||
|- | |- | ||
|3004DF1 || 2nd | |3004DF1 || 2nd Door Animation | ||
|- | |- | ||
|3004DF2 || 2nd | |3004DF2 || 2nd Door Horizontal Positioning | ||
|- | |- | ||
|3004DF3 || 2nd | |3004DF3 || 2nd Door Vertical Positioning | ||
|- | |- | ||
|3004DF4 || 3rd | |3004DF4 || 3rd Door Type | ||
|- | |- | ||
|3004DF5 || 3rd | |3004DF5 || 3rd Door Animation | ||
|- | |- | ||
|3004DF6 || 3rd | |3004DF6 || 3rd Door Horizontal Positioning | ||
|- | |- | ||
|3004DF7 || 3rd | |3004DF7 || 3rd Door Vertical Positioning | ||
|- | |- | ||
|3004DF8 || 4th | |3004DF8 || 4th Door Type | ||
|- | |- | ||
|3004DF9 || 4th | |3004DF9 || 4th Door Animation | ||
|- | |- | ||
|3004DFA || 4th | |3004DFA || 4th Door Horizontal Positioning | ||
|- | |- | ||
|3004DFB || 4th | |3004DFB || 4th Door Vertical Positioning | ||
|- | |- | ||
|3004DFC || 5th | |3004DFC || 5th Door Type | ||
|- | |- | ||
|3004DFD || 5th | |3004DFD || 5th Door Animation | ||
|- | |- | ||
|3004DFE || 5th | |3004DFE || 5th Door Horizontal Positioning | ||
|- | |- | ||
|3004DFF || 5th | |3004DFF || 5th Door Vertical Positioning | ||
|- | |- | ||
|3004E00 || 6th | |3004E00 || 6th Door Type | ||
|- | |- | ||
|3004E01 || 6th | |3004E01 || 6th Door Animation | ||
|- | |- | ||
|3004E02 || 6th | |3004E02 || 6th Door Horizontal Positioning | ||
|- | |- | ||
|3004E03 || 6th | |3004E03 || 6th Door Vertical Positioning | ||
|- | |- | ||
|3004E04 || 7th | |3004E04 || 7th Door Type | ||
|- | |- | ||
|3004E05 || 7th | |3004E05 || 7th Door Animation | ||
|- | |- | ||
|3004E06 || 7th | |3004E06 || 7th Door Horizontal Positioning | ||
|- | |- | ||
|3004E07 || 7th | |3004E07 || 7th Door Vertical Positioning | ||
|- | |- | ||
|3004E08 || 8th | |3004E08 || 8th Door Type | ||
|- | |- | ||
|3004E09 || 8th | |3004E09 || 8th Door Animation | ||
|- | |- | ||
|3004E0A || 8th | |3004E0A || 8th Door Horizontal Positioning | ||
|- | |- | ||
|3004E0B || 8th | |3004E0B || 8th Door Vertical Positioning | ||
[[Category: Metroid Fusion]] | [[Category: Metroid Fusion]] |
Revision as of 15:26, 2 August 2009
The following article is a RAM map for Metroid Fusion.
RAM | Information |
---|---|
2010000-10FFF | Decompressed BG2 Map |
2026000-28FFF | Decompressed Clipdata |
2029000-2BFFF | Decompressed Foreground |
202C000-2EFFF | Decompressed Level |
202F000-31FFF | Decompressed Back-Level |
2038000-3807F | 0x0000-0x007F of SRAM |
2038080-380FF | Copy of above |
2038100-381FF | Unused |
2038200-393FF | Slot A SRAM |
2039400-3A5FF | Slot A SRAM backup |
203A600-3B7FF | Slot B SRAM |
203B800-3C9FF | Slot B SRAM backup |
203CA00-3DBFF | Slot C SRAM |
203DC00-3EE00 | Slot C SRAM backup |
203EE00-3F03F | 0x6E00-0x703F of SRAM |
203F040-3F0BF | Clear |
203F0C0-3FFFF | 0x70C0-0x7FFF of SRAM |
3000000 | X-Parasite Target Display Switch |
3000002 | 16-Bit Frame Counter |
3000004 | BLDALPHA |
3000006 | BLDCNT |
3000008 | DISPCNT |
300000C | WININ-high |
300000D | WINOUT-low |
300000E | Transparent Colour |
3000010 | Copied to 0203800A |
3000011 | Language Switch |
3000014 | Completed Game Switch
|
3000015 | Intro Switch |
3000019 | BG3OFS Background Layer |
300001B | Abilities Counter |
300001C | Door Flashing Level |
3000020 | Reboot Switch |
3000025 | Soft-Resets Switch |
300002C | Area ID |
300002D | Room ID |
300002E | Door ID |
3000031 | Horizontal Mini-Map Coordinate |
3000032 | Vertical Mini-Map Coordinate |
300003B | Main Deck Percentage |
300003C | SRX Percentage |
300003D | TRO Percentage |
300003E | PYR Percentage |
300003F | AQA Percentage |
3000040 | ARC Percentage |
3000041 | NOC Percentage |
3000070 | DSPCNT |
3000072 | BLDCNT |
3000074 | BLDALPHA |
3000076 | WININ |
3000077 | WINOUT |
3000078 | BG0CNT, Written To Only |
300007A | BG1CNT |
300007C | BG2CNT |
300007E | BG3CNT |
3000080 | BG0CNT |
3000084 | Decompressed Foreground Pointer |
3000088 | Foreground Width |
300008A | Foreground Height |
300008C | Decompressed Level Pointer |
3000090 | Level Width |
3000092 | Level Height |
3000094 | Decompressed Back-Level Pointer |
3000098 | Back-Level Width |
300009A | Back-Level Height |
300009C | Decompressed Clipdata Pointer |
30000A0 | Clipdata Width |
30000A2 | Clipdata Height |
30000A4 | Tileset
|
30000A5 | Foreground Compression |
30000A6 | Level Compression |
30000A7 | Back-Level Compression |
30000A8 | Background Compression |
30000AB | Transparency |
30000AC | Sprite Data ROM Pointer |
30000B0 | Sprite Event Change |
30000BA | Music Track |
30000C8 | Horizontal Background 0 Positioning |
30000CA | Vertical Background 0 Positioning |
30000CC | Horizontal Background 1 Positioning |
30000CE | Vertical Background 1 Positioning |
30000D0 | Horizontal Background 2 Positioning |
30000D2 | Vertical Background 2 Positioning |
30000D4 | Horizontal Background 3 Positioning |
30000D6 | Vertical Background 3 Positioning |
3000124 | Horizontal Screen Positioning |
3000128 | Vertical Screen Positioning |
300012A | Horizontal Screen Momentum |
300012B | Vertical Screen Momentum |
3000138 | In-Game Timer |
3000140 | Enemy Slot 0 |
3000178 | Enemy Slot 1 |
30001B0 | Enemy Slot 2 |
30001E8 | Enemy Slot 3 |
3000220 | Enemy Slot 4 |
3000258 | Enemy Slot 5 |
3000290 | Enemy Slot 6 |
30002C8 | Enemy Slot 7 |
3000300 | Enemy Slot 8 |
3000338 | Enemy Slot 9 |
3000370 | Enemy Slot A |
30003A8 | Enemy Slot B |
30003E0 | Enemy Slot C |
3000418 | Enemy Slot D |
3000450 | Enemy Slot E |
3000488 | Enemy Slot F |
30004C0 | Enemy Slot 10 |
30004F8 | Enemy Slot 11 |
3000530 | Enemy Slot 12 |
3000568 | Enemy Slot 13 |
30005A0 | Enemy Slot 14 |
30005D8 | Enemy Slot 15 |
3000610 | Enemy Slot 16 |
3000648 | Enemy Slot 17 |
30006BC | Enemy Orientation |
30006BE | Enemy Vertical Positioning |
30006C0 | Enemy Horizontal Positioning |
30006C2 | Enemy Vertical Position Spawn |
30006C4 | Enemy Horizontal Position Spawn |
30006C6 | Enemy Top Boundary Offset |
30006C8 | Enemy Bottom Boundary Offset |
30006CA | Enemy Left Boundary Offset |
30006CC | Enemy Right Boundary Offset |
30006D0 | Enemy Health |
30006D2 | Enemy Animation |
30006D4 | Enemy Graphic Pointer |
30006D8 | Enemy Animation Counter |
30006D9 | Enemy ID |
30006DB | Enemy Sprite Set Slot |
30006DC | Enemy Palette (Relative) |
30006E0 | Enemy Pose |
30006E2 | Enemy Timer for something |
30006E8 | Enemy Invincibility Timer |
30006EA | Enemy Respawn Timer |
30006EE | Enemy Freeze Timer |
30006F0 | Bit array for collision, 8-bit. As seen in DH's enemy stats? |
30008D9 | Escape Timer |
3000960 | Projectile Slot 0 |
3000980 | Projectile Slot 1 |
30009A0 | Projectile Slot 2 |
30009C0 | Projectile Slot 3 |
30009E0 | Projectile Slot 4 |
3000A00 | Projectile Slot 5 |
3000A20 | Projectile Slot 6 |
3000A40 | Projectile Slot 7 |
3000A60 | Projectile Slot 8 |
3000A80 | Projectile Slot 9 |
3000AA0 | Projectile Slot A |
3000AC0 | Projectile Slot B |
3000AE0 | Projectile Slot C |
3000B00 | Projectile Slot D |
3000B20 | Projectile Slot E |
3000B40 | Projectile Slot F |
3000B60 | Projectile Rotation |
3000B64 | Projectile Graphic Pointer |
3000B68 | Projectile Vertical Positioning |
3000B6A | Projectile Horizontal Positioning |
3000B6C | Projectile Animation Frame |
3000B6E | Projectile Animation Counter |
3000B6F | Projectile Type |
3000B70 | Projectile Orientation |
3000B72 | Projectile Momentum |
3000B73 | Projectile Part |
3000B76 | Projectile Top Boundary Offset |
3000B78 | Projectile Bottom Boundary Offset |
3000B7A | Projectile Left Boundary Offset |
3000B7C | Projectile Right Boundary Offset |
3000B7E | Projectile Bomb Timer |
3000B7F | Projectile Slot |
3000B80 | Arm Cannon Vertical Positioning |
3000B82 | Arm Cannon Horizontal Positioning |
3000B84 | Sub-Game Mode |
3000B87 | Event Counter |
3000B8D | Most Recent Slot |
3000B94 | Slot A Data |
3000B95 | Slot A Corrupt |
3000BA4 | Slot A Game Completed |
3000BA5 | Slot A Save Exists |
3000BA8 | Slot B Data |
3000BA9 | Slot B Corrupt |
3000BB8 | Slot B Game Completed |
3000BB9 | Slot A Save Exists |
8000BBC | Slot C Data |
8000BBD | Slot C Corrupt |
8000BCC | Slot C Game Completed |
3000BCD | Slot A Save Exists |
3000BDE | Game Mode |
3000BE0 | Sub-Game Mode |
3000BE2 | Sub-Game Mode |
3000BE4 | Cleared Every Frame |
3000BE5 | 8-Bit Frame Counter |
3000BE6 | V-Blank Happened Switch |
3000BE8-0DE7 | Interrupt Code |
3000DE8-11E7 | OAM Data |
30011E8 | Button Input |
30011EA | New Input |
30011EC | Changed Input |
30011EE | Next OAM Slot |
3001228 | BG0 X Position |
300122A | BG0 Y Position |
300122C | BG2 X Position |
300122E | BG2 Y Position |
3001230 | BG3 X Position |
3001232 | BG3 Y Position |
3001243 | Pose Lock
|
3001245 | Pose Status
|
3001246 | Turn Switch
|
3001247 | Bounce Switch/Wall-Jump Switch/Shinespark Angle
|
3001248 | Wall-Jump Timer |
3001249 | Invincibility Timer |
300124A | Speed Boosting Switch
|
300124B | Arm Cannon Direction
|
300124C | Missiles Switch
|
300124D | Projectile Type
|
300124E | Cooldown Timer |
3001250 | Charge Beam Counter |
3001252 | Arm Running Animation Switch
|
3001253 | Speed Boost Counter/Knock-Back Counter |
3001254 | Wall-Jump Direction Switch
|
3001256 | Direction Switch
|
300125A | Horizontal Positioning
Uses quarter pixels |
300125C | Vertical Positioning
Uses quarter pixels |
300125E | Horizontal Momentum
Uses 32ths of a pixel |
3001260 | Vertical Momentum
Uses 32ths of a pixel |
3001262 | Current Slope Type
|
3001264 | Animation Type |
3001265 | Animation Counter |
3001266 | Animation Status |
3001268 | Left Boundary Offset |
300126A | Top Boundary Offset |
300126C | Right Boundary Offset |
300126E | Bottom Boundary Offset |
3001270-129B | Mirrors 0x03001244-126F when changing pose |
30012DC | Shinespark Timer |
30012F0 | Trail FX Type Slot 1
|
30012F1 | Trail FX Timer Slot 1 |
30012F2 | Trail FX Status Slot 1 |
30012F3 | X Absorption Timer |
30012F8 | Trail FX Horizontal Position Slot 1 |
30012FA | Trail FX Vertical Position Slot 1 |
30012FC | Trail FX ROM Data Pointer Slot 1 |
3001300 | Trail FX Type Slot 2 |
3001301 | Trail FX Timer Slot 2 |
3001302 | Trail FX Status Slot 2 |
3001308 | Trail FX Horizontal Position Slot 2 |
300130A | Trail FX Vertical Position Slot 2 |
300130C | Trail FX ROM Data Pointer Slot 2 |
3001310 | Health Status |
3001312 | Health Capacity |
3001314 | Missile Status |
3001316 | Missiles Capacity |
3001318 | Power Bomb Status |
3001319 | Power Bomb Capacity |
300131A | Beam Status
|
300131B | Missile + Bomb Status
|
300131C | Suit + Misc. Status
|
300131D | Security Status
|
300131F | Low Health Switch
|
300132C | Horizontal Wall Collision Detection
|
3001330 | Slow Speed Switch
|
3001332 | Vertical Acceleration |
3001334 | Maximum Vertical Speed |
3001336 | Horizontal In-Air Acceleration |
3001338 | Maximum Horizontal In-Air Speed |
300133A | Maximum Horizontal In-Air Morphball Speed |
300133C | Horizontal Acceleration |
300133E | Maximum Horizontal Speed |
3001342 | Previous Horizontal Positioning |
3001344 | Previous Vertical Positioning |
3001346 | Underwater Switch
|
300134C | Previous 64 Horizontal Positionings |
30013CC | Previous 64 Vertical Positionings |
30019C4 | V-Blank Code Pointer |
30019C8 | H-Blank Code Pointer |
30019CC | V-Count Code Pointer |
30019DE | Music Length |
30019E0 | Current Music Position |
30019EC | Music Slot 1 |
30019EE | Music Slot 2 |
30019F0 | Slot Switch
|
3001A74 | Interlaced PCM data |
30025F4 | Sound Channel A Data |
3002BF4 | Sound Channel B Data |
3003658-3E0B | Sound Code |
3004D28 | Suit Colour |
3004D90 | SA-X Suit Colour |
3004DE8 | Current Music Track |
3004DEC | 1st Door Type
|
3004DED | 1st Door Animation
|
3004DEE | 1st Door Horizontal Positioning
Uses 17 pixels |
3004DEF | 1st Door Vertical Positioning
Uses 17 pixels |
3004DF0 | 2nd Door Type |
3004DF1 | 2nd Door Animation |
3004DF2 | 2nd Door Horizontal Positioning |
3004DF3 | 2nd Door Vertical Positioning |
3004DF4 | 3rd Door Type |
3004DF5 | 3rd Door Animation |
3004DF6 | 3rd Door Horizontal Positioning |
3004DF7 | 3rd Door Vertical Positioning |
3004DF8 | 4th Door Type |
3004DF9 | 4th Door Animation |
3004DFA | 4th Door Horizontal Positioning |
3004DFB | 4th Door Vertical Positioning |
3004DFC | 5th Door Type |
3004DFD | 5th Door Animation |
3004DFE | 5th Door Horizontal Positioning |
3004DFF | 5th Door Vertical Positioning |
3004E00 | 6th Door Type |
3004E01 | 6th Door Animation |
3004E02 | 6th Door Horizontal Positioning |
3004E03 | 6th Door Vertical Positioning |
3004E04 | 7th Door Type |
3004E05 | 7th Door Animation |
3004E06 | 7th Door Horizontal Positioning |
3004E07 | 7th Door Vertical Positioning |
3004E08 | 8th Door Type |
3004E09 | 8th Door Animation |
3004E0A | 8th Door Horizontal Positioning |
3004E0B | 8th Door Vertical Positioning |