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.

Metroid Fusion/RAM map: Difference between revisions

From Data Crystal
Jump to navigation Jump to search
No edit summary
(Update)
Line 5: Line 5:
!'''RAM'''  || '''Information'''
!'''RAM'''  || '''Information'''
|-
|-
|2026000-2028FFE || Clipdata
|2010000-10FFF || Decompressed BG2 Map
|-
|-
|203821D || Slot A area number
|2026000-28FFF || Decompressed Clipdata
|-
|-
|203821E || Slot A room number
|2029000-2BFFF || Decompressed Foreground
|-
|-
|203821E || Slot A door number
|202C000-2EFFF || Decompressed Level
|-
|-
|203941D || Slot A area number back-up
|202F000-31FFF || Decompressed Back-Level
|-
|-
|203941E || Slot A room number back-up
|2038000-3807F || 0x0000-0x007F of SRAM
|-
|-
|203941F || Slot A door number back-up
|2038080-380FF || Copy of above
|-
|-
|203A61D || Slot B area number
|2038100-381FF || Unused
|-
|-
|203A61E || Slot B room number
|2038200-393FF || Slot A SRAM
|-
|-
|203A61F || Slot B door number
|2039400-3A5FF || Slot A SRAM backup
|-
|-
|203B81D || Slot B area number back-up
|203A600-3B7FF || Slot B SRAM
|-
|-
|203B81E || Slot B room number back-up
|203B800-3C9FF || Slot B SRAM backup
|-
|-
|203B81F || Slot B door number back-up
|203CA00-3DBFF || Slot C SRAM
|-
|-
|203CA1D || Slot C area number
|203DC00-3EE00 || Slot C SRAM backup
|-
|-
|203CA1E || Slot C room number
|203EE00-3F03F || 0x6E00-0x703F of SRAM
|-
|-
|203CA1F || Slot C door number
|203F040-3F0BF || Clear
|-
|-
|203DC1D || Slot C area number back-up
|203F0C0-3FFFF || 0x70C0-0x7FFF of SRAM
|-
|-
|203DC1E || Slot C room number back-up
|3000000 || X-Parasite Target Display Switch
|-
|-
|203DC1F || Slot C door number back-up
|3000002 || 16-Bit Frame Counter
|-
|-
|3000000 || Displays x-parasite targets
|3000004 || BLDALPHA
|-
|-
|3000002 || Frame counter
|3000006 || BLDCNT
|-
|-
|3000014 || Completed game switch
|3000008 || DISPCNT
* 0 for the normal map screen
|-
* 1 for the timer and item collection map screen
|300000C || WININ-high
|-
|300000D || WINOUT-low
|-
|300000E || Transparent Colour
|-
|-
|3000004 || Alpha blend level
|3000010 || Copied to 0203800A
|-
|-
|3000006 || Special effects control
|3000011 || Language Switch
|-
|-
|3000008 || Display control
|3000014 || Completed Game Switch
* 0 for the normal map screen
* 1 for the timer and item collection map screen
|-
|-
|300000C || Window 1 control
|3000015 || Intro Switch
|-
|-
|300000D || Outside window control
|3000019 || BG3OFS Background Layer
|-
|-
|3000011 || Language switch
|300001B || Abilities Counter
|-
|-
|300001B || Abilities counter
|300001C || Door Flashing Level
|-
|-
|300001C || Security door counter
|3000020 || Reboot Switch
|-
|-
|3000025 || Disable soft-resets
|3000025 || Soft-Resets Switch
|-
|-
|300002C || Area ID
|300002C || Area ID
Line 75: Line 81:
|300002E || Door ID
|300002E || Door ID
|-
|-
|3000031 || Horizontal mini-map coordinate
|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
|-
|-
|3000032 || Vertical mini-map coordinate
|3000084 || Decompressed Foreground Pointer
|-
|-
|300003B || Main Deck percentage
|3000088 || Foreground Width
|-
|-
|300003C || SRX percentage
|300008A || Foreground Height
|-
|-
|300003D || TRO percentage
|300008C || Decompressed Level Pointer
|-
|-
|300003E || PYR percentage
|3000090 || Level Width
|-
|-
|300003F || AQA percentage
|3000092 || Level Height
|-
|-
|3000040 || ARC percentage
|3000094 || Decompressed Back-Level Pointer
|-
|-
|3000041 || NOC percentage
|3000098 || Back-Level Width
|-
|-
|300009C || Clipdata Pointer
|300009A || Back-Level Height
|-
|-
|30000A2 || Amount of clipdata to load in units of 16 blocks
|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
|-
|-
|30000C8 || Horizontal background 0 positioning
|30000CE || Vertical Background 1 Positioning
|-
|-
|30000CA || Vertical background 0 positioning
|30000D0 || Horizontal Background 2 Positioning
|-
|-
|30000CC || Horizontal background 1 positioning
|30000D2 || Vertical Background 2 Positioning
|-
|-
|30000CE || Vertical background 1 positioning
|30000D4 || Horizontal Background 3 Positioning
|-
|-
|30000D0 || Horizontal background 2 positioning
|30000D6 || Vertical Background 3 Positioning
|-
|-
|30000D2 || Vertical background 2 positioning
|3000124 || Horizontal Screen Positioning
|-
|-
|30000D4 || Horizontal background 3 positioning
|3000128 || Vertical Screen Positioning
|-
|-
|30000D6 || Vertical background 3 positioning
|300012A || Horizontal Screen Momentum
|-
|-
|300012A || Camera speed
|300012B || Vertical Screen Momentum
|-
|-
|3000138 || In-game timer
|3000138 || In-Game Timer
|-
|-
|3000140-177 || Enemy slot 0
|3000140 || Enemy Slot 0
|-
|-
|3000178-1AF || Enemy slot 1
|3000178 || Enemy Slot 1
|-
|-
|30001B0-1E7 || Enemy slot 2
|30001B0 || Enemy Slot 2
|-
|-
|30001E8-21F || Enemy slot 3
|30001E8 || Enemy Slot 3
|-
|-
|3000220-257 || Enemy slot 4
|3000220 || Enemy Slot 4
|-
|-
|3000258-28F || Enemy slot 5
|3000258 || Enemy Slot 5
|-
|-
|3000290-2C7 || Enemy slot 6
|3000290 || Enemy Slot 6
|-
|-
|30002C8-2FF || Enemy slot 7
|30002C8 || Enemy Slot 7
|-
|-
|3000300-337 || Enemy slot 8
|3000300 || Enemy Slot 8
|-
|-
|3000338-36F || Enemy slot 9
|3000338 || Enemy Slot 9
|-
|-
|3000370-3A7 || Enemy slot A
|3000370 || Enemy Slot A
|-
|-
|30003A8-3DF || Enemy slot B
|30003A8 || Enemy Slot B
|-
|-
|30003E0-417 || Enemy slot C
|30003E0 || Enemy Slot C
|-
|-
|3000418-44F || Enemy slot D
|3000418 || Enemy Slot D
|-
|-
|3000450-487 || Enemy slot E
|3000450 || Enemy Slot E
|-
|-
|3000488-4BF || Enemy slot F
|3000488 || Enemy Slot F
|-
|-
|30004C0-4F7 || Enemy slot 10
|30004C0 || Enemy Slot 10
|-
|-
|30004F8-52F || Enemy slot 11
|30004F8 || Enemy Slot 11
|-
|-
|3000530-567 || Enemy slot 12
|3000530 || Enemy Slot 12
|-
|-
|3000568-29F || Enemy slot 13
|3000568 || Enemy Slot 13
|-
|-
|30005A0-2D7 || Enemy slot 14
|30005A0 || Enemy Slot 14
|-
|-
|30005D8-60F || Enemy slot 15
|30005D8 || Enemy Slot 15
|-
|-
|3000610-647 || Enemy slot 16
|3000610 || Enemy Slot 16
|-
|-
|3000648-67F || Enemy slot 17
|3000648 || Enemy Slot 17
|-
|-
|30006BC || Enemy orientation
|30006BC || Enemy Orientation
|-
|-
|30006BE || Enemy vertical position
|30006BE || Enemy Vertical Positioning
|-
|-
|30006C0 || Enemy horizontal position
|30006C0 || Enemy Horizontal Positioning
|-
|-
|30006C2 || Enemy vertical position spawn
|30006C2 || Enemy Vertical Position Spawn
|-
|-
|30006C4 || Enemy horizontal position spawn
|30006C4 || Enemy Horizontal Position Spawn
|-
|-
|30006C6 || Enemy vertical hitbox
|30006C6 || Enemy Top Boundary Offset
|-
|-
|30006C8 || Enemy vertical hitbox offset
|30006C8 || Enemy Bottom Boundary Offset
|-
|-
|30006CA || Enemy horizontal hitbox
|30006CA || Enemy Left Boundary Offset
|-
|-
|30006CC || Enemy horizontal hitbox offset
|30006CC || Enemy Right Boundary Offset
|-
|-
|30006D0 || Enemy health
|30006D0 || Enemy Health
|-
|-
|30006D2 || Enemy animation
|30006D2 || Enemy Animation
|-
|-
|30006D4 || Enemy graphic pointer
|30006D4 || Enemy Graphic Pointer
|-
|-
|30006D8 || Enemy animation counter
|30006D8 || Enemy Animation Counter
|-
|-
|30006D9 || Enemy ID
|30006D9 || Enemy ID
|-
|-
|30006DB || Enemy sprite set slot
|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
|-
|-
|30006DC || Enemy palette (relative)
|3000B64 || Projectile Graphic Pointer
|-
|-
|30006E0 || Enemy pose
|3000B68 || Projectile Vertical Positioning
|-
|-
|30006E2 || Enemy timer for something
|3000B6A || Projectile Horizontal Positioning
|-
|-
|30006E8 || Enemy invincibility timer
|3000B6C || Projectile Animation Frame
|-
|-
|30006EA || Enemy respawn timer
|3000B6E || Projectile Animation Counter
|-
|-
|30006EE || Enemy freeze timer
|3000B6F || Projectile Type
|-
|-
|30008D9 || Escape timer
|3000B70 || Projectile Orientation
|-
|-
|3000960 || Projectile slot 0
|3000B72 || Projectile Momentum
|-
|-
|3000980 || Projectile slot 1
|3000B73 || Projectile Part
|-
|-
|30009A0 || Projectile slot 2
|3000B76 || Projectile Top Boundary Offset
|-
|-
|30009C0 || Projectile slot 3
|3000B78 || Projectile Bottom Boundary Offset
|-
|-
|30009E0 || Projectile slot 4
|3000B7A || Projectile Left Boundary Offset
|-
|-
|3000A00 || Projectile slot 5
|3000B7C || Projectile Right Boundary Offset
|-
|-
|3000A20 || Projectile slot 6
|3000B7E || Projectile Bomb Timer
|-
|-
|3000A40 || Projectile slot 7
|3000B7F || Projectile Slot
|-
|-
|3000A60 || Projectile slot 8
|3000B80 || Arm Cannon Vertical Positioning
|-
|-
|3000A80 || Projectile slot 9
|3000B82 || Arm Cannon Horizontal Positioning
|-
|-
|3000AA0 || Projectile slot A
|3000B84 || Sub-Game Mode
|-
|-
|3000AC0 || Projectile slot B
|3000B87 || Event Counter
|-
|-
|3000AE0 || Projectile slot C
|3000B8D || Most Recent Slot
|-
|-
|3000B00 || Projectile slot D
|3000B94 || Slot A Data
|-
|-
|3000B20 || Projectile slot E
|3000B95 || Slot A Corrupt
|-
|-
|3000B40 || Projectile slot F
|3000BA4 || Slot A Game Completed
|-
|-
|3000B60 || Projectile rotation
|3000BA5 || Slot A Save Exists
|-
|-
|3000B64 || Projectile graphic pointer
|3000BA8 || Slot B Data
|-
|-
|3000B68 || Projectile vertical positioning
|3000BA9 || Slot B Corrupt
|-
|-
|3000B6A || Projectile horizontal positioning
|3000BB8 || Slot B Game Completed
|-
|-
|3000B6C || Projectile animation frame
|3000BB9 || Slot A Save Exists
|-
|-
|3000B6E || Projectile animation counter
|8000BBC || Slot C Data
|-
|-
|3000B70 || Projectile orientation
|8000BBD || Slot C Corrupt
|-
|-
|3000B72 || Projectile momentum
|8000BCC || Slot C Game Completed
|-
|-
|3000B76 || Projectile vertical hitbox
|3000BCD || Slot A Save Exists
|-
|-
|3000B78 || Projectile vertical hitbox offset
|3000BDE || Game Mode
|-
|-
|3000B7A || Projectile horizontal hitbox
|3000BE0 || Sub-Game Mode
|-
|-
|3000B7C || Projectile horizontal hitbox offset
|3000BE2 || Sub-Game Mode
|-
|-
|3000B7E || Projectile bomb timer
|3000BE4 || Cleared Every Frame
|-
|-
|3000B7F || Projectile part
|3000BE5 || 8-Bit Frame Counter
|-
|-
|3000B84 || Menu status
|3000BE6 || V-Blank Happened Switch
* 0 Exits menu
* 1 Gunship
* 2 Normal menu
* 3 Adam
* 4 Adam
* 5 Map, then messes up all the sprites
* 6 SA-X clip-art scene
|-
|-
|3000B86 || Map area
|3000BE8-0DE7 || Interrupt Code
|-
|-
|3000B87 || Event counter
|3000DE8-11E7 || OAM Data
|-
|-
|3000BDE || Clear SRAM menu switch
|30011E8 || Button Input
|-
|-
|3000BE8-DE7 || Interrupt code
|30011EA || New Input
|-
|-
|3000DE8-11E7 || OAM data
|30011EC || Changed Input
|-
|-
|30011E8 || Button input
|30011EE || Next OAM Slot
|-
|-
|30011EA || New input
|3001228 || BG0 X Position
|-
|-
|30011EC || Changed input
|300122A || BG0 Y Position
|-
|-
|3001243 || Pose lock
|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 status
|3001245 || Pose Status
* 0 Standing
* 00 Standing
* 1 Turning around
* 01 Turning around
* 2 Shooting
* 02 Shooting
* 3 Running
* 03 Running
* 4 Jumping/falling
* 04 Jumping/falling
* 5 Turning around and jumping/falling
* 05 Turning around and jumping/falling
* 6 Landing
* 06 Landing
* 7 Ducking
* 07 Ducking
* 8 Turning around and ducking
* 08 Turning around and ducking
* 9 Shooting and ducking
* 09 Shooting and ducking
* A Starting a spin-jump
* 0A Starting a spin-jump
* B Spinning
* 0B Spinning
* C Morphing
* 0C Morphing
* D Morphball
* 0D Morphball
* E Rolling
* 0E Rolling
* F Unmorphing
* 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 connon out on a vertical ladder
* 27 Starting to hold your arm cannon out on a vertical ladder
* 28 Holding your arm connon out on a vertical ladder
* 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 connon on a vertical ladder
* 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 switch
|3001246 || Turn Switch
* 0 Not turning around
* 0 Not turning around
* 1 Turning around
* 1 Turning around
|-
|-
|3001247 || Bounce/wall-jump switch/shinespark angle
|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-jump timer
|3001248 || Wall-Jump Timer
|-
|-
|3001249 || Invincibility timer
|3001249 || Invincibility Timer
|-
|-
|300124A || Speed boosting switch
|300124A || Speed Boosting Switch
* 0 Not speed boosting
* 00 Not speed boosting
* 1 Speed boosting
* 01 Speed boosting
|-
|-
|300124B || Arm cannon direction
|300124B || Arm Cannon Direction
* 0 None
* 00 None
* 1 Forward
* 01 Forward
* 2 Diagonally upwards
* 02 Diagonally upwards
* 3 Diagonally downwards
* 03 Diagonally downwards
* 4 Upwards
* 04 Upwards
* 5 Downwards
* 05 Downwards
|-
|-
|300124C || Missiles switch
|300124C || Missiles Switch
* 0 Missiles not selected
* 0 Missiles not selected
* 1 Missiles selected
* 1 Missiles selected
|-
|-
|300124D || Projectile type
|300124D || Projectile Type
* 1 Beam
* 1 Beam
* 2 Missile
* 2 Missile
Line 405: Line 527:
* 6 Power bomb
* 6 Power bomb
|-
|-
|300124E || Cooldown timer
|300124E || Cooldown Timer
|-
|-
|3001250 || Charge beam counter
|3001250 || Charge Beam Counter
|-
|-
|3001252 || Arm running animation switch
|3001252 || Arm Running Animation Switch
* 0 Arm connon out
* 0 Arm cannon out
* 1 Arm connon not out
* 1 Arm cannon not out
|-
|-
|3001253 || Speed boosting/knock-back counter
|3001253 || Speed Boost Counter/Knock-Back Counter
|-
|-
|3001254 || Wall-jump direction switch
|3001254 || Wall-Jump Direction Switch
* 10 Rightwards
* 10 Rightwards
* 20 Leftwards
* 20 Leftwards
|-
|-
|3001256 || Direction switch
|3001256 || Direction Switch
* 10 Rightwards
* 10 Rightwards
* 20 Leftwards
* 20 Leftwards
|-
|-
|300125A || Horizontal positioning
|300125A || Horizontal Positioning
Uses quarter pixels
Uses quarter pixels
|-
|-
|300125C || Vertical positioning
|300125C || Vertical Positioning
Uses quarter pixels
Uses quarter pixels
|-
|-
|300125E || Horizontal momentum
|300125E || Horizontal Momentum
Uses 32ths of a pixel
Uses 32ths of a pixel
|-
|-
|3001260 || Vertical momentum
|3001260 || Vertical Momentum
Uses 32ths of a pixel
Uses 32ths of a pixel
|-
|-
|3001262 || Current slope type
|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 type
|3001264 || Animation Type
|-
|-
|3001265 || Animation counter
|3001265 || Animation Counter
|-
|-
|3001266 || Animation status
|3001266 || Animation Status
|-
|-
|3001268 || Horizontal hitbox
|3001268 || Left Boundary Offset
|-
|-
|300126A || Vertical hitbox
|300126A || Top Boundary Offset
|-
|-
|300126C || Horizontal hitbox offset
|300126C || Right Boundary Offset
|-
|-
|300126E || Vertical hitbox offset
|300126E || Bottom Boundary Offset
|-
|-
|3001270-129B || Mirrors 3001244-126F when changing pose
|3001270-129B || Mirrors 0x03001244-126F when changing pose
|-
|-
|30012DC || Shinespark timer
|30012DC || Shinespark Timer
|-
|-
|30012F0 || Trail FX type slot 1
|30012F0 || Trail FX Type Slot 1
* 0 None
* 00 None
* 1 Slight splash
* 01 Slight splash
* 3 Slight dust cloud
* 03 Slight dust cloud
* 4 Slight big dust cloud
* 04 Slight big dust cloud
* 5 Water surface splash
* 05 Water surface splash
* 6 Slight water surface splash
* 06 Slight water surface splash
* 7 Lava bubbles
* 07 Lava bubbles
* 8 Splash
* 08 Splash
* 9 Bubbles
* 09 Bubbles
* A Dust cloud
* 0A Dust cloud
* B Big dust cload
* 0B Big dust cloud
* D Skidding
* 0D Skidding
* E Air bubbles
* 0E Air bubbles
|-
|-
|30012F1 || Trail FX timer slot 1
|30012F1 || Trail FX Timer Slot 1
|-
|-
|30012F2 || Trail FX status slot 1
|30012F2 || Trail FX Status Slot 1
|-
|-
|30012F3 || X absorption timer
|30012F3 || X Absorption Timer
|-
|-
|30012F8 || Trail FX horizontal position slot 1
|30012F8 || Trail FX Horizontal Position Slot 1
|-
|-
|30012FA || Trail FX vertical position slot 1
|30012FA || Trail FX Vertical Position Slot 1
|-
|-
|30012FC || Trail FX ROM data pointer slot 1
|30012FC || Trail FX ROM Data Pointer Slot 1
|-
|-
|3001300 || Trail FX type slot 2
|3001300 || Trail FX Type Slot 2
|-
|-
|3001301 || Trail FX timer slot 2
|3001301 || Trail FX Timer Slot 2
|-
|-
|3001302 || Trail FX status slot 2
|3001302 || Trail FX Status Slot 2
|-
|-
|3001308 || Trail FX horizontal position slot 2
|3001308 || Trail FX Horizontal Position Slot 2
|-
|-
|300130A || Trail FX vertical position slot 2
|300130A || Trail FX Vertical Position Slot 2
|-
|-
|300130C || Trail FX ROM data pointer slot 2
|300130C || Trail FX ROM Data Pointer Slot 2
|-
|-
|3001310 || Health status
|3001310 || Health Status
|-
|-
|3001312 || Health capacity
|3001312 || Health Capacity
|-
|-
|3001314 || Missile status
|3001314 || Missile Status
|-
|-
|3001316 || Missiles capacity
|3001316 || Missiles Capacity
|-
|-
|3001318 || Power bomb status
|3001318 || Power Bomb Status
|-
|-
|3001319 || Power bomb capacity
|3001319 || Power Bomb Capacity
|-
|-
|300131A || Beam status
|300131A || Beam Status
* 0 None
* 00 None
* 1 Charge beam
* 01 Charge beam
* 2 Wide beam
* 02 Wide beam
* 4 Plasma beam
* 04 Plasma beam
* 8 Wave beam
* 08 Wave beam
* 10 Ice beam
* 10 Ice beam
|-
|-
|300131B || Missile + bomb status
|300131B || Missile + Bomb Status
* 0 None
* 00 None
* 1 Missile
* 01 Missile
* 2 Super missile
* 02 Super missile
* 4 Ice missile
* 04 Ice missile
* 8 Diffusion missile
* 08 Diffusion missile
* 10 Bomb
* 10 Bomb
* 20 Power bomb
* 20 Power bomb
|-
|-
|300131C || Suit + misc. status
|300131C || Suit + Misc. Status
* 0 None
* 00 None
* 1 Hi-jump
* 01 Hi-jump
* 2 Speed booster
* 02 Speed booster
* 4 Space jump
* 04 Space jump
* 8 Screw attack
* 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 status
|300131D || Security Status
* 0 White doors
* 00 White doors
* 1 Blue doors
* 01 Blue doors
* 2 Green doors
* 02 Green doors
* 3 Yellow doors
* 03 Yellow doors
* 4 Red doors
* 04 Red doors
* FF None
* FF None
|-
|-
|300131F || Low health switch
|300131F || Low Health Switch
* 0 Not low health
* 0 Not low health
* 1 Low health
* 1 Low health
|-
|-
|300132C || Horizontal wall collision detection
|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 || Half speed switch
|3001330 || Slow Speed Switch
* 0 Normal speed
* 0 Normal speed
* 1 Half speed
* 1 Half speed
|-
|-
|3001332 || Vertical acceleration
|3001332 || Vertical Acceleration
|-
|-
|3001334 || Maximum vertical speed
|3001334 || Maximum Vertical Speed
|-
|-
|3001336 || Horizontal in-air acceleration
|3001336 || Horizontal In-Air Acceleration
|-
|-
|3001338 || Maximum horizontal in-air speed
|3001338 || Maximum Horizontal In-Air Speed
|-
|-
|300133A || Maximum horizontal in-air morphball speed
|300133A || Maximum Horizontal In-Air Morphball Speed
|-
|-
|300133C || Horizontal acceleration
|300133C || Horizontal Acceleration
|-
|-
|300133E || Maximum horizontal speed
|300133E || Maximum Horizontal Speed
|-
|-
|3001342 || Previous horizontal positioning
|3001342 || Previous Horizontal Positioning
|-
|-
|3001344 || Previous vertical positioning
|3001344 || Previous Vertical Positioning
|-
|-
|3001346 || Underwater switch
|3001346 || Underwater Switch
* 0 Overwater
* 0 Overwater
* 1 Underwater
* 1 Underwater
|-
|-
|300134C-30013CA || Previous 64 horizontal positionings
|300134C || Previous 64 Horizontal Positionings
|-
|-
|30013CC-300144A || Previous 64 vertical positionings
|30013CC || Previous 64 Vertical Positionings
|-
|-
|30019C4 || Music ROM data pointer
|30019C4 || V-Blank Code Pointer
|-
|-
|30019EC || Music slot 1
|30019C8 || H-Blank Code Pointer
|-
|-
|30019EE || Music slot 2
|30019CC || V-Count Code Pointer
|-
|-
|30019F0 || Slot switch
|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
|-
|-
|30019F4-1F70 || Music data
|3001A74 || Interlaced PCM data
|-
|30025F4 || Sound Channel A Data
|-
|3002BF4 || Sound Channel B Data
|-
|3003658-3E0B || Sound Code
|-
|3004D28 || Suit Colour
|-
|-
|3004D28 || Suit colour
|3004D90 || SA-X Suit Colour
|-
|-
|3004D90 || SA-X suit colour
|3004DE8 || Current Music Track
|-
|-
|3004DEC || 1st door type
|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 door animation
|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 door horizontal positioning
|3004DEE || 1st Door Horizontal Positioning
Uses 17 pixels
Uses 17 pixels
|-
|-
|3004DEF || 1st door vertical positioning
|3004DEF || 1st Door Vertical Positioning
Uses 17 pixels
Uses 17 pixels
|-
|-
|3004DF0 || 2nd door type
|3004DF0 || 2nd Door Type
|-
|-
|3004DF1 || 2nd door animation
|3004DF1 || 2nd Door Animation
|-
|-
|3004DF2 || 2nd door horizontal positioning
|3004DF2 || 2nd Door Horizontal Positioning
|-
|-
|3004DF3 || 2nd door vertical positioning
|3004DF3 || 2nd Door Vertical Positioning
|-
|-
|3004DF4 || 3rd door type
|3004DF4 || 3rd Door Type
|-
|-
|3004DF5 || 3rd door animation
|3004DF5 || 3rd Door Animation
|-
|-
|3004DF6 || 3rd door horizontal positioning
|3004DF6 || 3rd Door Horizontal Positioning
|-
|-
|3004DF7 || 3rd door vertical positioning
|3004DF7 || 3rd Door Vertical Positioning
|-
|-
|3004DF8 || 4th door type
|3004DF8 || 4th Door Type
|-
|-
|3004DF9 || 4th door animation
|3004DF9 || 4th Door Animation
|-
|-
|3004DFA || 4th door horizontal positioning
|3004DFA || 4th Door Horizontal Positioning
|-
|-
|3004DFB || 4th door vertical positioning
|3004DFB || 4th Door Vertical Positioning
|-
|-
|3004DFC || 5th door type
|3004DFC || 5th Door Type
|-
|-
|3004DFD || 5th door animation
|3004DFD || 5th Door Animation
|-
|-
|3004DFE || 5th door horizontal positioning
|3004DFE || 5th Door Horizontal Positioning
|-
|-
|3004DFF || 5th door vertical positioning
|3004DFF || 5th Door Vertical Positioning
|-
|-
|3004E00 || 6th door type
|3004E00 || 6th Door Type
|-
|-
|3004E01 || 6th door animation
|3004E01 || 6th Door Animation
|-
|-
|3004E02 || 6th door horizontal positioning
|3004E02 || 6th Door Horizontal Positioning
|-
|-
|3004E03 || 6th door vertical positioning
|3004E03 || 6th Door Vertical Positioning
|-
|-
|3004E04 || 7th door type
|3004E04 || 7th Door Type
|-
|-
|3004E05 || 7th door animation
|3004E05 || 7th Door Animation
|-
|-
|3004E06 || 7th door horizontal positioning
|3004E06 || 7th Door Horizontal Positioning
|-
|-
|3004E07 || 7th door vertical positioning
|3004E07 || 7th Door Vertical Positioning
|-
|-
|3004E08 || 8th door type
|3004E08 || 8th Door Type
|-
|-
|3004E09 || 8th door animation
|3004E09 || 8th Door Animation
|-
|-
|3004E0A || 8th door horizontal positioning
|3004E0A || 8th Door Horizontal Positioning
|-
|-
|3004E0B || 8th door vertical positioning
|3004E0B || 8th Door Vertical Positioning


[[Category: Metroid Fusion]]
[[Category: Metroid Fusion]]

Revision as of 15:26, 2 August 2009

Chip tiny.png 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
  • 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 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
  • 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-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
  • 00 Free
  • 80 Locked
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
  • 11 Getting hurt
  • 12 Getting hurt in morphball
  • 13 Getting knocked back
  • 14 Getting knocked back in morphball
  • 15 Starting a wall-jump
  • 16 Wall-jumping
  • 17 Using an elevator
  • 18 Hanging on a ledge
  • 19 Pulling yourself up from hanging
  • 1A Pulling yourself forward from hanging
  • 1B Pulling yourself into a morphball tunnel
  • 1C Pulling yourself down to start hanging???
  • 1D Space-jumping
  • 1E Screw-attacking
  • 1F Skidding
  • 20 On a save pad
  • 21 On a recharge/security pad
  • 22 Turning around to be recharged
  • 23 Delay before shinesparking
  • 24 Shinesparking
  • 25 Delay after shinesparking
  • 26 Hanging from a vertical ladder
  • 27 Starting to hold your arm cannon out on a vertical ladder
  • 28 Holding your arm cannon out on a vertical ladder
  • 29 Shooting on a vertical ladder
  • 2A Starting to put away your arm cannon on a vertical ladder
  • 2B Handing on a horizontal ladder
  • 2C Moving on a horizontal ladder
  • 2D Turning around on a horizontal ladder
  • 2E Delay after shooting on a horizontal ladder
  • 2F Shooting on a horizontal ladder
  • 30 Frozen
  • 31 Frozen and falling
  • 32 Frozen in morphball
  • 33 Frozen in morphball and falling
  • 34 Unlocking security
  • 35 Saving/loading game
  • 36 On a navigation pad
  • 37 Downloading an ability
  • 38 Being recharged
  • 39 Facing the foreground
  • 3A Facing the background
  • 3B Unlocking the habitations deck
  • 3D Being loaded by the gunship
  • 3E Dying
  • 3F Hit by Omega Metroid
  • 40 Grabbed by Yakuza
3001246 Turn Switch
  • 0 Not turning around
  • 1 Turning around
3001247 Bounce Switch/Wall-Jump Switch/Shinespark Angle
  • 0 Not bouncing/wall-jumping/sparking upwards
  • 1 Bouncing/wall-jumping/sparking sidewards
  • 2 Sparking diagonally
  • 14 Jumping when bouncing
  • 15 Jumping when bouncing
  • 16 Jumping when bouncing
3001248 Wall-Jump Timer
3001249 Invincibility Timer
300124A Speed Boosting Switch
  • 00 Not speed boosting
  • 01 Speed boosting
300124B Arm Cannon Direction
  • 00 None
  • 01 Forward
  • 02 Diagonally upwards
  • 03 Diagonally downwards
  • 04 Upwards
  • 05 Downwards
300124C Missiles Switch
  • 0 Missiles not selected
  • 1 Missiles selected
300124D Projectile Type
  • 1 Beam
  • 2 Missile
  • 4 Bomb
  • 5 Charged beam
  • 6 Power bomb
300124E Cooldown Timer
3001250 Charge Beam Counter
3001252 Arm Running Animation Switch
  • 0 Arm cannon out
  • 1 Arm cannon not out
3001253 Speed Boost Counter/Knock-Back Counter
3001254 Wall-Jump Direction Switch
  • 10 Rightwards
  • 20 Leftwards
3001256 Direction Switch
  • 10 Rightwards
  • 20 Leftwards
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
  • 0 Flat
  • 11 Steep right
  • 12 Gentle right
  • 21 Steep left
  • 22 Gentle left
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
  • 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 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
  • 00 None
  • 01 Charge beam
  • 02 Wide beam
  • 04 Plasma beam
  • 08 Wave beam
  • 10 Ice beam
300131B Missile + Bomb Status
  • 00 None
  • 01 Missile
  • 02 Super missile
  • 04 Ice missile
  • 08 Diffusion missile
  • 10 Bomb
  • 20 Power bomb
300131C Suit + Misc. Status
  • 00 None
  • 01 Hi-jump
  • 02 Speed booster
  • 04 Space jump
  • 08 Screw attack
  • 10 Varia suit
  • 20 Gravity suit
  • 40 Morph ball
  • 80 Omega suit
300131D Security Status
  • 00 White doors
  • 01 Blue doors
  • 02 Green doors
  • 03 Yellow doors
  • 04 Red doors
  • FF None
300131F Low Health Switch
  • 0 Not low health
  • 1 Low health
300132C Horizontal Wall Collision Detection
  • 0 None of Samus
  • 1 Top of Samus
  • 2 Middle of Samus
  • 4 Bottom of Samus
3001330 Slow Speed Switch
  • 0 Normal speed
  • 1 Half speed
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
  • 0 Overwater
  • 1 Underwater
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
  • 0 for slot 2
  • 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 Door Type
  • 0x Left facing white door
  • 1x Right facing white door
  • 2x Left facing blue door
  • 3x Right facing blue door
  • 4x Left facing green door
  • 5x Right facing green door
  • 6x Left facing yellow door
  • 7x Right facing yellow door
  • 8x Left facing red door
  • 9x Right facing red door
  • Ax Left facing grey door
  • Bx Right facing grey door
  • x1 Inactive
  • x3 About to open
  • x5 1st frame of opening/closing
  • x7 2nd frame of opening/closing
  • x9 last fame of opening/closing
3004DED 1st Door Animation
  • 0 Closed
  • 1 Open bottom half of door
  • 2 Opened
  • 3 Close bottom half of door
  • 9 Open top half of door
  • B Close top half of door
  • 11 Increase door type by 2
  • 13 Increase door type by 2
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