Difference between revisions of "Mega Man:RAM map"

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(Added lots of info)
(Added 0 to the beginning of the RAM addresses. Added the relative weapons to the bosses in the 005D listing. Changed display of all Hex values to Hex and Decimal. Some grammar/spelling corrections.)
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<p>Note: Memory locations discovered using the 'FCEU' Emulator for Windows.</p>
 
<p>Note: Memory locations discovered using the 'FCEU' Emulator for Windows.</p>
 
+
<br>
<p><b>All values in table are Hexadecimal unless noted otherwise!</b></p>
+
<p>Given values: $Hexadecimal value(Decimal value), ex. $63(99)</p>
 +
<p>Any values less than $0A(10) will only show the Hex value.</p>
 +
<br>
  
 
{| border="1" cellpadding="1"
 
{| border="1" cellpadding="1"
|'''RAM'''  || '''Effect''' || '''Comments'''
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|'''RAM'''  || '''Function''' || '''Details'''
 
|-
 
|-
|05D || Wich ememys have been defeated/Weapons unlocked
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| 005D || Wich ememys have been defeated/Weapons unlocked
 
{|border="1" cellpadding="1"
 
{|border="1" cellpadding="1"
|bit 1||Bombman
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|bit 1||Bombman/Hyper Bomb
 
|-
 
|-
|bit 2||Elecman
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|bit 2||Elecman/Thunder Beam
 
|-
 
|-
|bit 3||Gutsman
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|bit 3||Gutsman/Super Arm
 
|-
 
|-
|bit 4||Iceman  
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|bit 4||Iceman/Ice Slasher
 
|-
 
|-
|bit 5||Cutsman
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|bit 5||Cutman/Rolling Cutter
 
|-
 
|-
|bit 6||Fireman
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|bit 6||Fireman/Fire Storm
 
|-
 
|-
 
|bit 7||Magnet Beam
 
|bit 7||Magnet Beam
 
|-
 
|-
 
|}
 
|}
     ||Setting a bit will defeat/unlock the corresponding Villan/Weapon.  Set this byte to FE to go directly to Dr. Wiley.
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     ||Setting a bit will defeat/unlock the corresponding Villan/Weapon.  Set this byte to $FE(254) to go directly to Dr. Wily.
 
|-
 
|-
|05F || Weapon Select  
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| 005F || Weapon Select  
 
{|border="1" cellpadding="1"
 
{|border="1" cellpadding="1"
|00||Normal(Start Weapon)
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|$00||Mega Buster(normal weapon)
 
|-
 
|-
|01||Bomb
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|$01||Hyper Bomb
 
|-
 
|-
|02||Electric
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|$02||Thunder Beam
 
|-
 
|-
|03||Guts
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|$03||Super Arm
 
|-
 
|-
|04||Ice  
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|$04||Ice Slasher
 
|-
 
|-
|05||Cutters
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|$05||Rolling Cutter
 
|-
 
|-
|06||Fire
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|$06||Fire Storm
 
|-
 
|-
|07||Magnet Beam
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|$07||Magnet Beam
 
|-
 
|-
 
|}
 
|}
 
     || This only controls the weapon function, it will not change his color.  You can select any weapon even if it's still locked.
 
     || This only controls the weapon function, it will not change his color.  You can select any weapon even if it's still locked.
 
|-
 
|-
|06A || Mega Man Life Bar Value || 1C-Full, 00-Empty
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| 006A || Mega Man Life Bar Value || $1C(28)-Full, $00-Empty
 
|-
 
|-
|06B || Cutman Weapon Energy || 1C-Full, 00-Empty
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| 006B || Cutman Weapon Energy || $1C(28)-Full, $00-Empty
 
|-
 
|-
|06C || Iceman Weapon Energy || 1C-Full, 00-Empty
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| 006C || Iceman Weapon Energy || $1C(28)-Full, $00-Empty
 
|-
 
|-
|06D || Bombman Weapon Energy || 1C-Full, 00-Empty
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| 006D || Bombman Weapon Energy || $1C(28)-Full, $00-Empty
 
|-
 
|-
|06E || Fireman Weapon Energy || 1C-Full, 00-Empty
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| 006E || Fireman Weapon Energy || $1C(28)-Full, $00-Empty
 
|-
 
|-
|06F || Elecman Weapon Energy || 1C-Full, 00-Empty
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| 006F || Elecman Weapon Energy || $1C(28)-Full, $00-Empty
 
|-
 
|-
|070 || Gutsman Weapon Energy || 1C-Full, 00-Empty
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| 0070 || Gutsman Weapon Energy || $1C(28)-Full, $00-Empty
 
|-
 
|-
|071 || Magnet Beam Weapon Energy || 1C-Full, 00-Empty
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| 0071 || Magnet Beam Weapon Energy || $1C(28)-Full, $00-Empty
 
|-
 
|-
|072-078|| Score || Each bytes represents one digit in BCD. Starts with one's digit (072)
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| 0072-0078 || Score || Each byte represents one digit in BCD. Starts with ones digit (0072)
 
|-
 
|-
|0A6 || Lives || 80 is Max, 63 will display 99. Bit 7 set gives Game Over. Game will not raise it past 63.  
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| 00A6 || Lives || Maximum is $80(128). Bit 7 set gives Game Over. Game will not raise it past $63(99).  
 
|-
 
|-
|0AE || Bonus || Number of bonus energy balls picked up during level.  Is multiplied by 1000 at level completion screen.
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| 00AE || Bonus || Number of bonus energy balls picked up during level.  Is multiplied by 1000 at level completion screen.
 
|-
 
|-
|100-1FF || Stack || RAM used by CPU for stack.
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| 0100-01FF || Stack || RAM used by CPU for stack.
 
|-
 
|-
|200-2FF || Sprite Data || 256 byte block that is transferred via DMA to PPU memory during each NMI Routine.
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| 0200-02FF || Sprite Data || 256 byte block that is transferred via DMA to PPU memory during each NMI Routine.
 
|-
 
|-
|6C1 || Boss Energy || 1C-Full, 00-Empty
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|06C1 || Boss Energy || $1C(28)-Full, $00-Empty
 
|-
 
|-
 
|}
 
|}
 
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<br>
 
{{stub}}
 
{{stub}}

Revision as of 12:44, 16 January 2008

Note: Memory locations discovered using the 'FCEU' Emulator for Windows.


Given values: $Hexadecimal value(Decimal value), ex. $63(99)

Any values less than $0A(10) will only show the Hex value.


RAM Function Details
005D Wich ememys have been defeated/Weapons unlocked
bit 1 Bombman/Hyper Bomb
bit 2 Elecman/Thunder Beam
bit 3 Gutsman/Super Arm
bit 4 Iceman/Ice Slasher
bit 5 Cutman/Rolling Cutter
bit 6 Fireman/Fire Storm
bit 7 Magnet Beam
Setting a bit will defeat/unlock the corresponding Villan/Weapon. Set this byte to $FE(254) to go directly to Dr. Wily.
005F Weapon Select
$00 Mega Buster(normal weapon)
$01 Hyper Bomb
$02 Thunder Beam
$03 Super Arm
$04 Ice Slasher
$05 Rolling Cutter
$06 Fire Storm
$07 Magnet Beam
This only controls the weapon function, it will not change his color. You can select any weapon even if it's still locked.
006A Mega Man Life Bar Value $1C(28)-Full, $00-Empty
006B Cutman Weapon Energy $1C(28)-Full, $00-Empty
006C Iceman Weapon Energy $1C(28)-Full, $00-Empty
006D Bombman Weapon Energy $1C(28)-Full, $00-Empty
006E Fireman Weapon Energy $1C(28)-Full, $00-Empty
006F Elecman Weapon Energy $1C(28)-Full, $00-Empty
0070 Gutsman Weapon Energy $1C(28)-Full, $00-Empty
0071 Magnet Beam Weapon Energy $1C(28)-Full, $00-Empty
0072-0078 Score Each byte represents one digit in BCD. Starts with ones digit (0072)
00A6 Lives Maximum is $80(128). Bit 7 set gives Game Over. Game will not raise it past $63(99).
00AE Bonus Number of bonus energy balls picked up during level. Is multiplied by 1000 at level completion screen.
0100-01FF Stack RAM used by CPU for stack.
0200-02FF Sprite Data 256 byte block that is transferred via DMA to PPU memory during each NMI Routine.
06C1 Boss Energy $1C(28)-Full, $00-Empty