Difference between revisions of "Mega Man 2:RAM map"

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m (Danke moved page Mega Man II:RAM map to Mega Man 2:RAM map without leaving a redirect)
 
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{{rammap|game=Mega Man II}}
+
{{rammap|game=Mega Man 2}}
  
 
===Misc.===
 
===Misc.===
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* $0025 - Controller 1 Mirror
 
* $0025 - Controller 1 Mirror
 
* $0027 - Controller 1 Poll, only changes on first frame of state change. Crash Man checks this for jump code.
 
* $0027 - Controller 1 Poll, only changes on first frame of state change. Crash Man checks this for jump code.
 +
** Bit 1: A
 +
** Bit 2: B
 +
** Bit 3: Select
 +
** Bit 4: Start
 +
** Bit 5: Up
 +
** Bit 6: Down
 +
** Bit 7: Left
 +
** Bit 8: Right
 
* $002A - Area selected
 
* $002A - Area selected
 
* $0030 - Gravity.
 
* $0030 - Gravity.
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===Stats===
 
===Stats===
 +
* $06C0 - Mega Man's HP
 +
 
* $009A - Unlocked Weapons
 
* $009A - Unlocked Weapons
 
  0000 0001 = $80 = 128 - Atomic Fire (Heatman)
 
  0000 0001 = $80 = 128 - Atomic Fire (Heatman)
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===Graphics Set Stuff===
 
===Graphics Set Stuff===
 +
* $003A - A background-related boolean? (Changes to the rhythm of the flashing clouds of Airman's stage)
 
* $00F7 - Graphics Set
 
* $00F7 - Graphics Set
 
* $0200 - Y location of Heatman's left eye
 
* $0200 - Y location of Heatman's left eye
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* $0206 - Palette for Heatman's right eye
 
* $0206 - Palette for Heatman's right eye
 
* $0207 - X location of Heatman's right eye
 
* $0207 - X location of Heatman's right eye
* $0460 - Mega Man's X location
+
* $0367-0369 - Megaman's Color Palette
  
 
===Sprite stuff===
 
===Sprite stuff===
 
* $049F - Enemy 1's speed to the left
 
* $049F - Enemy 1's speed to the left
 +
* $0460 - Mega Man's X location
 
* $04A0 - Mega Man's Y location
 
* $04A0 - Mega Man's Y location
 +
* $0033 - Is Mega Man on land
 +
* $003D - Is Mega Man shooting
 +
* $0036 - Shot timer
 
* $04A2 - Windows' Y position on Title Screen
 
* $04A2 - Windows' Y position on Title Screen
 
* $04A3 - Side of building's Y position on Title Screen
 
* $04A3 - Side of building's Y position on Title Screen
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* $04BF - Enemy 1's Y location
 
* $04BF - Enemy 1's Y location
  
===Sound Stuff===
+
===Password Stuff===
 
+
* $0420 - $0438 - If 01, this grid space contains a dot.
 
* $0680 - Number of dots left on Password entering
 
* $0680 - Number of dots left on Password entering
 
* $06A0 - Position of cursor on Password entering
 
* $06A0 - Position of cursor on Password entering
* $06C0 - Mega Man's HP
 
 
===Enemy HP===
 
* $06D9 - $06DF
 

Latest revision as of 13:41, 29 September 2021

Misc.

  • $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.
    • Bit 1: A
    • Bit 2: B
    • Bit 3: Select
    • Bit 4: Start
    • Bit 5: Up
    • Bit 6: Down
    • Bit 7: Left
    • Bit 8: Right
  • $002A - Area selected
  • $0030 - Gravity.
  • $004B - Invincibility timer (when this is above $00, invincibility frames will start and this will count down at a rate of $01 per frame).

Sound

  • $0066 - Sound effects for $0580 : $01 - play
  • $0067 - Music playing for $0000 : $01 - play
  • $0580 - Sound to play for $0066

Stats

  • $06C0 - Mega Man's HP
  • $009A - Unlocked Weapons
0000 0001 = $80 = 128 - Atomic Fire (Heatman)
0000 0010 = $40 =  64 - Air Shooter (Airman)
0000 0100 = $20 =  32 - Leaf Shield (Woodman)
0000 1000 = $10 =  16 - Bubble Lead (Bubbleman)
0001 0000 = $08 =   8 - Quick Boomerang (Quickman)
0010 0000 = $04 =   4 - Time Stopper (Flashman)
0100 0000 = $02 =   2 - Metal Blade (Metalman)
1000 0000 = $01 =   1 - Crash Bomb (Crashman)
  • $009B - Item #s
0000 0001 = $80 = 128 - Item 1 (Floating Platform)
0000 0010 = $40 =  64 - Item 2 (Horizontal Platform)
0000 0100 = $20 =  32 - Item 3 (Vertical Platform)
  • $009C - Number of times Atomic Fire (Heatman) can be used
  • $009D - Number of times Air Shooter (Airman) can be used
  • $009E - Number of times Leaf Shield (Woodman) can be used
  • $009F - Number of times Bubble Lead (Bubbleman) can be used
  • $00A0 - Number of times Quick Boomerang (Quickman) can be used
  • $00A1 - Number of times Time Stopper (Flashman) can be used
  • $00A2 - Number of times Metal Blade (Metalman) can be used
  • $00A3 - Number of times Crash Bomb (Crashman) can be used
  • $00A4 - Number of times Item 1 can be used
  • $00A5 - Number of times Item 2 can be used
  • $00A6 - Number of times Item 3 can be used
  • $00A7 - Number of Energy Tanks Remaining
  • $00A8 - Number of Lives remaining
  • $00CB - Difficulty setting

Graphics Set Stuff

  • $003A - A background-related boolean? (Changes to the rhythm of the flashing clouds of Airman's stage)
  • $00F7 - Graphics Set
  • $0200 - Y location of Heatman's left eye
  • $0201 - Graphic for Heatman's left eye
  • $0202 - Palette for Heatman's left eye
  • $0203 - X location of Heatman's left eye
  • $0204 - Y location of Heatman's right eye
  • $0205 - Graphic for Heatman's right eye
  • $0206 - Palette for Heatman's right eye
  • $0207 - X location of Heatman's right eye
  • $0367-0369 - Megaman's Color Palette

Sprite stuff

  • $049F - Enemy 1's speed to the left
  • $0460 - Mega Man's X location
  • $04A0 - Mega Man's Y location
  • $0033 - Is Mega Man on land
  • $003D - Is Mega Man shooting
  • $0036 - Shot timer
  • $04A2 - Windows' Y position on Title Screen
  • $04A3 - Side of building's Y position on Title Screen
  • $04B0 - Mega Man's Y position on Title Screen
  • $04BF - Enemy 1's Y location

Password Stuff

  • $0420 - $0438 - If 01, this grid space contains a dot.
  • $0680 - Number of dots left on Password entering
  • $06A0 - Position of cursor on Password entering