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

Gameplay Data

Mega Man

 Address Function Details Default value 0x03891F Mega Man's standstill x-velocity (integer) 00 0x038920 Mega Man's inching x-velocity (integer) 00 0x038921 Mega Man's walking x-velocity (integer) 01 0x038922 Mega Man's jumping x-velocity (integer) 01 0x038923 Mega Man's slip x-velocity (integer) 00 0x038924 Mega Man's landing x-velocity (integer) 00 0x03892A Mega Man's standstill x-velocity (fraction) 00 0x03892B Mega Man's inching x-velocity (fraction) 20 0x03892C Mega Man's walking x-velocity (fraction) 60 0x03892D Mega Man's jumping x-velocity (fraction) 50 0x03892E Mega Man's slip x-velocity (fraction) 80 0x03892F Mega Man's landing x-velocity (fraction) 00 0x038A81 Mega Man's jump height 04

 Address Function Details Default value 0x02C142 How fast the robot masters' health fills up 03 0x02E12B How fast the fortress bosses' health fills up 03 0x0352B2 How fast Mega Man's health fills up while paused 03 0x038315 Maximum Energy for Mega Man 1C 0x03831B How fast Mega Man's health fills up in-game 07 0x03835A How fast Mega Man's weapon energy fills up in-game 07 0x03CF79 X position for energy bar 18 0x03CF8F X position for weapon bar 10 0x03CFB1 X position for boss bar 28 0x03CFD8 Graphics for Energy Bar This defines the leftmost tile (full HP graphic) and automatically picks to the right of it the remaining 4 tiles in descending order of HP, ex. 87>8B, DB>DF. 87 0x03CFF5 Y position for 1/7 energy 18 0x03CFF6 Y position for 2/7 energy 20 0x03CFF7 Y position for 3/7 energy 28 0x03CFF8 Y position for 4/7 energy 30 0x03CFF9 Y position for 5/7 energy 38 0x03CFFA Y position for 6/7 energy 40 0x03CFFB Y position for 7/7 energy 48

• 0x0381CC - 0x0381DF (0x14 = sprite data)
• 0x0381CC = Y position
• 0x0381CD = PPU Tile
• 0x0381CE = Palette, mirroring
• 0x0381CF = X position
```format repeats
```

Sound Effects during Stage

 Address Function Details Default value 0x03524E Changing selections in menu, Mega Man forming 2F 0x0381E0 - 0x0381ED Music played for each level 0x038685 Sound for Mega Man landing 29 0x03C59F Sound for entering menu screen during action 32 0x03C802 Sound effect for Mega Man beamed down 30

 Address Function Details Default value 0x0352AC The amount of energy that E-Tanks set 1C 0x03539E Sound effect for turning off menu during action 30 0x0353E8 Starting Y position of the weapon icon sprites 44 0x035403 X position of the weapon icon sprites 0C 0x03542C Y position of Mega Man's health bar 44 0x03543D Y position of the first set of weapon energy bars 54 0x03549C Y position of the second set of weapon energy bars 44 0x03559E - 0x03562D Pause menu tile layout

Arrow and NEXT Sprites

• 0x03563C - 0x03564F (0x14) = sprite data
• 0x03563C = Y position
• 0x03563D = PPU Tile
• 0x03563E = Palette, mirroring
• 0x03563F = X position
```format repeats
```

Weapon Icon Sprites

• 0x035650 - 0x03565B (0xC) = sprite data
• 0x035650 = P / Mega Buster (Default: 1F)
• 0x035651 = H / Atomic Fire (Default: 9F)
• 0x035652 = A / Air Shooter (Default: 9B)
• 0x035653 = W / Leaf Shield (Default: 99)
• 0x035654 = B / Bubble Lead (Default: 9D)
• 0x035655 = Q / Quick Boomerang (Default: 9C)
• 0x035656 = F / Flash Stopper (Default: 9A)
• 0x035657 = M / Metal Blade (Default: 9E)
• 0x035658 = C / Crash Bomber (Default: 10)
• 0x035659 = 1 / Item 1 (Default: 15)
• 0x03565A = 2 / Item 2 (Default: 16)
• 0x03565B = 3 / Item 3 (Default: 17)

• 0x03565C - 0x03565F (0x4) = sprite data
• 0x03565C = Y position
• 0x03565D = PPU Tile
• 0x03565E = Palette, mirroring
• 0x03565F = X position

• 0x035660 - 0x03566F (0x10) = sprite data
• 0x035660 = Y position
• 0x035661 = PPU Tile
• 0x035662 = Palette, mirroring
• 0x035663 = X position
```format repeats
```

Items

 Address Function Details Default value 0x0380D5 Beginning amount of Health 1C 0x0382FD Amount of HP large Energy returns 0A 0x038301 Amount of HP small Energy returns 02 0x03806C Amount of E-Tanks set after starting a new game 00 0x038382 Maximum amount of E-Tanks you can carry Carrying anything higher than 4 E-Tanks will generate bad passwords. 04 0x038390 Maximum amount of lives you can carry Due to how lives actually work, 00 is game over and 01 is actually 0 lives, so 63 would yield a 98 life limit instead of the usual 99. 63 0x03C1CB Amount of E-Tanks set after continuing from a game over 00

Power Ups

 Address Function Details Default value 0x03C289 Power Up from Heat Man 01 0x03C28A Power Up from Air Man 02 0x03C28B Power Up from Wood Man 04 0x03C28C Power Up from Bubble Man 08 0x03C28D Power Up from Quick Man 10 0x03C28E Power Up from Flash Man 20 0x03C28F Power Up from Metal Man 40 0x03C290 Power Up from Crash Man 80 0x03C291 Item # from Heat Man 01 0x03C292 Item # from Air Man 02 0x03C293 Item # from Wood Man 00 0x03C294 Item # from Bubble Man 00 0x03C295 Item # from Quick Man 00 0x03C296 Item # from Flash Man 04 0x03C297 Item # from Metal Man 00 0x03C298 Item # from Crash Man 00

Screen Data

Stage Select

 Address Function Details Default value 0x02EE10 - 0x02F1CF Stage select screen layout 0x0340D8 Routine for checking if a level has been cleared 0x0340EC - 0x0340EF Routine for checking if a level has been cleared 0x0340F6 Confirming selection 0x034186 First override palette for Boss posing screen 2C 0x03418B Second override palette for Boss posing screen 11 0x0341BA Preview boss music 0A 0x0342ED Selection for Bubble Man cursor 0x0344A9 - 0x0344B8 Palette background for Stage Select Screen 0x0344B9 - 0x0344C8 Palette foreground for Stage Select Screen 0x034551 Beginning of Sprites for Stage Select Screen 0x03462D Cursor Y position for Dr. Wily 60 0x03462E Cursor Y position for Bubble Man 20 0x03462F Cursor Y position for Air Man 20 0x034630 Cursor Y position for Quick Man 20 0x034631 Cursor Y position for Wood Man 60 0x034632 Cursor Y position for Crash Man A0 0x034633 Cursor Y position for Flash Man A0 0x034634 Cursor Y position for Metal Man A0 0x034635 Cursor Y position for Heat Man 60 0x034636 Cursor X position for Dr. Wily 70 0x034637 Cursor X position for Bubble Man 30 0x034638 Cursor X position for Air Man 70 0x034639 Cursor X position for Quick Man B0 0x03463A Cursor X position for Wood Man B0 0x03463B Cursor X position for Crash Man B0 0x03463C Cursor X position for Flash Man 70 0x03463D Cursor X position for Metal Man 30 0x03463E Cursor X position for Heat Man 30 0x03464F - 0x034650 Palette attribute data for Boss posing screen 0x034651 - 0x03466E Lines for Boss posing screen data (reverse order) 0x034670 Pointer for Bubble Man Stage from selection 0x034671 Pointer for Air Man Stage from selection 0x034672 Pointer for Quick Man Stage from selection 0x034673 Pointer for Wood Man Stage from selection 0x034674 Pointer for Crash Man Stage from selection 0x034675 Pointer for Flash Man Stage from selection 0x034676 Pointer for Metal Man Stage from selection 0x034677 Pointer for Heat Man Stage from selection 0x038076 - 0x03807D routine to see all weapons gained to go to Wily when selecting Start 0x03C264 - 0x03C269 routine to see all weapons gained to go to Wily after gaining a weapon

Wily Castle

 Address Function Details Default value 0x0340E3 First level of Wily's castle 08 0x035994 Path velocity in Wily's castle map 03 0x035998 Sound effect played when revealing a path tile 28

Wily Castle Dots

• 0x035D9C - 0x035DAF (0x14) = sprite data
• 0x035D9C = Y position
• 0x035D9D = PPU Tile
• 0x035D9E = Palette, mirroring
• 0x035D9F = X position
```format repeats
```

Weapon Gained Screens

• 0x037D4A = How fast every letter gets revealed 07

Mega Man

• 0x0249FE - 0x024A8A (0x8D) = Sprite data
• 0x0249FF = Y position
• 0x024A00 = PPU Tile
• 0x024A01 = Palette, mirroring
• 0x024A02 = X position
```format repeats
```

Dr. Light

• 0x024A8B - 0x024AD7 (0x4D) = Sprite data
• 0x024A8C = Y position
• 0x024A8D = PPU Tile
• 0x024A8E = Palette, mirroring
• 0x024A8F = X position
```format repeats
```

Title

 Address Function Details Default value 0x036235 Sound effect for switching between Normal and Difficult on Title 2F 0x0362D1 Difficulty select arrow sprite tile A2 0x0362D2 Palette, mirroring for arrow sprite 01 0x0362D4 X position for arrow 30 0x0362D4 Y position for arrow when selecting Normal 98 0x0362D5 Y position for arrow when selecting Difficult A8 0x036322 Removes all power ups and \$00FD 0x03686D Sprite 1 for Title 0x036877 Sprite 2 for Title 0x036AAF - 0x036ABE Palette for sprites on Title 0x036ACF - 0x036ADE Palette background for Title 0x037341 Title Screen Last byte (reversed order) 0x037700 Title Screen First byte (reversed order)

Weapon Attributes

Mega Buster

• 0x03DA7C - 0x03DA8F (0x14) = Routine
```\$DA6C:A5 27     LDA \$0027   ;Load single frame input poll
\$DA6E:29 02     AND #\$02    ;Check bit 2 (Whether player pressed B)
\$DA70:F0 2B     BEQ \$DA9C   ;If bit 2 not on, player didn't press B, skip to end and leave subroutine
\$DA72:A2 04     LDX #\$04    ;Loads X with #\$04
\$DA74:BD 20 04  LDA \$0420,X ;Check memory position \$0424, status of third projectile slot
\$DA77:10 07     BPL \$DA80   ;Branch if Bit 7 is not set - Bit 7 of 424 is 1 if a projectile exists and 0 if not. In other words, if a projectile is in this slot, continue, otherwise jump to shooting routine
\$DA79:CA        DEX         ;Decrement X
\$DA7A:E0 01     CPX #\$01    ;Check if X is 1
\$DA7C:D0 F6     BNE \$DA74   ;If X isn't, branch back to projectile check. This repeats until you have checked all 3 projectile slots
\$DA7E:F0 1D     BEQ \$DA9C   ;If it is 1, you've checked every projectile slot, end subroutine
\$DA80:A9 24     LDA #\$24    ;Load Accumulator w/ #\$24
\$DA82:20 51 C0  JSR \$C051   ;Jump to sound effect routine (Play sound #24, Mega Buster shot)
\$DA85:A0 00     LDY #\$00    ;Load Y with #\$00
\$DA87:20 E0 D3  JSR \$D3E0   ;Jump to bullet generation routine - X, set by the previous loop, is the projectile slot to create bullet in. Y is bullet type, in this case 0 is Mega Buster shots
\$DA8A:A9 0F     LDA #\$0F    ;Load Accumulator with #\$0F
\$DA8C:85 36     STA \$0036   ;Set timer for how long it takes MM to lower arm after firing to 15 frames
\$DA8E:A9 01     LDA #\$01    ;Load Accumulator with #\$01
\$DA90:85 3D     STA \$003D   ;Set sprite for firing this to 1, buster shot (0 is none, 2 is super arm, 3 is throw)
\$DA92:A6 2C     LDX \$002C   ;Load \$002C, Mega Man's current state, into X
\$DA94:18        CLC         ;Always clear carry flag before addition!
\$DA95:7D D4 D3  ADC \$D3D4,X ;Add something at \$D3D4 + \$002C's position. I think this is deciding which shooting sprite to use (2C indicates whether MM is standing, jumping, walking, etc).
\$DA98:8D 00 04  STA \$0400   ;Store Rockman animation
\$DA9B:18        CLC         ;Clear carry
\$DA9C:60        RTS         ;We're done here folks
```
 Address Function Details Default value 0x03D4A7 Velocity of Mega Man's buster shots Shots that are too fast will not be able to properly register hits at all, so avoid going beyond around 0B. 04 0x03DA83 Maximum number of buster shots on-screen Values 00, 01, and 10 and beyond are all invalid, while 02 is actually 1, so 04 would actually mean 3 shots on-screen. What this literally is is how far into the object handling chart in memory (\$0420 - \$043F) the projectile generation loop is going. Weapons are normally stored in \$0422 - \$0429, so with a maximum of 3 bullets on screen, the loop checks \$0424, \$0423, and \$0422. Increasing this past 0F enters the enemy handling range (\$0430~\$043F). 04 0x03DA91 Sound effect for basic Mega Man shooting 24

Atomic Fire

 Address Function Details Default value 0x03DD61 Charge time between first and second level 7D 0x03DD67 Charge time between first and third level If this value is lower than the value above, then that value is overwritten and it jumps straight to the third charge level. BB 0x03DE46 - 0x03DE48 Sound effect for Atomic Heat charge per level 35, 36, 37 0x03DE49 - 0x03DE50 First and third color of Atomic Heat per level, including non-charging 0F15, 3115, 352C, 3030 0x03DE55 - 0x03DE57 Amount of energy that Atomic Heat uses per shot per level 01, 06, 0A

Air Shooter

• 0x03DAC3 - 0x03DAF5 (0x33) = Routine
```\$DAB3:A5 27     LDA \$0027 = #\$00
\$DAB5:29 02     AND #\$02
\$DAB7:F0 2B     BEQ \$DAE4
\$DAB9:A2 04     LDX #\$04
\$DABB:BD 20 04  LDA \$0420,X @ \$0480 = #\$40
\$DABE:30 24     BMI \$DAE4
\$DAC0:CA        DEX
\$DAC1:E0 01     CPX #\$01
\$DAC3:D0 F6     BNE \$DABB
\$DAC5:A2 04     LDX #\$04
\$DAC7:86 01     STX \$0001 = #\$74
\$DAC9:A0 02     LDY #\$02
\$DACB:20 E0 D3  JSR \$D3E0
\$DACE:A6 01     LDX \$0001 = #\$74
\$DADB:A5 9D     LDA \$009D = #\$16
\$DADF:85 9D     STA \$009D = #\$16
\$DAE1:4C 8A DA  JMP \$DA8A
\$DAE4:38        SEC
\$DAE5:60        RTS
```
 Address Function Details Default value 0x03DAE6 Sound effect for Air Shooter 3F 0x03DAEE Amount of energy that Air Shooter uses per shot 02

Leaf Shield

 Address Function Details Default value 0x03DF0D Sound effect for Leaf Shield turning 01 0x03DF1F Sound effect for Leaf Shield appearing 31 0x03DF72 Amount of energy that Leaf Shield uses per shot 03

 Address Function Details Default value 0x03DB34 Sound effect for Bubble Lead 24 0x03DB3D Amount of Bubble Lead shots before reducing energy 02

Quick Boomerang

• 0x03DB4B - 0x03DB89 (0x3F) = Routine
```\$DB3B:A5 27     LDA \$0027 = #\$00
\$DB3D:29 02     AND #\$02
\$DB3F:D0 0A     BNE \$DB4B
\$DB41:A5 AB     LDA \$00AB = #\$03
\$DB43:C9 0B     CMP #\$0B
\$DB45:F0 04     BEQ \$DB4B
\$DB47:E6 AB     INC \$00AB = #\$03
\$DB49:18        CLC
\$DB4A:60        RTS
\$DB4B:A2 05     LDX #\$05
\$DB4D:BD 20 04  LDA \$0420,X @ \$0425 = #\$C3
\$DB50:10 07     BPL \$DB59
\$DB52:CA        DEX
\$DB53:E0 01     CPX #\$01
\$DB55:D0 F6     BNE \$DB4D
\$DB57:F0 1F     BEQ \$DB78
\$DB59:A0 05     LDY #\$05
\$DB5B:20 E0 D3  JSR \$D3E0
\$DB5E:A9 24     LDA #\$24
\$DB60:20 51 C0  JSR \$C051
\$DB63:E6 AC     INC \$00AC = #\$04
\$DB65:A5 AC     LDA \$00AC = #\$04
\$DB67:C9 08     CMP #\$08
\$DB69:D0 06     BNE \$DB71
\$DB6B:A9 00     LDA #\$00
\$DB6D:85 AC     STA \$00AC = #\$04
\$DB6F:C6 A0     DEC \$00A0 = #\$09
\$DB71:A9 00     LDA #\$00
\$DB73:85 AB     STA \$00AB = #\$03
\$DB75:4C 8A DA  JMP \$DA8A
\$DB78:38        SEC
\$DB79:60        RTS
```
 Address Function Details Default value 0x03DB54 Fire rate velocity for Quick Boomerang 0B 0x03DB6F Sound effect for Quick Boomerang 24 0x03DB78 Amount of Quick Boomerang shots before reducing energy 08

Quick Boomerang Mechanics

• 0x03DFDE - 0x03E025 (0x48) = Routine
```\$DFCE:BD E0 04  LDA \$04E0,X @ \$04E3 = #\$0D
\$DFD1:C9 12     CMP #\$12
\$DFD3:B0 14     BCS \$DFE9
\$DFD5:38        SEC
\$DFD6:BD 60 06  LDA \$0660,X @ \$0663 = #\$DB
\$DFD9:E9 4B     SBC #\$4B
\$DFDB:9D 60 06  STA \$0660,X @ \$0663 = #\$DB
\$DFDE:BD 40 06  LDA \$0640,X @ \$0643 = #\$FE
\$DFE1:E9 00     SBC #\$00
\$DFE3:9D 40 06  STA \$0640,X @ \$0643 = #\$FE
\$DFE6:4C 0F E0  JMP \$E00F
\$DFE9:D0 08     BNE \$DFF3
\$DFEB:BD 20 04  LDA \$0420,X @ \$0423 = #\$C3
\$DFEE:49 40     EOR #\$40
\$DFF0:9D 20 04  STA \$0420,X @ \$0423 = #\$C3
\$DFF3:BD E0 04  LDA \$04E0,X @ \$04E3 = #\$0D
\$DFF6:C9 23     CMP #\$23
\$DFF8:D0 04     BNE \$DFFE
\$DFFA:5E 20 04  LSR \$0420,X @ \$0423 = #\$C3
\$DFFD:60        RTS
\$DFFE:18        CLC
\$DFFF:BD 60 06  LDA \$0660,X @ \$0663 = #\$DB
\$E004:9D 60 06  STA \$0660,X @ \$0663 = #\$DB
\$E007:BD 40 06  LDA \$0640,X @ \$0643 = #\$FE
\$E00C:9D 40 06  STA \$0640,X @ \$0643 = #\$FE
\$E00F:FE E0 04  INC \$04E0,X @ \$04E3 = #\$0D
\$E012:20 EF EE  JSR \$EEEF
\$E015:60        RTS
```
 Address Function Details Default value 0x03DFE2 How far Quick Boomerang flies out 12 0x03DFFF How far Quick Boomerang flies down before coming up 40 0x03E007 How far Quick Boomerang flies back 23

Flash Stopper

• 0x03DC41 - 0x03DC5C (0x1C) = Routine
```\$DC31:A5 27     LDA \$0027 = #\$00
\$DC33:29 02     AND #\$02
\$DC35:F0 1F     BEQ \$DC56
\$DC37:A2 02     LDX #\$02
\$DC39:AD 22 04  LDA \$0422 = #\$00
\$DC3C:30 18     BMI \$DC56
\$DC3E:A0 08     LDY #\$08
\$DC40:20 E0 D3  JSR \$D3E0
\$DC43:A9 01     LDA #\$01
\$DC45:8D A6 05  STA \$05A6 = #\$01
\$DC48:A9 21     LDA #\$21
\$DC4A:20 51 C0  JSR \$C051
```
 Address Function Details Default value 0x03DC59 Sound effect for Flash Stopper 21

Flash Stopper Mechanics

• 0x03E168 - 0x03E19F (0x38) = Routine
```\$E158:DE 20 06  DEC \$0620,X @ \$0680 = #\$03
\$E15B:D0 15     BNE \$E172
\$E15D:A9 0F     LDA #\$0F
\$E15F:9D 20 06  STA \$0620,X @ \$0680 = #\$03
\$E162:C6 A1     DEC \$00A1 = #\$1C
\$E164:D0 0C     BNE \$E172
\$E166:5E 20 04  LSR \$0420,X @ \$0480 = #\$00
\$E169:A9 00     LDA #\$00
\$E16B:85 AA     STA \$00AA = #\$00
\$E16D:A9 01     LDA #\$01
\$E16F:85 50     STA \$0050 = #\$00
\$E171:60        RTS
\$E172:A9 01     LDA #\$01
\$E174:85 AA     STA \$00AA = #\$00
\$E176:A9 00     LDA #\$00
\$E178:85 50     STA \$0050 = #\$00
\$E17A:85 4F     STA \$004F = #\$00
\$E17C:A9 80     LDA #\$80
\$E17E:9D A0 04  STA \$04A0,X @ \$0500 = #\$A6
\$E181:18        CLC
\$E182:65 1F     ADC \$001F = #\$00
\$E184:9D 60 04  STA \$0460,X @ \$04C0 = #\$00
\$E187:AD 40 04  LDA \$0440 = #\$00
\$E18C:9D 40 04  STA \$0440,X @ \$04A0 = #\$B4
\$E18F:60        RTS
```
 Address Function Details Default value 0x03D49D Duration until weapon energy starts to drain 0F

• 0x03DC5D - 0x03DC65 (0x9) = Routine
```\$DC4D:A9 0F     LDA #\$0F
\$DC4F:85 36     STA \$0036 = #\$00
\$DC51:A9 03     LDA #\$03
\$DC53:4C 90 DA  JMP \$DA90
\$DC56:38        SEC
\$DC57:60        RTS
```
 Address Function Details Default value 0x03DBC9 Sound effect for Metal Blade 23 0x03DBD2 Amount of Metal Blade shots before reducing energy 04

Crash Bomber

 Address Function Details Default value 0x03DBA6 Sound effect for Crash Bomber 24 0x03DB99 Amount of energy that Crash Bomber uses per shot 04 0x03E089 Sound effect for Crash Bomber clasping wall 2E 0x03E09C Timer until Crash Bomber detonates 7E 0x03E0DA Sound effect for Crash Bomber exploding 2B

Items

 Address Function Details Default value 0x03DC85 Amount of energy that Item 1 uses per use 02 0x03E230 Amount of time before subtracting one energy from Item 2 13 0x03E34C Amount of time before subtracting one energy from Item 3 1F

Enemy Behavior

Attack Power Table

 Address Function Details Default value 0x02E9C4 Wood Man's contact damage 08 0x02E9C8 Flash Man's contact damage 06 0x03ED76 Crabbot's contact damage 04 0x03ED78 Grand Croaker's contact damage 04 0x03ED79 Petit Croaker's contact damage 01 0x03ED82 Bubble Bat's contact damage 04 0x03ED83 Robo-Rabbit's contact damage 04 0x03ED84 Robo-Rabbit's projectile carrot 02 0x03ED85 Hot Dog's contact damage 08 0x03ED87 Hot Dog's projectile fire stream 04 0x03ED89 Mecha Monkey's contact damage 04 0x03ED8B Atomic Chicken's contact damage 04 0x03EDA1 Returning Sniper Joe's projectile pellet 02 0x03EDA4 Pipi's contact damage 04 0x03EDA6 Pipi's egg projectile 04 0x03EDA8 Copipi's contact damage 02 0x03EDB7 Crazy Cannon's contact damage 04 0x03EDB9 Crazy Cannon's projectile pellet 02 0x03EDBA Sniper Armor's contact damage 08 0x03EDBB Sniper Armor's projectile pellet 04 0x03EDBC Schworm's contact damage 02 0x03EDBD Schworm's projectile snake rod 02 0x03EDCD Wood Man's Leaf Shield 08 0x03EDCE Wood Man's Falling Leaves 04

Heat Man

• 0x02C16E - 0x02C--- (0x??) = Routine for attack
 Address Function Details Default value 0x02C207 Atomic Fire 1's y-velocity 07 0x02C208 Atomic Fire 2's y-velocity 05 0x02C209 Atomic Fire 3's y-velocity 03 0x02C20A Atomic Fire 1's x-velocity Unlike other instances of velocity, lower values for these x-velocities means faster velocity. 3A 0x02C20B Atomic Fire 2's x-velocity 2E 0x02C20C Atomic Fire 3's x-velocity 1C 0x02C1BB Projectile type 58 0x02C1A1 Number of Atomic Fires thrown Extra shots tend to be glitchy. 02 0x02C253 Charge x-velocity 04 0x02C29D Delay 1 before charge After Heat Man is damaged, he will wait before charging. This and the two values below are randomly chosen as the delay interval. 1F 0x02C29E Delay 2 before charge 3E 0x02C29F Delay 3 before charge 5D

Flash Man

• 0x02C966 - 0x02CAF8 (0x193 = Routine for attack
 Address Function Details Default value 0x02C97D Walk x-velocity fraction 06 0x02C982 Walk x-velocity integer 01 0x02C98B Delay before Time Stopper It only counts down while the boss is walking. BB 0x02CA09 Number of pellets to shoot 06 0x02CA52 Length of Time Stopper/projectile frequency? Uncertain about value's function; alter it at own risk. 06 0x02CA71 Projectile type 35 0x02CA81 Pellet x-velocity 08 0x02CAC6 Jump x-velocity integer 00 0x02CACE Jump y-velocity integer 04

Metal Man

 Address Function Details Default value 0x02CBB5 Jump height 1 Anything higher than 07 will make Metal Man bonk the ceiling. 06 0x02CBB6 Jump height 2 05 0x02CBB7 Jump height 3 04 0x02CC1D Metal Blade frequency? Uncertain about value's function, seems to change behavior if value's different than 06; alter it at own risk. 06 0x02CC29 Metal Blade sound 20 0x02CC2D Projectile type 5C 0x02CC3F Metal Blade x-velocity 04

Crash Man

 Address Function Details Default value 0x02CCF2 Walk x-velocity fraction 47 0x02CCF7 Walk x-velocity integer 01 0x02CD07 RAM address to check for jumping (see below) If changed to 0x17, he always jumps. If any value other than 0x27 or 0x17, he doesn't react to your attacks with a jump anymore. 27 0x02CD09 Button to check for jumping What it does is that it checks if x button is pressed. Ex. if set to 02, Crash Man will check the B button; if set to 01, he will check the A button instead; if set to 03, Crash Man will check both A and B, etc. 02 0x02CD2A Jump y-velocity integer 06 0x02CDAF Jump y-velocity fraction 44 0x02CDD3 If an object of this type currently exists, Crash Man won't shoot when jumping 5E 0x02CDDA Projectile type 5E 0x02CDEE Crash Bomber x-velocity integer 06

Quick Man

 Address Function Details Default value 0x02C86E Number of Quick Boomerangs 03 0x02C872 Projectile type 59 0x02C882 Quick Boomerang delay in frames before second motion 25 0x02C887 Boomerang x-velocity first motion 04 0x03B726 Boomerang x-velocity second motion 04 0x02C8A3 Medium jump y-velocity 07 0x02C8A4 High jump y-velocity 08 0x02C8A5 Low jump y-velocity 04 0x02C8E4 Running time in frames 3E 0x02C8DF Running velocity integer 02

Bubble Man

 Address Function Details Default value 0x02C70B Landing speed integer FF 0x02C6D3 Rising speed integer 01 0x02C74F Gun projectile type 5A

Wood Man

 Address Function Details Default value 0x02C537 Delay between rising leaves 12 0x02C5DD Jump y-velocity integer 04 0x02C5E2 Jump x-velocity integer 01 0x02C5A9 Leaf Shield launch x-velocity integer 04 0x02C553 Number of falling leaves 03 0x02C576 Falling leaf x-velocity integer 02 0x02C567 Falling leaf y-position start 20 0x02C522 Leaf Shield projectile type 61 0x02C557 Falling leaves projectile type 62 0x02C542 Rising leaves projectile type 62 0x03DA34 Leaf Shield fall y-velocity? Uncertain about value's function; alter it at own risk. 00 0x03D8F6 Unsure; changing this value to 06 makes an interesting Leaf Shield pattern. 02 0x03B855 Leaf fall y-velocity? Uncertain about value's function; alter it at own risk. Unlike other instances of velocity, lower values means faster velocity. Values 40 and higher make it so that it doesn't fall. Low numbers make leaves instantly despawn, causing faster patterns 20

Air Man

• 0x02C2F3 - 0x02C50A (0x218) = Routine for attack
• 0x02C30C = Number of tornado patterns before jump phase 03
• 0x02C393 - 0x02C428 (0x96) = Tornado properties [NOTE: Air Man has 5 possible tornado patterns, each with 6 tornadoes. In each 30-byte block of properties, the first 6 bytes correspond to the tornadoes in the first pattern, the next 6 bytes correspond to the tornadoes in the second pattern, etc.]
• 0x02C393 - 0x02C3B0 (0x1E) = y-velocity fractions
• 0x02C3B1 - 0x02C3CE (0x1E) = y-velocity integers
• 0x02C3CF - 0x02C3EC (0x1E) = x-velocity fractions
• 0x02C3ED - 0x02C40A (0x1E) = x-velocity integers
• 0x02C40B - 0x02C428 (0x1E) = delay before tornado finishes deploying
• 0x02C4DD = First jump y-velocity fraction E6
• 0x02C4DE = Second jump y-velocity fraction 76
• 0x02C4E0 = First jump y-velocity integer 04
• 0x02C4E1 = Second jump y-velocity integer 07
• 0x02C4E3 = First jump x-velocity fraction 39
• 0x02C4E4 = Second jump x-velocity fraction 9A
• 0x02C4E6 = First jump x-velocity integer 01
• 0x02C4E7 = Second jump x-velocity integer 01

Wily Machine

 Address Function Details Default value 0x02DA2E Phase 1 weakness #1 to disable Only one damage table is provided for Wily Machine's weaknesses. However, during each phase, the game manually ignores damage when you have certain weapons equipped. By default, damage is negated if you have Air Shooter or Quick Boomerang equipped in phase 1, or if you have Atomic Fire equipped in phase 2. 02 0x02DA32 Phase 1 weakness #2 to disable 05 0x02DA3A Phase 2 weakness to disable 01

Boss Weakness Damage

(Credit to Overseer190)

[NOTE: This is based on the USA version of Mega Man 2. Japanese values are located further up in the ROM. Also, any hex value from 00 to 7F (0 to 127) deals damage to the enemy, whereas hex values ranging from 80 to FF (128 to 255) will fully heal the enemy.]

Mega Buster

 Address Boss Details Default value 0x02E952 Heat Man 02 0x02E953 Air Man 02 0x02E954 Wood Man 01 0x02E955 Bubble Man 01 0x02E956 Quick Man 02 0x02E957 Flash Man 02 0x02E958 Metal Man 01 0x02E959 Crash Man 01 0x02E95A Mecha Dragon 01 0x02E95B Picopico-kun 00 0x02E95C Guts Tank 01 0x02E95D Boobeam Trap 00 0x02E95E Wily Machine 2 01 0x02E95F Alien FF

Atomic Fire

An uncharged shot uses the Mega Buster's damage chart, a partially charged shot uses the Mega Buster's damage chart and multiplies the value by 2, and a charged shot uses the table below.

 Address Boss Details Default value 0x02E960 Heat Man FF 0x02E961 Air Man 06 0x02E962 Wood Man 0E 0x02E963 Bubble Man 00 0x02E964 Quick Man 0A 0x02E965 Flash Man 06 0x02E966 Metal Man 04 0x02E967 Crash Man 06 0x02E968 Mecha Dragon 08 0x02E969 Picopico-kun 00 0x02E96A Guts Tank 08 0x02E96B Boobeam Trap 00 0x02E96C Wily Machine 2 0E 0x02E96D Alien FF

Air Shooter

 Address Boss Details Default value 0x02E96E Heat Man 02 0x02E96F Air Man 00 0x02E970 Wood Man 04 0x02E971 Bubble Man 00 0x02E972 Quick Man 02 0x02E973 Flash Man 00 0x02E974 Metal Man 00 0x02E975 Crash Man 0A 0x02E976 Mecha Dragon 00 0x02E977 Picopico-kun 00 0x02E978 Guts Tank 00 0x02E979 Boobeam Trap 00 0x02E97A Wily Machine 2 01 0x02E97B Alien FF

Leaf Shield

 Address Boss Details Default value 0x02E97C Heat Man 00 0x02E97D Air Man 08 0x02E97E Wood Man FF 0x02E97F Bubble Man 00 0x02E980 Quick Man 00 0x02E981 Flash Man 00 0x02E982 Metal Man 00 0x02E983 Crash Man 00 0x02E984 Mecha Dragon 00 0x02E985 Picopico-kun 00 0x02E986 Guts Tank 00 0x02E987 Boobeam Trap 00 0x02E988 Wily Machine 2 00 0x02E989 Alien FF

 Address Boss Details Default value 0x02E98A Heat Man 06 0x02E98B Air Man 00 0x02E98C Wood Man 00 0x02E98D Bubble Man FF 0x02E98E Quick Man 00 0x02E98F Flash Man 02 0x02E990 Metal Man 00 0x02E991 Crash Man 01 0x02E992 Mecha Dragon 00 0x02E993 Picopico-kun 00 0x02E994 Guts Tank 01 0x02E995 Boobeam Trap 00 0x02E996 Wily Machine 2 00 0x02E997 Alien 01

Quick Boomerang

 Address Boss Details Default value 0x02E998 Heat Man 02 0x02E999 Air Man 02 0x02E99A Wood Man 00 0x02E99B Bubble Man 02 0x02E99C Quick Man 00 0x02E99D Flash Man 00 0x02E99E Metal Man 04 0x02E99F Crash Man 01 0x02E9A0 Mecha Dragon 01 0x02E9A1 Picopico-kun 00 0x02E9A2 Guts Tank 02 0x02E9A3 Boobeam Trap 00 0x02E9A4 Wily Machine 2 01 0x02E9A5 Alien FF

Crash Bombs

 Address Boss Details Default value 0x02E9A6 Heat Man FF 0x02E9A7 Air Man 00 0x02E9A8 Wood Man 02 0x02E9A9 Bubble Man 02 0x02E9AA Quick Man 04 0x02E9AB Flash Man 03 0x02E9AC Metal Man 00 0x02E9AD Crash Man 00 0x02E9AE Mecha Dragon 01 0x02E9AF Picopico-kun 00 0x02E9B0 Guts Tank 01 0x02E9B1 Boobeam Trap This value is unused as Boobeam Traps take 4 damage from being hit by "a weapon that does not have a 'no hit' flag." The location of this flag is unknown. 00 0x02E9B2 Wily Machine 2 04 0x02E9B3 Alien FF