Mega Man 4:ROM map

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Dustman

  • 0x6A8A3 = Dustman's HP
  • 0x70E3F = Time till Dustman does his next attack
  • 0x70DE1 = Dustman's jump height
  • 0x70DF8 = How long Dustman sucks

Level Objects

  • 0x7AF0C = How far trash compactor crushes
  • 0x7B09F = Red block timer, *counts down until the red block breaks apart*
  • 0x7B0A4 = How many times the timer for the Red block starts over, *default 02*

Enemies

  • 0x77A74 = Big red spike guy's jump rest speed
  • 0x70402 = Big red spike guy's HP
  • 0x7668D = Spinning Hard Hat's rest time
  • 0x70411 = Spinning Hard Hat's HP
  • 0x7765D = Fanmouth's HP, *the little guy that comes out of the pits*
  • 0x776D9 = Fanmouth right drift distance
  • 0x77677 = Fanmouth speed, *set it to 00, hundreds come up*
  • 0x7043D = Big red gumball guy's HP
  • 0x774AE = Time between gumballs red bullets
  • 0x7754C = Time until next type of gumball shot is shot
  • 0x77591 = How many red bullets the gumball shoots
  • 0x774ED = Gumball red bullet distance
  • 0x70403 = Flying red shield's HP
  • 0x7641A = Flying red shield's LEFT distance
  • 0x7643A = Flying red shield's RIGHT distance
  • 0x7040B = Jumping hard hat's HP
  • 0x7668D = Jumping hard hat's rest time
  • 0x703CF = RedBlack Perpellar's HP
  • 0x7040A = Walking Hard Hat's HP
  • 0x7668D = Walking Hard Hat's rest time
  • 0x7042B = Bat's HP

Drillman

  • 0x6A8A3 = Drillman's HP
  • 0x711FF = Time until Drillman comes up from the ground, *anything below 1F, he'll never come up*
  • 0x71296 = Time between jumps
  • 0x71089 = Time until he shoots
  • 0x711B7 = How quick Drillman dives into the ground
  • 0x7123B = Different ways Drillman comes out of the ground, *sometimes at an angle towards you*
  • 0x71143 = Drillman's jump height
  • 0x7116D = Drillman's jump height, *before he drills into the ground*

Level Objects

  • 0x7ADCF = Handle movement for invisible ground
  • 0x76221 = Boulder's HP
  • 0x76266 = Boulder Pieces HP
  • 0x7620D = Time until next Boulder comes down

Enemies

  • 0x7041B = Blue Prepeller's HP
  • 0x76E24 = Time until Blue Prepeller's next shot
  • 0x70441 = Gunshield's HP
  • 0x7762E = Time between Gunshield's next shots
  • 0x7762D = Time between Gunshield's shots/shield closes
  • 0x7043A = Wheeleshield's HP
  • 0x773BC = Wheeleshield's LEFT distance
  • 0x773F4 = Wheeleshield's RIGHT distance
  • 0x773E4 = Wheeleshield's sight attack time
  • 0x7743B = Wheeleshield's standstill spin time, until he spins into his next direction

Toadman

  • 0x6a8a3 = Toadman's HP
  • 0x7175d = Time until Toadman's next attack
  • 0x71803 = How long acid rain lasts

Enemies

  • 0x703E3 = Unbrella Guy's HP
  • 0x703D4 = Flying Penguin's HP
  • 0x7573A = Flying Baby Penguin's HP
  • 0x703E0 = Jumping Catfish's HP
  • 0x75AAC = Time until Jumping Catfish jumps again
  • 0x70416 = Jellyfish's HP
  • 0x76A0D = Time until Jellyfish on celing, moves
  • 0x7041C = Small Mechanical Fish's HP
  • 0x76E95 = Small Mechanical Fish's jump type
  • 0x703ED = Giant Snail's HP
  • 0x7A66B = Time until Giant Snail's very first attack, *right when you land*
  • 0x7A6C2 = Effects Giant Snail's bombs
  • 0x7A7AD = Time until Giant Snail's eye's return
  • 0x7A7CA = Time until Giant Snail's eye's attack

Pharaohman

  • 0x6A8A3 = Pharaohman's HP
  • 0x713A1 = Time to load Charged Pharoah Shot
  • 0x713A5 = Time to load GFX for Charged Pharoah Shot
  • 0x71432 = Time until Pharaohman's next attack
  • 0x71422 = Pharaohman's attack times 1
  • 0x7153A = Pharaohman's attack times 2
  • 0x71536 = Pharaohman's attack time, *fireball 1*
  • 0x71537 = Pharaohman's attack time, *fireball 2*
  • 0x71533 = Pharaohman's jump height, *non attack*
  • 0x71534 = Pharaohman's jump height

Enemies

  • 75403 - Green Drill's HP
  • 754f *2,3,4,5* - Green Drill's movement? *unable to find timer, that tells the Green Drill, when to come up*
  • 703e2 - Red Bee's HP
  • 75d53 - Red Bee's shot methods
  • 75cb9 - Time until Red Bee shoots
  • 75ce7 - How many times Red Bee goes back and forth on current screen
  • 70436 - Mummy Skeleton's HP
  • 77231 - Time until Mummy Skeleton goes into wall
  • 7722b - Time until Mummy Skeleton comes out of wall, *"03" looks the best w/ fastness*

Ringman

  • 6a8a3 - Ringman's HP
  • 70bab - Ringman's first attack time
  • 70a8a - Ringman's jump height
  • 70c4f - Effects ring toss?

Enemies

  • 703d5 - Wallgun's HP
  • 75814 - Wallgun's bullet time 1
  • 75825 - Wallgun's bullet time 2
  • 7588a - Wallgun's multiple shots
  • 70418 - Saturn's HP
  • 703e7 - Hippo's HP
  • 7a467 - Hippo's Missiles HP
  • 7a4f4 - Time until Hippo's platfom pieces come back
  • 70448 - Wheelesaw's HP
  • 70e31 - Slinky Eye's HP
  • 75b1d - Slinky Eye's attack time

Diveman

  • 6a8a3 - Diveman's HP
  • 70fcb - Diveman's attack time
  • 70f59 - Diveman's missile time
  • 70f8b - Diveman's missile HP

Enemies

  • 70419 - Water Hard Hat's HP
  • 76876 - Time until Water Hard Hat comes up
  • 767d9 - Time until Water Hard Hat shoots
  • 768a3 - Water Hard Hat time?
  • 70407 - Whale's HP
  • 7abff - Whale attack time
  • 7abb3 - Whale missile time
  • 7042c - Orange Fish's HP

Skullman

  • 6a8a3 - Skullman's HP
  • 70a6 *c,d,e,f* - Skullman's shield times
  • 70a7 *0,1,2,3* - Skullman's shield times
  • 70a2 *8,9,a,b* - Skullman's jump heights
  • 70929 - Skullman's attack time, *once shield goes down*

Enemies

  • 703fe - Green Gun's HP
  • 76163 - Green Gun Bullet's HP
  • 77909 - Green Spike's HP
  • 70417 - Skeleton Joe's HP, *This is where it points to, default is 03*
  • I've tried setting it to other values, and there is no change when giving damage to Skeleton Joe????*
  • 76b2c - Skeleton Joe's attack time
  • 76bbc - Skeleton Joe's recovery time
  • 70415 - Orange Gun's HP
  • 76cff - Orange Gun's bullet time
  • 70437 - Green Snake's HP

Brightman

  • 6a8a3 - Brightman's HP
  • 71636 - Time until Brightman's next attack
  • 715f8 - How many bullets Brightman shoots
  • 7162c - Time between Brightman's shots
  • 715a4 - Brightman's jump height
  • 716b4 - Brightman's Flash Flicker time?

Level Objects

  • 7a94c - Red Lift time
  • 7aa16 - Time until Green Lift turns the other way

Enemies

  • 703e4 - Firework Guy's HP
  • 703df - Rednight Guy's HP
  • 759ec - Rednight Guy's bullet time
  • 70405 - Totempoles HP
  • 76483 & 7653f - Totempoles bullet time
  • 76096 - Green Cutter's HP
  • 7605c - Green Cutter's ground movement time
  • 7564 *1,5* - Grasshoppers jump time
  • 7562 *6,7,8,9,a,b,c,d* - Grasshoppers jump heights
  • 7560 *6,a,c,d* - Number of times Grasshoppers jump in one direction

Cossack 1

  • 70426 - Cossack 1's HP
  • 7B208 - Speed position for Boss Life Energy *Default 95 [Load Direct]*
  • 7B20A - Speed position for Boss Life Energy *Default 07 [AND Immediate]*
  • 7b217 - Max number of HP before battle
  • 7b2d0 - Multiple Cossack bullets
  • 7b275 - Time until Cossack 1 moves to the other side of the screen, *when it's already against 1 side*
  • 7b29f & 7b39e - How quick Cossack 1's drill comes down
  • 7b186 - Time until Cossack 1 fades in before fight, *01-0f are awesome color changes*
  • 7b4cf - Cossack 1's Drill comes down twice in a row, *01-10 seem to be the best*
  • 7b42c - Time until Cossack's drill comes back up
  • 7b342 - Time until Cossack 1 comes back up, *non drill attack*
  • 7b5e *e,f* - Cossack 1's movements
  • 7b5f *0,1,2,3,4,5,6,7* - Cossack 1's movements

Level Objects

  • 77b7 *1,6,9* - Ladder Claw clamp time

Enemies

  • 703d1 - Slinky's HP
  • 7523d - Slinky's speed

Cossack 2

  • 70430 - Cossack 2's HP
  • 7baba - Screen Number for Scrolling Map
  • 7BAEF - Speed position for Boss Life Energy *Default 95 [Load Direct]*
  • 7BAF1 - Speed position for Boss Life Energy *Default 07 [AND Immediate]*
  • 7bafe - Max number of HP before battle
  • 7bb88 - How long Cossack 2 stays closed
  • 7bbec - Cossack 2 multiple bullets
  • 7bc61 - Screen Number for Enemy Scrolling for Top and Bottom Walls
  • 7bc75 - Screen Number for Enemy Scrolling for Corner Walls.
  • 7bc81 - Screen Number minus 1 for Enemy Scrolling for the Middle Wall. (Set must be in even scroll number in main room, odd scroll numbers won't work)
  • 7bd90 & 7bd9d - Cossack 2 platform movements

Enemies

  • 7041d - Skulldropper's HP
  • 7783b - Skullwheele's HP
  • 77826 - How fast Skulldropper, drops Skullwheeles
  • 77806 - Time until more Skullwheeles come out
  • 779ad - Spike Platform times

Cossack 3

  • 70438 - 1'st Cossack Spider's HP
  • 719e *7,8,9,a* - 1'st Cossack Spider's movements
  • 7195c - 1'st Cossack Spider multiple shots
  • 6b2de - Screen Number for the 2nd Cossack Spider.
  • 6b2ea - 2'nd Cossack Spider's HP
  • 6b35b - Time until white platforms fall "pretty useless, even if you set it high, they still fall after your energy meter fills up.
  • 719ea - 2'nd Cossack Spider's 1'st attack time *right when it comes through the door*
  • 71b40 - 2'nd Cossack Spider's movement time *after shot fired*
  • 718ba - Screen Number for the 1st Cossack Spider.
  • 71870 - Speed position for Boss Life Energy *Default 95 [Load Direct]*
  • 71872 - Speed position for Boss Life Energy *Default 07 [AND Immediate]*
  • 7187f - Max number of HP before battle
  • 7438f - HP Setup for the 2nd Spider Boss.

Cossack 4

  • 7042d - Cossack 4's HP
  • 74353 - Screen number for dialogue after cossack battle
  • 74357 - Number of HP to prevent the cossack sprite from being killed when it's HP drops.
  • 7435C - Number of HP to prevent the cossack sprite from being killed? (Don't know what it does.)
  • 797AB - Screen number for VRAM GFX to activate during cossack fight when pressing Start and back.
  • 7b69b - Time until Cossack 4 fades in before fight, *01-0f are awesome color changes*
  • 7ba8 *6,7* - Different Cossack movement's, and bullet effects
  • 7B6F2 - Speed position for Boss Life Energy *Default 95 [Load Direct]*
  • 7B6F4 - Speed position for Boss Life Energy *Default 07 [AND Immediate]*
  • 7b701 - Max number of HP before battle
  • 7b8ba - How long Cossack 4 holds you, before bringing you up
  • 7b90a - How long Cossack 4 holds you, before letting you go
  • 7b93a - Cossack 4's movement time, once he lets you go *Set it to 00 may cause a glitch where Dr. Wily is unable to teleport. The claw movement is required. Also, changing offset 7b712 into another 6502 opcode (Default LDA BD6804 to STA 9D6804) will cause some effects and using STA abs, x will have the same effect as 7b93a if set to 00. Using NOP won't do anything.*
  • 7ba23 - Time until Protoman & Kalinka teleport down, after you defeat Cossack 4
  • 6aa01 - How long Protoman stays, after bringing Kalinka, *set it to 00, and he'll stay forever*

Wily 1

  • 7043b - Giant Hard Hat's HP
  • 6a0a6 - Time until Giant Hard Hat fades in before fight, *01-0f are awesome color changes*
  • 6a0C5 - Speed position for Boss Life Energy *Default 95 [Load Direct]*
  • 6a0c7 - Speed position for Boss Life Energy *Default 07 [AND Immediate]*
  • 6a0d4 - Max number of HP before battle
  • 6a0d8 - Time rate for the opening Giant hard hat. *D3 to D6 seems best*
  • 6a31f - Falling Hard Hat's HP
  • 6a1e5 - Giant Hard Hat's ground shake time, *Also effects the timing, of the falling Hard Hat's*
  • 6a394 - Giant Hard Hat's straight up jump height
  • 6a39 *5,6* - Giant Hard Hat's angled jump heights
  • 6a36 *2,3,4,5* - How long Giant Hard Hat hides
  • 6a120 - How fast Giant Hard Hat closes, *00-Fastest, 05-Slowest* *missing how fast hard hat opens, cannot find correct INC*
  • 6a271 - How fast hard hat Opens *00 Slowest, 05 Fastest*

Level Objects

  • 6b488 - Invisible Block timer
  • 6b414 - Time when invisible blocks begin to appear, *when you first get on the screen*

Wily 2

  • 7043e - Boss's HP
  • 6a50c - Speed position for Boss Life Energy *Default 95 [Load Direct]*
  • 6a50e - Speed position for Boss Life Energy *Default 07 [AND Immediate]*
  • 6a51B - Max number of HP before battle
  • 6a532 - Multiple fireballs/balls
  • 6a5dd - Speed rate for the moving platforms (Down)
  • 6a60c - Speed rate for the moving platforms (Down Left)
  • 6a65d - Speed rate for the moving platforms (Up)
  • 6a68c - Speed rate for the moving platforms (Up Right)

Wily 3

1st Wily Ship

  • 70422 - 1'st Wily Ship's HP
  • 6aae9 - Speed position for Boss Life Energy *Default 95 [Load Direct]*
  • 6aaeb - Speed position for Boss Life Energy *Default 07 [AND Immediate]*
  • 6aaf8 - Max number of HP before battle
  • 6ab0f - Fireball timer
  • 6aee *c,d,e* - Fireball timer
  • 6ab3b - Movement

2nd Wily Ship

  • 6ac52 - 2'nd Wily Ship's HP
  • 6acf4 - Speed position for Boss Life Energy *Default 95 [Load Direct]*
  • 6acf6 - Speed position for Boss Life Energy *Default 07 [AND Immediate]*
  • 6ad03 - Max number of HP before battle
  • 6ad72 - Fireball timer
  • 6af9 *b,c,d,e,f* - Movement
  • 6afa *0,1,* - Movement

Level Warping Routine

Data added by Insectduel. The warp works for all levels besides Wily 3.

  • 78a9e - Warp Screen in Wily 3 when warping. (ASM Related) Recommended not to edit this one.
  • 78b9d - 78bb2 Warp locations to the next screen for each screen ID.
  • 78bb3 - 78bC8 Scroll Map Position for Warp locations to the next screen for each screen ID.
  • 78bc9 - 78bd6 X Position for Warp locations to the next screen for each screen ID.
  • 78bd7 - 78be4 Y Position for Warp locations to the next screen for each screen ID.

Wily 4

  • 7044e - Wily's HP
  • 6b518 - Speed position for Boss Life Energy *Default 95 [Load Direct*
  • 6b51A - Speed position for Boss Life Energy *Default 07 [AND Immediate]*
  • 6b527 - Max number of HP before battle
  • 6b655 - Formed fireballs attack timer.
  • 6b92 *2,3,4,5* - How fast fireballs form in between each other

Stage Select

Data added by Insectduel. Stage Select goes in ROM offset x60010 to x6200F

  • 60011 - 6006B Tileset graphics for each portrait. (set 1)
  • 60111 - 6016B Tileset graphics for each portrait. (set 2)
  • 60211 - 6026B Tileset graphics for each portrait. (set 3)
  • 60311 - 6036B Tileset graphics for each portrait. (set 4)
  • 60X9a *0, 1, 2, 3* Tileset graphics for each portrait for the Dr. C logo.
  • 60411 - *6042F: Palette and Tile index for each portrait.
  • 6049C - Palette and Tile index for the Dr. C logo (4 Bytes).

Boss Weakness

Data added by Insectduel. Here's a list of the boss weaknesses in the ROM MAP.

Boss Weak Points

Brightman weakness

  • 4179B Mega Buster
  • 4379B Rush Coil
  • 4579B Rush Jet
  • 4779B Rush Marine
  • 4979B Rain Flush
  • 4b79B Wire
  • 4d79B Unused/Balloon
  • 4f79B Dive Missle
  • 5179B Ring Boomerang
  • 5379B Drill Bomb
  • 5579B Dust Crusher
  • 5779B Pharoah Shot
  • 5979B Flash Stopper
  • 5B79B Skull Barrier

Toadman weakness

  • 4179D Mega Buster
  • 4379D Rush Coil
  • 4579D Rush Jet
  • 4779D Rush Marine
  • 4979D Rain Flush
  • 4b79D Wire
  • 4d79D Unused/Balloon
  • 4f79D Dive Missle
  • 5179D Ring Boomerang
  • 5379D Drill Bomb
  • 5579D Dust Crusher
  • 5779D Pharoah Shot
  • 5979D Flash Stopper
  • 5B79D Skull Barrier

Drillman weakness

  • 4178E Mega Buster
  • 4378E Rush Coil
  • 4578E Rush Jet
  • 4778E Rush Marine
  • 4978E Rain Flush
  • 4b78E Wire
  • 4d78E Unused/Balloon
  • 4f78E Dive Missle
  • 5178E Ring Boomerang
  • 5378E Drill Bomb
  • 5578E Dust Crusher
  • 5778E Pharoah Shot
  • 5978E Flash Stopper
  • 5B78E Skull Barrier

Pharoahman weakness

  • 41794 Mega Buster
  • 43794 Rush Coil
  • 45794 Rush Jet
  • 47794 Rush Marine
  • 49794 Rain Flush
  • 4b794 Wire
  • 4d794 Unused/Balloon
  • 4f794 Dive Missle
  • 51794 Ring Boomerang
  • 53794 Drill Bomb
  • 55794 Dust Crusher
  • 57794 Pharoah Shot
  • 59794 Flash Stopper
  • 5B794 Skull Barrier

Ringman weakness

  • 41785 Mega Buster
  • 43785 Rush Coil
  • 45785 Rush Jet
  • 47785 Rush Marine
  • 49785 Rain Flush
  • 4b785 Wire
  • 4d785 Unused/Balloon
  • 4f785 Dive Missle
  • 51785 Ring Boomerang
  • 53785 Drill Bomb
  • 55785 Dust Crusher
  • 57785 Pharoah Shot
  • 59785 Flash Stopper
  • 5B785 Skull Barrier

Dustman weakness

  • 41789 Mega Buster
  • 43789 Rush Coil
  • 45789 Rush Jet
  • 47789 Rush Marine
  • 49789 Rain Flush
  • 4b789 Wire
  • 4d789 Unused/Balloon
  • 4f789 Dive Missle
  • 51789 Ring Boomerang
  • 53789 Drill Bomb
  • 55789 Dust Crusher
  • 57789 Pharoah Shot
  • 59789 Flash Stopper
  • 5B789 Skull Barrier

Diveman weakness

  • 4178C Mega Buster
  • 4378C Rush Coil
  • 4578C Rush Jet
  • 4778C Rush Marine
  • 4978C Rain Flush
  • 4b78C Wire
  • 4d78C Unused/Balloon
  • 4f78C Dive Missle
  • 5178C Ring Boomerang
  • 5378C Drill Bomb
  • 5578C Dust Crusher
  • 5778C Pharoah Shot
  • 5978C Flash Stopper
  • 5B78C Skull Barrier

Skullman weakness

  • 41781 Mega Buster
  • 43781 Rush Coil
  • 45781 Rush Jet
  • 47781 Rush Marine
  • 49781 Rain Flush
  • 4b781 Wire
  • 4d781 Unused/Balloon
  • 4f781 Dive Missle
  • 51781 Ring Boomerang
  • 53781 Drill Bomb
  • 55781 Dust Crusher
  • 57781 Pharoah Shot
  • 59781 Flash Stopper
  • 5B781 Skull Barrier

Cossack 1 Boss

  • 41797 Mega Buster
  • 43797 Rush Coil
  • 45797 Rush Jet
  • 47797 Rush Marine
  • 49797 Rain Flush
  • 4b797 Wire
  • 4d797 Unused/Balloon
  • 4f797 Dive Missle
  • 51797 Ring Boomerang
  • 53797 Drill Bomb
  • 55797 Dust Crusher
  • 57797 Pharoah Shot
  • 59797 Flash Stopper
  • 5B797 Skull Barrier

Cossack 2 Boss (Enemy ID#61)

  • 417A5 Mega Buster
  • 437A5 Rush Coil
  • 457A5 Rush Jet
  • 477A5 Rush Marine
  • 497A5 Rain Flush
  • 4b7A5 Wire
  • 4d7A5 Unused/Balloon
  • 4f7A5 Dive Missle
  • 517A5 Ring Boomerang
  • 537A5 Drill Bomb
  • 557A5 Dust Crusher
  • 577A5 Pharoah Shot
  • 597A5 Flash Stopper
  • 5B7A5 Skull Barrier

Cossack 3 Boss (Enemy ID#69)

  • 417AE Mega Buster
  • 437AE Rush Coil
  • 457AE Rush Jet
  • 477AE Rush Marine
  • 497AE Rain Flush
  • 4b7AE Wire
  • 4d7AE Unused/Balloon
  • 4f7AE Dive Missle
  • 517AE Ring Boomerang
  • 537AE Drill Bomb
  • 557AE Dust Crusher
  • 577AE Pharoah Shot
  • 597AE Flash Stopper
  • 5B7AE Skull Barrier

Cossack 4 Boss (Enemy ID#5E)

  • 417A2 Mega Buster
  • 437A2 Rush Coil
  • 457A2 Rush Jet
  • 477A2 Rush Marine
  • 497A2 Rain Flush
  • 4b7A2 Wire
  • 4d7A2 Unused/Balloon
  • 4f7A2 Dive Missle
  • 517A2 Ring Boomerang
  • 537A2 Drill Bomb
  • 557A2 Dust Crusher
  • 577A2 Pharoah Shot
  • 597A2 Flash Stopper
  • 5B7A2 Skull Barrier

Wily 1 Boss (Enemy ID#6C)

  • 417B6 Mega Buster
  • 437B6 Rush Coil
  • 457B6 Rush Jet
  • 477B6 Rush Marine
  • 497B6 Rain Flush
  • 4b7B6 Wire
  • 4d7B6 Unused/Balloon
  • 4f7B6 Dive Missle
  • 517B6 Ring Boomerang
  • 537B6 Drill Bomb
  • 557B6 Dust Crusher
  • 577B6 Pharoah Shot
  • 597B6 Flash Stopper
  • 5B7B6 Skull Barrier

Wily 2 Boss (Enemy ID#6F)

  • 417BB Mega Buster
  • 437BB Rush Coil
  • 457BB Rush Jet
  • 477BB Rush Marine
  • 497BB Rain Flush
  • 4b7BB Wire
  • 4d7BB Unused/Balloon
  • 4f7BB Dive Missle
  • 517BB Ring Boomerang
  • 537BB Drill Bomb
  • 557BB Dust Crusher
  • 577BB Pharoah Shot
  • 597BB Flash Stopper
  • 5B7BB Skull Barrier

Wily 3 Boss (First Form)

  • 417CC Mega Buster
  • 437CC Rush Coil
  • 457CC Rush Jet
  • 477CC Rush Marine
  • 497CC Rain Flush
  • 4b7CC Wire
  • 4d7CC Unused/Balloon
  • 4f7CC Dive Missle
  • 517CC Ring Boomerang
  • 537CC Drill Bomb
  • 557CC Dust Crusher
  • 577CC Pharoah Shot
  • 597CC Flash Stopper
  • 5B7CC Skull Barrier

Wily 3 Boss (Second Form)

  • 417D0 Mega Buster
  • 437D0 Rush Coil
  • 457D0 Rush Jet
  • 477D0 Rush Marine
  • 497D0 Rain Flush
  • 4b7D0 Wire
  • 4d7D0 Unused/Balloon
  • 4f7D0 Dive Missle
  • 517D0 Ring Boomerang
  • 537D0 Drill Bomb
  • 557D0 Dust Crusher
  • 577D0 Pharoah Shot
  • 597D0 Flash Stopper
  • 5B7D0 Skull Barrier

Wily 4 Boss (Enemy ID#7F)

  • 417D4 Mega Buster
  • 437D4 Rush Coil
  • 457D4 Rush Jet
  • 477D4 Rush Marine
  • 497D4 Rain Flush
  • 4b7D4 Wire
  • 4d7D4 Unused/Balloon
  • 4f7D4 Dive Missle
  • 517D4 Ring Boomerang
  • 537D4 Drill Bomb
  • 557D4 Dust Crusher
  • 577D4 Pharoah Shot
  • 597D4 Flash Stopper
  • 5B7D4 Skull Barrier

Music Pointers

Data added by Insectduel (Values added by Kiokuffiib11). (Hex Values are listed in "[]")

Some of the ROM-Data is only available for the (U) version of Megaman 4.

  • 361E1 - Ending [0b]
  • 36375 - Credits [13]
  • 36E81 - Prologue [0a]
  • 37159 - Prologue 2 [43]
  • Stage Clear Sound Data are 6A970, 6AE7B, 6B082, and 6B32B [0c], [a6], [0c], [0c]
  • 6B7D1 - Wily Defeated [46]
  • 721C9 - Dr. Cossack Intro [3c]
  • 7239B - Dr. Cossack Intro (After boss defeated) [3c]
  • 7243E - Dr. Wily Intro [3b]
  • 7288A - 7288B - Title Screen and Stage Select Music [12 10]
  • 72d4c - Got Weapon [14]
  • 72E93 - Password (Got Weapon) [0d]
  • 72f11 - Game Over [0e]
  • 72f1E - Password (Game over ) [0d]
  • 73061 - Boss Intro [of]
  • 73686 - Password (Start) [0d]
  • 77c7c - Got Special Item [3a]
  • 78afc - Music pointer when warping [16]
  • 7C86B - 7C87A Sound ID to Init for each Level. [00 01 03 04 02 07 05 06 08 08 15 15 09 09 16 16]
  • 7FDB3 - Wily Final Battle Setup Music [45]
  • 7FDBF - Boss Battle Setup Music [11]

Colour Schemes

  • 7275e-72761 = Intro Helmet Left hand corner [black, blue, cyan, red (ears)] [0f 11 2c 16]
  • 7276a-7276d = Intro Helmet Rest [Black, blue, Dark blue, Light colour [0f 17 15 28]
  • 72778 = Intro Helmet Rest [cyan only] [2c]
  • 735d9 = Colour behind picked enemy
  • 7928d-79299 = Mega Man's Charging colours Secondary (Originally Cyan [3c])
  • 7929d-792a9 = Mega Man's Charging colours Main (Originally Blue [11])
  • 792ca-792cc = Mega Man's colours After you shoot
  • 79b14-79b16 = Mega Man's colours after you pause
  • 7c864-7c866 = Mega Man's colours Before you shoot

Text

Added by Insectduel

Text Table for Weapon Get and Boss Chosen

To write the text. Write down the text you see in Table 2. The max length is 17 Characters. Text ends must be hex FF 21 8F and loading the text table must change the low byte or any high byte number of the rom offset.

  • 733E7 - YOU GOT (7 Characters)
  • 733F1 - FLASH STOPPER (13 Characters)
  • 73401 - RAIN FLUSH (10 Characters)
  • 7340E - DRILL BOMB (10 Characters)
  • 7341B - PHAROAH SHOT (12 Characters)
  • 7342A - RING BOOMERANG (14 Characters)
  • 7342B - DUST CRUSHER (12 Characters)
  • 7344A - DIVE MISSLE (11 Characters)
  • 73459 - SKULL BARRIER (13 Characters)
  • 73469 - RUSH JET (8 Characters)
  • 73474 - RUSH MARINE (11 Characters)
  • 73482 - BRIGHT MAN (10 Characters)
  • 7348F - TOAD MAN (8 Characters)
  • 7349A - DRILL MAN (9 Characters)
  • 734A6 - PHARAOH MAN (11 Characters)
  • 734B4 - RING MAN (8 Characters)
  • 734BF - DUST MAN (8 Characters)
  • 734CA - DIVE MAN (8 Characters)
  • 734D5 - SKULL MAN (9 Characters)
  • 734E1 - ADAPTOR (7 Characters)

Text Table Load

  • 7E4E9 - YOU GOT (Low Byte) [D5]
  • 7E4EA - FLASH STOPPER (Low Byte) [DF]
  • 7E4EB - RAIN FLUSH (Low Byte) [EF]
  • 7E4EC - DRILL BOMB (Low Byte) [FC]
  • 7E4ED - PHAROAH SHOT (Low Byte) [09]
  • 7E4EE - RING BOOMERANG (Low Byte) [18]
  • 734EF - DUST CRUSHER (Low Byte) [29]
  • 734F0 - DIVE MISSLE (Low Byte) [38]
  • 734F1 - SKULL BARRIER (Low Byte) [47]
  • 734F2 - RUSH JET (Low Byte) [57]
  • 734F3 - RUSH MARINE (Low Byte) [62]
  • 734F4 - BRIGHT MAN (Low Byte) [70]
  • 734F5 - TOAD MAN (Low Byte) [7D]
  • 734F6 - DRILL MAN (Low Byte) [88]
  • 734F7 - PHARAOH MAN (Low Byte) [94]
  • 734F8 - RING MAN (Low Byte) [A2]
  • 734F9 - DUST MAN (Low Byte) [AD]
  • 734FA - DIVE MAN (Low Byte) [B8]
  • 734FB - SKULL MAN (Low Byte) [C3]
  • 734FC - ADAPTOR (Low Byte) [CF]
  • 734FD - 73500 Unknown Data
  • 7E501 - YOU GOT (High Byte) [93]
  • 7E502 - FLASH STOPPER (High Byte) [93]
  • 7E503 - RAIN FLUSH (High Byte) [93]
  • 7E504 - DRILL BOMB (High Byte) [93]
  • 7E505 - PHAROAH SHOT (High Byte) [94]
  • 7E506 - RING BOOMERANG (High Byte) [94]
  • 73507 - DUST CRUSHER (High Byte) [94]
  • 73508 - DIVE MISSLE (High Byte) [94]
  • 73509 - SKULL BARRIER (High Byte) [94]
  • 7350A - RUSH JET (High Byte) [94]
  • 7350B - RUSH MARINE (High Byte) [94]
  • 7350C - BRIGHT MAN (High Byte) [94]
  • 7350D - TOAD MAN (High Byte) [94]
  • 7350E - DRILL MAN (High Byte) [94]
  • 7350F - PHARAOH MAN (High Byte) [94]
  • 73510 - RING MAN (High Byte) [94]
  • 73511 - DUST MAN (High Byte) [94]
  • 73512 - DIVE MAN (High Byte) [94]
  • 73513 - SKULL MAN (High Byte) [94]
  • 73514 - ADAPTOR (High Byte) [94]
  • 73515 - 73518 Unknown Data

Passwords

Added by Insectduel.

Password for Passcodes

ROM OFFSET - Passcode - Hex Value

  • 739CC - A1 Password Load - 00
  • 739CD - A2 Password Load - 04
  • 739D1 - A3 Password Load - 08
  • 739D0 - A4 Password Load - 0C
  • 739D5 - A5 Password Load - 10
  • 739C0 - A6 Password Load - 14
  • 739CB - B1 Password Load - 18
  • 739C1 - B2 Password Load - 1C
  • 739C2 - B3 Password Load - 20
  • 739CF - B4 Password Load - 24
  • 739D4 - B5 Password Load - 28
  • 739D2 - B6 Password Load - 2C
  • 739C3 - C1 Password Load - 30
  • 739CA - C2 Password Load - 34
  • 739CE - C3 Password Load - 38
  • 739C4 - C4 Password Load - 3C
  • 739D3 - C5 Password Load - 40
  • 739C5 - C6 Password Load - 44
  • 739D9 - D1 Password Load - 48
  • 739C6 - D2 Password Load - 4C
  • 739DB - D3 Password Load - 50
  • 739DA - D4 Password Load - 54
  • 739BA - D5 Password Load - 58
  • 739BB - D6 Password Load - 5C
  • 739D6 - E1 Password Load - 60
  • 739D8 - E2 Password Load - 64
  • 739DD - E3 Password Load - 68
  • 739C7 - E4 Password Load - 6C
  • 739BD - E5 Password Load - 70
  • 739C8 - E6 Password Load - 74
  • 739C9 - F1 Password Load - 78
  • 739D7 - F2 Password Load - 7C
  • 739DC - F3 Password Load - 80
  • 739BC - F4 Password Load - 84
  • 739BF - F5 Password Load - 88
  • 739BE - F6 Password Load - 8C

Password for Bosses Defeated

ROM OFFSET - Hex Value - Effect

  • 739DE - 01 - Bright Man Defeated
  • 739DF - 02 - Toad Man Defeated
  • 739E0 - 03 - Bright Man & Toad Man Defeated
  • 739E1 - 00 - No Bosses Defeated
  • 739E2 - 04 - Drill Man Defeated
  • 739E3 - 08 - Pharoah Man Defeated
  • 739E4 - 0C - Drill Man & Pharoah Man Defeated
  • 739E5 - 00 - No Bosses Defeated
  • 739E6 - 10 - Ring Man Defeated
  • 739E7 - 20 - Dust Man Defeated
  • 739E8 - 30 - Ring Man & Dust Man Defeated
  • 739E9 - 00 - No Bosses Defeated
  • 739EA - 40 - Dive Man Defeated
  • 739EB - 80 - Skull Man Defeated
  • 739EC - C0 - Dive Man & Skull Defeated
  • 739ED - 00 - No Bosses Defeated
  • 739EE - 00 - Unused
  • 739EF - 00 - Unused
  • 739F0 - 00 - Unused
  • 739F1 - 00 - Unused

Password for weapons gained

ROM OFFSET - Hex Value - Effect

  • 739F2 - 0C - Flash Stopper
  • 739F3 - 00 - No Weapons Gained
  • 739F4 - 00 - No Weapons Gained
  • 739F5 - 04 - Rain Flush
  • 739F6 - 03 - Rush Marine
  • 739F7 - 00 - No Weapons Gained
  • 739F8 - 0C - Flash Stopper
  • 739F9 - 04 - Rain Flush
  • 739FA - 03 - Rush Marine
  • 739FB - 00 - No Weapons Gained
  • 739FC - 00 - No Weapons Gained
  • 739FD - 00 - No Weapons Gained
  • 739FE - 09 - Drill Bomb
  • 739FF - 02 - Rush Jet
  • 73A00 - 00 - No Weapons Gained
  • 73A01 - 0B - Pharoah Shot
  • 73A02 - 00 - No Weapons Gained
  • 73A03 - 00 - No Weapons Gained
  • 73A04 - 09 - Drill Bomb
  • 73A05 - 0B - Pharoah Shot
  • 73A06 - 02 - Rush Jet
  • 73A07 - 00 - No Weapons Gained
  • 73A08 - 00 - No Weapons Gained
  • 73A09 - 00 - No Weapons Gained
  • 73A0A - 08 - Ring Boomerang
  • 73A0B - 00 - No Weapons Gained
  • 73A0C - 00 - No Weapons Gained
  • 73A0D - 0A - Dust Crusher
  • 73A0E - 00 - No Weapons Gained
  • 73A0F - 00 - No Weapons Gained
  • 73A10 - 08 - Ring Boomerang
  • 73A11 - 0A - Dust Crusher
  • 73A12 - 00 - No Weapons Gained
  • 73A13 - 00 - No Weapons Gained
  • 73A14 - 00 - No Weapons Gained
  • 73A15 - 00 - No Weapons Gained
  • 73A16 - 07 - Dive Missle
  • 73A17 - 00 - No Weapons Gained
  • 73A18 - 00 - No Weapons Gained
  • 73A19 - 0D - Skull Barrier
  • 73A1A - 00 - No Weapons Gained
  • 73A1B - 00 - No Weapons Gained
  • 73A1C - 07 - Dive Missle
  • 73A1D - 0D - Skull Barrier
  • 73A1E - 00 - No Weapons Gained
  • 73A1F - 00 - No Weapons Gained
  • 73A20 - 00 - No Weapons Gained
  • 73A21 - 00 - No Weapons Gained
  • 73A22 - 05 - Wire Weapon
  • 73A23 - 00 - No Weapons Gained
  • 73A24 - 00 - No Weapons Gained
  • 73A25 - 06 - Balloon Weapon
  • 73A26 - 00 - No Weapons Gained
  • 73A27 - 00 - No Weapons Gained
  • 73A28 - 05 - Wire Weapon
  • 73A29 - 06 - Balloon Weapon
  • 73A2A - 00 - No Weapons Gained
  • 73A2B - 00 - No Weapons Gained
  • 73A2C - 00 - No Weapons Gained
  • 73A2D - 00 - No Weapons Gained

Password for weapons gained after stages clear

ROM OFFSET - Hex Value - Effect

  • 73A2E - 0C - Flash Stopper
  • 73A2F - 04 - Rain Flush
  • 73A30 - 09 - Drill Bomb
  • 73A31 - 0B - Pharoah Shot
  • 73A32 - 08 - Ring Boomerang
  • 73A33 - 0A - Dust Crusher
  • 73A34 - 07 - Dive Missle
  • 73A35 - 0D - Skull Barrier
  • 73A36 - 05 - Wire Weapon
  • 73A37 - 06 - Balloon Weapon

Weapon Energy

  • 7FD9F - Rush Coil
  • 7FDA0 - Rush Jet (per tick)
  • 7FDA1 - Rush Marine (per tick)
  • 7FDA2 - Rain Flush
  • 7FDA3 - Wire
  • 7FDA4 - Balloon
  • 7FDA5 - Dive Missile
  • 7FDA6 - Ring Boomerang
  • 7FDA7 - Drill Bomb
  • 7FDA8 - Dust Crusher
  • 7FDA9 - Pharaoh Shot (charged Pharaoh Shot just consumes double)
  • 7FDAA - Flash Stopper
  • 7FDAB - Skull Barrier

Misc

  • 1A726 - Recovery time for Megaman after being hit. *In other words, when Megaman is being backed up* [09 (default)]
  • 1A727 - Megaman's hit recovery time (How far you get knocked back (how long you're stunned)) [02 (Default)]
  • 41838 – Something to do with the sound init or background animation or both. [60 default]

Set it to: [0C – And Press Start as SOON as you see the AD 200X. Do NOT slide]

  • 6A86C - Speed position for Boss Life Energy (The 8 Bosses, Default 95 [LDA Load Direct])
  • 6a86E - Speed position for Boss Life Energy (The 8 Bosses, Default 07 [AND Accumulator with Memory])
  • 6A87B - Max number of HP before battle (The 8 Bosses)
  • 7185F - How far Megaman can jump.
  • 72047 - JUMP to Intro. (3 Bytes)
  • 7205a - How many times, it tells the Main Title song to loop, *now you can hear the complete song* [Change to 0C]
  • 72DCA - Level ID where you gain the Rush Marine weapon. (Default 01, Mega Man IV only)
  • 72DCF & 72E72 - Level ID where you gain the Rush Jet weapon. (Default 02, Mega Man IV only)
  • 72F08 - Lives to start (After the Game Over Screen)
  • 7426E - Delay before gameplay refreshes *death by spikes* Low
  • 74273 - Delay before gameplay refreshes *death by spikes* High
  • 7437F - Recovery time for Bosses. (This includes the effects of the Flash Stopper and Major bosses. However, this is coded with Immediate ORA and STA Indexed with X. Hex 02 is recommended.)
  • 76309 - Time until Eddie teleports away, after giving you and item
  • 77bea - Time till items fade away, *the ones you get, when you kill enemies*
  • 77C09 - Max number of lives
  • 77C19 - Max number of E-Tanks
  • 77C31 - Max number of Life and Weapon energy
  • 77C41 - Speed position for Life and Weapon Energy
  • 77CB1 - How much energy a big Health Capsule refills[0A]
  • 77CB2 - How much energy a small Health Pellet refills[02]
  • 77CB3 - How much energy a big Weapon Capsule refills[0A]
  • 77CB4 - How much energy a small Weapon Pellet refills[02]
  • 77CB6 - Life energy item behaviour
  • 77CB8 - Weapon energy item behaviour
  • 783E8 - Mega man movement walking speed *Low horizontal byte*
  • 786E9 - Ready Time
  • 783EF - Megaman movement walking speed *High horizontal byte*
  • 786B3 - Timer when Mega Man Teleports after the boss is beaten.
  • 786F8 - Teleportation's Y Coordinates
  • 786FA - Teleportation's Y Coordinates $STA Memory address. *Default 78* Changing it to 33 will change the $STA's memory to X Coordinate.
  • 78D46 - Time to charge shots (default 0)(Disable charging FF)
  • 78F8C - Balloon life time
  • 79715 - Speed position for Life Energy when using an E-Tank
  • 7971C - Max number of Life Energy when using an E-Tank
  • 7C03B - The way the Page refreshes between screens. [65 default]
  • 7c462 - Fade in timer, for all fade in sequences, *some text, some non-text*
  • 7C464 - Speed for Fade In sequences.
  • 7C468 - Fade Out timer, for all fade in sequences, *some text, some non-text* Up to 7F is recommended.
  • 7C46F - Speed for Fade Ins and Fade Outs.
  • 7c54A - Lives to start
  • 7C698 - HP to Start
  • 7CC13 to 7CC22 - Boss-Doors: Screen Position of level to skip boss-door wrap down after entering boss screen. (0 means no screen. This data is set for most Cossack/Wily levels.)
  • 7CE08 - Vertical Screen Scroll Speed - Down
  • 7CE18 - Megaman - Movement Speed when climbing ladders Down - Low
  • 7CE20 - Megaman - Movement Speed when climbing ladders Down - High
  • 7CE32 - Vertical Screen Scroll Speed - Up
  • 7CE40 - Megaman Movement Speed when climbing ladders Up - Low
  • 7CE48 - Megaman Movement Speed when climbing ladders Up - High
  • 7F31C - If adjusted this stops Mega Man's falling all together, and raises you higher with a jump button.

Notes

I'm trying to also figure out how to find the weapon energy settings, what kind of damage they can do, other type of jump settings, etc. If I can find something else, I'll add it to the list. Enjoy! - Infidelity

I have found most of their bosses AI data and added them, I will NOT add any more of the bosses AI data. It's up to you to do it. Most of them are hardcoded by ASM. To change the settings, just change the hex number part of the LDA or CMP address. Be sure you use Matrixz's document because most of the memory addresses are used by the STA's. - Insectduel

List Created By Infidelity and some data added by Insectduel.

External Links

Megaman IV Comprehensive Document - By Matrixz (Refresh and it will show up)