Difference between revisions of "Mega Man:RAM map"
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{{rammap|game=Mega Man}} | {{rammap|game=Mega Man}} | ||
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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> | ||
− | + | ||
− | < | + | <p><b>All values in table are Hexadecimal unless noted otherwise!</b></p> |
− | + | ||
− | + | {| border="1" cellpadding="1" | |
− | + | |'''RAM''' || '''Effect''' || '''Comments''' | |
− | + | |- | |
− | + | |05D || Wich ememys have been defeated/Weapons unlocked | |
− | + | {|border="1" cellpadding="1" | |
− | + | |bit 1||Bombman | |
− | + | |- | |
− | + | |bit 2||Elecman | |
− | + | |- | |
− | + | |bit 3||Gutsman | |
− | + | |- | |
− | + | |bit 4||Iceman | |
− | + | |- | |
− | + | |bit 5||Cutsman | |
− | + | |- | |
− | + | |bit 6||Fireman | |
− | + | |- | |
− | + | |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. | |
− | + | |- | |
− | + | |05F || Weapon Select | |
− | + | {|border="1" cellpadding="1" | |
− | + | |00||Normal(Start Weapon) | |
− | + | |- | |
− | + | |01||Bomb | |
− | + | |- | |
− | + | |02||Electric | |
− | + | |- | |
− | + | |03||Guts | |
− | + | |- | |
− | + | |04||Ice | |
− | + | |- | |
− | + | |05||Cutters | |
− | + | |- | |
− | + | |06||Fire | |
− | + | |- | |
− | + | |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. | |
+ | |- | ||
+ | |06A || Mega Man Life Bar Value || 1C-Full, 00-Empty | ||
+ | |- | ||
+ | |06B || Cutman Weapon Energy || 1C-Full, 00-Empty | ||
+ | |- | ||
+ | |06C || Iceman Weapon Energy || 1C-Full, 00-Empty | ||
+ | |- | ||
+ | |06D || Bombman Weapon Energy || 1C-Full, 00-Empty | ||
+ | |- | ||
+ | |06E || Fireman Weapon Energy || 1C-Full, 00-Empty | ||
+ | |- | ||
+ | |06F || Elecman Weapon Energy || 1C-Full, 00-Empty | ||
+ | |- | ||
+ | |070 || Gutsman Weapon Energy || 1C-Full, 00-Empty | ||
+ | |- | ||
+ | |071 || Magnet Beam Weapon Energy || 1C-Full, 00-Empty | ||
+ | |- | ||
+ | |072-078|| Score || Each bytes represents one digit in BCD. Starts with one's digit (072) | ||
+ | |- | ||
+ | |0A6 || Lives || 80 is Max, 63 will display 99. Bit 7 set gives Game Over. Game will not raise it past 63. | ||
+ | |- | ||
+ | |0AE || 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. | ||
+ | |- | ||
+ | |200-2FF || Sprite Data || 256 byte block that is transferred via DMA to PPU memory during each NMI Routine. | ||
+ | |- | ||
+ | |6C1 || Boss Energy || 1C-Full, 00-Empty | ||
+ | |- | ||
+ | |} | ||
+ | |||
+ | {{stub}} |
Revision as of 06:17, 1 April 2006
Note: Memory locations discovered using the 'FCEU' Emulator for Windows.
All values in table are Hexadecimal unless noted otherwise!
RAM | Effect | Comments | ||||||||||||||||
05D | Wich ememys have been defeated/Weapons unlocked
|
Setting a bit will defeat/unlock the corresponding Villan/Weapon. Set this byte to FE to go directly to Dr. Wiley. | ||||||||||||||||
05F | Weapon Select
|
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 | ||||||||||||||||
06B | Cutman Weapon Energy | 1C-Full, 00-Empty | ||||||||||||||||
06C | Iceman Weapon Energy | 1C-Full, 00-Empty | ||||||||||||||||
06D | Bombman Weapon Energy | 1C-Full, 00-Empty | ||||||||||||||||
06E | Fireman Weapon Energy | 1C-Full, 00-Empty | ||||||||||||||||
06F | Elecman Weapon Energy | 1C-Full, 00-Empty | ||||||||||||||||
070 | Gutsman Weapon Energy | 1C-Full, 00-Empty | ||||||||||||||||
071 | Magnet Beam Weapon Energy | 1C-Full, 00-Empty | ||||||||||||||||
072-078 | Score | Each bytes represents one digit in BCD. Starts with one's digit (072) | ||||||||||||||||
0A6 | Lives | 80 is Max, 63 will display 99. Bit 7 set gives Game Over. Game will not raise it past 63. | ||||||||||||||||
0AE | 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. | ||||||||||||||||
200-2FF | Sprite Data | 256 byte block that is transferred via DMA to PPU memory during each NMI Routine. | ||||||||||||||||
6C1 | Boss Energy | 1C-Full, 00-Empty |