Metroid Fusion:RAM map

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Revision as of 11:26, 2 August 2009 by 78.145.83.210 (talk) (Update)
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RAM Information
2010000-10FFF Decompressed BG2 Map
2026000-28FFF Decompressed Clipdata
2029000-2BFFF Decompressed Foreground
202C000-2EFFF Decompressed Level
202F000-31FFF Decompressed Back-Level
2038000-3807F 0x0000-0x007F of SRAM
2038080-380FF Copy of above
2038100-381FF Unused
2038200-393FF Slot A SRAM
2039400-3A5FF Slot A SRAM backup
203A600-3B7FF Slot B SRAM
203B800-3C9FF Slot B SRAM backup
203CA00-3DBFF Slot C SRAM
203DC00-3EE00 Slot C SRAM backup
203EE00-3F03F 0x6E00-0x703F of SRAM
203F040-3F0BF Clear
203F0C0-3FFFF 0x70C0-0x7FFF of SRAM
3000000 X-Parasite Target Display Switch
3000002 16-Bit Frame Counter
3000004 BLDALPHA
3000006 BLDCNT
3000008 DISPCNT
300000C WININ-high
300000D WINOUT-low
300000E Transparent Colour
3000010 Copied to 0203800A
3000011 Language Switch
3000014 Completed Game Switch
  • 0 for the normal map screen
  • 1 for the timer and item collection map screen
3000015 Intro Switch
3000019 BG3OFS Background Layer
300001B Abilities Counter
300001C Door Flashing Level
3000020 Reboot Switch
3000025 Soft-Resets Switch
300002C Area ID
300002D Room ID
300002E Door ID
3000031 Horizontal Mini-Map Coordinate
3000032 Vertical Mini-Map Coordinate
300003B Main Deck Percentage
300003C SRX Percentage
300003D TRO Percentage
300003E PYR Percentage
300003F AQA Percentage
3000040 ARC Percentage
3000041 NOC Percentage
3000070 DSPCNT
3000072 BLDCNT
3000074 BLDALPHA
3000076 WININ
3000077 WINOUT
3000078 BG0CNT, Written To Only
300007A BG1CNT
300007C BG2CNT
300007E BG3CNT
3000080 BG0CNT
3000084 Decompressed Foreground Pointer
3000088 Foreground Width
300008A Foreground Height
300008C Decompressed Level Pointer
3000090 Level Width
3000092 Level Height
3000094 Decompressed Back-Level Pointer
3000098 Back-Level Width
300009A Back-Level Height
300009C Decompressed Clipdata Pointer
30000A0 Clipdata Width
30000A2 Clipdata Height
30000A4 Tileset
  • TODO
  • TODO
  • TODO
30000A5 Foreground Compression
30000A6 Level Compression
30000A7 Back-Level Compression
30000A8 Background Compression
30000AB Transparency
30000AC Sprite Data ROM Pointer
30000B0 Sprite Event Change
30000BA Music Track
30000C8 Horizontal Background 0 Positioning
30000CA Vertical Background 0 Positioning
30000CC Horizontal Background 1 Positioning
30000CE Vertical Background 1 Positioning
30000D0 Horizontal Background 2 Positioning
30000D2 Vertical Background 2 Positioning
30000D4 Horizontal Background 3 Positioning
30000D6 Vertical Background 3 Positioning
3000124 Horizontal Screen Positioning
3000128 Vertical Screen Positioning
300012A Horizontal Screen Momentum
300012B Vertical Screen Momentum
3000138 In-Game Timer
3000140 Enemy Slot 0
3000178 Enemy Slot 1
30001B0 Enemy Slot 2
30001E8 Enemy Slot 3
3000220 Enemy Slot 4
3000258 Enemy Slot 5
3000290 Enemy Slot 6
30002C8 Enemy Slot 7
3000300 Enemy Slot 8
3000338 Enemy Slot 9
3000370 Enemy Slot A
30003A8 Enemy Slot B
30003E0 Enemy Slot C
3000418 Enemy Slot D
3000450 Enemy Slot E
3000488 Enemy Slot F
30004C0 Enemy Slot 10
30004F8 Enemy Slot 11
3000530 Enemy Slot 12
3000568 Enemy Slot 13
30005A0 Enemy Slot 14
30005D8 Enemy Slot 15
3000610 Enemy Slot 16
3000648 Enemy Slot 17
30006BC Enemy Orientation
30006BE Enemy Vertical Positioning
30006C0 Enemy Horizontal Positioning
30006C2 Enemy Vertical Position Spawn
30006C4 Enemy Horizontal Position Spawn
30006C6 Enemy Top Boundary Offset
30006C8 Enemy Bottom Boundary Offset
30006CA Enemy Left Boundary Offset
30006CC Enemy Right Boundary Offset
30006D0 Enemy Health
30006D2 Enemy Animation
30006D4 Enemy Graphic Pointer
30006D8 Enemy Animation Counter
30006D9 Enemy ID
30006DB Enemy Sprite Set Slot
30006DC Enemy Palette (Relative)
30006E0 Enemy Pose
30006E2 Enemy Timer for something
30006E8 Enemy Invincibility Timer
30006EA Enemy Respawn Timer
30006EE Enemy Freeze Timer
30006F0 Bit array for collision, 8-bit. As seen in DH's enemy stats?
30008D9 Escape Timer
3000960 Projectile Slot 0
3000980 Projectile Slot 1
30009A0 Projectile Slot 2
30009C0 Projectile Slot 3
30009E0 Projectile Slot 4
3000A00 Projectile Slot 5
3000A20 Projectile Slot 6
3000A40 Projectile Slot 7
3000A60 Projectile Slot 8
3000A80 Projectile Slot 9
3000AA0 Projectile Slot A
3000AC0 Projectile Slot B
3000AE0 Projectile Slot C
3000B00 Projectile Slot D
3000B20 Projectile Slot E
3000B40 Projectile Slot F
3000B60 Projectile Rotation
3000B64 Projectile Graphic Pointer
3000B68 Projectile Vertical Positioning
3000B6A Projectile Horizontal Positioning
3000B6C Projectile Animation Frame
3000B6E Projectile Animation Counter
3000B6F Projectile Type
3000B70 Projectile Orientation
3000B72 Projectile Momentum
3000B73 Projectile Part
3000B76 Projectile Top Boundary Offset
3000B78 Projectile Bottom Boundary Offset
3000B7A Projectile Left Boundary Offset
3000B7C Projectile Right Boundary Offset
3000B7E Projectile Bomb Timer
3000B7F Projectile Slot
3000B80 Arm Cannon Vertical Positioning
3000B82 Arm Cannon Horizontal Positioning
3000B84 Sub-Game Mode
3000B87 Event Counter
3000B8D Most Recent Slot
3000B94 Slot A Data
3000B95 Slot A Corrupt
3000BA4 Slot A Game Completed
3000BA5 Slot A Save Exists
3000BA8 Slot B Data
3000BA9 Slot B Corrupt
3000BB8 Slot B Game Completed
3000BB9 Slot A Save Exists
8000BBC Slot C Data
8000BBD Slot C Corrupt
8000BCC Slot C Game Completed
3000BCD Slot A Save Exists
3000BDE Game Mode
3000BE0 Sub-Game Mode
3000BE2 Sub-Game Mode
3000BE4 Cleared Every Frame
3000BE5 8-Bit Frame Counter
3000BE6 V-Blank Happened Switch
3000BE8-0DE7 Interrupt Code
3000DE8-11E7 OAM Data
30011E8 Button Input
30011EA New Input
30011EC Changed Input
30011EE Next OAM Slot
3001228 BG0 X Position
300122A BG0 Y Position
300122C BG2 X Position
300122E BG2 Y Position
3001230 BG3 X Position
3001232 BG3 Y Position
3001243 Pose Lock
  • 00 Free
  • 80 Locked
3001245 Pose Status
  • 00 Standing
  • 01 Turning around
  • 02 Shooting
  • 03 Running
  • 04 Jumping/falling
  • 05 Turning around and jumping/falling
  • 06 Landing
  • 07 Ducking
  • 08 Turning around and ducking
  • 09 Shooting and ducking
  • 0A Starting a spin-jump
  • 0B Spinning
  • 0C Morphing
  • 0D Morphball
  • 0E Rolling
  • 0F Unmorphing
  • 10 Jumping/falling in morphball
  • 11 Getting hurt
  • 12 Getting hurt in morphball
  • 13 Getting knocked back
  • 14 Getting knocked back in morphball
  • 15 Starting a wall-jump
  • 16 Wall-jumping
  • 17 Using an elevator
  • 18 Hanging on a ledge
  • 19 Pulling yourself up from hanging
  • 1A Pulling yourself forward from hanging
  • 1B Pulling yourself into a morphball tunnel
  • 1C Pulling yourself down to start hanging???
  • 1D Space-jumping
  • 1E Screw-attacking
  • 1F Skidding
  • 20 On a save pad
  • 21 On a recharge/security pad
  • 22 Turning around to be recharged
  • 23 Delay before shinesparking
  • 24 Shinesparking
  • 25 Delay after shinesparking
  • 26 Hanging from a vertical ladder
  • 27 Starting to hold your arm cannon out on a vertical ladder
  • 28 Holding your arm cannon out on a vertical ladder
  • 29 Shooting on a vertical ladder
  • 2A Starting to put away your arm cannon on a vertical ladder
  • 2B Handing on a horizontal ladder
  • 2C Moving on a horizontal ladder
  • 2D Turning around on a horizontal ladder
  • 2E Delay after shooting on a horizontal ladder
  • 2F Shooting on a horizontal ladder
  • 30 Frozen
  • 31 Frozen and falling
  • 32 Frozen in morphball
  • 33 Frozen in morphball and falling
  • 34 Unlocking security
  • 35 Saving/loading game
  • 36 On a navigation pad
  • 37 Downloading an ability
  • 38 Being recharged
  • 39 Facing the foreground
  • 3A Facing the background
  • 3B Unlocking the habitations deck
  • 3D Being loaded by the gunship
  • 3E Dying
  • 3F Hit by Omega Metroid
  • 40 Grabbed by Yakuza
3001246 Turn Switch
  • 0 Not turning around
  • 1 Turning around
3001247 Bounce Switch/Wall-Jump Switch/Shinespark Angle
  • 0 Not bouncing/wall-jumping/sparking upwards
  • 1 Bouncing/wall-jumping/sparking sidewards
  • 2 Sparking diagonally
  • 14 Jumping when bouncing
  • 15 Jumping when bouncing
  • 16 Jumping when bouncing
3001248 Wall-Jump Timer
3001249 Invincibility Timer
300124A Speed Boosting Switch
  • 00 Not speed boosting
  • 01 Speed boosting
300124B Arm Cannon Direction
  • 00 None
  • 01 Forward
  • 02 Diagonally upwards
  • 03 Diagonally downwards
  • 04 Upwards
  • 05 Downwards
300124C Missiles Switch
  • 0 Missiles not selected
  • 1 Missiles selected
300124D Projectile Type
  • 1 Beam
  • 2 Missile
  • 4 Bomb
  • 5 Charged beam
  • 6 Power bomb
300124E Cooldown Timer
3001250 Charge Beam Counter
3001252 Arm Running Animation Switch
  • 0 Arm cannon out
  • 1 Arm cannon not out
3001253 Speed Boost Counter/Knock-Back Counter
3001254 Wall-Jump Direction Switch
  • 10 Rightwards
  • 20 Leftwards
3001256 Direction Switch
  • 10 Rightwards
  • 20 Leftwards
300125A Horizontal Positioning

Uses quarter pixels

300125C Vertical Positioning

Uses quarter pixels

300125E Horizontal Momentum

Uses 32ths of a pixel

3001260 Vertical Momentum

Uses 32ths of a pixel

3001262 Current Slope Type
  • 0 Flat
  • 11 Steep right
  • 12 Gentle right
  • 21 Steep left
  • 22 Gentle left
3001264 Animation Type
3001265 Animation Counter
3001266 Animation Status
3001268 Left Boundary Offset
300126A Top Boundary Offset
300126C Right Boundary Offset
300126E Bottom Boundary Offset
3001270-129B Mirrors 0x03001244-126F when changing pose
30012DC Shinespark Timer
30012F0 Trail FX Type Slot 1
  • 00 None
  • 01 Slight splash
  • 03 Slight dust cloud
  • 04 Slight big dust cloud
  • 05 Water surface splash
  • 06 Slight water surface splash
  • 07 Lava bubbles
  • 08 Splash
  • 09 Bubbles
  • 0A Dust cloud
  • 0B Big dust cloud
  • 0D Skidding
  • 0E Air bubbles
30012F1 Trail FX Timer Slot 1
30012F2 Trail FX Status Slot 1
30012F3 X Absorption Timer
30012F8 Trail FX Horizontal Position Slot 1
30012FA Trail FX Vertical Position Slot 1
30012FC Trail FX ROM Data Pointer Slot 1
3001300 Trail FX Type Slot 2
3001301 Trail FX Timer Slot 2
3001302 Trail FX Status Slot 2
3001308 Trail FX Horizontal Position Slot 2
300130A Trail FX Vertical Position Slot 2
300130C Trail FX ROM Data Pointer Slot 2
3001310 Health Status
3001312 Health Capacity
3001314 Missile Status
3001316 Missiles Capacity
3001318 Power Bomb Status
3001319 Power Bomb Capacity
300131A Beam Status
  • 00 None
  • 01 Charge beam
  • 02 Wide beam
  • 04 Plasma beam
  • 08 Wave beam
  • 10 Ice beam
300131B Missile + Bomb Status
  • 00 None
  • 01 Missile
  • 02 Super missile
  • 04 Ice missile
  • 08 Diffusion missile
  • 10 Bomb
  • 20 Power bomb
300131C Suit + Misc. Status
  • 00 None
  • 01 Hi-jump
  • 02 Speed booster
  • 04 Space jump
  • 08 Screw attack
  • 10 Varia suit
  • 20 Gravity suit
  • 40 Morph ball
  • 80 Omega suit
300131D Security Status
  • 00 White doors
  • 01 Blue doors
  • 02 Green doors
  • 03 Yellow doors
  • 04 Red doors
  • FF None
300131F Low Health Switch
  • 0 Not low health
  • 1 Low health
300132C Horizontal Wall Collision Detection
  • 0 None of Samus
  • 1 Top of Samus
  • 2 Middle of Samus
  • 4 Bottom of Samus
3001330 Slow Speed Switch
  • 0 Normal speed
  • 1 Half speed
3001332 Vertical Acceleration
3001334 Maximum Vertical Speed
3001336 Horizontal In-Air Acceleration
3001338 Maximum Horizontal In-Air Speed
300133A Maximum Horizontal In-Air Morphball Speed
300133C Horizontal Acceleration
300133E Maximum Horizontal Speed
3001342 Previous Horizontal Positioning
3001344 Previous Vertical Positioning
3001346 Underwater Switch
  • 0 Overwater
  • 1 Underwater
300134C Previous 64 Horizontal Positionings
30013CC Previous 64 Vertical Positionings
30019C4 V-Blank Code Pointer
30019C8 H-Blank Code Pointer
30019CC V-Count Code Pointer
30019DE Music Length
30019E0 Current Music Position
30019EC Music Slot 1
30019EE Music Slot 2
30019F0 Slot Switch
  • 0 for slot 2
  • 1 for slot 1
3001A74 Interlaced PCM data
30025F4 Sound Channel A Data
3002BF4 Sound Channel B Data
3003658-3E0B Sound Code
3004D28 Suit Colour
3004D90 SA-X Suit Colour
3004DE8 Current Music Track
3004DEC 1st Door Type
  • 0x Left facing white door
  • 1x Right facing white door
  • 2x Left facing blue door
  • 3x Right facing blue door
  • 4x Left facing green door
  • 5x Right facing green door
  • 6x Left facing yellow door
  • 7x Right facing yellow door
  • 8x Left facing red door
  • 9x Right facing red door
  • Ax Left facing grey door
  • Bx Right facing grey door
  • x1 Inactive
  • x3 About to open
  • x5 1st frame of opening/closing
  • x7 2nd frame of opening/closing
  • x9 last fame of opening/closing
3004DED 1st Door Animation
  • 0 Closed
  • 1 Open bottom half of door
  • 2 Opened
  • 3 Close bottom half of door
  • 9 Open top half of door
  • B Close top half of door
  • 11 Increase door type by 2
  • 13 Increase door type by 2
3004DEE 1st Door Horizontal Positioning

Uses 17 pixels

3004DEF 1st Door Vertical Positioning

Uses 17 pixels

3004DF0 2nd Door Type
3004DF1 2nd Door Animation
3004DF2 2nd Door Horizontal Positioning
3004DF3 2nd Door Vertical Positioning
3004DF4 3rd Door Type
3004DF5 3rd Door Animation
3004DF6 3rd Door Horizontal Positioning
3004DF7 3rd Door Vertical Positioning
3004DF8 4th Door Type
3004DF9 4th Door Animation
3004DFA 4th Door Horizontal Positioning
3004DFB 4th Door Vertical Positioning
3004DFC 5th Door Type
3004DFD 5th Door Animation
3004DFE 5th Door Horizontal Positioning
3004DFF 5th Door Vertical Positioning
3004E00 6th Door Type
3004E01 6th Door Animation
3004E02 6th Door Horizontal Positioning
3004E03 6th Door Vertical Positioning
3004E04 7th Door Type
3004E05 7th Door Animation
3004E06 7th Door Horizontal Positioning
3004E07 7th Door Vertical Positioning
3004E08 8th Door Type
3004E09 8th Door Animation
3004E0A 8th Door Horizontal Positioning
3004E0B 8th Door Vertical Positioning