Difference between revisions of "Metroid Zero Mission:RAM map"
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− | = | + | {{rammap|game=Metroid Zero Mission}} |
{| border="1" align="center" cellpadding="4" cellspacing="0" style="margin: 0 0 1em 1em; background: #f7f8ff; border: 1px #8888cc solid; border-collapse: collapse; font-size: 95%" | {| border="1" align="center" cellpadding="4" cellspacing="0" style="margin: 0 0 1em 1em; background: #f7f8ff; border: 1px #8888cc solid; border-collapse: collapse; font-size: 95%" | ||
Line 46: | Line 46: | ||
|- | |- | ||
|203DB3F || Slot C door number back-up | |203DB3F || Slot C door number back-up | ||
+ | |- | ||
+ | |27DC000 || Start of NES Metroid ROM image (unheadered) | ||
|- | |- | ||
|3000002 || Frame counter | |3000002 || Frame counter | ||
Line 89: | Line 91: | ||
* 0 for normal doors | * 0 for normal doors | ||
* 1 for the doors used in Chozodia | * 1 for the doors used in Chozodia | ||
+ | |- | ||
+ | |300002E || Time attack switch | ||
+ | |- | ||
+ | |3000030 || Current room's music (only read during door transitions?) | ||
+ | |- | ||
+ | |300004D || Chozodia "space pirates alerted" red flashing | ||
+ | * 0 for yes | ||
+ | * 1 for no | ||
|- | |- | ||
|3000054 || Area number | |3000054 || Area number | ||
Line 133: | Line 143: | ||
|- | |- | ||
|300009C || Foreground controller | |300009C || Foreground controller | ||
+ | |- | ||
+ | |30000BC || Tileset | ||
+ | |- | ||
+ | |30000E4 || Horizontal background 0 positioning | ||
+ | |- | ||
+ | |30000E6 || Vertical background 0 positioning | ||
+ | |- | ||
+ | |30000E8 || Horizontal background 1 positioning | ||
+ | |- | ||
+ | |30000EA || Vertical background 1 positioning | ||
+ | |- | ||
+ | |30000EC || Horizontal background 2 positioning | ||
+ | |- | ||
+ | |30000EE || Vertical background 2 positioning | ||
+ | |- | ||
+ | |30000F0 || Horizontal background 3 positioning | ||
+ | |- | ||
+ | |30000F2 || Vertical background 3 positioning | ||
|- | |- | ||
|3000150 || In-game timer | |3000150 || In-game timer | ||
Line 138: | Line 166: | ||
|30001A8 || Alarm timer | |30001A8 || Alarm timer | ||
|- | |- | ||
− | | | + | |30001AC || Enemy 1 orientation |
|- | |- | ||
− | |30001B0 || | + | |30001AD || Enemy 1 rotation |
+ | |- | ||
+ | |30001AE || Enemy 1 vertical position | ||
+ | |- | ||
+ | |30001B0 || Enemy 1 horizontal position | ||
+ | |- | ||
+ | |30001B2 || Enemy 1 vertical spawn position | ||
+ | |- | ||
+ | |30001B4 || Enemy 1 horizontal spawn position | ||
|- | |- | ||
|30001BE || Ridley's fireball shooting timer | |30001BE || Ridley's fireball shooting timer | ||
|- | |- | ||
− | |30004BE || | + | |30001C0 || Enemy 1 health |
+ | |- | ||
+ | |30001C2 || Enemy 1 animation frame | ||
+ | |- | ||
+ | |30001C4 || Enemy 1 ROM pointer (32-bit) | ||
+ | |- | ||
+ | |30001C8 || Enemy 1 animation counter | ||
+ | |- | ||
+ | |30001C9 || Enemy 1 ID | ||
+ | |- | ||
+ | |30001CB || Enemy 1 sprite set slot | ||
+ | |- | ||
+ | |30001CC || Enemy 1 palette (4-bit) | ||
+ | |- | ||
+ | |30001D0 || Enemy 1 pose | ||
+ | |- | ||
+ | |30001D1 || Enemy 1 interaction type | ||
+ | * 00 None | ||
+ | * 01 Solid, no damage/knockback | ||
+ | * 02 Solid on top only, no damage/knockback | ||
+ | * 03 Solid on top only, damaging otherwise | ||
+ | * 04 Damaging on all sides, normal knockback | ||
+ | * 05 Hard mode damage (?) | ||
+ | * 06 Self-destruct | ||
+ | * 07 Knockback, no damage | ||
+ | * 08 None | ||
+ | * 09 Damage, no knockback | ||
+ | * 0A Damage | ||
+ | * 0B Damage | ||
+ | * 0C Solid on sides, pushes off top | ||
+ | * 0D Massive knockback | ||
+ | * 0E Self-destruct, always drops large health | ||
+ | * 0F Damage, knockback, ignores invincibility | ||
+ | * 10 Self-destruct, no knockback | ||
+ | * 11 Damage, no knockback, less cooldown | ||
+ | * 12 Damage | ||
+ | * 13 Self-destruct, always drops large health | ||
+ | * 14 Damage | ||
+ | * 15 Damage, knockback, ignores invincibility | ||
+ | * 16 Damage, knockback, ignores invincibility | ||
+ | * 17 None | ||
+ | * 18 Damage, ignores invincibility (damage every frame) | ||
+ | * 19 Damage on one side only, solid otherwise | ||
+ | * 1A Zipline | ||
+ | * 1B 01 Solid, no damage/knockback | ||
+ | * 1C Vertical knockback only | ||
+ | * 1D Massive knockback, ignores invincibility | ||
+ | * 1E Pickup | ||
+ | * 1F None | ||
+ | * 20 Dead | ||
+ | |- | ||
+ | |30001D2 || Enemy 1 cooldown timer | ||
+ | |- | ||
+ | |30001D7 || Enemy 1 invincibility timer | ||
+ | |- | ||
+ | |30001D9 || Enemy 1 respawn timer | ||
+ | |- | ||
+ | |30001DC || Enemy 1 freeze timer | ||
+ | |- | ||
+ | |30004BE || Positioning of Kraid's nails | ||
|- | |- | ||
|300095E || Escape timer | |300095E || Escape timer | ||
|- | |- | ||
− | |3000A3F || | + | |3000A34 || 1st vertical projectile positioning |
+ | |- | ||
+ | |3000A36 || 1st horizontal projectile positioning | ||
+ | |- | ||
+ | |3000A3B || 1st projectile type | ||
+ | * 0 Short beam | ||
+ | * 1 Long beam | ||
+ | * 2 Ice beam | ||
+ | * 3 Wave beam | ||
+ | * 4 Plasma beam | ||
+ | * 5 Pistol | ||
+ | * 6 Charged beam | ||
+ | * 7 Charged long beam | ||
+ | * 8 Charged ice beam | ||
+ | * 9 Charged wave beam | ||
+ | * A Charged plasma beam | ||
+ | * B Charged pistol | ||
+ | * C Missile | ||
+ | * D Super missile | ||
+ | * E Bomb | ||
+ | * F Power bomb | ||
+ | |- | ||
+ | |3000A3F || 1st bomb timer | ||
+ | |- | ||
+ | |3000A50 || 2nd vertical projectile positioning | ||
+ | |- | ||
+ | |3000A52 || 2nd horizontal projectile positioning | ||
+ | |- | ||
+ | |3000A57 || 2nd projectile type | ||
+ | |- | ||
+ | |3000A5B || 2nd bomb timer | ||
+ | |- | ||
+ | |3000A6C || 3rd vertical projectile positioning | ||
+ | |- | ||
+ | |3000A6E || 3rd horizontal projectile positioning | ||
+ | |- | ||
+ | |3000A73 || 3rd projectile type | ||
+ | |- | ||
+ | |3000A77 || 3rd bomb timer | ||
+ | |- | ||
+ | |3000A88 || 4th vertical projectile positioning | ||
+ | |- | ||
+ | |3000A8A || 4th horizontal projectile positioning | ||
+ | |- | ||
+ | |3000A8F || 4th projectile type | ||
+ | |- | ||
+ | |3000A93 || 4th bomb timer | ||
+ | |- | ||
+ | |3000AA4 || 5th vertical projectile positioning | ||
+ | |- | ||
+ | |3000AA6 || 5th horizontal projectile positioning | ||
+ | |- | ||
+ | |3000AAB || 5th projectile type | ||
+ | |- | ||
+ | |3000AAF || 5th bomb timer | ||
+ | |- | ||
+ | |3000AC0 || 6th vertical projectile positioning | ||
+ | |- | ||
+ | |3000AC2 || 6th horizontal projectile positioning | ||
+ | |- | ||
+ | |3000AC7 || 6th projectile type | ||
+ | |- | ||
+ | |3000ACB || 6th bomb timer | ||
+ | |- | ||
+ | |3000ADC || 7th vertical projectile positioning | ||
+ | |- | ||
+ | |3000ADE || 7th horizontal projectile positioning | ||
+ | |- | ||
+ | |3000AE3 || 7th projectile type | ||
+ | |- | ||
+ | |3000AE7 || 7th bomb timer | ||
+ | |- | ||
+ | |3000AF8 || 8th vertical projectile positioning | ||
+ | |- | ||
+ | |3000AFA || 8th horizontal projectile positioning | ||
+ | |- | ||
+ | |3000AFF || 8th projectile type | ||
+ | |- | ||
+ | |3000B03 || 8th bomb timer | ||
+ | |- | ||
+ | |3000B14 || 9th vertical projectile positioning | ||
+ | |- | ||
+ | |3000B16 || 9th horizontal projectile positioning | ||
+ | |- | ||
+ | |3000B1B || 9th projectile type | ||
+ | |- | ||
+ | |3000B1F || 9th bomb timer | ||
+ | |- | ||
+ | |3000B30 || 10th vertical projectile positioning | ||
+ | |- | ||
+ | |3000B32 || 10th horizontal projectile positioning | ||
+ | |- | ||
+ | |3000B37 || 10th projectile type | ||
+ | |- | ||
+ | |3000B3B || 10th bomb timer | ||
+ | |- | ||
+ | |3000B4C || 11th vertical projectile positioning | ||
+ | |- | ||
+ | |3000B4E || 11th horizontal projectile positioning | ||
+ | |- | ||
+ | |3000B53 || 11th projectile type | ||
+ | |- | ||
+ | |3000B57 || 11th bomb timer | ||
+ | |- | ||
+ | |3000B68 || 12th vertical projectile positioning | ||
+ | |- | ||
+ | |3000B6A || 12th horizontal projectile positioning | ||
+ | |- | ||
+ | |3000B6F || 12th projectile type | ||
+ | |- | ||
+ | |3000B73 || 12th bomb timer | ||
+ | |- | ||
+ | |3000B84 || 13th vertical projectile positioning | ||
+ | |- | ||
+ | |3000B86 || 13th horizontal projectile positioning | ||
+ | |- | ||
+ | |3000B8B || 13th projectile type | ||
+ | |- | ||
+ | |3000B8F || 13th bomb timer | ||
+ | |- | ||
+ | |3000BA0 || 14th vertical projectile positioning | ||
+ | |- | ||
+ | |3000BA2 || 14th horizontal projectile positioning | ||
+ | |- | ||
+ | |3000BA7 || 14th projectile type | ||
+ | |- | ||
+ | |3000BAB || 14th bomb timer | ||
+ | |- | ||
+ | |3000BBC || 15th vertical projectile positioning | ||
+ | |- | ||
+ | |3000BBE || 15th horizontal projectile positioning | ||
+ | |- | ||
+ | |3000BC3 || 15th projectile type | ||
+ | |- | ||
+ | |3000BC7 || 15th bomb timer | ||
+ | |- | ||
+ | |3000BD8 || 16th vertical projectile positioning | ||
|- | |- | ||
− | |3000BF0 || | + | |3000BDA || 16th horizontal projectile positioning |
+ | |- | ||
+ | |3000BDF || 16th projectile type | ||
+ | |- | ||
+ | |3000BE3 || 16th bomb timer | ||
+ | |- | ||
+ | |3000BF0 || Menu status | ||
* 0 Exits menu | * 0 Exits menu | ||
* 1 Suit effect, side effects include loss of every ability | * 1 Suit effect, side effects include loss of every ability | ||
Line 166: | Line 403: | ||
|3000C10 || The delay before the next letter | |3000C10 || The delay before the next letter | ||
|- | |- | ||
− | | | + | |300137C || Button Input |
|- | |- | ||
− | | | + | |300137E || New Input |
|- | |- | ||
− | | | + | |3001380 || Changed Input |
|- | |- | ||
− | | | + | |30013D4 || Pose status |
+ | * 0: Running | ||
+ | * 1: Standing | ||
+ | * 2: Turning around | ||
+ | * 3: Shooting | ||
+ | * 4: Ducking | ||
+ | * 5: Turning around and ducking | ||
+ | * 6: Shooting and ducking | ||
+ | * 7: Skidding | ||
+ | * 8: Jumping/falling | ||
+ | * 9: Turning around and jumping/falling | ||
+ | * A: Landing | ||
+ | * B: Starting a spin-jump | ||
+ | * C: Spinning | ||
+ | * D: Wall-jumping | ||
+ | * E: Space-jumping | ||
+ | * F: Screw-attacking | ||
+ | * 10: Morphing | ||
+ | * 11: Morph ball | ||
+ | * 12: Rolling | ||
+ | * 13: Unmorphing | ||
+ | * 14: Jumping/falling in morphball | ||
+ | * 15: Hanging on a ledge | ||
+ | * 16: Starting to hold your arm cannon out on a ledge | ||
+ | * 17: Starting to hold your arm cannon in on a ledge | ||
+ | * 18: Holding your arm cannon out on a ledge | ||
+ | * 19: Shooting on a ledge | ||
+ | * 1A: Pulling yourself up from hanging | ||
+ | * 1B: Pulling yourself forward from hanging | ||
+ | * 1C: Pulling yourself into a morphball tunnel | ||
+ | * 1D: Using an elevator | ||
+ | * 1E: Facing the foreground | ||
+ | * 1F: Turning to/from the foreground | ||
+ | * 20: Getting held by chozo | ||
+ | * 21: Delay before shinesparking | ||
+ | * 22: Shinesparking | ||
+ | * 23: Delay after shinesparking | ||
+ | * 24: Spinning after shinespark | ||
+ | * 25: Delay before ballsparking | ||
+ | * 26: Ballsparking | ||
+ | * 27: Delay after ballsparking | ||
+ | * 28: Hanging on a zipline | ||
+ | * 29: Shooting on a zipline | ||
+ | * 2A: Turning on a zipline | ||
+ | * 2B: Hanging on a zipline in morphball | ||
+ | * 2C: On a save pad | ||
+ | * 2D: Downloading a map | ||
+ | * 2E: Turning around for a map station | ||
+ | * 2F: Getting hurt | ||
+ | * 30: Getting knocked back | ||
+ | * 31: Getting hurt in morphball | ||
+ | * 32: Getting knocked back morphball | ||
+ | * 33: Dying | ||
+ | * 34: Entering a crawlspace | ||
+ | * 35: In a crawlspace | ||
+ | * 36: Turned around in a crawlspace | ||
+ | * 37: Crawling | ||
+ | * 38: Exiting a crawlspace | ||
+ | * 39: Turning around in a crawlspace | ||
+ | * 3A: Shooting in a crawlspace | ||
+ | * 3B: Uncrouching/turned | ||
+ | * 3C: Crouching | ||
+ | * 3D: Grabbing a ledge | ||
+ | * 3E: Facing the background | ||
+ | * 3F: Turning to/from the background | ||
+ | * 40: Activating the ziplines | ||
+ | * 41: In the space pirate ship | ||
+ | * 42: Turning around for the space pirate ship | ||
|- | |- | ||
− | | | + | |30013D5 || Collision detection status? |
+ | * 0 On ground | ||
+ | * 2 In air | ||
+ | * 4 Shinesparked into wall/ceiling | ||
|- | |- | ||
− | | | + | |30013D6 || Arm cannon direction |
+ | * 0 Forward | ||
+ | * 1 Diagonally upwards | ||
+ | * 2 Diagonally downwards | ||
+ | * 3 Upwards | ||
+ | * 4 Downwards | ||
+ | * 5 None | ||
|- | |- | ||
− | | | + | |30013D7 || Turning switch |
+ | * 0 Not turning around | ||
+ | * 1 Turning around | ||
|- | |- | ||
− | | | + | |30013D8 || Shinespark angle |
+ | * 0 Upwards | ||
+ | * 1 Sidewards | ||
+ | * 2 Diagonally | ||
|- | |- | ||
|30013D9 || Speed boosting switch | |30013D9 || Speed boosting switch | ||
Line 189: | Line 507: | ||
|- | |- | ||
|30013DC || Shinespark timer | |30013DC || Shinespark timer | ||
+ | |- | ||
+ | |30013DD || Unmorph glow timer | ||
|- | |- | ||
|30013DE || Speed boost counter | |30013DE || Speed boost counter | ||
Line 194: | Line 514: | ||
|30013E2 || Direction switch | |30013E2 || Direction switch | ||
|- | |- | ||
− | |30013E6 || | + | |30013E4 || Elevator direction (?) |
+ | * 40 Up | ||
+ | * 80 Down | ||
+ | |- | ||
+ | |30013E6 || Horizontal positioning | ||
+ | |- | ||
+ | |30013E8 || Vertical positioning | ||
+ | |- | ||
+ | |30013EA || Horizontal momentum | ||
+ | |- | ||
+ | |30013EC || Vertical momentum | ||
+ | |- | ||
+ | |30013EE || Slope type | ||
+ | * 00 Flat | ||
+ | * 11 Steep right | ||
+ | * 12 Gentle right | ||
+ | * 21 Steep left | ||
+ | * 22 Gentle left | ||
|- | |- | ||
− | | | + | |30013F0 || Animation counter |
|- | |- | ||
− | | | + | |30013F1 || Animation status |
|- | |- | ||
− | | | + | |30013F4 || Animation type |
|- | |- | ||
− | |3001415 || | + | |3001414 || L aiming status |
− | * | + | * 0 None |
− | * | + | * 1 Diagonally upwards |
− | * | + | * 2 Diagonally downwards |
− | * | + | |- |
− | * | + | |3001415 || Shot type |
− | * | + | * 1 for normal shot |
+ | * 2 for missile | ||
+ | * 3 for super missile | ||
+ | * 4 for bomb | ||
+ | * 5 for power bomb | ||
+ | * 6 for charged shot | ||
|- | |- | ||
|3001416 || Missile switch | |3001416 || Missile switch | ||
+ | * 1 for missiles | ||
+ | * 2 for super missiles | ||
+ | * 4 for power bombs | ||
|- | |- | ||
− | |3001418 || | + | |3001417 || Missile selector switch |
+ | * 0 for missiles | ||
+ | * 1 for super missiles | ||
+ | |- | ||
+ | |3001418 || Weapon cooldown | ||
|- | |- | ||
|3001419 || Charge beam counter | |3001419 || Charge beam counter | ||
+ | |- | ||
+ | |300141A || Arm cannon knockback timer | ||
+ | |- | ||
+ | |300141C || Echo switch | ||
+ | |- | ||
+ | |300141D || Echo remove timer | ||
+ | |- | ||
+ | |300141E || Echo distance | ||
+ | |- | ||
+ | |3001424-30014A2 || Previous 64 horizontal positionings | ||
+ | |- | ||
+ | |30014A4-3001522 || Previous 64 vertical positionings | ||
|- | |- | ||
|3001530 || Health capacity | |3001530 || Health capacity | ||
Line 233: | Line 594: | ||
|- | |- | ||
|300153C || Beam + Bomb status | |300153C || Beam + Bomb status | ||
− | * | + | * 1 for Long beam |
− | * | + | * 2 for Ice beam |
− | * | + | * 4 for Wave beam |
− | * | + | * 8 for Plasma beam |
− | * | + | * 10 for Charge beam |
− | * | + | * 80 for Bombs |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
− | |300153E || Suit + Misc. | + | |300153D || Beam + Bomb activation status |
− | * | + | * 1 for Long beam |
− | * | + | * 2 for Ice beam |
− | * | + | * 4 for Wave beam |
− | * | + | * 8 for Plasma beam |
− | * | + | * 10 for Charge beam |
− | * | + | * 80 for Bombs |
− | * | + | |- |
− | * | + | |300153E || Suit + Misc. status |
− | * | + | * 1 for Hi-jump |
− | * | + | * 2 for Speed booster |
− | * | + | * 4 for Space jump |
− | * | + | * 8 for Screw attack |
− | * | + | * 10 for Varia suit |
− | * | + | * 20 for Gravity suit |
− | * | + | * 40 for Morph ball |
− | * | + | * 80 for Power grip |
+ | |- | ||
+ | |300153F || Suit + Misc. activation status | ||
+ | * 1 for Hi-jump | ||
+ | * 2 for Speed booster | ||
+ | * 4 for Space jump | ||
+ | * 8 for Screw attack | ||
+ | * 10 for Varia suit | ||
+ | * 20 for Gravity suit | ||
+ | * 40 for Morph ball | ||
+ | * 80 for Power grip | ||
|- | |- | ||
|3001540 || Scanned map status | |3001540 || Scanned map status | ||
Line 278: | Line 643: | ||
|- | |- | ||
|3001542 || Extra Suit Status | |3001542 || Extra Suit Status | ||
− | * 0 for | + | * 0 for normal suit |
− | * 1 for | + | * 1 for unknown items enabled |
− | * 2 for | + | * 2 for zero suit |
− | * 3 for | + | * 3 for combination of 1 + 2 |
+ | |- | ||
+ | |030015E4 || Underwater Flag | ||
+ | |- | ||
+ | |030015E6 || X Acceleration | ||
+ | |- | ||
+ | |030015E8 || Max X Speed | ||
+ | |- | ||
+ | |030015EA || Y Acceleration | ||
+ | |- | ||
+ | |030015EC || Max Jumping Speed | ||
+ | |- | ||
+ | |030015EE || Max Falling Speed | ||
+ | |- | ||
+ | |030015F0 || In-Air X Acceleration | ||
+ | |- | ||
+ | |030015F2 || In-Air Max X Speed | ||
+ | |- | ||
+ | |030015F4 || In-Air Morphball Max X Speed | ||
|- | |- | ||
|300175D || Final percentage | |300175D || Final percentage | ||
+ | |- | ||
+ | |30017CC || Map/Menu Item 1 Vertical Position | ||
+ | |- | ||
+ | |30017CE || Map/Menu Item 1 Horizontal Position | ||
+ | |- | ||
+ | |30017D4 || Map/Menu Item 1 Animation Counter | ||
+ | |- | ||
+ | |30017D5 || Map/Menu Item 1 Animation | ||
+ | |- | ||
+ | |30017D6 || Map/Menu Item 1 ID | ||
+ | |- | ||
+ | |30017DC || Map/Menu Item 2 Vertical Position | ||
+ | |- | ||
+ | |30017DE || Map/Menu Item 2 Horizontal Position | ||
+ | |- | ||
+ | |30017E4 || Map/Menu Item 2 Animation Counter | ||
+ | |- | ||
+ | |30017E5 || Map/Menu Item 2 Animation | ||
+ | |- | ||
+ | |30017E6 || Map/Menu Item 2 ID | ||
+ | |- | ||
+ | |30017EC || Map/Menu Item 3 Vertical Position | ||
+ | |- | ||
+ | |30017EE || Map/Menu Item 3 Horizontal Position | ||
+ | |- | ||
+ | |30017F4 || Map/Menu Item 3 Animation Counter | ||
+ | |- | ||
+ | |30017F5 || Map/Menu Item 3 Animation | ||
+ | |- | ||
+ | |30017F6 || Map/Menu Item 3 ID | ||
+ | |- | ||
+ | |300180C || Map/Menu Item 4 Vertical Position | ||
+ | |- | ||
+ | |300180E || Map/Menu Item 4 Horizontal Position | ||
+ | |- | ||
+ | |3001814 || Map/Menu Item 4 Animation Counter | ||
+ | |- | ||
+ | |3001815 || Map/Menu Item 4 Animation | ||
+ | |- | ||
+ | |3001816 || Map/Menu Item 4 ID | ||
+ | |- | ||
+ | |300545C || Start of door data | ||
+ | |- | ||
+ | |3001D21 || Current music flags | ||
+ | * 4 delays other sounds until flag is unset | ||
+ | * 10, 20, 40 do "something" | ||
+ | * 80 stops updating of playing sound | ||
+ | |- | ||
+ | |3001D22 || Next music ID (during door transitions) | ||
+ | |- | ||
+ | |30054F4 || Tide image movement type | ||
+ | * 0 for up/down only | ||
+ | * 1 for slow left movement | ||
+ | * 2 for fast left movement | ||
+ | * 3 for rising | ||
+ | * 4 for falling |
Latest revision as of 15:51, 18 August 2021
The following article is a RAM map for Metroid Zero Mission.
RAM | Information |
---|---|
2027800 | Clip-data |
202D800 | Decompressed level data goes here |
2034000 | Mini-map decompressed data |
203809D | Slot A area number |
203809E | Slot A room number |
203809F | Slot A door number |
20392BD | Slot B area number |
20392BE | Slot B room number |
20392BF | Slot B door number |
203A4DE | Slot C area number |
203A4DE | Slot C room number |
203A4DF | Slot C door number |
203B6FD | Slot A area number back-up |
203B6FE | Slot A room number back-up |
203B6FF | Slot A door number back-up |
203C91D | Slot B area number back-up |
203C91E | Slot B room number back-up |
203C91F | Slot B door number back-up |
203DB3D | Slot C area number back-up |
203DB3E | Slot C room number back-up |
203DB3F | Slot C door number back-up |
27DC000 | Start of NES Metroid ROM image (unheadered) |
3000002 | Frame counter |
3000004 | Mono to stereo switch
|
3000014 | Gallery
|
3000016 | Metroid Fusion gallery
|
3000018 | Sound test + original Metroid
|
3000020 | Translation switch
|
3000024 | Completed game map switch
|
300002C | Difficulty switch
|
300002D | Mothership doors switch
|
300002E | Time attack switch |
3000030 | Current room's music (only read during door transitions?) |
300004D | Chozodia "space pirates alerted" red flashing
|
3000054 | Area number
|
3000055 | Room number |
3000056 | Door number |
3000057 | Room transition type
|
3000058 | Room pop-up
|
3000059 | Horizontal mini-map co-ordinate |
3000060 | Vertical mini-map co-ordinate |
3000063 | Percentage in Brinstar |
3000064 | Percentage in Kraid |
3000065 | Percentage in Norfair |
3000066 | Percentage in Ridley |
3000067 | Percentage in Tourian |
3000068 | Percentage in Crateria |
3000069 | Percentage in Chozodia |
300009C | Foreground controller |
30000BC | Tileset |
30000E4 | Horizontal background 0 positioning |
30000E6 | Vertical background 0 positioning |
30000E8 | Horizontal background 1 positioning |
30000EA | Vertical background 1 positioning |
30000EC | Horizontal background 2 positioning |
30000EE | Vertical background 2 positioning |
30000F0 | Horizontal background 3 positioning |
30000F2 | Vertical background 3 positioning |
3000150 | In-game timer |
30001A8 | Alarm timer |
30001AC | Enemy 1 orientation |
30001AD | Enemy 1 rotation |
30001AE | Enemy 1 vertical position |
30001B0 | Enemy 1 horizontal position |
30001B2 | Enemy 1 vertical spawn position |
30001B4 | Enemy 1 horizontal spawn position |
30001BE | Ridley's fireball shooting timer |
30001C0 | Enemy 1 health |
30001C2 | Enemy 1 animation frame |
30001C4 | Enemy 1 ROM pointer (32-bit) |
30001C8 | Enemy 1 animation counter |
30001C9 | Enemy 1 ID |
30001CB | Enemy 1 sprite set slot |
30001CC | Enemy 1 palette (4-bit) |
30001D0 | Enemy 1 pose |
30001D1 | Enemy 1 interaction type
|
30001D2 | Enemy 1 cooldown timer |
30001D7 | Enemy 1 invincibility timer |
30001D9 | Enemy 1 respawn timer |
30001DC | Enemy 1 freeze timer |
30004BE | Positioning of Kraid's nails |
300095E | Escape timer |
3000A34 | 1st vertical projectile positioning |
3000A36 | 1st horizontal projectile positioning |
3000A3B | 1st projectile type
|
3000A3F | 1st bomb timer |
3000A50 | 2nd vertical projectile positioning |
3000A52 | 2nd horizontal projectile positioning |
3000A57 | 2nd projectile type |
3000A5B | 2nd bomb timer |
3000A6C | 3rd vertical projectile positioning |
3000A6E | 3rd horizontal projectile positioning |
3000A73 | 3rd projectile type |
3000A77 | 3rd bomb timer |
3000A88 | 4th vertical projectile positioning |
3000A8A | 4th horizontal projectile positioning |
3000A8F | 4th projectile type |
3000A93 | 4th bomb timer |
3000AA4 | 5th vertical projectile positioning |
3000AA6 | 5th horizontal projectile positioning |
3000AAB | 5th projectile type |
3000AAF | 5th bomb timer |
3000AC0 | 6th vertical projectile positioning |
3000AC2 | 6th horizontal projectile positioning |
3000AC7 | 6th projectile type |
3000ACB | 6th bomb timer |
3000ADC | 7th vertical projectile positioning |
3000ADE | 7th horizontal projectile positioning |
3000AE3 | 7th projectile type |
3000AE7 | 7th bomb timer |
3000AF8 | 8th vertical projectile positioning |
3000AFA | 8th horizontal projectile positioning |
3000AFF | 8th projectile type |
3000B03 | 8th bomb timer |
3000B14 | 9th vertical projectile positioning |
3000B16 | 9th horizontal projectile positioning |
3000B1B | 9th projectile type |
3000B1F | 9th bomb timer |
3000B30 | 10th vertical projectile positioning |
3000B32 | 10th horizontal projectile positioning |
3000B37 | 10th projectile type |
3000B3B | 10th bomb timer |
3000B4C | 11th vertical projectile positioning |
3000B4E | 11th horizontal projectile positioning |
3000B53 | 11th projectile type |
3000B57 | 11th bomb timer |
3000B68 | 12th vertical projectile positioning |
3000B6A | 12th horizontal projectile positioning |
3000B6F | 12th projectile type |
3000B73 | 12th bomb timer |
3000B84 | 13th vertical projectile positioning |
3000B86 | 13th horizontal projectile positioning |
3000B8B | 13th projectile type |
3000B8F | 13th bomb timer |
3000BA0 | 14th vertical projectile positioning |
3000BA2 | 14th horizontal projectile positioning |
3000BA7 | 14th projectile type |
3000BAB | 14th bomb timer |
3000BBC | 15th vertical projectile positioning |
3000BBE | 15th horizontal projectile positioning |
3000BC3 | 15th projectile type |
3000BC7 | 15th bomb timer |
3000BD8 | 16th vertical projectile positioning |
3000BDA | 16th horizontal projectile positioning |
3000BDF | 16th projectile type |
3000BE3 | 16th bomb timer |
3000BF0 | Menu status
|
3000BF3 | Controls the option menu |
3000C10 | The delay before the next letter |
300137C | Button Input |
300137E | New Input |
3001380 | Changed Input |
30013D4 | Pose status
|
30013D5 | Collision detection status?
|
30013D6 | Arm cannon direction
|
30013D7 | Turning switch
|
30013D8 | Shinespark angle
|
30013D9 | Speed boosting switch |
30013DA | Invincibility timer |
30013DB | Wall-jump timer |
30013DC | Shinespark timer |
30013DD | Unmorph glow timer |
30013DE | Speed boost counter |
30013E2 | Direction switch |
30013E4 | Elevator direction (?)
|
30013E6 | Horizontal positioning |
30013E8 | Vertical positioning |
30013EA | Horizontal momentum |
30013EC | Vertical momentum |
30013EE | Slope type
|
30013F0 | Animation counter |
30013F1 | Animation status |
30013F4 | Animation type |
3001414 | L aiming status
|
3001415 | Shot type
|
3001416 | Missile switch
|
3001417 | Missile selector switch
|
3001418 | Weapon cooldown |
3001419 | Charge beam counter |
300141A | Arm cannon knockback timer |
300141C | Echo switch |
300141D | Echo remove timer |
300141E | Echo distance |
3001424-30014A2 | Previous 64 horizontal positionings |
30014A4-3001522 | Previous 64 vertical positionings |
3001530 | Health capacity |
3001532 | Missile capacity |
3001534 | Super missile capacity |
3001535 | Power bomb capacity |
3001536 | Health status |
3001538 | Missile status |
300153A | Super missile status |
300153B | Power bomb status |
300153C | Beam + Bomb status
|
300153D | Beam + Bomb activation status
|
300153E | Suit + Misc. status
|
300153F | Suit + Misc. activation status
|
3001540 | Scanned map status
|
3001541 | Low health beep
|
3001542 | Extra Suit Status
|
030015E4 | Underwater Flag |
030015E6 | X Acceleration |
030015E8 | Max X Speed |
030015EA | Y Acceleration |
030015EC | Max Jumping Speed |
030015EE | Max Falling Speed |
030015F0 | In-Air X Acceleration |
030015F2 | In-Air Max X Speed |
030015F4 | In-Air Morphball Max X Speed |
300175D | Final percentage |
30017CC | Map/Menu Item 1 Vertical Position |
30017CE | Map/Menu Item 1 Horizontal Position |
30017D4 | Map/Menu Item 1 Animation Counter |
30017D5 | Map/Menu Item 1 Animation |
30017D6 | Map/Menu Item 1 ID |
30017DC | Map/Menu Item 2 Vertical Position |
30017DE | Map/Menu Item 2 Horizontal Position |
30017E4 | Map/Menu Item 2 Animation Counter |
30017E5 | Map/Menu Item 2 Animation |
30017E6 | Map/Menu Item 2 ID |
30017EC | Map/Menu Item 3 Vertical Position |
30017EE | Map/Menu Item 3 Horizontal Position |
30017F4 | Map/Menu Item 3 Animation Counter |
30017F5 | Map/Menu Item 3 Animation |
30017F6 | Map/Menu Item 3 ID |
300180C | Map/Menu Item 4 Vertical Position |
300180E | Map/Menu Item 4 Horizontal Position |
3001814 | Map/Menu Item 4 Animation Counter |
3001815 | Map/Menu Item 4 Animation |
3001816 | Map/Menu Item 4 ID |
300545C | Start of door data |
3001D21 | Current music flags
|
3001D22 | Next music ID (during door transitions) |
30054F4 | Tide image movement type
|