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
|
3000002 |
Frame counter
|
3000004 |
Mono to stereo switch
|
3000014 |
Gallery
- 1 for 4+ hours/easy ending
- 2 for 2-4 hours ending
- 4 for 2- hours ending
- 8 for 100% 2+ hours ending
- 10 for 100% normal 2- hours ending
- 20 for 100% hard 2- hours ending
- 40 for 15-% normal ending
- 80 for 15-% hard ending
|
3000016 |
Metroid Fusion gallery
- 0 for Metroid Fusion link
- 1 for Metroid Fusion gallery
|
3000018 |
Sound test + original Metroid
- 1 for original Metroid
- 64 for sound test
|
3000020 |
Translation switch
- 0 for Kanji
- 1 for Hiragana/Katakana
- 2 for none
- 3 for English
|
3000024 |
Completed game map switch
- 0 for the normal map screen
- 1 for the timer and item collection map screen
|
300002C |
Difficulty switch
- 0 for easy
- 1 for normal
- 2 for hard
|
300002D |
Mothership doors switch
- 0 for normal doors
- 1 for the doors used in Chozodia
|
300002E |
Time attack switch
|
3000054 |
Area number
- 0 for Brinstar
- 1 for Kraid
- 2 for Norfair
- 3 for Ridley
- 4 for Tourian
- 5 for Crateria
- 6 for Chozodia
|
3000055 |
Room number
|
3000056 |
Door number
|
3000057 |
Room transition type
- 12 for a transition with no sound, is also the ship's landing sequence
- 14 for a transition with a door closing sound
- 51 for a transition with an elevator sound, is also Samus' awakening cut-scene
- 52 for a transition with no sound and a room pop-up
- 54 for a transition with a door closing sound and a room pop-up
|
3000058 |
Room pop-up
- 0 for a normal room
- 1 for a room with a message saying what the room is
|
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 |
Horizantal background 0 positioning
|
30000E6 |
Vertical background 0 positioning
|
30000E8 |
Horizantal background 1 positioning
|
30000EA |
Vertical background 1 positioning
|
30000EC |
Horizantal background 2 positioning
|
30000EE |
Vertical background 2 positioning
|
30000F0 |
Horizantal 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
- 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
|
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
|
3000BDA |
16th horizontal projectile positioning
|
3000BDF |
16th projectile type
|
3000BE3 |
16th bomb timer
|
3000BF0 |
Menu status
- 0 Exits menu
- 1 Suit effect, side effects include loss of every ability
- 2 Normal Menu, also used for the Kraid/Ridley statue scene and the Ridley scene
- 3 Map
- 4 Chozo map
- 5 Reveals the map
- 6 Shows latest ability
- 7 Zero suit
- 8 Gravity suit, side effects include not being able to move
- 9 Resets room, then messes up all the sprites
|
3000BF3 |
Controls the option menu
|
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 connon out on a ledge
- 17: Starting to hold your arm connon in on a ledge
- 18: Holding your arm connon 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
|
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
- 00 Flat
- 11 Steep right
- 12 Gentle right
- 21 Steep left
- 22 Gentle left
|
30013F0 |
Animation counter
|
30013F1 |
Animation status
|
30013F4 |
Animation type
|
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
- 1 for missiles
- 2 for super missiles
- 4 for power bombs
|
3001417 |
Missile selector switch
- 0 for missiles
- 1 for super missiles
|
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
- 1 for Long beam
- 2 for Ice beam
- 4 for Wave beam
- 8 for Plasma beam
- 10 for Charge beam
- 80 for Bombs
|
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
- 1 for Brinstar
- 2 for Kraid
- 4 for Norfair
- 8 for Ridley
- 10 for Tourian
- 20 for Crateria
- 40 for Chozodia
|
3001541 |
Low health beep
|
3001542 |
Extra Suit Status
- 0 for normal suit
- 1 for unknown items enabled
- 2 for zero suit
- 3 for combination of 1 + 2
|
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
|
400180C |
Map/Menu Item 4 Vertical Position
|
400180E |
Map/Menu Item 4 Horizontal Position
|
4001814 |
Map/Menu Item 4 Animation Counter
|
4001815 |
Map/Menu Item 4 Animation
|
4001816 |
Map/Menu Item 4 ID
|
300545C |
Start of door data
|
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
|