A true NES classic 3/19/2002 10:54:44 AM Megaman Review by Brandon D.
- Mega Man 3 (PC10) ! NES. Mega Man 3 (U) b1 NES. Mega Man X 2 (E) (NG-Dump Known) SNES.
- Play the nes rom Mega Man 2. Defeat 8 robot masters and the dreaded Wily Castle. MM3 Return To Castle Wily. Takes place after Mega Man 3. Features old stages but with new pathways or designs and lots of fun surprises. The year is 20XX and Wily has configured 4 robots to search for him if he is imprisoned.
Note: Memory locations discovered using the 'FCEU' Emulator for Windows.
Given values: $Hexadecimal value(Decimal value), ex. $63(99)
Any values less than $0A(10) will only show the Hex value.
Mega Man 10 Nes Rom Download
RAM | Function | Details | ||||||||||||||||
0x0014 | Controller 1 buttons held | |||||||||||||||||
0x0015 | Controller 2 buttons held | |||||||||||||||||
0x0016 | Controller 1 buttons held | clone of 0x0014? | ||||||||||||||||
0x0017 | Controller 2 buttons held | clone of 0x0015? | ||||||||||||||||
0x0018 | Controller 1 buttons tapped | |||||||||||||||||
0x0019 | Controller 2 buttons tapped | |||||||||||||||||
0x001A | Camera X position | |||||||||||||||||
0x001B | Camera X screen | when 0x001A gets larger than $FF(255), this value increases by $01 | ||||||||||||||||
0x001C | Camera state |
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0x001E | Camera Y position | |||||||||||||||||
0x0020 | Mega Man's X screen | when 0x0022 gets larger than $FF(255), this value increases by $01 | ||||||||||||||||
0x0021-22 | Mega Man's X position | 0x0021 is sub-pixel, 0x0022 is pixel | ||||||||||||||||
0x0023 | Timer | increases by $01/frame. If we pause the game, it continues while in the menu, but when the game is unpaused, it reverts back to what value it had before pausing. | ||||||||||||||||
0x0024-25 | Mega Man's Y position | 0x0024 is sub-pixel, 0x0025 is pixel | ||||||||||||||||
0x002C | Type of object that Mega Man is touching from the top | $00-Air, $01-Solid, $02-Ladder, $03-Spike, $04-Ice, $05-Water | ||||||||||||||||
0x0031 | Stage ID | $00-Cut Man, $01-Ice Man, $02-Bomb Man, $03-Fire Man, $04-Elec Man, $05-Guts Man, $06-Wily 1, $07-Wily 2, $08-Wily 3, $09-Wily 4, $0A(10)-Title Screen, $0B(11)-Ending BG | ||||||||||||||||
0x0055 | Mega Man's I-frame Counter | Starts counting down from $6F(111) $01/frame each time Mega Man gets hurt. When it gets to zero, Mega Man stops being invincible. Notes: Mega Man's 'is hurt' animation lasts from $6E(110) to $50(80). | ||||||||||||||||
0x005D | Which enemies have been defeated/Weapons unlocked
| Setting a bit will defeat/unlock the corresponding villain/weapon. Set this byte to $FE(254) to go directly to Dr. Wily. | ||||||||||||||||
0x005F | Weapon Select (Works only when pausing, otherwise values will be different.)
| This only controls the weapon function, it will not change his color. You can select any weapon even if it's still locked. | ||||||||||||||||
0x0060 | Are Mega Man's bullets on-screen | $C0(192)-are on-screen, $00-aren't on screen Probably a boolean to see if some bullet collision-detection routine is executed or not. | ||||||||||||||||
0x006A | Mega Man Life Bar Value | $1C(28)-Full, $00-Empty | ||||||||||||||||
0x006B | Cut Man Weapon Energy | $1C(28)-Full, $00-Empty | ||||||||||||||||
0x006C | Ice Man Weapon Energy | $1C(28)-Full, $00-Empty | ||||||||||||||||
0x006D | Bomb Man Weapon Energy | $1C(28)-Full, $00-Empty | ||||||||||||||||
0x006E | Fire Man Weapon Energy | $1C(28)-Full, $00-Empty | ||||||||||||||||
0x006F | Elec Man Weapon Energy | $1C(28)-Full, $00-Empty | ||||||||||||||||
0x0070 | Guts Man Weapon Energy | $1C(28)-Full, $00-Empty | ||||||||||||||||
0x0071 | Magnet Beam Weapon Energy | $1C(28)-Full, $00-Empty | ||||||||||||||||
0x0072-78 | Score | Each byte represents one digit in BCD. Starts with ones digit (0x0072) | ||||||||||||||||
0x0094 | Type of object that Mega Man is touching from the sides | $00-Air, $01-Solid, $02-Ladder, $03-Spike, $04-Ice, $05-Water | ||||||||||||||||
0x00A6 | Lives | Maximum is $80(128). Bit 7 set gives Game Over. Game will not raise it past $63(99). | ||||||||||||||||
0x00AE | Bonus | Number of bonus energy balls picked up during level. Is multiplied by 1000 at level completion screen. | ||||||||||||||||
0x0100-FF | Stack | RAM used by CPU for stack. | ||||||||||||||||
0x0200-FF | Sprite Data | 256 byte block that is transferred via DMA to PPU memory during each NMI Routine. | ||||||||||||||||
0x03D0-DF | Palette Data | The whole BG palette. $10(16) bytes long. | ||||||||||||||||
0x0440 | Mega Man's Blink Timer | Counts upwards $01/frame in pseudo base 9 ($07, $08, $10…) to $A8. Mega Man closes his eyes beginning at $A2 and lasting 9 frames. | ||||||||||||||||
0x0500-7F | Sound Values | Each channel is attributed $20(32) addresses. Pulse 1, Pulse 2, Triangle and Noise, in that order.
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0x06C1 | Boss Energy | $1C(28)-Full, $00-Empty |
Internal Data for Mega Man |
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ROM Map •RAM Map •Text Table •Notes •Tutorials |
Mega Man 10 Nes Rom
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