Mega Man 10 Nes Rom

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

RAMFunctionDetails
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
$00Default
$01Changing the nametable (Ex.: scrolling within an area, creating the pause menu, blinking palette in the stage select screen,…)
$02Freeze before and after scrolling to a new area
$40Scrolling to a new area
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
bit 1Bomb Man/Hyper Bomb
bit 2Elec Man/Thunder Beam
bit 3Guts Man/Super Arm
bit 4Ice Man/Ice Slasher
bit 5Cut Man/Rolling Cutter
bit 6Fire Man/Fire Storm
bit 7Magnet Beam
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.)
$00Mega Buster(normal weapon)
$01Hyper Bomb
$02Thunder Beam
$03Super Arm
$04Ice Slasher
$05Rolling Cutter
$06Fire Storm
$07Magnet Beam
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.
$00Note ID
$01Music Pattern?
$02-03Countdown for when note ends (in frame quarters)
$06Vibrato Speed
$0aNote Pitch ID
$0eCurrent number of frames after note started
$14Vibrato bend direction
$1dCurrent number of frames after note or silence started
0x06C1 Boss Energy $1C(28)-Full, $00-Empty


Internal Data for Mega Man

ROM Map •RAM Map •Text Table •Notes •Tutorials

Mega Man 10 Nes Rom


Mega Man 10 Nes Rom

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