Mega Man II (NES) - RAM
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Memory Addresses
001C - Program Counter 0020 - Position in Map 0023 - Controller 1 Poll 0022 - Controller 2 Poll 0025 - Controller 1 Poll Mirror 0026 - Controller 2 Poll Mirror 002A - Selected Robot in Stage Select 00 - Center 01 - Bubbleman 02 - Airman 03 - Quickman 04 - Woodman 05 - Crashman 06 - Flashman 07 - Metalman 08 - Heatman 0030 - Universal Gravity (40 - Normal, 1E - Water) 0031 - Gravity (00 - Normal, 01 - Extreme, FF - Negative) 003C - Jump Height (04 - Normal, 05 - In Water) 004B - Invulnerable Timeout 009A - Weapons Bit Flag (Turning all on will take you right to Dr. Wily Stage 1 after the next victory) +01 - Atomic Fire +02 - Air Shooter +04 - Leaf Shield +08 - Lead Bubble +10 - Quick-Boomerang +20 - Time-Stopper +40 - Metal-Blade +80 - Crash Bomber 009B - Item Bit Flag +01 - Item-1 +02 - Item-2 +04 - Item-3 009C - Atomic Fire (Heat Man) (00-1C) 009D - Air Shooter (Air Man) (00-1C) 009E - Leaf Shield (Wood Man) (00-1C) 009F - Bubble Lead (Bubble Man) (00-1C) 00A0 - Quick-Boomerang (Quick Man) (00-1C) 00A1 - Time-Stopper (Flash Man) (00-1C) 00A2 - Metal-Blade (Metal Man) (00-1C) 00A3 - Crash Bomber (Crash Man) (00-1C) 00A4 - Item-1 (00-1C) 00A5 - Item-2 (00-1C) 00A6 - Item-3 (00-1C) 00A7 - Energy Tanks (00-04) 00A8 - Lives (00-64) 00A9 - Active Suit 00B6 - moves background vertically 00B8 - moves background horizontally 00CB - Difficulty (00 - Normal, 01 - Difficult) 00E0-00E3 - SFX on/off (music left) 00E4 - sound on/off 00E7 - music tempo (00-0D), can cause slowdown/crash 00F7 - PPU graphics offset? 00F8 - PPU palette offset? 00FD - Menu Select (00 - Start, 01 - Password) 017D-017F - Object Y 0356-0375 - PPU Palette 043D-043F - Object Type ? 0440 - Player X on Map x256 0460 - Player X on Map x1 0473-047F - Quickman Beams Location 04A0 - Player Y on Map x1 0613-061E - Quickman Beams Speed 0640 - Player Y Delta 06D0-06DF - Enemy Hit Points 06F0-06FF - Enemy Hit Type? 06C0 - Hit Points (00-1C) 06C1 - Boss Hit Points (00-1C) 8118 - Bosses Max Hit Points (1C) 8A71 - Jump delta (04) 8A72 - Jump delta in water (05) 9233 - Dr. Wily Stage 2 Boss Max Hit Points (1C) D78E - Generic Enemy Hit Points (14) - Most enemies in a level use this for hit points, however, each has a different armor level. DA09 - Quickman Beam Speed (04) E08C - Crash Bomb Time Delay (7F)
Code
Starting Lives
8072:A9 03 LDA #$03 ; Load 3 into A. 8074:85 A8 STA $00A8 ; Store A into Player Lives.
Increment Boss Hit Points
This subroutine increments the Boss's hit points one point. It also plays the HP increment sound effect once every 3 times through this routine.
812F:A5 1C LDA $001C ; Load Program Counter. 8131:29 03 AND #$03 ; AND Program Counter with 03. 8133:D0 08 BNE $813D ; If not a multiple of 3, skip the sound effect. 8135:EE C1 06 INC $06C1 ; Increment Boss HP 8138:A9 28 LDA #$28 ; Load HP Gain sound effect. 813A:20 51 C0 JSR $C051 ; Play Sound effect. 813D:60 RTS
Increment Dr. Wily Stage 2 Boss Hit Points
A118:A5 1C LDA $001C ; Load Program Counter. A11A:29 03 AND #$03 ; AND Program Counter with 03. A11C:D0 0F BNE $A12D ; If not a multiple of 3, skip the sound effect. A11E:AD C1 06 LDA $06C1 ; Increment Boss HP A121:C9 1C CMP #$1C ; Compare A with $1C A123:F0 08 BEQ $A12D ; If Boss Hit Points = $1C, leave (HP is compare again outside of this subroutine). A125:EE C1 06 INC $06C1 ; Increment Boss Hit Points. A128:A9 28 LDA #$28 ; Load HP Gain sound effect. A12A:20 51 C0 JSR $C051 ; Play Sound effect. A12D:60 RTS
Sound Effects Table
00 - Flashman Stage 01 - Woodman Stage 02 - Crashman Stage 03 - Heatman Stage 04 - Airman Stage 05 - Metalman Stage 06 - Quickman Stage 07 - Bubbleman Stage 08 - Dr. Wily Stage 1 09 - Dr. Wily Stage 2 0A - Game Start 0B - Boss 0C - Stage Select 0D - Title 0E - Opening 0F - Game Over 10 - Password 11 - Dr. Wily Map 12 - Dr. Wily Ship Sound FX 13 - Ending 14 - Staff Roll 15 - Stage Clear 16 - All Stage Clear 17 - Get a Weapon 18 - Game Over 19 - Game Over 1A - Game Over 1B - Game Over 1C - Game Over 1D - Game Over 1E - Game Over 1F - Game Over 20 - Game Over 21 - Spiked Chain Platform 22 - Explosion 23 - Metal Blade 24 - Bubble Lead? 25 - ? 26 - Crash Bomb? 27 - Quickman Beam 28 - Hit Point Increment 29 - ?
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