Mega Man II (NES) - RAM

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Label-Main.pngLabel-RAM.pngLabel-ROM.pngLabel-Text.png


USA

USA

Mega Man II - NES - USA.png

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 - ?


Japan

Japan

Mega Man II - NES - Japan.png


Europe

Europe

Mega Man II - NES - Europe.png


USA (Virtual Console)

USA (Virtual Console)

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Japan (Virtual Console)

Japan (Virtual Console)

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Europe (Virtual Console)

Europe (Virtual Console)

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World (Mega Man Legacy Collection)

World (Mega Man Legacy Collection)

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