Mega Man ZX (USA) RAM map - AlaryVanEeckhout/Mega_Man_ZX_Editor GitHub Wiki
Here is the map of any useful RAM addresses I(or other people) found.(WIP) A lot of the RAM addresses were found in this model adjustment lua script(not made by me).
Address | Description | Additional notes |
---|---|---|
0x0202261C | Start x pos | |
0x020DE7C6 | Model X color palette | |
0x020F5C4A | current model color palette | starts on first non-transparent color |
0x020F73AC | definite model | model equipped; values are same as model |
0x021045D2 | obtained models | 00 = hu + x; +00000001 = zx; +00000002 = hx; +00000008 = lx; +00000020 = fx; +00000080 = px; +00000200 = hx; +00000800 = lx; +00002000 = fx; +00008000 = px; +00020000 = ox; +00080000 = hu; |
0x02108228 | current (sub)area id | 46=transerver room; 47=boss rush |
0x0214F62C | camera x | center of screen |
0x0214F630 | camera y | center of screen |
0x0214FB12 | player direction | 8F for left and 9F for right; like for the other two direction values, pressing directionnal button will reset direction while pressed. |
0x0214FB19 | grounded state | 0=ground, 1=air, 2=wall |
0x0214FB1A | jump state | 00=idle, 01=jumping/sliding/walking, 02=falling/walljumping/dashing (probably used in-game for wether or not you can jump again) |
0x0214FB1B | jump state1 | 00=jumping/sliding, 01=falling/walljumping, 02=walk, 03=landing, 0A=idle |
0x0214FB5A | player gfx direction | 00 for left and 10 for right |
0x0214FB5C | player gfx offset direction | 00 for left and 01 for right |
0x0214FB64 | sub x position/wall indicator | 1 byte |
0x0214FB65 | x pos | 3 bytes |
0x0214FB68 | sub y position/floor & ceiling indicator | 1 byte |
0x0214FB69 | y pos | 3 bytes |
0x0214FB6D | x vel | |
0x0214FB71 | y vel | |
0x0214FB72 | y vel is going up 1 | |
0x0214FB73 | y vel is going up 2 | |
0x0214FB80 | animation | animation id |
0x0214FB81 | animation frame | current frame of animation |
0x0214FB82 | animation frame timer | how many frames until next animation frame |
0x0214FBB2 | player hp(read?) | changing this value will update your health accordingly; max value is 1C |
0x0214FC5E | room transition related | |
0x0214FC62 | room transition related | |
0x0214FC70 | amount of Energy-Crystals | 3 bytes; 9F 86 01 is 99999 EC(max value) |
0x0214FC79 | subtank 1 hp | max value is 1E |
0x0214FC7A | subtank 2 hp | |
0x0214FC7B | subtank 3 hp | |
0x0214FC7C | subtank 4 hp | |
0x0214FCC8 | current in-game input(action) | excludes transform and overdrive; updates only if in a game state where you can see your character; +01=up; +02=down; +04=left; +08=right; +10=main weapon; +20=sub weapon; +40=jump; +80=dash |
0x0214FCC9 | current in-game input(action) | only transform and overdrive; updates only if in a game state where you can see your character; +01=transform; +02=overdrive |
0x0214FCD9 | current in-game input(action) | only transform, overdrive and attacks; updates only if in a game state where you can see your character; +01=transform; +02=overdrive; +04=main weapon; +08=sub weapon |
0x0214FBC6 | current horizontal room screen ? | |
0x0214FBD2 | far from higher ceiling | 00 when player touches ceiling, 01 else |
0x0214FC2D | overdrive | 0x40 normal; +1=overdrive active; +2=last attack was during overdrive; +8=is falling since last transform; +20=dead; |
0x0214FC2F | air/water dash/ceiling grab state/room transition fade in indicator | 00=normal; +04=hx no airdash; 04=px ceiling grab/fade in; 08=hx horizontal/px ledge grab; 10=hx vertical/lx dash; 20=hx hover |
0x0214FC30 | dash/wallkick frames remaining | |
0x0214FC36 | last ability id | Refers to the current attack id. refreshes each time you use an "ability". Changes to FF if tranforms to Hu |
0x0214FC37 | attack endlag | Is used for dash-slash and shots |
0x0214FC38 | main charge | charge time indicator (stops at max charge level, 0x60) |
0x0214FC39 | sub charge | charge time indicator (stops at max charge level, 0x60) |
0x0214FC48 | action id | |
0x0214FC74 | model | model selected; 0=hu, 1=x, 2=zx, 3=hx, 4=fx, 5=lx, 6=px, 7=ox |
0x0214FC80 | weapon bindings | each word is each model's set of weapons(main and sub) ending with OX at EN:0214FC8F. Hu:00, X:01, ZX-saber:02, ZX-buster:03, HX-slash:04, HX-slice:05, FX-left:06, FX-right:07, LX:08, PX:09, OX-saber:0A, OX-buster:0B NOTE: it seems to be impossible to give a model a weapon from another one, as it will act as no weapon is used(even if you trade zx buster for ox buster). Although, doing that with models that have one weapon will give them the option of having their weapon unequipped. If you give only one weapon to a model having two weapons, it'll work, but you can't charge attack with your sub weapon button |
0x0214FC95 | HX WE | |
0x0214FC96 | FX WE | |
0x0214FC97 | LX WE | |
0x0214FC98 | PX WE | |
0x0214FCAC | equipped chips | |
0x0214FCB8 | control bindings | each word is a button starting here ending with overdrive at EN:0214FCC2: main, sub, jump, dash, transform, overdrive. buttons: A:0001, B:0002, R:0100, L:0200, X:0400, Y:0800 |
0x0214FCC4 | control type | 0 type A, 1 type B, 2 custom |
0x0214FCE3 | second counter | only active if in a game state where you can see your character |
0x0214FD3C | jump state2 | 01 is on ground |
0x0214FD3E | ceiling touched | 01 when touched, 0x81 when 'special' ceiling touched, 00 else |
0x0214FD44 | jump state3 | same behavior as above but becomes 0B instead of 01 |
0x0214FD46 | ceiling touched1 | same behavior as ceiling touched but becomes 02 instead of 01 |
0x0214FE0A | PX num kunai in last | |
0x021501E4 | boss hp(write) | does not change hp if overwritten |
0x02150270 | player hp when unpaused | does not change hp if overwritten |
0x02150271 | current model WE | |
0x02150275 | current model WE cap | |
0x021506F4 | LX sled 3 vel | |
0x021507C4 | LX sled 2 vel | |
0x02150894 | LX sled 1 vel | |
0x0215109E | attack priority | |
0x021510AA | boss hp(read) | |
0x0215921D | final attack slot primary | was "active" but realized it only applies to 1 at a time |
0x02159226 | final attack slot active | if val modulus 0x10 == 0xF then active (unless 8F?), otherwise 0xA |
0x02159231 | final attack slot attack id | |
0x02159248 | final attack slot angle | |
0x02159278 | final attack slot x | 4 bytes |
0x0215927C | final attack slot y | |
0x02159282 | final attack slot direction | 06 left and 07 right or 4 and 5 ??? |
0x02159295 | final attack slot anim frame | |
0x021592CE | final attack slot overdrive | |
0x021592D0 | final attack slot element | |
0x021592D1 | final attack correct slot x | is 0xFF when correct slot x pos and 0x50 when it's player x pos instead |
0x021592D2 | is 0x08 when correct slot x pos and 0x5C when it's player x pos instead | |
0x0215F01D | pause menu page | 0 thru 4 starting at main |
0x021602B7 | is model X available(changes on death only;00 = no 80 = yes) | |
0x0216047E | room transition related | |
0x02160482 | room transition related | |
0x02160494 | Model when entering room | |
0x0216055D | time between first and last room transitions? | |
0x0218BA1C | PX kunai angles | |
0x22160484 | current (sub)area id | updates first; 46=transerver room; 47=boss rush |