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https://github.com/zackthehuman/mm3info
FCEUX script for extracting game information from Mega Man 3
https://github.com/zackthehuman/mm3info
Last synced: 17 days ago
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FCEUX script for extracting game information from Mega Man 3
- Host: GitHub
- URL: https://github.com/zackthehuman/mm3info
- Owner: zackthehuman
- Created: 2011-06-19T03:33:50.000Z (over 13 years ago)
- Default Branch: master
- Last Pushed: 2013-06-24T06:58:50.000Z (over 11 years ago)
- Last Synced: 2024-10-03T11:46:12.884Z (about 1 month ago)
- Language: Lua
- Homepage:
- Size: 102 KB
- Stars: 3
- Watchers: 2
- Forks: 1
- Open Issues: 0
-
Metadata Files:
- Readme: README
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README
= About =
mm3info is an FCEUX script for extracting game information from Mega Man 3.
This script was inspired by the "Mega Man 2 LASER EYES" script by miau.The purpose of this script is to be an aid in understanding the mechanics of
the NES game Mega Man 3. So far this script:- Allows the display of object information, such as ID and Position
- Allows you to place Rock anywhere on screen by middle-clicking= Todo =
- Display object names
- Display object hit boxes= Mega Man 3 RAM Map =
I am still studying the RAM is used by the game. Below are my findings up to
this point in time.$00A2: Rock's health
$0093: Object logic delay; if set to value other than 1, causes a counter
at 0081) to count down from the value at 0081 to 0 before advancing the
logic one frame$0200-$02FF: Sprite data for DMA
$0300-$05FF: Game object data
$0300-$031F: State index?
$0320-$033F: Type
$0340-$035F: Fractional X position
$0360-$037F: Whole X position
$0380-$039F: Screen number (which screen the object is in)
$03A0-$03BF: Fractional Y position
$03C0-$03DF: Whole Y position
$03E0-$03FF: Mystery #1 (if set to a non-zero value then object does not spawn or will disappear if already spawned)
$0400-$041F: Fractional X speed
$0420-$043F: Whole X speed
$0440-$045F: Fractional Y speed
$0460-$047F: Whole Y speed
$0480-$049F: Shield status. Shots bounce off when value = A1, but takes damage when value = C1
$04A0-$04BF: Direction
$04C0-$04DF: Mystery #2 / object number? on-screen number?
$04E0-$04FF: Hit points
$0500-$051F: Timer/counter 1
$0520-$053F: Timer/counter 2
$0540-$055F: Mystery #3 / seems like its not used
$0560-$057F: Value #1 (Spark man's raising platforms use this as their "return to" Y value)
$0580-$059F: Sprite direction? D0 = left, 90 = right
$05A0-$05BF: Sprite index (within animation)? (can affect behavior if animation doesn't change)
$05C0-$05DF: Animation sequence number (can affect behavior if animation doesn't change)
$05E0-$05FF: Animation counter or something (can affect behavior if animation doesn't change)
$0600-$XXXX: Tile data starts here