

Pulse 1, Pulse 2, Triangle and Noise, in that order.Megaman 1 - The New Lands is a complete romhack of Megaman 1 (not Rockman 1). Mega Man closes his eyes beginning at $A2 and lasting 9 frames.Įach channel is attributed $20(32) addresses. Is multiplied by 1000 at level completion screen.Ģ56 byte block that is transferred via DMA to PPU memory during each NMI Routine. Number of bonus energy balls picked up during level. Type of object that Mega Man is touching from the sides Probably a boolean to see if some bullet collision-detection routine is executed or not.Įach byte represents one digit in BCD. You can select any weapon even if it's still locked. This only controls the weapon function, it will not change his color. Weapon Select (Works only when pausing, otherwise values will be different.) Set this byte to $FE(254) to go directly to Dr. Setting a bit will defeat/unlock the corresponding villain/weapon. Which enemies have been defeated/Weapons unlocked Notes: Mega Man's "is hurt" animation lasts from $6E(110) to $50(80).

When it gets to zero, Mega Man stops being invincible. Starts counting down from $6F(111) $01/frame each time Mega Man gets hurt. Type of object that Mega Man is touching from the top
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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. When 0x0022 gets larger than $FF(255), this value increases by $01 When 0x001A gets larger than $FF(255), this value increases by $01Ĭhanging the nametable (Ex.: scrolling within an area, creating the pause menu, blinking palette in the stage select screen,…)įreeze before and after scrolling to a new area
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$63(99)Īny values less than $0A(10) will only show the Hex value. Given values: $Hexadecimal value(Decimal value), ex. Note: Memory locations discovered using the 'FCEU' Emulator for Windows. The following article is a RAM map for Mega Man.
