7E:0000 15 bytes Scratch RAM. 7E:003B Intro mode timer. Countdown at title screen from 'FF', when clear the intro restarts. Resets to 'EA' when a new option is selected. 7E:003C The currently selected option on the title screen. 00=Game, Start 01=Password, 02=Options 7E:00A7 Controller data 1, current frame. --- AXLR-xxxx A=A, X=X, L=L, R=R, x=unused 7E:00A8 Controller data 2, current frame. --- BYES-UDLR B=B, Y=Y, E=Select, S=Start, U=Up, D=Down, L=Left, R=Right 7E:00A9 Controller data 1, previous frame. 7E:00AA Controller data 2, previous frame. 7E:00AB Controller data 1, current frame ONLY (Cleared next frame). 7E:00AC Controller data 2, current frame ONLY (Cleared next frame). 7E:00B3 Screen brightness level. (Used when fading in and out) 0F=Full Brightness, 00=Black 7E:00B4 2 bytes Camera X-position. 7E:00B6 2 bytes Camera Y-position. 7E:0100 - ???? Sound effect library? (X?) ??? 7E:0300 - ???? Sprite?. ??? 7E:0740 - ???? More sound effect libraries? (enemies?) ??? 7E:0B9B Frame counter. (Unknown purpose) 7E:0B9C Another frame counter. (Unknown purpose) 7E:0B9D Set to non-zero (FF) during NMI, and set to zero after the game mode has been run. Game runs exactly once a frame - one NMI trigger per frame. 7E:0B9E TRUE frame counter. Ticks once per frame, never stops. 7E:0BA6 2 bytes RNG value. 7E:0BAC X's X-position in sub-pixels. 7E:0BAD 2 bytes X's X-position. 7E:0BAF X's Y-position in sub-pixels. 7E:0BB0 2 bytes X's Y-position. 7E:0BBB X's blink animation timer. Starts at '50' and counts down to '08' (Long blink). Resets to '30' and counts down t '04' (Two blinks). Cycle is reset when X is moving. 7E:0BBF X's pose. 7E:0BC2 X's X-velocity in sub-pixels. 7E:0BC3 X's X-velocity. 7E:0BC4 X's Y-velocity in sub-pixels. 7E:0BC5 X's Y-velocity. 7E:0BC6 X's Y-acceleration in sub-pixels. 7E:0BCF X's current health. 7E:0BDB X's current weapon. --- Normal: 00=X-buster, 02=Homing torpedo, 04=Chameleon Sting, 06=Rolling Shield, 08=Fire Wave- --- 0A(12,24)=Storm Tornado, 0C=Electric Spark, 0E=Boomerang Cutter, 10=Shotgun Ice. --- Charged: 14=Homing Torpedo, 16=Chameleon Sting, 18=Rolling Shield, 1A=Fire Wave, 1C=Storm Tornado- --- 1E=Electric Spark, 20=Boomerang Cutter, 22=Shotgun Ice. 7E:0BDD Number of player projectiles on screen (This also counts the extra projectiles created by Chameleon Sting and Shotgun Ice). 7E:0BDE 6 bytes Controller Data. Disabled buttons are not included. 7E:0BF8 Timer for how long to display X's buster after shooting. Set to 'FF' when X-buster isn't out. Set to '0F' and ticks down after shooting, resets after each shot. 7E:0BFA Dashing timer. Starts at '1F' and ticks down to '00'. Freezes at last value if you stop dashing before '00'. 7E:0BFF Timer for X's charge shot level. Starts at '95' and ticks down. --- 95=Blue, 45=Yellow, 01=Pink 7E:0C03 X's charge shot level while charging. --- 00=Uncharged, 01=Pink, 02=Yellow, 03=Blue 7E:0C06 Bit flags for collisions? --- 00=Falling, 01=Right wall, 02=Left wall, 04=Floor, 08=Ceiling Bits 5-7 seem to be for sprite objects. 7E:0C11 X's horizontal orientation. --- 00=Left, 40=Right 7E:0C13 X's i-frame timer. Starts at '3C' and ticks down. 7E:0C30 96 bytes X's armor sprite data. (graphics, positions, orientations). 7E:0E18 Ride armor existence flag. --- 00=No ride armor on screen, 01=Ride armor on screen. 7E:0E1A Ride armor state. --- 00=Empty, 02=Still, 04=Walking, 06=Punching, 08=Jumping, 0A=Landing, 0E=Dashing, 14=Mounting, 16=Dismounting, 18=Falling (Unfinished) 7E:0E1C Ride armor X-position in sub-pixels. 7E:0E1D 2 bytes Ride armor X-position. 7E:0E1F Ride armor Y-position in sub-pixels. 7E:0E20 2 bytes Ride armor Y-position. 7E:0E32 Ride armor X-velocity in sub-pixels. 7E:0E33 Ride armor X-velocity. 7E:0E34 Ride armor Y-velocity in sub-pixels. 7E:0E35 Ride armor Y-velocity. 7E:0E36 Ride armor Y-acceleration in sub-pixels. 7E:0E4B Ride armor horizontal orientation. --- 00=Left, 40=Right 7E:0E4E 6 bytes Controller data if ride armor is nearby. Disabled buttons and data for previous frame are not included. 7E:0E68 64 bytes Enemy data. 15? entries. Offset: 00 Object existence flag. - 00=No object in memory, 01=Object in memory. 01 Action 1. 02 Action 2. 03 Action 3?. 04 Sub-pixel X-position. 05 2 bytes X-position. 07 Sub-pixel Y-position. 08 2 bytes Y-position. 0A Object ID. 13 Animation countdown. ... 17 Object sprite. ... 1A Object X-velocity in sub-pixels. 1B Object X-velocity. 1C Object Y-velocity in sub-pixels. 1D Object Y velocity. IE Object Y-acceleration in sub-pixels. ... 22 2 bytes Object X-position/sub-pixel? (Data for previous frame?) 24 2 bytes Object Y-position/sub-pixel? ... 27 1 bytes Object health. 28 24 bytes Unknown? Contains data for bosses? (Recovery timers) ??? 7E:1228 64 bytes X's shot data. 8? entries. 7E:1428 64 bytes Enemy shot data. 8? entries. 7E:1628 48 bytes Misc. data. (Item drops) 10? entries. 7E:1928 32 bytes Other sprite data (Explosions and other effects). 7E:1ED2 Current pause menu selection. --- 00=X-buster, 01=Homing Torpedo, 02=Chameleon Sting, 03=Rolling Shield, 04=Fire Wave- --- 05=Storm Tornado, 06=Electric Spark, 07=Boomerang Cutter, 08=Shotgun Ice 09=Escape Unit- --- 0A=Sub Tank 1, 0B=Sub Tank 2, 0C=Sub Tank 3, 0D=Sub Tank 4 7E:1F7A Current Level ID. --- 00=Intro Stage, 01=Launch Octopus, 02=Sting Chameleon, 03=Armored Armadillo, 04=Flame Mammoth- --- 05=Storm Eagle, 06=Spark Mandrill, 07=Boomer Kuwanger, 08=Chill Penguin 09=Sigma Stage 1- --- 0A=Sigma Stage 2, 0B=Sigma Stage 3, 0C=Sigma Stage 4 7E:1F7E Increments each time you visit the Hadoken capsule location. Determines whether or not to spawn capsule. 7E:1F87 16 bytes Weapon energy. Each weapon's energy is stored as two bytes. First byte is sub-unit amount. Second byte (Bits 0-5) is unit amount. --- Homing Torpedo/Chameleon Sting=1/2, Fire Wave=1/16, Everything else=1 7E:1F99 Bit flags for armor upgrades and sub-tanks. --- 01=Head, 02=Arm, 04=Body, 08=Legs, Bits 5-7=Sub Tanks 7E:1F9A X's max health. Default is '10', each heart tank increases by '2' for a maximum of '20'. 7E:1F9C Bitflags for heart tanks collected. --- 01=Penguin, 02=Armadillo, 04=Eagle, 08=Chameleon, 10=Mammoth, 20=Kuwanger, 40=Mandrill, 80=Octopus