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  1. Page 00 RAM when 5113 = 00
  2.  
  3. SaveRam contents for hack.
  4. $6000-$600F - Master Control
  5. $6010-$603F - File 1 stats
  6. $6040-$606F - File 2 stats
  7. -----------------------------
  8. $6070-$60DF - Unused
  9. -----------------------------
  10. $60E0-$60FF - Player name
  11. 60E0-60EA: Name
  12. 60F0-60FA: Japanese dakutens
  13. 60EB: Leaderboard duplicate name handler
  14. -----------------------------
  15. $6100-$617F - Time Attack, best time records
  16. -----------------------------
  17. $6200-$627F - Challenges completed 00: In-complete | 01: complete
  18.  
  19. $6280-$62FF - EX RAM data: JSR to $C4C4
  20. -----------------------------
  21. $6300-$7FFF - Level Data
  22. -----------------------------
  23. File format for files. If byte is 00, then game will return error upon loading the file. If nonzero, then file will load.
  24. 6000: File 1 enable/disable
  25. 6001: File 2 enable/disable
  26. 6002: Cursor restriction after saving progress. If a file is saved, then cursor cannot be moved to "Save Game" until the next time you come to the screen
  27.  
  28. 6003: Fill Time Attack records with default times + activate game setup screen if this byte is 00
  29. Leaderboards - 01: Not visited, 02: Visited
  30.  
  31. 6004: Game Language setting - 00: English, 01: Japanese
  32. 6005: Player Language setting - 00: English, 01: Japanese
  33.  
  34. 600D-600F text drawing registers
  35. 600D - Selects Bank page # for text script - 8000-9FFF Mem
  36. 600E - Used for drawing the window - INC/DEC 20 per frame
  37. 600F - Master Control for next action, similiar to 300-31F
  38.  
  39. Format for text drawing:
  40. FF: Start new paragraph
  41. FE: Start new line below
  42. FD: End of text script
  43. FC: Start new paragraph, Change person's nametag in 1st byte
  44. 80: Draw entire paragraph with no delay time
  45. --------------------
  46. 6010-606F
  47. Byte 0 (ex: 6010) - Heart Tanks: $63
  48.  
  49. Byte 1-3 (ex: 6011-6013) - Stage Select Progress: $62 | $61 | $60
  50.  
  51. Byte 4 (ex: 6014) - The ID # of the last stage you played. $22 Important for loading the Wily Stages from the beginning. Wily Stage progress will NOT be saved
  52.  
  53. Byte 5 (ex: 6015) - Number of lives $AE
  54.  
  55. Byte 6-16 (ex: 6016-6020) - Weapons got in Reverse Order $AD-$A3
  56. RJ | SH | RM | SP | RC | SN | TO | MA | HA | NE | GE
  57.  
  58. Byte 17-19 (ex: 6021-6023) - Bolts collected: $18F-$18D
  59. 6021: One's Digit | 6022: Ten's Digit | 6023: Hundred's Digit
  60.  
  61. Byte 20-23 (ex: 6024-6027) - Sub Tank contents: $18C-$189
  62. 6024: Bottom-Right | 6025: Bottom-Left | 6026: Top-Right | 6027: Top-Left
  63.  
  64. Byte 24 (ex: 6028) - Shock Guard item. Max: 2 $188
  65. Byte 25 (ex: 6029) - Heart tanks collected from stages. $187
  66. Byte 26 (ex: 602A) - Beat Rescue item. Max: 4 $186
  67. Byte 27-32 (ex: 602B-6030) - unused/pending
  68. Byte 33 (ex: 6031) - Sub Tanks/Energy Balacer/Misc: $AF
  69. Byte 34-37 (ex: 6032-6035) - Play Time counters, Format is: $75-$79
  70. Clock Disable status | Seconds | Minutes | Hours
  71. Byte 38 (ex: 6036) - Weapon Tanks: $6D
  72. Byte 39 (ex: 6037) - Storyline Event Status #1: $6C
  73. ---------------------
  74. 6100-617F
  75. **Important** A "first time boot" auto-sets all times to 9:59:99 if SRAM file does not exist.
  76.  
  77. (Level id * 5) Every level's time attack record is 5 bytes long
  78. ex: 6100-6104 - level id 00, ex: 6105-6109 - level id 01
  79.  
  80. ____________________________________________________________________
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