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