Note: Memory locations discovered using the 'FCEU' Emulator for Windows.
Play online Mega Man games on Super Nintendo, Sega Genesis, Game Boy, NES. Koi Aap Sa Movie Video Songs Download. Does a Mega Man 9 or 10 NES ROM exists? While the games look, sound and play like two NES games, there's no such things. Several components of the games, such as the downloadable content and the high scores lists, couldn't be done.
Given values: $Hexadecimal value(Decimal value), ex. $63(99)
- Weird my version says there is no achievements for the game,maybe its my rom: 10 Sep 2018 21:19: Yeah you have to play a rom with one of the registered MD5 checksums for the achievements to show up. Always best to use the one the developer used. 6 Oct 2018 21:16: This so far is my favorite set on the site! 18 Oct 2018 0:16.
- People who listended to this also liked: Mega Man 3 Nintendo NES (NSF) Mega Man 2 Nintendo NES (NSF).
- Ever since Mega Man 9 came out, I always wanted to have the game as a legitimate NES ROM. This dream was further fueled by the MM9 press kit. While I’m aware of several Mega Man and Rockman NES hacks that use MM9 and 10 assets, I. Ever since Mega Man 9 came out, I always wanted to have the game as a legitimate NES ROM.
Any values less than $0A(10) will only show the Hex value.
Mega Man 10 Nes Rom Download
RAM | Function | Details | ||||||||||||||||
0x0014 | Controller 1 buttons held | |||||||||||||||||
0x0015 | Controller 2 buttons held | |||||||||||||||||
0x0016 | Controller 1 buttons held | clone of 0x0014? | ||||||||||||||||
0x0017 | Controller 2 buttons held | clone of 0x0015? | ||||||||||||||||
0x0018 | Controller 1 buttons tapped | |||||||||||||||||
0x0019 | Controller 2 buttons tapped | |||||||||||||||||
0x001A | Camera X position | |||||||||||||||||
0x001B | Camera X screen | when 0x001A gets larger than $FF(255), this value increases by $01 | ||||||||||||||||
0x001C | Camera state |
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0x001E | Camera Y position | |||||||||||||||||
0x0020 | Mega Man's X screen | when 0x0022 gets larger than $FF(255), this value increases by $01 | ||||||||||||||||
0x0021-22 | Mega Man's X position | 0x0021 is sub-pixel, 0x0022 is pixel | ||||||||||||||||
0x0023 | Timer | increases by $01/frame. 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. | ||||||||||||||||
0x0024-25 | Mega Man's Y position | 0x0024 is sub-pixel, 0x0025 is pixel | ||||||||||||||||
0x002C | Type of object that Mega Man is touching from the top | $00-Air, $01-Solid, $02-Ladder, $03-Spike, $04-Ice, $05-Water | ||||||||||||||||
0x0031 | Stage ID | $00-Cut Man, $01-Ice Man, $02-Bomb Man, $03-Fire Man, $04-Elec Man, $05-Guts Man, $06-Wily 1, $07-Wily 2, $08-Wily 3, $09-Wily 4, $0A(10)-Title Screen, $0B(11)-Ending BG | ||||||||||||||||
0x0055 | Mega Man's I-frame Counter | Starts counting down from $6F(111) $01/frame each time Mega Man gets hurt. When it gets to zero, Mega Man stops being invincible. Notes: Mega Man's 'is hurt' animation lasts from $6E(110) to $50(80). | ||||||||||||||||
0x005D | Which enemies have been defeated/Weapons unlocked
| Setting a bit will defeat/unlock the corresponding villain/weapon. Set this byte to $FE(254) to go directly to Dr. Wily. | ||||||||||||||||
0x005F | Weapon Select (Works only when pausing, otherwise values will be different.)
| This only controls the weapon function, it will not change his color. You can select any weapon even if it's still locked. | ||||||||||||||||
0x0060 | Are Mega Man's bullets on-screen | $C0(192)-are on-screen, $00-aren't on screen Probably a boolean to see if some bullet collision-detection routine is executed or not. | ||||||||||||||||
0x006A | Mega Man Life Bar Value | $1C(28)-Full, $00-Empty | ||||||||||||||||
0x006B | Cut Man Weapon Energy | $1C(28)-Full, $00-Empty | ||||||||||||||||
0x006C | Ice Man Weapon Energy | $1C(28)-Full, $00-Empty | ||||||||||||||||
0x006D | Bomb Man Weapon Energy | $1C(28)-Full, $00-Empty | ||||||||||||||||
0x006E | Fire Man Weapon Energy | $1C(28)-Full, $00-Empty | ||||||||||||||||
0x006F | Elec Man Weapon Energy | $1C(28)-Full, $00-Empty | ||||||||||||||||
0x0070 | Guts Man Weapon Energy | $1C(28)-Full, $00-Empty | ||||||||||||||||
0x0071 | Magnet Beam Weapon Energy | $1C(28)-Full, $00-Empty | ||||||||||||||||
0x0072-78 | Score | Each byte represents one digit in BCD. Starts with ones digit (0x0072) | ||||||||||||||||
0x0094 | Type of object that Mega Man is touching from the sides | $00-Air, $01-Solid, $02-Ladder, $03-Spike, $04-Ice, $05-Water | ||||||||||||||||
0x00A6 | Lives | Maximum is $80(128). Bit 7 set gives Game Over. Game will not raise it past $63(99). | ||||||||||||||||
0x00AE | Bonus | Number of bonus energy balls picked up during level. Is multiplied by 1000 at level completion screen. | ||||||||||||||||
0x0100-FF | Stack | RAM used by CPU for stack. | ||||||||||||||||
0x0200-FF | Sprite Data | 256 byte block that is transferred via DMA to PPU memory during each NMI Routine. | ||||||||||||||||
0x03D0-DF | Palette Data | The whole BG palette. $10(16) bytes long. | ||||||||||||||||
0x0440 | Mega Man's Blink Timer | Counts upwards $01/frame in pseudo base 9 ($07, $08, $10…) to $A8. Mega Man closes his eyes beginning at $A2 and lasting 9 frames. | ||||||||||||||||
0x0500-7F | Sound Values | Each channel is attributed $20(32) addresses. Pulse 1, Pulse 2, Triangle and Noise, in that order.
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0x06C1 | Boss Energy | $1C(28)-Full, $00-Empty |
Mega Man 10 Nes Rom Hack
Internal Data for Mega Man |
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ROM Map •RAM Map •Text Table •Notes •Tutorials |
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