0x02000000..FFFF: --Unknown-- 0x02010000..0FFF: Decompressed Bg2 map 0x02011000..25FFF: --Unknown-- 0x02026000..8FFF: Decompressed clipdata 0x02029000..BFFF: Decompressed foreground map 0x0202C000..EFFF: Decompressed level map 0x0202F000..31FFF: Decompressed backlevel map 0x02032000..2FFF: Decompressed background map 0x02033000..3FFF: Unused 0x02034000..47FF: Map data 0x02034800..4FFF: Decompressed map data 0x02035000..53FF: --Unknown-- 0x02035400..55FF: Background palette 0x02035600..57FF: Sprite palette 0x02035800..7BFF: --Unknown-- 0x02036000..63FB: No respawn blocks 1 0x02037200..73FF: No respawn blocks 2 (there's a difference) 0x02037C00..7FFF: Map explored 0x02038000..807F: 0x0000-0x007F of SRAM 0x02038080..80FF: 0x0080-0x00FF of SRAM (mirror of above) 0x02038100..81FF: 0x0100-0x00FF of SRAM 0x02038200..93FF: Slot A SRAM 0x02039400..A5FF: Slot A SRAM backup 0x0203A600..B7FF: Slot B SRAM 0x0203B800..C9FF: Slot B SRAM backup 0x0203CA00..DBFF: Slot C SRAM 0x0203DC00..EE00: Slot C SRAM backup 0x0203EE00..F03F: 0x6E00-0x703F of SRAM 0x0203F040..F0BF: Clear 0x0203F0C0..FFFF: 0x70C0-0x7FFF of SRAM 0x03000000: X-Parasite Target display flag 0x03000002: 16-bit frame counter 0x03000004: Written to 0x04000052 (BLDALPHA, alpha blending coefficients) 0x03000006: Written to 0x04000050 (BLDCNT, colour special effects selection) 0x03000008: Written to 0x04000000 (DISPCNT, LCD control) 0x0300000C: Written to 0x04000049 (WININ-high, inside of window 1) 0x0300000D: Written to 0x0400004A (WINOUT-low, outside of windows) 0x0300000E: Written to 0x05000000 (Transparent colour) 0x03000010: Copied to 0x0203800A 0x03000011: Language 00 Japanese 01 Japanese (no difference in US release) 02 English 03 German 04 French 05 Italian 06 Spanish 0x03000014: Completed game flag 0x03000015: Intro story played flag 0x03000018: Fades backgrounds to black or white 00/FF Nothing 02 Fade to white All others fade to black 0x03000019: Which background's position is written to 0x0400001C/1E (BG3HOFS/BG3VOFS, BG3 X-Offset/BG3 Y-Offset) 0x0300001A: Puts Samus always on top of the background 0x0300001B: Most recent (in game's order) ability recovered 0x0300001C: To which security level doors will flash 00-04 Doors up to level 0-4 flash FF No doors flash 0x0300001D: Back-up of 0300131D (Security status), during power cut 0z0300001E: Which demo is playing 00 TRO Demonstrating bomb jumping 01 ARC Demonstrating ice missiles 02 AQA Demonstrating pseudo-screw-attack 03 Main Deck Demonstrating eye-door 04 SRX Demonstrating wall-jumping 05 TRO Demonstrating shinesparking 06 AQA Demonstrating chain blocks 07 ARC Demonstrating power bombs 08 PYR Demonstrating diagonal sparking 09 NOC Demonstrating diffusion missiles 0A Main Deck Demonstrating boss formation 0B SRX Demonstrating screw attack 0x0300001F: Demo is playing flag 0x03000020: Reboots the game 0x03000025: Disables soft-resets 0x0300002C: Current area 00 Main Deck 01 SRX 02 TRO 03 PYR 04 AQA 05 ARC 06 NOC 07 Debug1 08 Debug2 09 Debug3 0x0300002D: Current room 0x0300002E: Current/last travelled door 0x0300002F: Current/last travelled door properties 0x03000030: Bit6 of above, displays new area pop-up 0x03000031: Map X coordinate 0x03000032: Map Y coordinate 0x0300003B: Current Main Deck percentage 0x0300003C: Current SRX percentage 0x0300003D: Current TRO percentage 0x0300003E: Current PYR percentage 0x0300003F: Current AQA percentage 0x03000040: Current ARC percentage 0x03000041: Current NOC percentage 0x03000043: Foreground effect 00 Nothing 01 Red gradient background 02 Soda/(electric)water room 03 Heat room 04 Atmospheric stabiliser room 06 Ceiling lights room 07 Nightmare's room 08 Power bomb exploding 09 Power bomb imploding 0x03000044: Y-position of above 0x03000046: Grey release door timer 0x03000052: Spriteset 0x03000054: Which spriteset entry was used 0x03000058: Which animated level tiles to use 0x03000060: Sub-event counter 0x03000070: Back-up of 0x04000000 (DISPCNT, LCD control), during non-gameplay 0x03000072: Back-up of 0x04000050 (BLDCNT, colour special effects selection), during non-gameplay 0x03000074: Back-up of 0x04000052 (BLDALPHA, alpha blending coefficients), during non-gameplay 0x03000076: Back-up of 0x04000049 (WININ-high, inside of window 1), during non-gameplay 0x03000077: Back-up of 0x0400004A (WINOUT-low, outside of windows), during non-gameplay 0x03000078: Back-up of 0x04000008 (BG0CNT, BG0 control), written to only 0x0300007A: Back-up of 0x0400000A (BG1CNT, BG1 control) 0x0300007C: Back-up of 0x0400000C (BG2CNT, BG2 control) 0x0300007E: Back-up of 0x0400000E (BG3CNT, BG3 control) 0x03000080: Back-up of 0x04000008 (BG0CNT, BG0 control) 0x03000084: Pointer to decompressed foreground 0x03000088: Width of foreground in blocks 0x0300008A: Height of foreground in blocks 0x0300008C: Pointer to decompressed level 0x03000090: Width of level in blocks 0x03000092: Height of level in blocks 0x03000094: Pointer to decompressed back-level 0x03000098: Width of back-level in blocks 0x0300009A: Height of back-level in blocks 0x0300009C: Pointer to decompressed clipdata 0x030000A0: Width of clipdata in blocks 0x030000A2: Height of clipdata in blocks 0x030000A4: Tileset 0x030000A5: Foreground properties 00 None 10 RLE compressed 12 Escape rooms 13 Elevator hall 14 Nettori power rooms / Restricted Lab rooms 40 LZ77 compressed 41 Nightmare's room 43 Dark rooms 44 SA-X rooms 45 Dark rooms? (First ones on Main Deck) 46 Electric water 47 Atmospheric stabiliser rooms 48 Meltdown 49 Nightmare background 4A Omega Metroid room 0x030000A6: Level properties 0x030000A7: Back-Level properties 0x030000A8: Background properties 0x030000AA: Method of BG3 scrolling 00 Type 0 0 01 Type 2 0 02 Type 0 2 03 Type 2 2 04 Type 1 2 05 Type 2 1 06 Type 1 1 07 Type 1 0 08 Type 1 0 09 Type 3 0 0A Type 1 1 X 0 Scroll [Bg3 X velocity] every frame 1 Scroll relative to Bg0 2 Scroll relative to the screen/2 + [Bg3 X velocity] 3 Scroll relative to the screen/4 + [Bg3 X velocity] Y 0 Don't scroll 1 Scroll relative to Bg0 2 Scroll relative to Bg0/2 0x030000AB: Transparency 0x030000AC: Pointer to room's enemy data 0x030000B0: Event to use the first spriteset 0x030000B1: Event to use the second spriteset 0x030000B2: Room's map X coordinate 0x030000B3: Room's map Y coordinate 0x030000B4: Room effect 00 None 01 Water 02 Lava 03 Heat room 04 Soda 05 Cold room 06 Cold room, no knockback 07 Unused 08 Ceiling light 09 Red gradient 0A Unused 0x030000B6: Room effect Y position 0x030000BA: Music track See "Music list.txt" 0x030000BC: Foreground size 00 256x256 01 512x256 02 256x512 0x030000BD: Background size 0x030000BE: Animated tileset 0x030000BF: Extra palette 0x030000C8: Bg0 X position 0x030000CA: Bg0 Y position 0x030000CC: Bg1 X position 0x030000CE: Bg1 Y position 0x030000D0: Bg2 X position 0x030000D2: Bg2 Y position 0x030000D4: Bg3 X position 0x030000D6: Bg3 Y position 0x030000F0: Vertical screen shaking timer 0x030000F1: Vertical screen shaking delay 0x030000F2: Vertical screen shaking type 0x030000F3: Vertical screen shaking frame 0x030000F4: Horizontal screen shaking timer 0x030000F5: Horizontal screen shaking delay 0x030000F6: Horizontal screen shaking type 0x030000F7: Horizontal screen shaking frame 0x03000110: Power bomb animation frame 0x03000111: Power bomb animation counter 0x03000112: Power bomb semi-minor axis 0x03000114: Power bomb X position 0x03000116: Power bomb Y position 0x03000118: Power bomb left boundary offset 0x0300011A: Power bomb right boundary offset 0x0300011C: Power bomb top boundary offset 0x0300011E: Power bomb bottom boundary offset 0x03000120: Power bomb laid flag 0x03000124: Screen X position 0x03000128: Screen Y position 0x0300012A: Screen X velocity 0x0300012B: Screen Y velocity 0x03000138: In-game timer + 0x00: Hours (stops at 99) + 0x01: Minutes (loops at 60) + 0x02: Seconds (loops at 60) + 0x03: Frames (loops at 63) + 0x04: Stop flag, set once max in-game time has been reached 0x03000140..067F: Enemy data, see "Enemy data.txt" 0x03000680..068E: Spriteset Enemy IDs 0x0300068F..069D: Spriteset Enemy GFX slots 0x030006BC..06F3: Slot for current enemy being processed 0x030008D9: Escape timer + 0x00: 6th digit + 0x01: 5th digit + 0x02: 4th digit + 0x03: 3rd digit + 0x04: 2nd digit + 0x05: 1st digit 0x03000960..0B5F: Projectile slots, see "Projectile data.txt" 0x03000B60..0B7F: Slot for current projectile being processed 0x03000B80: Arm Cannon Y position 0x03000B82: Arm Cannon X position 0x03000B84: Sub-game mode B84 0x03000B87: Event counter, see "Event list.txt" 0x03000B8B: Type of save room 00 Navigation room 01 Save room 0x03000B8D: Most recent save slot 0x03000B8E: SRAM corrupt flag 0x03000B94..0BCF: Save slot data, see "Save data.txt" 0x03000BDE: Game mode U J 00 00 Title 01 01 In-game 02 02 Soft reset 03 03 Map 04 04 Most cut-scenes 05 05 SA-X close-up 06 06 Erase SRAM menu 07 07 Intro 08 Gallery 08 09 Game over 09 0A Ending 0A 0B Died from SR388 collision 0B 0C Credits 0C 0D Demo 0D 0E Unknown 0E 0F Nothing 0x03000BE0: Sub-game mode 2 0x03000BE2: Sub-game mode 1 0x03000BE4: Cleared every frame 0x03000BE5: 8-Bit frame counter 0x03000BE6: V-Blank request flag 0x03000BE8..0DE7: Interrupt code 0x03000DE8..11E7: OAM data 0x030011E8: Button input 0x030011EA: New input 0x030011EC: Changed input 0x030011EE: Next OAM slot 0x0300120C: Written to bits 4.. of 0x0400004C (MOSAIC, mosaic size) 0x0300120E: Written to 0x0400004C (MOSAIC, mosaic size) 0x0300121E: Written to 0x04000054 (BLDY, brightness coefficient) 0x03001224: Bg0 X position 0x03001226: Bg0 Y position 0x03001228: Bg1 X position 0x0300122A: Bg1 Y position 0x0300122C: Bg2 X position 0x0300122E: Bg2 Y position 0x03001230: Bg3 X position 0x03001232: Bg3 Y position 0x03001242: Demo control 00 No demo 01 Recording 02 Playing 03 Transitioning 0x03001243: Pose lock 00 Free 80 Locked 0x03001244-126F: Samus data, see "Samus data.txt" 0x03001270-129B: Mirrors Samus data when changing pose 0x0300129C..12D7: See 0800DF94 0x030012DC: Shinespark timer 0x03001310-131F: Samus data, see "Samus data.txt" 0x03001329: Samus-clip collision type 00 Standing 01 In air 02 Ducking 04 Spinning 05 Ball 06 Ball in air 0x03001330-133F: Samus data, see "Samus data.txt" 0x03001342: Previous X position 0x03001344: Previous Y position 0x03001346: Underwater flag 0x0300134C: Previous 64 X positions 0x030013CC: Previous 64 Y positions 0x03001450: Start button 0x03001458..1477: See 0800DF94 0x03001484..1703: Clipdata handling code 0x030019C4: Pointer to V-Blank code 0x030019C8: Pointer to H-Blank code 0x030019CC: Pointer to V-Count code 0x030019DE: Music length 0x030019E0: Current music position 0x030019EC: Music slot 1 0x030019EE: Music slot 2 0x030019F0: Slot switch 0x03001A74: Interlaced PCM data 0x030025F4: Sound channel A data 0x03002BF4: Sound channel B data 0x03003654: Pointer to sound code A 0x03003658..3CAF: Sound code A 0x03003CB0: Pointer to sound code B 0x03003CB4..3D57: Sound code B 0x03003D58: Pointer to sound code C 0x03003D5C..3EBB: Sound code C 0x03004812..4A11: Demo button pressed 0x03004A12..4C11: Demo frames pressed 0x03004C12: Demo input index 0x03004C14: Demo timer 0x03004D28: Suit colour 0x03004D90: SA-X suit colour 0x03004DDC: Pointer to tile parts 0x03004DE4: Pointer to (related to NoRespawnBlocks) 0x03004DE8: Current music track 0x03004DEC..4E0B: Door data, see "Door data.txt" 0x03004E10: Screen right boundary offset 0x03004E12: Screen left boundary offset 0x03004E14: Screen top boundary offset 0x03004E18: Screen bottom boundary offset 0x03004E28: Tileset's transparent colour 0x03004FC8: Extra palette 0x03004FC9: Animated tileset 0x03005318: Pointer to clipdata handling code 0x0300531C..53DC: Animated tileset data, see "Header data.txt" 0x06000000..0FFF: Foreground map 0x06001000..1FFF: Level map 0x06002000..2FFF: Back-level map 0x06003000..3FFF: Background map 0x06004000..7FFF: Level tiles 0x06008000..FFFF: Background tiles 0x06010000..7FFF: Sprite tiles (63.265 - 223.129) / 760.87 -- (0x080AA49A - 0x08258962) / 0x8800000