000: Indirect Indexed Adressing 1 Low
     Temporary Memory 00
001: Indirect Indexed Adressing 1 High
     Temporary Memory 01
002: Temporary Memory 02
00F: Temporary Memory 0F
010: Tenporary Counter 10
011: Temporary Counter 11
014: Joypad Button Push Bits
015: Joypad 2 Button Push Bits (disabled in MM5)
016: Joypad Button Status Bits
017: Joypad 2 Button Status Bits (disabled in MM5)
018: Palette Write Control Register A
  00: Do nothing
  Not 00: Write to PPU BG Palette from RAM (Check $60 first)
019: Nametable Write Control Register
  00: Do nothing
  Not 00: Write to Nametable from RAM
01F: -unused-
024: Next Screen Position
025: Screen Tile Scrolling X
026: PRG $8000-$9FFF Bank to swap for Level Data
027: PRG $A000-$BFFF Bank to swap for Level Data
029: DDDPPPPP
     |  +---- Current Scroll Map Position
     +------- Last/Current Scroll Map Direction
02A: Current Screen Preset (?) / Number of screens in Scroll Map Position (?)
02B: Screens Passed in current Scroll Map Position?
02C: NameTable Mirroring, copy of write to $A000
030: Game State
Megaman's Move
  00: Normal
  01: Jump
  02: Slide
031: Megaman's Direction
  00: No specific direction
  01: Right
  02: Left
032: Current Weapon
03C: MegaMan X Position (Copy of $330)
03D: Current Screen Position (Unknown Usage)
03E: MegaMan Y Position (Copy of $378)
044: Screen Scrolling X
045: Screen Scrolling Y
050: Weapon-menu Selection
052: Jump stuff (?)
057: Chargeman's Stage - inside train Scroll Counter
061-066: -unused-
067: Temp copy of Robot Master level clear bits (?)
068: Alt-CHR set to set if > 0
069: Farest visited room in stage (used in midpoint checking)
06B: Wily 3 Showdown room boss clear bits 
06C: Current Level
06D: MEGAMANV letters collect status
06E: Robot Master level clear bits
06F: Castles level clear bits
070-072: -unused-
076-077: -unused-
092: Frame Counter (Incerased every frame)
097-098: IRQ Effect Jump Adress
099: IRQ Effect ID
0A1: Jump Gravity Power for Megaman
0A2: Vertical Scroliing, copy of $0FA
0A4: Horizontal Scrolling, copy of $0FC
0A5: To write to $2000 (OR-ed with $FF)
0AB: Counter for 4-color palette to handle in animation
0AC: Megaman's Direction (Probably used in enemy initalizing)
  01: Right
  02: Left
0AD: Next Enemy to Initialize
0AE: Previous Enemy to Initialize
0B0: Megaman's HP ($80-$9F)
0B1-0BC: Weapon's Energy/Aquired Status (Aquired if 80->, Energy = $80-$9F)
0BD: Number of 'E' tanks ($80-$9F, unselectable if <-$80)
0BE: Number of 'M' tanks ($80-$9F, unselectable if <-$80)
0BF: Extra Lives
0DC-0E3: Something to with sound initialising
0E4-0E7: Random Numbers?
0EA: BG CHR $00-$7F Bank to write to mapper
0EB: BG CHR $80-$FF Bank to write to mapper
0EC: SPR CHR $00-$3F Bank to write to mapper
0ED: SPR CHR $40-$7F Bank to write to mapper
0EE: SPR CHR $80-$BF Bank to write to mapper
0EF: SPR CHR $C0-$FF Bank to write to mapper
0F0: Display On/Off Status
  00: On
  01: Off
0F1: Temp backup of $F6?
0F2: Copy of value written to $8000 (MMC3 Mapper Register 1)
0F3: Copy of PRG $8000-$9FFF Bank value switched
0F4: Copy of PRG $A000-$BFFF Bank value switched
0F5: PRG $8000-$9FFF Bank to switch
0F6: PRG $A000-$BFFF Bank to switch
0F7: Switching Bank Status
  00: No switch in progress
  01: Switch in progress 
0F9: Current Screen Position / Something Else
0FA: Vertical Screen Scrolling
0FC: Horizontal Screen Scrolling
0FE: Data to write to $2001
0FF: Data to write to $2000 (AND-ed #$78 at start of NMI)

100-11F: Level Pickup-Item Remove Bits
120-13F: Unused
140-19F: Stack Segment 1
1C0-1FF: Stack Segment 2

200-2FF: Sprite-DMA-RAM

300: ID for each Object
330: X Position for each Object
348: Screen Positions for each Object
378: Y Position for each Object
3A8: X Movement Speed Inceraser Counter?
3C0: X Movement Speed for each Object
3D8: Y Movement Speed Inceraser Counter?
3F0: Y Movement Speed for each Object

408: ID (-1 or something else) for each Object?
420: Horizontal Direction of Object
438: Level Enemy Number for each Object
440-44F: Screen Positions visible in the current Scroll Map Position (?)
458: HP for each on-screen Enemy
448: Copy of Megaman's X Position for each Object? or Memory 0 for each Object?
498: Memory 1 for each Object?

510: Enemy Type for each Object
528: Status Bits for each Object
588: Low Adress of Object Program
5A0: High Adress of Object Program
5D0: CHR Animation ID
5D1: CHR Animation Frame Counter
5D2: CHR Animation PPU Frame Counter
5F0-5F3: Palette Animation for each Palette
5F4-5F7: Palette Animation Frame Counters for each Palette
5F8-5FB: Palette Animation PPU Frame Counters for each Palette
5FC-5FF: Unused?

600-61F: Palette w/ Shade effects (to write to PPU)
620-63F: Palette Backup
640-67F: Attribute Table (to write to PPU)
680-6FF: unused?

700-77F: Sound RAM
780-7FF: Nametable Write Data