Difference between revisions of "Donkey Kong:RAM map"
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m (Donkey Kong.:RAM map moved to Donkey Kong:RAM map) |
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|096 || Mario's Satus: 01-Hor, 02-Ver, 08-Falling, 0A-Has Mallet, 31-Jump, FF-Dead | |096 || Mario's Satus: 01-Hor, 02-Ver, 08-Falling, 0A-Has Mallet, 31-Jump, FF-Dead | ||
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+ | |0C1-0C8 || In Zone 3: 00-Beam Joint still there, 01-Beam Joint has been broken(moved over) | ||
+ | |- | ||
+ | |0F7-0F8 || Pointer that holds address to music file | ||
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|200-2FF || Sprite Ram that is transferred via DMA every NMI | |200-2FF || Sprite Ram that is transferred via DMA every NMI | ||
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|405 || Player 2 Marios remaining | |405 || Player 2 Marios remaining | ||
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+ | |50C || How many time demo Mario moves a direction | ||
+ | |- | ||
+ | |50D || Wich way demo Mario will move | ||
+ | |- | ||
+ | |50E || Index in the array of demo movements | ||
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|} | |} | ||
{{stub}} | {{stub}} |
Revision as of 11:36, 27 December 2005
The following article is a RAM map for Donkey Kong.
RAM | Purpose |
010 | Local copy of PPU register 2000 |
011 | Local copy of PPU register 2001 |
02E-02F | 4 digit time remaining using BCD (4bits per digit) |
044 | Slow Timer that starts Demo Mode |
053 | Wich Zone you're on (1-3) |
054 | Number of times Zone 3 has been completed. Appears under the (L) |
055 | Marios remaining |
058 | 01 While in Demo Mode |
096 | Mario's Satus: 01-Hor, 02-Ver, 08-Falling, 0A-Has Mallet, 31-Jump, FF-Dead |
0C1-0C8 | In Zone 3: 00-Beam Joint still there, 01-Beam Joint has been broken(moved over) |
0F7-0F8 | Pointer that holds address to music file |
200-2FF | Sprite Ram that is transferred via DMA every NMI |
400 | Zone number for player 1 |
401 | Zone number for player 2 |
402 | Level number for player 1 |
403 | Level number for player 2 |
404 | Player 1 Marios remaining |
405 | Player 2 Marios remaining |
50C | How many time demo Mario moves a direction |
50D | Wich way demo Mario will move |
50E | Index in the array of demo movements |