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)
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|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
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|50D || Wich way demo Mario will move
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|50E || Index in the array of demo movements
 
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{{stub}}
 
{{stub}}

Revision as of 11:36, 27 December 2005

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