Difference between revisions of "Donkey Kong:RAM map"
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|011 || Local copy of PPU register 2001 | |011 || Local copy of PPU register 2001 | ||
+ | |- | ||
+ | |021-023 || 6 digit Top Score using BCD (4bits per digit) | ||
+ | |- | ||
+ | |025-027 || 6 digit 1P Score using BCD (4bits per digit) | ||
+ | |- | ||
+ | |029-02B || 6 digit 2P Score using BCD (4bits per digit) | ||
|- | |- | ||
|02E-02F || 4 digit time remaining using BCD (4bits per digit) | |02E-02F || 4 digit time remaining using BCD (4bits per digit) | ||
+ | |- | ||
+ | |03F || Hammer time remaining | ||
|- | |- | ||
|044 || Slow Timer that starts Demo Mode | |044 || Slow Timer that starts Demo Mode | ||
+ | |- | ||
+ | |050 || Stores wich option was selected on the title screen (00-03) | ||
+ | |- | ||
+ | |051 || How many players: 18-1P, 1C-2P | ||
+ | |- | ||
+ | |052 || Wich player's turn it is: 00-1P, 01-2P | ||
|- | |- | ||
|053 || Wich Zone you're on (1-3) | |053 || Wich Zone you're on (1-3) | ||
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|- | |- | ||
|0F7-0F8 || Pointer that holds address to music file | |0F7-0F8 || Pointer that holds address to music file | ||
+ | |- | ||
+ | |100-1FF || CPU Stack | ||
|- | |- | ||
|200-2FF || Sprite Ram that is transferred via DMA every NMI | |200-2FF || Sprite Ram that is transferred via DMA every NMI | ||
+ | |- | ||
+ | |330 || Offset for the current Name Table Update variable below | ||
+ | |- | ||
+ | |331-33f|| stores the pending changes to update the Name Table | ||
|- | |- | ||
|400 || Zone number for player 1 | |400 || Zone number for player 1 | ||
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|- | |- | ||
|405 || Player 2 Marios remaining | |405 || Player 2 Marios remaining | ||
+ | |- | ||
+ | |406 || Player 1 game over: 00-False, 01-True | ||
+ | |- | ||
+ | |407 || Player 2 game over: 00-False, 01-True | ||
|- | |- | ||
|50C || How many time demo Mario moves a direction | |50C || How many time demo Mario moves a direction |
Revision as of 17:59, 28 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 |
021-023 | 6 digit Top Score using BCD (4bits per digit) |
025-027 | 6 digit 1P Score using BCD (4bits per digit) |
029-02B | 6 digit 2P Score using BCD (4bits per digit) |
02E-02F | 4 digit time remaining using BCD (4bits per digit) |
03F | Hammer time remaining |
044 | Slow Timer that starts Demo Mode |
050 | Stores wich option was selected on the title screen (00-03) |
051 | How many players: 18-1P, 1C-2P |
052 | Wich player's turn it is: 00-1P, 01-2P |
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 |
100-1FF | CPU Stack |
200-2FF | Sprite Ram that is transferred via DMA every NMI |
330 | Offset for the current Name Table Update variable below |
331-33f | stores the pending changes to update the Name Table |
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 |
406 | Player 1 game over: 00-False, 01-True |
407 | Player 2 game over: 00-False, 01-True |
50C | How many time demo Mario moves a direction |
50D | Wich way demo Mario will move |
50E | Index in the array of demo movements |