Difference between revisions of "Donkey Kong:RAM map"
Jump to navigation
Jump to search
Customfiber (talk | contribs) m (Fixed 096 jumping) |
Customfiber (talk | contribs) (added button and scrolling variables) |
||
Line 7: | Line 7: | ||
|- | |- | ||
|011 || Local copy of PPU register 2001 | |011 || Local copy of PPU register 2001 | ||
+ | |- | ||
+ | |012 || Horizontal Scroll Offset | ||
+ | |- | ||
+ | |013 || Vertical Scroll Offset | ||
+ | |- | ||
+ | |014 || Current Buttons Pressed | ||
+ | |- | ||
+ | |015 || Current Buttons Pressed Excluding Jump Button | ||
|- | |- | ||
|021-023 || 6 digit Top Score using BCD (4bits per digit) | |021-023 || 6 digit Top Score using BCD (4bits per digit) | ||
Line 31: | Line 39: | ||
|- | |- | ||
|055 || Marios remaining | |055 || Marios remaining | ||
+ | |- | ||
+ | |056 || Current direction button pressed | ||
+ | |- | ||
+ | |057 || Last direction button pressed | ||
|- | |- | ||
|058 || 01 While in Demo Mode | |058 || 01 While in Demo Mode | ||
Line 46: | Line 58: | ||
|330 || Offset for the current Name Table Update variable below | |330 || Offset for the current Name Table Update variable below | ||
|- | |- | ||
− | |331- | + | |331-33F|| Stores the pending changes to update the Name Table |
|- | |- | ||
|400 || Zone number for player 1 | |400 || Zone number for player 1 | ||
Line 63: | Line 75: | ||
|- | |- | ||
|407 || Player 2 game over: 00-False, 01-True | |407 || Player 2 game over: 00-False, 01-True | ||
+ | |- | ||
+ | |43E || How many pixels Mario moves up each step of his jump. | ||
+ | Note: If you increase this and jump you will fall to your death unless you got to a platform above | ||
|- | |- | ||
|50C || How many times demo Mario moves a direction | |50C || How many times demo Mario moves a direction |
Revision as of 15:49, 31 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 |
012 | Horizontal Scroll Offset |
013 | Vertical Scroll Offset |
014 | Current Buttons Pressed |
015 | Current Buttons Pressed Excluding Jump Button |
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 which option was selected on the title screen (00-03) |
051 | How many players: 18-1P, 1C-2P |
052 | Which player's turn it is: 00-1P, 01-2P |
053 | Which Zone you're on (1-3) |
054 | Number of times Zone 3 has been completed. Appears under the (L) |
055 | Marios remaining |
056 | Current direction button pressed |
057 | Last direction button pressed |
058 | 01 While in Demo Mode |
096 | Mario's Satus: 01-Hor, 02-Ver, 04-Jump, 08-Falling, 0A-Has Mallet, 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 |
43E | How many pixels Mario moves up each step of his jump.
Note: If you increase this and jump you will fall to your death unless you got to a platform above |
50C | How many times demo Mario moves a direction |
50D | Which way demo Mario will move |
50E | Index in the array of demo movements |