Donkey Kong:ROM map

From Data Crystal
Revision as of 12:00, 27 December 2005 by Customfiber (talk | contribs) (Added IRQ vectors, demo movement info and started text data)
Jump to navigation Jump to search

PRG ROM is mapped from C000 to FFFF. All the addresses below correspond to this. In order to find the data in a .nes file simply subtract BFEF from the values below. A simple method is to change the first digit to 0, 1, 2 or 3 depending if it is C, D, E or F repectivley. Then increase the result by 10 to compensate for the 8 byte header. I.E. C000 = 0010, D2F8 = 1308, etc.


Interrupt Vectors

  • FFFA to FFFB = NMI Vector: C85F
  • FFFC to FFFD = Reset Vector: C79E
  • FFFE to FFFF = IRQ Vector: FFF0

Game Variables

  • C014 to C027 = First element in the Array of demo Mario moves. Determines his direction
  • C028 to C03B = Second element of above array. Determines how many times to repeat direction in first element
  • C600 to C603 = Values of Bonus given
  • D636 = Amount of time hammer has (4B)


Backgrounds(Name Table Data)

  • F8F5 to FA1A = Title Screen
  • F58C to F71B = Zone 1
  • F809 to F8D8 = Zone 2
  • F743 to F7CC = Zone 3
  • FA1B to FA1E = I-
  • FA1F to FA24 = TOP
  • FA25 to FA29 = II-
  • FA2A to FA36 = (M)(BONUS)(L)
  • FA37 to FA44 = ( )( )( )


  • C6AA to C6C1 = PLAYER I in middle of screen(two player mode)
  • C6C2 to C6E0 = GAMER OVER in middle of screen with a blank line above and below


  • EBBB to EBC3 = Sub that will change 0096(Mario's status) to FF(Dead) if no time is left
  • EBBB to EBC3 = Sub that loads data for demo movement of Mario from ROM to RAM