Difference between revisions of "Kirby's Dream Land:RAM map"

From Data Crystal
Jump to: navigation, search
(Added some pretty big new data I found and fixed the table formatting)
 
(2 intermediate revisions by one other user not shown)
Line 4: Line 4:
 
{| class="wikitable"
 
{| class="wikitable"
 
! Address
 
! Address
! width=40% | Function
+
! width=80% | Function
 
|-
 
|-
 
|<pre>
 
|<pre>
0xC000 - 0xC09C
+
0xC000 - 0xC09F
 
</pre>
 
</pre>
|On-Screen Sprite Info, 4 bytes each(y position, x position, tile #, and other attributes)
+
|On-Screen Sprite Info, 4 bytes each(y position, x position, tile #, and other attributes). Copied to Object Attribute Memory (0xFE00 - 0xFE9F).
 
|-
 
|-
 
|<pre>
 
|<pre>
0xCA00 - 0xCAA3   
+
0xCA00 - 0xCAA3   
 
</pre>
 
</pre>
 
|Tile Data for the current level
 
|Tile Data for the current level
 
|-
 
|-
 
|<pre>
 
|<pre>
0xD053
+
0xD02C
 
</pre>
 
</pre>
|Visual Scroll X. This does not affect collision detection or where sprites are drawn on the screen
+
|Game State ($01 = normal, $05 = drinking a bottle, $06 = warpstar or dying...)
 +
|-
 +
|<pre>
 +
0xD053
 +
</pre>
 +
|Visual Scroll X. This only affects where tiles are drawn.
 
|-
 
|-
 
|<pre>
 
|<pre>
 
0xD055
 
0xD055
 
</pre>
 
</pre>
|Visual Scroll Y. This does not affect collision detection or where sprites are drawn on the screen
+
|Visual Scroll Y. This only affects where tiles are drawn.
 
|-
 
|-
 
|<pre>  
 
|<pre>  
 
0xD05C
 
0xD05C
 
</pre>
 
</pre>
|Kirby's Actual X position relative the screen. Setting the value past $4C may cause issues with the game's collision detection.
+
|Kirby's Actual X position relative the screen. Setting the value past $4C when not at the right edge of a level may cause issues with the game's collision detection.
 
|-
 
|-
 
|<pre>
 
|<pre>
Line 74: Line 79:
 
0xD086
 
0xD086
 
</pre>
 
</pre>
|Kirby's Health Bar
+
|Kirby's Current Health
 
|-
 
|-
 
|<pre>
 
|<pre>
Line 84: Line 89:
 
0xD093
 
0xD093
 
</pre>
 
</pre>
|Boss's Health Bar
+
|Boss's Current Health
 
|-
 
|-
 
|<pre>
 
|<pre>
Line 90: Line 95:
 
</pre>
 
</pre>
 
|Something to do with parts of the music
 
|Something to do with parts of the music
 +
|-
 +
|<pre>
 +
0xDE06 - 0xDE19
 +
</pre>
 +
|Copied to sound registers (0xFF10 - 0xFF23)
 
|-
 
|-
  
 
{{Internal Data|game=Kirby's Dream Land}}
 
{{Internal Data|game=Kirby's Dream Land}}

Latest revision as of 12:24, 5 August 2021


Address Function
0xC000 - 0xC09F
On-Screen Sprite Info, 4 bytes each(y position, x position, tile #, and other attributes). Copied to Object Attribute Memory (0xFE00 - 0xFE9F).
0xCA00 - 0xCAA3  
Tile Data for the current level
0xD02C
Game State ($01 = normal, $05 = drinking a bottle, $06 = warpstar or dying...)
0xD053
Visual Scroll X. This only affects where tiles are drawn.
0xD055
Visual Scroll Y. This only affects where tiles are drawn.
 
0xD05C
Kirby's Actual X position relative the screen. Setting the value past $4C when not at the right edge of a level may cause issues with the game's collision detection.
0xD05D
Kirby's Actual Y position relative to the screen
0xD066
Kirby's Inhale Timer. Set at $00 and incrementing at every frame when inhaling. Freezes when stopping inhaling.
0xD070
Score (10000s place)
0xD071
Score (1000s place)
0xD072
Score (100s place)
0xD073
Score (10s place)
0xD080
Background Brightness/Contrast
0xD081
Sprite Brightness/Contrast
0xD086
Kirby's Current Health
0xD089
Lives
0xD093
Boss's Current Health
0xDE02
Something to do with parts of the music
0xDE06 - 0xDE19
Copied to sound registers (0xFF10 - 0xFF23)
Internal Data for Kirby's Dream Land

ROM MapRAM MapText TableNotesTutorials