Difference between revisions of "Super Pitfall:RAM map"

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m
(changed "height" to "vertical position" and specified that "Suit 1" etc are the hud sprites)
 
Line 38: Line 38:
 
     00 = 1
 
     00 = 1
 
     FF = 2
 
     FF = 2
$056E = Height of the first gun item
+
$056E = Vertical Position of the first gun item
$056D = Height of enemy1
+
$056D = Vertical Position of enemy1
$056F = Height of enemy2
+
$056F = Vertical Position of enemy2
$0571 = Height of enemy3
+
$0571 = Vertical Position of enemy3
 
$0710 = The "1" sprite in the in game hud "1 up"
 
$0710 = The "1" sprite in the in game hud "1 up"
 
$0712 = The " " sprite in the in game hud "1 up"
 
$0712 = The " " sprite in the in game hud "1 up"
Line 47: Line 47:
 
$0716 = The "p" sprite in the in game hud "1 up"
 
$0716 = The "p" sprite in the in game hud "1 up"
  
$0726 = Suit 1
+
$0726 = HUD Suit 1 sprite
$0728 = Suit 2
+
$0728 = HUD Suit 2 sprite
$072A = Suit 3
+
$072A = HUD Suit 3 sprite
$072C = Suit 4
+
$072C = HUD Suit 4 sprite
  
$072E = HUD gun
+
$072E = HUD gun sprite
$0730 = HUD "x"
+
$0730 = HUD "x" sprite
$0732 = HUD bullets (x 10)
+
$0732 = HUD bullets (x 10) sprite
$0734 = HUD bullets (x 1)
+
$0734 = HUD bullets (x 1) sprite
 
</pre>
 
</pre>
  
 
{{source|1=nesrocks}}
 
{{source|1=nesrocks}}
 
{{Internal Data|game=Super Pitfall}}
 
{{Internal Data|game=Super Pitfall}}

Latest revision as of 17:33, 25 July 2016

$0014 = Timer low
$0015 = Timer high

$006C = Current room

$0091 = If demo is active
     00 = no
     FF = yes
$00B2 = Check to see if continue option is available on menu

$009E =  Menu option
     00 = p 1
     FF = p 2
     FE = continue
$00A2 =  Title screen "A" button press counter

$04E2 = P1 score
$04E4 = P1 score
$04E6 = P1 score
$04E8 = P1 score
$04EA = P1 score
$04EC = P1 score
$04EE = P1 score

$0530 =  Items in possession p1 (FF to have all)
$0532 = Objective items in possession (this is checked on the first screen for the ending)
$0534 = Current spawn room
$053C =  Gold collected count
$053E = Current map (strangely, can be changed in real time)
     00 = Main
     01 = Underworld
     02 = Alternate
$0542 = Bullets (x 10)
$0544 = Bullets (x 1)
$0546 = Quest
     00 = 1
     FF = 2
$056E = Vertical Position of the first gun item
$056D = Vertical Position of enemy1
$056F = Vertical Position of enemy2
$0571 = Vertical Position of enemy3
$0710 = The "1" sprite in the in game hud "1 up"
$0712 = The " " sprite in the in game hud "1 up"
$0714 = The "u" sprite in the in game hud "1 up"
$0716 = The "p" sprite in the in game hud "1 up"

$0726 = HUD Suit 1 sprite
$0728 = HUD Suit 2 sprite
$072A = HUD Suit 3 sprite
$072C = HUD Suit 4 sprite

$072E = HUD gun sprite
$0730 = HUD "x" sprite
$0732 = HUD bullets (x 10) sprite
$0734 = HUD bullets (x 1) sprite
(Source: nesrocks)


Internal Data for Super Pitfall

ROM MapRAM MapText TableNotesTutorials