Welcome to Data Crystal's new home! Data Crystal is now part of the TCRF family (sort of).
The wiki has recently moved; please report any issues in Discord. Pardon the dust.
The wiki has recently moved; please report any issues in Discord. Pardon the dust.
Tetris (NES, Nintendo)/ROM map: Difference between revisions
Jump to navigation
Jump to search
No edit summary |
m (moved Tetris (NES): ROM Map to Tetris (NES):ROM map: Match template) |
(No difference)
|
Revision as of 01:55, 6 June 2010
The following article is a ROM map for Tetris (NES, Nintendo).
All addresses are in CPU address space, not iNES file space. Subtract $7FF0 for addresses within the iNES file, or use a more sophisticated algorithm for addresses within the UNIF file.
; Code: reset = $FF00 main = $8000 soundWaitVBL = $AA45 ; Run sound code and wait for vblank NMI turnOnNMI = $AA6B ; Turn on interrupt at scanline 241 turnOffNMI = $AA78 ; Turn off interrupt at scanline 241 clearNametable = $AA82 ; Clear nametable whose base address is A clearVRAM = $AC1C ; If A < $1F, clear Y pages of VRAM to X ; Otherwise, clear 4 pages of VRAM to X and clear attribute table to Y clearRAM = $AC6A ; Clear pages X to Y of CPU RAM to value in A switch = $AC82 ; Jumps to the Ath 16-bit address in the following jump table, ; similar to the "magic jump" in Super Mario Bros. playSound = $E000 ; Appears to be sound code, called every frame ; Data: initHiScores = $AD67 ; High score table, copied to $0700 on boot