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Batman: The Video Game (NES)/RAM map: Difference between revisions

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{| border="1" cellpadding="1"
{| border="1" cellpadding="1"
|'''RAM'''  || '''Function''' || '''Detail'''
|'''RAM'''  || '''Function''' || '''Detail'''
|-
|0x001F || Current object slot || Used by AI loop function
|-
|-
|0x00A6 || Current weapon selected || $00-Batman, $50(80)-Batarang, $60(96)-Ninja Stars, $C0(192)-Gun
|0x00A6 || Current weapon selected || $00-Batman, $50(80)-Batarang, $60(96)-Ninja Stars, $C0(192)-Gun
|-
|0x00B4 || Global timer ||
|-
|-
|0x00B7 || Health ||
|0x00B7 || Health ||
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|0x00D6 || Batman's Y position ||
|0x00D6 || Batman's Y position ||
|-
|-
|0x0540 || Objects' Action IDs ||
|-
|0x0580 || Objects' X positions (high byte) ||
|-
|0x0590 || Objects' X positions (low byte) ||
|-
|0x05A0 || Objects' Y positions (high byte) ||
|-
|0x05B0 || Objects' Y Positions (low byte) ||
|}
|}
<br>
<br>
{{stub}}
{{stub}}
{{Internal Data|game=Batman}}
{{Internal Data|game=Batman}}

Revision as of 12:14, 16 July 2019

Chip tiny.png The following article is a RAM map for Batman: The Video Game (NES).

RAM Function Detail
0x001F Current object slot Used by AI loop function
0x00A6 Current weapon selected $00-Batman, $50(80)-Batarang, $60(96)-Ninja Stars, $C0(192)-Gun
0x00B4 Global timer
0x00B7 Health
0x00B8 Amount of Ammo
0x00BE Lives
0x00D4 Batman's X position
0x00D6 Batman's Y position
0x0540 Objects' Action IDs
0x0580 Objects' X positions (high byte)
0x0590 Objects' X positions (low byte)
0x05A0 Objects' Y positions (high byte)
0x05B0 Objects' Y Positions (low byte)


So very stubbly.
This page is rather stubbly and could use some expansion.
Are you a bad enough dude to rescue this article?