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Bubble Bobble (NES)/RAM map: Difference between revisions

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m (Fixed formatting.)
(Added all special item counters + general clean up)
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== Global Variables ==
== Global Variables ==
*'''0401''' - Current Level (Level 1 = $01)
*'''0401''' - Current Level (Level 1 = $01)
*'''045D''' - Super Bubble Bobble switch
*'''045D''' - Super Bubble Bobble switch
*'''04C4''' - Altering this changes the enemy sprites. Probably an offset position for reading data from the pattern image.
*'''04C4''' - Altering this changes the enemy sprites. Probably an offset position for reading data from the pattern image.


== Menu Variables ==


== Menu Variables ==
*'''0402''' - Option selected on main menu
*'''0402''' - Option selected on main menu
*'''0502-0506''' - Password letters (A-J = $00-$09)
*'''0502-0506''' - Password letters (A-J = $00-$09)


== Player Variables ==


== Player Variables ==
*'''002E''' - P1 remaining lives
*'''002E''' - P1 remaining lives
*'''003F''' - P1 invincibility timer (odd = invisible, even = visible)
*'''003F''' - P1 invincibility timer (odd = invisible, even = visible)
*'''0042''' - P2 remaining lives
*'''0042''' - P2 remaining lives
*'''0053''' - P2 invincibility timer (odd = invisible, even = visible)
*'''0053''' - P2 invincibility timer (odd = invisible, even = visible)


== Counter Variables ==
== Counter Variables ==
These are the combined total for both players.


*'''0435''' - Counter for bubbles blown (E5DF)
Counter variables determine what kind of special item will appear at the start of the next level, according to specific player actions. When a counter reaches a certain threshold (from a table in ROM), the corresponding item code is loaded in $40B and the counter is reset to 0. If more than one counter reach their threshold, the lowest in the list has priority.
*'''0436''' - Counter for empty bubbles popped (E5E0)
*'''043A''' - Counter for number of times fallen through floor
*'''043B''' - Counter for fruits eaten
*'''0476''' - Counter for filled bubbles popped


Here's a list of arcade counters for anyone who is curious; I'm not sure how many are in the NES version or what order they're in.
*'''435''' - Bubbles Blown
<pre>
*'''436''' - Empty Bubbles Popped
E5DF = Bubbles Blown (0435 NES)
*'''437''' - Jumps on Bubble
E5E0 = Empty Bubbles Popped (0436 NES)
*'''438''' - Fire Bubbles Popped
E5E1 = Lightning Bubbles Popped
*'''439''' - Water Bubbles Popped
E5E2 = Fire bubbles popped
*'''43A''' - Times Fallen Through Floor
E5E3 = Water bubbles popped
*'''43B''' - Enemy Items Taken
E5E4 = Jumps
*'''43C''' - Enemies Killed by Water
E5E5 = Distance run
*'''43D''' - Enemies Killed by Lightning
E5E6 = Distance run 2
*'''43E''' - Enemies Killed by Fire
E5E7 = Wraparounds
*'''43F''' - Special Items Taken
E5E8 = Monster fruits (043B)
*'''440''' - Lightning Bubbles Popped
E5E9 = Fast sweeties
*'''441''' - Enemy Combo Kills (2 or more)
E5EA = rapid fire
*'''442''' - Point Items Taken
E5EB = long range
*'''443''' - Letter Bubbles Popped
e5ec = umbrellas
e5ed = clocks
e5ee = monsters drowned
e5ef = p1 joins
e5f0 = p2 joins
e5f3 = kills by fire bubble
e5f4 = kills by lightning
e5f6 = special items eaten
e5f7 = special fruits eaten
e5f8 = E
e5f9 = X
e5fa = T
e5fb = E
e5fc = N
e5fd = D
e5fe = hurry up
e5ff = yellow/red crosses
e600 = water cross
e601 = books
e602 = purple lanterns
e604 = "JAX" on high score table
e605 = flamingo
e606 = kit
e607 = ...
e608 = entries of 'I.F', 'MTJ', 'NSO', 'KIM' or 'YSH' into high score table
e609 = crown
e60a = 777 levels
e60d = level 19, no deaths
e60e = level 29, no deaths
e60f = level 39, no deaths
e610 = level 49, no deaths
e611 = skel
</pre>


== Bonus Round Variables ==
== Bonus Round Variables ==
*'''042F''' - Amount of remaining treasures during Bonus Game
*'''042F''' - Amount of remaining treasures during Bonus Game
*'''0430''' - Bonus Round timer
*'''0430''' - Bonus Round timer
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*'''045F''' - Bonus Round switch (set to $01+ to activate the bonus game, as if picking up the bottle)
*'''045F''' - Bonus Round switch (set to $01+ to activate the bonus game, as if picking up the bottle)


== Level Variables ==


== Level Variables ==
*'''0405''' - Queue for EXTEND letters (Only 3 will come per level, any queue excess will be cleared at the beginning of the next level with openings)
*'''0405''' - Queue for EXTEND letters (Only 3 will come per level, any queue excess will be cleared at the beginning of the next level with openings)
*'''040D''' - Timer countdown until "Hurry!" appears. This set to 040E at the beginning of each level.  
*'''040D''' - Timer countdown until "Hurry!" appears. This set to 040E at the beginning of each level.  
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*'''04CE''' - Appearance of Elemental Bubbles ($00-$1F = Nothing/????, $20-$3F = Water Bubbles, $40-$5F = Fire Bubbles, $60+ Fire Bubbles over Water Bubbles and other odd combinations)
*'''04CE''' - Appearance of Elemental Bubbles ($00-$1F = Nothing/????, $20-$3F = Water Bubbles, $40-$5F = Fire Bubbles, $60+ Fire Bubbles over Water Bubbles and other odd combinations)


== End Boss Variables ==


== End Boss Variables ==
*'''006F''' - Super Drunk's HP
*'''006F''' - Super Drunk's HP


== Miscellaneous Variables ==


== Miscellaneous Variables ==
*'''0445-044B''' - Variables representing each digit of the last scorer's score. <br>
*'''0445-044B''' - Variables representing each digit of the last scorer's score. <br>
- 0445 is millions <br>
- 0445 is millions <br>
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- 044A is tens <br>
- 044A is tens <br>
- 044B is ones <br>
- 044B is ones <br>
$27 seems to represent a blank space. These reset to $27 (36) at the beginning of each level. Could possibly be related to how the on-screen score information is redrawn.

Revision as of 22:34, 22 October 2013

Chip tiny.png The following article is a RAM map for Bubble Bobble (NES).

Global Variables

  • 0401 - Current Level (Level 1 = $01)
  • 045D - Super Bubble Bobble switch
  • 04C4 - Altering this changes the enemy sprites. Probably an offset position for reading data from the pattern image.

Menu Variables

  • 0402 - Option selected on main menu
  • 0502-0506 - Password letters (A-J = $00-$09)

Player Variables

  • 002E - P1 remaining lives
  • 003F - P1 invincibility timer (odd = invisible, even = visible)
  • 0042 - P2 remaining lives
  • 0053 - P2 invincibility timer (odd = invisible, even = visible)

Counter Variables

Counter variables determine what kind of special item will appear at the start of the next level, according to specific player actions. When a counter reaches a certain threshold (from a table in ROM), the corresponding item code is loaded in $40B and the counter is reset to 0. If more than one counter reach their threshold, the lowest in the list has priority.

  • 435 - Bubbles Blown
  • 436 - Empty Bubbles Popped
  • 437 - Jumps on Bubble
  • 438 - Fire Bubbles Popped
  • 439 - Water Bubbles Popped
  • 43A - Times Fallen Through Floor
  • 43B - Enemy Items Taken
  • 43C - Enemies Killed by Water
  • 43D - Enemies Killed by Lightning
  • 43E - Enemies Killed by Fire
  • 43F - Special Items Taken
  • 440 - Lightning Bubbles Popped
  • 441 - Enemy Combo Kills (2 or more)
  • 442 - Point Items Taken
  • 443 - Letter Bubbles Popped

Bonus Round Variables

  • 042F - Amount of remaining treasures during Bonus Game
  • 0430 - Bonus Round timer
  • 0431 - P1 treasures collected in Bonus Round
  • 0433 - P2 treasures collected in Bonus Round
  • 045F - Bonus Round switch (set to $01+ to activate the bonus game, as if picking up the bottle)

Level Variables

  • 0405 - Queue for EXTEND letters (Only 3 will come per level, any queue excess will be cleared at the beginning of the next level with openings)
  • 040D - Timer countdown until "Hurry!" appears. This set to 040E at the beginning of each level.
  • 040E - What the "Hurry!" timer countdown (040D) is set to at the beginning of a level. Varies from level to level.
  • 044D - Remaining levels to be skipped by an umbrella. If > 0 when all the enemies on the level are defeated, you will being skipping levels. You can only skip 31 levels max. If the variable is set above $1F(31), skipping will occur again after the defeat of the enemies. This will continue until the variable = 0.
  • 045E - Timer going up (Item appearances/disappearances may be relative to it)
  • 04CD - Point Item position [on Level 1, it positions the item diagonally from the upper-left corner ($00) to the lower-right corner ($FF)]
  • 04CE - Appearance of Elemental Bubbles ($00-$1F = Nothing/????, $20-$3F = Water Bubbles, $40-$5F = Fire Bubbles, $60+ Fire Bubbles over Water Bubbles and other odd combinations)

End Boss Variables

  • 006F - Super Drunk's HP

Miscellaneous Variables

  • 0445-044B - Variables representing each digit of the last scorer's score.

- 0445 is millions
- 0446 is hundred thousands
- 0447 is ten thousands
- 0448 is thousands
- 0449 is hundreds
- 044A is tens
- 044B is ones