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Donkey Kong (NES)/RAM map: Difference between revisions

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{| border="1" cellpadding="1"
{| border="1" cellpadding="1"
|'''RAM'''  || '''Purpose'''
| '''RAM'''  || '''Function''' || '''Details'''
|-
|-
|010 || Local copy of PPU register 2000
|0X0010 || Local copy of PPU register 2000 ||
|-
|-
|011 || Local copy of PPU register 2001
|0X0011 || Local copy of PPU register 2001 ||
|-
|-
|021-023 || 6 digit Top Score using BCD (4bits per digit)
|0X0012 || Horizontal Scroll Offset ||
|-
|-
|025-027 || 6 digit 1P Score using BCD (4bits per digit)
|0X0013 || Vertical Scroll Offset ||
|-
|-
|029-02B || 6 digit 2P Score using BCD (4bits per digit)
|0X0014 || Current Buttons Pressed ||
|-
|-
|02E-02F || 4 digit time remaining using BCD (4bits per digit)
|0X0015 || Current Buttons Pressed Excluding Jump Button ||
|-
|-
|03F || Hammer time remaining
|0X0021-0X0023 || 6 digit Top Score using BCD || 1 nybble(4 bits) per digit
|-
|-
|044 || Slow Timer that starts Demo Mode
|0X0025-0X0027 || 6 digit 1P Score using BCD || 1 nybble(4 bits) per digit
|-
|-
|050 || Stores wich option was selected on the title screen (00-03)
|0X0029-0X002B || 6 digit 2P Score using BCD || 1 nybble(4 bits) per digit
|-
|-
|051 || How many players: 18-1P, 1C-2P
|0X002E-0X002F || 4 digit time remaining using BCD || 1 nybble(4 bits) per digit
|-
|-
|052 || Wich player's turn it is: 00-1P, 01-2P
|0X0034 || Timer for Kong's arm animation ||
|-
|-
|053 || Wich Zone you're on (1-3)
|0X0036 || Timer for when Kong Reaches from the left to the center ||
|-
|-
|054 || Number of times Zone 3 has been completed. Appears under the (L)
|0X0037 || Timer for when Kong either drops barrel or goes from center to right ||
|-
|-
|055 || Marios remaining
|0X0038 || Timer for Oil Barrel Flame animation ||
|-
|-
|058 || 01 While in Demo Mode
|0X0039 || Timer for princess animation ||
|-
|-
|096 || Mario's Satus: 01-Hor, 02-Ver, 08-Falling, 0A-Has Mallet, 31-Jump, FF-Dead
|0X003F || Hammer time remaining ||
|-
|-
|0C1-0C8 || In Zone 3: 00-Beam Joint still there, 01-Beam Joint has been broken(moved over)
|0X0044 || Slow Timer that starts Demo Mode ||
|-
|-
|0F7-0F8 || Pointer that holds address to music file
|0X0050 || Stores which option was selected on the title screen || $00-$03
|-
|-
|100-1FF || CPU Stack
|0X0051 || Amount of players playing || $18=1 player, $1C=2 players
|-
|-
|200-2FF || Sprite Ram that is transferred via DMA every NMI
|0X0052 || Which player's turn it is || $00=1P, $01=2P
|-
|-
|330 || Offset for the current Name Table Update variable below
|0X0053 || Which Zone you're on (1-3) ||
|-
|-
|331-33f|| stores the pending changes to update the Name Table
|0X0054 || Number of times Zone 3 has been completed || Appears under the (L).
|-
|-
|400 || Zone number for player 1
|0X0055 || Marios remaining || Graphic only
|-
|-
|401 || Zone number for player 2
|0X0056 || Current direction button pressed ||
|-
|-
|402 || Level number for player 1
|0X0057 || Last direction button pressed ||
|-
|-
|403 || Level number for player 2
|0X0058 || Demo Mode || $01=Active
|-
|-
|404 || Player 1 Marios remaining
|0X0096 || Mario's Satus || $01=Hor, $02=Ver, $04=Jump, $08=Falling, $0A=Has Mallet, $FF=Dead
|-
|-
|405 || Player 2 Marios remaining
|0X00C1-0X00C8 || Beam Joint in Zone 3 || $00=Beam Joint still there, $01=Beam Joint has been broken(moved over)
|-
|-
|406 || Player 1 game over: 00-False, 01-True
|0X00F7-0X00F8 || Pointer that holds address to music file ||
|-
|-
|407 || Player 2 game over: 00-False, 01-True
|0x0100-0x01FF || CPU Stack ||
|-
|-
|50C || How many time demo Mario moves a direction
|0x0200-0x02FF || Sprite Ram that is transferred via DMA every NMI ||
|-
|-
|50D || Wich way demo Mario will move
|0x0330 || Offset for the current Name Table Update variable below ||
|-
|-
|50E || Index in the array of demo movements
|0x0331-0x033F || Stores the pending changes to update the Name Table ||
|-
|0x0400 || Zone number for player 1 ||
|-
|0x0401 || Zone number for player 2 ||
|-
|0x0402 || Level number for player 1 ||
|-
|0x0403 || Level number for player 2 ||
|-
|0x0404 || Player 1 Marios remaining ||
|-
|0x0405 || Player 2 Marios remaining ||
|-
|0x0406 || Player 1 game over || $00=False, $01=True
|-
|0x0407 || Player 2 game over || $00=False, $01=True
|-
|0x043E || How many pixels Mario moves up each step of his jump || Note: If you increase this and jump, you will fall to your death unless you got to a platform above.
|-
|0x050C || How many times demo Mario moves a direction ||
|-
|0x050D || Which way demo Mario will move ||
|-
|0x050E || Index in the array of demo movements ||
|-
|-
|}
|}


{{stub}}
{{stub}}
{{Internal Data}}

Latest revision as of 21:11, 28 January 2024

Chip tiny.png The following article is a RAM map for Donkey Kong (NES).

RAM Function Details
0X0010 Local copy of PPU register 2000
0X0011 Local copy of PPU register 2001
0X0012 Horizontal Scroll Offset
0X0013 Vertical Scroll Offset
0X0014 Current Buttons Pressed
0X0015 Current Buttons Pressed Excluding Jump Button
0X0021-0X0023 6 digit Top Score using BCD 1 nybble(4 bits) per digit
0X0025-0X0027 6 digit 1P Score using BCD 1 nybble(4 bits) per digit
0X0029-0X002B 6 digit 2P Score using BCD 1 nybble(4 bits) per digit
0X002E-0X002F 4 digit time remaining using BCD 1 nybble(4 bits) per digit
0X0034 Timer for Kong's arm animation
0X0036 Timer for when Kong Reaches from the left to the center
0X0037 Timer for when Kong either drops barrel or goes from center to right
0X0038 Timer for Oil Barrel Flame animation
0X0039 Timer for princess animation
0X003F Hammer time remaining
0X0044 Slow Timer that starts Demo Mode
0X0050 Stores which option was selected on the title screen $00-$03
0X0051 Amount of players playing $18=1 player, $1C=2 players
0X0052 Which player's turn it is $00=1P, $01=2P
0X0053 Which Zone you're on (1-3)
0X0054 Number of times Zone 3 has been completed Appears under the (L).
0X0055 Marios remaining Graphic only
0X0056 Current direction button pressed
0X0057 Last direction button pressed
0X0058 Demo Mode $01=Active
0X0096 Mario's Satus $01=Hor, $02=Ver, $04=Jump, $08=Falling, $0A=Has Mallet, $FF=Dead
0X00C1-0X00C8 Beam Joint in Zone 3 $00=Beam Joint still there, $01=Beam Joint has been broken(moved over)
0X00F7-0X00F8 Pointer that holds address to music file
0x0100-0x01FF CPU Stack
0x0200-0x02FF Sprite Ram that is transferred via DMA every NMI
0x0330 Offset for the current Name Table Update variable below
0x0331-0x033F Stores the pending changes to update the Name Table
0x0400 Zone number for player 1
0x0401 Zone number for player 2
0x0402 Level number for player 1
0x0403 Level number for player 2
0x0404 Player 1 Marios remaining
0x0405 Player 2 Marios remaining
0x0406 Player 1 game over $00=False, $01=True
0x0407 Player 2 game over $00=False, $01=True
0x043E How many pixels Mario moves up each step of his jump Note: If you increase this and jump, you will fall to your death unless you got to a platform above.
0x050C How many times demo Mario moves a direction
0x050D Which way demo Mario will move
0x050E Index in the array of demo movements
So very stubbly.
This page is rather stubbly and could use some expansion.
Are you a bad enough dude to rescue this article?