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

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(Added some timer info)
(Applied format to address. Added "Details" column.)
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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 ||
|-
|-
|012 || Horizontal Scroll Offset
|0X0012 || Horizontal Scroll Offset ||
|-
|-
|013 || Vertical Scroll Offset
|0X0013 || Vertical Scroll Offset ||
|-
|-
|014 || Current Buttons Pressed
|0X0014 || Current Buttons Pressed ||
|-
|-
|015 || Current Buttons Pressed Excluding Jump Button
|0X0015 || Current Buttons Pressed Excluding Jump Button ||
|-
|-
|021-023 || 6 digit Top Score using BCD (4bits per digit)
|0X0021-0X0023 || 6 digit Top Score using BCD || 1 nybble(4 bits) per digit
|-
|-
|025-027 || 6 digit 1P Score using BCD (4bits per digit)
|0X0025-0X0027 || 6 digit 1P Score using BCD || 1 nybble(4 bits) per digit
|-
|-
|029-02B || 6 digit 2P Score using BCD (4bits per digit)
|0X0029-0X002B || 6 digit 2P Score using BCD || 1 nybble(4 bits) per digit
|-
|-
|02E-02F || 4 digit time remaining using BCD (4bits per digit)
|0X002E-0X002F || 4 digit time remaining using BCD || 1 nybble(4 bits) per digit
|-
|-
|034 || Timer for Kong's arm animation
|0X0034 || Timer for Kong's arm animation ||
|-
|-
|036 || Timer for when Kong Reaches from the left to the center
|0X0036 || Timer for when Kong Reaches from the left to the center ||
|-
|-
|037 || Timer for when Kong either drops barrel or goes from center to right
|0X0037 || Timer for when Kong either drops barrel or goes from center to right ||
|-
|-
|038 || Timer for Oil Barrel Flame animation
|0X0038 || Timer for Oil Barrel Flame animation ||
|-
|-
|039 || Timer for princess animation
|0X0039 || Timer for princess animation ||
|-
|-
|03F || Hammer time remaining
|0X003F || Hammer time remaining ||
|-
|-
|044 || Slow Timer that starts Demo Mode
|0X0044 || Slow Timer that starts Demo Mode ||
|-
|-
|050 || Stores which option was selected on the title screen (00-03)
|0X0050 || Stores which option was selected on the title screen || $00-$03
|-
|-
|051 || How many players: 18-1P, 1C-2P
|0X0051 || Amount of players playing || $18=1 player, $1C=2 players
|-
|-
|052 || Which player's turn it is: 00-1P, 01-2P
|0X0052 || Which player's turn it is || $00=1P, $01=2P
|-
|-
|053 || Which Zone you're on (1-3)
|0X0053 || Which Zone you're on (1-3) ||
|-
|-
|054 || Number of times Zone 3 has been completed. Appears under the (L)
|0X0054 || Number of times Zone 3 has been completed || Appears under the (L).
|-
|-
|055 || Marios remaining
|0X0055 || Marios remaining || Graphic only
|-
|-
|056 || Current direction button pressed
|0X0056 || Current direction button pressed ||
|-
|-
|057 || Last direction button pressed
|0X0057 || Last direction button pressed ||
|-
|-
|058 || 01 While in Demo Mode
|0X0058 || Demo Mode || $01=Active
|-
|-
|096 || Mario's Satus: 01-Hor, 02-Ver, 04-Jump, 08-Falling, 0A-Has Mallet, FF-Dead
|0X0096 || Mario's Satus || $01=Hor, $02=Ver, $04=Jump, $08=Falling, $0A=Has Mallet, $FF=Dead
|-
|-
|0C1-0C8 || In Zone 3: 00-Beam Joint still there, 01-Beam Joint has been broken(moved over)
|0X00C1-0X00C8 || Beam Joint in Zone 3 || $00=Beam Joint still there, $01=Beam Joint has been broken(moved over)
|-
|-
|0F7-0F8 || Pointer that holds address to music file
|0X00F7-0X00F8 || Pointer that holds address to music file ||
|-
|-
|100-1FF || CPU Stack
|0x0100-0x01FF || CPU Stack ||
|-
|-
|200-2FF || Sprite Ram that is transferred via DMA every NMI
|0x0200-0x02FF || Sprite Ram that is transferred via DMA every NMI ||
|-
|-
|330 || Offset for the current Name Table Update variable below
|0x0330 || Offset for the current Name Table Update variable below ||
|-
|-
|331-33F|| Stores the pending changes to update the Name Table
|0x0331-0x033F || Stores the pending changes to update the Name Table ||
|-
|-
|400 || Zone number for player 1
|0x0400 || Zone number for player 1 ||
|-
|-
|401 || Zone number for player 2
|0x0401 || Zone number for player 2 ||
|-
|-
|402 || Level number for player 1
|0x0402 || Level number for player 1 ||
|-
|-
|403 || Level number for player 2
|0x0403 || Level number for player 2 ||
|-
|-
|404 || Player 1 Marios remaining
|0x0404 || Player 1 Marios remaining ||
|-
|-
|405 || Player 2 Marios remaining
|0x0405 || Player 2 Marios remaining ||
|-
|-
|406 || Player 1 game over: 00-False, 01-True
|0x0406 || Player 1 game over || $00=False, $01=True
|-
|-
|407 || Player 2 game over: 00-False, 01-True
|0x0407 || Player 2 game over || $00=False, $01=True
|-
|-
|43E || How many pixels Mario moves up each step of his jump.
|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.
Note: If you increase this and jump you will fall to your death unless you got to a platform above
|-
|-
|50C || How many times demo Mario moves a direction
|0x050C || How many times demo Mario moves a direction ||
|-
|-
|50D || Which way demo Mario will move
|0x050D || Which way demo Mario will move ||
|-
|-
|50E || Index in the array of demo movements
|0x050E || Index in the array of demo movements ||
|-
|-
|}
|}


{{stub}}
{{stub}}

Revision as of 16:42, 21 January 2008

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?