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

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|096 || Mario's Satus: 01-Hor, 02-Ver, 08-Falling, 0A-Has Mallet, 31-Jump, FF-Dead
|096 || Mario's Satus: 01-Hor, 02-Ver, 08-Falling, 0A-Has Mallet, 31-Jump, FF-Dead
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|0C1-0C8 || In Zone 3: 00-Beam Joint still there, 01-Beam Joint has been broken(moved over)
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|0F7-0F8 || Pointer that holds address to music file
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|200-2FF || Sprite Ram that is transferred via DMA every NMI
|200-2FF || Sprite Ram that is transferred via DMA every NMI
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|405 || Player 2 Marios remaining
|405 || Player 2 Marios remaining
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|50C || How many time demo Mario moves a direction
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|50D || Wich way demo Mario will move
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|50E || Index in the array of demo movements
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{{stub}}
{{stub}}

Revision as of 15:36, 27 December 2005

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

RAM Purpose
010 Local copy of PPU register 2000
011 Local copy of PPU register 2001
02E-02F 4 digit time remaining using BCD (4bits per digit)
044 Slow Timer that starts Demo Mode
053 Wich Zone you're on (1-3)
054 Number of times Zone 3 has been completed. Appears under the (L)
055 Marios remaining
058 01 While in Demo Mode
096 Mario's Satus: 01-Hor, 02-Ver, 08-Falling, 0A-Has Mallet, 31-Jump, FF-Dead
0C1-0C8 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
200-2FF Sprite Ram that is transferred via DMA every NMI
400 Zone number for player 1
401 Zone number for player 2
402 Level number for player 1
403 Level number for player 2
404 Player 1 Marios remaining
405 Player 2 Marios remaining
50C How many time demo Mario moves a direction
50D Wich way demo Mario will move
50E 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?