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Donkey Kong (NES, Famicom Disk System)/ROM map: Difference between revisions

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m (Donkey Kong:ROM Map moved to Donkey Kong:ROM map: Corrected capitalization in name.)
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{{rommap|game=Donkey Kong}}
{{rommap|game=Donkey Kong}}


PRG ROM is mapped from C000 to FFFF.  All the addresses below correspond to this. In order to find the data in a .nes file simply subtract BFEF from the values below. A simple method is to change the first digit to 0, 1, 2 or 3 depending if it is C, D, E or F repectivley. Then increase the result by 10 to compensate for the 8 byte header. I.E. C000 = 0010, D2F8 = 1308, etc.
PRG ROM is mapped from C000 to FFFF.  All the addresses below correspond to this. In order to find the data in a .nes file simply subtract BFEF from the values below. A simple method is to change the first digit to 0, 1, 2 or 3 depending if it is C, D, E or F respectively. Then increase the result by 10 to compensate for the 8 byte header. I.E. C000 = 0010, D2F8 = 1308, etc.


= DATA =
= DATA =
Line 20: Line 20:
== Graphics ==
== Graphics ==


=== Backgrounds(Name Table Data) ===
=== Backgrounds (Name Table Data) ===


* <tt>F8F5 to FA1A</tt> = Title Screen
* <tt>F8F5 to FA1A</tt> = Title Screen
Line 34: Line 34:
=== Text ===
=== Text ===


* <tt>C6AA to C6C1</tt> = PLAYER I in middle of screen(two player mode)
* <tt>C6AA to C6C1</tt> = PLAYER I in middle of screen (two player mode)
* <tt>C6C2 to C6E0</tt> = GAMER OVER in middle of screen with a blank line above and below
* <tt>C6C2 to C6E0</tt> = GAMER OVER in middle of screen with a blank line above and below


= CODE =
= CODE =


* <tt>EBBB to EBC3</tt> = Changes 0096(Mario's status) to FF(Dead) if no time is left
* <tt>EBBB to EBC3</tt> = Changes 0096 (Mario's status) to FF (Dead) if no time is left
* <tt>EC16 to EC28</tt> = Loads data for demo movement of Mario from ROM to RAM
* <tt>EC16 to EC28</tt> = Loads data for demo movement of Mario from ROM to RAM
[[Category: Donkey Kong]]

Revision as of 17:38, 28 August 2011

Chip tiny.png The following article is a ROM map for Donkey Kong (NES, Famicom Disk System).

PRG ROM is mapped from C000 to FFFF. All the addresses below correspond to this. In order to find the data in a .nes file simply subtract BFEF from the values below. A simple method is to change the first digit to 0, 1, 2 or 3 depending if it is C, D, E or F respectively. Then increase the result by 10 to compensate for the 8 byte header. I.E. C000 = 0010, D2F8 = 1308, etc.

DATA

Interrupt Vectors

  • FFFA to FFFB = NMI Vector: C85F
  • FFFC to FFFD = Reset Vector: C79E
  • FFFE to FFFF = IRQ Vector: FFF0

Game Variables

  • C014 to C027 = First element in the Array of demo Mario moves. Determines his direction
  • C028 to C03B = Second element of above array. Determines how many times to repeat direction in first element
  • C600 to C603 = Values of Bonus given
  • D636 = Amount of time hammer has (4B)

Graphics

Backgrounds (Name Table Data)

  • F8F5 to FA1A = Title Screen
  • F58C to F71B = Zone 1
  • F809 to F8D8 = Zone 2
  • F743 to F7CC = Zone 3
  • FA1B to FA1E = I-
  • FA1F to FA24 = TOP
  • FA25 to FA29 = II-
  • FA2A to FA36 = (M)(BONUS)(L)
  • FA37 to FA44 = ( )( )( )

Text

  • C6AA to C6C1 = PLAYER I in middle of screen (two player mode)
  • C6C2 to C6E0 = GAMER OVER in middle of screen with a blank line above and below

CODE

  • EBBB to EBC3 = Changes 0096 (Mario's status) to FF (Dead) if no time is left
  • EC16 to EC28 = Loads data for demo movement of Mario from ROM to RAM