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Kirby's Dream Land/RAM map: Difference between revisions
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(Added some pretty big new data I found and fixed the table formatting) |
m (Xkeeper moved page Kirby's Dream Land:RAM map to Kirby's Dream Land/RAM map: normalize subpages and titles) |
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{| class="wikitable" | {| class="wikitable" | ||
! Address | ! Address | ||
! width= | ! width=80% | Function | ||
|- | |- | ||
|<pre> | |<pre> | ||
0xC000 - 0xC09F | |||
</pre> | </pre> | ||
|On-Screen Sprite Info, 4 bytes each(y position, x position, tile #, and other attributes) | |On-Screen Sprite Info, 4 bytes each(y position, x position, tile #, and other attributes). Copied to Object Attribute Memory (0xFE00 - 0xFE9F). | ||
|- | |- | ||
|<pre> | |<pre> | ||
0xCA00 - 0xCAA3 | |||
</pre> | </pre> | ||
|Tile Data for the current level | |Tile Data for the current level | ||
|- | |- | ||
|<pre> | |<pre> | ||
0xD02C | |||
</pre> | </pre> | ||
|Visual Scroll X. This | |Game State ($01 = normal, $05 = drinking a bottle, $06 = warpstar or dying...) | ||
|- | |||
|<pre> | |||
0xD053 | |||
</pre> | |||
|Visual Scroll X. This only affects where tiles are drawn. | |||
|- | |- | ||
|<pre> | |<pre> | ||
0xD055 | 0xD055 | ||
</pre> | </pre> | ||
|Visual Scroll Y. This | |Visual Scroll Y. This only affects where tiles are drawn. | ||
|- | |- | ||
|<pre> | |<pre> | ||
0xD05C | 0xD05C | ||
</pre> | </pre> | ||
|Kirby's Actual X position relative the screen. Setting the value past $4C may cause issues with the game's collision detection. | |Kirby's Actual X position relative the screen. Setting the value past $4C when not at the right edge of a level may cause issues with the game's collision detection. | ||
|- | |- | ||
|<pre> | |<pre> | ||
Line 74: | Line 79: | ||
0xD086 | 0xD086 | ||
</pre> | </pre> | ||
|Kirby's Health | |Kirby's Current Health | ||
|- | |- | ||
|<pre> | |<pre> | ||
Line 84: | Line 89: | ||
0xD093 | 0xD093 | ||
</pre> | </pre> | ||
|Boss's Health | |Boss's Current Health | ||
|- | |- | ||
|<pre> | |<pre> | ||
Line 90: | Line 95: | ||
</pre> | </pre> | ||
|Something to do with parts of the music | |Something to do with parts of the music | ||
|- | |||
|<pre> | |||
0xDE06 - 0xDE19 | |||
</pre> | |||
|Copied to sound registers (0xFF10 - 0xFF23) | |||
|- | |- | ||
{{Internal Data|game=Kirby's Dream Land}} | {{Internal Data|game=Kirby's Dream Land}} |
Latest revision as of 02:41, 24 January 2024
The following article is a RAM map for Kirby's Dream Land.
This page is rather stubbly and could use some expansion. Are you a bad enough dude to rescue this article? |
Address | Function |
---|---|
0xC000 - 0xC09F |
On-Screen Sprite Info, 4 bytes each(y position, x position, tile #, and other attributes). Copied to Object Attribute Memory (0xFE00 - 0xFE9F). |
0xCA00 - 0xCAA3 |
Tile Data for the current level |
0xD02C |
Game State ($01 = normal, $05 = drinking a bottle, $06 = warpstar or dying...) |
0xD053 |
Visual Scroll X. This only affects where tiles are drawn. |
0xD055 |
Visual Scroll Y. This only affects where tiles are drawn. |
0xD05C |
Kirby's Actual X position relative the screen. Setting the value past $4C when not at the right edge of a level may cause issues with the game's collision detection. |
0xD05D |
Kirby's Actual Y position relative to the screen |
0xD066 |
Kirby's Inhale Timer. Set at $00 and incrementing at every frame when inhaling. Freezes when stopping inhaling. |
0xD070 |
Score (10000s place) |
0xD071 |
Score (1000s place) |
0xD072 |
Score (100s place) |
0xD073 |
Score (10s place) |
0xD080 |
Background Brightness/Contrast |
0xD081 |
Sprite Brightness/Contrast |
0xD086 |
Kirby's Current Health |
0xD089 |
Lives |
0xD093 |
Boss's Current Health |
0xDE02 |
Something to do with parts of the music |
0xDE06 - 0xDE19 |
Copied to sound registers (0xFF10 - 0xFF23) |
Internal Data for Kirby's Dream Land
| |
---|---|