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Pac-Man (NES)/RAM map: Difference between revisions

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{{rammap|game=Pac-Man}}
{{rammap|game=Pac-Man (NES)}}


$001A - X location of Pac-Man
NOTES
* Values in the below table are hexadecimal unless otherwise noted.
* There are two color palettes, referred to in the table as Palette 1 and Palette 2.
* Palette 1 is used for Pac-Man, Fruit, and Scared Ghosts, and Palette 2 is used for normal ghosts.
* Palette 1's values are: 0=Yellow, 1=DarkBlue, 2=LightBlue, 3=Red.
* Palette 2's values are: 0=Red, 1=Pink, 2=LightBlue, 3=Orange.
* The 000000* digit for high scores is always 0, and cannot be changed.


$001C - Y location of Pac-Man
{| border="1" cellpadding="1"
|'''RAM Address'''  || '''Purpose'''
|-
|001A || PacMan X-Coordinate
|-
|001C || Pac-Man Y-Coordinate, can be used to teleport in the level.
|-
|001E || Blinky X-Coordinate, can be used to teleport in the level.
|-
|0020 || Blinky Y-Coordinate, can be used to teleport in the level.
|-
|0022 || Pinky X-Coordinate, can be used to teleport in the level.
|-
|0024 || Pinky Y-Coordinate, can be used to teleport in the level.
|-
|0026 || Inky X-Coordinate, can be used to teleport in the level.
|-
|0028 || Inky Y-Coordinate, can be used to teleport in the level.
|-
|002A || Clyde X-Coordinate, can be used to teleport in the level.
|-
|002C || Clyde Y-Coordinate, can be used to teleport in the level.
|-
|002E || Fruit X-Coordinate, can be used to teleport in the level.
|-
|0032 || Pac-Man graphic, can be used to set the sprite used.
|-
|0033 || Blinky graphic, can be used to set the sprite used.
|-
|0034 || Pinky graphic, can be used to set the sprite used.
|-
|0035 || Inky graphic, can be used to set the sprite used.
|-
|0036 || Clyde graphic, can be used to set the sprite used.
|-
|0037 || Fruit graphic, can be used to set the sprite used.
|-
|0038 || Pac-Man graphic color, can be used to set the color (see notes).
|-
|0039 || Blinky graphic color, can be used to set the color (see notes).
|-
|003A || Pinky graphic color, can be used to set the color (see notes).
|-
|003B || Inky graphic color, can be used to set the color (see notes).
|-
|003C || Clyde graphic color, can be used to set the color (see notes).
|-
|003D || Fruit graphic color, can be used to set the color (see notes).
|-
|0041 || UI X-Coordinate, can be used to move the maze graphic or menu graphic around.
|-
|0042 || UI Y-Coordinate, can be used to move the maze graphic or menu graphic around.
|-
|0061 || HighScore 00000*0 Digit, can be used to set the current high score.
|-               
|0062 || HighScore 0000*00 Digit, can be used to set the current high score.
|-               
|0063 || HighScore 000*000 Digit, can be used to set the current high score.
|-               
|0064 || HighScore 00*0000 Digit, can be used to set the current high score.
|-               
|0065 || HighScore 0*00000 Digit, can be used to set the current high score.
|-               
|0066 || HighScore *000000 Digit, can be used to set the current high score.
|-
|0067 || Current Lives, can be used to add or remove lives.
|-
|0068 || Current Level, can be used to check or set your current level.
|-
|006A || Remaining Pellets, can be used to check or set the number of pellets remaining until you win the level.
|-
|0070 || Current Score 00000*0, can be used to set the current score.
|-                   
|0071 || Current Score 0000*00, can be used to set the current score.
|-                   
|0072 || Current Score 000*000, can be used to set the current score.
|-                   
|0073 || Current Score 00*0000, can be used to set the current score.
|-                   
|0074 || Current Score 0*00000, can be used to set the current score.
|-                   
|0075 || Current Score *000000, can be used to set the current score.
|-
|00D7 || Fruit Timer, can be used to check if a fruit has currently appeared, or make the fruit remain longer or shorter.
|}


 
{{Internal Data|game=Pac-Man (NES)}}
 
$001E - X location of Shadow
 
$0020 - Y location of Shadow
 
$0022 - X location of Speedy
 
$0024 - Y location of Speedy
 
$0026 - X location of Bashful
 
$0028 - Y location of Bashful
 
$002A - X location of Pokey
 
$002C - Y location of Pokey
 
 
 
$002E - X location of the fruit/bonus
 
 
 
$0032 - Pac-Man's graphic
 
$0033 - Shadow's graphic
 
$0034 - Speedy's graphic
 
$0035 - Bashful's graphic
 
$0036 - Pokey's graphic
 
 
 
$0041 - X location of the game board
 
$0042 - Y location of the game board
 
 
 
$0067 - Current number of lives
 
$0068 - Level
 
 
 
$006A - Number of Pellets left to beat level
 
 
 
$006C - Power Pellet in upper left flash
 
$006D - Power Pellet in upper right flash
 
$006E - Power Pellet in lower left flash
 
$006F - Power Pellet in lower right flash
 
 
 
$0070 - 00000*0 digit in score
 
$0071 - 0000*00 digit in score
 
$0072 - 000*000 digit in score
 
$0073 - 00*0000 digit in score
 
$0074 - 0*00000 digit in score
 
$0075 - *000000 digit in score
 
 
 
$0600 - Melody for Beginning Music
 
$0601 - Accompanyment for Beginning Music
 
$0602 - Extra Life gained sound effect
 
$0603 - Dying sound effect
 
$0604 - Pacman eating pellet sound effect
 
$0605 - Pacman digesting pellet sound effect
 
$0606 - Pacman eating fruit sound effect
 
$0607 - Pacman eating ghost sound effect
 
$0608 - Eaten Ghost retreating sound effect
 
$0609 - Power Pellet running low sound effect
 
$060A - Slow Ambience sound effect
 
$060B - Medium Ambience sound effect
 
$060C - Fast Ambience sound effect
 
$060D - Melody for Act
 
$060E - Accompanyment for Act
 
$060F - Pause sound effect

Latest revision as of 02:05, 18 February 2024

Chip tiny.png The following article is a RAM map for Pac-Man (NES).

NOTES

  • Values in the below table are hexadecimal unless otherwise noted.
  • There are two color palettes, referred to in the table as Palette 1 and Palette 2.
  • Palette 1 is used for Pac-Man, Fruit, and Scared Ghosts, and Palette 2 is used for normal ghosts.
  • Palette 1's values are: 0=Yellow, 1=DarkBlue, 2=LightBlue, 3=Red.
  • Palette 2's values are: 0=Red, 1=Pink, 2=LightBlue, 3=Orange.
  • The 000000* digit for high scores is always 0, and cannot be changed.
RAM Address Purpose
001A PacMan X-Coordinate
001C Pac-Man Y-Coordinate, can be used to teleport in the level.
001E Blinky X-Coordinate, can be used to teleport in the level.
0020 Blinky Y-Coordinate, can be used to teleport in the level.
0022 Pinky X-Coordinate, can be used to teleport in the level.
0024 Pinky Y-Coordinate, can be used to teleport in the level.
0026 Inky X-Coordinate, can be used to teleport in the level.
0028 Inky Y-Coordinate, can be used to teleport in the level.
002A Clyde X-Coordinate, can be used to teleport in the level.
002C Clyde Y-Coordinate, can be used to teleport in the level.
002E Fruit X-Coordinate, can be used to teleport in the level.
0032 Pac-Man graphic, can be used to set the sprite used.
0033 Blinky graphic, can be used to set the sprite used.
0034 Pinky graphic, can be used to set the sprite used.
0035 Inky graphic, can be used to set the sprite used.
0036 Clyde graphic, can be used to set the sprite used.
0037 Fruit graphic, can be used to set the sprite used.
0038 Pac-Man graphic color, can be used to set the color (see notes).
0039 Blinky graphic color, can be used to set the color (see notes).
003A Pinky graphic color, can be used to set the color (see notes).
003B Inky graphic color, can be used to set the color (see notes).
003C Clyde graphic color, can be used to set the color (see notes).
003D Fruit graphic color, can be used to set the color (see notes).
0041 UI X-Coordinate, can be used to move the maze graphic or menu graphic around.
0042 UI Y-Coordinate, can be used to move the maze graphic or menu graphic around.
0061 HighScore 00000*0 Digit, can be used to set the current high score.
0062 HighScore 0000*00 Digit, can be used to set the current high score.
0063 HighScore 000*000 Digit, can be used to set the current high score.
0064 HighScore 00*0000 Digit, can be used to set the current high score.
0065 HighScore 0*00000 Digit, can be used to set the current high score.
0066 HighScore *000000 Digit, can be used to set the current high score.
0067 Current Lives, can be used to add or remove lives.
0068 Current Level, can be used to check or set your current level.
006A Remaining Pellets, can be used to check or set the number of pellets remaining until you win the level.
0070 Current Score 00000*0, can be used to set the current score.
0071 Current Score 0000*00, can be used to set the current score.
0072 Current Score 000*000, can be used to set the current score.
0073 Current Score 00*0000, can be used to set the current score.
0074 Current Score 0*00000, can be used to set the current score.
0075 Current Score *000000, can be used to set the current score.
00D7 Fruit Timer, can be used to check if a fruit has currently appeared, or make the fruit remain longer or shorter.