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Teenage Mutant Ninja Turtles (NES)/RAM map

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< Teenage Mutant Ninja Turtles (NES)
Revision as of 12:27, 9 October 2023 by Sivak (talk | contribs) (Added in a lot more of the ZP)
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Chip tiny.png The following article is a RAM map for Teenage Mutant Ninja Turtles (NES).

Address Size     Description
------- ----     -----------
   00    $18     Temp/Scratch memory
   19            Temp X Register Backup
   1a            Temp Y Register Backup
   1b            Current Game State ID
   1c            Substate ID of Current Game State
   1e            Global Timer
   1f            NMI Ignore Flag
   20            Disable Rendering Timer
   21            Current PRG Bank
   27            Current CHR Bank 0
   28            Current CHR Bank 1
   29    $2      HUD PPU Position (stored as big endian value)
   2c            Current Primary BG Color
   30    $2      Current Buttons being Pressed
   32    $2      Current Buttons being Held
   35            Game is Paused Flag
   36            Pausing is Disabled Flag
   45            Random Number (used for things based on randomization)
   46            Continues (You start with 3)
   48            World Number
   55            Technodrome Location Subarea ID (Can be 2, 3, or 4)
   56            Has Rescued Captured Turtle in Level Flag
   57            Captured Turtle ID
   59            PRG Bank before Sound Engine Update
   5b            Whether the special weapon is selected or not
   5c            Is Inside Subarea Flag (0 if overworld, 1 if subarea)
   5d            Current side-scrolling area (0 in overhead areas)
   5e            Is Mandatory Fight Flag (0 = false, 1 = fight queued, 2 = miniboss, 3 = boss)
   67            Current Turtle Selected (0:Leo, 1:Raph, 2:Mike, 3:Don)
   6e            Item(s) in Subarea Collect (bitwise and depends on subarea)
   73            Leo's Special Weapon (0:Nothing, 1:Stars, 2:Triple Stars, 3:Boomerangs, 4:Scrolls)
   74            Raph's Special Weapon
   75            Mike's Special Weapon
   76            Don's Special Weapon
   77            Leo's Energy ($00 - $80)
   78            Raph's Energy
   79            Mike's Energy
   7a            Don's Energy
   7d            Disarmed Bombs (bitwise)
   80    $2      Destroyed Barricades (bitwise)
   a0            Last Turtle Selected Upon Pause (Set when pause screen starts. Mainly used for writing which turtle has been caught)
   a7            Amount of Ropes ($00 - $63)
   a8            Leo's Special Weapon Quantity ($00 - $63)
   a9            Raph's Special Weapon Quantity
   aa            Mike's Special Weapon Quantity
   ab            Don's Special Weapon Quantity
   b5            Miscellaneous Game Scene ID (Can be $01-$10)
   ba    $2      Dam Timer (first byte is countdown, second is for displaying the timer)
   bf            Turtle Van Missiles
   c0            Score 99xxxx0
   c1            Score xx99xx0
   c2            Score xxxx990
   c3            Unknown Score 99xxxx0
   c4            Unknown Score xx99xx0
   c5            Unknown Score xxxx990
   c6            High Score 99xxxx0
   c7            High Score xx99xx0
   c8            High Score xxxx990
   d0            Pause Screen State ID
   d4            Is Attacking While Ducking Flag
   f0            Skip Music Engine Update Flag
   fc            PPU Scroll X
   fd            PPU Scroll Y
   fe            PPU Mask
   ff            PPU Control
 
  200   $100     Sprite Memory
  460            Turtle Y Position
  480            Turtle X Position
  4B0            Turtle Y Velocity
  4E0            Turtle X Velocity
  500            Invincibility Timeout
  56X            Enemy Hit Points
  630            Invincibility Timeout
  631   $5       Timer for items disappearing